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T HE L ONELY C OAST
APathfinderRoleplayingGameadventurelocalebyCreightonBroadhurstsuitableforPCslevel15 Thefurthestflungoutpostofamightykingdom,turbulentwatersandforbidding,tracklessforestsseparatethevillagesof theLonelyCoastfromtheglitteringlightsofcivilisation.
CREDITS
Design:CreightonBroadhurst Development:EricMenge Editing:EricMenge CoverDesign:SimonButler Layout:CreightonBroadhurst Interior Artists: Pawel Dobosz, William McAusland, Brittany Michel and Maciej Zagorski. Some artwork copyrightWilliamMcAusland,usedwithpermission. Cartography:PhilippaBroadhurst DedicatedtotheAnoraksoftheCoast
UPDATES
AND
NEWS
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ERRATA
We would like to think The Lonely Coast is completely error free and that absolutely no mistakes have crept in during design or editing. However, we are realists. So in thatspirit,weshallposterrataforthissupplementthree months after first release on ragingswan.com. We arent going to be correcting typos and spelling errors, but we will correct any game mechanic or balance issues that cometolight.
BONUS MATERIAL
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CONTACT US
Email borderland@ragingswan.com with questions and commentsaboutthisadventure.
ProductIdentity:Alltrademarks,registeredtrademarks,propernames(characters,deities,artefacts,placesandsoon),dialogue, plots,storylines,language,incidents,locations,characters,artworkandtradedressareproductidentityasdefinedintheOpen GameLicenseversion1.0a,Section1(e)andarenotOpenContent. OpenContent:ExceptmaterialdesignatedasProductIdentity,thecontentsofTheLonelyCoastareOpenGameContentasdefined intheOpenGamingLicenseversion1.0aSection1(d).NoportionofthisworkotherthanthematerialdesignatedasOpenGame Contentmaybereproducedinanyformwithoutwrittenpermission.ThemoralrightofCreightonBroadhursttobeidentifiedasthe authorofthisworkhasbeenassertedinaccordancewiththeCopyrightDesignsandPatentsAct1988.RagingSwanPress2010. PathfinderisaregisteredtrademarkofPaizoPublishing,LLC,andthePathfinderRoleplayingGameandthePathfinderRoleplaying GameCompatibilityLogoaretrademarksofPaizoPublishing,LLC,andareusedunderthePathfinderRoleplayingGame CompatibilityLicense.Seehttp://paizo.com/pathfinderRPG/compatibilityformoreinformationonthecompatibilitylicense. CompatibilitywiththePathfinderRoleplayingGamerequiresthePathfinderRoleplayingGamefromPaizoPublishing,LLC.See http://paizo.com/pathfinderRPGformoreinformationonthePathfinderRoleplayingGame.PaizoPublishing,LLCdoesnot guaranteecompatibility,anddoesnotendorsethisproduct. TolearnmoreaboutRagingSwanPress,visitragingswan.com.TolearnmoreabouttheOpenGameLicense,visitwizards.com/d20. 1stprinting,March2010
CONTENTS
Introduction.................................................................................4 InYourCampaign.........................................................................4 History.........................................................................................5 TheLonelyCoast..........................................................................6 SettlementsofNote ....................................................................8 . TheTangledWood.....................................................................10 CoastlineandCliffs....................................................................12 AdventureHooks.......................................................................14 Whispers&Rumours.................................................................14 OpenGameLicenseVersion1.0A..............................................30
ABOUT
THE
DESIGNER
Creighton lives in Torquay, England where, apparently, the palm trees are plastic and the weather is warm. He shares a ramshackle old mansion with his two children (Genghis and Khan) and his very patient wife. He is famedlocallyforhisunendingloveaffairwithboozeand pizza. An enduring GREYHAWK fan he has just (miraculously) survived the terrors of Baltrons Beacon and unravelled the mysteries besetting the town of Saltmarsh. Tragically, many of his companions were less fortunate.HisfreelancecreditsincludeworkwithWizards oftheCoast,Paizo,andExpeditiousRetreatPress.Youcan checkouthisblogatragingswan.livejournal.com.
INTRODUCTION
Thefurthestflungoutpostofamightykingdom,turbulent watersandforbidding,twistedforestsseparatetheLonely Coastfromtheglitteringlightsofcivilisation. The gloomy, trackless Tangled Wood constricts humanitys tenuous grasp upon the Lonely Coast. In the twilight world beneath the forests boughs, goblinoid tribes,incessantlywaragainstoneanother.Occasionally, afewtribesbandtogetherunderacharismaticwarleader andbloodywarengulfstheLonelyCoast. Men whisper that ghosts of an elder age stalk the deepest, unknowable reaches of this ancient woodland. Along with the forsaken holy places and forts of a long fallen elder civilisation, a debased, twisted race of half goblinshauntsforestsremotestreaches. Deep within the forest, a nameless range of rugged, treeshrouded hills thrusts upwards. Tales of these scarcelyexplored,monsterinfesteduplandsarelegion.At theheartoftherange,adeepgashshattersthehills.This narrow,rockchokeddefiletheTwistedGorgefeatures inmanytaproomtales.HerethefrigidwatersoftheDark MerebirththeswiftlyflowingArisumandaloftyseriesof cascadestumbleoverslick,brokencliffs.Passagewaysand cavernshoneycombtheunstablecanyonwalls.Dangerous monstersdwellhereinprofusion. The impregnable fortress of Caer Syllan and the redoubtable Lord Locher protect the folk of the Lonely Coast while they scratch a living from the surrounding farmlandortoilintheirlordsmines.Fromhereflowsthe Lochers lifeblood precious stones and metals to the
kingdomsbustlingmarkets. Piratessailthesurroundingstormtossedwaterswhile smugglers ply their trade on moonless, fogshrouded nights eluding pirates and Lord Lochers patrols alike in pursuitofgold.ThelosttreasureofPederUren,afamed pirate who disappeared almost fifty years ago, yet lies hidden somewhere along the coast. Legend and rumour ofithavespawnedmanyfated,illadvisedexpeditions. CountlessoldmineworkingspiercetheLonelyCoasts proudcliffs.Manyarenothingbutabandonedwaterfilled shafts.Othersaretrulyancient.Allaredangerous.
IN YOUR CAMPAIGN
The Lonely Coast is an isolated borderland territory isolated by thick forests and stormy waters. (In a GMs campaign,theLonelyCoastcanbethefarflungholdingof practicallyanykingdom). Populated by hardy, industrious folk such a remote place is the perfect breeding ground for heroes. Characters growing up in the locality are probably of hardy peasant stock determined to better their lot for somereason.Alternatively,charactersnewtotheLonely Coast could have arrived on one of the many merchantmencomingheretoprocureslateandtinorto trade for the furs and pelts gathered under the Tangled Woods glowering boughs. Some visitors come in search ofadventurewhileothersembracetheanonymityofthe frontier. Still others, tiring of civilisations decadence, cometostartanewlife.Adventurersarenormallyintent onbattlingtheferocioushumanoidsoftheinteriororon uncovering the ancient ruins and hidden treasure caches oftheOldPeoplelyingforgottenintheuntamedplacesof theTangledWood. This supplement provides a backdrop for dungeon delving and wilderness exploration. Adventure can also come to the villages and town, though. Occasionally wolves or other marauders take a lone woodsman or foraging villager. Other times, small bands of marauders raid a village, before melting away into the forests trackless depths. The intrigues of the villagers can also lead to adventure as old feuds and imagined (or real) insults turn to violence. The presence of the politically powerful Lochers provides the GM with the option of runningmoreroleplayingintensiveadventures.
A PERSONAL DEMESNE
Inhighlevelcampaigns,theLonelyCoastcouldserveasaPCs personalfief.Forexample,theGMcouldrulethattheLochers havefallenfromfavourorbeenimplicatedinsometreasonous scheme. Consequently, stripped of their lands and exiled (or perhapsevenexecuted)theLochersarenolongerapoweron the Lonely Coast. The PC, as a loyal subject of the crown, has been gifted the fief with the dual charges of keeping it safe fromtheravagesoftheraidinghumanoidsandofweedingout any surviving Locher loyalists. Such campaigns could centre aroundthemachinationsofLocherloyalists,orevenasurviving familymemberintentonreclaiminghisbirthright.Alternatively, for those more interested in battleglory, the tribes of the Tangled Wood could unite and once again boil forth from the forestwithswordandflametosweepthehumansaway.
HISTORY
Twentycenturiesagothefirsthumanstocreepforthfrom theforeststheTuathconstructedagreathillfortatop TalansBluff.Builtasaplaceofrefugefromtheirancient enemies the goblins of the Tangled Wood the strongholdwastheirgreatest(andfinal)bastion. The Tuath also raised crude temples to venerate the primitivespiritsofearthandwatertheybelieveddwelled in the forest, sought precious metals deep below the towering cliffs and built great monuments to their fallen herokings.Theywarredincessantlywiththegoblinsthat pressed ever inwards upon their lands. This bloody, mercilessstrugglelastedforcenturiesuntileventuallythe Tuathsstrengthwasshatteredinafinalbattleofterrible carnageatTalansBluff.Thefewsurvivorsremnantsofa broken people disappeared back into the forests from whencetheycame.Theirholyplacesandstrongholdsfell into neglect, the forest reclaiming those not occupied or destroyed during the fighting and the many tombs they built to honour their dead were broken into and systematicallylooted.Withinacenturylittleremainedto telloftheTuathsholdupontheLonelyCoast.Nowthey are remembered simply as the Old People; subjects of fanciful,halfrememberedtalesoffallenglory.
For centuries, the area was a lawless place; roving bandsofgoblinsandotherpredatorsdriftednorthwardas they tested the boundaries of the fledgling kingdoms struggling to establish themselves there. Occasionally vessels sheltered in isolated bays from fierce storms or putashoreapartytoreplenishwatersuppliesandtohunt theboaranddeeroftheforest. A century ago, one such expedition carrying a powerful noble noted the defensive properties of Din Kershal.ThenobleMabanLocherinstantlyrealisedthe potentialofsuchasitetoactasacheckagainstboththe piratesthatoftenpreyedontherealmsshippingandthe humanoids infesting the area. Claiming the area, he set about building Caer Syllan and in the process discovered the vast quantities of slate and some smaller deposits of tinburiedinthebaystoweringcliffs. Ten years later, Caer Syllan was complete and the Lochers turned their attention to the profitable business of mining the cliffs and hurling back the tribes of humanoids that periodically sought to exterminate the newcomers. To this day, Wolverton and the nearby villagessufferraidsfromhumanoidsandpiratesalikebut theseareneverenoughtoseriouslythreatentheLochers griponthearea.
DeepwaterLake:Thislakescoldanddeepwatersare rumouredtohidemuchtreasure(andaferociousbeast). Priory of Cymer: An isolated, rundown church dedicated to Darlen (Appendix 1) and the defeat of a slumberingevilsaidtolurkbeneaththepriory. TheOrestone:Awindsweptandwavelashedshardof rock upon which many ships have come to grief, the OrestoneisclearlyvisiblefromWolverton.
DISTANCES
Oakhurst Oakhurst Oakhurst Oakhurst Oakhurst Swallowfeld 8miles Hosford 6miles 14miles Bossin 12miles 18miles 26miles Wolverton 4miles 8miles 14miles 22miles
TRAVELTIMES(20FT.BASESPEED)
Swallowfeld 4hours Hosford 3hours 7hours Bossin 6hours 9hours 13hours Wolverton 2hours 4hours 7hours 11hours
TRAVELTIMES(30FT.BASESPEED)
Swallowfeld 3hours Hosford 2hours 5hours Bossin 4hours 6hours 9hours Wolverton 1hour 3hours 5hours 7hours
LOCATIONS OF NOTE
The Lonely Coast has several locations of interest to adventurers: Talans Bluff: The remains of an ancient hill fortress, sprawl across the summit of a high hill giving impressive viewsovertheTangledWood. AruisWatchtower:Aruinedtowerhiddendeepinthe Tangled Wood, the watchtower is famous for the powerful conjurer who once dwelled within (and for the eldritchmannerofhisdisappearance). The Twisted Gorge: Many caves and passageways honeycombthesteep,overhangingcliffsofthisfoulplace. Ferociousmonstersdwellhereinprofusion. 6
TRAVELTIMES(40FT.BASESPEED)
Swallowfeld 2hours Hosford 2hours 4hours Bossin 3hours 5hours 7hours Wolverton 1hour 2hours 4hours 6hours
TRAVELTIMES(50FT.BASESPEED)
Swallowfeld 2hours Hosford 1hour 3hours Bossin 2hours 4hours 5hours Wolverton 1hour 2hours 3hours 4hours
SETTLEMENTS
OF
NOTE
The four villages and single small town are home to around 4,000 souls. A further 2,000 settlers dwell in the surroundinglands,survivingasbesttheycan.Afewhardy folk dwell in isolated farmsteads on the forests fringes. Such individuals are mostlyhunters, trappers or charcoal burner.Arudimentarystockade,thickhedgeofbrambles andthornsoraditchoftensurroundtheirhomes. TheCliffwaylinksthevillagesofSwallowfeld,Hosford andBossintoWolverton.
temporarily house the residents of Wolverton. This is a refuge of last resort, however, as murderous onshore winds renders such a sanctuary extremely cold (at best). Seepage13formoreinformation.
HOSFORD [VILLAGE]
Afishingandminingvillage,HosfordsitsupontheCliffway roughlyequidistantbetweenSwallowfeldandWolverton. The village is the site of the Lonely Coasts largest operationalmine. Several decades ago, the mine collapsed dropping a large proportion of the nearby cliffs (and a few unfortunatesandtheircottages)intothesea.Thecollapse createdalarge,shelteredcoveinwhichthevillagersstill mine,honeycombingthecliffswithnarrowpassageways. Thevillagesfishingvesselsalsousethecoveasaharbour. Thecoveistooshallowtoallowoceangoingshipswithin; manyrockslurkjustbeneaththesurfacereadytoripthe hullapartofanysuchvesseldaringentry.
BOSSIN [VILLAGE]
Set roughly five miles to the east of Wolverton, life in Bossinrevolvesaroundminingandfarming.Locatednear severalrichmines,thevillagestandsinadeepdellashort distance back from the cliffs. Thus protected from the worst gales battering the coast, the lower parts of the village, where the poorest folk dwell, are unfortunately pronetofloodingduringfiercestorms. NofortificationprotectsthefolkofBossin,butweekly patrolsfromCaerSyllanpassthroughthevillage.Further to the east lies nothing but broken cliffs and unexplored forest.Fewvillagersdaretotravelfarinthatdirection. A scheming, duplicitous man, the village reeve, Jacca Lander, lines his own pockets at his fellows expense. JaccamakescertainthattheLochersalwaysreceivetheir due and so the situation has not yet reached Kenver Lochers ear. The scheming reeves retention of a small bandoftoughskeepsthelocalsinline.
OAKHURST [VILLAGE]
Set deep in the Tangled Wood, Oakhurst is a place of hunters, trappers and foragers. Rumours of inbreeding andstrangereligiouspractisesswirlaboutthesettlement, which is the smallest and most isolated of the four villages. Few travellers, except peddlers and merchants, come here, as the villages residents are dour and unwelcoming. Some of the villages buildings are so old anddilapidatedthattheyhavepartiallycollapsed.
BASEVALUE
500gp 500gp 500gp 500gp 1,000gp
MINOR
2d4items 2d4items 2d4items 2d4items 3d4items
MEDIUM
1d4items 1d4items 1d4items 1d4items 1d6items
SWALLOWFELD [VILLAGE]
Named for the vast numbers of swallows nesting in the surroundingforest,Swallowfeldisarelativelyquietplace. ProtectedbythegarrisonatKerensasHoldthefolkwork hard in the fields or nearby mines. Sir Talek Annear (LN malehumanfighter4),LordWardenoftheLonelyCoast, hashisseatatSwallowfeld. Most of the villagers are simple folk loyal to their neighbours and lord but a small Braalite cult has quietly established itself in the village. The cults kidnap and murderofseveralsmallchildrenhasthusfarbeenblamed onmaraudinghumanoidsorhuntingwolves. ThesupplementSwallowfeld,providesmoredetailson thevillage.Checkoutragingswan.comformoredetails.
perchuponthebluffsoverlookingthetown. Notraditionalthievesguildcontrolstheillicitactivities of Wolvertons criminal fraternity. Instead, a loose confederationofmastersmugglersregulatestheircrews nefarious activities so that none grows too powerful. Competition between the various crews is far from friendly; the bloated corpses of smugglers not skilled or luckyenoughtodefeattheircompetitorsoftenwashupat lowtideontheArisumssteep,muddybanks. Wolvertons docks are the pulsating mercantile heart ofthetown(andindeedtheentireLonelyCoast).Without theconstantflowofgoodsfrommorecivilisedstates,life ontheLonelyCoastwouldbeallbutimpossible.Aweekly market, held in the aptly named and floodprone Water Meadow, provides an opportunity for local traders and merchants to sell their wares and an excuse for villagers tovisitWolverton.Sucheventsarethesocialhighlightof theweekandareusuallybusy. The worship of Conn (Appendix 1) dominates the religious landscape of the town but a small temple of Darlen (that doubles as the towns magistrates court) standsinitsshadow.Fewcommonfolkworshiptherebut the clergy act as the local magistrates and so the faith clingstosomemeasureofinfluence.
vicinity. Ariuswasamightyconjureroflittlemorality,skilledin bindingotherworldlycreaturestohisservice.Eightyyears ago, a ritual went terribly wrong when he lost control of that which he had summoned. In the ensuing battle, his tower was devastated and at the height of the conflagrationAriusdisappeared.Onlyasingleapprentice survived to reach Wolverton to tell of the disaster. For three days, an eldritch glow marked the night sky above thetower. Since then, bandits, goblins and other foul creatures sporadically infest or inhabit the tower and the tunnels belowfightingamongthemselvesfordominance.Several times, blackhearted wizards have claimed the ruins so that they might steal Arius impressive cache of magical lore. Most linger for a while, before leaving empty handed. On occasion, the Lochers have sought to wrest controlofthetowerfromsuchgroups,butattritionofthe garrison and the difficulty of keeping such a group supplied stymies such efforts. Neophyte adventurers often explore Arius Watchtower before moving onto the Twisted Gorges greater challenges.
ARIUS WATCHTOWER
This impressive ruin stands upon the crown of a hill that struggles above the Tangled Woods dense canopy. Set astride the headwaters of a minor tributary of the Arisum, several faint game trails lead to the ruins general 10
DEEPWATER LAKE
The cold waters of Deepwater Lake are over sixty feet deep;inseveralplaces,underwatercurrentslurkreadyto drown the unwary. The lake is well stocked with fish of many kinds including trout, carp and several large pike. Since the Lonely Coast was settled, the lake has claimedafewvictimseverydecadepromptingspeculation that a great monster lurks in its depths. No definitive evidence of such a creature has ever been recovered, however; most deaths in the lake are the result of a combinationofviciouscurrents,alcoholanddarkness. Thetalesoftreasurehiddenbeneaththewatersofthe lakehavesimilarlyneverledtoanygreatfind.Theresult of wild speculation late at night in many taverns and alehousesthisdoesnotstoptheoccasionaladventureror recklesslocalexploringthelakesenvirons.
TALANS BLUFF
The remnant of an ancient hill fort sprawls across the summit of this high hill. Two rings of timeworn earthen ramparts yet ward the bluffs summit. A single, wide gateway protected by a complex series of (now shallow) pits and smaller ramparts, designed to disrupt a charge, pierceeachdefensivering. BuiltuntoldcenturiesagobytheTuathitwasthelast humanplaceofstrengthtofallbeforethegoblinsmight. Duringthefinalbattle,agreatslaughterwaswroughton the defenders. In the summer, bluebells and other wild flowers carpet the hills crest; the folk of Wolverton call the area Battle Meadow for the fragments of bone and weaponsstillfoundthere. Occasionally, travellers and adventurers use the ruin as a campsite or even dig there in search of forgotten antiquities.MostfolkdonotventuretoTalansBluff;they believethattheshadesoftheancientfallenyethauntthe area. During times of trouble, thegarrison at Caer Syllan postlookoutsatopthehillandsetgreatbonfiresuponthe forts ramparts to warn of marauders creeping from the hills.Mostrightmindedmenatarmshatesuchdutyasit isseen(rightly)asavirtualdeathsentence.
Twisted Gorge draws creatures of evil to it as a corpse callstoastarvingwolf. The gorge is narrow and steepsided. The ground is chokedwithrocks,bouldersandtreesfallentoruinfrom the surrounding cliffs. Bleached bones, rotting corpses and rusted and mouldering equipment legacy of the many battles fought here lie intermixed among the tumbled mass of stones and boulders in mute testimony to the violence wrought in this place. An aura of bleak desolationhangsovertheplacelikeaforebodingcloud. Attheheadofthegorge,anamelesswaterfalltumbles over the cliffs into the frigid waters of a foreboding, ill favoured lake of unknown depth that births the swiftly flowingArisum. Huge trees throw their leafy crowns far out over the precipitous,crumblingcliffs,furtheraddingtothegloomy shadows piled deep upon the gorges floor. During the winter months, sunlight never reaches the gorges deepest recesses. Even in summer, full daylight only illuminatestheArisumforseveralhoursaroundnoonsun. Cavernsandpassagewayshoneycombthecliffs.Other passagesandchambersplungestilldeepertonetworksof caverns undiscovered by those dwelling in the sunlit surface world. Tribes of kobolds and orcs claim many of these caverns while others are home to powerful and territorial monsters. Warfare between the tribes is frequent;alliancesshiftingwiththetideofwar. The Twisted Gorge is a place of dangerousadventure and perilladen battle from which many neophyte adventurers do not return. For a few, however, the tumbled rocks, dark shadows and lurking perils are the forgeuponwhichtheirlegendisformed.Theseluckyfew stumble from the gorge, their packs full of battlebooty, their sword arms aching from constant use and their desireforadventureandgloryundimmed.
TRIBES
OF THE
TANGLED WOOD
Manygoblintribeslurkwithinthedimshadowyconfinesofthe Tangled Wood. A vicious tribe of feral, vicious bugbears also hunt here, as do isolated clans of halfgoblins (Appendix 1). Thesetribesspendtheirtimeincessantlystrugglingagainstone anotherorcreepingforthtostealcattleorslaves.Occasionally, theybandtogethertobringbloodyruindownuponthehuman settlers.KnowngoblintribesincludetheBloodMoon,Dripping Skulls,BrokenSpear,BackStabbersandGutRippers.
11
COASTLINE
AND
CLIFFS
Tall, sheer cliffs dominate the Lonely Coast. Comprised primarily of granite they stand eternal guard against the seasremorselessadvance. Comparatively few pathways wend their way down these steep cliffs. Seaweed (and the occasional rock fall from the glowering cliffs above) makes these rocks slick and dangerous to explore. Many of the cliffs most inaccessible portions are home to noisy colonies of slender guillemots, blackandwhite razorbills and the everpresent gulls. Small numbers of golden eagles and peregrinefalconsthatpreyupontherestandtherabbits infestingtheclifftopsalsonesthere. In places sea caves cut into the cliffs; most are completely inundated at high tide. Whiteflowered rock samphire and rock sea lavender grow in profusion in spraydrenchedcrevicesandonledgestowardthebaseof thecliffs.Peasantsharvesttheseduringthesummer(the rock samphire as a potherb and the sea lavender for its fragrance).
Mostofthebeachesatthebaseofthecliffsareallbut inaccessible, and only good swimmers or those with a boatabletoreachthem.Someofthemoreadventurous peasants hunt at low tide in the multitude of tidal pools onthenarrow,rockybeachesforcrabsandshellfish.The remainder graze their sheep atop the cliffs and trap rabbitsfortheirmeatandfur.
ABANDONED MINE
ThecliffsoftheLonelyCoastarelitteredwithabandoned mineworkings.Overthelasthundredyearsorsothefolk of the four villages have sunk many shallow exploratory shafts,searchingfortinandothervaluablemetals.Many such mines failed to turn up any precious metals while othersproducedalittlewealthbeforeplayingout. Other older, much deeper mines of unknown origin stud the cliffs. A few delve so deeply into the cliffs and evenoutundertheoceanthattheseahasbrokenin.Such mines have a tidal system of sorts and are extremely dangerous.Theseplacesareinvariablywaterfilleddeath traps rife with unsafe workings and fatal deadend passages.
12
SMUGGLERS COVE
Those desiring to avoid the attentions of the Lochers servants sometimes use this small, isolated cove to land particularlyvaluable(orillegal)commodities. No pathway reaches the narrow shingle beach from the cliffs above. Instead, the only access to the cove is through a disused mine that cuts down through the granite cliffs. Atop the cliffs, the mines entrance is well hiddenbeneathagreatjumbleofbramblecloakedrocks. Asmallgroupofneardowellsusetheminetohidetheir contraband.Occasionally,theyalsoallowfugitivesuseof themine(foraheftyprice). GM Note: The GM can set this location anywhere he desires.
ORESTONE, THE
The Orestone is a forlorn, windswept and wavelashed barechunkofrockjuttingoutofthesearoughly500feet from shore. Cliffs encompass three of its sides with the fourth comprising a series of high rock shelves rising out ofthesurrounding,treacherouswaters. Many vessels have come to grief on the Orestone; theirwreckslitterthesurroundingseafloor.Whenaship strikes the Orestone, every boatowning peasant descends on the location to both assist the unfortunate marinersandtorecoverasmuchcargoaspossible. Atop the Orestones highest point stands a pile of jumbledroundedboulders.Wornsmoothbythewindand rain, the stones conceal a small sinkhole that penetrates deep into the living rock before intersecting a large, partially flooded tidal cavern. Here faded alien carvings cover many of the walls. Several passages tunnel deeper into the rock; most are little more than deadends, inundated by the sea at high tide. One, however, plummets ever deeper over a series of treacherous escarpments until far below the sea bed it follows a circuitousroutenortheast.Eventually,thepassagebreaks into a partially flooded ancient mine several miles south east of Wolverton. In ancient times, fell creatures lurked within thecaverns, creeping forth when agibbous moon hung in the sky and strong winds whipped the foaming sea into a frenzy to perform terrible, sanityshattering, halfforgottenrites.Remnantsofthosefolkdegenerate troglodytes yet linger in the tunnels and still faithfully servetheirabolethmaster.
13
ADVENTURE HOOKS
Almost limitless opportunities for adventure lurk on the Lonely Coast. This section presents a small selection of adventureseedsfortheGMsconvenience.
patroldespatchedtoharrythembacktotheirlairisnow overdue.ThePCsareaskedtoinvestigate.
PESTILENCE
A number of travellers arrive at Wolverton aboard a merchant vessel. Several days pass and suddenly one of thetravellersfallsgravelyill.Examinationsrevealthatthe unfortunateissufferingfromplague(orsomeotherhighly infectious, lethal disease) and he is immediately quarantined (as are those he is staying with). Panic grips the town as the populace wait to see if anyone else if infected. Thedoomedplaguecarriercouldbeafollowerofthe godofdiseaseseekingtospreadhislordsgift,adupeof those working against Family Locher or simply an unfortunatetraveller.Inanyevent,themansoondies(as likelydothosehewaslodgingwith). TheextentoftheinfectionisuptotheGMbutthePCs couldgetinvolvedenforcingthequarantine,searchingfor herbs, helping maintain law and order or hunting down thedoomedmansemployers.
RUMOUR
Tracksdiscoveredintheforestshowwherebandsof goblinshavebeenspyingonWolverton. Strange lights have been hovering in the air above AriusWatchtower. Ahunterdiscoveredastretchofforestaroundoneof theOldPeoplesmonolithsthathadbeguntowither anddie.Thecauseofthedeforestationisunknown. Huntershavereportedtheappearanceofseveralnew sinkholes at Tarans Bluff. The hunters have not penetrated the sink holes but believe they lead to a largechamber. AsmugglersshipwentdownofftheOrestoneafew nights ago. Fishermen and beachcombers have been findingwreckageeversince. The Company of the Green Cloaks recently bested a groupofBloodMoongoblinsnorthofBossin. Recently, something large has been swimming in DeepwaterLake.(Drunk)witnessesreportitasbeing almost20ft.longandakintoadragon! Lord Locher is about to raise taxes again. This time, therellbetrouble. The folk of Oakhurst have become even more unwelcoming of late. Two merchants have gone missinginthevicinityandothersarerefusingtovisit thevillageuntilthematterisresolved. The smugglers are engaged in a vicious war with themselves! Whispers of a rising new power have been swirling about Wolvertons docks for several weeksnow.Thefightingisviciousandsustained. Anewbandofbanditsthoughttobetheremnants of a shipwrecked pirate crew have begun to haunt theareabetweenSwallowfeldandHosford.
SHIPWRECK
Amerchantvesselhasgroundedinsightofthecoastand heavy seas are slowly breaking it up. A few of its crew havemadeittoshore,butothersremaintrappedonthe disintegrating vessel. Many villagers immediately set to sea, not to save the crew but to salvage what they can beforetheLochersclaimsalvage. A merchant begs the PCs to retrieve several choice items for him, promising a large reward for doing so. Industrious villagers have already salvaged some of the items and the PCs must track them down. Exactly what themerchantwantsrecoveredisuptotheGM,butthey should be items not immediately useful to the villagers. Possibilities include small quantities of exotic spices, letters of credit or a small box containinga few treasure mapsorconfidentialletters.
912
1314 1516
17 18
19
RAIDERS
Goblins raid a village in search of slaves and wealth. The militiaandCaerSyllansgarrisonfightthemoffbutasmall
20
14
A PPENDIX 1: N EW S TUFF
ManystrangeandterriblethingsdwellupontheLonelyCoast.
15
Theireyesareblackordarkbrownandhairissimilarlyof darkhuewhiletheirearsareslightlypointed.Roughlyone intencanpassforahuman(albeitafreakishlyshortand uglyone). HALFGOBLINRANDOMHEIGHTANDWEIGHT BASE MODIFIER BASE TITLE HEIGHT WEIGHT
Male Female 4ft.10in. 4ft.4in. 90lbs. 75lbs. 2d4 2d4
WEIGHT MODIFIER
x3lbs. x3lbs.
ARCANE
17
DIVINE
15
MAX.AGE
50+2d10
Society: Although thoroughly evil and despicable, half goblins have developed a tightknit, hierarchical society. Assailed by innumerable external threats, halfgoblins have learnt that personal survival and advancement dependsonthatoftheclan. Normally found in small enclaves of several family groups, halfgoblins dwell in wild, remote places. They often choose defensible caverns, but the elder places of the world places where ancient peoples raised mighty templesorhighfortressesalsoattractthem.
HALFGOBLINARCHER CR1/2(XP200) Thisbald,scrawnyhumanoidwearsstuddedleatherarmourand carriesashortbow. Malehalfgoblinfighter1 NEMediumhumanoid(goblinoid,human) Init+3;Sensesdarkvision60ft.;Perception+1,SenseMotive+1 Speed35ft. ACP1;Climb+5,Ride+5,Stealth+4 AC18,touch14,flatfooted14;CMD16;Dodge,Mobility (+3 Dex, +3 armour [studded leather], +1 shield [mwk buckler],+1dodge) Fort+3,Ref+3,Will+1 hp12(1HD) Space5ft.;BaseAtk+1;CMB+3 Meleehandaxe+3(1d6+2/x3) Rangedshortbow(range60ft.)+4(1d6/x3) CombatGearpotionofcurelightwounds AbilitiesStr15,Dex16,Con13,Int10,Wis12,Cha8 FeatsDodge,FleetB,Mobility Skillsasabove LanguagesCommon,Goblin Gearasaboveplus20arrows,1d6sp
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Relations:Halfgoblinshateallotherraces,viewingall as potential aggressors. In particular, they hate goblins (whohuntthem)andhumans(whotreatthemasnormal goblinstobekilledinsight). Alignment and Religion: Halfgoblins are sadistic, hatefilledcreaturesconcernedonlywiththesurvivaland advancementoftheirclanattheexpenseofothers.Inthe main, they worship Braal (NE god of hate, malice and revenge);afewworshipotherfellpowers. Adventurers: Most halfgoblins do not stray far from theirclanhome.Afewventurefurtherabroadonspecific missions while others fleeing some terrible punishment areforcedtoendurecivilisationsperils. NPC halfgoblins usually have levels in warrior, adept or expert (scout). Some have levels in cleric, fighter, ranger or rogue. A rare few embrace sorcery or worship theatavisticspiritsoftheirancientwoodlandhome. MaleNames:Anarl,Destrel,Ferel,Terl,Terl. FemaleNames:Barsala,Harastra,Jerix,Severa.
Medium:HalfgoblinsareMediumcreaturesandhave nobonusesorpenaltiesduetotheirsize. NormalSpeed:Halfgoblinshaveabasespeedof30ft. Darkvision:Halfgoblinscanseeindarknessfor60ft. Goblin Blood: Halfgoblins count as both human and goblinforanyeffectrelatedtorace. Swift:At1stlevel,halfgoblinsreceiveFleetasabonus feat. Rider: Halfgoblins receive a +2 racial bonus on Ride checks. Stealthy: Halfgoblins receive a +2 racial bonus on Stealthchecks. Languages: Halfgoblins begin play speaking Common and Goblin. Those with high Intelligence scores can also chooseAbyssal,Dwarven,Gnoll,Gnome,InfernalandOrc.
HALF-GOBLIN LORE
CharacterwithranksinKnowledge(local)checkcanlearn more about halfgoblins with a successful skill check. A successful check reveals all information revealed by a lessercheck. DC 15: This creature is a halfgoblin. A debased and twisted mongrel race they dwell in the secluded, wild placesoftheworld. DC20:Halfgoblinsarestealthyandfleetoffoot.They canseeinthepitchdarknessandareskilledriders.
HALF-GOBLIN TRAITS
+2 to One Ability Score: Halfgoblins get a +2 bonus to oneabilityscoretorepresenttheirvariednature.
HALFGOBLINADEPT CR3(XP800) This tall but scrawny woman is bald; her eyes burn with a terriblemalevolence. Femalehalfgoblinadept(Braal)5 NEMediumhumanoid(goblinoid,human) Init1;Sensesdarkvision60ft.;Perception+3,SenseMotive+3 Speed35ft. ACP0;Ride+1,Stealth+1 AC10,touch9,flatfooted10;CMD10 (1Dex,+1armour[bracersofarmour+1]) Fort+1,Ref+2,Will+7 hp27(5HD) Space5ft.;BaseAtk+2;CMB+1 Meleedagger+1(1d41/1920) Rangedlightcrossbow(range80ft.)+1(1d8/1920) AdeptSpellsPrepared(CL5th) 2ndinvisibility,web(DC15) 1stbless,burninghands(DC14),obscuringmist 0detectmagic,ghostsound(DC13),stabilise Combat Gear potion of cure moderate wounds, 3 screaming bolts,scrollofprotectionfromgood AbilitiesStr8,Dex9,Con10,Int11,Wis16,Cha12 SQsummonfamiliar FeatsFleetB,LightningReflexes,ScribeScroll,Toughness SkillsasaboveplusHeal+8,Knowledge(nature)+5,Knowledge (religion)+5,Spellcraft+5,Survival+8, LanguagesCommon,Goblin Gearasaboveplus10bolts,spellcomponentpouch, 12gp
HALFGOBLINARCHER CR1(XP400) This lean, muscular humanoid wears studded leather armour andcarriesabattleaxe. Malehalfgoblinfighter2 NEMediumhumanoid(goblinoid,human) Init+6;Sensesdarkvision60ft.;Perception+1,SenseMotive+1 Speed35ft. ACP1;Climb+7,Ride+5,Stealth+3 AC17,touch13,flatfooted14;CMD17;Dodge,Mobility (+2 Dex, +3 armour [studded leather], +1 shield [mwk buckler],+1dodge) Fort+4,Ref+2,Will+1;+1fear hp20(1HD) Space5ft.;BaseAtk+1;CMB+5 Meleemwkbattleaxe+7(1d8+3/x3) Rangedshortbow(range60ft.)+4(1d6/x3) CombatGear2potionsofcurelightwounds AbilitiesStr16,Dex15,Con13,Int10,Wis12,Cha8 Feats Dodge, FleetB, Improved Initiative, Weapon Focus (battleaxe) Skillsasabove LanguagesCommon,Goblin Gearasaboveplus 20arrows,2d6gp
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CR4(XP1,200) Thislarge,powerfulwolfhasmottledgreyandblackfuraswell asamouthfullofsharpfangs. NLargemagicalbeast Init +2; Senses darkvision 60 ft., lowlight vision, scent; Perception+6,SenseMotive+2 Speed50ft.;NimbleMoves ACP0;Acrobatics+6(+14jumping),Climb+8,Stealth+10 AC17,touch11,flatfooted15;CMD22(26vs.trip) (1size,+2Dex,+6natural) Fort+7,Ref+6,Will+3 hp39(5HD) Space10ft.;BaseAtk+5;CMB+10 Meleebite+9(1d8+6plustrip) Trip (Ex) If the shadow wolf hits with its bite attack it can attempt to trip its opponent as a free action without provokinganattackofopportunity.Iftheattemptfails,the shadowwolfisnottrippedinreturn. SpellLikeAbilities(CL4th;+7concentration) 1/daycharmanimal(DC13),holdanimal(DC14),speakwith animals AbilitiesStr19,Dex14,Con17,Int9,Wis14,Cha8 FeatsNimbleMoves,SkillFocus(Stealth),WeaponFocus(bite) SkillsasaboveplusSurvival+3(+7trackingbyscent) RacialModifiers+4toStealth,+4toSurvivalwhentrackingby scent
SHADOWWOLF
their own. They dwell in groups of up to a dozen individuals and follow the lead of the largest, most aggressive male. Shadow wolves mate for life and are viciouslyprotectiveoftheirmateandyoung. Shadow wolves are creatures of nature warped by ancient magics; a rare few possess far greater druidic powers than their lesser brethren. Occasionally such individuals send packs of lesser wolves to harry those encroachingupontheirwoodlandfastness.
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NEW DEITIES
TheGMcanusethesedeitiesperhapsaslocalpowers orcanreplacethemwithgodsfromhisowncampaign.
BRAAL
NEgodofHate,MaliceandRevenge Epithets:TheHated,theWreaker,DwellerinShadows Symbol:Aclovenskull Domains:Destruction,EvilandTrickery FavouredWeapon:Morningstar Raiment: Braals faithful wear cowled black cloaks smearedwiththebloodoftheirsacrifices.Adherentsalso shavetheirheads. Teachings:Strikefromtheshadows;punishthosewho have wronged you and show no mercy. Take what you wantanddestroythatwhichyoucannottake. HolyTexts:TheworshipofBraalisnotasprescriptive asotherreligions.Nouniversallyagreedupontextexists, butseveraldarktomesarepreferredbyvarioussects.
Teachings: Order brings prosperity. Together, believers can achieve safety and contentment. The family is the mostimportantunitofsociety;itsprotectionisthemost sacredduty. Holy Texts: Law and Duty a dense, legalistic text setting out Conns teachings and the place and duties of eachcommunitymember.
DARLEN
LGgodofLaw,Order,JusticeandtheSun Epithets:TheJusticar,theShiningLight,theNobleOne Symbol:Therisingsun Domains:Good,Law,ProtectionandSun FavouredWeapon:Longsword Raiment: Voluminous, white cowled habits. Unless expectingbattle,clericsdonotweararmour. Teachings:Thestrongmustprotecttheweak,forthis isthenaturalorder.Thosewithgreatabilitiesoraptitudes must use their gifts for the betterment of their fellows. Thefaithfulmustbeevervigilantforevilsrise,butmust showmercyindealingwithitstools. Holy Texts: Darlens teachings are set down in the ScriptureofLawavasttomecontainingteaching,stories and lessons by some of his early, prominent followers. Divine Order and On Darkness Rise are important early commentariespennedbylegendaryhighpriests.
CONN
LNgodofCommunity,FamilyandRulership Epithets:TheFather,Lawgiver Symbol:Twohandsclaspedinahandshake Domains:Community,LawandNobility FavouredWeapon:Lightmace Raiment: White robes emblazed with two clasped hands
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resistance or a vulnerability to an affect or condition it appearshere. Fort, Ref andWill: The creatures saving throwmodifiers along with any conditional modifiers and defensive powers (such asevasion)andspellresistanceappearhere. HP:Thecreaturesfull,normalhitpointsalongwiththenumber hit dice it possesses. A bracketed hit point total indicates that the creature is injured. If the creature has damage reductionorhardnessitappearshere.
OFFENSIVE
Space, Base Atk and CMB: The creatures space, base attack bonusandCMB. Melee:Thissectionlistsacreaturesmeleeattacks.Iftheattack has a reach that is not 5 ft. it is listed here. Each attack includesattackbonusanddamageinformation.Iftheattack has the default critical hit characteristics (20/x2) this informationisomitted. Ranged:Thissectionliststhecreaturesrangedattacks.Italways includes the attacks range. Each attack includes attack bonusanddamageinformation.Iftheattackhasthedefault criticalhitcharacteristics(20/x2)thisinformationisomitted. Atk Options: This section lists any abilities or feats that can affectthecreaturesattacks.Subsequentlistingsdescribeall butthemostbasicabilitiesinmoredepth. Special Actions: This section lists any useful abilities that a creaturecoulduseinbattle.Subsequentlistingsdescribeall butthemostbasicabilitiesinmoredepth. SpellsandSpellLikeAbilities:Thecreaturescasterlevel,along with its concentration modifier and domains appears in bracketsbeforethemainspelllisting.Ifoneormoreofthe creatures spells require a touch attack, its relevant attack bonus is included. Spells available appear in reverse order from highest to lowest. Spells noted D are domain spells. If applicable,aspellsDCisalsoprovided. Combat Gear: This section lists any combatrelated equipment thecreaturepossesses.
BASIC
Name,CRandXP:Themonstersnameappearsfirstfollowedby its CR and how many experience points it is worth. If more thanonecreatureisencountered,abracketednumberlists howmanyappear. Appearance:TheGMcanreadaloudorparaphrasethissection. Ifapicturedepictsthecreature,thissectionmaybeomitted. Sex,Race,ClassandLevel:Ifthemonsterhasclasslevelsthese appearherealongwithitsraceandsex.Thefirstnotedclass isthecreaturesfavouredclass. AlignmentandType:Thecreaturesabbreviatedalignmentand itstype(includingapplicablesubtypes). Init and Senses: This creatures initiative modifier appears before any special senses (such as scent or darkvision) and the creatures Perception and Sense Motive scores. If the creature has special Perceptionbased abilities, such as trapfindingorstonecunning,theseappearhere. Speed: The creatures modified land speed appears first along with any other relevant speeds (such as climb or fly). If the creaturesbaselandspeedisdifferenttoitsmodifiedspeed thisisalsolisted. ACP and Movement Skills: ACP presents the creatures normal armourcheckpenaltymodifier.IfthecreaturesAcrobatics, Climb, Escape Artist, Fly, Ride, Stealth or Swim modifier differs from the relevant ability modifier minus its armour checkpenalty,theseskillsappearhere.
SUPPLEMENTAL
Abilities and Special Qualities: These sections list a creatures abilityscoresandanyspecialqualitiesthatappearnowhere anywhereelseinitsstatblock. Feats:Analphabeticallistingofallthecreaturesfeats. Skills and Languages: These sections list any skills the creature possesses that have not already appeared in the stat block andalllanguagesspokenorunderstood.Anylanguagebased specialabilitiesalsoappearhere. Gear: This section lists any gear not already listed in the creatures stat block. This section hardly ever contains weapons or armour as they usually appear in the relevant sectionsabove. Spellbook: The contents of the creatures spellbook and its barredschools.
DEFENSIVE
AC:Thecreaturesnormal,touchandflatfootedACalongwith itsCMD;additionallythissectionlistsanydefensivepowers orabilitiesthataffectsthecreaturesAC. Immune,ResistandWeaknesses:Ifthecreaturehasimmunity,
SPECIAL ABILITIES
Specialabilitiesappearinthesectionwhichtheybestsuit.Thus, offensive abilities appear with a creatures attacks while defensiveonesappearwithitsotherdefences.Fullwriteupsof irrelevant powers (such as those that could not affect combat) areomitted.Theaffectsofabilitiesthatfactorintoacreatures normal attacks or defences have already been included in the relevantcalculations.
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21
DANGER
IN THE
SHADOWS
AREA FEATURES
Thewoodlandshaveseveralfeaturesofnote: Illumination: The light level on the trail is dependent on the time of day. Below the trees, the light level decreasesbyonestep. Trail: A muddy, rutted10 ft. wide trail wends its way throughthetrees.Movementonthetrailisuninhibited. Undergrowth: Vines and roots cover any many non trail squares. It costs two squares of movement to enter such squares. It also increases the DC of Acrobatics and Stealthchecksby2. Trees:Acreaturestandinginthesamesquareasatree (AC4,hardness5,hp150,DC15Climbcheck)gainspartial cover(+2toAC,+1onReflexsaves). MassiveTrees:Hugetrees(AC3,hardness5,hp600; DC 15 Climb check) fill an entire square. They provide cover(+4toAC,+2onReflexsaves).
EL3;XP800 Neartothetrack,intheveryfringesoftheTangledWood, a ferocious black bear surprises a lone hunter and his dogs.Read: Fromdeepwithinthetrees,yousuddenlyhearthesound ofsnappingbranches,theroarofalargecreatureandthe barkingofdogsquicklycutoff.Shoutsandtheclamourof battlefillthedimspacebelowthetightlypackedtrees. PCsenteringthewoodeasilyfindthecauseofthenoise. Davy is badly injured and is trying to get away from the black bear (which has already killed his dogs) while making as much noise as possible in a bid to attract aid. Untilnow,hehasmanagedtokeeptreesbetweenhimself andthebear,buteventuallyitwillcatchandkillhim.Davy knowsthisandassoonasheseesthePCs,heshoutsfor helpandrunstowardthem.
TACTICS
Thebearispowerful,butstupid.Itattacksthenearestfoe damagingitandfightstothedeath.Davyaidshisrescuers withrangedattacks,butdoesnotmeleewiththebear.
HOOKS
DavyisverygladtoberescuedandinsiststhePCsspend thenightathisisolatedcottage.Healsotellsthemofan abandoned burial cairn of the Old People he recently stumbledacross.Thecairnisaboutfifteenmilesnorthof thecottageandDavybelievesitisyetsealed.
DAVYMAYNE
CR1/2(XP200) Dirtyandmuddy,thisinjured,darkhaired,blueeyedmanwears leatherarmourandcariesalongbow. Humanexpert1/warrior1 LNMediumhumanoid Init+1;SensesPerception+7,SenseMotive+0 Speed30ft. ACP0;Climb+5,Stealth+5,Swim+5 AC13,touch11,flatfooted12;CMD13 (+1Dex,+2armour[leather]) Fort+3,Ref+1,Will+2 hp11(currently3)(2HD) Space5ft.;BaseAtk+1;CMB+2 Meleehandaxe+2(1d6+1/x3)or Meleedagger+2(1d4+1/1920) Rangedlongbow(range100ft.)+2(1d8/x3) AbilitiesStr12,Dex13,Con13,Int9,Wis10,Cha9 FeatsSkillFocus(Perception)B,SkillFocus(Survival) Skills as above plus Knowledge (geography) +3, Knowledge (nature)+3,Profession(hunter)+4,Survival+8 LanguagesCommon Gearasaboveplus20arrows,backpack,beltpouch,explorers outfit
BLACKBEAR CR3(XP800) This black bear is powerfully muscled. Its open mouth reveals manysharpteeth. NMediumanimal Init +3; Senses lowlight vision, scent; Perception +6, Sense Motive+1 Speed40ft.;Run ACP0;Acrobatics+3(+7jumping),Swim+12 AC17,touch13,flatfooted14;CMD19(+23vs.trip (+3Dex,+4natural) Fort+6,Ref+7,Will+2 hp32(5HD) Space5ft.;BaseAtk+3;CMB+6(+10grapple) Melee2claws+6each(1d4+3plusgrab)and bite+6(1d4+3) AbilitiesStr17,Dex17,Con15,Int2,Wis12,Cha6 FeatsEndurance,Run,SkillFocus(Survival) SkillsasaboveplusSurvival+5
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GOBLIN RAIDERS
EL4:XP1,210 Having crept forth from the shadowed world of the Tangled Wood, this small band is hunting for loot and slaves.Theyavoidlargeorwellarmedgroupsbutambush anyotherstheymeet.WhenthePCsfirstseethem,read: Skinny humanoids clad in leather armour and carrying shields bearing the device of a moon dripping blood advancetowardyou. ADC15Knowledge(local)revealsthatthegoblinsareof theBloodMoontribe.AcharactermakingaDC20check also knows that the tribe claims a rambling network of cavernsintheTwistedGorge.
melee,directingthebattlefromcover.
HOOKS
Acapturedgoblinofferstoguidethepartytoitstriballair, inreturnforitsfreedom.
TACTICS
Thegoblinsprefertostartanybattlewithseveralrounds of haphazard missile fire. After the initial barrage, the raiders charge into battle while the scout shoots at obviousspellcasters.Theadeptlikewisehangsbackfrom
BLOODMOONADEPT ( 1 ) CR1(XP400) This bald and skinny humanoids head seems too large for its body.Itwearsdirtyrobes Malegoblinadept(Braal)3 NESmallhumanoid(goblinoid) Init+2;Sensesdarkvision60ft.;Perception+1,SenseMotive+1 Speed30ft. ACP0;Ride+6,Stealth+10 AC15,touch14,flatfooted12;CMD12;Dodge (+1size,+2Dex,+1armour[bracersofarmour+1],+1dodge) Fort+2,Ref+3,Will+4 hp19(3HD) Space5ft.;BaseAtk+1;CMB2 Meleecoldirondagger+0(1d32/1920) Rangeddart(range20ft.)+4(1d32) AdeptSpellsPrepared(CL3rd;concentration+4) 1stburninghands(DC12),curelightwounds(2) 0detectmagic,ghostsound,touchoffatigue(DC11) Combat Gear potion of cure moderate wounds, scroll of invisibility,scrollofbless AbilitiesStr6,Dex15,Con12,Int10,Wis13,Cha7 SQsummonfamiliar FeatsDodge,Toughness SkillsasaboveplusHeal+6,Knowledge(religion)+6,Spellcraft +6 LanguagesGoblin Gear as above plus 5 darts, wooden holy symbol, spell componentpouch,blackgem(onyx[50gp]),4gp,12sp
BLOODMOONRAIDER(5) CR1/3(XP135) Clad in leather armour this dirty, skinny humanoid carries a shortbowandshortsword. Goblinwarrior1 NESmallhumanoid(goblinoid) Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0 Speed30ft. ACP1;Climb+3,Ride+6,Stealth+10 AC17,touch14,flatfooted14;CMD13 (+1size,+3Dex,+2armour[leather],+1shield[buckler]) Fort+2,Ref+3,Will+0 hp6(1HD) Space5ft.;BaseAtk+1;CMB+0 Meleeshortsword+5(1d4/1920) Rangedshortbow(range60ft.)+5(1d4/x3) AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6 FeatsWeaponFinesse LanguagesGoblin Gearasaboveplus20arrows,beltpouch,1d6sp BLOODMOONSCOUT(1) CR1(XP135) Covered in mud and with many twigs stuck to its leather armour,thissmallskinnyhumanoidlooksvaguelyridiculous. Goblinexpert1 NESmallhumanoid(goblinoid) Init+7;Sensesdarkvision60ft.;Perception+5,SenseMotive+1 Speed30ft. ACP1;Acrobatics+6,Climb+2,Ride+6,Stealth+14 AC17,touch14,flatfooted14;CMD13 (+1size,+3Dex,+2armour[leather],+1shield[buckler]) Fort+0,Ref+3,Will+3 hp5(5HD) Space5ft.;BaseAtk+0;CMB2 Meleelightmace+0(1d41) Rangedlightcrossbow(range80ft.)+4(1d6/1920) CombatGeartanglefootbag AbilitiesStr9,Dex17,Con10,Int9,Wis12,Cha6 FeatsImprovedInitiative SkillsasaboveplusSurvival+5 LanguagesGoblin Gearasaboveplus20bolts,backpack,beltpouch,2d6sp
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MERCHANT
EL6:XP2,400(thelistedXPorELdoesnotincludeKerras andCaptainPerdyrsridinghorsesasthesecreaturesare docileandtakelittlepartinanycombat). A few merchants make the difficult and occasionally dangerousjourneybetweenthesettlementsoftheLonely Coast, carrying finished items not normally found in the smaller villages. Such folk always travel with guards and areausefulsourceofgossip,rumourandnews. WhenthePCsencounterthisgroup,read: A bully woman driving a cart pulled by a single horse comes into view on the track. An armoured man on horseback precedes the cart while five scale mailclad warriorsbringuptherear. At sight of strangers, Captain Perdyr rides forward to investigate.UnlessthePCstakehostileactions,Kerraand therestofherguardsmakenospecialpreparations.
retreats,abandoninghertradegoodsifnecessary.
TRADE GOODS
Givensufficienttime,Kerracanacquirealmostanyitem. However,sherarelycarriesexpensiveorrareitemsasthe commonfolkwithwhomsheusuallydealshavelittlecall for such things. Normally, bales of cloth, cooking pots, householdutensilsandsoonfillhercart.
KERRA TERRILL
Background: Kerra came to the Lonely Coast to escape thestigmaofhermixedheritage.
TACTICS
Neither Kerra nor her guards want trouble, but react forcefully in the face of theft or violence. The guards cooperateinafight,evenusingtheaidanotheractionin battletohitparticularlytroublesomefoes.CaptainPerdyr seeks out toughlooking warriors in battle and attempts singlecombat. IfeitheraguardorCaptainPerdyrisreducedtobelow onequarter hit points he retreats from battle. Kerra is similarly pragmatic; if combat goes against her she
RIDINGHORSE(2) CR1(XP400) NLargeanimal Init +2; Senses lowlight vision, scent; Perception +6, Sense Motive+1 Speed50ft.;Run ACP0;Acrobatics+2(+10jumping) AC11,touch11,flatfooted9;CMD17(21vs.trip) (1size,+2Dex) Fort+6,Ref+5,Will+1 hp15(2HD) Space10ft.;BaseAtk+1;CMB+5 Melee2hooves2(1d4+1) AbilitiesStr16,Dex14,Con17,Int2,Wis13,Cha7 SQdocile FeatsEndurance,RunB Gearbitandbridle,ridingsaddle
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KERRATERRILL CR3(XP800) This burly woman wears flamboyant, patterned clothes. A jutting, thickset jaw and dense, lank hair hints at orcish ancestry. Femalehalforcbard4 NMediumhumanoid(human,orc) Init1;Sensesdarkvision60ft.;Perception+8,SenseMotive+8 Speed30ft. ACP2 AC15,touch9,flatfooted15;CMD13 (1 Dex, +4 armour [mwk chain shirt], +2 shield [mwk heavy steel]) Fort +3, Ref +4, Will +6; +4 vs bardic performance, sonic and languagedependanteffects hp29(4HD);orcferocity Orc Ferocity Once per day, when brought below 0 hit points, Kerracancontinueactingforonemoreroundasifdisabled. Space5ft.;BaseAtk+3;CMB+4 Meleemwklongsword+6(1d8+1/1920) Rangedthrowingaxe(range10ft.)+2(1d6+1) Special Actions bardic performance (18 rounds; countersong, distraction, fascinate, inspire courage +1, inspire competence+2) BardSpellsKnown(CL4th;concentration+6) 2nd(2/day)heroism,suggestion(DC14) 1st (4/day)comprehend languages, cure light wounds, expeditiousretreat,unseenservant 0detect magic, read magic, lullaby (DC 12), open/close, prestidigitation,summoninstrument CombatGearwandofsleep(25charges),potionofinvisibility AbilitiesStr12,Dex8,Con12,Int15,Wis12,Cha15 SQbardicknowledge,versatileperformance FeatsExtraPerformance,SkillFocus(Perform) Skills as above plus Appraise +10, Bluff +9, Diplomacy +7 (+9 with versatile performance), handle Animal +9, Intimidate +11, Knowledge (geography) +9, Knowledge (local) +9, Perform (wind instruments) +12 (+14 with masterwork pipe),Profession(merchant)+8 LanguagesCommon,Draconic,Goblin,Orc Gearasabovepluscloakofresistance+1,masterworkpipe,37 sp,13gp,2pp
Personality: Kerra is friendly and polite to all she meets.Anextravert,shelovestosharestoriesandnews. Sheisalwayslookingtomakeasale. Mannerisms:Whendrunk,Kerrabecomesverycrude, making inappropriate remarks about nearby handsome menandflirtingoutrageously. DistinguishingFeatures:None.
THE MERCENARIES
LedbyCaptainPerdyrSkewesthissmallmercenaryunitis welltrained.Usethesenotestoportraythem. CaptainPerdyrSkewes:Aprofessionalwarrior,Perdyr dreams of making enough money to lead a large mercenarycompany.Braveinbattleheisloyaltobothhis patronandmen. Ahearn Melor: A native of Wolverton, Ahearn wants to become an adventurer. Tortured by feelings of inferiority and selfdoubt he has yet to overcome, however, he settles for the relatively boring life of a guardforhire. If he forges a strong bond with a PC, he mayasktojointheirgroup. Cadan Mayne: Sporting a unibrow and a ferocious squint,Cadaniscrudeandunsubtle. PascoeMargh:Acareersoldier,thisgrizzledveteranis unshakeable. The backbone of the group, Pascoe
unofficially fills the role of sergeant. He has served with Captain Perdyr longer than anyone else and the two are goodfriends. PerranVosper:Thisbaldingmiddleagedmanappears miserable most of the time. A malingerer, his fellows barelytoleratehim. Ruan Jewell: A quiet fellow Ruan has a sharp wit. A reluctantsoldier,hewouldmuchratherbeafarmer,but bankruptcyhasforcedhimintohiscurrentrole.
HOOKS
A few months ago, Kerra had an unpleasant encounter with the merchant Tryfena of Swallowfeld. Tryfena objectedtoKerraslowpricesandsoburntKerraswagon to the ground one night. Kerra strongly suspects Tryfena of the act and has hired guards to make certain such an incidentdoesnotoccuragain.Seewarnsallshemeetsof Tryfenasblackheartandboundlessgreed. When Kerra returns to Swallowfeld, an ugly confrontationisinevitable.
CAPTAINPERDYRSKEWES CR2(XP600) Clad in ornate, but dented banded mail and carrying a large warhammer this blackhaired warrior is an imposing sight. Severalscarscrosscrosshisface. Malehumanwarrior4 LNMediumhumanoid Init+1;SensesPerception+2,SenseMotive+2 Speed20ft.,basespeed30ft. ACP5;Acrobatics4(8jumping),Ride1 AC19,touch11,flatfooted18;CMD17 (+1 Dex, +7 armour [mwk banded mail], +1 shield [mwk buckler]) Fort+5,Ref+2,Will+3 hp30(4HD) Space5ft.;BaseAtk+4;CMB+6 Meleemwkwarhammer+8(1d8+2/x3)or Meleedagger+6(1d4+2/1920) Rangedmwkheavycrossbow(range120ft.)+6(1d10/1920) CombatGear2potionsofcurelightwounds,screamingbolt AbilitiesStr15,Dex12,Con13,Int9,Wis10,Cha8 FeatsAlertness,IronWillB,WeaponFocus(warhammer) SkillsasaboveplusIntimidate+5,Profession(soldier)+5 LanguagesCommon Gearasaboveplus20bolts,pouch,25sp,9gp,goldring(DC20 Appraise,worth100gp)
MERCENARYGUARD(5) CR1/2(XP200) Wearing scale mail and carrying shield, spear and longsword thiswarriorlookstoughandcapable. Malehumanwarrior2 LNMediumhumanoid Init+0;SensesPerception+0,SenseMotive+0 Speed20ft.,basespeed30ft. ACP5;Acrobatics5(10jumping) AC16,touch10,flatfooted16;CMD14 (+0Dex,+5armour[scalemail],+1shield[lightsteel]) Fort+4,Ref+0,Will+0 hp18(2HD) Space5ft.;BaseAtk+2;CMB+4 Meleelongsword+5(1d8+2/1920)or Meleeshortspear+4(1d6+2) Rangedshortspear(range20ft.)+2(1d6+2) AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8 FeatsToughnessB,WeaponFocus(longsword) SkillsasaboveplusHandleAnimal+3,Intimidate+2,Profession (soldier)+4 LanguagesCommon Gear as aboveplus, backpack, bedroll, water flask, pouch,2d6 sp
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PATROL
EL6;XP2,400 The PCs encounter a small group of menatarms patrolling the tracks between the Lonely Coasts settlements.Onthelookoutformaraudersorbandits,the patrol closely questions any armed group of strangers theyencounter.WhenthePCsmeetthepatrol,read: A halfdozen soldiers led by a mounted sergeant march downthetrack.Eachofthesoldierswearschainmailand carriesabuckleremblazonedwiththeLochercrest. CajaUrenmakesithisbusinesstospeakwitheverygroup heencounters.Refertothenotesonherpersonalityand mannerisms to facilitate the ensuing conversation. In conversation, Caja asks for the PCs names and their current business and destination. Unless the PCs are obviously hiding something or act abusively, she allows themtocontinue.
Caja prefers to fight from horseback. Her horse is trainedforwarandattacksanyadjacentfoe.Initially,Caja uses Power Attack, but reverts to normal attacks if she failstostrikeherfoetwiceinsuccession.
TACTICS
Thesesoldiersarenotsoftandpamperedpalaceguards; they are hardened border guards well used to skirmish andbattle.Theydonotpanicinbattleandworktogether todefeattheirfoe.Initially,theyshoottheircrossbowsat foebeforeclosingtomelee.Anywarriorreducedbelow5 hit points retreats from battle but continues to use his heavycrossbowtosupporthisfellows.
MANATARMS(7) CR1/2(XP200) Malehumanwarrior2 LNMediumhumanoid Init+0;SensesPerception+0,SenseMotive+0 Speed20ft.,basespeed30ft. ACP6;Acrobatics6(10jumping),Ride4 AC17,touch10,flatfooted17;CMD14 (+0Dex,+6armour[chainmail],+1shield[buckler]) Fort+4,Ref+0,Will+0 hp18(2HD) Space5ft.;BaseAtk+2;CMB+4 Meleelongsword+5(1d8+2/1920)or Meleedagger+4(1d4+2/1920) Rangedheavycrossbow(range120ft.)+2(1d10/1920) AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8 FeatsToughnessB,WeaponFocus(longsword) SkillsasaboveplusHandleAnimal+3,Profession(soldier)+4 LanguagesCommon Gearasaboveplus20bolts,backpack,1trailration,waterflask, pouch,2d6sp
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CAJAUREN,SERGEANTATARMS CR1(XP400) Broad shouldered and with an impressively broken nose, this womans brown hair is cut short and her hands and forearmsbearawarriorsscars. Femalehumanwarrior3 LNMediumhumanoid Init+0;SensesPerception+0,SenseMotive+0 Speed20ft.,basespeed30ft. ACP6;Acrobatics6(10jumping),Ride3 AC17,touch10,flatfooted17;CMD15 (+0Dex,+6armour[breastplate],+2shield[heavysteel]) Fort+4,Ref+1,Will+1 hp25(3HD) Space5ft.;BaseAtk+3;CMB+5 Meleemwklongsword+7(1d8+2/1920)or Meleedagger+5(1d4+2/1920) AtkOptionsPowerAttack CombatGear4potionsofcurelightwounds AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8 FeatsPowerAttack,ToughnessB,WeaponFocus(longsword) SkillsasaboveplusHandleAnimal+3,Profession(soldier)+5 LanguagesCommon Gearasaboveplus20bolts,backpack,1trailration,waterflask, pouch,2d6sp THUNDERER(WARHORSE) CR2(XP600) Large and powerfully muscled, this warhorse has a dappled, darkbrowncoatandwearshidebarding. NLargeanimal Init +4; Senses lowlight vision, scent; Perception +8, Sense Motive+3 Speed35ft.,basespeed50ft.;Run ACP3;Acrobatics+1(+5jumping) AC17,touch13,flatfooted15;CMD21(25vs.trip) (1size,+2Dex,+4armour[hidebarding],+2natural) Fort+8,Ref+7,Will+3 hp19(2HD) Space10ft.;BaseAtk+1;CMB+7 Meleebite+5(1d4+5)and Melee2hooves2(1d6+1) AbilitiesStr20,Dex18,Con21,Int6,Wis17,Cha11 FeatsEndurance,RunB Gearasaboveplusbitandbridle,militarysaddle
protection and is the consummate professional soldier. Long content to sacrifice her personal happiness for her career, Caja is lonely and craves the love of a strong, independentman. Mannerisms: When selfconscious, Kaja rubs her brokennoseasiftryingtosmoothit. Distinguishing Features: Caja nose has clearly been brokenmanytimes. Hooks:CajatakesalikingtoawarriorPCs.Whilesheis notobviousinherinterest,shetakesthetimetofindout the PCs names and other details. She carries a torch for thePCandwillhelphiminthefuture.
opportunity. Yestin is always out for himself and actively solicitsbribesandgifts TamsynDobel:Drawntoasoldierslifethroughalove ofdanger,Tamsynchaffsatinactivityandhasareputation asadaredevilincombat.Quickwithherfists,butequally quick to forget, Her fellows alternatively love and loath Tamsyn.Shedoesnotshirkfrombattleandalwaysaidsa downedcomrade.
MEN-AT-ARMS
By and large, the menatarms are loyal, motivated membersofLordLochersguard.Thenotesbelowpresent abriefdescriptionofeachindividual. Cador Odgers: A failed bard, Cador has a terrible singing voice. Oblivious to this, Cador sings at every opportunity.Sostarvedofappreciationishe,anypositive comment or applause causes him to launch into an interminableroundofsongs. Geren Kersey: Dull and unimaginative, Geren is an adequate warrior. Oblivious to the various personality clashesintheunit,hefollowsCajasorderstotheletter. Gerenhasadeepknowledgeofheraldryandhecanspeak for some time on the subject. Due to his low monotone delivery,suchconversationsareskullcrushinglyboring. Howel Faull: A boisterous, bald middleaged warrior, Howel is friendly and open. He takes to any task with enthusiasm and determination. This attitude annoys KevernandYestinwhoseehimasasergeantspet. Kevern Boden: Kevern is ambitious, seeking advancement at every opportunity. He resents Howel seeing in him a future rival for the rank of sergeant. Kevern is from extremely humble stock his mother abandonedhimwhenhewasyoungandsincethenhehas vowedtoneverbereliantonanotherperson. Margh Boden: Cheerful, but nervous Margh is newly entered into the Lochers service. Keen to impress Caja (he has a crush) he puts himself in a position of danger (particularlyifthesergeantisinperil). Yestin Crago: Cynical and nearing retirement, Yestin hates Howel seeing him as an officers toady. He takes great delight in belittling and insulting Howel at every
HOOKS
Thepatrolcouldbeonaroutinesweepoftheareaorbe tasked with a specific mission. Missions could involve searchingformaraudersorspies,carryingaproclamation toeveryvillageortheycouldevenhavebeendespatched to find the PCs. If they are searching for the PCs, it is certain that someone in authority perhaps Lord Locher oroneofhisclosefamilydesiretospeakwiththemon animportantmatter.
ALTERNATIVE ENCOUNTERS
TheGMcanusethesecharactersinanumberofdifferentways. Obviously, the characters could be exactly what they say they are warriors loyal to Lord Locher but they could also have otheragendas. They could be bandits who have taken a defeated patrols equipmentsothattheycanextorttollsfromgullibletravellers, surpriseloneindividualsorsimplymoveaboutwithoutarousing suspicion. In this situation, any PC making a DC 20 Perception check notices that the patrols armour seems illfitting and in need of repair. PCs speaking with any of the warriors and makingaDC20SenseMotivecheckgetahunchthatsomething iswrong. Alternatively, one of the menatarms could be a spy for oneofthePCsenemiesorforsomeonewhowishestheLonely Coast ill. The spy is being coerced (one of his family has been kidnapped) into providing information and is not very good at concealing his interest in the PCs. If they confront the spy, he confessesallandbegsthemforaid. Finally, if the PCs find themselves outmatched in another encounter, the GM can determine that the patrol hears the soundofbattleandhurriestoinvestigate.
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COMPANY
OF THE
GREEN CLOAKS
Ifafightgoesbadly,theyretreattofightanotherday.
EL3;XP800 Dozens of adventuring bands wander the tracks and bywaysoftheLonelyCoastinsearchofadventure.Many suchgroupsarealtruistic,pursuingtheirdangerfilledlives to protect those unable to protect themselves. Others seek glory and gold or worktoward otherdark schemes. Currently, the Company of the Green Cloaks seek glory andgoldbuttheycouldbecomeareoccurringfeatureina campaignasthePCsallies,rivalsorenemies.
KILDETH WHURGYTH
Background: Sister to Torthic, Kildeth is his older sister andanaccomplishedlocksmithfromanearlyage. Personality:Kildethishardheartedandpossessesthe normal dwarven lusts for previous metals and beer. A suspiciousperson,shetrustsonlyherbrothercompletely. Adesireforwealthhaspropelledherintothecompany. Mannerisms:Kildethisadeptatholdingstill,whennot actively doing something she is able to remain virtually motionlessforlongperiods. Distinguishing Features: Kildeth has a birthmark resemblingashootingstaronherleftshoulder.
TACTICS
Loyal to one another, the adventurers aid each other in combat and fight intelligently. Torthic wades into battle, attempting to kill the toughestlooking opponent while Kildeth and Madern target any obvious spellcasters with ranged attacks. Caelthar manoeuvres to target as many foesaspossiblewithcolourspray.
TORTHIC WHURGYTH
Background:Kildethsyoungerbrother,Torthicgrewupin Kildeths shadow. A stalwart member of his clanholds militia,Torthichascomeadventuringtoprotecthissister. Personality: Torthic is a stickler for details and he abides by the letter of any agreement. Weaponry fascinates Torthic and he maintains a collection of fine axes and hammers in Wolverton. He is energetic and
KILDETHWHURGYTH CR1/2(XP200) Dark of hair with black eyes, this short, stocky female dwarf moveswithsurprisinggrace. Femaledwarfrogue1 NMediumhumanoid Init+6;Sensesdarkvision60ft.;Perception+4(+5vs.traps,+6 vs. unusual stonework, +7 vs. stonework traps; stonecunning,trapfinding),SenseMotive+0 Speed20ft. ACP1;Acrobatics+5(+1jumping),Climb+5,Stealth+5 AC 15, touch 12, flatfooted 13; CMD 14 (+18 vs. bull rush or trip);+4vs.gianttypecreatures (+2Dex,+2armour[leather],+1shield[buckler]) Fort +2 (+4 against poison), Ref +4, Will +0; +2 vs. spells and spelllikeabilities hp11(1HD) Space5ft.;BaseAtk+0;CMB+2 Meleeshortsword+2(1d6+2/1920) Rangedlightcrossbow(range80ft.)+2(1d8/1920) Atk Options +1 on attack rolls vs. orc and goblintype foes, sneakattack+1d6 AbilitiesStr14,Dex15,Con15,Int12,Wis10,Cha10 SQweaponfamiliarity(dwarven) FeatsImprovedInitiative SkillsasaboveplusAppraise+5(+7tovaluenonmagicalmetal and gemstones), Disable Device +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Sleight of Hand +5 LanguagesCommon,Dwarven,Goblin Gear as above plus 20 bolts, backpack, thieves tools, 1 trail ration,1waterskin,tinderbox,9sp,1gp
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TORTHICWHURGYTH CR1/2(XP200) Wide and heavily muscled this dwarfs thick black beard is elaborately plaited. Black, glittering eyes regard you from beneaththick,bushyeyebrows. Maledwarffighter1 LNMediumhumanoid Init +1; Senses darkvision 60 ft.; Perception +2(+2 more vs. unusualstonework;stonecunning),SenseMotive+2 Speed20ft. ACP6;Acrobatics5(9jumping),Climb+0 AC18,touch11,flatfooted17;CMD14(+18morevs.bullrush ortrip);+4vs.gianttypecreatures (+1Dex,+5armour[scalemail],+2shield[heavysteel]) Fort +5 (+7 against poison), Ref +1, Will +2 ; +2 vs. spells and spelllikeabilities hp17(1HD) Space5ft.;BaseAtk+1;CMB+3 Meleedwarvenwaraxe+4(1d10+2/x3) Rangedheavycrossbow(range120ft.)+2(1d10/1920) AtkOptions+1onattackrollsvs.orcandgoblintypefoes AbilitiesStr15,Dex13,Con16,Int10,Wis14,Cha6 SQweaponfamiliarity(dwarven) FeatsToughness,WeaponFocus(dwarvenwaraxe) Skills as above plus Appraise +0(+2 to value nonmagical metal andgemstones),Knowledge(engineering)+4 LanguagesCommon,Dwarven Gear as above plus 10 bolts, backpack, sack, 2 trail rations, 1 waterskin,15sp
foolhardyinbattle. Mannerisms: When thinking, he strokes or idly plaits hisbeard.Whenhefrowns,hisbushyeyebrowsmergeto formanimpressiveunibrow. Distinguishing Features: Torthic has a birthmark resemblingashootingstaronhisleftshoulder.
theyarethemostimportantpersonintheworld. Distinguishing Features: Caelthars ears are strangely shrunken (a legacy of his heritage); he uses his hair to concealthem.
MADERN WEARNE
Background: The bastard of an elven maiden and a swaggering human sellsword, Madern endured a miserablechildhoodinWolverton.Assoonashewasold enoughtodoso,heabandonedhismother. Personality:Angryandaggressive,Madernisoftenat oddswiththiscompanions.Heisimpulsiveandgetsinto situationswithoutconsideringtheconcequences. Mannerisms: When arguing (which is often) Madern shoutsloudlyandwildlygesticulateswithhishands. Distinguishing Features: From his appearance, it seemsthatMadernshairhasneverbeenwashed(orcut).
CAELTHAR TIAKASH
Background: Young for an elf, Caelthar has left his woodlandhometosearchforthesourceofhispowers. Personality: Intense and fascinated by magic and the undead, Caelthar is a very focused individual. He enjoys usinghischarmandgoodlookstobendpeopletohiswill. Likeapetulantchild,hegetsangryandupsetifhedoesnt gethisownway.Beinglinkedtotheundeadworrieshim; hefearsthatanancestorwillingembracedlivingdeath. Mannerisms: Caelthar has a way of concentrating his attention on someone that makes that person feel like
CAELTHARTIAKASH CR1/2(XP200) This tall and slender elfs hair is a deep golden colour and tumblesoverhisshoulders.Hisageisunguessable. Maleelfsorcerer(undead)1 CNMediumhumanoid Init+3;Senseslowlightvision;Perception+3,SenseMotive+1 Speed30ft. ACP0 AC13,touch13,flatfooted10;CMD13 (+3Dex) Immunesleep Fort+0,Ref+3,Will+3;+2vs.enchantments hp6(1HD) Space5ft.;BaseAtk+0;CMB+0 Meleerapier+0(1d8/1820)or Meleegravetouch(Sp;5/day)+0(shaken[1round]) Rangedshortbow(range60ft.)+3(1d6/x3) SpecialActionsbloodlinearcana Bloodline Arcana Corporeal undead are treated as humanoids inregardstoCaeltharsmindaffectingspells. Sorcerer Spells Known (CL 1st; concentration +3, spell penetration+3) 1st(4/day)colourspray(DC14),magearmour 0acidsplash(+3rangedtouch),dancinglights,detectmagic, message AbilitiesStr10,Dex16,Con11,Int10,Wis12,Cha15 SQelvenweaponfamiliarity B FeatsEschewMaterials ,SpellFocus(illusion) Skills as above plus Knowledge (arcana) +4, Knowledge (religion)+4,Spellcraft+4(+6toidentifymagicitems) LanguagesCommon,Elven Gear as above plus 20 arrows, backpack, belt pouch, spell componentpouch,2gp
CR1/2(XP200) Of medium build, this warriors bearded countenance is perpetually fixed in a scowl. His unkempt and bedraggled dark brown hair almost completely covers his long, elven ears. Malehalfelffighter1 CNMediumhumanoid(elf,human) Init+3;Senseslowlightvision;Perception+6,SenseMotive+1 Speed30ft. ACP2;Climb+4 AC17,touch13,flatfooted14;CMD16 (+3Dex,+3armour[studdedleather],+1shield[buckler]) Immunesleep Fort+4,Ref+3,Will+1;+2vs.enchantments hp13(1HD) Space5ft.;BaseAtk+1;CMB+3 Meleelongsword+3(1d8+2/1920) Rangedlongbow(range100ft.)+4(1d8/x3) AtkOptionsPointBlankShot,PreciseShot AbilitiesStr13,Dex17,Con14,Int10,Wis12,Cha8 SQmultitalented B B FeatsPointBlankShot ,PreciseShot,SkillFocus(Perception) SkillsasaboveplusProfession(bowyer/fletcher)+5 LanguagesCommon,Elven Gearasaboveplus20arrows,backpack,bedroll,1trailrations, 1waterskin,8sp,2gp
M A D E R N W E A R N E
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RETRIBUTION
APathfinderRoleplayingGameadventurebyCreightonBroadhurstforfour1stlevelPCs Inthefrozendepthsofwinter,murderouswindsmercilesslybatterthecrumblingPriory of Cymer. Within, trapped by their duty and the heaped snowdrifts that render travel nearimpossible,thefewremainingfaithfulhuddletogetherandtendthesacredplacesof theirforbearers.Withtheweatherworsening,nervesfrayandtemperssnapasthewind howlsitsmournfuldirgefortheforgottendeadofafallentime.Buttheworstisyetto come. One of those trapped within holds a murderous grudge that only blood can expunge,andasthestormreachesitssavageheightterriblerevengeiswroughtamidthe frigidhallsandfadedgloriesofabygoneage. Learnmoreatwww.ragingswan.com
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