Pathfinder - Module - TC1 - Into the Haunted Forest.pdf
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A 3.5/OGL ADVENTURE FOR LEVEL 1
TC1
Arthfell Forest Encounters
1
2
3
4
5
Into the haunted Forest
Gamemastery module tC
1
treasure Chest adventure
CREDITS
Design:
Greg A. Vaughan
Development and Editing:
Jason Bulmahn, Mike McArtor, Jeremy Walker
Art Director:
Drew Pocza
Managing Art Director:
James Davis
Director of Operations:
Jeff Alvarez
Brand Manager:
Jason Bulmahn
Director of Sales & Marketing:
Joshua J. Frost
Cover Artist:
Andrew Arconti
Interior Artists:
Vincent Dutrait, Drew Pocza, James Zhang, Wayne Reynolds
Cartographer:
Corey Macourek
Paizo CEO:
Lisa Stevens
Corporate Accountant:
Dave Erickson
Staff Accountant:
Chris Self
Technical Director:
Vic Wertz
Publisher:
Erik Mona
Into the Haunted Forest
is a GameMastery Module designed for four 1st-level characters. This module is designed for
play in the Pathfinder Chronicles
tm
campaign setting, but can be easily adapted to any world. This adventure
incorporates several GameMastery RPG accessories included in the
GameMastery Treasure Chest
tm
(or sold separately)
to help you maximize your play experience. By the end of this module, characters should reach 2nd level. This mod-
ule is compliant with the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy
roleplaying game. The OGL can be found on page 15 of this product.
Paizo Publishing, LLC
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Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.),
artwork, and trade dress.
Open Content:
Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are
Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material
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License and the d20 System License, please visit
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GameMastery Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the
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Printed in China.
into the haunted forest
T
he Travelers Stop Inn stands just off the main trade route on the fringe of
the Arthfell Forest. While it does not lie within any particular community,
it often becomes a small settlement in its own right when large caravans
Treasure ChesT
In addition to this adventure,
the
GameMastery Treasure
Chest
includes
GameMastery Item Cards:
Elements of Power, GameMastery Flip-Mat:
Woodlands,
and
GameMastery Map Pack:
Inns.
These products are also sold sepa-
rately. You can hand out the Item Cards to
the players when they obtain magic items,
giving them an easy way to keep track
of who has which items. Specific item
cards are designated as the magic items
in this adventure, and they are referred to
in the text by their number as shown on
the upper right hand corner on the card’s
reverse side (e.g., 10/54). Additionally, you
can use
GameMastery Flip-Mat: Woodlands
and
GameMastery Map Pack: Inns
as the
maps for the encounter locations in this
adventure. Specific instructions for how
to use each of the components in the
Treasure Chest are provided in sidebars
like this one throughout this adventure.
stop by and attract locals from the surrounding area to view the available wares. As such
an important trade site, it falls within the jurisdiction of the nearby Shire of Elberwick and
is policed by that district’s sheriff to ensure the peace is maintained and taxes are collected.
Despite the Travelers Stop Inn’s long tenure in the area, locals tell of an even older inn
deeper in the Arthfell Forest that once served a now-abandoned trade route from the north.
Nothing has been heard of that inn or its occupants for several years.
Adventure Background
The Forest King Narven ruled over the
Arthfell more than two centuries ago.
Devoted to a druidic faith, this arboreal
kingdom left few traces upon the land
when it collapsed in a bloody coup led by
the peoples of the southern moors, who
sought to embrace the civilization of the
surrounding lands. The only survivor of the
forest king’s family fled to the depths of
the primeval forest after Narven was slain
on the field of battle. Generations later, the
last descendant of the forest king’s line, a
druid named Willowroot, sought out the
ancient battlefield where his ancestor
fell. He hoped to recover five unique
items that once belonged to Narven—the
regalia carried into battle by the last forest
king, crafted by his druid advisors and
supposedly imbued with the elements of
nature. These legendary elemental regalia
of the king were known collectively as the
Panoply of Narven. The panoply consisted
of the
breastplate of the sacred fire,
the
wand of
earth’s ire,
the
codex of the firmament,
the
vial
of pure water,
and the
spirit-staff of Narven.
