Savage Pathfinder - Hollow's Last Hope (SWADE) (v1) (2021)

November 11, 2022 | Author: Anonymous | Category: N/A
Share Embed Donate


Short Description

Download Savage Pathfinder - Hollow's Last Hope (SWADE) (v1) (2021)...

Description

 

HOLLOW’S LAST L ST HOPE WWW.PEGINC.COM ©2021, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo, Pathnder, and the Pathnder logo are registered trademarks of Paizo Inc.; the Pathnder P logo, Pathnder Adventure Path, Pathnder Pathnder Roleplaying Game, and Pathnder Lost Omens are trademarks of Paizo Inc. Used under license. Savage Worlds, all unique logos, and the Pinnacle logo are ©2021 Pinnacle Entertainment Group. Inc.

 

CREDITS HOLLOW’S HOLLO W’S LAST HOPE: DESIGN: Jason Bulmahn, F. Wesley Schneider DEVELOPMENT AND EDITING: Jason Bulmahn, Mike McArtor, Jeremy Walker COVER ARTIST: UDON with Joe Ng

and Espen Grundetjern

 INTERIOR AR ARTIST: TIST: UDON with Joe Ng and Espen Grundetjern, Vincent Dutrai Dutraitt CARTOGRAPHER: Christopher West, Robert Lazzarei SENIOR AR ART T DIRECT DI RECTOR: OR: Sean Glenn PATHF THFIND INDER ER FOR SA SAV VAGE WORL WORLDS: DS: CONVERSION BY LAYOUT LAYOUT BY

Christopher S. Warner

Karl Keesler and Christopher S. Warner

PATHFI THFINDER NDER FOR SA SAV VAGE WORLDS WORLDS DEVEL DEVELOPMEN OPMENT T TEAM: Christopher

S. Warner, Karl Keesler, Michael Barbeau, Donald Schepis, Jessica Rogers, Simon Lucas, Shane Hensley PINNA ACLE PLAYTES PLAYTESTERS TERS & PROOFERS: PROOFERS : Christopher S. Warner, Michael Barbeau, Donald PINN

Schepis, Simon Lucas, Shane Hensley, Jessica Rogers, Meghan Caves SAVAGE WORLDS CREATED BY Shane Lacy Hensley PRODUCTION: Simon Lucas, Alexander Hau, Ryan Lee LOGISTICS: Jodi Black,

Christine Lapp, Chelsea Kramer, Jim Searcy

PAIZO LICENSING TEAM:  PRESIDENT DENT,, PAIZO PAIZO INC. :  Je Alvarez PRESI CREA ATIVE OFFICER, OFFI CER, PUBLISHER:  Erik Mona CHIEF CRE VICE PRESIDENT OF MARKETING & LICENSING:  Jim Butler DIRECTOR OF LICENSING: John Feil DIRECTOR OF BRAND BR AND STRA ST RATEGY TEGY:: Mark Moreland DIRECTOR OF VISUAL DESIGN:  Sarah Robinson DIRECTOR CREATIVE TIVE DIRECTOR: James Jacobs CREA CREATIVE CREATIVE DIRECTOR: Robert G. McCreary MARKETING AND MEDIA MANA MANAGER: GER: Aaron Shanks MARKE MARKETING TING COORDINA COORDINATOR: TOR: Leah Beckelman

T S W      O G L     . F   S W    SW SWAG AG      ACE L,   ../. Product Identity: The following items are hereby identied as Product Identity, as dened in the Open Game License version 1.0a, Section 1(e), and are not Open Content: The Savage Worlds game system, all trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), content of this Pinnacle Entertainment game product are Open Game Content, as dened in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without wrien permission.

HOLLOW’S LAST HOPE

 

 INTRODUCTION  INTR ODUCTION For the Game Master  Hollow’s Last Hope   is a wilderness and

dungeon designed four Novice charactersadventure for Pathnder® forfor for    Savage Worlds. Worlds. Heroes who successfully complete this adventure will achieve achi eve their rst Advance by its conclusion. This tale combines wilderness exploration through the Darkmoon Vale with dungeon delving in the surface ruins of an ancient dwarven monastery. Since time is a factor in the plot, Game Masters (GMs) should familiarize themselves with the rules for Travel Travel   (see Savage Pathfinder) Pathfinder) before  beginning.

Adventure Background Background In the past week, numerous residents of Falcon’s Hollow have fallen ill, each suering from the same hacking affliction. Local remedies prove as useless as prayers at the Church of Iomedae, goddess of valor, justice, and honor. The wheezing death has already claimed at least one town elder Fortunately for Falcon’s Hollow, a canny local herbalist named Laurel traced the source of the malady to Brookman’s Well, a small spring on the edge of town, and a rare fungus calledthe blackscour. By banninghopes the use of the spring, town constabulary to prevent further infection, but such measures oer lile respite to those already aicted.

While Laurel has attempted numerous treatments, she‘s failed to nd a cure for the disease. She lacks the reagents to brew one last unusual medicine. All the necessary elements can be found within nearby Darkmoon Vale, but so far none of the locals have dared into are the found. wooded reaches where thoseventure ingredients Enter the Pathnde Pathnders! rs!

3

   

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

4

Falcon’s Hollow Environs

 

Adventure Summary Charged by Laurel the herbalist to cure the aicted town, the characters venture into Darkmoon Vale to secure the ingredients required to cure Falcon’s Hollow of the  blackscour taint. Along their path, the heroes encounter numerous forest denizens, hints of growing dangers within the woodlands, and the ruins of a dilapidated dwarven holding— now the wild domain of a cunning and ferocious beast.

Perched at the edge of civilized lands, the small town of Falcon’s Hollow has always al ways had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common  folk for every last copper, deaf to their pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders don’t know how to stop it.

 The Town Town of Falcon’s Falcon’s Hollow Hollow

A rough community wholly owned by the local Lumber Consortium, Falcon’s Hollow rests on the edge of Darkmoon Vale. The Any number of events might draw the heroes town is a blunt, sawdust-choked stop on a to the small trade town of Falcon’s Hollow. winding trade route. Merchant caravans regularly travel here from Home to fewer than 1,500 humans and points abroad, trading for the rare darkwood a smattering of other races, most of the that grows so abundantly in Darkmoon Vale. townsfolk care only for the paltry coins With the caravans come exotic individuals as paid for their backbreaking work—and work —and guards or paying travelers. what simple comforts they can buy. A few For a quick start, the GM can decide the understand that what’s bad for one is bad heroes are new members of the Pathnder for all, and so the community thrives on a Society, either on their rst mission after tenacious mix of greed, debauchery, and self-reliance.. completing training or performing their stubborn self-reliance Conrmation (their nal test). In both cases,   TOWN TYPE: Lumber Consortium the adventurers know something about each    NATION: Andoran other and begin with a common goal.   POPULATION: 1,400 Characters might also be long-time residents of Falcon’s Hollow—adventurous   TYPE: Isolated town (human 94%, haling 3%, half-elf 1%, elf 1%, other 1%) souls seeking excitement and opportunity  beyond the town’s lumber mills and pey   AUTHORITIES: intrigues. Local residents probably know one •  Gavel Thuldrin Kreed:  Kreed:   The leader another as friends or relations, or they might (Gavel) of the Lumber Consortium. encounter each other as they’re individually

I    N T  R   O D  U  C  T  I    O  N

Starting St arting the Adventure

drawn to seek a cure for the town’s aiction (likely either in line at Laurel’s Roots and Remedies herbalism store). If the party needs encouragement to get involved in the plot of the adventure, a friend, relative, or possibly one of the heroes themselves might come down with  blackscourr taint. Both herbalist Laurel and  blackscou Sheri Baleson put out calls for assistance, which can lead the heroes to learn of Laurel’s more unusual cure. When you’re ready to begin the adventure, read or paraphrase the following to the players.

Kreed is an evil about prot thanhuman people.who cares more • Magistrate Vamros Harg:  Harg:   A neutral haling, Harg is the local Magistrate-Elect Magistrate-Elect.. •  Sheriff Deldrin Baleson:  Baleson:   A half-elf who usually remains neutral in political aairs; Baleson serves as the Sheri of Darkmoon Vale. Teedum:  The •  Boss Payden “Pay Day” Teedum:  Overboss of the consortium, Teedum puts prot rst but usually treats employees in an equal manner. Cirthana: The local cleric, a Novice •  Lady Cirthana: The priestess of Iomedae who hopes to nd a cure for the town’s illness, though she has no ability to do so on her own.

5

 

    R  The affliction     E At the start of this adventure, several dozen     D people in Falcon’s Hollow have contracted a     N     I fungal disease called blackscour taint. While     F     H the malady isn’t exceptionally deadly, poor     T conditions and a general lack of supplies mean     A that many of the sick sick— — especially the elderly     P     E and young—face mortal consequences.     G Slowly deteriorating, most of the aicted can hang on for several more days, but the     A     V     A weakest have already succumbed to the     S disease, with their number growing daily. Blackscour taint is a lethal ingested disease with an incubation period of 1d3 days. After incubation, the infected person makes a Vigor roll at –2. Failure means infection, with a level of Fatigue that persists for two days. Those infected develop a hacking cough, which turns bloody as the disease progresses. Every

Forest Fauna 

two days thereafter, the character makes another Vigor roll at –2. Failure means the infected person takes a Wound. With success, the character’s immune system beats the disease but remains Fatigued for a day. With a raise, the character also eliminates a level of Fatigue. Successful Healing rolls (at –2), along with common medicines, treat the symptoms but can’t cure the aiction. The healing healing   power can cure the disease with the Neutralize Poison and Disease modier. If one of the characters has that ability, she can cure some of the townsfolk, but having it once doesn’t provide immunity so they will eventually get sick again. The mission to nd a cure remains important. After the rst day of the adventure, 1d4 townsfolk die from blackscour taint every 24 hours until a total of forty villagers perish. If the heroes have acquaintances or loved ones afflicted by blackscour taint (and who lack full statistics), roll 4d10 for each noteworthy relation. If the adventurers do not return to town with a cure for the disease  by the time the death toll reaches the number rolled for each hero’s relation, the specied kin dies. If the characters take up the search for a cure but fail to return to Falcon’s Hollow  before more than 20 perish, they are widely shunned and blamed for the deaths. This decreases the base aitude of everyo everyone ne in the region to Unfriendly.

