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Trenif Mystogan (Order #19665701)


Th~ War of th~ Goblin King

Trenif Mystogan (Order #19665701)


'(luthors bay out
Alex Riggs, Joshua Zaback Alex Riggs, Joshua Zaback

IiPC i1>tats fl>1aps


Joshua Zaback, Justin Holloway Alex Riggs

IipC'Djlseriptions ptaytjlstjlrs
Alex Riggs David Mesick, Garret White,
Rosa Gibbons

editor
Rosa Gibbons

Necromancers of the Northwest, LLC


9111 242nd St SW
Edmonds, WA, 98026
www.necrornancers-online.com

Product Identity: The following terms are hereby defined as product identity, as deImed in the Open Gaming
License version LOa, Section l(E), and are not Open Content: All trademarks, registered trademarks. proper
names (chaJ"ll.cters, deities, etc) dialogue. plot. storylines, location. characters and trade dress.

Artwork: All an in this book is property afits respective artist. and Necromancers of the Nonhwest. LLC
claims no rights or privileges to any art presented herein other than having recieved the anist's permission to
include it.

Open Game Content: Except for material designated lIS Product Identity or Artwork Isee above]. the game me-
chanics of this Necromancers oCthe Northwest game product are Open Game Content. as defined in the Open
Game License version l.Oa Section lid). No portion of this work other than Open Game Content may be repro-
duced in any form without written permission.

Compatibility with the Pathf"mder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, ll.C. See hnp:jjpaizo.comjpathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paiw Publishing, ll.C. and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paiw Publishing, LLC, and are used under
the Pathfinder Roleplaying Game Compatibility License. See http://paizo.comjpathfinderRPGjcompatibility
for more information on the compatibility license.

Trenif Mystogan (Order #19665701)


Tablll of C;onlllnls:
Adventure Synopsis 2
I311<:\{ElJ1l11lld 2
Getting Started 3

Chapter 1: Springdale S
Background 5
Arrival 6
Investigating the Disappearances 9
Prominent Locations of Springdale l0
Noble District.. 10
Temple District.. 13
Merchant District 16
Docks District 18
The Raid 19
Encounters 23-32
Faces of Springdale 33-55

Chapter 2: Springdale Keep 56


History 56
Features of the Keep 56
Encounters 63-74

Chapter 3: The Caverns 75


History 75
Features of the Caverns 75
Encounters 82-90

-----------...,
~id~b8r: Tjlrminology
............ "'--------
For legal reasons, this book will refer to the person running the game as the ~Dungeon
Maestro", or ~DM~ for short. This tenn reflects the fact that a Dungeon Maestro runs the
game in a fashion similar to a maestro directing an orchestra: weaving together diverse and
unrelated pieces to fonn a cohesive story. It acknowledges the complexity of the job without
adding an unnecessary sense of the grandiose. Similar titles would set the person running
the game above the players, minimizing their importance in the game's story and
conclusion. This change is in name only, and in no way indicates a change in the
responsibilities of the OM. ~ ~
==='-=-'=-:o=---_~_~_=,..._.--------
Trenif Mystogan (Order #19665701)
/I had b~n gl?arJlJ JlJinCI? hiJlJ kind had known fhiJlJ kind of Iriumph. f"or cl?nlurilUJ noW
hillJ kind h8d ~I?n mockl?d and ignor~d, but no longw. ThankJlJ fo fjarrick, hillJ kind W8.!!
fin81/1j r~c18iming fhl?ir pl8cl? in hiJlJlorlj; fh8nk.& to fjarrick, th~ hum8n.!! knl?w f~ar onc~
mor~. tt~ 11?ft fhl?ir 10Wn", in rUinJl, th~ir 8rmi~8J dillJPWJll?d 8nd 11?8dwllUJ8J, 8nd 81/1h~ rlUJf
Wond~ring if thl?lj would b~ n~xt. fj8rrick Would would IIJI?~ 811 th~ Jlo-C811~d eiVilizl?d 18ndllJ f811
b~forl? hi.!J ~v~r-groWing 8rmi!U. Y8rriek. Would would .!J~I? world bow 10 th~ glorioulIJ goblin r8C~.
'(iJlJ fhl? IIJtonlUJ crumbkd Iik~ JlJ18/~ br~8d b~for~ fhl? mighl of hi'" min~rllJ, fjarriek.
g8z~d af th~ n~W ~nfr8nCI? h~ h8d erl?81~d info Ih~ long 8bandonl?d k~l?p. t1~ p8U8J~d 8
mom~nf to fhink on fhl? irong thaf thillJ 8ncil?nt fort-built IIJO long ClgO 10 k~I?P hi8J kin
ClWClg from th~ n~8rblj town-would lIJ~rvl? ClJl 8 JIJ/ronghold for Ih~ v~rlj cr~81urlUJ it wa,z
m~Clnt fo kl?~p 81 b8g whitl? th~1j p/8nn~d fhl? conqulUJ/ 8nd ",ubJlJllqul?nt d~.!!fruefion of itllJ
charg>?, fhl? humCln cUIj of ,If)pringd81~. Molioning 10 hi.!! m~n to WClit [jf th~ I?nfrane>!.
yarriek. .!Jfrod~ inlo th~ k~~p alon~. Cldju.!!fing hi8J crown 811J h~ approCleh~d thl? d~mlUJnl? of
Yarriek.
hillJ m8.!!f~rllJ, th~ diVin~ b~ing,§J Ih81 hCld m8dl? all of fhi.!! po.!!.!Jibl~; Ih~ god8J of hi8J f[jfh~r. 10
Whom Y8rrick h8d 1IJ0ld hill Iloul.
ttl? found fhl? trio in th~ Ihron~ room 8W8iting him in thl?ir frul? form, likl? fl?arJlJom~
Wolv~1l eovl?rl?d in r8wn fur. Th~1j Ilmikd [jf him with goblin faclUJ fiJ/>?d with Ilharp
bI8ck~n~dfangllJ Clnd ,zpok~ a8J on~, ~Your 10rdllJ W~/eoml? gou, f8ifhfu/lIJwv8nl. Wh81 havl?
Ijou fo r~porf?" YClrriek bow~d d~l?pllj 8nd th~ fhr~ of/h~m b~gCln fo plof Ih~ downfCll1 of
~pringdClI>?-

Adventure Note
The War of the Goblin King is an adventure designed for the
Pathfinder@Roleplaying Game, and is intended for 4-6 level 6 characters,
though players should expect to gain 1-2 levels throughout the course of
the adventure. As written, The War of the Goblin King should take between
2-3 sessions to complete (assuming your sessions average about 5 hours in
length). The monsters presented in this adventure are designed for use with
the Pathlinder® Roleplaying Game, though they should be largely
compatible with non-Pathfinder 3.5 OGL games.
This book is broken down into three chapters, one for each of the three
locations pes will visit throughout the adventure. Each chapter contains an
introductory section, which lists the background or history of the area, an
area-by-area walkthrough of the place in question, and finally a section
detailing all the combat encounters likely to occur in that chapter.

Equipment Note
Some of the monsters and NPCs in this book use gear from another Necromancers
of the Northwest product, Into the Armory. Any such gear wiJJ be denoted with the
letters "ITA" in supersript in the gear'section of the creature's statistics block.

Trenif Mystogan (Order #19665701)


Adventure Synopsis set a vicious trap for the Pes.
TIlls adventure sets the Pes as the heroic After navigating the remains of the
saviors of the town of Springdale, driving keep, the Pes discover a rough-hewn
back the evil goblin king and his three stone tunnel leading out of the keep and
barghest conspirators and dashing their into tunnels and warrens below. Here the
hopes of pillaging hume.n settlements and Pes must carve a bloody swath through
creating a goblin empire. The adventure the remaining goblins before they reach
begins when the Pes receive a letter from Yarrick, the goblin king, and the last
Dallan, Springdale's governor, asking them to of his three barghest allies, Gauroth, and
come help with an urgent crisis. When they join in an epic battle.
arrive, they learn that a number of people Their leaders slain, the goblin hordes
have gone missing in the town, disappearing quickly break apart WI goblins head back
seemingly by magic, without any witnesses or to their home warrens or to find riper
clues WI to where they've gone. Dallan offers hunting grounds, and the PCs are named
them a hefty reward If they can stop the the heroes of SpringdaJe.
disappearnnoes, and an even heftier reward if
they can return the daughter of the local Background
priest, who was one of the latest to go It has been nearly 300 years since the
Imssmg. conclusion of the last of the Goblin Wars,
The PCs' investigations in town reveal when the goblin hordes rose up from their
only that no one seems to know the source of caves and holes and began terrorizing the
the disappearances, and that there are no land. After much bloody campaigning,
witnesses to the crimes. As the PCs walk the they 'Olrere driven back to their
streets, however, they are suddenly attacked subterranean lairs, leaving the surface
from behind by a troupe of goblin raiders. world to the humans, elves, and dwarves.
Even as the dust of the battle clears, the Pes Now, nearly three centuries later, the
become aware that the governor's mansion is goblins have once again begun a war
on fire, and apparently under attack. It turns against humanity. Under the leadership
out that the mansion was the troe target of of the goblin king Yarrick, town after town
the raid, and the PCs must battle through has fallen in the north, their armies
several moms of goblins before they arrive in seemingly helpless against the
the governor's chamber. There, they find unstoppable goblin horde. Unknown to
Dallan under attack by a goblin who reveals the survivors of these attacks, Yarrick's
mid-fight that he is, in fact, a ha.rghest by great success is due in large part to his
transforming before their eyes into his true allegiance with a trio of barghests who
form and attacking savagely. have provided him with two keys to
In the aftermath of the attack, the Pes victory: firstly they gifted him with the
learn from a captured goblin that their Goblin King's Crown, a powerful magic
enemy, Yanick, is claiming to be the king of item that, while worn by a goblin, grants
the goblins and is working together with II magical protection to all goblins sworn to
trio of barghests to assault the town. The the crown's wearer. The second edge they
captive also reveals that the goblins are provide him is in their tactical expertise
operating out of an abandoned keep not far and spell-like abilities.
from town. Using their magical skills, the
The Pes are ambushed on the road to barghests employ small teams of goblins
the keep by a pair of goblin war-chariots, to assassinate important leaders in order
resulting in a high-stakes shootout on the to create an atmosphere of panic and
road. Once the Pes finally arrive at the keep, confusion, allowing Yarrick's troops to
they are stalked by a troupe of goblins under easily defeat the disorganized rabble
the command of Nera! the barghest, who

Trenif Mystogan (Order #19665701)


already preoccupied dealing with the good reputations, including the PCs.
fallout from the unexplained deaths of
their local leaders. As a result, Yarrick has
managed to accomplish quite a lot with a Getting Started
relatively small force, and as towns and
counties fall into ruin and are sacked, the The Letter
goblin Icing's horde grows larger by the During one of the PCs' stops in town
day. Soon, be hopes, he will have forces between adventures, or perhaps on the way
enough to topple human society and to or from a dark dungeon or an epic quest,
res~re the surface into a glorious goblin the PCs are tracked down by Geren Latwen,
-."".,.. one of Dallan's messengers. He is a young
At the beginning of this adven~ man of perhaps 14, dressed in blue and gold
Yarrick and his barghest allies have livery and heavily perfumed. IT any of the PCs
successfully invaded and taken over the has a ·rough- appearance, or if the PCs are
abandoned Springdale keep, and have found in a tavern or bar, Geren suspects that
been plotting the destruction of the nearby they aren't who they claim to be, and
town for some time now, a victory Yarrick demands proof that they are, in fact,
believes will bring him the forces he needs themselves. IT they provide proof, he mutters
for open warfare, drawn from the reluctant something under his breath about ·some
southern clans. During the past few weeks heroes, these...• and departs as quickly as
Yarrick has sent groups of his warriors possible. The letter reads as follows:
into town under a veil of invisibility, both
to scout the town's defenses and to quietly tkl'lrt1a:=.
capture prisoners to sacrifice to his Your ra:pUII'lUOll 1'1:1 1n<!lvldul'Il:l ....llh gr~t
barghest allies. His plans for the attack I'IblllllJ I'Illd g~1'I1 dlaerdion h&.& lTl'lwl"" fl'lr 1'100
near completion, and be waits only for the ....idlZ-l humbly reque:ll qour I'Ild ill d~llng Wilh 1'1
last few contingents of troops to arrive ml'lllao{ gF"cI'Il urgcrJcY.l'lnd I bdleve lhet ulll~
through the tunnels connecting to the ....e eel quickly tnc lown of Iprlngdl'lk .....11 only be
",",p. Ih... flrsl of IDellylo lIhan;:: In 1'1 derk fl'lle.. r.... i1I11al,/
Meanwhile, Dallan Oswick, Govemor IlO mar... for f"'l'Ir thellhill letler ml'ly b>o: llll~~.
of Springdale, has begun to wony over the pl~:Ill: com... to mYlt:lII'lI... III ~prillgdelc: 1'100 1....111
disappearances. When it was only a iZ,llpll'llll our pllghlill grilel...r da:tefL You hl'lv", my
handful of beggars and dockworkers who ....ord thet you ....111 bc I'IdilquatilllJ compell~atlld for
had gone missing, the problem was easy your thllill'llld eUI~lellC... llJ lhill meU;,:r.
enough to ignore. Now an entire family
has vanished from their home In the
middle of the night, and worse yet,
Leanne, the daughter of a prominent local
priest, has recently gone missing. With the
town's upper-class citizens terrified that If the PCs question him about the letter,
they might be next, pressure has been put Geren replies haughtily that be would not
on Dallan to find the source of the deign to read the private missives of his
problem and put a stop to it fast. Reports govemor. IT they show him the letter and ask
have reached Springdale of similar about it, Geren can tell them about the
incidents occuring in other towns shonly disappearance of Leanne (the only
before fearsome goblin attacks, and the disa~arance he has taken any notice of),
govemor has begun to fear the worst. but will do so onJy if they increase his
Fearful for both his own life and the attitude to friendly. IT the PCs ask Geren to
well-being of his people, be has sent out accompany them, he explains that he has
several letters to adventuring parties with o~e~ letters to deliver, and, depending on his
opinion of the Pea, may add some choice

Trenif Mystogan (Order #19665701)


commentary about their attire or hygiene. takes them to see Dallan. If they don't,
Once Geren departs, the only option for he thanks them anyway and leaves
Pes interested in pursuing the letter is to them alone, though that night the Pes
head to Springdale. Though the town is by no are attacked in their beds by a goblin
means a metropolitan center, its location on raiding party (one of the goblins trips
the intersection of the North Road and the and falls, and sleeping Pes are entitled
Vale River makes it fairly well-known and to a DC a Perception check to wake
easy to fmd, and getting directions or even up).
transportation is relatively simple. Feel free to
add in random encounters on the road as you
see fit, but Yarrick and his minions restrict
their operations to the town and the nearby
keep.

Alternative Adventure Hooks


If the governor's request for aid is not to
your liking, consider these alternate ways to
get the Pes into the action:

-As the Pes travel along the road one


day, they are accosted by a band of goblin
brigands, who demand that the Pes pay
tribute to ~King Yarrick" and that they ~bow
down and serve the goblins as the master-
race they are." The bandits, led by Kraugg, an
idealistic young goblin dnmk on tales of
Yarrick's exploits, are not affiliated with the
goblin king but have been making their way
towards Springdale in order to join up with
Yarnck's
Yarrick's hordes. Along the way, the group
has been making stops to waylay travelers in
the hopes of gaining money or slaves. Kraugg
carries a grubby and worn map on him. It is
cnIde and difficult to read, but with a DC 12
Linguistics check the Pes can use the map to
reach the keep outside Springdale.

-The Pes are approached by Sinnic


Mester, a gnomish textiles merchant who
needs someone to deliver a shipment of
linens to the town of Springdale for a small
fee (SaO gold). Once the Pes reach Springdale
and deliver the linens to Sinnic's trading
partner, Giorgio Veniccia (who pays them for
their services), they are approached by a
concerned guard (Brenneth) who explains
about the recent disappearances of a number
of the town's poor and asks the Pes to look
into the matter. If the Pes agree to help he

Trenif Mystogan (Order #19665701)


Chapt{lr 1: ~pringdal{l
Introduction: the Temple District to the Docks.
The northwest section of the city is
the Noble District, home to Governor
Background Dallan and the town's wealthy. This
Springdale was built nearly 200 years section of town is jmmaculate and
ago where the North Road crosses the Vale beautiful, as the city's wealthy take great
River. Though it was originally just a place pride in the appearance of their homes
where passing traders could resupply and and often compete by adding
rest, in the past two centuries Springdale has embellishments or renovations to their
grown into a small city boasting a manors. The streets are beautiful as well,
population of just OVer' 10,500 and roughly better cobbled than most of the city and lit
100 men at anns. About 40 years ago an by oil-lamps at night lthe lighting is said
uncontrolled lire destroyed much of the town, to be better than that of an everburning
and it was subsequently rebuilt in a fresh, torch). A handful of businesses catering to
orderly fasruon. All the streets in the city are the city's nobility can be found here, and
perfectly straight and form a neat grid. Few, if some have even obtained expensive
any, of the buildings.are more than 4~ years permits allowing them to seD goods
old and all are kept Ul excellent repEUf, (instead aCjust services and mealsl, but
making Springdale one of the most beautiful for the most part this quarter of
cities in the area. Dallan Oswick rules Springdale is comprised entirely of manors
Springdale as governor, and is genenilly and mansioilll. Loitering in this district is
well-liked by rus people, or at least was until technically a crime, though the point is
Leanne's disappearance. While Da1lan is the only pressed when the loiterers don't
ruler of Springdale, the town has two other appear like they belong (for example, m?St
major authority figures in the persons of adventurers). and almost never results In
Captain Maldon, who heads the city's guards, anything other than guards politely
and rugh priest Alain Telemar, who presides escorting the offendenll out of the district.
aver the temple to Valenya, goddess of This district is more heavily patrolled than
healing and light. Both are well known and most, and about half of the guards
respected throughout the community. The patrolling the town at a given time can be
city is divided into fOUf quanefS, separated found in the Noble District.
by Main Street (really an extension of the
North Road,
on one axis and the Vale River
The northeast section of the city is the
Merchant District, where most of the
on the other. A pair of 3D-foot long town's businesses are located. As part of
drawbridges connects the Noble District to the effort to rebuild the city, the purchase
the Merchant District and another connects
------.-~~-.,~- - .- - - - - ....
Sidebar Putting Spnngdale mOther Camp8.1gn Settmgs
sp~gdale can be mov~ into vir1.':'-ally any campaign se~g. !.hough it is helpful to
put Springdale at the crossmg of a major road and .n~r ,(especially if y?U u~e the alternate
hook involving delivering merchant goodsl, even this lsn t necessary. Like~se, though the
social tensions in Springdale are a prominent part of the early stages .of this ~venture,
they can be removed with minimal work if they do not fit your.campatgn s.ettmg. All
Springdale really needs is a nearby keep or stnlcture from wruch the gobhns can be
attacking.
0>4 r ~...,,?....- - - - - - - - - - - - -

Trenif Mystogan (Order #19665701)


and sale of goods was restricted to this and unloading of cargo from merchant ships,
quarter (and to a lesser extent the Docks and a slum where all of the town's
Districtl, so this is the place where nearly "undesirables" can congregate without the
all of Springdale's trade occurs, as well as nobility and merchants needing to deal with
the place where residents buy their food them as much. The people of this ~slumn
and necessities. The storefronts are almost aren't especially poor (though they are by no
all well-kept and tidy, and with the means wealthyl, but are primarily
exception of a very small bazaar on the dockworkers, fishermen, and other
border of the Docks District, all the commoners with especially "dirty" jobs whose
businesses in this quarter operate out of a presence and appearance disturbs the
building, rather than tents or stalls. Like atmosphere that the city's nobility prefer. For
all small cities, Springdale's gp limit is those who don't mind stale straw on the floor
15,000 gold, but because it is a trading of their taverns and raucous and bawdy
town, the amount of ready cash is 15 tavern songs, the bars and pubs of the docks
million instead of the normal 7.5 million district can be an excellent place for an
gpo This district is also home to most of enjoyable and exciting evening.
the inns in the town (though there are one
or two in the Noble District which cater to
more wealthy clientele, and a handful in
Arrival:
the Docks District for those with
Most likely the Pes approach Springdale
somewhat less discerning tastel. The most
from the east, arriving along the North Road.
popular inn amongst travelers is the
As the Pes near the city, read the following
Sleeping Coin.
text, modified as necessary to account for
The southwest section of the city is
the Temple District. There are a handful of
major temples to different deities,
including Valenya (goddess of healing and
light), Isthmos (god of travel and the windl,
- -the-horizon
On
......
their method of travel:
' the - - - vague
outline of a city comes into view,
Andaron (god of justice and warriors), straddling the long, snaking form of the
Belberon (god of craftsmanship and trade), Vale River. It is surrounded bya low
and Nifre (goddess of nature's bounty), as stone wall, and over it you can see the
well as numerous smaller shrines and tops of various houses and shops,
chapels devoted to a wider variety of evenly spaced and in exceptional
deities. These temples, especially the repair. At the far end of the town you
major ones, are beautiful testaments of can barely make out a large structure
architecture, made of lovingly-crafted dominating the skyline from atop a
marble and other precious stones, and small hill: a manor or castle of some
featuring extensive statuary and similar sort. A few miles to the south of town
embellishments. The most prominent of you see the crumbling remains of an
these is the temple to Valenya, which is old keep.
headed by Father Alain Telemar, who Ahead ofyou, at the gates, a short
maintains a residence in the Noble queue has formed as various travelers
District. This district also contains the and merchant wagons are stopped by
barracks of the town guard, nm by the guards before passing into the city.
Captain Virgel Maldon. Though the sun is beginning to set,
Finally, the Docks District is located coloring the sky a rosy pink color, the
in the southeast quarter of the town. weather remains balmy, punctuated by
Legally, the docks are part of the the occasional cool breeze.
Merchant District, but in practice the area - - - - - - - .. . ." " v - - -
primarily serves two purposes: the loading

Trenif Mystogan (Order #19665701)


When the Pes arrive in Springdale, they the streets. When the Pes arrive at the
are pleasantly greeted by the gate guards,
who inquire as to their reason for coming to
Springdale. This is mostly a polite fonnality,
as the guards will accept virtually any
answer, including such things as "just
aloud:
.....
governor's manor, read the following text

' '--~
The buildi; before you
resembles the other houses in
passing through" and "my business is my Springdale's Noble district except for
own" (though their demeanor may turn a bit its size, as it is much larger: one
colder if the Pes choose the latter). If the Pes story taller and nearly four times as
present them with Dallan's letter, their mood wide. The manor's position at the
visibly brightens and they offer to call an top ofa small hill adds to its
escort to lead the Pes to the governor's apparent height, and it seems to
manor. Whether the Pes accept the offer or tower over the rest of the district, its
not, read the following text as they travel roof the tallest part of the skyline. A
through the town: low stone wall surrounds the
- - - ~.' .?.
. . . . .- - - -
structure, furthering the sense that
this building is separate from the
The streets of Springdale are
pleasantly wide and well-cobbled, as rest of the district. The rme, silvery
well as remarkably straight and tidy. gates stand open to the public,
The buildings are all in excellent repair, revealing a well-cultivated garden
and pruudly display brightly-colored courtyard beyond, but four men in
flags bearing a variety ofcrests and shining plate stand by the entrance,
s",uros at their hips.
symbols. Many buildings have small
flowerboxes and other adolTlments in -~~~~"", )p~~~~~­
.••

their windows. Like the guards at the town gate, the


The people on the street offer manor guards ask the Pes their business. If
friendly smiles, though they quickly they accepted the escort, the question is
turn their attention elsewhere and directed at one of the escorting guards, who
hurry off as if on an important errand. quickly answers that the Pes are here at the
The occasional guard patrol marches request of "Lord Governor Dallann and should
by with shining, well-polished armor. be sent in immediately. Any mention of
Though they offer wann smiles, their Dallan's letter is enough to get the Pes an
eyes are always alert, as though they audience, as will a plausible-sounding lie
were looking for something specific, (treat the guards' Sense Motive check as an
just ever-so-slightly on edge. 18) about a matter important enough to
disturb a city's governor from his daily
~~~~~-,I'~rr• •.,..-~~~~~
appointments. If the Pes offer any other
The Pes will almost certainly have to explanation, or refuse to offer an explanation
cross the river to reach the governor's at all, the guards politely but finnly infonn
mansion, crossing one of the two them that the governor is very busy at the
drawbridges as they do so. They will also moment, and that they should try again in
likely have to pass through most of the three days, when the governor will be holding
Noble District, and will get a good view of general court. Once the Pes gain an
all the beautiful architecture there. audience, one of the guards escorts them to
Observant Pes might notice that the front door of the manor, where they are
many of the houses in the Noble District greeted by Peldevar, Dallan's steward, as well
are protected by private guards, many of as his close friend and confidante.
whom look to be of much higher quality Peldevar leads the Pes up two flights of
than the town guard they see patrolling stairs to the third floor, first passing through
the entry hall, which is large, with carefully

Trenif Mystogan (Order #19665701)


polished wooden floors and an impressive Dallan proceeds to explain the problem of the
collection of statuary. A number of side missing citizens to the PCs, though he has
doors lead to servants' quarters, kitchens, precious little infonnation to give them. By
and storerooms. his best estimations perhaps two dozen
Opposite the entrance are a pair of people have gone missing in the past three
large oak double-doors which are closed weeks, with Leanne being taken five nights
(and lead to DaHan's audience chamberl. ago (more if the PCs were particularly slow in
To either side of the doors are a pair of reaching him).
carpeted, straight stairways, which end in Unfortunately, his guards have almost
small landings. Another set of stairs (these no leads as to the disappearances. None of
at a gO-degree angle to the others) connect them have had any witnesses (or, at least, not
the landings to a balcony which overlooks any that have come forward to the guard). It
the entry hall and which provides access is assumed that the missing people were
to the second floor. The second floor of the abducted from their homes, but because no
manor houses the offices and quarters of one saw it happen Dallan is unable to say for
clerks and magistrates who run the day- certain, especially as nothing was stolen or
to-day governance of Springdale. A long disturbed in the houses of the missing. Most
hallway stretches out to the left and right, of the targets lived alone, but not all, and one
with another set of stairs straight ahead. entire family (Neil, Vicky, and Gwenneth
Peldevar leads them up the stairs, and to Engler, a fishennan, his wife, and their
the third level. This level is reserved for daughterl was abducted all at once. He
the relatively lavish quarters of brushes over the fact that no one's concern
Springdale's governor, as well as those of was aroused until a member of the nobility
Radenar Bolin, the Arch-Mage of vanished, and if pressed explains somewhat
Springdale. heatedly that dockworkers and fishennen are
Peldevar leads the party to Dallan's numerous and often leave for extended
office, which is located behind an periods without bothering to infonn him
unassuming wood door on the right side of about it, and that he wasn't even certain
the small hallway at the top of the stairs. there was anything to the disappearances

room:
...--._-
Read the following text as they enter the

As you enter the small office


you find its lone occupant standing
until Leanne vanished.
Once he has explained about the
disappearances, he leans in and lowers his
voice conspiratorially as he tells them that
there have been a few scattered reports of
in the middle of the room. From his people hearing goblin voices around the city
haggard expression it seems safe to in the past few days. Between this, the
guess he has been pacing restlessly. disappearances, and the recent goblin
The governor is an older man with attacks further to the north, he is very
long white hair bound neatly in a concerned that goblins may be operating in
ponytail, and steel blue eyes which Springdale, getting ready for a full assault
seem both wise and kind. He looks that would leave the city as ravaged as those
expectantly, not to you but to your the goblins destroyed in the north. He hasn't
guide, who introduces you with a told the people yet because he doesn't want
bow and then turns to depart. to cause riots or mass panic, but he knows
Dallan motions for you to be seated he can't keep them in the dark forever.
(the room contains several chairs He offers the PCs a sum of 10,000 gold
and a plush-looking couch) as he pieces if they can find the source of the
takes his own seat behind his desk. disappearances and put a stop to it. He also
-----'7
. . . .:
.:.·----- offers an additional 5,000 gold if the PCs can
bring Leanne back alive. He suggests that the
PCs ask around at the docks for more
Trenif Mystogan (Order #19665701)
information, as that's where the missing individuals. With a 15 or higher,
disappearances occurred. If the PCs express the PCs can learn the names of several of
distaste for the lack of leads, he simply the missing individuals, as well as the
shnlgs and says that perhaps they should try knowledge that none of the
patrolling the streets and hope that they get disappearances were accompanied by
lucky, with a somewhat snarky comment that theft, despite the likelihood. that they
they're the heroes, not him. Once the deal is occurred in the victims' homes. It is only
concluded and he has told them all of the with a 20 or higher that the PCs learn
information he has, Dallan has little patience anything that Dallan didn't already tell
for the PCs and, unless they have important them: "Low-Down Lon,~ a local fisherman
business with him, explains in no uncertain who spends too much of his time and gold
terms that he is a busy man and can't chat on drink, claims that a goblin wizard. is
with them all day long, excusing himself with behind the disappearances (Lon happened
business of state if necessary. to see one of the goblins leave and re-enter
an invisibility sphere and mistook it for
teleportation. His drinking habits have
Investigating the kept anyone from believing him, however,
Disappearances: which is why Dallan didn't bother to
mention itl.
Sources of information in the town are The town is also abuzz with less
few and far-between, but the PCs can learn a helpful n.Imors and speculation. OMs who
few things by asking around town, if they dig feel that their players will appreciate a
hard enough. Feel free to let the investigation false lead or two are encouraged to use
be as long or as short as you like. If the PCs and expand on the following ones, or to
begin to appear bored or if the game begins to invent their own.
stall, feel free to trigger the goblin assault (see ·A growing number of Docks District
Encounter 1-1, below) to keep the game residents believe that governor Dallan is in
nmning smoothly. If your players are fact a vampire or similar monster, and
particularly into mysteries and detective that the people who disappear are being
work, consider allowing an NPC to give them spirited away to his manor to be fed upon.
a vague clue or two that points them in the ·Vamar Naldon, local priest of
direction of the keep, or, better yet, leads Andaron (Human Male Adept 6) has
them to suspect the goblins may be planning decided that the disappearances are a sign
an attack on the manor. from Andaron that the people of
The PCs can learn a few things by Springdale have become too soft, lazy, and
canvassing the local population for n.Imors. self-interested and that he is punishing
This can be done through roleplaying, or by them for their decadent ways. He has
using the Diplomacy skill to gather taken to bombastic preaching that the city
information. A 5 or higher on the check gets needs drastic reform, including handing
PCs the knowledge that Leanne, the daughter control of the city over to a "more morally
of the local priest Alain Telemar, went grounded" leader.
missing recently, something they are likely to ·The most popular theory amongst
already know at this point. A 10 or higher will Springfield's nobility is that a race of
reveal that a number of other citizens have demi-humans (the exact type varies, but
disappeared, to notably less fanfare than were-rats and orcs are most popular) have
Leanne received. This information always moved into the sewers below the Docks
comes in the form of n.Imors heard from a District, and that with help from a few
friend of a cousin who knew the missing citizen collaborators they have been
person, or similar, and almost never results harvesting the citizens of Springdale as
in the name or identity of any specific food and slaves.

Trenif Mystogan (Order #19665701)


Prominent Locations of and cheery. The most popular of the
serving girls is Sally, the daughter of a
Springdale: local fishennan, who is jokingly referred to
as an "angel" by many of the Gander's
Included here are a number of places customers, due to both her good looks and
which may be of interest to you, your players, kind demeanor.
or their characters while the PCs investigate
the town of Springdale. Many of these Lamms Manor: This two-story manor is
locations are more flavorful than mechanical, painted an emerald green, and features a
and OMs who are so inclined can transplant large, circular bay window on the second
them to similar cities in other campaigns, or floor made of a sea-blue glass, which over-
simply base their campaign around looks the marvelous architecture of the
Springdale, allowing the PCs to visit and Temple District. Each entrance is guarded
explore the town at their leisure. by two men in green-and-blue livery
Many of the NPCs listed here have profJ.1e wielding halberds who stand alert and
pages at the end of the chapter, in a section ready.
devoted to the various NPCs of Springdale. The manor belongs to the Lamaris
family, which includes Brendan Lamaris,
Noble District: his mother Samantha, his wife Elissa, and
their two sons: Robert and Gregory.
The Gilded Gander: This high-class cafe is Samantha is nearing eighty, and is
one of the most popular in Springdale. The beginning to go senile. Brendan and Elissa
Gander is nm by Lady Gwendolyn, a are both in their fifties, with Brendan
beautiful and cunning woman who channed focusing on the family business tthey own
and connived her way out of poverty and into and manage a large amount of nearby
a modicum of wealth and power. Though she farmland), and his wife organizing balls
is called "lady" she has no official title, and and other social functions. Both Robert
while the nobles of Springdale are generally and Gregory are nearing thirty, with
quite fond of Gwendolyn, considering her an Robert being groomed to take over the
excellent success story that the lower classes family business, and both men long in
should look up to, the more elitist of the search of suitable brides.
bunch are quick to remind Gwendolyn of her Though the Lamaris family is far from
lack of real status if they ever feel she is falling on hard times, they don't have the
getting "out of place.~ funds for the sort of extravagance they
The Gander is especially well-known for used to, and, besides that, Brendan is a
its rme cuisine, and the head chef, Marsaul fairly conservative man. As such, PCs who
du'Monde, is always experimenting with new decide to rob the household will find a
dishes, especially foreign ones. If any of the number of things of some value tsuch as
PCs are from foreign or exotic places, and silverware, paintings, vases, statuettes,
make this known to Marsaul, he will start and furniture, to name a few) but nothing
interrogating them about what the food is like of exceptional value. PCs are unlikely to
where they come from, either looking for make off with more than 700 gold or so in
interesting new recipes to try or insisting that valuables. It is worth noting that the
the PC sample a recipe of Marsaul's, based on manor guards are unifonnly loyal to the
the traditional cuisine of the PC's homeland, family, and will prove very difficult to bribe
to "ensure that the recipe is authentic." or coerce.
The cafe is also well known for its
beautiful waitresses, personally hand-picked Madame Rosewood's School for Noble
by Lady Gwendolyn, who ensures that all her Youth: TIlls large, five-building
serving girls are especially bright-eyed and establishment is split over multiple streets

Trenif Mystogan (Order #19665701)


The Town of Springdale

..,. .
Trenif Mystogan (Order #19665701)
and painted a rosy pink color. The school proficiency with rapiers, those who take
contains a main building where most of the riding gain Ride as a class skill, those who
classes are held, two dormitories lone for focus on dancing gain Perform (ballroom
boys and one for girls), a smaller building dance) as a c1ass skill, etiquette grants
which provides housing for some of the them Dipl0IlllU:Y as a class skill, archery
instructors. a track and field, and a private grants proficiency with longbows, and
stable with a full compliment of horses. chivalry grants KnooNledge (nobility) as a
The school is run by Valerie R08e"NOO<l., class skill.
an aging woman of noble descent. When it
became clear that she was unlikely either to The Mithral Pearl: This high-end jewelry
wed or to inherit the family estate, she store is a favorite of Springdale's nobility,
founded this school to pass on an education and accessories from the Pearl are seen at
in ~the finer things- to the next generation of all the balls and banquets held by
nobility. She can often be heard bemoaning Springdale's finest. The owner of the store,
the degradation of the noble class, as the Eiliwick Beren, or "Elly" to her customers,
gentry continue to move away from the is a (relatively) young gnome woman with
etiquette and practices which (she believes) a love of jewelry. Every piece of jewelry she
set the nobility apart. sells is a unique work of art. specifically
The school's curriculum includes fenc- made to compliment the purchaser: she
ing, riding, dancing (but only the ~proper" doesn't trade in jewelry that isn't
kind, of course), etiquette, and the rules of custom-ordered.
chivalry. Most students live in the Though her custom-order business
dormitories, even the ones whose families live plan means that she doesn't have very
in the district (though a number of students many pieces of pre-made jewelry lying
come from country manors or other cities), around in display cases for thieves to
and the school actively encourages this, as steal, Elly does keep large stores of raw
dormitory life is considered part of the materials in order to be able to make
education. Additionally, while the school does whatever is ordered from her, meaning
admit a certain number of individuals from that she has large quantities of small-but
~lesser classes- each year, the high tuition very fine quality-gems in her shop at any
costs ensure that nearly all the students have given time. While this makes the Pearl a
some kind of noble blood, and Mme. tempting target for aspiring thieves, Elly is
Rosewood is careful to ensure that the school well aware of this, and applies the same
is not -glutted- with the sons and daughters artistry to the defensive traps she places
of wealthy merchants. around her materials workshop fa
If Pes express an interest in taking different room from her storefront, which
lessons, and don't offend Mme. Rosewood'. is entirely devoid of trapsl.
sensibilities too much (OMs should be fairly PCs who manage to get through her
lement about this), arrangements can be traps and wards (which focus more on
made for them, and indeed the PCs would not trapping thieves than on killing them., and
be the first adventurers the school had should add up to a total CR of about 121
trained. These classes can be role-played as gain access to her gem stores. Each
much as you and your group like, possibly individual gem is of relatively little value
giving NPC roles to any players whOlie (ranging from 5 gp for the lesser gems to
characters aren't involved in order to give 75 gp for the jewelry-sized diamonds,
them something to do. The cost of tuition is rubies, and emeraldsl. but she has them
750 gp, and PCs can choose to take lessons in large quantities, and PCs who get away
in anyone of the school's areas of study with the lot will be able to sell it for about
(fencing, riding, dancing, etiquette, archery, 5,000 gold, though not necessarily all at
and chivalryl. PCs who take fencing gain once or to the same person. PCs who are

Trenif Mystogan (Order #19665701)


caught in one of Elly's traps are discovered in made of white stone) but which pales in
the morning. She has a bit of a mischievous comparison to the architecture featured
streak, and so talks to any trapped thieves for on the nearby temples. Twin banners,
a while, eventually either handing them over displaying Springdale's colors and
to the town guard or releasing them after crest, hang on either side of the
some humiliating and practical jokes (such as entrance.
sending them on their way without their Captain Virgel Maldon is the
clothes, etc.). Captain of the Watch, a man who
fondly remembers the days when he
Winthrop Manor: This two-story estate takes was able to make rounds himself, but
up most of a city block, and is painted a nIby whose advancing age has forced him to
color. Each of its entrances is guarded by no ~retire" to more of a desk job: that of
less than three men in lacquered blue plate nInning the town guard. He is a busy
armor, with swords at their hips and and impatient man, with a number of
crossbows strapped to their backs. Though responsibilities tugging him in a variety
they appear incredibly bored and restless, of directions at any given time, but he
they nonetheless remain alert, watching for takes the safety of the town very
any potential threat to the manor. seriously, and will listen to the Pes if
The manor belongs to the Winthrop they bring a major concern before him,
family, which includes Evan Winthrop, his especially if they explain who they are.
wife Margaret and their two children, Evan Jr. This building also serves as a
and Samuel. Evan Sr. is the long-winded barracks for those members of the
head of the town council, and a major town guard who don't have their own
proponent of the sort of the rather strict vice residence, and for the guards whose
and ~town beauty" laws which pervade shift it currently is to be on-call during
Springdale. He is fond of making long the night. It also contains the town jail,
speeches about how Springdale is a bastion of which can safely hold about twenty
virtue and traditional values, and must be humanoids, and is where the Pes will
preserved against the moral decay of go to await a trial if they are ever
whatever he happens to be speaking out caught committing a crime.
against at the time.
The house has a number of valuable art The Players in the Park: As the Pes
pieces within, and is a tempting target for travel through the Temple District, they
larcenous Pes. Unfortunately for would-be may stumble upon a small section of
thieves, however, it is heavily guarded by park where The Springdale Players, a
Midnight, a mercenary corps which Evan local company of actors, put on their
hired to defend his home after the recent plays. The theater is outdoors, the
uproar from Leanne's disappearance. Many of stage a small wooden platfonn they
the men in the company are restless at such constnIct each morning and take down
boring work, however, and it's possible that each night. The plays are free to watch,
someone persuasive enough might be able to though the actors do call for donations
convince them to break their contract. (usually in a way that is cleverly
worked into the plot of the play, such
The Temple District: as a king making an impassioned
speech about how he will need funds in
Office of the Watch: The Office of the Watch order to raise an army and defeat the
is a relatively plain, rectangular building, play's villains, etc.) several times
which would likely be considered stately in throughout the course of a
any other town (its front is adorned with a perfonnance. They perfonn one play
number of columns, and the entire building is each month, usually several times

Trenif Mystogan (Order #19665701)


on any given day. it is hardly a flight of fancy, and that he
When the Pes approach, the Springdale based it on the historical Goblin Wars
Players are in the middle of ~The Goblin several hundred years ago. Anthony will
Wars, part III,n a play which details the heroic tell the Pes all about the war, if asked,
campaign of Sir Henry the Swan against the explaining that, seemingly from nowhere,
ravenous goblin hordes. In this scene in goblins began rising up out of their caves
particular, Sir Henry is fighting through a and holes all across the land, ravaging the
tide of goblin warriors, trying to make his way countryside under the leadership of ~the
to the goblin chieftain, a huge and menacing great chieftain," a goblin said to be seven
figure, who calls out tauntingly to Sir Henry feet tall and made of pure muscle.
from across the battlefield. At the end of the According to Anthony, the goblins were
scene, just when Sir Henry is about to reach only stopped by the heroic efforts of Sir
his hated foe, a messenger reaches him, Henry the Swan, who was prince at the
declaring that the goblins are overwhelming time and later went on to have a very
Henry's army and that he must call the successful and prominent reign. According
retreat before his men are slaughtered. to legend, Henry defeated the great
If the Pes continue watching the play, chieftain (whose name was never
they watch as Henry returns to the capital detennined) in single combat at the battle
with a heavy heart, depressed and frustrated of Black Ridge, after which the remaining
at his inability to stop the goblin chieftain goblins were quickly forced back into their
despite being so close. Once in the capital, holes, granting the kingdom an era of
Henry begins a fervent campaign to raise an peace and prosperity.
even larger army and put a stop to the goblin If the Pes ask Anthony about the
menace once and for all/here the pla.yers call cause of the war he considers for a while,
for donations from the audience). While in saying that most people don't really ask
the capital, Henry must contend with the about that, and that it's an interesting
apathy of the nobility for the plight of the question. He eventually comes to the
outlying farms and towns which are being conclusion that the war was probably a
attacked by the goblins. When the nobility quest for personal power by this ~great
refuses to listen, Henry orders his men to set chieftain,n who probably wanted to
fire to a number of nearby crop fields, angrily conquer some of the prosperous
declaring that if the goblins are allowed to go countryside for himself, in order to live in
on unchecked, this is the sort of thing that luxury.
will happen across the nation. Finally, if the Pes visit the park after
In the dramatic conclusion of the play, defeating Yarrick and clearing the keep,
Sir Henry fma1ly meets the goblin chieftain word of their deeds has reached Anthony,
on the field of battle. The goblin chieftain has who begs them to sit down with him and
the advantage in the fight, and is about to tell him their story, so that he can pen his
finish off Sir Henry, when his faithful and next play: ~The Goblin Wars, part IV. n
devoted companion Jonathan, who had been
with him throughout the play, throws himself The Temple of Andaron: This building is
in front of the goblin's blade, taking the blow constructed of white marble, and fonns a
and allowing Sir Henry to finally slay the long, low rectangle, with brilliant marble
wicked goblin. pillars lining each wall. The building itself
After the play, interested Pes can talk to fonns a ring, with a large courtyard in the
Anthony Rizzona, the troupe's leader and the middle where the priests train and drill for
actor who played Sir Henry during the combat, and where the temple conducts its
perfonnance, about the play. Anthony will numerous trials by fire or combat.
gladly explain about how he wrote the play The temple is run by Ivan the
himself, though he is quick to point out that Victorious, a very stern man in his late

Trenif Mystogan (Order #19665701)


fifties and a retired paladin who now runs the Belberon. Now he oversees the day-ta-day
temple and oversees the training of the next operations of the temple, ensuring that
generation. A no-nonsense man, he is harsh quality items are displayed and allocating
with those he finds wanting. but, at least in church funds to support and sponsor up-
the eyes of his followers, is nonetheless a very and-coming talent. Though a master
£air and reasonable man. He is no fan of smith, he himself has sworn never to craft
Vamar Naldon's current doom-saying again, not wanting to be distTacted from.
campaign jsee Investigating the his service to his deity.
Disappearances, above), but can't directly do
anything about it due to the fact that Naldon The Temple of I.thmoa: This building is
belongs to one of the other temples of made of a sky~blue stone. It appears like it
Andaron in the city. was originally intended to be a dome, but
The temple can provide limited healing something went wrong in its creation.
services, but primarily offers training and Though the bottom of the structure
sparring opportunities, as well as serving as remains circular and domelike, the top of
an alternative court of law: if all parties the building looks like some kind of
involved agree to it, the temple can perform a abstract sculpture, with graceful curves
legally binding trial according to the laws of and spirals emerging in every direction,
Andaron: typically either a trial by combat or giving the impression of a turbulent ocean,
by £ire, but occasionally the temple sees more a powerful windstorm, or that the very
traditional style trials with lawyers, witnesses, building itself is trying to escape.
and the like. The temple of Isthmos is run by Imfre
Ewarr, a middle~aged woman from a far-
The Temple of Belheran: This building is off land (as evidenced by her skin tone,
made entirely of brass and copper, and much darker than that of the natives of
gleams in the mid-day sun. A number of odd Springdale, as well as her thick accent).
devices cling to the roof: weathervanes, a Like all of lsthmos' followers, lmfre travels
large net which flaps in the breeze, a often, and will only be the head of the
miniature windmill, and similar. The temple temple until she once again feels the call
is heavily frequented; at any given time a of the road, at which point she will depart
number of craftsman and traders can be seen and another cleric will be chosen to take
going in and out of the building. her place as head of the temple.
The temple itself serves primarily as a Most of the temple's visitors are
place for craftsmen and inventors to display foreign merchants, both those who travel
their work, in order to find patrons or guilds by the river and those who tTavel by the
interested in sponsoring or commissioning road, who visit the temple to offer prayen
them. As such, the entry hall is laid out with to lsthmos that their journey will be a safe
tables and tables of inventions and well-made and swift one. lbough the temple's clergy
crafts (ranging from shoes and plows to annor can offer healing and similar services, they
and weapons), with small plaques detailing are not exceptionally skilled in such
the name of the item and that of its creator. A matters (typically providing blessings and
number of merchants and nobles stroll about manipulating the weather, instead) and
the room, examining the various items and will direct any serious injuries to other
looking for anything of interest. temples, such as that of Valenya.
The temple is run by Jandor Yngiith, a
large and robust man with bright blonde hair The Temple of Nif",: This temple isn't
and bulging muscles. Formerly a blacksmith really a building at all, but rather an
in the northern lands, Jandor tmveled to amazing feat of gardening: the entire
Springdale a number of years back after temple is comprised of lush and verdant
discovering his true calling as a priest of growth. The only traditional structures in

Trenif Mystogan (Order #19665701)


the temple are a handful of limestone himself to turn his back on that
columns which selVe as support for some of responsibility.
the plant growth which comprises the walls of This is by far the best place in town to
the temple, as well as some scattered receive healing: not only are the priests
benches which provide places to sit. The here the most adept at healing magic, but
temple has no roof or floor, with the ceiling they also offer their healing services at a
open to the sky above and the priestesses discount (healing spells cost only 75% of
walking on lush grass, typically barefoot. what they normally would as long as the
The clergy at the temple is entirely players haven't made themselves enemies
composed of women, and the leader of the ofVaIenya or the town of Springdalel.
temple is Sillequi, a woman known for her
kindness and compassion, but not The Merchant District:
necessarily for practicality. Though many
temples to Nifre include men amongst their The Bazaar: The bazoar is a relatively
clergy (including a smaller temple in small affair, as most of the town's trading
Springdale), Sillequi insists that the all- needs are met from the numerous small
female nature of her temple allows the shops which make up most of the district.
priestesses to better commune with their The bazaar is mostly a place where visiting
goddeSll. Men are allowed into the temple to merchants can sell their goods directly to
worship and for temple services, prevented the townspeople, or, more likely {as many
only from acting as priests. of the townspeople prefer to avoid the
Many of the plants which make up the -unsight1}' tents and stalls of the hezaorj,
temple are fruit-bearing, and the temple to travelers or other visiting merchants.
freely offen these lush and magical bounties All of the merchants in the bazaAr are
to visitors to the temple. A number of stray taxed somewhat heavily for the right to
animals also wander the temple grounds, and conduct busineSll there, and they typically
the priestesses make sure to watch over pass this expense on to their customers,
them, though they are careful not to meaning that any item purchased from
domesticate them. The priestesses in the the bazaar costs 120% of what it normally
temple offer some healing services, but are would. Still, it is an excellent place to fmd.
primarily druids, and are better suited to rare and exotic items, meaning that Pes
providing services as such. may be able to find some things that are
not generally available in that region.
The Temple of Valenya: This building is a
single large dome, sculpted from alabaster The Blue MaTlin: 1bi.s inn and pub is
and set with a number of huge, beautifully fashioned to look like a boat, with its
crafted stained-glass windows. At the top is a name painted on the side like the name of
large spire of pure gold. The inside is a ship. The inside smells faintly of
sculpted from alabaster as well, inlaid with saltwater, and is decorated with a nautical
gold runes and floor designs which form a theme: anchors, fishing nets, paintings of
large magic circle out of the dome's main the ocean, wheels from the helm of a ship,
chamber. and similar items hang from the walls,
The head of the temple is Father Alain along with the enormous stuffed marlin
Telemar, a kindly man in his late thirties, which gives the inn its name.
whose daughter, Leanne, was recently The owner of the Marlin is Jacob
kidnapped by the goblins at the nearby keep. Thomas, an ex-sailor who fell in love with
He is very preoccupied with her the sea and decided to take it with him
disappearance at the moment, but knows when he settled down to start his own
that a number of people depend on him as pub. Jacob is getting on in the years, and
the head of the church, and can't bring his hair is frrmly in the salt-and-pepper

Trenif Mystogan (Order #19665701)


category though this doesn't keep him from devoted to running his inn and ensuring
flirting with any pretty women who come to that his customers enjoy their stay. He
his bar, has a young daughter, named Rory, who
The Blue Marlin's specia.lty is, not recently turned seven.
surprisingly, seafood, and Jacob serves up The coin has a very deserved
fresh fish caught in the nearby river daily, as reputation for excellent customer service
well as more exotic fish from the ocean and a friendly staff. Most repeat customers
whenever he can get his hands on it. The absolutely adore Rory, who is often a
house special is rod chowder. source of entertainment in the common
room, simply by unintentionally being
Shagroa' Sorceroua Sundriea: This small cute. The inn is also famous throughout
shop is painted midnight-blue and looks more the town and. amongst the merchants in
or less like a cozy thatch-roofed cottage, the nearby countryside for its deer meat
except for the large, three-story tower which stew, which is made with Remiloe's secret
juts up from above the doorway. A sign hangs =1"'.
over the front door, magically enchanted to
provide an animated image, usually The Weapon Shop: nus small shop
altemating between pretty firework-style deals e.,<clusively in weapons and armor,
images and scrawling out the shop's name in and is nm by a gruff but good-natured
fancy, glowing curnive. dwarf by the name of Roland Boulderbelly.
The shop is run by Shagros Math'katar, He is surprisingly lean for a dwarf, though
an eccentric wizard with more than a slight anyone who agrees to one of his many
flair for the dramatic. Though Shagros is challenges to an arm-wrestling contest will
quite young tonly 22 or so), he uses illusion find out that he's just as strong as any
magic as well as a fake beard and half-moon other dwarf. He's especially sensitive about
spectacles to appear to be well into his 60s. If his name, and any comments about
the Pes discover this (Perception DC 291 and ~Rollin' Boulderbelly" will put him in a
call him out on it, Shagros explains that no fighting mood and send him off on a tirade
one will take a young wizard seriously, so he about how his father "thought he was
maintains the illusion. Further, Pes who sooooo clever-.
attempt to go up to the second floor of the The shop itself is made of stone bricks
tower quickly find that everything above the and got its not-so-creative name because
first floor is just an illusion (created because the local regulations required the shop
no one puts any faith in a wizard without a have a name and be listed in the town's
towerl· business registry. as well as have a sign
Shagroa primarily sells potions, wands, with its name on the building itself.
and scrolls, but also offers spellcasting Roland. applied his usual unkindly
services and a handful of other magic items, approach to this as well, and unable to
especially wondrous items. come up with a name he liked, registered
as "The Weapon Shop· in order to get the
The Sleeping Coin: TheSleepingCoin is a various clerks to leave him alone after
respectable but not particularly high-class three or four months of stubbom refusals.
inn which caters primarily to the merchant The Weapon Shop has a good
class, who want to stay somewhere selection and variety to choose from. and
comfortable but not overly expensive. It is a further, is the only place in town where
three-story building, painted goldenrod, with one can regularly purchase items of
a sign depicting a gold coin tucked into bed, dwarven make (though occasionally they
snonng. can be found in the bazaar when dwarven
The coin is run by Remiloe Gillore, a merchants come to townl. Though he
young local with a strong spirit who is grumbles about it extensively, he also does

Trenif Mystogan (Order #19665701)


a lot of custom work, using his moderate with shelves and tables cluttered by
skills as a smith to do the work himself. miscellaneous junk and various treasures
pressing in on all sides.
The Docks District: The shop is run by Edgar the Sailor, a
man with a pale, shallow complexion and
The Golden Spade: This small building is sunken eyes. His teeth are pennanently
incredibly unassuming from the outside, stained yellow by the pipe he almost
appearing to be just another warehouse. On constantly smokes, but otherwise he looks
the inside, however, it is a den of iniquity: a fairly respectable, even if he does speak
gambling parlor. The Spade is one of the few with a slightly raspy voice.
places in town where a person can gamble, as The Green Fence's name is also a hint
any fonn of gambling is strictly outlawed in at its other main source of business, in
Springdale. Pes who are interested should be addition to serving as a standard pawn
allowed to gamble here, as long as this shop: it also makes an excellent fence for
remains entertaining for the entire group, thieves and other ne'er-do-wells to sell
either using a Profession (gambler) roll (or a their ill-gotten gains. Edgar makes a habit
Wisdom roll, for untrained gamblers) or, if the of not asking questions about such things,
party is amenable, actually breaking out and though the town guard is well aware
cards and playing out the game in question. that the Green Fence isn't entirely on the
Note that if the Pes make trouble, the Spade level, with Springdale's legal system
is quite well-guarded. there's little they can do about it. Still,
The owner prefers not to make his they do occasionally confiscate
identity known to the public, for obvious conspicuous stolen property that comes to
reasons, and if he is ever seen in the their attention, and they watch the place
establishment he is careful not to advertise as best they can in the hopes that they11
himself as its owner. In fact, however, the get lucky and see something
Spade is run by Evan Winthrop Sr., who incriminating. Captain Virgel Maldon
takes a strong stance against gambling in his would love nothing better than to see the
public life to ensure the health of his place shut down, and if the Pes prove
underground gambling ring in his private life. trustworthy he may hire them to that end.
If the Pes uncover his secret, he is far from
grateful, though his first response is to try to The Sumptuous Swine: This lower-class
bribe them into staying quiet, offering them bar isn't for everyone, and is generally
500 gp for their silence. !fthat doesn't work, avoided by those in the other districts. The
he's not above hiring an assassin lor several) owner and proprietor is Jack the Eye, an
to quietly dispatch the Pes. older man with somewhat wild black hair
The Pes can also stumble across Vamar and an unnIly beard, who wears a scarlet
Naldon (though he is disguised, and the Pes eye-patch with a black, stylized eye
will need to succeed on a DC 20 Perception stitched onto it. Jack is generally fairly
check to notice him, even if they've seen him quiet and surly, though if he drinks
before). Exposing him as an illegal gambler enough hel1 start telling tall tales about
will go a long way to dispersing his refonn his youth.
movement. No one comes to the Swine to see
Jack, however, even if most of the patrons
The Green Fence: This small pawn shop are relatively friendly with him. They also
appears relatively unremarkable, set on a don't come for the bar's atmosphere: the
dingy side-street which smells vaguely of fish. 1100r is covered in old and rotting straw,
Inside, the shop isn't much more appealing: and the whole place smells of spilled beer
the lighting is practically nonexistent, the and vomit. The patrons are rarely very
scent of fish is replaced by the stench of friendly, most preferring to be left alone to
tobacco smoke, and the space is cramped, enjoy the entertainment, which is the only

Trenif Mystogan (Order #19665701)


reason anyone comes to the place. The Rough and Tumble: A favorite
Jack employs a number of local girls to amongst sailors and less-than-discerning
serve as entertainment at the Swine, adventurers, this squat, ugly bar is located
perfonrung a variety of exotic dances such as just a stone's throw from the harbor.
belly-dancing or feather-dancing, which is the Originally a warehouse, the building was
source of the swine's popularity (A note to transfonned into a functional tavern after
OMs: though the entertainment at the swine it came into the possession of Roryx
is certainly risque, Jack is careful to protect Haston, an ex-adventurer who always
his employees, and he won't allow any kind of dreamed of having his own bar, mostly so
entertainment that isn't strictly ~PG-13'l A that he could always have a supply of
typical evening in the Swine would find a ~free~ beer.
number of men from the district (as well as a Roryx's bar attracts mostly like-
few travelers and a goodly number of minded clientele: that is, loud, rowdy, and
merchants from the Merchant District, but often violent men (and, to a lesser extent,
almost never anyone from the Temple or womenl. As such, the place has a well-
Noble Districts) silently nursing their drinks deserved reputation for brawling, and few
and staring longingly at the dancing girls. nights go by in which no fight breaks out.
Radenar Bolin, the local archmage, spends Roryx enjoys a brawl as much as any of
almost every night at the Swine, pining after the patrons, and usually gets involved in
one of the dancing girls, named Maria. any ~fun,~ but rarely fights with his full
potential, simply brawling for the sake of
Vale River Trading Company Warehouse: brawling. If things ever get out of hand
This unassuming warehouse can be told from Roryx is quick to put the fight to a stop, no
its neighbors only by the small brass plaque longer pulling his punches. If he
mounted next to its main entrance, which detenrunes that a patron needs to ~cool
indicates that it is property of the Vale River off, ~ Roryx usually tosses the offender
Trading Company, a mercantile operation head-first into the harbor.
which imports and exports various goods
along the length of the Vale River. The
company has a moderate presence in
The Raid:
Springdale, with this warehouse and an office
Most likely the next attack on the
in the Merchant District (headed by Niel
town happens before the PCs uncover that
Tirforth, a tightly-wound sage in his rniddle-
goblins are operating out of the nearby
years).
keep. Depending on your preferred play-
The warehouse is guarded at all times by
style, the attack either happens the
at least six men in the employ of the company
second night after the PCs speak with
(use the town guard stat block). The exact
Oallan, or whenever the PCs are
contents of the warehouse vary from day to
conveniently alone on a dark side-street.
day, as goods are constantly being loaded in
Either way, two teams of goblins, led
and out, but in general the warehouse
by the barghests Maugrath and Neral, and
contains 2d4+5 xl,OOO gp worth of various
under veils of invisibility provided by that
trading goods. Unfortunately for would-be
pair, pass the PCs on their way to an
thieves, these trading goods are rarely
attack on the governor's manor.
exceptionally portable: some of the more
Unless the PCs are making some kind
typical goods include wheat, flour, iron, oats,
of effort to hide their profession, the
cured meat, and the like. As such, on
cunning barghests recognize them as
average, I gp worth of loot from the
combatants and dispatch several of the
warehouse weighs about 15 lbs.
goblins to eliminate them and then catch
up to the rest of the assault party (See

Trenif Mystogan (Order #19665701)


Encounter 1-1, below). women with buckets rush up and begin
If you are having the attack occur tossing water onto the fire, but there's
regardless of where the Pes are at the no sign of an end to the fighting inside.
time, the Pes may not be on the streets
when the attack occurs. Once the goblins
-----~'
. . . .~I~.-----
reach the manor house, however, they set The entry hall is filled with thick smoke,
it on fire. The blaze is visible almost and currently inhabited by a number of
anywhere in the city, and it doesn't take goblin raiders who are hard at work
long for the hue and cry to get around to ransacking the place and looking for more
wherever the Pes may be in the city. The guards and servants to butcher. They
Pes might trigger Encounter 1-1 on their immediately notice the Pes as they enter
way to the fire, rather than before it (unless the Pes are actively sneaking, in
happens, or they might avoid that which case the smoke provides them with
encounter altogether. concealment from the goblinsl and fight to
In order to maximize the effectiveness the death (See Encounter 1-3, beiowl.
belowl.
of the attack on the manor, the goblins Before the Pes can even wipe their
have ensured that both the drawbridges blades after Encounter 1-3, a wounded
across the river are guarded. Because guard, his body riddled with goblin arrows,
each side of each drawbridge is operated stumbles out of the smoke from the direction
independently (each drawbridge is actually of one of the side doors. He lets out a gasp as
two separate bridges, one on each side of he falls on his face, and barely manages to
the river, which meet halfway) the goblins stammer out that the Pes must make sure
have left guards on the east side of the the governor is safe. If the Pes provide him
bridge to ensure that they can escape any kind of magical healing, he gladly helps
across the bridges after the attack. In them fight their way up to governor Dallan. If
order to quicken their escape, they left the the Pes leave him to his fate, there is a 75%
western side of the bridge down, and only chance he dies of his injuries before he
the eastern side of the bridge is raised. receives clerical attention (Male Human
The goblins left one scorpion Warrior 2, current hp 0). If the Pes decide to
cavalryman at each drawbridge, on the investigate the sound of breaking glass they
eastern side (see Encounter 1-2, below). heard during Encounter 1-3, they can
Once the scorpion cavalry is defeated, the eventually find a servants' quarters on the
bridge is easily lowered. east wing of the building, not far from the
When the party arrives at the entry chamber, where a window was broken,
governor's mansion's gates, read the the glass all spilled outside.
following aloud: The trip up the stairs is perilous, and

~e
though the Pes encounter little resistance on
Thick
Truck black rises from the second floor, they can hear the sounds of
the grand building before you, and a battle from all sides as guards continue to try
roaring inferno threatens to collapse to repel the raiding goblins, and clerks flee in
the building in a matter of minutes. terror from goblin assassins. They are
The courtyard is charred and confronted with even more goblins on the
blackened, and the bodies of stairs to the third floor, who assault the Pes
guardsmen and goblins alike are mercilessly with fiery arrows and flaming
found strewn across the blackened, barrels of wine (see Encounter 1-4, below).
bloodied lawn. From inside, you can When they reach the third floor, read the
hear the sounds of battle as steel following text aloud:
rings on steel and the voices of both
men and goblins yell out in cries of
rage or calls for aid. Men and

Trenif Mystogan (Order #19665701)


--- -.0 ,..." ,__
. --- down a bit.
As you reach tJ;e top of the stairs As luck would have it, in the after-
all seem s quiet, The lire has not yet math of the attac k the guard s disco ver that
reach ed this Door, and thank s to the a lone gobli n (Logg. Gobli n Male) becam e
effort s of the peopl e ouLside, it seem s trapp ed in the keep' s wine cellar . They
unlik ely it ever will. A hand ful.of captu re the gobli n and hold him for
. interr ogati on. Gove mor Dalla n offe~ the
guard s, their bodies riddle d With 8Ob~
arrow s, and half-a gain their ';lum ber In PCs the oppo rtuni ty to interr ogate him
gobli ns lay silent and unmOl'lfolK b~{ore them selve s la relati vely easy task, whic h
the door to DalJan's office, which lies shoul d take as long as you and your
ajar. Sudd enly, a faint snarl ing soun d playe rs are enjoy ing yours elves and which
eropt s {rom the office. shoul d alway s event ually end in Logg
tellin g the playe n abou t the .gobli n .
lp~ --- -­
- - - - -..·.... ... prese nce in the keep) . but will have his
Once the PCs actua lly enter Dalla n's men do it if they refus e.
cham bers, read the following: Logg can also inform skille d
inqui sitors that the gobli ns are led by a .
You open the t:,
and [mel
yourneI£ in the midd le of 8 tense
'king' called yarnc k. and that he has allied
himse lf with three powe rful bargh ests.
Armed with the know ledge of the gobli ns'
confr ontat ion. Gove rnor Dal/an stand s hidin g place , the PCs shoul d set out in
behin d his desk, strug gling to appea r short order . If they don't , gover nor Dalla n,
composed.. The stewa rd, Peldevar, some what impa tient, polite ly but finnly
stand s in wnr of his desk, unarm ed make s it clear that he does not consi der
but doing his best to appe ar mens ci?&
their job done until ~ey put ~ stop to the
preve nting a third Jigure from ~achlflg gobli n mena ce, even If they did repel the
Dallan, Tms third perso n certa inly cuts
an intim idatin g figure ; it is 8 goblin the attack .
If the Pes set out for the keep
size of 8 man, with long, greas y black imme diatel y, they do not have time to see
hair and a sword in one hand . As you the effect of the attac k on Sprin gdale . If
enter the room he tums so that he can they decid e to rest up befor e leavin g,
watch both you and the governor, .
howe ver (Dall an will gladly have one of hIS
throw ing his head back in a rauco us serva nts find the PCs one of the un-si nged
laugh that revea ls 8 wild light in rus room s to rest in), then in the morn ing they
eyes like B. rabid wolf. His laugh ter find that the gobli n attac k has shake n the
ends sudd enly and abnlp tly, and his city very stron gly. Thou gh the dama ge was
eyes narro w at you in undis guise d minim al (the govem or's mans ion was the
hatred. "More interrtJptions,· he snarl s
only targe t, and thoug h the fire ravag ed
viciou sly befor e a wicke d smile cree~ much of the lower floor, the build ing
acros s fus black ish lips, 'Very well, It
conti nues stand ing, and the third floor
seem s this old fool willIi ve a few suffe red only mino r dama ge), the psych o-
minu tes longe r.· logica l effect of the attac k is great .
.F
__ __ _...n. .~j '~- --- - Dalla n isn't the only one to have heard
abou t the gobli n attac ks to the north , and
Follo wing Maug rath's defea t, the peopl e of Sprin gdale are panic king by
Gove rnor Dalla n thank s the PCs for savin g morning. Fully 1/3 oCthe popu lation has
his life (assu ming he survi ved the fightl. eithe r alrea dy left or is gettin g their affairs
and asks them to stay in the mano r for in order and will be leavin g short ly. The
the time being to prote ct again st any Gove mor's mano r is swam ped with peopl e
furth er attac ks--a t least until thing s quiet (most ly nobil ity and wealt hy merc hants )
dema nding to know what Dalla n
Trenif Mystogan (Order #19665701)
intends to do about the problem. Prices in the Encounters:
town skyrocket, and the Pes will be hard- The following pages detail the various
pressed indeed to buy anything for less than combat encounters likely to occur in
150% the nonnal market price. Springdale. Each encounter has a title
If the Pes fail to save Dallan, either consisting of both a proper title and a
because they are unable to stop Maugrath, or number designation (ie., 1-3) for ease of
because they decide not to for some reason, reference. Each encounter also has a listed
Radenar Bolin, the town's archmage, steps in CR, which takes into account the CRs of
as interim governor until a new one can be the various monsters and NPes involved,
appointed. He acts in largely the same way as as well as any
Dallan would, still handing Logg over to the extenuating circumstances which may
Pes and still insisting that they investigate adjust the difficulty of the encounter.
the keep. Each encounter begins with a
description of how the various NPCa act
Travel to the Keep and what their combat tactics are during
Dallan lor Radenar, as the case may be) the encounter. Following that is a set of
insists that the Pea allow him to provide stat-blocks containing all the relevant
them with horses to get them to the keep information for running the encounter.
faster, and offers to find a cleric to offer them Finally, encounten with special features
healing services as well. The trip to the keep (such as obstacles, telTl\in, or objects
is about two hours on horseback, less if they which can be interacted with) will have a
huny, and about three times as long on foot. section at the end describing the rules for
h is important that DaHan impress upon such features.
them the importance for speed, and, by
extension, a mount, as the Pes will not want
to be caught on foot on the way to the keep Faces of Springdale:
(see below!. Following the encounters section is a
In the time it takes the Pes to even learn series of pages which provides information
about the keep from the goblin prisoner, on some of the more interesting NPes of
Neral has rushed back to the keep and the town of Springdale. Each NPe (or
informed the goblins there that the attat::k group of NPCs, in some cases) has his or
was a failure. He argues that a large force her own page, with relevant stat-block
should be put on the road to repel any information, as well as some more
counterattack,. but because he fled before personal information regarding his or her
actually witnessing any of the fighting with habits, mannerisms, background, and the
the Pes, Gaulroth and Yamck are skeptical, like.
and send only a pair of war chariots, which DMs who are so inclined could also
conceal themselves behind some trees and use the NPCs in this section in unrelated
wait for anyone dangerous (especially the games which have nothing to do with
Pesl to pass by. As soon as the Pes move into Springdale, though some ed.itation may be

......
position, the chariots take olT, harrying them required.
with arrows (see Encounter 2-1, below).
J ----
Sidebar; The Crown of the Goblin King
All of the goblins in The War of the Goblin King (with a couple noteworthy exceptions)
benefit from the blessing of the goblin king, a magical protective enchantment granted by
Yamck's crown to all the goblins who have pledged themselves to his service. This blessing
increases the goblins' natural armor by + 1 and grants them a + 1 bonus to all of their saves.

______ ...
This bonus is already factored into their stat-blocks.
~._F ~j~,
• •~~~~---

Trenif Mystogan (Order #19665701)


Encounter 1-1: The Ambush
(CR 7)
Three goblin assassins emerge from an
invisibility sphere provided by the barghest
Neral, and ambush the Pes. At the beginning
of the encounter, place the Pes (or have them
place themselves) within the dotted line on
the encounter map to the right. If the party
can't fit entirely in the area, place the
remainder in the squares above the marked
location.
Unless the Pes successfully detect the
goblins (Perception DC 48) the goblins get a
surprise round in which they fire on the Pes.
The goblins make full use of their Deadly Aim
(already reflected in their stat blocks). They
try to focus on melee fighters in the first
round, hoping to drop them before they can
close to sword range and prevent the
goblins from using their bows effectively.
Though the assassins fear Neral, they
won't fight to the death, and any goblin
reduced to below 'A its maximum hit points
attempts to flee. Sense Motive +7, Stealth +18; RlUlial Modiflers
+4 Ride, +4 Stealth
GOBLIN ASSASSIN CR 3 Languages Goblin
XP8. . 8Q rogue talent (fast stealth)
Goblin rogue 4 RPC Gear composite longbow [+2 strength] with
NE Small humanoid (goblinoid) 40 arrows, dagger, studded leather armor
halt +4; Be__ darkvision 60 ft.; Perception +7 *+ 1 if the target is within 30 feet.
DEFEIfSE
AC 19, touch 15, flat-footed 15 (+3 armor, +4
Dex, + 1 natural, + 1 size)
hp 14 (4d6)
Fort +2, Ref +8, Will +2
DefenRve AbWtie_ blessing of the goblin king,
evasion, trap ~n~ +1
OFFElfSE
Speed 30 ft.
Melee dagger +6 (ld3+2)
Rance4 composite longbow +7* (ld6+4*)
Special Attacb sneak attack +2d6
STATISTICS
Sa 14, Dn: 19, Coa 12, lat 10, WI. 10, Cha 8
Base Atir. +3; CMB +4; CM» 18
F_b Deadly Aim, Martial Weapon Proficiency
Oongbow), Point Blank Shot, Preci~ Shot
SIdIk Acrobatics +10, Bluff +6, Climb +8,
Disable Device +10, ~rception +7, Ride +15,

Trenif Mystogan (Order #19665701)


Encounter 1-2: The Bridge Guardian
(CR 5)
Standing between the Pes and the lever
which lowers the drawbridge is a goblin
cavalryman and his fiendish giant scorpion
mount. They were left to guard the bridge and
protect the raiders' escape. The rider peppers
the Pes with his poisoned arrows while his
scorpion mount assaults them furiously,
using its reach to help protect its rider. If the
rider is ever reduced to less than '/4 his hit
points he will direct the mount to flee, but
otherwise he fights until the mount dies, at
which point he does his best to jump into the
river to safety.

GOBLIN SCORPION RIDER CR 1


XP400
QQblin warrior 2
NE Small humanoid (goblinoid)
hait +7: Sea_ darkvision 60 ft.; Perception-l
DEFENSE
AC 18, touch 14, flat-footed 15 (+2 annor, +3
hp 37 (5d8+ 15)
Dex, +1 natural, +1 shield, +1 size)
Fort +7, Ref+l, Will +1
hp 13 (2dlO+2)
Fort +5, Ref +3, Will +0 DefellSive AbiUties DR 5/g00d: Immune mind-
DefellSive AbiUtiu blessing of the goblin king affecting effects: Resist Fire 10, Cold 10; sa 9
OFFBl'fSE
OP'FElfSE
Speed 40 ft.
Speed 30 ft.
Melee short sword +3 (ld4/ 19-20) Melee 2 claws +6 (ld6+4 plus grab), sting +6
(ld6+4 plus poison)
RaDpd mwk short bow +6 (ld4 plus poison/>(3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Su 10, Dell 16, Coa 12, la1 10, Wis 9, Cha 6
Special Atbca constrict (ld6+4), smite good
Base Atk+2; CMB +1; CMD 14 l/day
STATISTICS
FMb Improved Initiative
SU 19, Dex 10, CoD 16, IDt ,Wis 10, Cha 2
SkIn. Ride +11, Stealth + 10, Swim +5; Racial
M04lfielll +4 Ride, +4 Stealth Base AtII: +3; CMB +8 (+12 grapple); CMD 18
(30 va. trip)
LaDauaaes Goblin
SQ poison use (giant scorpion venom only) SkiJh; Climb +8, Perception +4, Stealth +0;
Racial Modifleno +4 Climb, +4 Perception, +4
NPC Gear leather armor, buckler, short sword,
masterwork short bow with 30 poisoned arrows Stealth
Poison:
Both the scorpion and its rider use the
FIENDISH GIANT SCORPION CR 4
same kind of venom, the riders harvesting
XP 1,200
the venom from the scorpions. The
NE Large vermin
statistics for the poison are as follows:
luit +0: Seues darkvision 60 ft., tremorsense
60 ft.; Perception +4
Poison (Ex): injury; save Fort DC 17;
DEFEl'fSE
frequency l/round for 6 rounds; effect ld2
AC 16, touch 9, flat-footed 16 (+7 natural,-1 Strength damage; cure 1 save.
me)

Trenif Mystogan (Order #19665701)


Features:
The box marked ~C" on the map
indicates the control mechanism to raise or
lower the bridge. Pes who can reach it can
activate il with a standard action, after which
the bridge automatically lowers over the next
two rounds.
The area marked by a dotted line on the
map indicates the area occupied. by the
bridge. once it lowers. While the bridge. is still
up, the bottom line of this area indicates the
vertical wall formed. by the raised. bridge, and
cannot be passed. by creatures attempting to
jump into (or out of) the I"iver.

Trenif Mystogan (Order #19665701)


Encounter 1-3: Raiders in the Manor
feR 6)
When the PCs enter the mansion a pair
of goblin raiders rush to attack them. These
goblins are caught up in a frenzy of
destruction, and fight until slain. They begin
the combat having already entered a rage,
and only have 9 rounds of rage left.
GODUS RAlD£R C"R 4
XP 1,200
Goblin fighter 5
HE Small bumanold (goblinold)
tAlt +4; h _ darkvieion 60 ft.; Puception t6
D . . . .""
AC 19. toum 13. nat-footed 151+5 annor. +4
Dex, +1 narnraJ, -2 ra&-e, t I siuI
IIp 62 (Sdl2+301
"ort +9, R.t -t6, Will +2
Der--m MoWties bleuina of the SOblin
king, imprnved uncanny dodge. trap lienee .. 1,
uncanny dodge
OrrBll8E
Spee4. 4(l ft.
II• • mwk greata;<e .. 11 (ldl0+6/x3) Features:
Raapd. throwing axes +10 (1d4+4) Neral, who recognizes the Pes from
011_.... Aliolllt:iee rage (I"
(14 rounds/~,
rounds/~, rage when he passed them in the street (see
power {no ewcapel, re.ge f?/?\!I71rou8ed anger! Encounter I-I). and assumes they
STATI8T1CS defeated the squad of assassins he sent
9tr 19, Des. 18, CoD. 18, lilt 10, W. 7. Cba 7 after them, decides not to take any
. . , Atk +5; CIIB +8; CIIlD 22 chances and heads for the nearest exit,
"_0 Weapon FOC\Is
FOC'Us {greatuel. Btind-Fighl, relying on his invisibility to keep him safe.
Toughness At the end of the first round, PCs who
8k1lk Climb + 12. Puception +6, Stealth +15, succeed on a DC 5 Perception check can
Survival +6; RadaI 1I04lUh... +4 Ride, +4 hear the sound of glass breaking as Neral
Stealth jumps out one of the servants' windows on
1.oalIpacee Goblin the east wing.
IfPC Gear masterwork greataxe, + J chain Smoke: A character who breathes
shiff. 10 throwing axes heavy smoke must make a Fortitude save
each round (DC 15, +1 per previous check)
or spend that round choking and
coughing. A character who chokes for 2
consecutive rounds take!! Id6 points of
nonlethal damage. Smoke obscures vision,
giving concealment (20% miss chance) to
characters within it.
Other Raiders: At the OM's
discretion, PCs may encounter more goblin
raiders in the wings of the first and second
floors, as well as fleeing servants.

Trenif Mystogan (Order #19665701)


Encounter 1-4: Death on the Stairs
(CR 6)
Four goblins wait at the top of the stairs,
taking cover behind some barrels dragged
from the wine cellar. In addition to providing
the goblins with cover, this allows them to
push the barrels down on the Pes below,
which they do with relish. A goblin firestarter
waits with them, and fires on the Pes below,
taking advantage of his position to rain
explosive arrows down on them.
GOBLIN FIRESTARTER CR 3
XP800
()(lblin rogue 4
NE Small humanoid (goblinoid)
lait +4: Sea_ darkvision 60 ft.; Perception +7
DEFENSE
AC 21, touch 15, flat-footed 15 (+3 annor, +6
Dex, +1 natural, +1 size)
hp 14 (4d6)
Fort +2, Ref +8, Will +2
DefellSive AbiUtlu blessing of the goblin king,
evasion, trap sense +1
OP'FElfSE OEFENSE
AC 17, touch 13, flat-footed 15 (+2 annor, +2
Speed 30 ft.
Dex, +1 shield, +1 size, +1 natural)
Melee dagger +3 (ld3)
hp 6 (ldlO+l)
RaDpd longbow +6-/+6" (ld6" plus splash
Fort +4, Ref +3, Will +0
damage [ld3 flre and Id3 piercing])
DefellSive AbUitlee
AbUitl. . blessing of the goblin king
Special Attacb sneak attack +2d6
STATISTICS
OFFEIfSE
Speed 30 ft.
Str 10, Dex 22, Coa 12, lat 10, Who 10, Cba 8
Melee short sword +2 (ld4/ 19-20)
Bue Atk +3; CMB +4; CMD 18
RaDpd short. bow +4 (ld4/x3)
F_b Point Blank Shot, Rapid Shot, Precise
STATISTICS
Shot, Martial Weapon Proficiency (longbow)
Str 11, Dex 15, Coa 12, lilt 10, Wis 9, Ch. 6
SIrills Acrobatics +10, Bluff +6, Climb +8, Bue Atk +1; CMS +0; CMD 12
Disable Device +10, Perception +7, Ride +15, F.b Improved Initiative
Sense Motive +7, Stealth +20: Racial Modilleft
SkIn. Ride +10, Stealth +10, Swim +10;
+4 Ride, +4 Stealth
Reclal Mocl1fien +4 Ride, +4 Stealth
Languagee Goblin
LeDaueaee Goblin
SQ rogue talent (fast stealth)
RPC Gear short. sword, shortbow, leather
RPC Gear longbow with 10 explosive arrows ITA
annor, buckler
and 20 arrows, dagger, studded leather annor
'+ 1 if the target is within 30 feet.
Features:
GOBLIN CR 1/3 Flaming Barrels: The goblins have
XP 135 soaked the barrels in wine, and they can
()(lblin warrior 1 be set ablaze by dealing I point of fire
NE Small humanoid (goblinoid) damage to them (or using a torch as a
lait +6: eea- darkvision 60 ft.; Perception-l move action which provokes attacks of
opportunity). The barrels can be pushed

Trenif Mystogan (Order #19665701)


as a standard action with a successful
Strength check (DC 5). They roll to the
bottom of the stairs and for another 2d4 x 5
feet after that. Treat any characters in the
barrel's path as being hit by an bullrush
attempt (effective CMB of +5, and any
creature who is bullrushed also falls prone in
the square he stops, and takes Id4 points of
damage for each square he is pushed, plus
an extra Id6 damage if the barrel is on firel.

Trenif Mystogan (Order #19665701)


Encounter 1-5: Maugrath
(CR 7)
Maugrath attempts to finish Peldevar in
his first round so that he can focus on the
PCs. Once the PCs start dealing damage to
him, however, he forgets about Peldevar
entirely and focuses on killing them.
Governor Dallan, for his part, does not act
during this encounter unless he can find a
clear escape from the room, in which case he
takes it. Peldevar, as long as he survives,
attempts to shield his master from the
barghest, and will join the fight as long as he
can do so while still staying between
Maugrath and DaHan. Maugrath fights with
the PCs in his goblin form until his health
reaches less than 2/3 before returning to his
true state.
MAUGRATII IGOBLIN FORM) CR 7
XP3,200
Male greater barghest
LE Medium outsider (evil, extrapIanar,
exb"apIanar, lawful,
shapechanger) Swim +17
lint +7; SeIlHS darkvision 60 ft., scent; Laapaaes Common, Infernal, Goblin, Worg
2_~~'~P~ti~·o~n~.=16==::;:=;:::=::::;:::::;:===::;:=
_DEFEl'ISE SQ change shape (goblin or wolf, polymorph)
~Already cast mass buU's strength.

AC 25, touch 11, fl.at-footed 18 (+5 armor, +2


Dex, +9 natural, -1 size) MAUGRATII CR 7
hp 85 (9dlO+36) XP 3,200
Fort +9, Rer +10, Will +10 Male greater barghest
DR lO(magic
IO/magic LE Large outsider (evil, extrapIanar,
exb"apIanar, lawful,
OFFEl'lSE shapechanger)
Speed 40 ft. lDit +7; ae_ darkvision 60 ft., scent;
Melee greatsword +16/+
+16(+ 11 (2d6+ 12/19-20)
SpeU-Like AIrilltie. (CL 9th)
SpeD-Like
12(19-20) :_~~,~p~ti~·o~n~.=16~:;;;;;;;;:;;::;;;;:;;;==
DEFENSE
At will-blink, invisibility sphere, levitate, AC 20, touch 11, flat-footed 18 (+2 Dex, +9
misdirecticm natural, -1 size)
l(day-chann monster (DC 16), crushing
l/day-chann hp 85 (9dlO+36)
despair (DC 16), dimension door, mass hull's Fort +9, Rer +10, Will +10
strength-, mass enlarge DR lO(magic
IO/magic
STATISTICS OFFEl'lSE
Str 27*, Dex 15, Coo 19, lot 18, Wia 18, ella 18 Speed 40 ft.
Base Atk +9; CMS +17; CMD 29 Melee bite +16 (ld8+8), 2 claws +16 (ld6+8)
Feats Combat Casting, Combat Reflexes, Space 10 ft.; R_ch 10 ft.
Improved Initiative, Great Fortitude, Ughtning SpeU-Like AIrilltie. (CL 9th)
SpeD-Like
Reflexes At will-blink, invisibility sphere, levitate,
SJdlIa Acrobatics +14, Bluff +16, Climb +17, misdirecticm
Diplomacy +16, Intimidate +16, Perception +16, l(day-chann monster (DC 16), crushing
l/day-chann
Sense Motive +16, Stealth +10, Survival +16, despair (DC 16), dimension door, mass hull's

Trenif Mystogan (Order #19665701)


st~ngfh-, ma&S enla1Jl'!' O....BJfSE
STATISTICS Speed 30 ft.
SU27\ DQ 15, Coli 19,IDt IS, Wla 18. Cba IS lIelee unarmed strike·2 (ld3'3 nonlethal)
. . . . AtIt +9; CIlB +IS; cam 30 (34 Ys. tripl STATI8TICS
Peata Combat Casting. Cambal Ref1e.'cn, sa 5, DQ 8, Co. 7,Iat 14, W_ 12, Cba 14
Imp~ Inltiati\'e, Great Fonitud~, Lightning Baae AtII: +1; CIlB -2; CIID 7
R""'"
Skila. Aerobatics +14, Btuff +16, Climb +17,
F_b Skill Focus (Knowledge Iiocal. nobilityD
SIdlb Bluff +7, Diplomacy +7, Knowledge
Diplomacy + 16, Intimidate +16, Petception +16, (kx:aIJ +9, Knowl.ed£e (nobili!)') +9, Pen:eption
Senile Motive +16, Stealth +10, Survival +16, +6, Sense Motive +6
Swim +17 r.:ac-ees Common, Etveo
LaapllpS Common, Infernal, Goblin, Waf! !fPC o.u noble livery worth 400 gp
SO c:han&e ahape (goblin or wolf, polYl'IlOIphl
-Already cut mass bulZ"s stRngth.

Pl:lDl::VAR rR I
XP400
Male human aristocrat I/expen 3
N Medium humanoid (human)
lalt +1; Se. . . . Perception +10
DEFEIf8E
AC 10, LOuch 10, flat-footed 10
bp 10 (4dS·S)
Fort to, Re(+'2, Will +6
OnnSE
S,..d 30 ft,
...1. . unanned strike +0 (ld3-2 nonlethal)
STATJ8TJes
sa 7, DQ 11. Coo 7,Iat 14, W" 13, Claa 12
Baae AtIt +2; CMB to; CIm to
P_ta AleI'tne.s, Skill Pocus (linguisticsl, Skill
Focus (profession IbutlerJ)
Ski1b Appraise +9, Diplomacy +S, Know1ed&e
[kx:alI +8, Knowledge (nobility) +9, Unguistia
+11, Perception +10, Profession (butler) +11,
Profession (scribe! +8, Sense Motive +10
~ Common, Dwarven, EIven, GnOO1e,

H"""'o.u
!fPC " noble tivtty worth 300 gp

DAllA:"J OSWICK rR 1/ J
XP 13&
Male human aristocrat '2
N Medium humanoid (human)
lalt -1; Sea_ Perception +6
DBFENSE
AC 9, touch 9, flat-footed 9 ( 1 Dex)
bp 5 ('2d8-4)
Port _'2, Ref·l, Will +5

Trenif Mystogan (Order #19665701)


Encounter 1-6: Ambush on the Road Ij.,
(CR 7j , 1l~1
While the Pes travel down the road to the
keep, they are ambushed by two goblin
, I.'Il:l ' I
,'
.~

•• ,,
chariots. The chariots are drawn by dire
wolves, and move at a speed of SOft. Each
chariot holds two goblins: one ordinary goblin 1l1_,
to serve as a driver and one goblin sharp-
shooter to fire arrows at the PCs. The drivers • IIq ,
do their best to keep the chariots just at the lIM
edge of the archers' range from the Pes ilia .~ ,
feet), allowing the archers to fire while
minimizing risk of a counterattack. The
sharpshooters make full use of their Deadly
Aim feat, attempting to ma:cimino their
"• ,
,
,

••
,Il,a,
lila; ,
damage. If the PCs manage to kill the driver ·tl~~. '
of a chariot, the chariot's sharpshooter will
try to take over the reins, fleeing the battle. " I , ,
• ~!'llll~
~'IB~.
The wolves are noncombatants, and
unless directly attacked in melee will '''UI'_ ,
continue to double-move each round, though
without a driver they are more likely to head
off in the direction of the woods.
,
.,. , . , ''!1lI1ll
"8111
.~

- . ,.. -
,
, • I'
I.'
GOIlLlN SHARPSHOOTER
XPBOO
Goblirl fighter 4
NE SmaJI humanoid (goblinoid)
~R 3
,
.
,

.'- -, .,...
,~

.
• ,

,
·




lJl
'\rf
,JflIi~ " '

r.lt +5; a._ darkvision 60 ft.; F'c:iC:eption +4 '<,. " Ail l


Dl:nlfU
AC 22, touch 16, Rat-footed 11 (+5 &m'IOt", t5 .... '.:;tr
1 . ..
Dez., + I Datura!. + I size! . ..:54.1'
11,34 {4d 10+81 l!l!_tZ~
rort +7, R.r +7, _111 +2; +1 bonus on WiD savee iI~~ .•

'Ii.
1iI111~
againlt fear
Def..un. AbUlUn IU'lIlOr training + 1. blessing
of the goblin king. bravery H
OnuSE
S,II" 30 ft. ~
c.,
111111 . , •

R-.p.
...... mwk short p-ord +8 (ld4+2jL9-2O)
mwk composite longbow + 10-
ili:Jj~
JlIlt
"
,

jld6+S·/J:31
STATISTICS
sa 14,0.. 20, eo. 14, lat 10, Wis 10, CM 6
lII~r
·I.~

. . . . AUl +4; CIIB +5; CIID 20
r ..ta Deadly Aim, Point Blank Shot, Precise
ton
"'I~
, ~1.
Shot, Weapon Focus [longbow], Weapon ,
Special~stion (longbow) .
,
'll1lroi
SkWa Acrobatics +9, Perception +4, Ride +9, ,l~~
Stealth +15; RaeilII ..otIlBers +4 Ride, +4 ,.~ •

Trenif Mystogan (Order #19665701)


Stealth Fe.b Run, Skill Focus (perception), Weapon
Languages Goblin Focus (bite)
!fPC Gear +1 chain shirt, masterwork composite SIdlls Perception +10, Stealth +3, Survival +1
longbow (mighty +2) with 50 arrows, masterwork (+5 scent tracking); RacilllllodiBers +4
shortsword Survival when tracking by scent
*+ 1 if the target is within 30 feet.
Features:
The squares in the map indicate
GOnLiN CR 1/3
fifteen-foot squares, rather than the
XP 135
nonna! 5-foot squares, due to the large
QQblin warrior 1 area this encounter covers. Creatures
NE Small humanoid (goblinoid)
which fall into the lake must make Swim
lait +6; Senses darkvision 60 ft.; Perception-l checks in order to avoid drowning; see the
DEFENSE Pathfmder Core Rulebook for more
AC 17, touch 13, flat-footed 15 (+2 annor, +2 infonnation.
Dex, +1 natural, +1 shield, +1 size) Pes can attempt to board the chariot
hp 5 (ld8+1)
by jumping onto it, but doing this while it's
Fort +4, Ref +3, Will +0 moving is difficult, and adds +5 to the DC
AbUitiM blessing of the goblin king
DefeiWve AbUiti. of the Acrobatics check. A character on
OFPEIfSE board a driverless chariot can attempt to
Speeci 30 ft.
Speed gain control of the wolves and claim the
Melee short sword +2 (ld4/ 19-20) chariot for him- or herself, requiring a DC
RaDFd short bow +4 (ld4/x3) 20 Ride or Handle Animal check.
STATISTICS Slaying one or both of the wolves
Str 11, Dex 15, Coa 12, lat 10, Wis 9, Ch. 6 pulling an individual chariot causes it to
Bue Atk +1; CMB +0; CMD 12 come to a halt, with a 30% chance of
"e.b Improved Initiative flipping over, violently throwing any riders
SkIns Ride +10, Stealth +10, Swim +10; who fail a DC 15 Acrobatics check Id6xlO
Racial Modifiers +4 Ride, +4 Stealth feet.
Languages Goblin Alternatively, Pes can attempt to
NPC Gear short sword, shortbow, leather sunder either the wheels of the chariot or
annor, buckler the harness attaching it to the wolves. The
wheels have AC 7, hardness 5 and 10 hit
DIRE WOLF CR 3
points, while the harness has AC 8,
XP800 hardness 1, and 3 hit points. Sundering
N Large animal either causes the chariot to veer off in a
lait +2; Sea_low-light vision, scent; random direction (use a d8) and careen
Perception +10 out of control, reducing its speed at a rate
DEFENSE of 30 feet per round.
AC 14, touch 11, flat-footed 12 (+2 Dex, +3
natural, -1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2
OFPElfSE
Speeci 50 ft.
Speed
Melee bite +7 (ld8+6 plus trip)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 19,Dex 15,Coa 17, lat2, Wis 12,Cha 10
B... Atk +3; CMB +8; CMD 20 (24 vs. trip)

Trenif Mystogan (Order #19665701)


h Priest of Valen a
Background:
XP 9,600 Father Alain Telemar was bom into
Male human cleric 11 poverty in Tyrsvale, a city much larger
NO Medium humanoid (humanl than Springdale. He grew up an urchin,
Jnlt -1; s._ Perception +5 scavenging for food and begging for coin.
DBF'EllSIt Most of his siblings died of disease,
A£ 9, touch 9, flat-footed 9 (-I Dexj hunger, or a combination of the two.
lip 7S (1Id8+221 When Alain was 14 he broke into a
Port +5, Ref +8, WID +6 temple dedicated to Valenya to steal
OppnSE money to buy food for himself and his
8""'30 ft. family. He was caught, but the high priest
lIelee mwk quanerstafl' +9 11<16"'1) was merciful, and not only spared the
8pecbJ Atmcb d:Ull1nel positive enel'KY young Alain, but offered him a job as an
(IO/day, 6d6, WiD DC 18),
181, rWuke death acolyte, in exchange for food and supplies.
(8/day), nimbus of Ught (II rounds/day! Alain accepted, and, fascinated with the
Spelk ~ (CL 11th} teachings of Valenya, quickly rose through
6tb-heal°(2} the temple to become B priest himself.
Stb-brearhoftife 0, ~deCId 13) When he was 20, Alain left Tyrsvale
4th----aue amoaI UOCIWldso, diWtation,
dil'ination, for Springdale, in order to found a new
restonrtion (3) church there. His church has flourished
3m 0 erID!' ft>od alld
a1ld drink, au'I! .wrious in the intervening 24 years, and has in
wounds°, r=IOl!l!i' blind_/deafne$$, r=IOl!l!i' fact become the most prominent church in
cur.se, ITmOOO disetUe (2) the town, providing discount healing
2nd--cuTe moden:zre WOW'Ids a, iesser services to those who need it, as weU as
re.vorotiDn (3), >'l!>'I'lOOO ptuQ1ym PI other good works throughout the city.
lst-~ ware. (4), aue light wotUId.5 0, d.ofert'
....... (21 Roleplaying Alain Telemar:
o--deced poison, mending, purify food and Father Alain is the quintessential
drink, stabilize kind, fatherly figure. He sympathizes with
D domain speD; Do_am. Healing. Sun the PCs' problems, and offers them the
STAnSTICS sort of advice that they might not want to
Str 12, 0.. 8, eo. 14, tat 10..... 20, eM 16 hear, but which they need to nonetheless.
.... Atk +8; CIO +9; ClIO 18 A firm believer in hard work and personal
r""
r"" Combat Casting. Extra Channtl (2), responsibility, he won't solve the PCs'
problems for them, but he may olIer them
Great Fortitude, ImprOVed
Improved Iron Will, Iron Will,
Toughness some insight or wisdom into how they can
81riUs Diplamar::y + 17, Heal t19, Knowl~e solve the problem themselves.
(religion) +14, Sense Motive +19, Spe1kraft +14 During The War of the Goblin King,
Lou....... Common Father Alain is preocc::upied with the
SQ aura, healer's bk$&ing,
bkuing, orison', ,un', disappearance of his daughter, Leanne.
blessing Though he continues to perform his duties
l'IPC Gear cloak afresistance .1, 1uMdband of as the high priest of the temple, he spends
mentalpro~s (WiS', ella) .2, mtUt~rk as much time as possible locked in his
quarterstaff, l'estamtive
testamtive ointment, wand a/cure room, praying to his goddess to keep his
lights uxnmds (50 charge:l) daughter safe, or at least to tell him how
he can rescue her. As such, he may be
more reluctant than usual to deal with the
PCs' problems.

Trenif Mystogan (Order #19665701)


DaHan Oswick Lord Governor of S rin
Background:
XP 135 The Oswick family has ruled the
Male human aristocrat 2 lands in and around Springdale for nearly
N Medium humanoid (human) 200 years, having been appointed to that
Iait -1; Sen_ Perception +6 position by the king shortly after the land
DEFENSE became worth ruling, as a reward for good
AC 9, touch 9, flat footed 9 ( 1 Dex) service to the crown.
hp 5 (2d8-4) Dallan was an only child, and so
Fort -2, Ref -1, wm +5 knew his entire life that one day he would
OFFENSE be the lord of everything and everyone in
Speed 30 ft. the town, and he was groomed extensively
Melee unarmed strike -2 (ld3-3
(1d3-3 nonlethal) for this position as a child.
STATISTICS When Dallan's father, Bernard., died
Str 5, Dex 8, Coa 7, Int 14, w~ 12, Cha 14 in the great fire which devastated
Billie Atk +1; CMB -2; CMD 7 Springdale nearly 40 years ago, Dallan
F_b Skill Focus (Knowledge [local, nobility]) inherited the lands and titles of the
Skill. Bluff +7, Diplomacy +7, Knowledge Oswick family, including Sprindale. So far,
(local) +9, Knowledge (nobility) +9, Perception his reign has been remarkably prosper-
+6, Sense Motive +6 ous, and Springdale has flourished under
LaDpaces Common, Elven his hand, having been rebuilt into an
JtPC Gear noble livery worth 400 gp absolutely gorgeous city. Dallan has been
the spearhead behind a number of the
Quotes: "beautification" campaigns which have
typified Springdale over the la.st 40 years,
"The fate of Springdale is in your hands. and though some residents may dislike
And if Springdale falls, she won't be the some of the borderline-draconian rules
last!~ required to enforce such improvement, few
citizens have anything bad to say about
"What am I paying you for, if I have to do the governor himself, who has a
all the work?" reputation as a wise and kind ruler.

"Help? You ARE the help." Roleplaying Governor DaHan:


Governor Dallan is not as unpleasant
Physical Description: as he may appear in the adventure.
Dallan isn't young, and it shows: his Though he doesn't have much use for
hair is snow-white and stringy, bound most adventurers, and won't hesitate to
back into a ponytail. He is portly, but not remind people that he carnes
carries the
quite obese, and his large nose and red responsibility of an entire city, and, as a
cheeks lend a more jovial air to his noble, is due a certain level of respect, he
appearance. doesn't go out of his way to be
He dresses appropriately for his disagreeable.
station: rich but not ostentatious. Ultimately, Dallan wants Springdale
Typically this means very fine clothes in to prosper. He is more than a little out of
darker tones, and he favors very dark touch with the town's poor and
blues and reds. "undesirables,n but this stems more from
naivete than it does from direct ill will. As
long as the PCs are polite and competent,
they should get along well with Dallan.

Trenif Mystogan (Order #19665701)


Fence
Background:
XP400 Edgar the Sailor came to Springdale
Male human expert 4 twenty-odd years ago, and not much is
lalt i(); Se_.
N Medium humanoid (humM)
Pttoeption +9
known about him before that time.
Popular gossip is that he used to belong to
D"'''''
AC II, much It, flat·footed 10 (+1 DelQ
a thieves' guild in a larger city, and that
when things got a little too hot (the
bp 10 (4d8-81 reasons for this vary, but usually involve
Fort -I, Ret + I, WW +6 either Edgar crossing a high-up in the
OFP1tJfS& guild or Edgar's old guild being destroyed
Speed 30 rt. by an upstart, rival guild who chased
Melee dagger +1 (ld4.2/19-2O) Edgar and his ilk out) he skipped town
9TATl8T1C8 and decided to hide out in Springdale for a
Str6, Dou. 11, CoB 7, hlt 11 ...... 15, eM. 16 while.
..... AtIl ...3; CIIU!I ... 1; en 11 Whatever the case, Edgar came to like
r.t:. Akrtneu, Deceilful, Skill Focus (bluff) the quiet life of working as a pawnbroker
Sku" Appraille +7, Bluff +15, Diplomacy +10, in Springdale. His shop has the excellent
Kn01ll'iedge IklcalJ +7. ~rceptJon +9, Profession advantage of being one of the only places
fpawn bmker1 +9, Sease Motive ... II in Springdale that will deal in stolen
~Common merchandise, making him exceptionally
Jft'C o.v dagger popular amongst the town'. criminal
element, and Springda1e'. status as a
Quotes: trading town means that Edgar always
has someone to sell to.
-Ahh...CUJl,tomers. You buyin', or sellin"?" Funher, Edgar occasionally uses his
various contacts in the criminal \II'Orld to
-Looking for something.. .'speci1ic'? Let me Ser\.oe as a go-between for parties
know and I'll, ab, 'special order' it for you.· interested in · a ~ thing. they
legally couldn't and thieves interested in
-One man's trash is anolher man's getting paid, minus a small finder's fee, of
treasure, but it's all gold in my pocket: ==.
Physical Description: Roleplaying Edgar:
It's clear to anyone with any Edgar doesn't go out of the way to
knowledge of sailing that -Edgar the hide the fact that he isn't entirely on the
Sailor- has never set foot on a boat simply up and up. Hell never come out and
from his exceptionally pallid skin. His eyes admit to anything, just in case, but he
are sunken, giving him a perpetual look of always puts extra emphasis on certain
someone who hasn't gotten enough sleep. words to ensure that he gets the meaning
His teeth and fingers are permanently across.
stained yeUow from the pipe he At the end of the day, Edgar's main
constantly smokes, and everywhere he concern is profit, but that doesn't mean
goes he is wreathed in the scent of that he's completely heartless. For one, he
tobacco. knows the value of having satisfied
Edgar prefers simple but professional customers, and that in the long run it will
looking clothes in darker colors. be more profitable to give a little leniency
now in order to colle<:t big later.

Trenif Mystogan (Order #19665701)


smith
Background:
XP2,400 Elly was born to a troupe of gnomes
Female gnome expert 7 who roamed the countryside as tinkers,
N Small humanoid (gnome) going from town to town and bartering
lDit +6; Se_Iow-light vision; Perception +11 goods and services with the local
DEII'E1fSE populace. Eventually her father decided to
AC 18, touch 13, flat-footed 16 (+5 annor, +2 settle down, and their whole family (which
Dex, +1 size) consisted of herself, her father, and her
bp 15 (7d8+14) three brothers) all settled down in
Fort +4, Ref +6, Will +4; +2 bonus against Springdale.
illusion spells or effects Her father quickly set himself up with
Def_ive AbiUtiM defensive training, illusion ajeweler's shop, specializing in repairing
resistance jewelry, rather than making or selling it.
OFFENSE Her brothers never lost their wanderlust,
Speed 20 ft. and eventually each of them set off to fmd
Melee +1 mithml dagger +7 (ld3+ 1/ 19-20) adventure in various other places.
SpeD-like AbiUties (CL 7th) When her father died, Elly inherited
l/day-dancing lights (DC 11), ghost sQUnd the shop. She expanded the business to
(DC 11), prestiditatWn, speak with animals focus on jewelry crafting. The business
STATISTICS went well, and now Elly's business is re-
SU 10, Dex 14, Coo 15, lot 16, Wia 8, Cba 12 nowned as one of the most exclusive and
Bue Atk +5; CMB +4; CND 16 impressive jewelry stores in the county.
Feds Improved Initiative, Ughtning Reflexes,
Skill Focus (craft UeweIry], craft [traps]) Roleplaying Elly:
SJdUs Appraise +13, Diplomacy +11, Craft Elly is bright and cheerful, always
(jewehy) +13, Craft (traps) +18, Knowledge optimistic and energetic. She enjoys the
(dungeoneering) +13, Knowledge (engineering) work she does, and considers herself an
+13, Knowledge (nobility) +13, Perception artist. Unless the Pes stop her, shell start
+11, Sense Motive +9, Stealth +6; RaciIll designing jewelry for them in the middle of
Modifiers Craft (traps) +2, Perception +2 a conversation, going on about what gems
JAm. . . . . Cornmon, Draconic, Dwarven, match their eyes and how a certain band
Elven, Gnome, Sylvan will match their skin tone, etc. She likes to
SQ gnome magic, hatred, keen senses, maintain complete creative freedom with
obsessive, weapon familiarity her work, and makes a policy of refusing
l'IPC Gear +1 chain shirt, +1 jewel encrumd clients who are too picky about her
mithml dagger (300 gp worth of jewels), various designs.
jewehy (200 gp) Elly is also an accomplished trap-
smith, and uses a variety of non-lethal
Quotes: traps to defend her shop from burglars,
~Oh, nlbies would go perfect with your designed to trap them rather than kill
eyes! And, of course, youll want to set it in them. She's more than a little
platinum, or maybe... ~ mischevious, so as long as the burglar
doesn't appear to be a threat, shell
~No,no, this won't do. The wiring needs to typically just "punish" them with some
be 1/ 124th of an inch, not 1/ 122nd. 111 light-hearted humiliation and let them go,
have to start over.~ but if she thinks the thief is dangerous, or
takes a strong disliking to them, she calls
~Oooh...what have we here? Thieves?~ the guard.

Trenif Mystogan (Order #19665701)


Background:
XP800 The Winthrop family has been in
Male human aristocrat 6 Springdale since its founding, as Evan is
N Medium humanoid (human) fond of saying. One Alexander Winthrop, a
lait -1; Sea_ Perception +1 captain in the king's army during the time
DEFENSE when what is now called Springdale Keep
AC 9, touch 9, flat-footed 9 ( 1 Dex) was still in use, retired to Springdale when
hp 21 (6d8-6) it was still just a collection of farms set
"ort +1, Ref + 1, Will +6 near the crossroads of the North Road and
OnENSI: the Vale River.
Speed 30 ft. Evan's two sons, Evan Jr. and
Melee mwk dagger +4 (ld4-1/ 19-20) Samuel, are both still young, ages 11 and
STATISTICS 8 respectively. Evan Jr. is being groomed
StI: 9, DeJr. 8, Coa 9, IDt 11, Wls 12, Cha 14 to take over his father's seat on the town
Base Atk +4; CMB +3; eMD 12 council, but so far has shown little
P'_ts Deceitful, Persuasive, Skill Focus (bluff, interest in such things, a source of
sense motive) consternation to his father. Samuel
S1d11.Bluff +16, Diplomacy +13, Intimidate adamantly plans to become a knight when
+13, Knowledge (nobility) +9, Sense Motive +13 he grows up.
LaDauaae- Common There is more to Evan Winthrop than
NPC Gear masterwork dagger, noble livery just his public and family life, however.
worth 300 gp Evan also nms the Golden Spade, one of
Quotes: the largest underground gambling
establishments in Springdale. The Spade
"This is exactly the sort of thing that, if left is run very efficiently, and even if virtually
unchecked, will destroy the Springdale we no one knows who is behind the
all know and lover establishment, everyone knows that he is
a ruthless man not to be crossed.
"That behavior is uncivilized, and the good
people of Springdale will not tolerate iW Roleplaying Evan:
Unless the PCs are exceptionally
~Do you have any idea who you're talking well-cultured, Evan probably refuses to
to?" have anything to do with them, on the
grounds that associating with
~adventurersn is bad for his public image.
Physical Description:
Evan is a tall, slim man with a sharp, Evan puts a lot of stock into his noble
hooked nose and a perpetually furrowed status, and is ultimately very dismissive of
brow. His mouth is almost always set in a the PCs' problems, considering them far
frown, and his hair is a dark black, neatly beneath his notice.
trimmed, his face always clean-shaven. Should the PCs fmd out about his
Evan has a complex wardrobe involvement with the Spade, he will stop
designed to remind others of his status at nothing to keep them from talking, even
and power without appearing to flaunt it. going so far as to hire assassins.
As such, all of his clothes are rich, but he
is very careful to ensure they are never too
rich.

Trenif Mystogan (Order #19665701)


XP400 XP600
Male or female human warrior 2 Male or female human warrior 3
LN Medium humanoid (human) LN Medium humanoid (human)
lait +1; Sea_ Perception +4 Iait +5; Sea_ Perception +7
DEJ'ENSE DEFENSE
AC 17, touch 11, flat-footed 16 (+5 annar, +1 AC 19, touch 11, flat-footed 18 (+8 annor, +1
Dex, + 1 shield) D=)
hp 15 (2dlO+4) hp 22 (3dlO+6)
Fort +5, Ref + 1, Will +2 "ort +5, Ref +2, Will +3
OnENSI: OnENSI:
Speed 30 ft. (20 ft. with armor) Speed 30 ft. (20 ft. with anno£)
Melee mwk longsword +5 (ld8+2 / 19-20) Mel" mwk halberd +7 (ldlO+3/x3)
Rang" mwk light crossbow +4 (ld8/19-20I_ Rang" mwk light crossbow +5 (ld8/19-20L
STATISTICS STATISTICS
Sa 14, DeJr. 12, COD 14,lat 13, Wls 14, Cha 8 SU 14, DeJr. 12, Coa 14,lat 12, Wls 14, eha 9
Base Atk +2; eMS +4; CMD 15 Base Atir. +3; CMS +5; CMD 15
F_b Combat Expertise, Improved Disarm "eats Alertness, Improved htitiative, Weapon
Sldlt. Diplomacy +1, Knowledge (local) +3, Focus (halberd)
Percption +4, Sense Motive +4 SId1la Diplomacy +2, Knowledge (local) +4,
~.Common,ENen Percption +7, Sense Motive +7
NPC Gear masterwork light crossbow with 20 Laaauaae_ Common, Dwarven
bolts, masterwork iongsword, masterwork NPC Gear +1 banckd mm1, masterwork
scalemail, buckler halberd, mastetWOrk light crossbow with 20
bolts
Notes: Notes:
The guard presented here is the average, Though the guard presented here is
street-level town guard. There are a number in service of the Lamans family, similar
of different ranks of guard between these and statistics could be used for most manor
Captain Virge!, but the guard presented here guards, as well as for guards of other
is the most commonly encountered. private establishements, such as the
Golden Spade.
Roleplaying Town Guards:
Springdale's town guard is trained to be Roleplaying Private Guards:
very friendly to passersby on the street, so Private guards vary dramatically de-
most town guards will give a smile and a nod pending on who (or what) has hired them.
to anyone they see on the street during a Generally speaking, most manor guards
patrol, and PCs who approach the guard with are extremely loyal to their employers, but
a concern or problem will likely find both help there are usually one or two at any given
and compassion from the guard. manor who are disgruntled enough that
When it comes to catching criminals, the they might safely be approached with a
guards will go out of their way to try to take bribe.
in their quarry alive, favoring disarming Overall, private guards tend to be
tactics. If the criminal is especially more suspicious than public guards, and
dangerous, though, they won't hesitate to use far less helpful, as they are only
lethal force. concerned with protecting their charge
and ldepending on the guard) their purse.

Trenif Mystogan (Order #19665701)


Cafe Owner
'::;;:.I;;B~.~c;:k~gr:o:u:n::;d~'- - - - - - - - -
XP 1,:200 Lady Gwendolyn wasn't born a lady,
FemaJe human commoner 3/ariStocrBl2 but rather the daughter of a cobbler. As a
N Medium bumanoid (human) girl, she would always dream of what it
lIl1t "'1; Sea_ J>erceptiOD + 10 would be like to be a noble, promising to
DUEIfU herself that one day she would be. Though
AC 11, tOuch II, fiaHooted 10 (+1 DexJ her parents tried {gently!
{gentlY! to dissuade her
hp 19 13d6+2d8)
rod +1.
anon
Re,
+2. wm +4
from this impossible notion, she was not
to be deterred.
Few people in Springdale know it, but
9pll" 30 ft. Lady Gwendolyn got where she is today
Met. . unarmed. + 1 (1d3-1 nonlethal) primarily through a mixture of seduction
9TATJaTJCS and blackmail (sometimes together, and
SUS, Do: 12, CoalO, bat 10, W. 10, cta. 16 sometimes apart).
B.-Atk+2;CIIB+I;CMD 12
r_ta Alenness, Deceitful. Pft'suasive, Skill Roleplaying Gwendolyn:
FOl;\.\tI (blum Gwendolyn is charming and seductive
81dllA BluIr +16, Dipklmacy +10, Knowledge in a smooth, silky son of way. Even when
(nobility) +5, Perception +10, Sense Motive +10 she isn't particularly trying to get anything
~.Common from anyone, she still has that faint air of
lfPC o.u jewelry (200 gp) seduction to her voice.
She enjoys socializing, and often
takes the opportunity to do so with her
Physical Description: customers. Mostly she enjoys dishing out
Lady Gwendolyn puts a lot of time gossip on the rest of the nobility, talking
and effon into her appearance, and it pays about who wore what to which ball, or
off. Her honey-blonde hair runs down who was seen with who where.
nearly all the way to her waist, and her She's very quick to adopt pet names
green eyes sparkle in most lights, making for people, and refers to everyone as ~dear"
them look like precious gems. Artful use of or ~darling.·
makeup makes her appear to be in her
20s, rather than her 408.
She has a very large wardrobe,
designed to give her a dress for every
occas.ion, each one fancier than the last.
She favors slim, clinging dresses in darker
colors.

Trenif Mystogan (Order #19665701)


Priestess of Ist~h~m~o~s~:;",;;::::::;:::::::- _
Physical Description:
XP 1,600 It is clear at a glance that lmire isn't a
Female human cleric 6 local. She has a thick accent and very
N Medium humanoid (human) dark skin, and shaves her head
lDit 2; s._ Perception +4 completely bald. Her attire is similarly
DEFE1fSE exotic, consisting of very bright silks,
AC 14, touch 9, flat-footed 14 (+5 annor, +1 primarily in orange and yellow.
deflection, -2 Dex)
bp 36 (6d8+6) Background:
P'ort +5, Ref +2, Will +5 Imfre is a wandering priestess from a
OP'JI'E1IJSE far-off land. Like many who follow
Speed 45 ft. Isthmos, she has trouble staying in one
Melee mwk quarterstaff +5 (ld6) place for long, and so has only been in
Spedal Attacks agile feet (7/day), channel Springdale for a matter of weeks, and will
positive energy (7/day, 3d6, Will DC 15), storm probably continue on her way after only a
burst (7/day) few more.
Spells Prepared (CL 11th) As a child, Imfre grew up in a smaIl
3rd--rolilightningD (DC 17), speak with dead fishing village on another continent, and
(2) (DC 17), water walk was fascinated by the ocean, which always
2nd-augury (2), gentle repose, locate object D , seemed to callout to her. One day, when
zone of truth (DC 16) she was about six, she stole a fishing boat
1st-bless (2), bless water, endure elements, and set out to sea. Though she intended
obscuring misra, to return after a few hours, a freak stonn
o-create water, detect magic, light, purify sent her far off course, and she eventually
food amJ. drink landed some ways up the coast from
D domain spell; Domata. Travel, Weather where the Vale River meets the ocean.
STATISTICS There she met a priest of Isthmos, and,
Str 11, DeK 7, CoD 13, IDt 11, Wls 19, Cba 14 seeing his hand in the stonn which
Base AtlE +4; CIIS +4; CIm 13 brought her here, took up his calling.
P'eds Combat Casting, Endurance, Extra
Channel, F1eet Roleplaying Imfre:
SIdlk Knowldege (nature) +6, Knowldege Imfre is full of wise sayings, and will
(religion) +9, Sense Motive +13, Survival +10 constantly provide the Pes with proverbs
Laaauaaes Common and advice that they mayor may not be
SQ aura, orisons able to decipher much meaning from.
NPC Geu + J chain shirt, arrrwr offaith + JIT\ Though she is a kind-hearted woman who
masterwork quarterstaff understands the need for adventure, her
Quotes: patience only goes so far, and she
responds especially harshly to bullying.
~As long as your feet follow your heart, you
will always find the path. n

~Lifeis ajourney. You must not let


yourself be distracted from your
destination. n

~May Isthmos put wind behind your sails.'

Trenif Mystogan (Order #19665701)


Ivan the Victorious Priest of Andaron
Physical Description:
XP3,200 Ivan cuts an imposing figure in his
Male human paladin 8 gleaming, well-polished warplate,
LG Medium humanoid (human) engraved with the holy symbol of Andaron
lDit 1i S e _ Perception +1 (a sword blade supporting a pair of
DEFENSE scales). His head is completely shaved,
AC 25, touch 9, flat-footed 25 (+12 annor, 1 and shines in the sunlight along with his
Dex, +4 shield) armor. His right eye is blue, but his left is
bp 64 (8dlO+16) sealed shut with a vicious scar he recieved
Fort +8, Ref +4, Will +9 while fighting a vampiress several years
Defensive Abillti_ aura of courage, aura of back.
resolve, divine grace, divine health; Immane
chann spells and spell-like effects, disease, Background:
f,~
Ivan was born a peasant, and joined
OFFEl'ISE The Sons of Justice, a paramilitary
Speed 30 ft. (20 ft. with armor) organization with strong ties to the church
Melee +1 longsword +10 (1d8+2/ 19-20) of Andaron, at a young age, seduced by
Special Attaob channel positive energy (4d6, the promise of adventure.
Will DC 17), smite evil (3/day) With the Sons of Justice, Ivan was
SpeD-like AbWtiea (CL 8th) involved in numerous campaigns against
At will-detect elJl1 a variety of dark and foul creatures, most
Spells Pnpued (5th) of which were undead. Over time he
2nd-hull's st~h (2) became quite the accomplished
1st bless weapon, protectWnfrom evil campaIgner.
STATISTICS He was eventually forced to retire, but
SU 13, Dex 9, CoD 11, IDt 12, Wis 12, Cha 16 the battle is a part of him now and he
Base Atk +8; CMB +9; CND 18 could scarcely give it up. So he sought out
Feds Combat Casting, Power Attack, Shield work of some kind--any kind--and
Focus, Toughness, Weapon Focus (Longsword) eventually settled for a position
SId11s Diplomacy +14, Knowledge (religion) instructing young holy knights, his main
+12, Profession (soldier) +12, Sense Motive +12 responsibility with the church these days,
Laaaaaae- Common although he does occasionally get to
SQ aura of good, divine weapon, lay on hands, preside over a trial by combat.
mercy (diseased, fatigued)
NPC Gear +1 Iongsword, +1 heavy steel shkld,
Roleplaying Ivan:
+1 warplate lTA, cloGk ofresisUuwe +1 Ivan is a military man, through and
through. He is harsh, direct, and has no
Quotes: tolerance for games. He only speaks when
he has something to say, and when he
"There are no 'extenuating circumstances.' does his voice and bearing make everyone
There is only right, and wrong." snap to attention. In all his years at the
church, no one has seen Ivan smile, and
~My honor is my Iife.~ he certainly doesn't make jokes or small
rnlk.

Trenif Mystogan (Order #19665701)


Low-Life Bar O:.:w::.n~er~~~~ _
Background:
XP 1,200 Jack is a relatively recent arrival in
Male human rogue 4 Springdale, having come to the town only
N Medium humanoid (human) a year or so ago. He bought the bar he
lait -1; Seue_ Perception +6 currently nIns, the Sumptuous Swine,
DEFEIfSE relatively cheap after its previous owner
AC 16, touch 12, flat-footed 16 (+4 armor, +1 died under mysterious circumstances.
Dex, +1 dodge) Jack turned the bar into an exotic
hp 25 (4d8+4) dance club, and has a number of pretty,
Fort +1, Rer+5, Will +1 local girls perfonn exotic dances (though,
Derea.ive AbiUtie_ evasion, trap sense + 1, nothing too risque, as he wouldn't want to
uncanny dodge nm afoul of the Springdale decency lawsl.
OFFEIfSB In fact, Jack is in town looking for a
Speed 30 ft. map which belonged to the late Archmage
Melee mwk dagger +4 (ld4/19-20) and mwk of Springdale, Theodorus Bolin, and the
dagger +4 (ld4/19-20) bar is simply a way of paying the bills
Special Attaea sneak attack 2d6 until he can find it.
SpeU·Ub AbiUtie_ (CL 4th) Jack and Theodorus adventured
3/ day-mage 1umd together briefly in their youth, but they
2/day-eharmperson (DC 14) parted under bad circumstances when
STATISTICS they had a disagreement over whether or
StI: 11, Dex 13, Coa 10, lat 18, Wk 11, Cha 13 not to pursue a map which supposedly led
BlUe Atir. +3; CMB +3; CMD 14 to an exceptionally powerful (and equally
F_b Dodge, Two-Weapon Fighting, Weapon darkl artifact. Eventually Theodorus left
Finesse, Weapon Focus (dagger) with the map while Jack was asleep, and
SIdu. Acrobatics +8, Bluff +7, Climb +7, while Theodorus went on to bigger and
Disable Device +8, Escape Artist +8, Intimidate better things, Jack did not.
+7, Knowledge (local) +11, Percpetion +7, Sense By the time Jack tracked down his
Motive +7, Sleight of hand +8, Stealth +8, Swim old partner, he had already died, leaving
+7, Use Magic Device +7 his son, Radenar, as the current
~_ Common, Dwarven, Infernal, Archmage. Jack knew he couldn't
Underconunon approach Radenar directly, so instead he
SQ rogue talent (major magic), rogue talent concocted a clever plan to distract the
NPC Gear +1 studded leather, masterwork Archmage, using a scroll he acquired from
dagger (2), wand ofunseen servent (SO another local wizard. (under false
charges) pretenses) to cause the wizard to fall in
love with one of his dancing girls, getting
him out of his home each night and
Physical Description: allowing Jack to look for signs of the map,
Jack the Eye has long, pitch-black
so far without success.
hair and a wild, scruffy beard. His right
eye is brown, and his other is always
covered with an exotic-looking, scarlet eye- Roleplaying Jack:
patch which has a black, stylized eye sewn Jack knows what he wants and he
into it. He always wears black, and often doesn't care who he has to step on to get
wears a wide-brimmed black hat, tipped it. He is ruthless, but more to the point
low to cover his face. he's confident. He has a wry sense of
humor, and likes to point out the irony of
the situation {often when there is nonel.

Trenif Mystogan (Order #19665701)


Ex-Sailor and Restaurant Owner
Background:
XP600 Jacob Thomas spent his youth as a
Male human expert 4 sailor aboard The Marigold, a whaling
N Medium humanoid (human) vessel which operated out of the coastal
lait -1; Sea_ Perception +0 town of Hammerport. It was during one of
DEFENSE these fishing excursions that he was
AC 12, touch 12, flat-footed 12 (+3 annor, 1 injured when a particularly vicious
0=) kraken attacked the ship and he was
hp 22 (4d8+4) thrown overboard. He managed to escape,
P'ort +3, Ref +0, Will +6 but the kraken damaged his left leg,
OP'FENSE leaving him with a pennanent limp.
Speed 30 ft. Nonetheless, Jacob fell in love with
Mel" mwk dagger +3 (ld4(19-20) the sea, and even after he was forced to
STATISTICS retire from life as a sailor he still managed
Sa 11, Dex 8, CoD 11, lilt 11, Wls 14, Cha 11 to stay connected to the ocean by opening
Bue Atk +3; CMB +3; CMD 12 up a seafood restaurant.
P'_ts Alertness, Great Fortitude, Skill Focus
(Profession [sailor]) Roleplaying Jacob:
S1tl1t. Climb +7, Knowledge (geography) +7, Despite his love of the ocean, the
Perception + 11, Profession (innkeeper) +9, thing Jacob loves the most about his
Profession (sailor) + 12, Sense Motive + 11, restaurant is actually the interaction he
Swim +7 has with his customers. He loves to chit-
Laaauaae_ Common chat with them, discussing the quality of
NPC Gear mastetWork dagger, mastetWOrk the latest catch or, if the group is
studded leather armor, spyglass amenable, telling tales of his days as a
Quotes: fishennan. He always loves seeing new
customers, because they haven't heard
"The Marlin's a little piece 0' the sea right any of his stories yet (not that that's ever
here in Springdale.~ stopped him with the old customers).
At heart, Jacob will always be a
~No, you shoulda been there, the fish was sailor, and that means that he's more
really this big!~ than a little flirtatious with the women
who come to the marlin, often throwing
~Why hello, there, ladies. Which one of you cheesy pick-up lines at them with a
wants to be my catch of the day?" childish grin.

Physical Description:
Jacob Thomas seems to always have a
~five o'clock shadow", no matter what time
of day it is. His hair is grey {he calls it ~salt
and pepper,~ and claims that ladies find it
~distinguished~1 and he walks with a slight
limp, caused by an old injury. He favors
sailor-style clothing.

Trenif Mystogan (Order #19665701)


Priest of Belb:::e:::r:;;o~n==:::;7""" _
Background:
XP 4,100 Jandor is the son of a smith, and
Male human expert 7/r::J.eric 2 hails from a land faT to the north of
NG MediulQ humanoid (human) Springdale. Following in his father's foot-
IDit -J; s._ !"e!'ttplion +13 steps, he became a smith himself,
DUDSS specializing in c::rafting armor. He became
AC 19, touch 9, flat-footed 19 1-+-7 armor,-1 a smith of some renown, and warriors
Dex, -+-3 shield) would travel for quite a ways just to have
"p 69 (9d8-+-29) him forge their weapons and annor, as he
Fort +9, Ref -+-1. WID -+-13 WlUI one of the best smiths in the area.
0 ...... One day, however, his skill was sud-
Spee4 30 ft. denly lost. He found that no matter what
lIelee mwk ....arhammer -+-8 (ld8-+-1/J:3) he did, or what techniques he employed,
8p. "I Attaeb artifioer'a touch l6/daYl, everything he smithed came out instead
cahnin& touch (6/dayJ. channel positive energy as a worthless lump, inscribed with the
(5/d~, Id6, Will DC )1) holy symbol of Be1OOroo.
SpeDa PNpn!4 (CL 2ndj Eventually Jandor recognized this as
lst-blusO 13) the divine calling it was, and sought out a
Q-deteet magic, light, mending, Pllrifyjood and local priest of Belberon to find out how he
D domain spell; DomaillS Artifice, Community had angered the god. The priest told him
STATISTICS that Belberon was not angry, but instead
au 12, Dex 8, Coo 14, Iat 16, Wia 16, Cb. 10 had other plans for Jandor, and told him
. . . Atir. +6; eMU +7; CMD 16 to take up the mantle of a priest and head
J'e.u Craft MRgic Arms and Armor, Extra to the south. Jandor did as he was told,
Channel, Oreat Fortitude, Iron Will, Mast« swearing never again to work a forge.
Craftllman (craft [annoramithingJ), Toughneu
SIdlk AppnUse +l3, Craft (annorsmithin&) Roleplaying Jandor:
+15, Crafllstonemasonry) +13. Craft Jandor is large and in charge. He's a
(weaponsmithintd ... 13, Diplomcay +10. gentle man at heart, but he spends his
Knowledge (eagineeringJ +)3, Knowledge (locall days buying various pieces of craftsman-
+ 13, Kn01Vle<lBe (religion) +)6, Peleeption +13, ship and arranging a display room, as well
Profeasion (merdlant) +13, Sense Motive +13, as acting as an agent to dozens of different
Spellcndt +9 craftsmen. All of this activity has left him
Laap-eea CGmmon. Dwarven, Elven, Gnome in a bit of a permanent rush, and so while
8Q aura, oriaoos he is always vet)' gregarious and friendly.
!fPC o..r +1 bretutpkJU, +1 hl!a.uy arM shield, he tends to move from one topic to the
cloclk o/~ +2, mMterwork ....athammer next very quickly, and is usually pulled
away by some emergency or other after a
few minutes.
Quotes:

"Now that is excellent workmanship! We'l


take a dozen.·

"Those who can't do, manage, apparently."

~I'msorry, but my smithing days are


behind me, It's out of the question.~

Trenif Mystogan (Order #19665701)


"Low-Down" Lon Alcoholic F.::is~h~e~I~m=a::n!:-:;7""" _
Background:
XP 100 Lon was bom a fisherman, and, in his
Male humm commODer 1 mind, hell be lucky if he dies a fisherman.
N Medium bumanoid (human) In his youth he was somewhat better at it,
tllit -00; S - - Perception +0 or at least more energetic. After his wife
DUU. . left him. for B travelling merchant, leaving
AC 10, l.Ouch 10. fiat footed 10 in the middle of one of his fishing
hp4{1d6+1) excursions and barely bothering to leave a
"ort +1, Ref +0, WlD +0 note, he simply hasn't been the same.
OrPBII" Now he's taken to binge drinking, and
9pll4 30 ft. while he may be a sorry sight around the
..~ broken bottle +1 (ld3+1) Docks District, it must be said that his
Rue" broken botlle +l (ld3+1) ability to man his fishing boat while drunk
STATISTICS is fairly impressive.
sa 12, Du lJ, eo. 12, Jut II, WI. 10. C•• 9
BaM AUc +0; CMB +1; CIID 11
Roleplaying Lon:
I'eac:. Catch Off-Guard, Throw Anything Lon drinks out of self-loathing, and
81d11A Climb +5, Profession {fishermanl +4, generally he just wants to be left to his
Swim +S
wallowing, taking great exception to
~.Common
anyone who tries to force him out of it. In
IfPC 0.... fiflhing pole, bottle of spirits The War of the Goblin King, Lon is happy
to find someone who will believe him
about the "goblin wizard- he saw, and will
Quotes: gladly tell them all about it, though he
may ask for some alcohol in return, if he
~No, I swear, it was real! You gaUR believe senses that the information is valuable to
me! It was a pink dragon, I tell you!" them.
IT the Pes try to get him to stop
"111 teU you what you want to kncr.v.. .for a drinking, however, or otherwise deride
bottle or two of whiskey. Better make it him for his habits, he becomes very
two, just to be safe.- defensive, and, depending on how drunk
he is and how insistent the Pes are, may
"H-hey1 You can't c-<:Ut me om You attack them.
wouldn' cut off your 01' buddy Lon, would Finally, when Lon gets particularly
}'R?" drunk he is prone to paranoid delusions,
and he may think that the PCs are -after"
Physical Description: him, or have similar misadventures.
Lon generally appean to be in pretty
bad shape. His hair is a tangled brown
mess, he often goes a month or more with-
out shaving, and its a rare morning when
his eyes aren't bloodshot.
His clothes are typical for a sailor, but
almost all of them are either ripped or
stained in some way.

Trenif Mystogan (Order #19665701)


an
Background:
XP 1,200 Midnight is a very professional, very
Male human fighter 5 high-quality mercenary company. Though
LN Medium humanoid (human) they are individually less impressive than
lait +5; Se..._ Perception +6 most adventuring parties, there are
DEFEIfSE between SO and 70 mercenaries in
AC 25, touch 11, flat-footed 24 (+11 annor, +1 Midnight at anyone time, and they have
Dex, +3 shield) nIthless military discipline, making them
hp 52 (5d1O+20) a force to be reckoned with on the field of
Fort +6, Ref +0, Will +2; +1 bonus on Will battle. Midnight is currently led by Bron
saves against fear Harnmerlist, a harsh but professional
Defensive Abilities annor training +1, bravery rn=.
+1 Currently, the entire mercenary
OFFENSE company is employed in guarding the
Speed 30 ft. (20 ft. with annor) Winthrop manor, a particularly boring job
Melee mwk bastard sword +12 (ldlO+6/19-20) made even less pleasant by the fact that
Range. mwk light crossbow +7 (ld8/19-20l Evan Winthrop doesn't treat the
STATISTICS mercenaries with the respect they feel they
SU 18, DeJr. 13, Coa 14, lat 10, Wis 12, Cha 8 deserve. Many of the mercenaries are
BaH Atir. +5; CMB +9; CND 20 starting to talk about how he doesn't
F_b Exotic Weapon Proficiency (bastard appreciate that they're soldiers, not nurse-
sword), Improved Initiative, Power Attack, maids, and that maybe they should give
Shield Focus, Weapon Focus (bastard sword), him a reminder.
Toughness, Weapon Specialization (bastard
sword) Roleplaying Midnight Mercenaries:
SIriIIs Climb +6, Intimidate +7, Perception +6 Most of the Midnight mercenaries are
Lan&uqe_ Common disgruntled, but they're still professionals,
SQ weapon training (heavy blade) +1 and they follow their leader wherever he
IIPC Gear masterwork bastard sword, goes. They won't cross Bron directly, and
mastetWork light crossbow with 20 bolts, so any talk about turning on Evan is just
masterwork heavy steel shield, masterwork that unless Bron gives the go-ahead.
warplate lTA As professionals, they know better
than to hassle the Pes unless they catch
Physical Description: them trying to break into Evan's house, in
Everyone in the Midnight mercenary which case they will deal with them as
company wears unifonn armor, lacquered efficiently as possible. If any of the Pes are
dark-blue warplate. All the mercenaries military types, one or more of the
also have their hair cut short in military mercenaries may invite him or her to have
style. a drink and swap stories.
Most members of the company also Bron Hammemst, the leader of the
have a tattoo of a dark-blue full moon on company, is currently at his wit's end
their left shoulder, though it's not visible regarding Evan Winthrop. On the one
when they're wearing their armor. hand, he would very much prefer not to
break their contract, as its important that
the company be seen as tnIstworthy, but
at the same time he often finds himself
wanting to kill the man he's supposed. to
protect.

Trenif Mystogan (Order #19665701)


Background:
XP400 Peldevar's family has served the
Male human anstocflU l/expen 3 Oswicks as butlers for generations, and so
N Med.ium buml\DOid (human) Peldevar has known Dallan his whole life.
lJUt +1; s._ Paccption +10 He is deeply loyal to the govemor, and in
P...... fact is Dallan's closest friend and
AC 10, touch 10. Oat-footed 10 confidante.
bp 10 [4d8-81 More thanjust a simple butler,
Fort +0, Ref +4, Will +fi Peldevar actually manages the rest of the
onu.. manor staff, and is also in charge of a
Spee4 30 ft number of clerical duties in the running of
...._ unarmed lItrike +0 lld3-2 nonlethalL- the town, as well.
STATISTICS
8bo 7, 0 - ) 1, Coa 7, lot 14, .... 13, Cb 12 Roleplaying Peldevllll':
BaM AUt +2; CIlB +0; elm 10 Peldevar has a dry sense of humor,
P'_ta Alertness. Skill Focus {linguistiQI, Skill and an unswerving loyalty to Dallan and
Focus (profession [butJer11 the town of Springdale. He is a very
SkUllJ Appraise ~. Diplomacy +8, Knowledge orderly man, and intensely dislikes seeing
poca1j +8, Knowledge (nobility! +9, Linguistics any chaos brought into the manor house.
+11, Perception +10, Profession (butler) +11, Though generally relatively passive, he
Profession (scribe) +8, Sense Motive + 10 won't hesitate to act assertively if he feels
La~. Common, Dwarven, Elven, Gnome, the situation requires it.
Halfling
KPC Char noble livery worth 300 gp
Quotes:
~P1.ease be sure to wipe your feet before
entering,-

"Of course. It is B pleasure to serve,


mlord.-

"I must insist that you cease hostilities in


the manor- this instant.·

Physical Description:
Peldevar is an older man, his hair
snow-white and in 8. tonsure cut. He is tall
and thin, and generally matches the
stereotypical image of the British butler,
including (albeit only slightly) the accent.
He is rarely seen outside of unifonn,
which is blue and gold livery.

Trenif Mystogan (Order #19665701)



nn
Background:
XP4,800 Radenar is quite young for an
Male human diviner 9 Archmage, and is only in his late twenties.
LN Medium humanoid (human) His father, Theodorus Bolin, was the
lnit +10; Se..._ Perception +0 previous Archmage, and after his father's
DBFENSB death, Dallan appointed Radenar as his
AC 12, touch 12, flat-footed 10 (+2 Dex) father's replacement, a position which he's
bp 34 (9d6) still not quite certain he's ready for.
Fort +5, Ref +8, Will +6 As Archmage of Springdale, Radenar
OP'P'ENSB is generally the ~on-call~ wizard for any
Speed 30 ft, magical needs that Dallan or the town's
Melee mwk quarterstaff +4 (ld6-1) government may require. He also perfonns
SpeUa PTeparecl (CL 9th) a number of clerical duties, mostly
5th-oontact other plane, teleport involving the drafting and revision of
4th-resilient sphere (DC 19), locate creature (2) various laws and proposals.
3rd-nondetection, dispel magic, tongues, Recently, Radenar had a powerful
clairaudience/clairvoyance vision, which he believes to be of the
2nd-eagles splendor, locate object (2), mirror future (but was in fact sent by Jack the
image (2) Eye, a local tavern owner). In this vision,
1st-magic misSl1e (4), detect undead he saw himself happily married to Maria,
o-detect magic, read magic, light, mage hand one of the dancing girls at the Sumptuous
Banned Schools enchantment, necromancy Swine. Certain that the two of them were
STATISTICS meant to be together, he immediately set
Str 9, Dex 14, CoD to, IDt 20, Wls 10, Cha 12 out to woo her, only to find that she
Ba.e Atk +4; CMS +3; CMD 15 wasn't intererested. Now he spends his
Feats Eschew Materials, ~ater Spell Focus
nights at that bar, pining after what is
(divination), Improved Initiative, Scribe Scroll, literally the woman of his dreams.
Silent Spell, Spell Focus (divination), Spell If he feels he can trust them, he may
Mastery (clairaudience/clairvoyance, contact approach the Pes and ask them to help
other plane, detect undead, dispel magic, with his situation, explaining that he's
eagles splendor, locate creature, locate object, sure that, with the right words, he could
mirror image, magic missle, nondetection, win Maria over. He proposes using
teleport, tongues) telepathic bond to allow the Pes to help
SId1Is Diplomacy + to, Knowledge (Arcana) 17, him woo her, olTering spellcasting services
Knowledge (Engineering) +17, Knowledge as a reward.
(Local) +17, Knowledge (Nobility) +17,
Knowledge (Planes) +17 Unguistics +17 Roleplaying Radenar:
Perception +10, Spellcraft +17 Radenar is young and unsure of
Laaauaaes Aquan, Auran, Celestial, Common, himself. Though he has been growing
Draconic, Dwarven, Elven, Giant, Gnome, more confident in recent years, he is still
Ha1fling, Ignan, Orc, Sylvan, Terran easily flustered, a major source of his
SQ arcane bond (bonded ring), cantrips, problems with Maria. He is very concerned
diviner's fortune, forewarned, scrying adept about ~doing the right thing" and not
l'IPC Gear cloak ofresistance +2, masterwork ~letting people down,~ and is worried that
quarterstaff, rod oflesser metamagic (extend), in failing to win over Maria he is
= U of sending , scroll of acid arrow, tlCTOll of disappointing both her and the fates who
blur, wand of unseen servant, noble outlit, decreed that he and she should be
common outfit, 200 gp gold ring containing a together.
flawless ruby, scrying mirror (lOOOgp)
Trenif Mystogan (Order #19665701)
Remiloe and Ro Innkee and Dau .,h"'te"'r"'- _
Background:
XP400 The son of a farmer, Remiloe always
Male human expert 4 wanted something more for himself. He
N Medium humanoid (human) left his home at the first opportunity to
lait +{I; SeIlM_ Perception +1 head for Springdale, which he always
DEFBIfSE considered to be the ~big city.n When he
AC 10, touch 10, flat-footed 10 arrived, he quickly found that his dreams
hp 22 (4d8+4) of making it big weren't very well
Fort +4, Ref +1, Will +5 grounded in reality, and nearly had to
OFFElfSB turn home when his money ran out, Qut, when
Speed 30 ft. a local innkeep offered him ajob as
Melee club +4 (ld6+1) stableboy.
STATISTICS Remiloe was a dedicated employee,
Sa 12, Dex 10, Coa 12, lat 10, W. 12, Cha 10 and quickly worked his way up through
Base Atir. +3; CMB +4; CMD 14 the inn, until he was basically running it
Fe.b Great Fortitude, Toughness, Skill Focus himself. Along the way he picked up a
(profession [innkeeper]) daughter after falling in love with an
SIdn. Appraise +7, Climb +8, Diplomacy +7, adventuring woman, who promptly left
Knowledge (local) +7, Perfession (innkeeper), him to resume adventuring once she had
Sense Motive +8, Swim +8 had her child.
LaDpqe_ Common Four years ago, Rerniloe found himself
JfPC 0..... club with enough saved up to start his own
inn, the Sleeping Coin, which has done
very well for itself in the intervening years.
RORY GlLLORE CR 1/6
XP •• Roleplaying Remiloe:
Female young human commoner 1 Remiloe is a friendly, but busy man. It
NO Medium humanoid (human) is very important to him that all his
hait +2; Sea_ Perception +6 customers have a good time in his inn,
DEFBNSE and so he will check in with them
AC 12, touch 12, flat-footed 10 (+2 Dex) regularly to make sure that they are, and
hp 1 (ld6-2) may even have time to get to know them a
Fort -2, Ref +2, Will +0 little, but ultimately his inn is somewhat
OP'Jl'ENSB understaffed, and he often needs to be in
Speed 30 ft. two or three places at once, which keeps
STATISTICS him from spending as much time with his
Sa 6, Dex 14, Con 6, lot 10, W. 10, Cha 15 customers as he would like to.
Bue AtIr. +0; CMB -2; CMD 10
Fe.b Alertness, Persuasive Roleplaying Rory:
Skill_ Climb +2, Diplomacy +5, Perception +6, Rory is the very image of an adorable
Sense Motive +2 child. She is very well behaved, only very
LaDpqe_ Common rarely crying or fussing. She loves
JfPC Gear dolly (5 gp) attention, however, and will often invite
herself to sit on customers' laps. Feel free
to use ~baby talk" or similar when role-
playing her.

Trenif Mystogan (Order #19665701)


Roland Boulderbell Merchant and Craftsman
Background:
XP4,800 Roland's father, Ingram, was not a
Male dwarf expert 9 typical dwarf. A wandering minstrel,
LN Medium humanoid (dwarf) Ingram travelled from town to town telling
lDit +0; ee_ darkvision 60 ft.; Perception +1;: jokes and singing songs. He gave Roland
DBFENSB his unfortunate name on purpose, finding
AC 15, touch 10, flat-footed 15 (+5 annor) it all too comical.
hp 69 (9d8+29) Roland, on the other hand, hated his
"art +9, Ref +4, Will +8; +2 racial bonus on name, as well as his father's line of work.
saving throws against poison, spells, and spell- In his eyes, his father simply went from
like abilities town to town getting laughed at, and
Dere..ive AbUiti_ defensive training, hardy Roland wanted no part of it. As soon as he
OFFENSE was able he left his father behind, setting
Speed 20 ft. himself up in Springdale as a minor
Melee +1 warhammer +9 (ld8+3) merchant.
STATISTICS Though his name is still a potentially
Str 14, Dex 11, Con 16, rat 14, WI. 12, Cha 8 sensitive topic (his unusual leanness is
Base AtII: +6; CMB +8; CMD 18 (22 vs. bull due in large part to teasing he recieved as
rush and trip while standing on the ground) a child) he refuses to change it, as he feels
"eats Craft Magic Arms and Armor, that would be ~giving in~ to all those who
Endurance, Great Fortitude, Master Craftsman have mocked him.
(craft [annorsmithing], craft [weaponsmithing)),
Toughness Roleplaying Roland:
SIdlIsAppraise +14, Craft (annorsmithing) +16, Roland is a stereotypical gnIff and
craft (weaponsmithing) +16, Intimidate +11, dour dwarf with a heart of gold. The
Knowledge (engineering) +14, Knowledge matter is exacerbated somewhat by his
(local), Perception +13, Sense Motive +13; family history and his name (he's gotten
Racial +2 racial bonus on Appraise skill checks into physical brawls over it more than
made to determine the price of nonmagical once), but at the end of the day he's not
goods that contain precious metals or such a terrible person: treat him with
gemstones respect and he'll do the same for you.
LanCU.... Common, Dwarven, Giant, Gnome Though his smithing skills are
SQ greed, hatred, slow and steady, exemplary, he doesn't show them off much
stonecunning, weapon familiarity because he doesn't believe he's very good.
l'IPC Gear +1 chain shirt, +1 ~avy mace, cloak Most of what he sells is imported, and he
ofresistance +1, masterwork artisan tools (2) only does the smithing himself when he
(armorsmithing and weaponsmithing) can't order what the customer asks for,
even then not admitting that he was the
one who made the piece in question.
Quotes:
~Oh,yeah, very funny. 'Rolling boulderbelly.'
Yeah, never heard that one before."

~Now this here's a fme dwarven axe. And I


should know.~

"Those're fighting words, cur."

Trenif Mystogan (Order #19665701)


Ex-Adventurer Tavern Owner
Background:
XP8. . Roryx Haston used to be an
Male human fighter 4 adventurer, back in the day, and hell
CN Medium humanoid (human) gladly tell anyone who asks him about the
lait +1; Be...._ Perception +1 time he took on a hundred orcs, armed
DEFEIfSE only with with a pointy rock and his
AC 17, touch 12, flat-footed 15 (+5 armor, +1 bedroll, or the time he beat a frost giant at
Dex, +1 dodge) an arm-wrestling contest, or any number
hp38 (4dlO+12) of other tall tales.
Fort +6, Ref +2, Will +4; +1 bonus on Will The most fearsome thing Roryx
saves against fear actually killed was a basilisk, and he
DefenlJ1ve AbWtie_ armor training +1, bravery keeps its head mounted on the wall in his
+1 tavern (its gaze is no longer able to turn
OFFElfSE people to stone, and Roryx made sure its
Speed 30 ft. eyes were replaced with glass ones, just to
Melee Betty +7 (ldlO+13/x3) be sure).
Rang" light crossbow +5 (1d8/19-20) During the battle with the basilisk the
STATISTICS rest of Roryx's party was turned to stone,
Sb 16, Dea 13, Coa 14, Jat 12, Wia 12, Cha 8 and he decided that it was a good time to
Base Atit +4; CIIB +7; CIID 19 retire (after helping himself to the full
Feats Dodge, Exotic Weapon Proficiency share ofthe treasure). He retired to
(ban:1iche), Iron Will, Power Attack, Weapon Springdale, where he runs the Rough and
Focus (bardiche), Weapon Special.ization Tumble bar primarily as an excuse to do a
(bardiche) lot of drinking and get into barroom
SIdIIa Climb +7, Craft (brewing) +8, Intimidate brawls.
+6, Profession (bartender) +8
La~. Common, Dwarven Roleplaying Roryx:
NPC Gear Betty (+1 bardiche lT"'), light Roryx loves a party, the wilder the
crossbow with 20 bolts, scale mail beUer, and his idea of a party starts off
pretty wild (in his mind, it isn't really a
Quotes: party unless someone leaves with a few
bruises). He's loud and cnlde and proud
~It'stoo danmed quiet. Wish someone'd start
of it, and won't hesitate to beat the tar out
a good fight going."
of anyone who complains, or at least toss
them in the river to cool 01T (after all, he
~I think you need to cool off, friend. Into the
wouldn't want to really hurt someone).
bay with you!~

~Of course the beer tastes like piss. What'd


you expect?"

Trenif Mystogan (Order #19665701)


Wizard Extraordinaire
Background:
XP2,400 Shagros is a young wizard very
Male human universalist 7 concerned with his image. He decided long
N Medium humanoid (human) ago that he didn't want to be an
Jnlt +2; s.m.e. Perception +6 (+8 while his adventurer, preferring instead the more
familiar is within ann's reach) quiet and simple life of a magical
DBFENSB merchant. He's gotten it into his head
AC 12, touch 12, nat-footed 10 (+2 Dex) (whether rightly or wrongly) that no one
lip 34 (7 d6+7) will respect a young hedgewizard, so he
Fort +4, Rer+5, Will +7 masquerades as a more stereotypical
0 ....... wizard, using illusion magic and some
Speed 30 ft. mundane props to appear as a more
Melee mwk quarterstaff +3 (ld6-1) stereotypical wizened sage, complete with
Special Attach hand of the apprentice (S/day) snowy white beard and half-moon
SpeUs Prepared (CL 7th) spectacles. His owl familiar, named
4th-arcane eye, dimension door Archimedes, was similarly chosen for the
3m-arcane sight, fireball (DC 18), fly image it presents, as is the illusory tower
2nd-arcane lock, invisibility, magic mouth, which seems to extend from the roof of his
scorching ray shop.
1st-mage annor (2), magic missile (3), unseen Though Shagros deals in a variety of
urvant magical sundries, including scrolls land
G-detect magic, mending, prestidigitation, spellbooks), wands, and potions, his favor-
read magic ite merchandise by far are wondrous
STATISTICS items, and he regularly experiments with
Str 8, Dex 14, Con 12, Int 20, W. 8, Clla 14 new and interesting enchantments for
Due Atk +3; CMD +2; CMD 15 mundane items.
Feats Brew Potion, Combat Casting, Craft
Wand, Craft Wondrous Item, Iron Will, Magical Roleplaying Shagros:
Aptitude, Scribe Scroll Shagros should come off as a very,
Ski1ls Bluff +9, Disguise +9, Knowledge very eccentric wizard, in part because he
(arcana) +15, Knowldege (dungeoneering) +15, is eccentric, and in part because he goes
Knowldege (nature) +15, Knowledge (planes) out of his way to make himself appear
+15, Unguistics +15, Perception +6 (+8 while even more eccentric (to keep up
his familiar is within arm's reach), Spellcraft appearancesl. Unless the Pes discover his
m secret, he plays into the ~forgetful old
Laa. . . . . Abyssal, Aquan, Auran, Celestial, sage" archetype, and his shop is carefully
Common, Draconic, Elven, Igoan, Infetnal, arranged to appear cluttered and full of
Sylvan, TeITan, Undercommon various different magical experiments.
SQ arcane bond (owl familiar), cantrips If the Pes figure him out, Shagros
NPC Gear cloak o/resistance -+1, disguise kit, gives a wry grin and admits the deception,
fake beard, headband o/vast inteUigence +2 explaining the reasoning behind it. He's
(perception), masterwork quarterstaff somewhat less energetic with people who
know his secret, as he doesn't feel as
much of a need to impress them with his
~mad old wizard" act.

Trenif Mystogan (Order #19665701)


Background:
XP :;1:.400 Sillequi was born on a logging camp,
Female human adept ./druid. 3 as Janet Sommerhold, and her father was
NO Medium humanoid (humanl a lumberjack. She grew up around the
Intt +1; s._ Perception +10 {+12 while her loggers, and. as a young girl, was adored
fEUI1iliar is within ann's reach) by most of the camp.
DItF'BJllSIt When she was still fairly young (12 or
AC 12, touch II, flat-footed II (+1 De:J;, +1 so) an elf named D'thanadil came to the
naturall camp. He proclaimed himself to be a
It.p.1 (4d6+Jd8+14) druid, and declared that the logging would
"ort +7, Rer ..... Will +12 stop. The loggers weren't that concerned
OPFElfSB about a single elf, and so they continued
8pee4 30 ft. on.
Melee mwk quanentaff +5 (1d6) D'thanadil, however, was a powerful
8peda1 Att.eb wooden fists (7 rounds/day) druid, and he called an the forces of
Adept.n. ........... (CL .th) nature to defend the forest. Janet watched
2n.d---t:ure modl!m~ WOWIds as the trees were enchanted to deflect the
lst---cure light u.oound.7 (31 axes wielded against them, and as plants
O--defa:t magic, read mQ9if.
mQ9if, $IO.biMe' fought back against the loggers.
Dnl. 8pen. ...... . , . . ICL 3rdj D'thanadil came to the Cllll1p
2nd-baTk.skin , ~re.stOiatio" (2) regularly. preaching about the harmony of
D

lst-goodberry (3), I!ntangreD nature and imploring the loggen. to stop


o ol!rltl! wtJter, t:kUd poison,light, purify their 'evil' ways. Eventually Janet was won
fOod and drink over by him, and when the Cllll1p was
D domain speD; Do_ala f'tant finally abandoned she ran ofT with him,
STATISTICS changing her name to an elven ane.
8tr 10, Dell 12, CGe 14,"t 10, 1f. 18, Cba II She misunderstood the relationship,
___ AtJr. +4; CIIB +4; CII]) 15 however, and when it became clear that
she was infatuated with him, lI'thanadil
"_u Combat Casting. Eschew M~riall;.. Iron
Will. Self-Sufficient. Skill Focus (Knowled~ left her. She eventually found solace with
(narnrelJ Nifre. the goddess of nature's bounty, but
her hatred of civilization, as well as of
SIdD. Heal + 16, Knowledge (geography) '"6.
men, still burns strong.
Knowledge (nature) + IS, ~rceptiOD +10 (+12
while her familiar is within arm's reach).
Spelk:raft +6. Survival +18 Roleplaying Sillequi;
1AI.a. . . . . Common, Druidic Sillequi has a number of lofty ideals,
SQ nature !lensc:, nature's bond (plant domain), and it doesn't matter to her very much
summon fwniliar (catl. trackless step.
step, wild whether or not they make sense. In her
empathy, woodland stride mind, nature is perfect and things of
KPC Gear amull!Z ofnotural onnor + 1, cloo.k of "mortal men~ have no place in a perfect
rrmstone.! + 1, fto.t~ to~n (grolJl!l'~, fi'rorher
ftrorher world. She firmly believes that women are
rohn (tru) (41, masterwork quartel'3taff more in tune with Nifre (and, by
extension, all things good), due to being a
more empathetic and understanding
gender.

Trenif Mystogan (Order #19665701)


Valerie Rosewood uette Instructor
Background:
XP 1,200 Madame Valerie Rosewood can trace
Male human aristocrat 6 her family's noble lineage back at least
N Medium humanoid (human) seven generations, and can go on at length
lait +1; Sea_ Perception +0 about the respectability and pedigree of
DEFENSE her family. Unfortunately, by the time of
AC 11, touch 11, flat-footed 10 (+1 Dex) her birth, her family had fallen on
hp 21 (6d8-6) somewhat harder times, and their income
Fort +1, Re(+3, Will +5 was no longer a match for their noble
OnENSI: status.
Speed 30 ft. Valerie nonetheless held out for a
Melee +1 mithral ropier +6 (ld6-1{18-20) suitor of respectable background and
STATISTICS acceptable wealth, but few such suitors
StI: 7, Dez 13, CoD 9, rat 11, Wi_ 11, Cha 13 came, and she managed to find other
Base Atk +4; CMB +2; CMD 13 faults with all of them.
F_ts Dodge, Skill Focus (Diplomacy, Once she had officially passed her
Knowldege [nobility]), Weapon Finesse prime, and the suitors stopped coming,
S1d11s Diplomacy +13, Knowledge (nobility) she eventually decided to open this school,
+12, Perfonn (ballroom dance) +10, Ride +10, in order to make enough extra income to
Sense Motive +9 keep herself comfortable, and to pass on
Laaauaae_ Common the knowledge and traditions of her noble
NPC Gear +1 mithral rapier, noble's outfit with background.
jewelry (400 81')
Quotes: Roleplaying Mme. Rosewood:
Madame Rosewood lives by the book,
~Such things simply aren't saidr if the book in question is about etiquette
or what is ~proper" in a given situation.
~Ifyou're going to act like a peasant, then I'm She expects everyone else to live by the
going to treat you like one. Perhaps a night in book as well, and makes her displeasure
the stables will teach you proper decorum.~ with anyone who doesn't well known (in a
socially-acceptable manor, of course).
~Remember, your actions reflect on the whole
schoo1.~

Physical Description:
Madame Valerie Rosewood is a
respectable woman in her middle-years, and
she does everything she can to preserve that
image. She is never seen wearing anything
but proper noble attire (often just a little out
of fashion), and she spends at least an hour
each morning working on her hair and
makeup, the fonner of which is often
decorated somewhat eccentrically, and the
latter rarely detectable. Overall she is a
somewhat plump woman, but not enough to
truly be called fat.

Trenif Mystogan (Order #19665701)


tain of the::..:W~a~t~c~h~= _
Background:
XP 12,800 Virgel Maldon was born in Springdale
Mal~ human warrior 13 S4 years ago, when the town was
LN Medium humanoid (human) somewhat smaller than it is today. He
lDit +1; S e _ Perception +6 remembers the time before the fire, and
DEFENSE before all of the ~beautification~laws that
AC 22, touch 12, flat-foot~d 20 (+6 annor, +1 currently nm rampant in Springdale, and
Dex, +1 dodg~, +4 shi~ld) finds the whole trend to be more than a
bp 84 (13dlO+13) little ridiculous, often getting into heated
Fort +9, Ref +5, WUl +4 arguments with Dallan and the members
OPl"EN9E of the town council about how his men are
Speed 30 ft. (20 ft. with armor) being wasted patrolling the Noble District
Melee +llongsword +18 (ld8+4/19-20) for litterbugs when they could be
Raaell mwk light crossbow +14 (1d8/19-20L patrolling the Docks District for real
STATISTICS criminals.
SU 17, Dex 13, COD 13, lilt 11, Wis 11, Cbs 12 Virgel isn't as young as he used to be,
Bue Atk + 13; CMB +16; CM» 27 and he is prone to fits of bitterness and
Peds Alertn~ss, Blind Fight, Dodge, Improved self-pity about his new position as the
Sunder, Lung~, Power Attack, Shield Focus, captain of the watch, spending his time
Weapon Focus (longsword) behind a desk rather than with his feet to
91d11s Diplomacy +14, Knowledge (local) +13, the cobblestones, solving crimes.
Sense Motive +13 Virgel's wife died four years ago, a
Laaaaaaes Common victim of devil chills, and his only son,
l'IPC Gear +1 Iongsword, +1 scale armor, +1 Eric, left home almost a decade ago to
heavy steel shield, belt ofphysical perJection seek his fortune as a merchant.
+2, masterwork light crossbow with 10 bolts

Quotes: Roleplaying Captain Virgel:


Virgel is a gnlff man, with little time
for pleasantries, a habit that he picked up
"If I had a criminal for every time someone
from years on the town guard, dealing
told me to retire, there wouldn't be any left
with murders and thefts and other
on the streets."
matters of import. He channels his
frustration at being unable to get actively
"1 may not be as fit as I used to be, but I
involved anymore into making sure that
can still put you in your place, boy!n
the men under his command are as
efficient and effective as possible.
"Every crime in this city is a personal
Unless the Pes have business with
insult to the skill and efficiency of my
Virgel, he should have no interest in
men. •
talking with them, and make that clear
from the get-go: the man lives for his
Physical Description: work. If the Pes do have legitimate
virgil is a lean man, but it's clear to business with Virgel, he is impatient and
anyone who looks that he's simply made of always takes the lead, giving orders to the
wiry muscle. His hair is kept short, in Pes as though they were members of the
military style, and though it is mostly guard.
grey, one can still see flecks of blonde. His
eyes are a piercing blue.
Virgel is almost always in his unifonn.

Trenif Mystogan (Order #19665701)


Chapt{lr 2: ~pringda1{ll{{l{lp
Introduction: wood doors lay open, exposing the entry
han to the elements. No sounds come
from inside the keep, which seems to
History almost ooze afeelinq of quiet stillness_
Springdale Keep was built nearly 400
years ago in response to increasing ?~
tunnoil between the humans in the south
I-A: Portcullis Trap
Neral and a small patrol of goblins wait
and the various goblin tribes. The keep's
invisibly in the entry hall of the keep,
original purpose was to protect the North
standing lookout against invaders. Neral
Road, a vital trading route both then and
renders the entire patrol invisible, preferring
now. Over the years, the keep provided the
to wait until the perfect moment to spring his
region with safety and protection, which
trap (see Encounter 2-1 for more
eventually allowed the town of Springdale
infonnation).
to grow into the large fonnidable
The keep is exceptionally dusty, and a
community it is today. As Springdale
became a walled town with its own men- DC 16 Perception check allows the PCs to
notice a large number of goblin footprints
at-arms, the keep lost significance and
both in and out of the keep. A DC 30 Survival
was eventually abandoned. It has
check allows a PC who has found the tracks
remained abandoned until recently, when
to identify a fresher set and follow them
it was taken as a base of operations by
successfully to the edge of Neral's inuisibl1ity
Yarrick and his goblin homes, who now
circle, which may allow them to discover that
live in a series of tunnels beneath the
they are not alone. If the Pes become aware
keep, which they use as an extra layer of
of the patrol, either by the method mentioned
defense against their enemies, such as the
PC,. above or by succeeding on a Perception check
(DC 411, Neral will not hesitate to order his
men to attack right then, and will join the
Features of the Keep: fray as well, frustrated at having been
The following section details various berated by Gaulroth for fleeing from the
areas of interest within the keep. Each manor.
entry corresponds to a place on the map of Once the Pes enter the keep, read the
Springdale Keep (see below). Areas which following text aloud:

a~ness
are likely to result in combat encounters
will direct you to the appropriate The silence of the
encounter at the end of this chapter. keep only seems grow as you pass
to
through the open doonuay, stepping
When the Pes arrive at the keep, read the gingerly over thefaIlen, rotting door and
following text aloud: into a large chamber filled with dust
and shadows. Faint sunlight, trickling
----,~,---- through the leaves of nearby trees,
11u! ston.t': keep which looms makes afeeble entrance through empty
before you appears long deserted: windows, and rotting and mJ1dew-
the walls are old and weathered and stained ca1pt!fS line the floor. A broken
have suffered from years of disre- table lies collapsed on one side of the
pair, the keep's grounds are over- ~~

grown with an manner of weeds, and - - - - . . '. . . . . ." " 0 - - - -


the keep itself stands dark..- the rotten

Trenif Mystogan (Order #19665701)


Springdale Keep
.r.:;-

2-D

2nd Floor

q.
1~~ILL
(
-E

I I I I
I l-e

loG
.
- Itu I I
1-B
1-D
:l-~
...

Trenif Mystogan (Order #19665701)


At the far end of the entry hall the room key which allows the door to be safely
fonns a "'T" with hallways leading off to the opened.
left and right, ending in a door at either end. One of the goblin raiders took a few
These doors are covered with carvings, the souvenirs during the last attack on the
one on the left bearing the image of a balding town, despite explicit orders not to. Not
man kneeling in prayer, the other bearing the wanting to answer awkward questions
image of a man in annor being knighted. about where he acquired his new
Both bear extensive goblin graffiti on their treasures, the goblin cleverly decided to
surface. hide them beneath a loose floor stone in
At the junction, there is a stone statue of this room. A successful Perception check
a long-forgotten king. Less obvious to the (DC 201 reveals the stone, which is easily
Pes, there is also a potentially deadly trap, in pried loose, revealing a small niche which
the fonn of an iron cage which traps holds a +i dagger, a ring ofcounterspells,
intruders and leaves them at the mercy of and a bag containing 2,000 gpo
attackers from all three hallways. The trap is
unusual in that it is triggered not by its l-C: The Jail
targets, but by those attempting to defend the The door to this room is trapped with
keep tin this case, Neral). There are three a scythe trap (see Encounter 2-3, below), a
triggers, one for each hallway, built into the remnant from when the room served as
wall about 10 feet away from the trap on each the keep's jail. The room has since been
side. As soon as the Pes enter the trap's converted by the goblins into a makeshift
range, Neral triggers it and attacks. stable, holding two of their giant
scorpion mounts in what once served as
I-B: The Barracks cells. The goblins were lucky enough to
As the Pes approach this room from the find not one, but two keys to the room in
right hallway read the following text aloud: the ruins of the keep, and one of the keys
- - - - - . 0 ,. . . . .' - - - -
can be found on a goblin in room l-B, the
other on a goblin in room I-C itself. When
From the other side of this heaVl1y the Pes first enter the jail, read the
defaced stonework door the frenzied

*
following text aloud:
revel of goblins caught up in an intense
game of guess what food I'm thinking
H

oj reveals the presence of even rrwre


This room the stone
inside a darker, heavier-looking
goblins in this area ofthe formerly

,........
substance than that in the adjoining
abandoned keep_ ..;L- room. Opposite the door are a
'-------
number of sman prison cens, their
This part of the keep was once a iron bars long ago rusted and black-
barracks, but all signs that it ever served as ened with age. inside two of the celis
such have long since been removed, and it is are massive black scorpions, their
now little more than an empty, dusty room carapaces perfectly smooth and
where the goblins assigned to guard the keep glossy in the light, a malevolence
occasionally stop to play dice or otherwise gleaming in their many beady eyes.
avoid their duties. As the Pes enter the room, Thefloors of the celis are covered in a
there are six goblins loitering about. They thick, viscous sludge that seems best
attack as soon as they become aware of the not thought of, let alone touched. The
Pes, and call for help from the goblins in area room also oontains a pair of goblins,
I-C, retreating to that room if the fight goes bows in hand and alTOws in quiver,
poorly for them (see Encounter 2-2). The door quickly climbing onto the monsters·
to room I-C is trapped with a scythe trap, back>
and one of the goblins in this room holds a - - - - - - n q. . . .. ,~-----

Trenif Mystogan (Order #19665701)


The room is currently tended by two
goblin cavalrymen, who are in the process
of mucking out the makeshift stables
---~' ....... ----
~ moaning wail grows louder still

when the Pes arrive. They will respond to as you finany COTJl.e upon its source, one
the sound of battle in room 1-8 (but of the smaIl bedrooms adjoined to the
receive a -7 penalty to their listen checks halL At this distan=, you can also make
due to distraction and the closed door). out a pair of high-pitched shouts, goblin
voices screaming, "Hit him again! Hit
him again!" and, "Take thot, stupid
1-0: The Dining Hall
This room used to be the keep's grand - - - - - - .......y .------
hall and dining room. It has long since When the Pes actually enter the room,
fallen into disrepair, and the goblins have
found little use for it, except to grant them
access to the upper floor, as well as the
dormitories. When the Pel enter the room,
-,
-,-
1 ...
read the following out loud:

','
rus room contalns a pau
. OJ
goblim>, who stand huddled over a kvge

----...
read the following text aloud:

'---
This room has dearly sun
bdtu days: tk tClttered and musty
pit dug into the floor. The laryer of the.
two, dressed in chain shirt, is jumping
up and down exLitedly as his
companion hurls small rocks daunt at
whatevC":r creature lingers at the bottom
whatevc-:r
remains ofwhot were ckarly onoe gl« as he
of the hole, cadding with gke
brightly-eo1ored .banners still hang does so. Eadt stant': elicits another wail
from the walls, though many are lOm
in half, their rogged edges dangling
several fed above the ground. 1hose'
still mostly whok bear crude
drawings and other gmfJiti. SeuemI
thepit.
---~ ....-._---
from the poor creature at the bottom of

"
Along the room's far wall, the goblins
have dug a pit in the floor, some 20 feet
brolam tables and chairs litter the
room. tk pieces s1J'ewn about like so deep. At the bottom of the pit languishes
much kindling. A low moan, like a Ong, an ogre who had made this keep his
tortured animal. «hoes throughout home before the goblins arrived. Crippled in
the empty hoIl. a battle with two of the barghests (his left leg
_ _ _.........'0-- _ is broken), Ong was thrown into this pit,
where he is tormented and fed scraps (as
The moan is coming from Oog. the well as the occasional insubordinate goblin).
ogre imprisoned in the pit in room I-E. When the Pes arrive, two goblins are
The door leading upstairs is trapped with torturing Ong. pelting him with rocks and
a frost fangs trap (see the Pathfmder RPG dangling rancid meat just out of the ogre's
Core Rulebook), as well as an a1ann. IT the reach. They attack the Pes as soon as they
Pes trigger the trap, the goblins from notice them (see Encounter 2-4, below).
Encounter 2-4 will rush to investigate, Though Ong is no friend of the goblins,
and the goblins from Encounters 2-5 and that doesn't necessarily make him a friend of
2-6 will ready themselves for the Pes to the Pes. His time in the pit has left him
attack. half-mad, and he is on the edge of
starvation. He will savagely attack and
l-E: The Pit devour any creature that enters the pit
As the Pes near this room, at the end without a second thought. If the Pes defeat
of the left hallway, read the following out his goblin captors, however, he is not
loud: entirely unwilling to ally with them against
his longtime tormentors. His starting

Trenif Mystogan (Order #19665701)


attitude is hostile, but he will promise to aid the mercilessly on the Pes at the bottom of
Pes anyway. Unless they bring his attitude to the stairs, but retreat as soon as one of
helpful, however, he is lying, and will either the goblin soldiers is slain. See
attack them upon release (if his attitude is Encounter 2-5 for more infonnation.
hostile or unfriendly) or simply leave (if his atti-
tude has been increased to indifferent or 2-A: The Hallway
friendlyl. Because his leg is broken, Ong moves Another group of goblins patrols
at 5 ft per round, unless the Pes can mend the the upstairs hallway itself, consisting of
wound (DC 25 Heal check), in which case he six goblin soldiers, who guard the entry
moves at 'If, normal speed. to room 2-D. If battle breaks out on the
If Ong does join the party, he eagerly joins stairs, these goblins hear it, and move
in combat against the goblins, taking perverse into position flanking the top of the
pleasure in paying back his longtime stairwell. If the Pes somehow manage
tonnentors. He is still quite mad from his time in to get up the stairs without making
captivity, however, and each round of combat noise (such as a silence spell or
there is a cumulative 1% chance that he goes sneaking past the guards and
berserk, attacking all targets in his sight and assassinsl then the patrol is instead
fighting until slain (this chance resets to 1% clustered outside the entrance to room
after each encounter). 2-D. See Encounter 2-6 for more
infonnation.
I-F: Unused Rooms
All unlabeled rooms on the first floor of the 2-B: The Master Bedroom
keep are basically the same. These rooms When the Pes enter this room,
originally served as sleeping quarters for the read the following text out loud:
soldiers and servants who resided in the keep.
Long abandoned, most still bear moldy
-----" _----

mattresses seated atop none-too-sturdy bed If this room was ever beautiful
frames. The goblins have little use for these or well-fu.rnished, there is little
rooms, and mostly leave them alone. euidence left to indicate it. The
Some of the rooms, including the one room does command a beautiful
directly below room 2-D, are blocked by a large uiew of the contryside below,
pile of rubble, set there by the goblins. With a visible from a window on the far
DC 10 Strength check and a DC 12 Constitution wall, frum.e:d by the tattered
check, the Pes can clear the door in about an remains ofonce-fine drapes which
hour. The room within contains the entry into are tom andjagged where goblins
the caverns below. Fearing that someone would or other looters have ripped the
stumble into their warrens, the goblins sealed fabncfrom the waiL The room
the room, accessing it from above (room 2-D) contains little in the way of
through a hole in the ceiling via ropes that furniture, other than the
dangle all the way to the caverns below. carpeting-or, rather, the remains
ofthe calpding, as it as been
I-G: The Stairs ripped up in odd patches through-
The stairs leading up to the second floor of out the room.
the keep are sturdy and well-carved stone, still In the room's center, behind
showing virtually no signs of wear, despite the the ritual fire, a man-sized stone
centuries since the keep was built. Standing caroing rests. It appears to have
guard at the bottom of the stairs are a pair of been chiseled by hand, and rather
goblin soldiers, who block passage to the upper crudely, tlwugh the generul shape
floor and fight to the death. At the top of the can still be made out as smnething
stairs lurks a pair of goblin assassins, who fire similar to a wolf or dog. Laid out in
front of the statue are a number of
Trenif Mystogan (Order #19665701)
offerings: small, worthless baubles and This room was once a study, though
bits offood. A single goblin, dressed in it's virtually impossible to teU that now
strange ro~s and oove:re:d in odd that the goblins have converted it into a
fetishes, tends to the fire:, chanting shrine. The handcrafted and polished oak
SiJftly under his breath as he does SiJ. furniture is all so much ftrewood now. The
His companion, dre~d in siml7ar garb, ink from the inkweUs has been used to
stands by the window, apparently

-----".-.
draw the strange whorls and other goblin
enjoying the view. religious symbols on the walls and floor
(by finger - the quills were instead used to
---- adorn the goblin priests' religious
This room was once the keep's master
garments). Most of the writing on the walls
bedroom, though it has been taken over by
is either meaningless ranting and raving
the goblins and converted into a sort of about the power of ~e great Maugrath:
shrine devoted to the worship of the though some is grafliti about the prowess
barghests who now aid Yanick. The statue is
of the tribe or individual
actually supposed to be in the likeness of goblins in it. Like room 2-8, this room
Nem, and the priests here are devoted to contains a hand--earved stone statue of a
that evil creature unfailingly. The goblins are
canine creature (this one supposedly
both distmeted, suffering a -S penalty to their
depicts Maugrath), with a small fire and
Perception checks to notice the Pes, but once several offering5. And also like room 2-8,
they do they attack lmmediately, enraged at
this shrine is tended by two goblin priests
the Pes for desecrating their holy shrine.
(see Encounter 2-8).
They don't care about what happens outside
Note that while the priests all belong
of the shrine, even in the shrine a.crou the
to the same tribe, a feud has been
hall, and will not go to investigate the sound developing beN"een the worshippers of
of battle. See Encounter 2-7 for more
Maugrath and those of Nel"a1. Though they
infonnation. will not attack each other, they won't help
each other in a fight, either, and priests
2-C: The Study from one group don't consider the other
When the Pes enter this room, read the
group's shrine particularly holy.
foUowing text aloud: Occasionally, the priests will stick their
---'---~'''.~-~'------ heads out of their respective shrines and
The waIls of this room are C'OlJt:1Y:d trade insults and boasts across the hall.
with strange black whorls and other
images. Crude drawings of little men 2-D: The Audience Chamber
dance around the room., killing animals, Read the following text aloud as the
looting, and pillaging.
Overseeing tMmtJu!m appears to be rhe
black and inky figure of SiJme kind of
wolf or dog. Harsh, scribbled writing
--- ......
PCs enter this room:
..., -..-,- - - -
This room once served as an
lines the waUs as well, presumably audience chcunberfor offidal
written in goblin. At thefar end of the functions_ Much of the room's
room, and the only part of the room not finer!rmostly tapestries and
cove:red in graffiti, is a hand-earoed cwpeting------h ~en lost to either
wooden statue of a dog or other canine nu1dew and age or the scavenging of
creature. A small fire is set in front of the goblins, but enough remains to
the statue, and a number of small allow you to guess at the room's
trinkets have: been laid out infront of original decor. At the far end of the
the statue, presumably as offerings of room there is a slightly raised dais,
some kind. J ..... _ where presumably a throne once sat.
q,..,-a~

Trenif Mystogan (Order #19665701)


Instead, however, a large hole has Encounters:
been opened in the floor of t~ dais. Its The following pages detail the vanous
opening is rough and crude, apparently combat encounters likely to occur in the
made by hacking at the floor with rough keep. Each encounter has a title
tools. consisting of both a proper title and a
Hanging from the ce17ing, and from number designation lie., 2-2) for ease of
spiUs which have been wedged into the reference. Each encounter also has a listed
floor near the edge of t~ hole, are a CR, which takes into aecount the CRs of
number of ropes and chains which tral? the various monsters and NPCs involved,
offinto t~ darkness below. The hole is as well as any extenuating circumstances
fiercely guarded, however. and fouT gob- which may adjust the difficulty of the
lins, swords and shields in hondo stand encounter.
as an obstack between you and it. 1ky Each encounter begins with a
stand in position, weapons and shields description of how the various NPes act
at t~ ready. steeled lor
for battle but not and what their combat tactics are during

~--- ' •.
rrwking any move to attack..

... ,..----
Four goblin soldiers guard this room at
the encounter. Following that is a set of
stat-blocks containing all the relevant
information fOl" running the encounter.
Finally, encounter's with special features
(such as obstacles, terrain, or objects
all times. ready to defend the warrens lI8ainst
any. They remain alert. and almost certainly which can be interacted with) will have a
hear any battle which occurs in the hallway. section at the end describing the roles for
They are weU-disciplined, however, and such features.
remain at their posts. but will be sure to
ready themselves for the Pes' assault if they
hear them coming (see Encounter 2-91.
The hole is too deep for the bottom to be
visible £rom the top, at least without a proper
light lin faet, the hole is about 70 feet to the
bottom, and leads to a series of caverns.
though it is only 12 feet to the room below;
see 1 ~F for details).
Once the room's defenders have been
dealt with, the Pes can descend the hole
safely. The first 12 feet of the way (when the
PCs are effectively climbing down through
one of the rooms on the first
lirst floor' there are
no walls to brace against, and the climb DC
is 5. If the PCs fall at this point they must
succeed on a Reflex save (DC tol to land in
the room, rather than plummeting the whole
70 feet down the tunnel. The rest of the way,
the PCs can brace themselves lI8ainst the
cavern walls, reducing the climb DC to o.

Trenif Mystogan (Order #19665701)


Encounter 2-1: The Trap
(eR 9)
The greater barghest Neral,
along with two goblin assassins
under his command, attack the
PCs immediately after they
trigger the portcullis trap. Unless
the PCs raise the portcullis,
Neral blasts the PCs with
crushing despair and orders his
assassins to fire arrows at the
PCs until they die. Once the PCs
are free of the portcullis trap,
Neral engages them in melee,
while the goblin assassins
continue the assault from a
distance. Neral fights until he
reaches 10% of his total hit
points, at which point he flees,
expecting the goblin assassins to
cover his retreat by engaging the
PCs in a desperate melee. They
do so while Neral is still in sight,
but flee one round after he does. STATISTICS
The assassins also flee if Neral is Str 27*, Do: 17, Coo 19, lot 18, Wis 16, Cha 18
slain. Blwe "til: +9; CMS +18; CMD 30 (34 vs. trip)

XP3,200
NERAL CR 7 Feats Ability Focus (crushing despair), Combat
Casting, Great Fortitude, Improved Initiative,
Lightning Reflexes
Male greater barghest
LE Large outsider (evil, extrapIanar, lawful, SIdla. Acrobatics +15, Bluff +16, Climb +17,
shapechanger) Diplomacy +16, Intimidate +16, Perception +15,
lnit +7; S e _ darkvision 60 ft., scent; Sense Motive +15, Stealth +11, Survival +15,
Perception +15 Swim +17
DEFENSE Laapaaes Common, Infernal, Goblin, Worg
AC 21, touch 12, tlat-footed 18 (+3 Dex, +9 SQ change shape (goblin or wolf, polymorph)
natural, -1 size) *Already cast mass buU's strength.
hp 85 (9dlO+36)
Fort +9, Ref+l1, Will +9 GOBLIN ASSASSIN CR :1

~Speed. 40 ft.
DgR~l~O~(~m~",~.o=============:
OFFENSE

Melee bite +16 (ld8+8), 2 claws +16 (ld6+8)


XP 800
Goblin rogue 4
NE Small humanoid (goblinoid)
lait +4; ae.... darkvision 60 ft.; Perception +7
Space 10 ft.; R_ch 10 ft. DEFEl'ISE
Spell-Like AhUitle. (CL 9th) AC 19, touch 15, fiat-footed 15 (+3 armor, +4
At will-blink, invisibility sphere, levitate, Dex, +1 natural, +1 size)
misdirection hp 14 (4d6)
l/day-chann monster (DC 16), crushing Fort +2, Ref +8, Will +2
despair (DC 18), dimension door, mass hull's Defeasive AbWtie. blessing of the goblin king,
strength·, mass enlarge evasion, trap ~n~ +1

Trenif Mystogan (Order #19665701)


OP1PItJIU
s . . . . 30 ft .
...1. . dagger +6 (ld3+21
Raaa" composite longbow +7° (ld6"0)
Special Atbldw sneak RUack +2<16
8TATl8TlC8
8tr 14, 0.. 19. Coa 12, lat 10, "is 10, Ct. 8
BaM AtIt +3; CIOI +4; CII» 18
F_a Point Blank Shot, Deadly Aim, Prtci.e
Shot, Manial Weapon Proficiency (longbow)
Skills AcrobaIiCll +10, Bluff +6. Climb +8,
Di!l8ble Device +10, Perception +7, Ride +15,
Sense Motive +7, Stealth +18: Raclal MOlIIn.n
..... Ride, +4 Stealth
~Goblin
8Q rogue talent (fast stealth)
1IPC o.e. composite longbow 1+2 stn:ngthl with
40 tllTOWS, dagger, studded leather armor
'+ 1 If the target is within 30 feet.
Feature.

Ranged a.ttacks can be made through the


portcullis, but it provides cover against such
attacks to creatures on the other side. Melee
piercing weapons can also be used through
the portcullis, assuming the target is standing
within range of such attacks, and the
portcullis provides cover in this case as well.
A DC 15 Perception check notes that the
statue in the area of the trap has a switch.
This switch, when activated (a move action),
will raise the portcullis. Each face of the
portcullis trap has an AC of 4; hardness of 10;
and 25 hit points. Additionally, the portcullis
can be lifted with a DC 2S Strength check, or
broken with a DC 30 Strength check

Trenif Mystogan (Order #19665701)


Encounter 2-2: Goblin Sentries
(CR 7)
This room contains two goblin
soldiers and four regular goblins. As
the PCs approach this area, and during
the fight with Neral (see Encounter
2-11, the goblins in this room are busy
playing their favorite game, ~Guess
what food I'm thinking of," and so
receive a -12 penalty to their Listen
checks (due to the distraction of the
game and the guesses they yell out at
the top of their lungs, as well as the
closed door), with an additional -3
penalty to hear the battle, as it is some
distance away.lfthe goblins do become
aware of the PCs, they immediately
stop their game, falling silent and
moving into position to attack should
the Pes enter the room. One of the gob-
lins goes to alert the goblins in room
I-C, as weJl,
weH, using his key to avoid the
trap.
Even if the PCs surprise the
goblins, they will immediately rush to
the fight, calling out to the goblins in Defea.1ve AbWtl_ annor training + 1, blessing
room I-C to aid them. Though the III the goblin king, bravery "1
goblin soldiers will fight to the death, OrrJ:NSE
the other goblins do not, and if one of S 30 ft.
them is reduced to less than '/.. hit III mwk longsword +11 (ld6..../19-2OI
maximum hit points he attempts to Ra.pd ligbt crossbow "'10 (ld6/19-2O)
Dee. If three of the regular goblins or orr-.we AbUltJe. weaplln training (heavy
one of the goblin soldiers are defeated, blade) + I
the remaining goblin soldier or soldiers STATISTICS
attempt a fighting retreat into room 8tr 15, Do: 18, Coa 14, lat 10, . . . 7, Cite. 7
I-C. If both goblin soldiers are .... Atk +5; CD +{;; elm 20
defeated, the remaining goblins Dee "eat. Weapon Focus (Lonpword), Blind-Fight,
wildly. Weapon Specialization lLonp..'Ol"dI, Toughness,
Skin Focus (~a1thl
GOBL:'" SOLDIER CR 4 Skills F\:lct'ption +3. Stealtb + 18; IlariIJ
XP 1,200 1I04i6en .... Ride, +4 Stealth
Ooblin fighter 5 ....... . - Goblin
NE Smail humanoid (goblinoidl SQ weapon training (heavy bladel ... 1

l~"~'~"~;Se~'~M~'~d=""""'~~·~~~n~60~ft~.;;~"'~""'~~ti=o~n~':3: llPC
:AC
DBB1l81l
24, touch IS, flat-footed19 (+{) annor, ..4
Geu mllSterwor'k longsword, +1salle
",,,"or, heavy steel shieJd, light crossbow with 10
bolts
Dex, +1 natural, +2 shield, +1 size)
.p47 (SdI0+20) GOBLIN CR 1/3
Fort +7, ••r+6, WiU+O; +1 bonus on Wi1l6oves XP 135
again6l fear Goblin warrior 1

Trenif Mystogan (Order #19665701)


NE Small humanoid (goblinoid)
1.lt +6; a._ darkvision 60 ft.; Pttttption -1
DUEl'fSIt
AC 17, touch 13. flat·footed 15 (+2 armor, +2
De:r:, +1 natunll. +1 shidel, +1 size)
h.S(1d8~11
Port +4, R.f +3. WID +0
Der.aatno AhWd.. blessing of the goblin king
Of'ftWSIt
Speed. 30 rt.
Jlelee shon. sword +2 (ld4/19-20)
RaDp. short bow +4 jld4/:I:31
STATISTICS
Str II, Dea IS, Coa 12, fat 10, . . . 9, CU 6
a- AtIl +1; CD +0; ClIO 12
r.d.lmproved Initiative
SIldU. Ride +10, Stealth +10, Swim +10;
Raclll1 JlooIlRen +4 Ride, +4 Stealth
~.Ooblin
lfPC 0.... short sword, 3hortbow, leather
armor, buckler

Features;
The door to room l-C is trapped with
a scythe trap. One of the goblins holds a
key which allows the door to be opened
safely. See the Pathfrnder Roleplaying
Game Core Rulebook for details on scythe
traps.

Trenif Mystogan (Order #19665701)


Encounter 2-3: The Stables
(CR 6)
The two goblins begin
combat by opening the scorpion
pens and attempting to mount
the beasts as quickly as possible.
Once mounted they concentrate
their fire on melee fighters and
other characters who appear to
rely heavily on Strength, hoping
to cripple them with heavy doses
of poison.
If the goblins are alerted to
the PCs' presence in advance,
they mount the scorpions before
moving out to help their
comrades in room I-B.

GOBLIN SCORPION RIDER CR 1 DEFENSE


XP400 AC 16, touch 9, flat-footed 16 (+7 natural, 1
QQblin warrior 2 size)
NE Small humanoid (goblinoid) hp 37 (5d8+ 15)
lult +7; Sea_ darkvision 60 ft.; Perception 1 "ort +7, Ref+1, Will +1
DEFENSE DefellSive AbiUtle_ DR 5/goOO: Immune mind-
AC 18, touch 14, flat-footed 15 (+2 annor, +3 affecting effects: Resist Fire 10, Cold 10; sa 9
Dex, +1 natural, +1 shield, +1 size) OFFEIfSE
hp 13 (2dlO+2) Speed 40 ft.
"ort +5, Ref +3, Will +0 Melee 2 claws +6 (ld6+4 plus grab), sting +6
DefellSive AbiUtiu blessing of the goblin king (ld6+4 plus poison)
OFFElfSE Space 10 ft.; Reach 10 ft.
Speed 30 ft. Speoial Attacks constrict (ld6+4), smite good
Melee short sword +3 (ld4/ 19-20) l/day
RaDpd mwk short bow +6 (ld4 plus poison/>(3) STATISTICS
STATISTICS Str 19, Dex 10, CoD 16, IDt ,Wis 10, Cba 2
Str 10, Dex 16, COD 12, IDt 10, Wis 9, Cha 6 Bue AtIt +3; CMB +8 (+12 grapple); CMD 18
Base Atk+2; CMB +1; CMD 14 (30 vs. trip)
Feat:. Improved Initiative Stuls Climb +8, Perception +4, Stealth +0;
SkIn. Ride +11, Stealth +10, Swim +5; Racial Racial ModiJleft +4 Climb, +4 Perception, +4
M04i8elll +4 Ride, +4 Stealth Stealth
LaDauaae- Goblin Poison:
SQ poison use (giant scorpion venom only) Both the scorpion and its rider use the
NPC Gear leather armor, buckler, short sword, same kind of venom, the riders harvesting
masterwork short bow with 30 poisoned arrows the venom from the scorpions. The
statistics for the poison are as follows:
FIENDISH GIANT SCORPION CR 4
XP 1,200 Poison (Ex): injury; save Fort DC 17:
NE Large vermin frequency l/round for 6 rounds; effect Id2
lult +0; Se__ darkvision 60 ft., tremorsense Strength damage; cure 1 save.
60 ft.; Perc~tion +4

Trenif Mystogan (Order #19665701)


Encounter 2-4: Ong the Ogre
(CR 6)
This room contains one goblin soldier
and one goblin assassin, who are
tonnenting Ong, a lame ogre they have
trapped in a pit. Upon spotting the PCs,
the goblin soldier attempts to block the
door, not wanting to be bull rushed into
the pit. The goblin assassin shoots the
closest PC. Cornered between the party
and the pit, the goblins fight to the death.
Ong mercilessly savages anyone who falls
in the pit.
GOnLIN SOLDIER CR 4
' " 1,200
Goblin fighter 5
NE Small humanoid (goblinoid)
lnit +4; h _ darkvision 60 ft.; Perception +3
DEFENSB
AC 24, touch 15, flat-footed 19 (+6 annor, +4
Dell:, +1 natural, +2 shield, +1 siu)
hp 47 (5dlO+20)
Fort +7, Ref +6, WiD +0; +1 bonus on Will saves lait +4; hue_ darkvision 60 ft.; Perception +7
against fear DBFEl'ISB
Defea.ive AbWtl. . annor training +1, blessing AC 19, touch 15, flat-footed 15 (+3 annor, +4
of the goblin king, bravery +1 Dex, +1 natural, +1 size)
OJl'FENSB hp 14 (4d6)
Speed 30 ft. Fort +2, Ref +8, WiD +2
Melee mwk longsword +11 (ld6+4j 19-20) Defensive Abilitie_ blessing of the goblin king,
Ranged light crossbow +10 (ld6j 19-20) evasion, trap sense +1
Offeaave AbWtln weapon training (heavy OFFEl'ISE
blade) +1 Speed 30 ft.
STATISTICS Melee dagger +6 (ld3+2)
Str 15, Dex 18, Con 14, Int 10, Wis 7, Cite. 7 Rance4 composite longbow +7* (ld6+4*)
Due Atk +5; CMS +6; CMD 20 Special Attaco sneak attack +2d6
Feat. Weapon Focus (l.ongsword), Blind-Fight, STATISTICS
Weapon Specialization (l.ongsword), Toughness, Str 14, Do: 19, Coa 12, lat 10, Wis 10, Cite. 8
Skill Focus (Stealth) BlUe Aft +3; CMB +4; CMD 18
SIdlIs Perception +3, Stealth +18; Racial F. .t. Point Blank Shot, Deadly Aim, Precise
Modlfieft +4 Ride, +4 Stealth Shot, Martial Weapon Proficiency (longbow)
Laapages Goblin SIdlIs Acrobatics +10, Bluff +6, Climb +8,
SQ weapon training (heavy blade) +1 Disable Device +10, ~rception +7, Ride +15,
l'IPC Gear masterwork longsword, +1 scale Sense Motive +'7, Stealth +18; RIUlia1 Modifiers
annar, heavy steel shield, light crossbow with 10 +4 Ride, +4 Stealth
bolts Languages Goblin
GOBLIN ASSASSIN CR 3 8Q rogue talent (fast stealth)

"'8"
()(lblin rogue 4
I'lPC Gear composite longbow [+2 strength] with
40 arrows, dagger, studded leather armor
NE Small humanoid (goblinoid) *+ 1 if the target is within 30 feet.

Trenif Mystogan (Order #19665701)


ONG f'R 3
. . BOO
0 ....
CE Large humanoid (giant)
lait -I; a._ darkvision 60 fL, 1ow-IiJht
vision; Perception +5
DEnwsa
AC 17, touch 8, l1at-footed 17 (-+4 armor, ·1
Dele. +5 natural, -I sizej
bp 30 I4d8+12)
rOft"'6, Ref +0, WW +3
0 ......
8pead 5 (broken IegI
...... slam +712d4+5j
91 :<1 10 ft.; R_cll 10 ft.
STATISTICS
SU 21, DQ; 8, Con IS, lat 6, ..... la, Claa 7
BaH AUt +3; CMB -+9; CMD 18
rcam.l.ron Will, Toughness
SIdl1A Climb +7, Petception +5
LaftCU<llt'<I Giant

Feature.:
The pit is 20 feet deep, meaning that
any creature falling into it will take 2d6
damage from the fall.
The side of the pit is surprisingly
slick, having been coated with gIl:!ase by
the goblins in order to ensure that Ong
didn't climb out. As a result, characters
attempting to climb the sides of the pit
must suoceed on a DC 20 Climb check.

Trenif Mystogan (Order #19665701)


Encounter 2-5: The Stairwell
(CR 8)
The two goblin soldiers at the base of the
stairs use the narrow stairwell to their
advantage, standing side-by-side to avoid
being bypassed. They fight to the death and
will allow no one to pass. Meanwhile, at the
top of the stairs, two goblin assassins lurk,
firing on the PCs as soon as they open the
door, in hopes of a sneak attack. As soon as
one of the goblin soldiers falls, the remaining
assassins retreat to the hallway, where they
join the forces stationed there (see Encounter
2-7). If the alarm in the dining hall is
triggered, the goblins ready actions to attack
anyone coming through the door, but will not
move from their position. Characters on the
stairs may gain bonuses fOT higher ground.
XP800
XP 1,200 ()(lblin rogue 4
Goblin fighter 5 NE Small humanoid (goblinoid)
NE Small humanoid (goblinoid) lait +4; BellM_ darkvision 60 ft.; Perception +7
lDit +4; S e _ darkvision 60 ft.; Perception +3 DEFEIfSE
DEFENSE AC 19, touch 15, flat-footed 15 (+3 armor, +4
A.C 24, touch 15, flat-footed 19 (+6 annor, +4 Dex, +1 natural, +1 size)
Dex, +1 natural, +2 shield, +1 size) hp 14 (4d6)
hp 47 (5dlO+20) Fort +2, Ref +8, Will +2
Fort +7, Ref +6, WiD +0; +1 bonus on Will saves Defensive AbWties blessing of the goblin king,
against fear evasion, trap sense +1
Defeasive AbWties armor training +1, blessing OFFENSE
of the goblin king, bravery +1 Speed 30 ft.
OFFENSE Mel" dagger +6 (ld3+2)
Speed 30 ft. Rani_ composite longbow +7* (ld6+4*)
Melee mwk longsword +11 (ld6+4/19-20) Special Attacks sneak attack +2d6
Hauaed light crossbow +10 (ld6/19-20) STATISTICS
Offensive AbiUties weapon training (heavy Str 14, Dex 19, Coa 12, lat 10, Wis 10, Cha 8
blade) +1 B... Atir. +3; CMB +4; CM» 18
STATISTICS Fe.t. Point Blank Shot, Deadly Aim, Precise
Str 15, Dex 18, CoD 14, IDt 10, Wis 7, CIla 7 Shot, Martial Weapon Proficiency (longbow)
Bus Atk +5; CMB +6; CMD 20 Skills Acrobatics +10, Bluff +6, Climb +8,
Feat. Weapon Focus (Longsword), Blind-Fight, Disable Device +10, Perception +7, Ride +15,
Weapon Specialization (Longsword), Toughness, Sense Motive +'7, Stealth +18; Racial Modifiers
Skill Focus (Stealth) +4 Ride, +4 Stealth
SId1ls Perception +3, Stealth +18; Racial Languages Goblin
MOdlfiel'S +4 Ride, +4 Stealth
Modlfiers SQ rogue talent (fast stealth)
LaulUages Goblin RPC Gear composite longbow [+2 strength] with
8Q weapon training (heavy blade) +1 40 arrows, dagger, studded leather armor
l'IPC Gear masterwork longsword, -+1 scale *+ 1 if the target is within 30 feet.
annar, heavy steel shield, light crossbow with 10
bolts
Trenif Mystogan (Order #19665701)
Encounter 2-6: Pincer Attack
(CR 8)
The six goblin soldiers in this area guard
room 2-D from intruders. U either of the
goblin assassins from Encounter 2-5 died,
they will not be in this encounter, and should
be removed from the map. The goblin soldiers
fight to the death, but the goblin assassins
fall back as soon as the Pes are free to
engage them, retreating either to room 2-D
or, if that way is blocked, to one of the
shrines at the other end of the hall.
GOnLIN SOLDIER CR 4
,.. 1,200
Goblin fighter 5
NE Small humanoid (goblinoid)
lDit +4; S e _ darkvision 60 ft.; Perception +3
DEFENSE
AC 24, touch 15, tlat-footed 19 (+6 annor, +4
Dex, +1 natural, +2 shield, +1 size)
hp 47 (5dlO+20)
Fort +7, Rer +6, WiD +0; +1 bonus on Will saves
against fear lalt +4; Seuee darkvision 60 ft.; Perception +7
Derelll'ive AbWtles annor training +1, blessing DEFENSE
of the goblin king, bravery +1 AC 19, touch 15, flat-footed 15 (+3 annor, +4
OJl'FENSB Dex, +1 natural, +1 size)
Speed 30 ft. hp 14 (4d6)
Melee mwk longsword +11 (ld6+4/19-20) Fort +2, Rer +8, Will +2
Raaged light crossbow +10 (ld6/ 19-20) Dereneive AbWtiee blessing of the goblin king,
Offeaave AbiUtlell weapon training (heavy evasion, trap sense +1
blade) + 1 OFFENSE
STATISTICS Speed 30 ft.
Str 15, Du: 18, Con 14, Int 10, Wis 7, Cha 7 Melee dagger +6 (ld3+2)
Due Atk +5; CMS +6; CMD 20 Ranie4 composite longbow +7* (ld6+4*)
Feat. Weapon Focus (l.ongsword), Blind-Fight, Special Attaco sneak attack +2d6
Weapon Specialization (l.ongsword), Toughness, STATISTICS
Skill Focus (S~alth) Str 14, D_ 19, Coa 12, lat 10, Wis 10, Cha 8
SIdlIs Perception +3, Stealth +18; Racia.l Base Atk +3; CMS +4; CM» 18
Mocllfieft +4 Ride, +4 Stealth Fest. Deadly Aim, Martial Weapon Proficiency
Languages Goblin (longbow), Point Blank Shot, Precise Shot
SQ weapon training (heavy blade) +1 SIdlIs Acrobatics +10, Bluff +6, Climb +8,
NPC Gear masterwork longsword, +1 scale Disable Device +10, Perception +7, Ride +15,
annor, heavy steel shield, light crossbow with 10 Sense Motive +7, Stealth +18; RIUlill1 Modifiers
bolts +4 Ride, +4 Stealth
GOBLIN ASSASSIN CR :1 Languagee Goblin
,..8.. SQ rogue talent (fast s~a1th)
()(lblin rogue 4 NPC Gear composite longbow [+2 strength] with
NE Small humanoid (goblinoid) 40 arrows, dagger, studded leather armor
*+ 1 if the target is within 30 feet.

Trenif Mystogan (Order #19665701)


Encounter 2-7: Priests of Neral
(CR 71
This room contains a pair of goblin
priests, who consider it a holy shrine and
attack the Pes for defiling it with their
presence. They fight to the death, but if
the Pes retreat outside the boundaries of
the room, only one will follow them, while
the other tends to the fire. The nearer of
the two attacks recklessly with his heavy
mace, while the other supports him with
his cleric spells, opening with
blindness/deafness (favoring blindness),
and hold person, though he uses a sl1ence
spell instead if one of the Pes appears to
be a powerful spellcaster. Either priest will
use death knell at the first
opportunity, and make full use of their
cure spells to continue the fight. If things
are going badly, the goblin priests use
their channel negative energy ability as a
last resort, hoping to kill the Pes, even at
the cost of their own lives.
_STATISTICS ~D~d~o~m~m~'n~,§p~'l~lj~D~o=m~'~l~'~'=Law~~,=D~,~a=th~:::;;::::;;;::
XP 1,200 Str 12, Dca 14, Con 12, lat 10, Wia 15, Cha 10
Goblin cleric 5 Base Atk +3; CMB +3; CM» 15
NE Small humanoid (goblinoid) Feats Combat Casting, Lightning Reflexes,
IDit +2j S e _ darkvision 60 ft.j Perception +2 Improved Channeling
DEFENSE SIdlk Knowledge Religion +6, Stealth +9; Racial
AC 19, touch 13, tlat-footed 17 (+4 armor, +2 Modifiers +4 Ride, +4 Stealth
Dex, +1 natural, +1 shield, +1 siu) Laaaaa&e- Goblin
hp 36 (Sd8+ 10) SQ aura, orisons
Fort +6, Rer+6, WiD +7 NPC Gear +1 heavy mace, +1 studded leather,
Defemive AbiUti_ blessing of the goblin king light steel shield
OFFENSB Features:
Speed. 30 ft. The stone statues in these rooms can
Melee heavy mace +S (ld6+1) be pushed over ja standard action) with a
Special Attacks bleeding touch (S/day), DC 18 Strength check, though the goblins
channel negative energy (3/day, 3d6, Will DC would never do so. Any creatures
14), touch oflaw (S/day) occupying the square the statue is pushed
Spen. Prepared (CL 5th) into must succeed a DC 14 Reflex save or
3rd-blindness/dea.fness (DC IS), magic circle suffer Id6 points of damage and be pinned
D
against chaos until they succeed on a DC 18 Strength
2nd-cure 1!Wderate wQUnds, death kneUD (DC check made as a full round action.
14), ht:>ld penron (DC 14), silence (DC 14) Creatures or objects which come into
1st-bless, cause fear (DC 13), cure light contact with the fire take Id6 fire damage,
D
wounds, protection from CMOS and risk catching fire. See the Pathfinder
D-bleed (DC 12), detect poison, read magic, Roleplaying Game Core Rulebook for more
resistan~ infonnation on catching on fire.

Trenif Mystogan (Order #19665701)


Encounter 2-8: Maugrath's Priests
(eR 6)
This room contains another pair of
goblin priests, who also attack the Pes as
"blaspheming heathens.~ They fight to the
death, but neither will leave the room.
Both goblins prefer not to use physical
attacks, instead favoring spells,
particularly hold person and
blindness/deafness, and retreat back
against the wall if the Pes attempt to
engage them in melee combat.
Should the Pes manage to corner the
goblins, they concentrate on disabling the
melee attackers. If this fails, they begin
recklessly channeling negative energy,
sacrificing themselves in the hopes of
taking the Pes with them.
GOnLIN PRIEST CR 4
XP 1,200
Goblin cieric 5
NE Small humanoid (goblinoid)

,J~"~'~.2~;~"!!_~~'~d~~~IM~·'~io~n~6~O~ft~.~;~p~,,~«p~~ti~On~.~2~
-: DEFENSE
Improved Channeling
SJdla. Knowledge Religion +6, Stealth +9; Raolal
AC 19, touch 13, tlat-footed 17 (+4 armor, +2 Modifiers +4 Ride, +4 Stealth
Dex, +1 natural, +1 shield, +1 size) Language. Goblin
hp 36 (Sd8+ 10) SQ aura, orisons
Fort +6, Ref +6, WiD +7 NPC Gear +1 heavy mace, +1 studded leather,
,De~'~_~~"'~'~b:W=U:"=b:l:_=·~ng=o:r:th:'=':Ob:b:·n=ki:n:,:::light steel shield
';OFFEl'lSE
Speed 30 ft. Features:
Melee heavy mace +5 (ld6+1) The stone statues in these rooms can
Special Attacks bleeding touch (S/day), be pushed over (a standard action) with a
channel negative energy (3/day, 3d6, Will DC DC 18 Strength check, though the goblins
14), touch oflaw (S/day) would never do so. Any creatures
8pen. Prepared (CL 5th) occupying the square the statue is pushed
3rd-blindness/deafiwss (DC 15), magic circle into must succeed a DC 14 Reflex save or
D
against chaos suffer Id6 points of damage and be pinned
D
2nd-cure moderate wQUnds, death kneU (DC until they succeed on a DC 18 Strength
14), holdpenwn (DC 14), silence (DC 14) check made as a full round action.
1st-bless, cause fear (DC 13), cure light Creatures or objects which corne into
D
wounds, protection from chaos contact with the fire take Id6 fire damage,
D-bleed (DC 12), detect paison, read magic, and risk catching fire. See the Pathfinder
resistance Roleplaying Game Core Rulebook for more
D domain spell; Domain. Law, Death infonnation on catching on fire.
STATISTICS
8tr 12, Dea 14, Con 12, Jut 10, Wb. 15, Cha 10
Baae AtII: +3; CMB +3; CMD 15
reat. Combat Casting, Ughtning Reflexes,

Trenif Mystogan (Order #19665701)


Encounter 2-9: The Cavern Entrance
ICR 8}
This room contains four goblin soldiers,
who defend the entrance to the caverns below
at all costa. Though they will fight to the
death if necesS8.f)', they do not follow the Pes
out of the room, instead holding to their
position by the door. The goblins focus on
one foe at a time, preferring to attack spell-
casters fIrSt, though they will not break
formation to do so.
GODU .. SOLDIER CR 4
XP 1,200
Goblin fighter 5
NE SmaU humanoid (goblinoid)
hIlt +4; s._ darlcviaion 60 It; Ptiception +3
DenR8S
AC 24, touch 15, Ilat-footed 19(+6 armor, +4
Delr:, +1 natural, +2 shield, +1 sizlej
"p 47 (Sd10+20)
Fort +7, R.r +6. WiD +0; +1 bonus on WiD saves
against fear
Defe_m AbWtMs annor training +1, blessing
of the goblin Icing. bravery +1 Should any creature fall down the pit
0 ....... at the far end of the room he or she may
S"" 30 ft. attempt a DC 10 Reflex save to land in the
..... mwk longsword +11 (ld6+4/19-2OI room below (a 12 foot fall). Failure means
Raqed.light crossbow +10 (1<16/19-20) that they fall the entire 70 feet to the
Orr-.... AbiIIttn weapon training (heavy bottom of the tunnel, suffering appropriate
bladel +1 fall damage. See room 2-D for more
STA.TlSTlCS details.
8b 15, Do; 18, eo.. 14, bit 10, ..... 7, Ct.a7
. . . . A.tk +5: ella +6; CIID 20
"eata Weapon Focus (Longsword), Bl:ind-F'ight,
Weapon SpecialU.atlon (Loopword), Toughness,
Skin FocuslStealth)
Skills Perception +3. Stealtb +18; Racla1
.04ifkn +4 Ride, +4 Stealth
Laapacn Goblin
SQ weapon training (heavy blade) +1
BPC Geu masterwork Iongsword, + 1 .scale
annor, heavy steel shield, light crossbow with 10
bolts

Features:
Stepping up onto the dais takes an extra
5 feet of movement, and creatures on the dais
gain benefits for being on higher ground
when fighting creatures not on the dais.

Trenif Mystogan (Order #19665701)


Introduction As part ofYarrick's cnIsade to retake the
surface world, he has ordered the caverns
to be kept lit at all times, as a symbol of
History: hope for their future as masters of the
The caverns beneath the keep are not surface, as well as to condition them to
nearly as old as the keep itself, and all of the conditions of light. As such, all parts of
areas described here were dug only a short the caverns are at least dimly lit.
time ago by the goblins, when Yarrick ordered When the PCs make it to the bottom
them to tunnel ioto the keep to take it as a of the shaft leading from the keep above
base of operations for their assault 00 down to the tunnels, read the following

----* '
Springdale. text aloud:
The area of the caverns covered in this
section represent the parts of the caverns that
are regularly inhabited by memben of At the bottom of the large hok is
Yarrick's army, but the caverns also connect a Cl:lVern, rough Mun and lit by a
to long and winding tunnels which connect to number of torr:hes. Arming picks and
other goblin warrens miles away, and otMr digging equipment ~ strewn
characters who follow the tunnels far enough about tM floor, and the remains ofa
will find that they connect to a large system of crude scaffold climb their way up a
tunnels which underlie the eotire nation, good 15 or 20feet of the .base oflhe
possibly Iltretching even further into nearby shaft, left o~ from the initial
kingdoms. These runnels not only connect to euxwation. The wooden support
goblin warrens of varying tribes, but also to a beams which Uep the strocture from
variety of important surface landmarks, collapsing appear shoddy but sturdy
including Ilevem1Iarge towns and keeps. Not At lhe far end of the (XZvern a smoIl
all of the tunnels are patrolled by goblins,
however, and in many cases they are infested
by dangerous subterranean monsters.
of~ls~
----.::. .....----
opening allows aaess to a network

3-A: To The Warrens


Features of the Caverns: 1his passageway leads to a large
The following section details various areas warren where the majority of the goblins in
of interellt within the caverns. Each entry the tribe live. A number of goblins remain
correspondll to a place on the map of the on patrol here as a final layer of defense
cavernll (Ilee below). Areas which are likely to against those who would assault the
result in combat encounters will direct you to tribe's women and children beyond. These
the appropriate encounter at the end of this defenders are more interellted in defending
chapter. the tribe then they are in protecting
The cavem.ll described here are all made Yanick or the other goblins, and so as
from rough-hewn stone. The various chambers long as the PCs do not attempt to move
are connected by small tunnels about four to past them or otherwise demonstrate hos-
five feet in diameter, forcing most medium- tile intentions towards the defenders or
sized charactefll to stoop while moving their wards, the defenders will allow the
through them. Unless otherwise noted, the PCs to be on their way. When the PCs
ceilings in any given chamber are between 10 arrive at this point, read the following text
and 12 foot high, and all chambers are shored aloud:
up with beams or similar support structures.

Trenif Mystogan (Order #19665701)


Caverns of the Goblin King

3-H

3-F

3-8
3-C
3-D

Up To the Keep

Trenif Mystogan (Order #19665701)


----'.... ---
The passage nanutuS here, forming
prepare to ambush the PCs when they
enter the room (see Encounter 3-2). When
the PCs arrive in this room, read the
a natural chokepoint, though as tM5e
following text aloud:
tunnels appear to be goblin-made, it may
not be so natural aftt!T alL At the
TlQlf'OUIest point. four goblin soldk!rs
----..' ........ ~---
This huge stone chamber is weU-
stand. their swords and shields at the
lante:rns and strongly
lit with lante:ms
ready, torchlight glinting off their armor
rese:mbles a military boot camp,
Behind them stand a pair of giant
comp1de: with curow-fi1kd pradice
scorpions. their blade campaaes glinting t.lummies, thick mats for grappling
red in the light, eadt bearing a goblin
and s=eral crates which contain a
rider with a Cf"O$Sbow aimed ahead. One
small armory of goblin-sized
of !he goblins tnhs a step forward and
weapons and armor The' room ilse:1f
itse:1f
says -Stop. We 1uwe no quarrel with
you, bur you cannot G-·----- stinks ofgoblin sweat and blood,
barely maske:d by tk acrid scent of
If the Pes parlay with the goblin, he will
explain thaI they guard only the passage to
where the tribe's women, children, and
---- ..........
snwke: from tk torche:s on tk waIIs.
'----
If the PCs decide to loot the room,
elderly are camped, and that they will neither they find a number of mundane, goblin-
help nor stop the PCs if they decide to go sized pieces of equipment, including
elsewhere in the caves.lfthe PCs do make numerous suits of smelly leather armor
their way past the defenders, they find a and a good number of small-sized short
series of narrow tunnels which branch out swoms and shortbows. They can also fmd
into dead-end chambers. Each chamber is six porions of invisibility carefully packed
the home of a goblin family, and contains into one of the sroaUer crates, a quiver
Id4-t I adult civilian goblins (primarily women with twenty +-2 tuTOWS, and a suit of +1
and the elderly) and twice that number of leather armor (though this is also goblin-
goblin offspring. They will also find a larger sized, PCs who try it on find it fits
communal area, and a similar group of perfectly).
defenders at the far end of the warrens,
protecting the tribe against assaults from 3-C: Neral's Chamber
deeper in the tunnels. All told, the tribe has As the Pes travel down the
75 gp in lreaSure, though roughly 60 gp of

......
passageway towards this chamber, read
that is in pots, pans, utensils, and other the following text aloud:
mi.......llaneous clutter, and most of the rest is
in copper and silver pieces. The goblin
--~ '---
civilians are not interested in a fight, and will be:/ore you is unlit,
The: passage be:fore
flee if able. and fills with darkness only a short
ways ahe:ad. The: sre:nch 0/of offal and
de:ad bodies is strong, and it is a
3-8: Neral's Training Chamber
nus room serves as the training room for good guess that whate:lJer awaits you
oftkpassage win be:

-.
the goblin assassins, where they train under at tk e:nd o/tkpassage

------.......
the n.lthless barghest Netal in the arts of grisly ind=d.
stealth and death-dealing. At the moment, ----
several of Neral's more impressive students Unlike the others, Neral prefers the
are instructing some raw recruits during darkness, ignoring Yarrick's proclamations
Neral's absence. If they detect the PCs and keeping his chamber unlit. As they
approaching, they quickly hide behind crates, approach, PCs who succeed on a DC 10
practice dummies, and support beams and

Trenif Mystogan (Order #19665701)


Perception check can hear the sound of a another reason why he keeps the room dark.
young woman sobbing. The key is in fact hidden inside one of the
The chamber itself is relatively small, skulls strewn about the room, and can be
only about 10 feet to a side. The floor is located with a DC 30 Perception check
littered with the bones of a number of the (assuming the PCs have a lightsource or can
kidnapped villagers, with only a few scraps see in the dark).
of rotting meat still hanging to the If the PCs can free her and calm her
scattered skeletons. The room is thick down long enough to question her (a DC 25
with the scent of barghest musk as well. Diplomacy check, reduced to DC 15 if the
If the PCs have slain Neral previously, PCs can successfully return her to her home
this room has only a single occupant: in Springdale first), she can tell them some
Leanne, the girl whose abduction caused bits of conversation she overheard between
such an uproar in Springdale. Neral has Neral and several of his goblin students. As it
her chained to one of the walls, manacled turns out, Neral was secretly preparing to
with her anns stretched out above her. betray the goblins and other barghests, or at
Moreso than most barghests, Neral least making sure that he was able to do so
delights in consuming his victims, taking should the opportunity arrive. The goblin
his time to savor the process, usually over assassins he trained were primarily loyal to
the course of several days and while him, not Yarnck, and he had been hoarding
they're still alive, taking small bites out of some treasure in his chamber, in a small
still-living victims and using his cache of niche behind a rock. If the PCs follow up on
restorative ointment to heal the victims her claims lor spot the hiding place
and keep them alive for later. Leanne has themselves with a DC 30 Perception check)
been subjected to some of this, and has they find a small fortune in gems (one
signs of it on her upper anns and legs. diamond worth 5,200 gp, one emeralds worth
She has been kept in the dark since being 1,200 gp, two yellow topaz stones worth 400
delivered here, forced to endure Neral's gold each, and a slightly larger yellow topaz
perverse attentions and listen as he fma1ly stone worth 600 goldl, as well as a large
devoured his previous victim. As such, her bottle of restorative ointment, half-full, which
emotional state is rather unstable when currently holds six applications' worth.
the PCs find her, and though she is very
eager to escape, she is also under 3-D: Assassins' Quarters
constant fear of being found and This stretch of tunnel contains a number
recaptured by the barghests. of small niches where the elite goblin
Freeing Leanne is not an easy matter, assassins sleep. Most contain rough bedrolls,
however, as the shackles Neral has used a handful of copper pieces, and a personal
to keep her from escaping carry an effect or two, such as a particularly pretty
enchantment which discourages stone, a wooden statuette of a barghest or
tampering with them. Any attempt to sever goblin, a knife carved from a bone, a necklace
the chains or pick the lock will trigger an of rat skulls, or the like. Besides a handful of
electricity arc trap, most likely killing mundane daggers sized for small creatures
Leanne in the process (see Encounter 3-3 and two sets of thieves' tools, there is little of
for details on Leanne and the trap). She is value to the PCs here. At the OM's discretion,
aware of the trap, having been told about one or more of the chaInbers may contain a
it at length by Neral, and warns the PCs goblin assassin, either resting or sleeping.
about it as soon as they make themselves
known to her. The shackles can be opened 3-E: Maugrath's Training Chamber
safely with the proper key, and while Like Neral's training chamber, this room
Leanne knows that there is one, she is thick with the scent of goblin sweat, blood
doesn't know where Neral keeps it, and tears. This is the room where Maugrath

Trenif Mystogan (Order #19665701)


trained the elite goblin soldiers, forging 3-F: Maugrath's Chamber
them into an effective military instead of a This small chamber was the home of
band of rabble. Unlike Neral's training Maugrath, the barghest which the PCs likely
chamber, however, Maugrath was a brutal fought in the mayor's manor. If the Pes did
and bloodthirsty teacher, "training"" the not encounter Maugrath, or if he somehow
goblins by setting them against each other suJVived the encounter, he is here.
in gladiatorial fights. Thus, the room's Depending on how exactly he survived this
main feature is a large pit, about 15 feet late into the adventure, he interacts with the
deep and with a 20-foot diameter opening, Pes differently (see below).
though the pit appears to be wider at the When the Pes enter the room., read the

...----
base. When the Pes enter the room, read following text aloud:
the foUowing tlOO: aloud:
-------. '"-,__
1
L_L.~ <:-I·.L
ru.s cnunu.>cr contmns e
Ill' 111 lIU<
The center oj this room is fiIkd way of adom.molL /1 is lit by a single
with a large pit, bcu-ely more than a torch, which illuminates a large pile oj
hole in tk. floor, some 15 Jeet deep bones that seem to have been
and 20 Jeet wide. Four t1Uck, iron meticulously laid on lhej100r as a ·nest·
chains come up from tk. depths oj oj some kiwi- A small, sulfurous hot
the pit, Jastened to stakes secured in spring takes up a good portion oj the
lhe ground around tk. opening, chamber, which causes the room to
placed mo~r-Iesst':lJenly wound stink heauily oj sulfur, partially masking
the pit. The bottom oj the pit is the strange: yet uaguely Jamilinr musk
blood-slicked, and a number of bones and general smell oj death. The spring
lie streum across the bottom, CIS do a
handful of discarded weapons and
annor.
- - - - _ ?. . .~,----­
----- .....
is tainted, howelJ<l!r: its water colored a
deep and rusty red.
~,,~----­
The red in the pool is blood from one of
Maugrath's many sacrifices, which he drains
PCs who examine the bones and
armor fmd that they are all small-sized, into the spring before bathing.
and with a DC 15 Heal or Knowledge If the Pes never met Maugrath, and he
(local) check can identify that the bones successfully asSll5sinated Governor Dallan,
are all gobJinoid. Pes who actually enter he attacks them on sight, taunting them for
the pit will find that it is wider at the their foolishness in braving so deep into the
bottom than at the top, and that there are stronghold, and bragging about how he will
a number of adjoining chambens as well. rip their still-beating hearts from their chests
Each of these chambens is blocked by a and devour them as they look on, the last
large iron portcullis, each of which is sight they will see.
attached to one of the iron chains above, If Maugrath was unable to slay the
allowing them to be opened safely from governor, however, but stiU lived to return to
above (with a successful DC 18 Strength the keep, his behavior is somewhat
check). Of the four chamben, two have different. Yanick and Gauroth denounce him
occupants. The fint contains a pair of dire for his failure at the mansion, and
boars, and the other contains a single dire Gauroth orders one of Maugrath's eyes ripped
tiger. These creatures were occasionally out as punishment. By the time the PCs
used in the pit fights that masqueraded as encounter him here, Maugrath has nursed a
~training,~ and Maugrath very much fiery and potent hatred for his fellow
enjoyed watching the goblins die at the barghest, and rather than attack the PCs, he
hands of these fearsome beasts (see offers to ally with them against the Yarnck
Encounter 3-4 for detailsl. and Gauroth to defeat a common foe.

Trenif Mystogan (Order #19665701)


If the PCs question his sudden change containing a large brazier burning with
of heart, he points to his missing eye but special coals, allowing it to both light the
offers little else in the way of explanation. room and fill it with a ~pleasant" brimstone
Maugrath does intend to ally with the scent as well. A large black nlg takes up most
PCs, though he also intends to attack of the floor, with a number of bleached and
them as soon as his greater enemy, polished human bones positioned into a
Gauroth, is dealt with. He doesn't go out sleeping area in one corner. Interspersed with
of his way to make this clear to the PCs, the bones are a handful of plush pillows,
but he also doesn't go out of his way to most likely looted from somewhere.
hide it, and if the PCs question him about A small ledge in the wall holds a handful
the matter he says that the alliance is a of papers, which consist primarily of maps of
temporary one, and once Gauroth and the Springdale and the surrounding area, notes
others are dealt with they will be enemies on the town's defenses and important targets,
once more. If the PCs can increase his and other infonnation necessary to plan an
attitude to helpful, then once Gauroth and assault. Additionally, there are a number of
Yarrick are killed, Maugrath simply larger-area maps, which appear to mark the
departs, instead of immediately attacking towns and other places the goblins intend to
the PCs. attack, as well as those they have already
toppled.
3-G: Soldiers' Quarters PCs who try to sell the furnishings find
This stretch of tunnel contains a that the curtain, rug, and pillows are more or
number of small niches where the elite less worthless, but the brazier, which is made
goblin soldiers sleep. Most contain rough of brass, can be sold for 25 gold, and the
bedrolls, a handful of copper pieces, and a supply of coals, which are hard to come by
personal effect or two, such as a and used in a few ritual spells, is worth 100
particularly pretty stone, a wooden gold if sold to the right party.
statuette of a harghest or goblin, a knife
carved from a bone, a necklace of rat 3-1: Yarrick's Chamber
skulls, or the like. Besides a handful of As the PCs approach the chamber, read
mundane spears and longswords sized for the following text aloud:
small creatures, as well as a large metal
shield that was probably used as a tower ----'""t-----
shield by its goblin owner, there is little of The cavern comes to an end at a
value to the PCs here. At the OM's brightly-colored curtain, which appears
discretion, one or more of the chambers to be a patchwork of various banners
may contain a goblin soldier, either resting and flags from counties and cities to
or sleeping. the north, as well as some parts which
look like they came from the keep
3-H: Gauroth's Chamber above.
This small chamber belongs to Beyond the curtain, you can hear
Gauroth, the strongest of the three the faint sound of voices discussing
barghests and the goblin king's personal something earnestly in hushed voices.
advisor. He serves as a mentor, more - - - - - . .. . .
S""- - - -
Yarrick's equal than his subordinate. The
When the PCs actually enter the room,
entrance to the chamber is blocked by a
read the following text aloud:
curtain, bright red and made from one of
the tapestries torn down in the keep
above. The chamber itself is surprisingly
well-kept for a barghest's home,

Trenif Mystogan (Order #19665701)


----~.. r • •" , , ' - - - - - ~ugh the patchwork curtain may
Beyond the curtains is a large look silly to Pes, the goblins consider it a
chamber, about 30 fee! in diameter. badge of honor, a trophy of their previous
The far end of the room is blocked off conquests, and are very careful with it
by a moldy but nonetheless impressive ",,:henever the goblin army relocates. Any
purple curtain. dIsrespect towards the curtain will send all
In front of the curtain is a large of the goblins in the encounter into a
pile of plush but mismatched pilJows murderous frenzy against the Pes (treat as
stacked into a makeshift throne. Seated the spell ragel.
at?p them is II burly, war·Iike goblin. The room is divided into parts, with
His fu11-pla~ gleams in [he wrchJisht, Yarrick's sleeping area hidden during the
red light glinting off the holy symbol of day by the back curtain. In front of this
Andaron, betrayinB the armor as looted ~ sits Yarrick's throne, a large piJe of
from rile corpse of a holy knight. A pillows scavenged from his various
naked greatswvrd lies HCl'USS ms knees conquests. A cherry-wood cabinet, also
glowing a faint red with unholy light. ' scavenged from elsewhere, contains a
He looks up at you as you approach number of fine wines as well as harder
his beady eyes lighting up with rage' liquor. A low table, made of wrought-iron,
beneath the day crown on his brow. holds Ii crystal decanter and a number of
Beside him is another goblin, this glasses (several of which have chipped
one taller than the others, sested on since Yarrick acquired theml. One of the
the floor with II glass of wine in one walls co:ntains a.whole tapestry, depicting
hand. He looks up at you nonchalantly a beautiful sunnse over a mountain
as ~u enter, looking expectantly to die region, which Yanick keeps as Ii reminder
goblin on the throne, waiting for his of what the goblins are flghting for.
reaction. Gliuroth'S offer of alliance is genuine
The {OUT goblin soldiers by the though if Maugrath is with the Pes '
entrance, each wielding a wicked- Yanick and Gauroth both decry hi~ as a
looking scimitar and decked out in traitor and a weakling, and he is not
black scale mail, don't look to the included in the offer for peace. If the Pes
go~10 king, instead instinctively are amenable, Gauroth is able to convince
shifting to a defensive position and Yarrick to hire them as mercenaries, but
readyins themselves for battle. otherwise a flght shortly breaks out (see
The SOblin king leaps to hUl feet, Encounter 3-5 for detailsl.
~~ pillows scattering behind him, If the Pes are willing to drag all of
pomtmS at you with his blade and Yarrick's assorted huuries back to town
letting out Ii shrill cty ~Kill theml BrinS ~ey can get a total of 650 gp for the lot ~f
me their headsr n.
The four guards move to attack,
but a calm, civilized voice breaks in, Encounters:
sJX;akinS in sentle tones "Now, now, The following pages detail the various
let s not be too hasty. We should offer combat encounters likely to oocur in the
our guests Ii chance to switch O1"eT to caverns.
the winrung team before it's too late. ~
As he speaks, the tall SOblin by the
throne shifts form, transforming into Ii
hideous wolf-SOblin hybrid and
revealing his true nature as a barghest.
----~...
q .......'~----

Trenif Mystogan (Order #19665701)


Encounter 3-1: The Blockade
(CR 9)
Four goblin soldiers fonn a defensive
wall, standing before a pair of goblins
mounted on scorpion steeds. These goblins
are stationed to defend the tribe proper from
intruders, and will fight the Pes only if they
try to make their way to the goblin civilians
beyond. They will parlay with the Pes, or
allow them to retreat, but will not leave their
post for any reason.
If forced to fight, the goblins use the
narrow corridor to their advantage, physically
blocking the Pes from passing. The scorpion
riders attack with crossbow bolts and their
mounts' longer-reaching sting attack, while
the soldiers slug it out in melee with any Pe
who gets close. All of the goblins in this
encounter fight to the death, as they are
protecting their clan and families.
GOBLIN SOLDIER CR 4
XP 1,200
Goblin fighter 5
l'IPC Gear masterwork longsword, +1 scale
NE Small humanoid (goblinoid)
lDit +4; s._ darkvision 60 ft.; Perception +3 annor, heavy steel shield, light crossbow with 10
bolts
DEFENSE
AC 24, touch 15, flat-footed 19 (+6 annor, +4 GOBLIN SCORPION RIDER CR 1
Dell:, +1 natural, +2 shield, +1 size) XP<O.
hp 47 (5dlO+20) G<lblin warrior 2
Fort +7, Ref +6, WiD +0; +1 bonus on Will saves NE Small humanoid (goblinoid)
against fear lait +7: Sea_ darkvision 60 ft.; Perception 1
Defea.ive AbWtles annor training +1, blessing DEFENSE
of the goblin king, bravery +1 AC 18, touch 14, flat-footed 15 (+2 annor, +3
OPFEJiSB Dell:, +1 natural, +1 shield, +1 size)
Speed 30 ft. hp 13 (2dlO+2)
Melee mwk longsword +11 (ld6+4/19-20) Port +5, Ref +3, WiD +0
Hauaed light crossbow +10 (ld6j 19-20) Defeasive AbiUtiu blessing of the goblin king
Off_ave AbWtlell weapon training (heavy OFFElfSE
blade) +1 Speed 30 ft.
STATISTICS Melee short sword +3 (ld4j 19-20)
Str 15, DeI 18, Con 14, Int 10, Wis 7, Cha 7 RaDpd mwk short bow +6 (ld4 plus poison/>(3)
Due Atk +5; CMS +6; CMD 20 STATISTICS
Feat. Weapon Focus (l.ongsword), Blind-Fight, Str 10, DeI 16, Coa 12, lat 10, Wis 9, Cha 6
Weapon Specialization (l.ongsword), Toughness, BIUtI Atk+2; CMB +1; CMD 14
Skill Focus (Stealth) Fest. Improved Initiative
SId1Is Perception +3, Stealth +18; Racial Sldll. Ride +11, Stealth + 10, Swim +5; Racial
Modlfleft +4 Ride, +4 Stealth M04i8elll +4 Ride, +4 Stealth
kaaaqes Goblin LaDauaae- Goblin
8Q weapon training (heavy blade) +1 SQ poison use (giant scorpion venom only)

Trenif Mystogan (Order #19665701)


NPC Gear leather armor, buckler, short sword, GOBLIN CIVILIAN CR 1/3
masterwork short bow with 30 poisoned arrows XP 135
Goblin commoner 1
FIENDISH GIANT SCORPION CR 4
NE Small humanoid (goblinoid)
XP 1,200 Inlt +8; Senfts darkvision 60 ft.; Pel"Ception -I
NE Large vermin
DEFENSE
Init +0; Se.u. darkvimon 60 ft., tremorsense AC 13, touch 13, flat-footed 10 (+2 Dex, +1 siu)
60 ft.; Perception +4 hp 4 (ld6+1)
DEFENSE Fort +1, Ref +2, Will-I
AC 16, touch 9, flat-footed 16 (+7 natural, 1 OFFENSE
siu)
Speed 30 ft.
hp 37 (5d8+ 15) Melee unarmed strike + I ( Id2)
"ort +7, Rer+1, Will +1 STATISTICS
Dereuive AbiUties. DR 5/goo<l; Immune mind- Str II, Dex 15, Con 12, Int 10, WI. 9, Cha 6
affecting effects; Relfbt Fire 10, Cold 10j sa 9 Ba•• AU< +0; CMB -I; CM» II
OFFBIfSE Feah Improved Initiative
Speed 40 ft.
Skill. Ride +10, Stealth +10, Swim +4; Racial
Melee 2 claws +6 (ld6+4 plus grab), sting +6 Modifiers +4 Ride, +4 Stealth
(ld6+4 plus poison)
Language. Goblin
Space 10 ft.; Reach 10 ft. NPC Gear rags
Speoial Attaoke constrict (ld6+4), smite good
t/day
GOBLIN ELDER CR 1/3
STATISTICS
XP 135
StI: 19, Dex 10, Coo 16, IDt ,Wls 10, Cha 2
Goblin commoner 1
Bue AtIt +3; CMB +8 (+12 grapple); CMD 18 N0 S -'," -. 19 b'- -'1
(30 vs. trip) '" m... "umanOl 0 mOl
IlI.lt +8; Senses darkvision 60 ft.; Perception -1
SJillh; Climb +8, Perception +4, Stealth +0; DEFENSE
Racial Modiflen +4 Climb, +4 Perception, +4
Stealth AC 12, touch 12, flat-footed 10 l+! Dex, +1 size)
Features: hp 2 (ld6-1)
If the PCs push past the goblin
defenders, they can continue on to where the
goblin civilians are camped. Though no
~F~o~rt~.~'g'R~.=r=,=,~,
OFFENSE
Speed 30 n.
W:::W='=O,:::=========
. r .L: Melee unarmed slrike +0 (ld2)
spe cifiIe encounters eXlst lOr unS area, you . .
STATISTICS
can use the demographic infonnation and
Str 8, Dex 12, COD 9, Int 12, WI. II, ChI. 8
stat-blocks presented here to make your own
Sa•• AU< +0; CMB -2; CM» II
encountern, should the situation arise.
Roughly 100 goblin civilians are Feah Improved Initiative
currently inhabiting this stretch of tunnel, Skill. Ride +9, Stealth +9, Swim +3; Racial
Modifiers +4 Ride, +4 Stealth
along with another 25 or so assorted goblin
'
so Id tern, "d
scorpion n ern, an d warnors.O
' f th e Languages Goblin
civilians, most are either women or children, NPC Gear rags
with about 1 14 of the goblin civilians being
elderly. The civilians alll1ee at the Pes' GOBLIN YOUTH CR 1/4
approach, though fIghting goblins will make a XP 100 _
stand to protect their kin. Young gobhn commoner 1
If the Pes are willing to sift through the NE Tiny humanoid {goblinoid)
goblins' possessions in search of treasure, Inlt +8; Senfts darkvision 60 ft.; Perception -I
they fmd 72 copper pieces and 57 gold in DEFENSE
assorted miscellaneous gear and trade goods, AC 16, touch 16, flat-footed 10 (+4 Dex, +2 size)
rnnging from waxy string to dead frogs. hp 2 (ld6·1)

Trenif Mystogan (Order #19665701)


Fort -1, Rer +4, Will-I
OFFENSE
Speed 30 n.
Melee unanned strike +0 (1-2)
Space 2-1/2 ft.; Reach 0 n.
STAnSTlCS
SU 7, Du: 19, CoD 8, tnt 10, WQ 9, Cha 6
Baae Atk +0; CMS -4; CJID 10
Feats Improved Initiative
Sld1ls Ride +12, Stealth +16, Swim +2; Rac:W
ModUle,.. +4 Ride. +4 Stealth
LaaJUal" Goblin
NPCOeurags

Trenif Mystogan (Order #19665701)


Encounter 3·2: Rescue Leanne
ICR 41
Leanne's manacles are trapped with a
masical variant of the electricity arc trap. It is
designed to sense when the lock is being
tampered with, such as if someone attempts
to pick it with the Disable Device skill, and
will immediately release a bolt of potent
electricity, hitting everyone in the room.
The trap is also triggered if the manacles
themselves are tampered with, for example if
someone attempts to sunder the chains
binding Leanne to the wall.
Unless the Pes can successfully find the
key (hidden in a skull somewhere in the
room, requiring a DC 30 Perception check to
locatel, they will need to either disarm the
trap or find some way to protect themselves
(and, more to the point, Leanne) from the
trap's effects.
For more infonnation on the electricity
ace trap, see the Pathftnder Roleplaying Game
Core Rulebook.
lEANNF; TElEMAR CR 1/3
XP 135
Female human adept:2
NO Medium humanoid {human)
Jalt .. I; 1Iea_ Perception .. 1
Dl:nJfD
AC 0, 10uch 11. Oal-fooled 10(+1 Dezj
h. 512d6-21
rod ·1, .1 + I, lJW-t4
onuSI:
S..,ed. 30ft.
...... unanned strike +1 (ld3)
a. .Us Pft...... (eL 2nd)
1st--a.l~ light WOWlds
<l---detect magic, read magic, stlJbiIiu
STAT18TJC3
9tr 10. Du: 12. eo. 8, r.t
10, Wl& 13, C1ul 10
lMMAUI+J;CIIB+J;CIlD 12
r_t. Escllew Mal.erials, Scribe Scroll
SIdUa Heal +6, Knowledge (religionj +5. Sense
Motive +3, SpeUcralt +5
~.Common
SQ summon familiar
IfPC o.u rags

Trenif Mystogan (Order #19665701)


Encounter 3-3: Neral's Playground
(CR 8)
Unless the PCs are particularly stealthy,
the four goblin assassins and six goblin
trainees in this room are hiding behind the
room's numerous crates when the PCs enter.
If the goblins fail to detect the PCs (they
receive a -5 penalty to their Perception
checks because they are busy training), the
PCs instead walk in on their training session.
Either way, the goblins waste no time in
attacking the PCs, though if they can attack
with surprise they prefer to do so. The elite
assassins order the trainees to engage in
melee while they assault the PCs with arrows,
focusing on killing a single target before
moving on to the next. They focus on melee
fighters.
GOBLIN ASSASSIN CR :1
XP8. .
()(lblin rogue 4
NE Small humanoid (goblinoid)
lait +4; Se_ _ darkvision 60 ft.; Perception +7
DEFEIfSE GOnLiN CR 1/3
AC 19, touch 15, flat-footed 15 (+3 armor, +4 XP 135
Dex, +1 natural, +1 size) ()(lblin warrior 1
bp 14 (4d6) NE Small humanoid (goblinoid)
Fort +2, Ref +8, Will +2 lait +6; s.m.e. darkvision 60 ft.; Perception 1
DefenRve Abtlltie_ blessing of the goblin king, DEFENSE
evasion, trap sense +1 AC 17, touch 13, flat-footed 15 (+2 armor, +2
OFFElfSE DeJt, +1 natural, +1 shield, +1 size)
Speed 30 ft. hp 5 (ld8+1)
Melee dagger +6 (ld3+2) Fort +4, Ref +3, Will +0
RlUlIe4 composite longbow +7* (ld6+4*) DefenRve AbBitt_ blessing of the goblin king
Special AttaCH sneak attack +2d6 OFFENSE
STATISTICS Speed 30 ft.
Sa 14, Do: 19, Coa 12, lat 10, Wm 10, Cha 8 Melee short sword +2 (ld4/ 19-20)
Base AU: +3; CMB +4; CM» 18 RaaFd short bow +4 (ld4/x3)
STATISTICS
F_b Point Blank Shot, Deadly Aim, Precise
Shot, Martial Weapon Proficiency (longbow) Sa 11,])ex 15, Con 12, Iat 10, Wm 9, Ch_6
B_ Atk +1; CYB +0; CM» 12
SklIk Acrobatics + 10, Bluff +6, Climb +8,
Disable Device + 10, Perception +7, Ride +15, Feflb Improved Initiative
Sense Motive +7, Stealth +18; RlUlilll Modifiers S1d11s Ride +10, Stealth +10, Swim +10;
+4 Ride, +4 Stealth Racial Modifiers +4 Ride, +4 Stealth
Laquage_ Goblin Laaauaae_ Goblin
SQ rogue talent (fast stealth) NPC Gear short sword, shortbow, leather
IO'C Gear composite longbow [+2 strength] with
armor, buckler
40 arrows, dagger, studded leather armor
.+ 1 if the target is within 30 feet.

Trenif Mystogan (Order #19665701)


Features:
The crates in this room can be interacted
with in a variety of ways. They can be climbed
normally (the DC for the Climb check is 151,
leapt onto (they are 4 feet tall, so jumping on
top of one requires a DC 16 Acrobatics
check), or pushed (requiring a DC 5 Strength
check as part of the move action, and forcing
the pushing character to move at half speed
as long as he is pushing it). Finally,
characters can lift a crate (Strength check DC
10) and duck under it. Creatures hiding
beneath a crate have total cover and
cc:mcealment from other creatun:!s, though
other creatures have cover and concealment
from that character as well. Note that
creatures standing on top of crates gain a
bonus for being on higher ground when they
attack creatures on the ground.
Characters on top of crates can jump
from one crate to another with a successful
Acrobatics check (based on the distance
between the crates in question), but must
also succeed on an Acrobatics check IDC 10
+ 1 per 5 foot square of horizontalleapl or
else fall olT the crate, landing prone in an
adjacent, unoccupied square.

Trenif Mystogan (Order #19665701)


Encounter 3-4: The Menagerie
(CR 6 and 8)
Depending on the Pes' actions, this
encounter contains anywhere from no
encounters, to two separate encounters, to
one very difficult encounter. One of the cages
contains a pair of dire boars, and the other
contains a dire tiger. Upon release, any of the
animals (which are starved and generally
mistreated) attack anything that moves. If the
Pes release both the tiger and the boars, and
are not present in the pit themselves, the
tiger will attempt to kill the boars and vice
versa. The animals are half-crazed and
starved, and so fight to the death.
Pes with the Handle Animal skill can
attempt to calm the animals long enough to
free them, but then they will have to devise
some way of getting the animals out of the
pit, which may prove very difficult.

DIRE TIGER CR 8
XP4.800
N Large animal DIRE BOAR CR 4
I_it +0; Sen_ low-light vision, scent; XP 1,200
Perception +12 N Large animal
DEFENSE I_it +4; Sen_ low-light vision, scent;
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 Perception +12
natural, -1 size) DEFENSE
hp 105 (14d8+42) AC 15, touch 9, flat-footed 15 (+6 natural, 1
Fort +12, Ref +11, Will +5 "'""I
OP'FElfSE hp 42 (5d8+20)
Speed 40 ft. Fort +7, Ref +4, Will +2
Melee 2 claws +18 (2d4+8 plus grab), bite +18 Defeasive AbWties ferocity
(2d6+8/ 19-20 plus grab) O....ENSE
Space 10 ft.; Reach 5 ft. Speed 40 ft.
Specill1 Attecb pounce, rake (2 claws +18, Melee gore +8 melee (2d6+9)
2d4+8) Space 10 ft.; Reach 5 ft.
STATISTICS STATISTICS
Sb 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8 Sb 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Bue Atk +10; CMB +19 (+23 grapple); CMD 31 Bue Atk +3; CIIB +10; ClIO 20 (24 vs. trip)
(35 vs. trip) Feats Improved Initiative, Skill Focus
Feats Improved Critical (bite), Improved (Perception), Toughness
Initiative, Run, Skill FoculJ (Perception), Skill S1dJ1s Perception +12
Focus (Stealth), Weapon Focus (bite, claw)
Skin. Acrobatics +6, Perception +12, Stealth
+15 (+23 in t.al1 grass), Swim +13; RacIa1
lI04iBers +4 Acrobatics, +4 Stealth (+8 in tall
grass)

Trenif Mystogan (Order #19665701)


Encounter 3-5: The Goblin King
ICR 10)
Once battle is joined, the four goblin
bodyguards attack the PCs savagely in melee,
but take pains to keep the Pes from
a.dvancing. In the meantime, Yanick assaults
the PCs with his throwing axes, and Gauroth
uses his spell-like abilities to influence the
fight, using ma.ss bull's strength and mass
enlarge person to power his allies while using
cnlShing despair to weaken his enemies.
Once the Pes break through the line of
defenders, or as soon as it becomes more
advantageous, Yanick and Gauroth both
close to melee. Yanick is zealous in his
crusade for goblin-kind. and will fight to the
death, but Gauroth does not feel as strongly
about the cause, and as soon as he is
reduced. to less than 'At his maximum hit
points he uses his invisibility sphere spell-
like ability to anempt to Oee. If both Yanick
and Gauroth are taken out of the fight, any
remaining goblin soldien ofTer to parlay,
81dl1a Pboeption. +3, Stealth .15; Radal
explaining that with their leaders dead they
ModUhora +4 Ride, +4 Stealth
see no point in fighting further; if the Pes will
allow it, they will take their tribe and leave. x...e-cn Goblin
8Q ...~n training (heavy blade) .1
!fPC Gear mastenwrk longsword, • J S<XIle
XP 1,200 W'IROl', heavy sted shield. I:i&ht a'Ossbow with 10
Goblin fighter 5 bola

.......
ME Small bumanoid (goblinoid)
latt +4; s._ darkvision 60 n.; Pe,oeption .3

AC 25. touch 15. Oat-footed 191"'6 armor. +4


De:!I:. +l nalunLl, .3 shield, +1 size!
GAl·ROTII
XP 3,200
Male greateT barghesl
IE large oulSider (evil, extraplaniU', 1awfu.1,
CR 7

tap 41 (SdIO+2O) shapeehangerj


rort +1, Rer+6, WW +0; .1 bonus OD Will saves IDlt +7; S e _ darkvision 60 ft.. seenl;
against fear Pen:eption ... 16
Der..... AWUtho. armor training +), bJeasjng DEI'ZlfSE
of the goblin king, bravery + 1 AC 20, touch II. fiat-footed 18 (+2 Dot, .9
OFn!f8& natural, -1 size)
Speed. 30 ft. bp 85 (9d1O+36)
M._ mwk scimitar ... 11 (ld4+4/18-20) Fort +7, Rer+8. Will +10
hard light crossbow + 10 (Id6/19-2O) DR 10/magic
STATISTICS OFFEl'ISE
Stl 15, Do 18, CoD 14. IDt 10, "Ie 7. Clul 7 Speed. 40 ft.
Base Atk +5; CM. +6: CMD 20 M.le. bite +13 (ld8+5), 2 claws +13 (ld6.5)
Peat. Shield Focus, Step Up, Weapon Focus Spao<J 10 ft.; Reach 10 ft.
(scimitar), Weapon SpedallzlUlon (scimitar), SpeU-Like AblUtle. (eL 9th)
Toughness At will-blink, invisibility sphere, levitare,

Trenif Mystogan (Order #19665701)


mi$direeti01l
l/day-charm monster (DC 18), crushing
tU:tf[XJir JDC 161, dinu!nsion dDor, fItll.$tf bulI's
st!I:ng!h, rnQ$S en!arye
STAnSTICS
Stt 21, DQ 16, Coa 19, bt 18, w" 18, CbII18
BaM ~ +9; CIIB + 15; CIID 28 (32 VlL trip)
Peats Ability Focus Icharm monllter1, Combat
Cutin&, Combat Rdle:Ee$, Deceitful, lmj)!'OYed
Initiative
SldUa Aer'Obatac. +14, Bluff + 18, Climb + IS,
Diplomacy +16, Intimidate +16, PeiCepdOn
+16, Senile Motive +16, Stealth +10, Survival
+16, Swim +15
1.aIlpq.. Common, Infemal, Goblil'l, Wars
SO change shape (goblin or wolf, polyrnotphl
VARRICK, C.ODLlC'i KIC'iG CR 6
XP2,400
Male goblin fighter 1
NE Small bumanoid (goblinoid)
Imt +1; S e _ darkvision 60 ft.; Perception +6
DEnNIE
AC 25, touch 14, flat-footed 21 (+10 annor, +3
Dex, +I natural, +1 size)
lip 11 (1dl0+28)
Port +8, •• r +5, WW +4; +2 bonus on Will saves
against fear
DcIr_tft ,"WUM armor training +2, bravery
.2
OPT&Jf81t
Spee4 30 ft.
lIel.N +1 gntatswonf H2j-t11IdlQ+14/19·2OI
. . . . .4 thTowinf: axelI +11 (1d4+31
STATISTICS
atl" 16, DQ 11, CoD 14, IDt 12, W" 8, Cba 14
a- AtIl+1; CIIB +9; CIID 21
P_ta Blind Fight, Impnl'\"ed Initiative, Iron Will,

-,
Power Attack, Step Up, Toughneaa, Weapon
Pocus (greatswordl, Weapon Speeialiutian

SkDk Intimidate +12, Perception .-6, SteaJth


+15; JlaclaIIl0418en +4 Ride, +4 Stealth
~ Common, Goblin
9Q weapon training (beavy b1adej+1
BPC o-r + 1 gnmtsword, amulet ofnaW""1
ofnaw",,1
armor +1 , cloako/remtanCt! +1, cmwn oltM
goblin kif\9, +1 JUll plate, 10 throwing axes

Trenif Mystogan (Order #19665701)


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Trenif Mystogan (Order #19665701)


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Trenif Mystogan (Order #19665701)

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