Five years ago, Willowroot succeeded in his
quest and unearthed the panoply and chose
to re-consecrate it back to the elements
from which the items were formed, marking
their locations on the monument he raised
in remembrance of his ancestor.
After placing the other four items in
appropriate shrines, Willowroot carried
the
spirit-staff
to a small inn standing at the
2
center of the Arthfell. The inn, called Spirit
of the Wood, was originally founded by a
half-satyr as a way to control the encroach-
ment of civilization into the domain of the
fey in the wake of the forest kingdom’s col-
lapse, while maintaining friendly relations
with the races who sought to pass through
the wood. Unfortunately, when Willowroot
arrived at the inn he found a band of gob-
lin brigands attacking it. Willowroot called
forth the powers of nature to defeat the
attackers, summoning a wooden protector,
but even its mighty power was insufficient
to the task, and the goblins slaughtered the
druid and his fey allies. Their sacrifice was
not entirely in vain, however, and they man-
aged to destroy all of the goblin raiders save
one. This last goblin fled from the inn, ter-
rified of the power of nature unleashed. For
years he maintained a low profile and honed
his latent magical ability. Along the way, he
joined up with a group of mercenaries that
he slowly manipulated into trusting him.
Now, he is finally ready to return to the lost
inn and reclaim the loot he was forced to
leave behind.
Adventure Summary
After recovering a magical dagger on the
roadside, the PCs arrive at the Travelers
Stop Inn and quickly become embroiled
in a brawl with another party of adventur-
ers who claim the dagger is theirs. During
the course of the brawl, an expensive relic
belonging to Professor Phineus Krane is
destroyed and the local sheriff places both
parties of adventurers under house arrest
within the inn. The sheriff also confiscates
the magic dagger until he can sort out its
ownership. During the night, however, the
dagger is stolen from the sheriff’s room
and both groups become suspects the next
morning. A short investigation to find the
thief follows.
After the dagger is recovered and the per-
petrator brought to justice, the sheriff and
Doctor Krane task the PCs to recover the
Panoply of Narven from a local druid so the
professor can create a new relic to replace
that which was destroyed in the brawl. Unbe-
knownst to the PCs, the rival adventuring
party receives the same mission and the two
groups find themselves in a race through the
forest to recover all of the pieces. This race
ultimately leads to a three-way showdown
against both the rival adventuring party and
a terrible spirit of nature within a haunted
inn, where the final piece lies.
IntroductIon (EL 1)
The dark mass of the Arthfell Forest looms just
to the north of the trade route, an ominous
wall of unbroken green and shadow. Not far
ahead is the famous Travelers Stop Inn, the
only safe refuge in the area. Rounding a bend in
module tci
the road, you see a trio of mangy dogs playing
a gruesome tug-of-war with some sort of
humanoid corpse. Their snarls and barks break
the silence of the otherwise calm afternoon.
The adventure begins with the PCs
traveling down the trade route on the
edge of the Arthfell Forest, not far from
the Travelers Stop Inn. They might use
this fairly well-traveled route for whatever
reason fits your campaign, but just before
reaching the inn they run across the a
group of dogs fighting over the corpse of
a hobgoblin.
The corpse is a male hobgoblin bearing
several slashing and piercing wounds,
at least one of them clearly fatal. These
wounds are in addition to the chunks
ripped away by the dogs. The corpse still
wears an old-fashioned chain shirt and a
sundered longsword lies nearby. His belt
pouch has been turned inside-out and his
belt bears an empty dagger scabbard. A
DC 9 Search check reveals the tracks of
three or four humanoids in the area. Their
orientation indicates that their makers
might have fought with the hobgoblin. The
freshness of the corpse indicates that the
fight occurred within the last day.
A mercenary band calling itself the
Company of the Black Banner ambushed
this hobgoblin scout in the dark hours of
the morning. They slew and looted him,
leaving his body when spooked by sounds
in the woods they assumed came from allies
of his. No such allies existed, and his body
has lain abandoned for the past 16 hours.