Continuing the Adventure This adventure provides a stand-alone introduction to Pathnder for Savage Worlds. Worlds. The original tale stood on its own and oered the option to use Hollow’s Last Hope as a prequel to a dierent adventure. The dwarven monastery basement gave access to a hidden kobold lair and The Crown of the Kobold King  King  adventure. In this version, the basement is simply a ruined chamber. Of course the GM can easily purchase the original sequel directly from Paizo and convert ituptothat Savage Pathnder Pathnder if  ifand she leading wishes, opening pathway again her party down into deeper danger!

6

 

PART ONE

AN ELUSIVE ANTIDOTE Falcon’s Hollow has few clerics, and only Lady Cirthana (a Good cleric of Iomedae) shows any competence in stopping the illness. All of her aempts to cure the sick have failed. As a result, most of the populace has turned turn ed to the local herbalist, a tough woman named Laurel (a Good-aligned human), whose income stems as much from her sale of snake oils and aphrodisiacs as from questionable cure-alls and bier teas. As quick to suggest expensive remedies remedies as she is to remind angry  buyers that she isn’t, isn’ t, in fact, fact , a phys physicia ician, n, Laurel does her best to help those who come to her in need. Her tight income, need to survive, and her pride prevent her from admiing failure. In treating the blackscour taint, as in most cases, Laurel has turned for aid to her dead grandmother’s tome of recipes, cures, and knowledge. Although the book contains no actual spells, it holds the rooted wisdom of generations of Laurel’s family, including the teachings of the Witch of Darkmoon Vale, Ulizmila, from whom Laurel’s grandmother learned in exchange for her sight. There’s one last treatment from the cultic appendices of the tome—scribed by a hand Laurel doesn’t recognize. The herbalist has yet to try it as she lacks three of the most important ingredients. For now, she would rather do what she can for the sick with what she knows than chase a fanciful salvation. How the heroes come to entreat Laurel for aid is largely up to the GM. A successful

Common Knowledge roll or merely inquiring with any of the families of the aicted reveals that Laurel is aiding the families of the sick as best she can—although her prescriptions are lile more than bed rest and a pungent  black urdroot tea. Nearly anyone in town can direct the characters to Laurel’s shop, the unmistakably named Roots and Remedies. The line stemming from Laurel’s shop makes a useful rst-time meeting place for unacquainted heroes.

Roots and Remedies Creeping ivy and full window boxes cover the  façade of the rugged-lo rugged-looking, oking, two-story two-stor y sho shopp bearing the faded sign “Roots and Remedies.”  A li line ne of twenty twe nty-so -some me so sombe mberr townsf tow nsfol olk— k— some with pale, wheezing children, others  precipitousl  precip itouslyy near tears—stretc tears— stretches hes from the open door. Laurel’s shop has been besieged since the outbreak of blackscour taint, by the aicted and their families and hypochondriacs of all stripes. While the herbalist tries to help those with legitimate concerns as best she can, she has no qualms in selling the deluded her most expensive balms—she believes providing hope might help in cases where there is none otherwise. Unless the heroes aempt to bypass the line—an act that might touch o a small, riot—it takes nearly an hour to reach the

7

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

door of Roots and Remedies. Once inside, the cluer and disrepair of the shop shows the recent trac. Laurel visibly overworks herself at the store’s rear, brewing remedies for the ill while dealing with customers at the same time. The smell of burnt earth and spicy incense chokes the air of the cramped, mud-tracked shop. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane  purposes.  purpose s. Pouches of rare plants, jars of colored  glass, and all manner of dried, preserved, and  jellied animal parts parts ll high shelv shelves es and tables doing double duty as displays and workspaces. In the shop’s rear, a rail-thin woman with severe-looking spectacles and hair pulled back tightly busies herself between an overpacked rack of herbs, a table covered in stray powders and measuring equipment, and a pot loudly bubbling over with thick gray froth. Over the din of her work and without looking up, the woman impatiently shouts, “And what’s  your problem? problem?”” The heroes are free to converse with Laurel as they please. She can tell them anything they need to know about the blackscour outbreak. For example, how many people are aicted, and— and — espec especiall ially y — how it’s no nott her job tto o treat

every cut and scabbed knee the daft people peop le of Falcon’s Hollow come crying to her about. Initially dismissive if the characters don’t present themselves as customers or capable assistants, she eventually comes around. She tells the newcomers what she knows about the taint. Even if the heroes seem honestly willing to help, she might not think to mention the untried medicine until the characters are about to walk out the door, calling them back at the last moment. •  Laurel: Laurel:   The town herbalist (use the Townsfolk prole in Savage Pathnder). Pathnder).

Here’s what Laurel knows and the questions she’s likely to be asked:

What is blackscour? “Just a fungus that’s not good for anything. Hard, bier, and sharp, it likes the water and  gets you sick if you drink it. Never heard of it  growing  grow ing around around these these part parts, s, though, though, unti untill now.” now.”

What is blackscour taint? “It’s a sickness, almost like any other, but you  get the mold growing in you. you . It takes root in  your chest and belly and is damned determin determined ed to stay there. Your Your body near turns itself iinside nside out trying to hack the stu up, but all that does is cuts your guts up… bad.”

How many townsfolk have blackscour taint? “More than thirty, though at least three times that think they have it.”

 Is there any cure? “Not around here. I can ease the symptoms but I can’t cure it.”

 There’s another another medicine? “My grandmother’s book has a brew in it that says its good for this kind of thing. A weird concoction that sounds more like hoojoo than real medicine.”

What’s Wha t’s in this medicine? “Some rare roots and concentrations, most of which I have here, but there are three I don’t.

8

 

Elderwood moss, which I’ve never heard of, but  granny said ggrows rows on th thee olde oldest st ttree ree in a fore forest. st.  A specially pickled root called rat’s tail, again, sounds like hoojoo to me. And seven ironbloom mushrooms, stunty lile things that only grow in dark places thick with metal, a favorite among dwarves, or so I hear.”

Do you know where we could find these ingredients? “Well, for the elderwood moss, there’s goa be aan “Well, n oldest tree in the vale. Damned if I know where it is, though. The rat’s tail and mushrooms are even longer shots. Way north, toward the mountains mountains,, people say there used to be a bunch of dwarves. They’re not there anymore, but I’ I’dd bet their forges are. If  you can nd nd ironbloom aanywher nywheree around hhere, ere, that’dd be your best bet. that’  As for the rat’ rat’ss tail tail,, who know knows? s? Well, act actually ually,, Ulizmila, the witch that lives li ves deep in the woods might. a crafty,She mean thingeven thathave knows all sorts ofShe’s strangeness. might some, but I doubt it’d come cheap. My grandmother traded her sight to the old crone for a few pages of what she knew and that was years and years back. I don’t know a soul who got any nicer as they got older, do you? I can’t tell you how to get to those places, but  Milon  Milo n Rhoddam Rhodda m at the Lumber Lumbe r Conso Consortium rtium Camp might be able to. They know every inch of those woods”

How much time do we have to get the ingredients?

“None! Folks are dying every day! All we can do now is treat who we can and hope to save the  gravedigger  grave digger some work.”

Can you pay us for finding these ingredients? “Pay you!? I’ll I’ll pay yo you u in…! “Well, “W ell, I suppose I’m not doing all this for free f ree either. How about this, you come back with everything I need to brew the medicine and I’ll cut you thirty gold each. Fair?”

Mapping the Vale At some point, the adventurers need to determine where in Darkmoon Vale to search for the ingredients to create Laurel’s cure. Ulizmila’s hut, the oldest tree in the vale, and the dwarven ruins are the hero’s greatest leads. Characters familiar familiar with the area can make Academics or Occult rolls to know where these sites lie. MAPPING THE VALE LOCATION

SKILL ROLL

Dwarven Monastery

Academics:   With success, the Academics:  hero knows the monastery is located roughly 15 miles from the river’s fork, between the Crags and the north side of the vale. With a raise, she knows the exact location.

A  N E   U L   S  I    V E  A  N T  I   D  O T  E 

Academics or Occult:  Occult:   Success reveals the eldest tree is thought Eldest Tree

Ulizmila’s Hut

to bethe roughly 10 miles northwest of Lumber Consortium, across the lake. With a raise, he knows the exact location. Occult:   The hero knows the Occult:  crone’s hut is located roughly 20 miles north of Falcon’s Hollow. With a raise, she knows the exact location.

Concluding Part One Laurel has never set foot beyond the fringes of Darkmoon Vale and honestly has no idea how get to the locations she mentions. Theto characters can follow their own information learned with skill rolls in Mapping the Vale,  Vale,  or they can go to the Lumber Consortium Camp (page ( page 12 12)) and ask for help from Milon Roddham as Laurel suggested. He is the most experienced woodsman in the camp.

Laurel can be bargained up to 40 gp each with a successful Persuasion roll (50 gp with a raise).

9

PART TWO

 

DARKMOON VALE The heroes must plot their journey to and through Darkmoon Vale, choosing their path as they see t. Unless a character rolls a success on one of the skill rolls from Mapping 9), they must make a stop the Vale  Vale  (page 9), at the Lumber Consortium’s main camp to learn about the vale. The entire journey, from Falcon’s Hollow to the lumber camp to various forest locations and on to the old dwarve dwarven n ruins, is just over 35 miles in total distance. Assuming the group moves at normal Pace, the trek likely takes three days, plus any time spent exploring or days spent resting (see Travel Travel   in Savage Pathnder). Pathnder). This time increases by another day or so if anyone in the group has reduced Pace (less than 6). Crossing the water can shorten travel time,  but requires a treacherous long swim or the construction of a raft.

Introduce one or more before or between the leered encounters in Part Two. Tips for when and how to use them are included in each description. See the GM Notes sidebar Notes sidebar on page 31 31 for  for more helpful hints.

Bloodsuckers Use this encounter during the rst day of travel in or near Darkmoon Vale. Ideally, this is the rst combat encounter in the Vale. A group of giant mosquitoes spies the party and race toward a likely meal. The heroes must check for Surprise Surprise (see  (see Savage Pathnder). Pathnder ). The mosquitoes aempt to sting and drain  blood  blo od fro from m the lea least st arm armore ored d charac ch aracter ter,,

 buzzin g about him to get their maximu  buzzing maximum m Gang Up bonus. The insects can use Desperate Aack (see Aack (see Savage Pathnder) Pathnder) to increase their chances of hiing a target so they drain blood and inict a level of Fatigue. The mosquitos fight until defeated or While the characters explore exp lore the vale, the GM they’ve fed at least once. The bloodsuckers can use a few encounters to set the mood. It’s a aren’t out to Incapacitate the party; they just potentially dangerous forest, where it’s either want a drink. •  Giant Mosquito (two per hero):  hero):   See Dark or Pitch Dark at night, and always Dim prole below. during the day (see Illumination Illumination   in Savage Pathnder). Pathnder ). You You might also want tto o call for an Interlude along the way to give the players a Giant Mosquito

Darkmoon Vale Encounters

chance to get into character (see Interludes Interludes  in Type: Type: Animal  Animal (Neutral) Savage Pathnder). Pathnder). Aributes: Agility d6, Smarts d4 (A), Spirit d6, Aributes: Agility These encounters help the GM establish Strength d4, Vigor d6 how things work in Savage Pathfinder. Pathfinder .

10

 

Skills: Athletics d6, Fighting d6, Notice d6, Skills: Athletics Stealth d8 Pace: 6; Pace:  6; Parry:  Parry: 5;  5; Toughness:  Toughness: 4  4 Edges: — Edges:  — Special Abilities:   Bloodsucker: Bloodsucker:   Anyone hit by a giant mosquito takes a level of Fatigue unless completely covered in armor with a natural  bonus of +3 or more. 

  Darkvision:  The mosquito ignores penalties Darkvision: The

for Illumination up to 10” (20 yards).  Flight: Flight: Pace  Pace 12.   Mindless:  Immune to puppet , , Intimidation, Mindless: Immune and Taunt.   Size –1: Size –1: Size of a human child.

Bad Night’s Sleep Use this encounter on the rst night’s camp. A moorsnake slips into camp and tries to constrict a sleeping character. If the group sets a night watch, give the guard a Notice roll. Success means they spy the moorsnake  before it can constrict. The creature is looking for easy prey, so it slithers o unless the heroes decide to aack. If the party doesn’t set a watch—or the guard fails the Notice roll—the snake grapples the weakest-looking prey (a grapple aempt with The Drop). Successful or not, the sleeper awakes and must make a Fear test. •  Giant Moorsnake: See Moorsnake: See below.

Giant Moorsnake Type: Animal Type:  Animal (Neutral)

these woodsmen into play. They can point the explorers back to the path with slurred speech and somewhat questionable expertise. In their current state, the hunters might oend the heroes in any conversation, or take oense themselves. (3): Use the prole for Soldier • Woodsmen (3): Use in Savage Pathnder. Pathnder.

Glowmold Use this incident the rst time any character asks to make a Notice or Survival roll while traveling in the Vale. Success means they catch a glimpse of something glowing, while a raise means they clearly see glowmold. The GM can also request a Notice roll if nding the mold helps the characters in their quest. A rare, glowing mold covers the undersides of several large rocks deep in the forest. If found, a character who succeeds on a Survival roll can harvest harvest enoug enough h of the m mold old— — without destroying it—to serve as a light source for two days, or four days with a raise.

D A R  K M  O  O  N  V A L  E 

Kobold Shaman Zombie Introduce this encounter at some point after the mosquitoes. This works best if the heroes cross paths with Kolmokmurk before the encounter with Grung Knifetongue (see Bait Bait   on page 12 12). ). Kolmokmurk is the former shaman of the kobolds who once laired near the dwarven monastery. He was exiled after he drank a deadly potion that animated him as a zombie.

d4,d6 Smarts d4 (A), Spirit d8, He now wanders the forest, thoughtless Aributes: Aributes: Agility Strength  Agility d8, Vigor and aimless, aended by Creeper, his rat Skills: Athletics Skills:  Athletics d6, Fighting d6, Notice d10, companion (who now lives in the kobold’s Stealth d8 skull). Kolmokmurk wears a crude wooden Pace: 4; Pace:  4; Parry:  Parry: 5;  5; Toughness:  Toughness: 5  5 sign bearing the word “shaman” in Draconic. Edges: — Edges:  — Some giant mosquitoes are attacking Special Abilities: the kobold when the party nds him. The   Bite: Bite: Str.  Str.  bl oodl  bloo dles esss sh aman am an ig igno nore ress th them em.. The Th e   Constrict:  +2 to Athletics Athletics and Strength rolls Constrict: +2 mosquitoes head toward living prey if the made to grapple. group gets near Kolmokmurk.

Woodsmen Three inexpert and slightly drunk human hunters forest, trapping rabbits and trackingtravel largerthe game. If the heroes get lost or need help to nd their next destination, the GM can bring

P Kolmokmurk: Kolmokmurk: See  See prole on page 12 12.. •  Giant Mosquito (one per hero):  hero): See page See page  

10 .  Normal rat, doesn’t ght. •  10. Creeper: Normal Creeper:

11

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

P Kolmokmurk  Type: Humanoid Druid (Evil) Type: Humanoid Aributes: Agility Aributes:  Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6 Skills: Athletics Skills:  Athletics d6, Common Knowledge d6, Faith d8, Fighting d6, Notice d6, Occult d6, Persuasion Persuasi on d4, Shooting d4, Stealth d6 Pace: 6; Pace:  6; Parry:  Parry: 5;  5; Toughness:  Toughness: 7  7 (1)  Alertness, Druid Edges: Edges: Alertness, Powers:   Bolt  ,, entangle ,  fea Powers:  fearr , havoc , healing. healing.   Power Points: 15 Points: 15 Gear:   Small spear (Str+d4), sling (Range Gear: 4/18/16, Damage Str+d4), light leather tunic (+1). Special Abilities:   Class Abilities:   Arcane Background Abilities:  (Druid), Armor Interference (Light), Nature Bond (Auned), Nature Sense, Sins, Wilderness Wilderne ss Stride.   Size −1: Kobolds −1: Kobolds stand 3’ tall.   Undead: Undead: +2  +2 Toughness; +2 to recover from  being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.   Weakness (Head):  (Head):   Called Shots to a zombie’s head do the usual +4 damage.   Weakness (Ligh (Light): t): When  When in full sunlight, or exposed to bright light, Kobolds suer a –1 penalty to Notice rolls.

 A. Lumber Consortium Camp The Lumber Consortium Camp cuts an ugly scar of stumps into a dense stand of proud darkwood darkwoo d trees. Five sturdy-looking log buildings— seemingly a bunkhouse, meal hall, oce, barn, and smithy—stand with numerous wide carts and sleds amid the sawdust-covered clearing. Owned and operated by the local Lumber Consortium, the camp appears as callous and unrelenting as the men who work it. Visitors without direct business with the camp foreman are typically sent packing by the rst band of surly loggers they encounter. If the heroes come inquiring after the woodsman Milon Rhoddam, their requests are ignored unless they succeed at a Persuasion Persua sion or Intimidate roll (at –2 for either either). ). Characters who ask to speak with the camp foreman, Jarlben Trookshavits, are escorted to his lthy oce, which is thickly decorated

with taxidermies ofsends erce for forest animals.ifThe impatient foreman Rhoddam the heroes succeed at a Persuasi Persuasion on roll or pay the man 5 gp. Milon Rhoddam, a blunt, quiet man, is one of the most experienced wanderers and woodsmen in the region. His nephew has taken ill with blackscour taint. If the characters explain they’re trying to nd reagents to brew a cure, he gladly sketches them a rough map Languages: Common, Languages:  Common, Draconic. of the forest. Assuming they mention all three of their destinations, he marks his best guess for the locations of Ulizmila’s hut, the oldest Graypelt’s Scouts tree in the forest, and the dwarven dwarven ruins. The Introduce this The incident the group GM can share the map on page 4. moves towards Ruinedwhen Monastery. Should more than thirty townsfolk die Two wolves in the service of Graypelt (see h eroes return, Rhoddam’s young page 29) 29) patrol the far reaches of their  before the heroes master’s claimed territory. The incident nephew is among the dead. The canny tracker  begins with the scouts scou ts track tracking ing the party. holds them responsible, possibly seeking Give the Pathnders a Notice roll to spy revenge at a future date. the wolves. If the heroes fail to notice Graypelt’s scouts—or they simply let the scouts go This encounter occurs the first time the without doing anything—the wolves return characters draw near the river or lake, to the monastery to inform their worg master preferably after the group has encountered that there are intruders in the area. This makes Kolmokmurk (see page 12 12). ).

 B. Bait

them alert in Chapter Three and provides some additional reinforcements if needed. •  Wolves (2): See (2): See prole on page 19 19..

12

Characters passing near this area hear an animal’s whimpering a short distance away.

 

Not far from the edge of the forest-shrouded lake, a fox with large ears and bright orange fur lies bleeding, its hindquarters caught fully in the  jaws of a crude iron ttrap. rap. Although the fox has obviously been snared  by a hunter’s cruel trap, the beast’s cries are part of a ploy meant to lure greater prey. The hobgoblin poacher Grung Knifetongue lies in wait, bow ready, in the nearby tree line. He hopes the fox’s cries aract a Darkmoon wolf, one of the giant moorsnakes from the lake, or other curious and weak passersby. The fox lies on the grassy shore of the lake or river, some four yards from the water and roughly 20 yards from the forest. Knifetongue has set up his hiding spot 10” (20 yards) to the northeast of his trap, just within the trees. P Grung Knifetongue: See Knifetongue: See prole below. Swarm: See prole below. •  Razorcrow Swarm: See

P Grung Knifetongue This hobgoblin poacher is somewhat of a loner, although he has raised a horde of ercely loyal razorcrows. Type: Humanoid (Evil) Type: Humanoid Aributes: Agility Aributes:  Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8 Skills: Athletics Skills:  Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6 Pace: 6; Pace:  6; Parry:  Parry: 5;  5; Toughness:  Toughness: 8  8 (2) Hindrances: Ruthless Hindrances:  Ruthless (Minor) Edges:   Dead Shot, Marksman, Trademark Edges: Weapon (Bow) ) Gear: Gear: Hand  Hand(Bow axe (Str+d6), bow (Range 12/24/48, Damage 2d6), 18 arrows, hide armor (+2), small pouch (2 gp, 7sp) tucked away under his armor. Special Abilities:   Darkvision: Darkvision:   Hobgoblins ignore penalties for Illumination up to 10”. Languages: Common, Languages:  Common, Goblin.

Razorcrow Swarm These black feathered birds of prey are common to the Vale. Grung’s swarm takes up a Medium Blast Template. The razorcrows aren’t intelligent enough to do anything but move and bite or claw and shouldn’t take Multi-Actions, make Tests, etc.

Type: Animal (Neutral) Type: Animal Attributes:   Agility d10, Smarts d4 (A), Attributes: Spirit d12, Strength d8, Vigor d10 Skills: Notice Skills:  Notice d6 Pace: 10; Pace:  10; Parry:  Parry: 4;  4; Toughness:  Toughness: 7  7 Special Abilities:   Bite/Claws: Bite/Claws:   This swarm inflicts dozens of bites or claws every round, hitting automatically (unless Shaken) and causing 2d6 damage to everyone in template at the end of its turn. Damage is applied to the least armored location (victims in completely sealed suits, such as full plate mail with an enclosed helmet, are immune).   Buet: Buet: The  The fury of the razorcrow swarm makes anyone in the template Distracted.   Split: Split: The  The swarm splits into two Small Blast Template swarms when Wounded. One Wound destroys a Small swarm.   Swarm: Swarm: +2  +2 to recover from being Shaken, Parry +2. Swarms are composed of many small creatures, so cuing and piercing weapons do no real damage. Area eect weapons work normally, and a character can stomp to inict his damage in Strength each round. The swarm may be foiled by total immersion in water.

D A R  K M  O  O  N  V A L  E 

 T  Tactics actics Grung hides in a tree about 10 feet up, and roughly 20 yards away from the tree line. If he perceives a weak group, he shoots anyone who looks like a healer then commands his razorcrow swarm to aack. If Grung decides the party is a threat, he stays out of sight unless they show any intent to spoil his trap—or if they spot him. In either case, the poacher calls out to start a conversation, asking the strangers to leave his  bait alone. If they agree— and ask for help help— — he can direct them to the Forest Elder. Grung uses a bow instead of javelins. He res every round from his covered position (–2 Cover penalty) while the swarm aacks. If Grung is Wounded, or if the th e heroes move towards him aggressively, he leaps from his perch and aempts to ee.

Aftermath

Adventurers can free the fox from the trap with a success on a Strength roll. The pitiful animal puts up no resistance.

13

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

The fox is a Darkmoon refoot, a species

the Eagle of the First Way, himself. The

of fennec unique this region Forest Fauna Fauna    sidebar ontopage 66). ). The(see refoot is  badly injured, its hindquarte hindquarters rs slashed by the hobgoblin’s trap. If left alone, it dies. The party can nurse the fennec back to health with a successful Healing roll and a week of care (or three days with a raise). The  power cures the creature immediately. healing power healing If the character desires, the fox remains with him after it recovers.

druids who oncewas guarded thefrom forestwhich claimed this darkwood the root all Darkmoon grew. The clearing is roughly ovular, 30” (60 yards) from north to south and 20” across (40 yards) from west to east. The elder darkwood has a trunk 5” (10 yards) in diameter, with low, easy to climb branches extending from the trunk in every direction. Despite its serene nature, the glade is not without danger. A stealthy taylwrym lurks in the elder tree, waiting to ambush anyone who approaches.

Forest Elder   C.  The Forest The trees and thickinbrush of the fo rest give way,dense seemingly parting respect for forest the titanic darkwood tree that dominates the clearing. Several times taller than a temple minaret, in one direction the obviously ancient tree reaches into the sky with branches like a giant’s arms, while in the other it plumbs the earth ear th with roots thicker than a man’s waist. Its limbs are broad and strong, its bark thick and so richly colored as to almost be black, and its leaves the size of bucklers, the giant thing is less a tree and more a cathedral of boughs and branches. This elder darkwood tree is the most ancient of its kind Darkmoon Some say the sapling wasincarried fromVale. the Hissing Jungle and planted here in the distant past by Deirzir,

14

Whether during combat with the wyrm, or afterwards, a character who succeeds at an Athletics roll can climb to the lower branches. Anyone who climbs to the lower branches of the tree may make a Notice roll to spy three  bodies hanging in the limbs (see Aftermath Aftermath   on page 15 15). ). A persistent climber could eventually scale the tree’s nearly 100-yard height, gaining a commanding view of the entire forest. One additional Athletics roll is required to reach the top. P  See prole on page 15 15..  Talwyrm: Talwyrm: See

 

P  Ta  Tatzlwyrm

 T  Tactics actics

Type: Dragon (Neutral) Type: Dragon Aributes: Agility Aributes:  Agility d10, Smarts d4, Spirit d6, Strength d8, Vigor d8 Skills: Athletics Skills:  Athletics d10, Fighting d8, Intimidation d6, Notice d6, Stealth d10, Survival d6 Pace: 6; Pace:  6; Parry:  Parry: 6;  6; Toughness:  Toughness: 8  8 (2) Edges: Alertness, Edges:  Alertness, Dodge, Extraction (Imp)

When the heroes enter the glade, the talwyrm hides amid the tree’s leaves and  branches near near its trunk. It gets Surprise Surprise.. When the Pathnders get near the tree trunk, the wyrm attacks with its Pounce ability, trying to Entangle a victim and use its poisonous breath. It tries to carry

Special Abilities:   Armor +2: Scaly +2: Scaly skin.   Bite/Claw: Bite/Claw: Str+d8,  Str+d8, AP 2.   Grappling: Grappling:   When a tatzylwyrm hits a medium size or smaller opponent with a raise, it automatically Entangles its victim.  Immunity: Immunity: Paralysis,  Paralysis, slumber slumber..   Poisonous Breath: Instead Breath: Instead of making a bite or crushing aack against grappled prey, it  breathes a small blast of paralyzing poison instead. The victim must make a Vigor roll at –2 or be paralyzed for d4+1 rounds. The wyrm then drags the prey into the upper  boughs to b bee de devoured, voured, if left undisturbed!   Pounce:  The wyrm pounces on its prey to Pounce: The  best bring its mass and claws to bear. If a talwyrm makes a Wild Aack, it adds +4 to its damage instead of +2.   Night Vision:  Vision:  The creature ignores all penalties for Illumination.

an Incapacitated up into the tree afterwards, using victim Extraction to withdraw without being aacked.

Aftermath A successful Notice roll focusing on the elder darkwood’s trunk reveals a small patch of the elderwood moss Laurel described. Even the most unskilled hand can collect the growth easily. Those who climb the tree and succeed at a Notice roll nd the corpses of three hunters who went missing from Falcon’s Hollow months ago. The bodies are stripped of nearly all their esh, but some of the hunter’s equipment dangles from their skeletons.

D A R  K M  O  O  N  V A L  E 

 The Ta Tatzlwyrm

15

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

Searching the bodies reveals these useful Haphazardly hung shelves line the walls, items: two light crossbows (Range 10/20/40, covered in all manner of clay jugs, clouded Damage 2d6, AP 2), a quiver of 10 bolts, two  boles, strangely cut rocks, roed bunches of short swords (Str+d6), a tunic of hide armor herbs, and a museum of other crude curios (+2), a masterwork short bow (Range 12/24/48, and remnants of a bone grinder’s artice. Damage 2d6, AP 1), a quiver of 7 arrows, and Across from the door, against the far wall, a signet ring with the image of a aming stands a high-backed chair made of wicker, hawk (worth 5 gp). the gigantic curved tusks of some monstrous  beast, and thousands of human teeth. In the chair sits what looks like a corpse wrapped in lthy burial linens, its form padded with The sounds of the forest become suddenly distant pungent herbs and sprouting patches of as the trees part, opening into a small, almost thick white mold. This ominous shape is  perfectly circular glade. The nearest stands of only a bundle of branches, mud, and linen,  pine, elm, and and darkwoo darkwood—all d—all typic typically ally sturd sturdyy left by Ulizmila to distract trespassers from woods—twist away from the clearing as if bent her home’s actual guardian, her pet cauldron. by some impossibly strong wind, or perhaps in Anyone inspecting the “corpse” up-close can an aempt to ee despite their paralyzed roots. easily detect the ruse.  At  At the glade’s center squats an ugly coage, A rusted iron cauldron, with a mouth nearly lile more than a pile of twigs, shoots, and ivy six feet wide and a depth of at least three feet, stacked upon mud walls. From the thatched dominates the hut’s single room. It sits near roof dangle bundles of gnarled roots, old dried the curved wall, alongside the wicker chair

 D.  The Hag-Haunted Hollow

beast carcasses, and knucklebone bangles, all claering together like gruesome wind chimes.  A dozen small thatched fetishes—each shaped like a tiny man, imp, or rearing serpent—stand serpent—sta nd  proppedd in the yard, keepi  proppe keeping ng guard befo before re a rickety plank door. Years ago this coage was home to the witch Ulizmila, a wise woman, practitioner of the old ways, and local boogieman. Some said she was a monstrous hag and great, great granddaughter of Baba Yaga herself—the deathless Witch Queen of the North. Others knew her as a harsh but wise sage willing

and fake corpse. Its ash-covered surface bears a relief of capering ends and leering devils. P Ulizmila’s Cauldron: See Cauldron: See below.

P  Ulizmila’s Cauldron Cauldron

Type: Construct (Neutral) Type: Construct Aributes: Agility Aributes:  Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d10 Skills: Athletics Skills:  Athletics d8, Fighting d10, Notice d6 Pace: 6; Pace:  6; Parry:  Parry: 7;  7; Toughness:  Toughness: 11  11 (4)  Counteraack, Frenzy Edges: Counteraack, Edges: Special Abilities:   to shareprices. her wisdom forher strange Armor +4: Magically +4: Magically hardened stone. morbid Although worksand stilloften spoil   Bite: Bite: Str+d4.  Str+d4. in this glen, Ulizmila is long since gone.   Construct: Construct: +2  +2 to recover from being Shaken; This clearing spans roughly 40 yards in ignores 1 point of Wound penalties; does diameter, with a dilapidated, circular, 20’ not breathe or suer from disease or poison. wide diameter coage at its center. Fourteen   Darkvision: Darkvision: The  The cauldron ignores penalties unnerving but harmless three-foot-tall for Illumination up to 10”. scarecrow-like effigies are propped-up  Fearless: Fearless: Immune  Immune to Fear and Intimidation. throughout the glade. Anyone who   Swallow Whole:  Whole:   Anyone hit by the approaches the coage sees the moldering cauldron’s bite attack must make an door has roed o its hinges but still blocks Evasion roll or be Swallowed Whole. At the way within. Anyone who makes a the end of the creature’s subsequent turns, Strength roll can easily heft aside the barrier. anyone inside must make a Vigor roll at There is enough room for one more character -2 or take a Wound. This If continues until to Support whoever makes the Strength roll. they’re freed or perish. the creature is Shaken or Wounded from the inside Inside, the dank coage reeks of foul odors, (ignoring its Armor!), everyone inside gets while shadows make it dicult to see details.

16

 

an immediate Athletics Athletics rol rolll to escape. If the monster is Shaken or Wounded from the outside, the consumed get an Athle Athletics tics roll at –2 to escape. The cauldron’s contents can only use small one-handed melee weapons (such as daggers). The cauldron can hold one creature of Size 1 or 0, two Size –1 creatures, 4 Small, 8 Very Small, or 32 Tiny opponents.

Concluding Part Two

The heroes must nd the rat’s tail root and the elderwood moss to complete Part Two. The order in which they do so doesn’t maer. If the party acquired a map from Milon Rhoddam they might proceed directly to  TA  TACTI CTICS CS The Ruined Monastery  Monastery  Ulizmila’s cauldron appears to be a perfectly on page 18 18.. normal vessel until any object within the It’s possible the coage is disturbed, at which point it aacks. When it does, two major enchantments occur adventurers never automatically: fear automatically:  fear and sloth (Strong) aect visit the lumber camp, everyone in a Large Blast Template centered especially if they succeeded in rolls for in the middle of the room. Mapping the Vale ale  on The cauldron makes bite aacks, using its page 9. 9. Likewise, Edges to get in extra aacks where possible. they might never It pursues would-be thieves to the edge of the encounter Grung clearing (it can squeeze through the coage Knifetongue. door). If its opponents ee beyond the glade, As long as the party procures both of the the cauldron returns to the cottage and ingredients found in Darkmoon Vale, the remains inactive until it’s disturbed again. GM can conclude this part of the adventure. Move on to Part Three or to Concluding the Adventure on page 30 , if the heroes already Due to the volume and disorganization of collected the ironbloom mushrooms from the the coage’s contents, it takes 10 minutes dwarven ruins. and a successful Survival roll to locate the ingredient needed for Laurel’s cure— the rat’s tail root. Those who attempt to search without touching any of the shelves’ contents—thus avoiding activating the crone’s enchantments—can do so, but the search then takes 20 minutes to perform. Besides the rat’s tail, there are several other items of hidden value in the hut. A Common Knowledge roll uncovers statuees and rare stones worth 30 gp. An Occult roll uncovers a pouch containing essential salts useful to heroes with Arcane Backgrounds. If the salts are burnt in a campre, spellcasters who breathe them in add +2 to their next arcane skill roll (the eect fades if not used in the next 24 hours). Detect Magic reveals traces of recent

D A R  K M  O  O  N  V A L  E 

Aftermath

Soulspeaker 

magical auras, but the only magic item that remains here is a disgusting shrunken head known as a soulspeaker (see the Soulspeaker Soulspeaker   sidebar below).

17

PART THREE

 

 THE RUINED MONASTERY Exploring Darkmoon Vale leads to the to depravity and evil long ago. During the discovery of two of Laurel’s ingredients. fall of their people, these recluses began to The ruined monastery holds the third worship Droskar, a vile dwarven god of toil. ingredient: ironbloom mushrooms. These Renaming their enclave Droskar’s Crucible, small toadstools are a dwarven delicacy. the dwarves toiled until their end, leaving While no dwarves live in the area today,their  behind a ruined monastery. Today, lile on crumbling monastery sits at the foot of the surface shows any evidence of this vile Droskar’s Crag. Within in are the rescuers’ worship, as the inhabitants kept their true only hope of retrieving the mushrooms in devotion a secret. time to save the people of Falcon’s Hollow. This part of the adventure occurs entirely Unfortunately, predators and worse have on the surface level of the ruined building. In taken up residence in the ruins. One such Graypelt’s lair (area 16) a rough-hewn set of  beast, a rather old and powerful worg named stairs descends to a basement. The dwarves Graypelt, rules over a large portion of the had started to excavate a dungeon before surface ruins. To the worg, the mushrooms their demise, but they never fullled their toil are a delicious treat and an occasional lure for Droskar. The GM can extend the use of the for other prey. To save the people of Falcon’s monastery for a follow-up adventure beneath Hollow, the characters must deal with the ruins if she likes. (See Continuing the Graypelt and his minions. Adventure on page 66). ). Unless otherwise noted, none of the chambers inside the monastery are lit. All of the rooms have 12-foot-tall ceilings at Sitting squat at the foot of an imposing a minimum, but since most open up to the mountain, a ruined monastery comes into sloped roof above, many reach a height of view between ancient gnarled trees. Made up to 24 feet. The walls are all stone, with of simple stone blocks, worn smooth with the the interior walls being one foot thick and  passage of time, the stout buildi building ng is falling falli ng the exterior walls measuring at least three apart. Sections of the slanted shale roof have feet thick. Many of the monastery’s strong collapsed and portions of the outer wall have wooden doors are swollen stuck, but few crumbled. Weeds and wild thorn plants run are locked.

 1. Approaching the Ruins

Monastery History Most of the people of Falcon’s Hollow don’t know the dwarves of this monastery turned

18

rampant across the eld leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow.

 

The old path leading up to the ruins ends about 60 feet from the monastery. Before entering the yard, the path passes between a pair of old stone statues. While one statue is lile more than rubble, the other remains relatively intact. The 5-foot tall figure is incredibly worn but anyone giving it more than a curious glance can discern a dwarf holding aloft a great stone hammer. Moss and creeper vines cover most of its surface. Removing the vines around the base uncovers an old dwarven inscription that reads “All praise, [this part is defaced].” Unfortunately, someone scratched o the missing name a long time ago so it is no longer legible. A successful Academics roll places this statue from the time of the last great dwarven dwarven kings, many centuries ago. If the explorers approach the ruins during the day, they nd the surrounding area free of hazards. A few lonely razorcrows roost atop the tower and caw at any who enter their domain. At night, however, a trio of Graypelt’s wolf minions wander the area in search of an easy snack. These wolves don’t sleep in the ruins during the day as the other wolves do. They are only encountered outside at night. (3): See prole below. •  Wolves (3): See

Wolf Type: Animal (Neutral) Type: Animal Aributes: Agility Aributes:  Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6 Skills: Athletics Skills:  Athletics d8, Fighting d6, Notice d10, Stealth d8 Pace: 8; Pace:  8; Parry:  Parry: 5;  5; Toughness:  Toughness: 4  4 Edges: Alertness Edges:  Alertness Special Abilities:   Bite: Bite: Str+d4.  Str+d4.   Low Light Vision: Wolves Vision: Wolves ignore penalties for Dim and Dark Illumination.   Size −1: The −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.   Speed: Speed: d10  d10 running die.

 T  TAACTICS CTICS If the wolves spot the interlopers before combat, they howl loudly to alert Graypelt of the intruders. The pack singles out one opponent and surrounds it. If one of the wolves is killed the others aempt to ee into the wilderness, although they may return later to aid the worg (see area 16).

T  H E  R   U I    N E  D M  O  N A  S  T  E  R  Y 

19

 

yard 2.  The yard

    R     E     D Tall grass and chunks of stone debris have all     N     I     F but overtaken this small yard. O to one side,     H a wooden stable has collapsed into a mound of     T rotting timbers and moldy straw. The outer     A wall on the east side has also collapsed, leaving     P     E a ragged hole. Three doors exit into the yard— a double ble ddoors oors ttoo th thee east, east, a single door to     G  pair of dou     A the north, and a lone door leading into the squat     V tower in the southeast corner.     A     S Once used by the dwarves for physical training, this yard now lies in ruin. Searching the tall grass provides a few interesting clues. A well resides in the northwest corner of the yard, with 10 feet of rope dangling into it. The water is about 10 yards down and brackish  but potable. potable. Lying next to the well is the skeletal body of an explorer who came here just one year ago. An investigator making a successful Healing

 3. Watchtower  The door leading into this tower is stuck. It requires a successful Strength roll to open (or close) it. Atop Atop the 30-foot-tall tower is an open trapdoor that leads into the interior. Thick webs cover much of the ancient crates and barrels stored inside the base of the tower.  A rickety wooden stairca staircase se ascends wall to reach an open trapdoor above.along one The wooden staircase leading to the roof of the tower isn’t safe. Any Normal or larger creature aempting to climb the stairs must make an Athletics roll. Failure means the character cannot ascend. A Critical Failure results in a fall, dealing Bumps & Bruises to the unfortunate character. •  Giant Spider: See Spider: See prole below.

Giant Spider 

ermin (Neutral) (Neut ral) or Survival roll concludes that rather large Type: V Type: Vermin animal killed and devoured thea unfortunate Attributes:   Agility d10, Smarts d4 (A), Attributes: adventurer. adventure r. In fact, he fell prey to Graypelt’s Spirit d6, Strength d8, Vigor d6 hunger while trying to retrieve some water. water. Skills: Athletics Skills:  Athletics d10, Fighting d8, Notice d8, The ruined stable hides a few ancient Shooting d10, Stealth d10  bones but lile else of value. A succe successful ssful Pace: Pace: 8;  8; Parry:  Parry: 6;  6; Toughness:  Toughness: 4  4 Science (nature) or Common Knowledge roll Edges: Edges: —  — indicates these are the bones of a pony. Special Abilities: Bite: Str+d4.  Str+d4. Although the tall grass obscures most trails,   Bite: Darkvision:   a character can make a Survival (tracking)   Darkvision: Mindless: Immune  Immune to puppet  ,, Intimidation, roll to reveal faint signs of creatures entering  Mindless: and Taunt. and leaving the main building through the (−4): Mild.  double doors. With a raise, the character can   Poison (−4): Mild. determine some of these tracks look reptilian while others are clearly made by four-legged mammals. The reptilian trail always leads to the main entrance and then out into the wild, while the mammal tracks leave by either the main entrance or through the hole in the eastern wall.

 Treasure  Trea sure Inside a roing backpack at the base of the well, the heroes nd the remains of a week’s worth of trail rations, a set of thieves’ tools, 10 yards of silk rope, a small coin purse with 42 gp in assorted coins, and a small blue vial containing a potion of minor healing healing.. Looters took all of this adventurer’s other gear long ago.

20



Size −1: The spider is the size of a medium dog. −1: The   Wall Walker: The Walker: The spider moves at full Pace on walls and ceilings.   Webbing: Webbing: The  The spider can cast webs from its thorax the size of Small Blast Templates. This is a Shooting roll with a Range of 6″. A hit means the victim is Entangled, or Bound with a raise (see Bound & Entangled  Entangled  in Savage Pathnder). Pathnder).

 T  TAACTICS CTICS The spider hides in its mass of webs, taking advantage advanta ge of Dark Illumination. It tries to get the Drop on the rst one through the door, taking a Multi-Action to web its foe then bite with its poison aack.

 

If in its lair, the spider ghts to the death. When in the yard, it ees back into the tower if it becomes Shaken.

 Treasure  Trea sure While the supplies in most of the crates and  barrels in this room have long since roed away, one small crate contains a masterwork short sword (Str+d6, AP 1) wrapped in oilcloth.

 4. Entry Hall Beyond the broken double doors is a small dark hall. Liered with mounds of debris and a year’s worth of dead leaves, it’s clear that a narrow  path winds inside. Both wolves and Gurtlekep (see Area 8) use this chamber to enter or exit the monastery. A character with the Survival skill can look for tracks. A success reveals most of the trac through heads north; a raise also indicates the source of the tracks. The piles of dirt and leaves hold nothing of interest.

 5. Waiting Room

Academics or Occult roll, the symbol can be identied as one representing Droskar, the dwarven god of toil and suering. (The GM can give any dwarven hero an automatic success to identify the symbol.) s ymbol.) The hammer is worth 21 gp, but to a collector it might be worth as much as 200 gp.

 6. Cloak Room The door into this small chamber is stuck. Originally, the dwarves stored the traveling cloaks, coats, and hats of visitors within. Now only a few moth-eaten rags hang on the pegs and a single soiled hat rests on the table.

 Treasure  Trea sure A single ironbloom mushroom hides in the southeast corner of the room. While not enough to save the entire town, the lone mushroom oers a promising start. Heroes can nd the mushroom with a successful Notice roll.

 7. Guest Quarters

The door into this room is stuck. It requires a Strength roll at –2 to open.

The door leading into this chamber from the hallway opens out, and is locked. The lock is quite ancient and easy to pick with a Thievery roll.

With a loud crack, the door nally gives way and opens, shattering an ancient wooden chair propped against it on the other side. The room beyond is dark and smells deeply of dust and decay.

This small chamber appears to be some sort of siing room, complete with a single table and a  pair of chairs, chairs, both in rrelative elatively ly good good condition condition.. Resting atop the table is a half-eaten crow next to a crude knife and a cracked mug.

The this chamber asWhen a waiting roomdwarves for the used monastery’s guests. the end nally came, one of them went into this chamber and imbibed a great deal of poison. His mummied remains rest in the center of the chamber. Wearing the garb of a blacksmith, the dwarf has the shaered shards of a glass vial in one hand and a scrap of ancient parchment in the other. Wrien in dwarven, the parchment reads, “Forgive me, dark father of the forge, my toils shall never be enough.”

Gurtlekep, a kobold scout (see area 8), uses this place to rest and take meals. He has prepared a relatively simple trap for anyone who enters, as he is paranoid about the worg and his pack, despite their alliance. The crow was the kobold’s most recent meal. A net strung up near the ceiling holds a number of stones and a small metal anvil, rigged to fall on anyone walking through the door without noticing the trip line.

 Treasure  Trea sure Tucked into the belt of the long-dead dwarf is a silver hammer with a religious symbol carved into the head. With a success on an

T  H E  R   U I    N E  D M  O  N A  S  T  E  R  Y 

•  Deadfall Trap:  Trap:  Tripwire with falling debris.

Type: Mechanical Type: Mechanical Detection: Notice Detection:  Notice –2. Thievery Check: Yes. Check: Yes.

21

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

22

 

Trigger:  Each character entering the room Trigger:  must make a Notice roll. Failure triggers the trap. The debris from the net n et above falls on anyone inside for 2d6 damage. This can  be Evaded. Evaded. The noise also warns Gurtlekep (area 8) of the intruders’ presence.

8. Gurtlekep’s Room This small cramped chamber holds two beds (one of which is covered in bird bones), a small sack, and an array of old tools. The other bed looks recently slept in. This is the home of Gurtlekep, a renegade kobold scout who has made a home in the ruins in a shaky alliance with Graypelt. Gurtlekep sleeps here during the day, while he usually roams the halls of the monastery at night. If the heroes come here during the day, they nd the kobold asleep—unless they set o the trap in area 7 (see Tactics below). If they come at night, Gurtlekep patrols the hallway in area 11 (page (page 25 25), ), keeping watch on the courtyard.  See below. P Gurtlekep: Gurtlekep: See

P Gurtlekep Type: Humanoid Rogue (Neutral) Type: Humanoid  Agility d8, Smarts d8, Spirit d6, Aributes: Agility Aributes: Strength d4, Vigor d6 Skills: Athletics Skills:  Athletics d8, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d6, Shooting 5; Parry: d6, Stealth d8, Survival 6 d8, Pace: Pace: 5;  Parry: 5;  5; Toughness:  Toughness: 6 (2)Thievery d8 Hindrances: Greedy Hindrances:  Greedy (Major) Edges: Alertness, Edges:  Alertness, Quick, Rogue Gear: Masterwork Gear:  Masterwork short sword (Str+d4, AP 1), dagger (Str+d4), sling (Range 4/18/16, Damage Str+d4), thick hide armor (+2). Special Abilities:   Class Abilities: Armor Abilities: Armor Restriction (Light), Sneak Aack, Trap Sense.   Ancestry (Kobold): Darkvision, (Kobold): Darkvision, Size −1.   Weakness (Ligh (Light): t): When  When in full sunlight, or exposed to bright light, Kobolds suer a –1 penalty to Notice rolls. Languages: Common, Draconic, Goblin. Languages: Common,

 T  Tactics actics Gurtlekep is a coward. If aware of the heroes, he hides under the bed, and if forced to aack, tries to do with Surprise. If clearly outmatched, he climbs a rope he has running through a small hole in the wall and pulls the rope up after him. The hole leads into the hallway, and is ve feet above the bed. Maybe the thehole heroes seethey himenter. squirming through when Once he gets through, Gurtlekep runs to warn Graypelt. Gurtlekep uses the cramped space to his advantage whenever possible during combat, preventing others from entering the room or positioning himself to avoid Gang Up aempts by the heroes. He focuses all of his aacks on the foe with the least armor. If Gurtlekep takes a Wound, he aempts to ee through a hole in the wall leading into the hallway. Or he surrenders and hopes to make a deal.

 Treasure  Trea sure

On the spare bed rests a complete set of artisan’s tools. In addition, a small sack contains 62 gp in assorted coins and a single ruby gemstone worth 300 gp. Although not magical itself, the gemstone radiates faint conjuration magic if any character uses Detect Magic on it. The gem is one of the missing stones from the altar in area 10— the only one remaining in the ruins.

T  H E  R   U I    N E  D M  O  N A  S  T  E  R  Y 

Aftermath

If Gurtlekep manages to flee, he quickly warns Graypelt of the intruders. The worg immediately dispatches wolf consorts to hunt them down or prepares for an aack on his lair (area 16, page 28 28). ). See area 15 on page 27 for 27 for more details about the two consorts.

