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THE FALL OF FAIRHAVEN

by Brian J. Fruzen
TABLE OF CONTENTS Forward ... 2 Introduction . 3 Part 1: The Journey to Fairhaven 4 Part 2: Fairhaven 11 Part 3: The Fall of Fairhaven . 25 Conclusion . 27 CREDITS Maps, Editing and Layout: Brian J. Fruzen Interior Art: Robb Mommaerts Miniatures: Reaper Miniatures Playtesters: Joseph Averkamp, Larry Behrendt II, David Ramstack, Will Ryan, David Socha, Mike Wisneski Special Thanks: John Averkamp, Erich Bacher Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. All images and product descriptions of Bones Miniatures are property of Reaper Miniatures and are used here with permission for the purpose of creating The Fall of Fairhaven free adventure. See http://www.reapermini.com/ for more. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, 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), the contents of this game product are Open Game Content, as defined in the Open Game 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 written permission. The OGL may be viewed on page 29 of this module.

email: bjfruzen@gmail.com

Whether crashing your stolen pirate ship into the front hall window of a local waterfront debutante ball or diving into the open maw of a purple worm with sword in hand and hoping for the best, the life of an adventurer is always best when theatrics come into play. Miniatures are some of the most widely used props in any Game Masters arsenal and can help elevate a series of opposed dice rolls into a desperate fevered battle to keep a dracolich from ascending to godhood. Im an avid gamer, either playing or running games as often as I can. That hasnt stopped one of my shelves from accumulating painted miniatures I keep meaning to use. Boxes tucked beneath my desk continue to fill with miniatures I keep meaning to paint. Despite neither of these things happening as often as Id like, when the success Reapers Bones Kickstarter took off, I did as Im sure many did and started thinking about ways to use all the new miniatures. To commemorate the new line and to ensure that they saw use at my gaming table, I dedicated the following adventure to using as many of the Bones Vampire level miniatures as I could justifiably include. Partway into dreaming it up though, I decided it would be fun to share it with the community that has provided for the endearing success of our hobby. Special thanks goes out to Robb Mommaerts for lending his talent to this project, and to my players who helped to playtest the adventure knowing full well they would be missing out on having the miniatures in front of them. Of course, thanks goes out to Reaper Miniatures as well for giving us all a chance to be a part of such an incredible and fun event. I hope youll enjoy The Fall of Fairhaven.

~ Brian J. Fruzen

INTRODUCTION
The Fall of Fairhaven is designed for four players, levels 4-5. It is recommended that the GM read the adventure fully before beginning play. Unlike standard adventures, read aloud text blocks have not been included, and it will be up to the GM to paraphrase elements from the descriptive text given. The Fall of Fairhaven is meant to be an unfolding story that can be placed in any campaign setting with little additional effort required by the GM. Certain elements are meant to foreshadow a greater threat that will be the focus of future adventures, though they may be changed without affecting the overall adventure. If you are a player who will be a part of The Fall of Fairhaven, then dont tell your GM if you decide to keep reading. Also, dont ruin anything for your fellow players. Seriously.

ADVENTURE SUMMARY
A wounded messenger falls to the earth, and once saved from his pursuers informs the PCs that they may well be the town of Fairhavens best hope against the swelling armies of the regional warlord, Ymial. After gaining entry to Fairhaven, the towns multitude of problems stands in the way of it presenting a defense against Ymials army. The PCs will encounter a grieving noblewoman hiding a demonic secret, a trio of dwarf spirits holding the Hammers Rest staff hostage, and an ancient necromantic threat thats feeding off the few remaining healthy townsfolk. With these threats aligned against them, the PCs will have to find time to venture into the mountain depths and return with Fairhavens militia, who were trapped in the mines beneath the town. It isnt only tired, hungry miners that will greet them in the cavernous dark. Dark elf slavers have found their way into the mines as well, and are ready to make the PCs their next catch. When Ymials strike against Fairhaven comes at last, it comes in the form of a current that will threaten to wash away the tranquil mountain town. Fairhaven is doomed, but perhaps its people will live on to tell its story, should the PCs prevail

fantastic pieces the realm has ever known, all of which reside in the dragons private collection. Goramials growing collection beckoned to Lomiria, a succubus looking for a life of opulence. She found the dragons nefarious personality to her liking and has remained with him ever since. Their enduring relationship produced a half-dragon offspring named Ymial, who inherited the worst traits of his draconic and abyssal parentage. Beneath the unassuming town, a drow elf slaving patrol was making its slow trek through the cavernous dark with a newly captured clutch of goblin slaves. They aimed to pass through the abandoned portions of the Fairhaven mines and be on their way home, without an incident that would cost them their catch. Unattended for centuries, the original Fairhaven crypts are home to the remains of heroes lost first to war, and now to memory. An enterprising necromancer had long coveted the ancient crypts as a place to practice his craft but has recently found something of even greater value. Investigating it would have aroused suspicion in the town above, until now. The earth is stirring.

ADVENTURE BACKGROUND
Nestled on the edge of a vast mountain range, overlooking a fertile forest is the idyllic mining community of Fairhaven. Though forged out of conflict, Fairhaven has known peace for countless generations, but not without a cost. Goramial, an ancient red dragon laired nearby, was content to let the settlement remain unmolested in exchange for a monthly tribute in the form of art produced from the mines gems and metals. Over the course of many years, Fairhaven has become a refuge for the artistically inclined, and has produced some of the most

For weeks, gentle rumblings have shaken the region. Fairhaven had suspended mining operations for as long as it could, and used stockpiled materials to meet the dragons demands. With those stockpiles nearly depleted, and the rumblings continuing, Fairhavens best trained citizens were forced to enter the mine to procure enough riches to keep the artisans of the town busy, and able to meet the dragons insatiable desire for riches. Then, a devastating earthquake ripped through the region, collapsing the entrance to Fairhavens mines and trapping most of the towns best defenders underground. Unknown to all but Ymial and his mother, the earthquake also claimed the life of the ancient dragon, collapsing Goramials lair and trapping his body, and his hoard, beneath the mountain. Ymial and his mother both have designs for the entombed hoard, and are prepared to go to war for it. Lomiria has an influential role in Fairhaven under the guise of a wealthy noblewoman, and planed to use her charms to enthrall key members of the city. She planned to use the towns resources to secure Goramials treasures, but her son has forced an alteration of her plans. Ymial seeks to make his fathers wealth his own as well, and possesses enough influence with the monsters in the region to secure their loyalties. He only needs to keep Lomiria from challenging him. Knowing she would look to Fairhaven for aid, Ymial is marching his army to Fairhaven, where hell ensure neither the town, nor his mother, will present any further threat to his dominance in the region. Blocked from their path through the underworld, the drow slavers have entererd the Fairhaven mines in hopes of finding a new route to their homeland. Taking advantage of the earthquake, they release their goblin horde and set their sights on more valuable slaves, the miners of Fairhaven. Fairhaven now stands alone against dark elf slavers, a cadre of goblins, an army of the dead, a demonic dragon offspring and his mother, as well as the earth itself.

IT CAME FROM ABOVE (CR 5)


As the PCs rouse themselves for the day, the trees burst outward into the clearing, their foliage exploding into the air leaving bits of splintered wood, leaves and other plant matter to settle to the forest floor. With a thunderous crack, two of the impacted trees fall toward the PCs, crashing to the ground between them. Avoiding the falling trees requires a DC 14 Reflex save, with failure resulting in 3d6 damage. Creatures: Amidst the PCs is a haggard looking griffon, clearly injured from the fall. It rolls to its feet, scattering the remnants of the PCs fire in a cloud of sparks and ash. Its still for a moment, its great chest heaving as it tries to reclaim its breath. A poorly hafted arrow held together with twine and fletched with chicken feathers protrudes from its left wing. An elaborate saddle of exquisite craftsmanship is buckled to the beasts back, but no rider is to be found. As soon as the PCs get close enough to touch it, it stirs to action. Fatigued and injured, the griffon is shaken as well and will attack any who approach it. A round after engaging the griffon, a band of goblins appears, all armed with short bows. At the time they enter the scene though, each is guiding a pair of dire rats, collared to chains they carry in each of their hands. ZARAFIR CR 3 XP 1200 Fatigued shaken griffon (Pathfinder RPG Bestiary) N Large magical beast Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12 DEFENSE AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6 natural) hp 29/42 (5d10+15) Fort +7, Ref +6, Will +4 OFFENSE Speed 30 ft., flight (80 feet, average) Melee Bite +8 (1d6+3) and 2 claws +7 (1d6+3) plus rake (1d4+3) Space 10 ft.; Reach 5 ft. Special Attacks pounce TACTICS During Combat The griffon is hostile toward the PCs until the goblins appear, at which point it will randomly attack anyone within range. The griffon will realize the PCs are trying to defend it if they make an effort to and will stop attacking them, though it stops attacking the rats as well and attempts to put the PCs between it and the goblin archers. Morale If for any reason the griffon is reduced to fewer than 10 hit points, it will make an effort to flee

PART ONE: THE JOURNEY TO FAIRHAVEN


The PCs are deep in the Peaks Path Wood. Though the reasons for their presence here can vary, they are currently waking from camping that night, having taken shelter against a newly formed rock ledge, the results of the earthquake about a week ago. The rays of the sun have not yet crested the mountains to the east, and the sky is painted in deep purple hues. Against the faintest morning light, the tiny silhouettes of thousands of birds can be made out against the morning sky. Theyre too far off to hear, but a DC 15 Knowledge (nature) check will tell the PCs that their numbers and the direction of travel are unusual for the season.

through the woods, though it cannot fly while the arrows protrude from its wing. STATISTICS Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8 Base Atk +5; CMB +9; CMD 21 (25 vs. Trip) Feats Iron Will, Skill Focus (Perception), Weapon Focus (Bite) Skills Acrobatics +10, Fly +6, Perception +12, Stealth -2 Languages Common (cannot speak) Gear Masterwork riding saddle, Rations (10 days), +1 wounding arrows (2) GUB CR 1 XP 400 Goblin warrior 3 CE Small humanoid (goblinoid) Init +4; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size) hp 19 (3d10+4) Fort +4, Ref +5, Will +1 OFFENSE Speed 30 ft. Melee short sword +4 (1d6+1/19-20) Ranged mwk composite short bow (Str +1) +9 (1d4+1/x3) TACTICS During Combat After letting loose his dire rats, Gub will first attempt to injure each of the PCs with one of his wounding arrows, and then will turn his attention to killing the griffon if his companions havent already. Morale Gub will heroically order his goblin friends to fight to the death, but will run back to the main patrol that is waiting in the next encounter as soon as hes the last one standing. STATISTICS Str 12, Dex 19, Con 12, