Gristle Mine 4 floors Ground floor: Loading Station Creatures2 Troglodyte Scouts with carbines The ground floor of gristle mine is separated into two rooms. The first is a small train station used for loading goods onto train cars, and the second is a larger room full of cages covered by various tarps. The immediate threat on the ground floor is a pair of Troglodyte Gangsters using pistol caliber carbines. The cages and tanks contain various exotic animals not typically seen in the locality. Check Field Identification Guides vol.1 and vol.2 for statistics. The more 'normal' animals include several tigers (1 each in white, orange, and blue colorations) , 2 baby elephants, and water-filled tanks containing Sharks, Crcodiles and Piranha. 1 Terror Bird, 1 Unicorn, 1 adolescent wyvern (Can speak and understand Lungdao) and 1 heavily reinforced metal tank that says it contains a giant pygmy space kraken, but whatever creature it contains can't be viewed, and various safety devices prevent it from being opened, except in the vacuum of space or a similar locale. B1 Floor: Gang Hideout Creatures: 8 Troglodytes Criminals, 2 with knives, 2 with clubs, 2 with ballistic pistols, 2 with plasma pistols. Hi-point C9s & PEP-08 At night, the troglodytes gather around the table and play card games, typically with loud music. The troglodytes have a -20 on perception checks to hear the sounds of combat on the floor above them while they are gaming. There is a small room room with a security monitor next the the stairs leading to floor B2, the camera's can be used to view floors B2, B1, and the Ground Floor. It is unoccupied at night, when all the troglodytes are playing card games. B2 Floor: Meeting Room Creatures: Gang Leaders 1 Troglodyte Smuggler Bruiser w/ microwire battle-axe, 1 Troglodyte Smuggler Incanter w/ aetherweapon & incantations, 2 Trogolodyte Scouts with rifles (sks-45) The gang's leaders are in this room, celebrating recent successes with a cocaine party. There are numerous large piles of Cocaine on the large table. Treasure: 50 doses of Cocaine B3 Floor: Mine Shaft: Escaped Creatures: Only accessible by the elevator, the 4th floor was used for holding the most dangerous creatures, but due to a recent accident, they've escaped containment and are loose in the darkened shafts of this floor. 10 Silent Hissers (Statblock found in (oats Field Identification Guide vol. 2)) Troglodyte Criminal (Medium Sapient) BV By weapon: 9 (club or knife) 14(hi-point c9 or PEP-08) HD 1d8+2 CHP 14 XHP 6 CP 13 STR 13 DEX 10 CON 14 INT 8 WIS 10 CHA 7 Structure Biped (Humanoid, possesses a tail) Initiative +0 Defense 11 (+1 Natural) Touch 10 | Flat-footed 11 BAB +0 Grapple +1 Attack(s) Bite (Melee) 2 CP −4 Light attack, 1 piercing damage (non-lethal) (no effect against armor) 3 CP −4 Standard attack, 1d4 piercing damage 5 CP −4 Heavy attack, 2d4 piercing damage 10 CP −4 Full attack, 3d4+4 piercing damage Claws (Melee) 2 CP +1 Light attack, 1d4−2 slashing damage (non-lethal) (no effect against armor) 3 CP +1 Standard attack, 1d4+1 slashing damage 5 CP +1 Heavy attack, 2d4+1 slashing damage 10 CP +1 Full attack, 3d4+5 slashing damage Medium Club (Melee) 3 CP +3 Light attack, 2d3+1 bludgeoning damage 4 CP +3 Standard attack, 2d3+4 bludgeoning damage 6 CP +3 Heavy attack, 3d3+4 bludgeoning damage 11 CP +3 Full attack, 4d3+8 bludgeoning damage Field Knife (Melee) 2 CP +1 Light Attack 2d3+1 Slashing 3 CP +1 Standard Attack 2d3+4 Slashing 5 CP +1 Heavy Attack 3d3+4 Slashing 10 CP +1 Full Attack 4d3+8 Slashing Hi-Point Model C9 2d6/-2 9x19mm Surplus (with 2 10 round magazines) (Error Range 40% Jams on roll of 3-8) 7 CP Single Shot +1 2d6 Ballistic 3 CP Pot Shot -5 2d6 Ballistic 6 CP Double Tap -1 3d6 Ballistic PEP-08 1d8-2/0 Plasma 10 kW (with 2 coolant packs) 7 CP Single Shot +1 1d8-2 Plasma 3 CP Pot Shot -5 1d8-2 Plasma 6 CP Double Tap +1 2d8-2 Plasma Reach 5’ Fighting Space 5’ by 5’ Special Qualities Keen Sight, Natural Musk [TN12] Saves Fort +4 | Ref +0 | Will +0 Skills Athletics +3 Perception +3 Stealth +4 (+8 in rocky or subterranean areas to avoid being seen) Feats (Club or Knife): Simple Weapon Specialist (Medium Club or Field Knife) (−1 to CP cost when attacking with the chosen simple weapon.) Knife or Club Martial Arts (+1 damage die with knives or +2 attack with clubs) (PEP-08 or C9) Personal Firearm/Plasma Proficiency Point Blank Shot Treasure Casual Clothing, Medium Club, Field Knife, Hi-Point Model C9, or PEP-08 Troglodyte Gangster (Medium Sapient) BV 25 (Hi-Point 4595) or 33 (SKS-45) HD 4d8+8 CHP 14 XHP 26 CP 13 STR 12 DEX 14 CON 14 INT 9 WIS 12 CHA 9 Structure Biped (Humanoid, possesses a tail) Initiative +2 Defense 13 (+2 DEX, +1 Natural) Touch 12 | Flat-footed 11 BAB +3 Grapple +4 Attack(s) Bite (Melee) 2 CP −1 Light attack, 1d4−2 piercing damage (non-lethal) (no effect against armor) 3 CP −1 Standard attack, 1d4+1 piercing damage 5 CP −1 Heavy attack, 2d4+1 piercing damage 10 CP −1 Full attack, 3d4+5 piercing damage Claws (Melee) 2 CP +4 Light attack, 1d4−2 slashing damage (non-lethal) (no effect against armor) 3 CP +4 Standard attack, 1d4+1 slashing damage 5 CP +4 Heavy attack, 2d4+1 slashing damage 10 CP +4 Full attack, 3d4+5 slashing damage Hi-Point 4595 (Ranged) 55' 3d4+2/-4 .45 ACP Surplus (w/ 2x 20 round magazines) (35% error range, jam on 3-7) 6 CP Single Shot +6 3d4+2 Ballistic 2 CP Pot Shot +0 3d4+2 Ballistic 5 CP Double Tap +1 5d4+2 Ballistic SKS-45 (Ranged) 70' 4d6+2/-6 7.62x39mm Surplus (w/ 4 10 round stripper clips) (30% error range, jam on 3-6) 6 CP Single Shot +6 4d6+2 Ballistic 2 CP Pot Shot +0 4d6+2 Ballistic 5 CP Double Tap -1 6d6+2 Ballistic SKS-45 Bayonet (Melee) 10' Reach 3 CP Light Attack 2d4-2 Piercing 4 CP standard Attack 2d4+1 Piercing 6 CP Heavy Attack 3d4+1 Piercing 11 CP Full Attack 4d4+5 Piercing Reach 5' (10' w/ rifle bayonet) Fighting Space 5’ by 5’ Special Qualities Keen Sight, Natural Musk [TN13] Saves Fort +3 | Ref +6 | Will +2 Skills Acrobatics +4 Athletics +3 Perception +5 Stealth +10 (+18 in rocky or subterranean areas to avoid being seen) Feats Simple Weapon Specialist (GM’s choice) (−1 to CP cost when attacking with the chosen simple weapon.) Archaic Weapons Proficiency (Spears) (Grants proficiency with the chosen class of weaponry.) Skill Focus (Stealth) Spear Martial Arts (When wielding a halberd, long spear, rifle bayonet, or short spear the Critical Threat range is 14-18.) Personal Firearms Proficiency(Can reload and attack with firearms without penalty) Rifle Specialist (+1 attack bonus, -1 CP cost with attacks with rifles) Treasure Baseball Cap (Backwards only), Sunglasses (only at night), assorted Gold (Plated) jewelery worth 5 WP, SKS-45 or Hi-Point 4595 Troglodyte Smuggler Bruiser (Medium Sapient) BV 34 HD 6d8+20 CHP 18 XHP 49 CP 13 STR 17 DEX 12 CON 16 INT 9 WIS 10 CHA 9 Structure Biped (Humanoid, possesses a tail) Initiative +1 Defense 16 (+4 Armor, +1 DEX, +1 Natural) Armor (Personal Combat Armor, Md.T, +4 DEF, +2 Max Dex, −3 Penalty, 2 CP loss) DR: 18/Ba, 12/Pi, 6/Sl,Bl 4/Acid 50 AP Touch 11 | Flat-footed 15 BAB +4 Grapple +7 Attack(s) Bite (Melee) 2 CP +7 Light attack, 1d4−2 piercing damage (non-lethal) (no effect against armor) 3 CP +7 Standard attack, 1d4+1 piercing damage 5 CP +7 Heavy attack, 2d4+1 piercing damage 10 CP +7 Full attack, 3d4+5 piercing damage Claws (Melee) 2 CP +7 Light attack, 1d4 slashing damage 3 CP +7 Standard attack, 1d4+3 slashing damage 5 CP +7 Heavy attack, 2d4+3 slashing damage 10 CP +7 Full attack, 3d4+7 slashing damage Microwire Battle-axe (Melee) 3 CP +9 Light attack, 3d10+9/15-18 slashing damage 4 CP +9 Standard attack, 3d10+12/15-18 slashing damage 6 CP +9 Heavy attack, 3d10+12/15-18 slashing damage 11 CP +9 Full attack, 5d10+16/15-18 slashing damage Reach 5’ Fighting Space 5’ by 5’ Special Qualities Keen Sight, Natural Musk [TN16] Saves Fort +4 | Ref +7 | Will +6 Skills Athletics +8 Perception +4 Stealth +6 (+14 in rocky or subterranean areas to avoid being seen) Feats Toughness (Character gains +4 XHP and +2 CHP.) Archaic Weapons Proficiency (Axes) (Grants proficiency with the chosen class of weaponry.) Second Wind ( Once per hour, the character can restore a number of XHP equal to his CON score.) Focused Saving Throw (Reflex) Axe Martial Arts (Character gains +1 die of damage when wielding a hand axe, broadaxe, or battle-axe.) Medium Armor Proficiency (When the character wears medium armor, they can add the armor’s equipment bonus to their DEF, and the armor’s skill penalty only applies to the following skills: Acrobatics, Athletics, and Stealth.) Axe Specialist (Character gains an additional +1 damage die when wielding a battle-axe, broadaxe, or hand axe, and also gains a +2 bonus to all attacks with axes.) Evasion ( When making a Reflex Saving Throw, the character takes ¼ damage with a successful Saving Throw. This feat may only be used when wearing no armor, light armor, or medium armor) Treasure Expensive Casual Clothes, Microwire Battle-axe, Personal Combat Armor, Cocaine (1kg), Golden jewelery and 'Grille' worth 80 WP Troglodyte Smuggler Incanter (Medium Sapient) BV 21 HD 7d8 CHP 11 XHP 31 ML 86* CP 13 STR 11 DEX 10 CON 11 INT 12 WIS 14 CHA 13 Structure Biped (Humanoid, possesses a tail) Initiative +0 Defense 11 (+1 Natural) Touch 10 | Flat-footed 11 BAB +5 Grapple +5 Attack(s) Bite (Melee) 2 CP +0 Light attack, 1 piercing damage (non-lethal) (no effect against armor) 3 CP +0 Standard attack, 1d4 piercing damage 5 CP +0 Heavy attack, 2d4 piercing damage 10 CP +0 Full attack, 3d4+4 piercing damage Claws (Melee) 2 CP +5 Light attack, 1 slashing damage (non-lethal) (no effect against armor) 3 CP +5 Standard attack, 1d4 slashing damage 5 CP +5 Heavy attack, 2d4 slashing damage 10 CP +5 Full attack, 3d4+4 slashing damage Maquahuitl (Vibro, Electrified) 3 CP +5 Light Attack, One of: 15-18 1d6-3 Bl + 1d6 El OR 16-18 3d6-2 Slashing + 1d6 El 4 CP +5 Standard attack, One of: 15-18 1d6 Bl + 1d6 El OR 16-18 3d6+1 Slashing + 1d6 El 6 CP +5 Heavy Attack, One of: 15-18 2d6 Bl + 1d6 El OR 16-18 4d6+1 Slashing + 1d6 El 11 CP +5 Full Attack, One of: 15-18 3d6 Bl + 1d6 El OR 16-18 5d6+5 Slashing + 1d6 El Incantation(s) (Summon, summon a shadow creature of Large size for 10 rounds with 4d8+7 HP, 15 CP, a DEF of 1d8+10, and a 1d6+2 melee attack bonus, 4d6 slashing damage, (see pg. 55 of the Modern Magika rulebook for more details), 8IP, 6 CP) Summon 10 Shadow Doppelgangers for 5 rounds, (10 IP, 7 CP) Reach 5’ Fighting Space 5’ by 5’ Special Qualities Incantation User, Keen Sight, Natural Musk [TN13] Saves Fort +2 | Ref +2 | Will +11 Skills Incantation (Shadow Control) +16 Perception +4 Speechcraft +12 Stealth +4 (+8 in rocky or subterranean areas to avoid being seen) Feats Exotic Weapon Proficiency (Macahuitl & GM's Choice) Reciter (Shadow Control) (−1 to IP cost when creating incantion recipes of the selected language.) Speaker (Shadow Control) (−3 to IP cost when creating incantion recipes of the selected language.) Skill Focus (Incantation (Shadow Control)) Skill Focus (Speechcraft) Orator (Shadow Control) (−5 to IP cost when creating incantion recipes of the selected language.) Focused Saving Throw (Will) Savant (Speechcraft) Organization Solitary or tribe (2d10+20 troglodytes plus 40% noncombatants, 2d3 troglodyte champions, and 2d2 troglodyte whisperers of 8-9 HD) Treasure Good quality robe or vestments, Electrified Vibro Macahuitl Advancement By Character Level *24 Mental Limit used for initial keeping of Incantation recipes, 28 recipes may be kept.