 9. Ruined Library The double doors leading into this chamber are shaered and broken, one of them lying on the oor. The room beyond is in an equal state of disrepair. What was once a library is now a shaered mess with one corner completely collapsed and dominated by a wide pool of stagnant water. Thick fungus grows on most of

23

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

the books that still remain on o n the shelves lining the walls.

hymns to Torag, the god venerated here  before  bef ore Dro Droska skar. r. The boo book k is beauti bea utiful fully ly illuminated and worth 100 gp, but might Once the library of the monastery, this fetch as much as 300 gp if sold to a dwarven dwarven chamber held scores of books on dwarven collector or cleric. Folded into the last page of lore and history. Looters plundered nearly the book is a scroll of smite smite.. anything of value over the years, while fungus has claimed nearly all the remaining tomes. The fungus growing on the shelves in

Desecrated ted Shrine  10. Desecra

this room move is hazardous if disturbed. If the characters or destroy any of the books, it lets o a pu of spores, which acts as an inhaled poison aecting everyone within 2” (4 yards). Victims must make a Vigor roll against a Mild poison. Failure incurs one level of Fatigue; Critical Failure means the character is Exhausted. In addition, anyone who fails the Vigor roll experiences strange shadows and uering movement in the corners of their vision. These eects cause the characters to suer a –1 penalty full hour. on any visual Notice rolls for one

 Treasure  Trea sure Atop one of the bookshelves is a single tome that has managed to avoid the destructive fungus. Written in Dwarven, it contains

24

Pews of darkwood lie tipped over and covered in dust on either side of this ancient shrine. At the far end sits a large ceremonial anvil, but its surface is defaced and ruined. The dwarves defaced this chamber— previously dedicated to Torag, the god of the forge. They left it to rot when the monastery turned to Droskar’s worship. The shrine has one remaining point of interest for the heroes (see Aftermath Aftermath on  on page 25). 25). First, a group of darkmantles reside on the ceiling of this chamber, awaiting unsuspecting prey. The party has to deal with these magical beasts before they investigate the shrine. •  Darkmantles (one plus one per hero):  hero):  See prole below.

 

Darkmantles

Aftermath

Their names describe them well— darkmantles look like cloaks with dark With a successful Academics roll, the heroes granite coloring that blends in with most can identify the anvil as an object devoted to Torag. Of particular note is a space atop the natural surroundings. altar containing ve small depressions. These Type: Magical Type:  Magical Beast (Neutral) depressions once held ve rubies. One of the Aributes: Agility Aributes:  Agility d8, Smarts d4 (A), Spirit d6, depressions has signs of recent tool marks, Strength d6, Vigor d6 as if something has been removed. While  Athletics d6, Fighting d6, Notice d6, most of these stones are long gone, one still Skills: Athletics Skills: Stealth d10 remains among the other relics in Gurtlekep’s Pace: 5; Pace:  5; Parry:  Parry: 5;  5; Toughness:  Toughness: 4  4 (1) room (see area 8 on page 23 23). ).  Quick Edges: Quick Edges: If the heroes nd the ruby and place it in one Special Abilities: of the depressions, a wave of positive energy   Armor +1: Thick +1: Thick hide. washes out from the altar. The energy aects   Bite: Bite: Str+d6.  Str+d6. everyone in the room; all hear the song of an   Blindsense: Blindsense: Darkmantles  Darkmantles ignore invisibility, unearthly dwarven choir rising up from the T  H illusion , and all Illum Illumination ination pe penalties. nalties. darkness before fading away. All creatures in E    Flight: Flight:   These creatures can fly, albeit the room receive the benets of minor healing healing   R  poorly, at Pace 6. and gain one point of Conviction.  U   Innate Abilities: Minor Abilities: Minor darkness darkness (once  (once per I   While the activation of the altar drains  N day). the ruby of its magic, it still retains its  E  D   Size –2: Darkmantles intrinsic value.  Darkmantles are three feet tall and –2: weigh 40 lbs. 

  Tentacles (2): Str+d4. (2): Str+d4. A darkmantle has two

tentacle actions and adds +2 to grappling aempts.

 11. Hallway

This long hallway ends with a ruined dwarven statue. Smashed long ago, it’s  Tactics  Tactics  barely recognizable recognizable as a dw dwarven arven monk. His  Just before the darkmant darkmantles les drop down to stone hammer sits on the ground next to the aack, one of them use its darkness darkness ability.  ability. shaered remains of his head. This stationary eect covers the whole shrine If the heroes enter the ruins at night, chamber. The creatures wait until the entire group is inside the chamber before dropping Gurtlekep resides here instead of his room in area 8 (page ( page 23 23). ). From this hallway down to strike, if possible. he watches the courtyard for any sign of These creatures get heroes The Drop their opponents unless the takeon specic actions to avoid it before entering the chamber (GM’s call). At least one darkmantle targets each hero, aempting to grapple and Entangle as quickly as possible. When one gets an Entangled or Bound result, it aempts to bite its unfortunate victim. If the heroes dispel dispel the  the darkness , another darkmantle uses its ability on its next action until they are all dead or all used the ability. The darkmantles fight to the death to

intruders. If he spots the characters entering the monastery, he rushes to warn Graypelt After raising the alarm, the kobold silently stalks the party. He waits to strike until they are engaged with another foe, aacking until slain. See area 8 for Gurtlekep’s statistics.

defend their lair.

Once a study for the monks of the monastery, a swarm of bats now roosts in the remnants of the chamber’s ceiling. Treat this room as

M  O  N A  S  T  E  R  Y 

P Gurtlekep: Gurtlekep: See  See page 23 23..

 Infested ted Ruins  12.  Infes This chamber is entirely shaered, with much of the outer wall and ceiling completely crumbled.

25

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

Dicult Ground because of the large chunks of stone and debris liering the oor. The bat swarm living on the ceiling is relatively harmless unless disturbed. If the adventurers make any loud noise in the chamber (such as disturbing the rubble), the swarm descends to aack. The heroes can spot the swarm beforehand with a successful Notice roll. With a raise, they can determine the swarm’s size as well (Large Blast Template). •  Bat Swarm: See Swarm: See below.

Bat Swarm Hundreds of bats in this ruined roost swarm when disturbed or provoked. The swarm occupies an area the size of a Medium Blast Template. Type: Animal (Neutral) Type: Animal Attributes:   Agility d10, Smarts d4 (A), Attributes: Spirit d12, Strength d8, Vigor d10 Skills: Notice Skills:  Notice d6 Pace: 10; Pace:  10; Parry:  Parry: 4;  4; Toughness:  Toughness: 7  7 Edges: — Edges:  — Special Abilities:   Bite: Bite: The  The predatory bats inict hundreds of tiny bites every round, hiing automatically (unless Shaken) and causing 2d4 damage to everyone in the template at the end of their turn. Damage is applied to the least armored location (victims in completely sealed suits are immune).  Split: Split: The  The swarm can split into two small swarms when Wounded. Small swarms are destroyed.

  Swarm: Swarm: +2  +2

to recover from being Shaken, Parry +2. Swarms are composed of many small creatures, so cuing and piercing weapons do no real damage. Area eect weapons work normally, and a character can stomp to inict his damage in Strength each round. The bat swarm may be foiled  by total immersion in w water. ater.



 TA  TACTI CTICS CS The bats disperse when defeated, returning the next dawn to roost in the rafters once more.

 13. Armory Old cobweb-covered racks and armor stands dominate much of this small chamber. What must once have been a well-tended armory is now devoid of arms and armor. Some other group of explorers pillaged this chamber long ago. They never discovered a secret door, set in the northeast corner of the room. The heroes can locate the door with a successful Notice roll at –2.

 Treasure  Trea sure In their haste, the explorers who looted this chamber knocked over one of the bolt cases, spilling its contents across the oor. They gathered up most of the bolts, but four enchanted bolts (Accurate, Damaging) ended up underneath one of the racks and were never discovered. The characters can nd all four bolts with a successful Notice roll, or with Detect Magic or similar eect.

 14. Secret Prison The secret door swings open to reveal a short corridor with a wall of bars running down one side. Four rusted doors open into four cramped cells. This chamber was built after the monastery’s conversion to the worship of Droskar. The evil dwarven monks imprisoned members who did not convert, locking them up beyond the secret door. Four unfortunate dwarves were cursed and left here to die. The locks on the cell doors have rusted away, making them easy to open. Three of the four total skeletons animate and attack anyone who enters the secret prison room. •  Dwarf Warrior Skeletons (3): See (3): See prole  below.

Dwarf Dw arf Warrior Ske Skeletons letons Cursed souls, these once-proud dwarven warriors are now bones held together and compelled to ght by some unnatural force. Type: Undead Type:  Undead (Evil) Aributes: Agility Aributes:  Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d8

26

 

Skills:  Athletics d6, Fighting d8, IntimidaSkills:  tion d6, Notice d4, Shooting d6 Pace: 5 Pace:  5 (d4); Parry: (d4); Parry: 6;  6; Toughness:  Toughness: 10  10 (2) Edges: — Edges:  — Gear: Leather Gear:  Leather aprons (+2). Special Abilities:   Claws: Claws: Str+d4.  Str+d4.   Fearless: Fearless: Skeletons  Skeletons are immune to Fear and Intimidation. Pace:  Dwarf skeletons reduce Pace:  pace by −1 and decrease running die by one die type.  Undead:  +2 Toughness; +2 to recover from Undead: +2  being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”. 

  Reduced

 15. Wolf Den This small study looks like it has been lived in recently. Gnawed bones lier the oor and tufts of gray fur can be seen here and there. An old stone desk sits in the center of the chamber, scratched and cracked in many places. The stench of wet fur hangs heavy in the air. This chamber once served as the study of the high priest of Torag, where he wrote his upcoming sermons and met with foreign visitors. Today, it is the den of female wolves, the consorts of Graypelt (see area 16 on page 28 28). ).

T  H E  R   U I    N E  D M  O  N A  S  T  E  R  Y 

 TA  TACTI CTICS CS Three of the four dwarf skeletons move to aack the nearest living creature each round. They use their claws because they have no weapons. The devotees of Droskar who imprisoned them here long ago also deprived them of such. Note that they are still wearing leather aprons, which grants them a +2 armor bonus. The dwarf skeletons fight to the death, so to speak.