Creatures:
A trio of mangy dogs has
since emerged from the nearby woods to
feed on the corpse of the hobgoblin. They
ignore the PCs entirely until they close
to within 15 feet or are attacked, at which
point the dogs turn to fight the threat to
their meal.
Dogs (3)
hp
6; MM 271
TACTICS
A DC 12 Spot check or a DC 7 Search check
detects a glint coming from a nearby bush,
which partially conceals the hobgoblin’s
dagger. The dagger’s tang, bolster, and blade’s
center appear made of liquid flame. This
+1
dagger
provides its bearer with cold resistance
2. The word “Brightflame” is inscribed on its
hilt in Draconic. The hobgoblin threw the
dagger at one of the mercenaries, and it was
lost in the dark.
Treasure ChesT
Feel free to let your players
use the
GameMastery
Critical Hit Deck
included in the
GameMastery Treasure Chest
box for their
characters. Using it increases slightly
the amount of damage a character deals
with a critical hit, but more importantly it
creates numerous tactical effects that can
enliven an otherwise standard combat
encounter. Only important NPCs, such as
Knu, should be allowed to draw from the
deck. Otherwise, you face a much greater
chance of killing PCs.
PArt 1: thE trAvELErS
StoP Inn
The Travelers Stop Inn is a modest public
house situated just off the main trade route.
Owned and operated by
Ostler Merinwaite
(NG male human expert 3), the inn has a small
staff of cooks, serving girls, chambermaids,
and stable boys, who all live on site or in
nearby thorps and hamlets. The inn is
located in a spot where the road runs up
almost to the edge of the Arthfell Forest
and is hidden under the shady canopy of the
dark trees, sheltered from the worst of
the weather that crosses the moors
to the south. Game is plentiful
in the area and local hunters and
trappers sell their bounty to Merinwaite to
supplement the foodstuffs bought from the
caravans that come through. The inn is a
well-built, brightly painted, two-story affair
with an attic loft, where the staff resides.
Merinwaite keeps his private room on
the first floor. The inn is sturdy and well-
insulated, with fireplaces and charcoal
braziers providing warmth in the winter
months and the shade of the forest and
many windows to capture cooling breezes
during the heat of summer.
When the PCs approach the inn, read
or paraphrase the following.
Treasure
ChesT
The dagger
Brightflame
is depicted
on
GameMastery Item Cards: Ele-
ments of Power
card 10/54.
Evening is drawing on as the party
arrives, and several curators are
securing the tents for the night and
locking up their wares in large trunks.
The patrons of the exhibit are either
dispersing to their homes or heading to
the taproom for dinner and drinks.
Cr 1/3
During Combat
The dogs move to attack the
nearest foe each round, changing only to
attack foes who harm them.
Morale
The dogs flee if reduced to 2 or fewer
hit points.
Treasure:
The Black Banners looted the
hobgoblin but left behind one valuable item.
A well-built inn painted in cheerful colors is
tucked beneath the eaves of the forest. A stable
stands nearby. A hitching post at the front of the
inn has several mounts, and more than one farm
wagon sits in the yard. A large red sign above
the door proclaims in gilt letters, “Travelers Stop
Inn.” Above this sign and stretching across the
front of the building is a banner with artistic
lettering stating “The Traveling Exhibition of
Doctor Phineus Krane, Professor of Antiquities
and Master of Shroud Artistry.” A number of
colorful tents have been set up at the rear of the
inn yard, apparently for this exhibition.
Business is brisk as the long shadows
of evening slant through the taproom’s
open windows. A bald, red-faced man
wearing an apron works behind the bar
and several young girls carry platters of
food and drinks to various tables. Most of
the crowd seems to be local farmers and
traveling merchants, although clustered
around one table sits a rough-looking
group of mercenaries, one of whom is a
short, black-cloaked figure who might be a
goblin. They huddle over their drinks in quiet
conversation, occasionally raising a head to eye
the crowd. At a table nearby, a bespectacled
scholarly looking fellow discusses a piece of
decorated linen spread across the tabletop with
a small group of onlookers.
In the taproom, the PCs find a modest
crowd but can claim a table or two to pull
together for a place to sit.
Currently in the taproom are Ostler
Merinwaite, three serving girls, the
Company of the Black Banner (see
3
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