Академический Документы
Профессиональный Документы
Культура Документы
heGobl
inKi
ng
AnAdv
ent
uref
or6t
h-l
eve
lPCs
ByAl
exRi
ggsandJ
oshuaZabac
k
IipC'Djlseriptions ptaytjlstjlrs
Alex Riggs David Mesick, Garret White,
Rosa Gibbons
editor
Rosa Gibbons
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.
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
-----------...,
~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.
' '--~
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~~~~~
.••
room:
...--._-
Read the following text as they enter the
..,. .
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
~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
......
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~,
• •~~~~---
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
•• ,,
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~ " '
'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 ,.~ •
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.
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.
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.
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- ~~
2-D
•
•
2nd Floor
•
•
q.
1~~ILL
(
-E
I I I I
I l-e
loG
.
- Itu I I
1-B
1-D
:l-~
...
*
following text aloud:
revel of goblins caught up in an intense
game of guess what food I'm thinking
H
,........
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. . . .. ,~-----
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
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~
~--- ' •.
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.
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
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
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.
"'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.
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.
,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,
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.
----* '
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-H
3-F
3-8
3-C
3-D
Up To the Keep
......
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
...----
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.
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)
.......
ME Small bumanoid (goblinoid)
latt +4; s._ darkvision 60 n.; Pe,oeption .3
-,
Power Attack, Step Up, Toughneaa, Weapon
Pocus (greatswordl, Weapon Speeialiutian