Aftermath Only one skeleton here doesn’t animate animate—the —the one in the cell farthest from the secret door. These bones are from a dwarf who remained pious to Torag during his imprisonment. His skeleton lies in a peaceful posture on the simple straw cot. On one of the dwarf’s ngers rests the Ring of Torag, an ancient and unique magic item passed down through generations (see the Ring of Torag sidebar). Torag sidebar). Somehow, this pious dwarf hid the ring on his person before the followerss of Droskar imprisoned him. follower Even more importantly, a pair of ironbloom mushrooms grows inside the skeleton’s ribcage.

Ring of Torag

27

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

Two wolf consorts usuall usually y sleep behind the desk during the day, while they and others roam the ruins at night. Loud noises awaken them, so even during the day the wolves might be alert. If Graypelt has been warned of intruders, he dispatches these two to nd and kill anyone trespassing on his turf. The pair aack the moment they spot intruders. • Wolf Consorts (2):  See below.  

Wolf consorts Loyal to Graypelt, these large wolves are elite hunters. Type: Animal (Neutral) Type: Animal Aributes: Agility Aributes:  Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8  Athletics d8, Fighting d8, Notice d10, Skills: Athletics Skills: Stealth d8 Pace: 8; Pace:  8; Parry:  Parry: 6;  6; Toughness:  Toughness: 5  5 Edges: Alertness, Edges:  Alertness, Formation Fighter Special Abilities:    Str+d4. Bite: Str+d4. Bite:   Low Light Vision:  Vision:  These wolves ignore penalties for Dim and Dark Illumination.   Resilient: Resilient: Graypelt’s  Graypelt’s consorts can take one Wound before being Incapacitated.   Size −1: The −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.   Speed:  d10 running die. Speed: d10

 Tactics  Tactics If the wolves spot the heroes before combat, they howl loudly as they charge so as to alert Graypelt of the intruders. The wolves single out one opponent and aempt to Gang Up on the victim. Both of the wolves try to retreat to Graypelt’s side if either is Wounded.

 Treasure  Trea sure The desk is completely empty save for a few scraps of ancient parchment and an old quill. One of the drawers has a secret compartmen compartment. t. An adventurer can nd the compartment with a successful Thievery roll. Inside is a hand axe (Str+d6, Accurate), Accurate), a small pouch containing 100 pp, and a prayer book. The book is written in dwarven and describes the worship of Droskar. A small note on the inside cover reads “Torag is no longer worthy of our devotion. Only

28

Droskar can deliver us from the failings of King Garbold.” The book is worth 50 gp to a scholar interested in dwarv dwarven en history.

 16. Graypelt’s Chamber  Gaping holes in the roof allow faint light to enter this ruined chamber. One of the stone columns that once supported the ceiling is toppled, its broken pieces liering the oor. A thick patch of black mushrooms hides in a nearby corner,  giving the room an earthy scent that is barely noticeable above the stench of wet fur. This chamber is the home of Graypelt, the sinister worg who sees himself as the ruler of the surface ruins. Long before Graypelt came to this place, the dwarves used the room for storage, along with the basement below. When the dwarves turned to Droskar, they were expanding the basement into a dungeon where their congregation could worship in secret. Since the ironbloom mushrooms are the sole reason the heroes are here, the  baseme  bas ement nt bel below ow is ju just st a small, sma ll, ruined rui ned chamber where the wolves and consorts sleep. The GM can extend the storyline further into the dungeon if she wishes, however (see Continuing the Adventure on page 6). 6). Graypelt is a cunning foe. He recognizes the heroes for a serious threat the moment they enter. With his consorts Shaken, Wounded or dead, he’s cautious in dealing with the intruders. Initially, he springs up from hiding behind the toppled column, landing on the stub and baring his teeth. He makes an Intimidation roll to demoralize and scare o the intruders. If this fails, Graypelt speaks, demanding to know why they have disturbed his rest. If they decide to parley and they tell him of their need, the worg lies to them. He says he’s willing to let them take the mushrooms if they assist him in ridding the monastery of other monsters that threaten his pack. Graypelt knows of all the creatures in the monastery except for the skeletons in area 14. He rst asks them to slay the darkmantles in the shrine room. If the adventurers have already done so, the worg praises them and chooses another threat. When the heroes return from a task, Greypelt asks them to slay the bat swarm

 

and then the spider in the tower (or other creatures that remain). The worg hopes that  by gein geing g the heroes to ght thes thesee other monsters he can weaken and defeat them when they nally return. Regardless of whether the adventurers accept Graypelt’s quest, he has no intention of allowing them to take his prized mushrooms. He howls to alert nearby wolves and aacks whenever the moment is in his favor. P Graypelt: Graypelt: See  See below. page   •  Wolf Consorts (one per hero): See hero): See page 28 28.. hero):  See page page   •  Wolves (one or two per hero): See 19 19..

P Graypelt Type: Magical Beast (Evil) Type: Magical Aributes: Agility Aributes:  Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10 Skills:   Athletics d10, Fighting d10, IntimSkills: idation d8, Notice d10, Persuasion d6, Stealth d6, Survival d6 Pace: 8; Pace:  8; Parry:  Parry: 7;  7; Toughness:  Toughness: 9  9 (2) Edges:   Alertness, Command, Formation Edges: Fighter, Frenzy, Nerves of Steel, Strong Willed Special Abilities:   Armor +2: Tough +2: Tough hide.  Bite/Claws: Bite/Claws: Str+d6,  Str+d6, AP 2.   Indomitable: Indomitable: Graypelt  Graypelt can’t take more than one Wound from any single aack (after soak rolls are made).   Night Vision: Worgs Vision: Worgs ignore all

At the start of combat, the worg howls loudly, summoning more wolves to his aid. The number and time of arrival is the GM’s call—whatever makes this a fun and challenging encounter. The GM can have some of Graypelt’s minions come up the stairs the next round, or even immediately—because they sleep in the room below. Meanwhile others enter from the hallway (area 11), which probably means from behind the party. Now the boss and his wolves have the heroes surrounded! Graypelt singles out the weak in combat, targeting spellcasters first. Graypelt and his allies ght to the death to protect their adopted home.

T  H  Treasure  Trea sure E  Tucked behind the pillar are a few things of R  value hidden by Graypelt, including a bag  U I   with 354 gp, a masterwork hand crossbow  N (Range 5/10/20, Damage 2d4, AP 1), 10 bolts, E  a potion of minor boost Strength , and a wand D M of light light (see  (see Wand of Light sidebar).  O  N A  S  T  E  R  Y 

penalties for Illumination. Attack:   Anyone Attack:  Shaken or Wounded by a claw aack begins to bleed profusely. Bleeding victims make a Vigor roll at the start of their turn. Failure causes the victim to take one Wound, success prevents the Wound but the roll must be made again on the victim’s next turn. A raise stops the bleeding, as does any an y successful healing. Languages: Common, Languages:  Common, Goblin. 

  Rending

 TA  TACTI CTICS CS If the heroes agree to help Graypelt rid the monastery of monsters, he aempts to ambush them on the way back and aack with Surprise.

29

 

    R     E     D     N     I     F     H     T     A     P     E     G     A     V     A     S

Wand of Light

acquire Graypelt’s mushrooms before exploring those rooms, they still have work to do after the ght with the worg. Once they obtain at least seven, the characters can return to Falcon’s Hollow, or search Darkmoon Vale, per Part Two, for the rat’s tail and elderwood moss if they happened to go to the monastery rst.

Concluding Concl uding the Adventure After retrieving all the ingredients needed from the ruined monastery and Darkmoon Vale, the heroes can rush back to Falcon’s Hollow without much delay, or take their In the dark corner of the room grows a small time and explore further. If they delay, refer patch of ironbloom mushrooms, six in all. to the notes in The Aiction on Aiction on page 6. 6. The GM can narrate a return trip to Roots and Remedies, or play out the journey with additional encounters or other incidents. The The heroes must collect at least seven GM may also consider using an Interlude Interlude   ironbloom mushrooms from the ruins. (see Savage Pathnder) Pathnder) during the trip back. Graypelt’s den alone contains six, but Laurel is glad to see the heroes. She obviously they need to nd another elsewhere immediately sets out to brew the remedy. in the ruins. Prudent characters may try to By that same evening, many of the locals are gather more than seven, to ensure Laurel well on their way to recovery. Laurel pays the th e has enough for the cure, or perhaps for their rescuers their due and oers them a discount own purposes. on any future services. Others in town take The Cloakroom (area 6) has one mushroom, notice of their heroics as well, including while two more grow in the Secret Prison Boss Teedum. (area 14). If the explorers miss those, or

Concluding Part Three

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Denitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivativ “Derivativee Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modication, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identied as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but stories, specically excludes Product Identity. (e) “Product product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, storylines, plots, thematic elements, dialogue,Identity” incidents,means language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or eects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identied as Product identity by the owner of the Product Identity, and which specically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, moo, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must ax such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Oer and Acceptance: By Using the Open Game Content You indicate Your Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/ or You have sucient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identication: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have wrien permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Hollow’s Last Hope, Copyright 2021 Pinnacle Entertainment Group. Author: Shane Hensley. GameMastery Module D0: Hollow’s Last Hope, Copyright 2007 Paizo Publishing, LLC. Author: Jason Bulmahn and F. Wesley Schneider.

30

 

GM Notes

T  H E  R   U I    N E  D M  O  N A  S  T  E  R  Y 

31

 

 THE TOWN OF   FALCON’S HOLLOW NEEDS A MIRACLE A plague has come to the town of Falcon’s Hollow, and not even the town’s priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch’s haunted hut, and delving the ruins of an abandoned dwarven monastery. Hollow’s Last Hope   is a wilderness exploration and dungeon adventure for Novice Rank characters, designed for play with Pathnder™ for Savage Worlds. Worlds. This adventure includes details on the haunted forest and deadly ruins that hide the key ingredients to the town’s salvati salvation. on. Do your heroes have the skill and courage to nd the cure in time?

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF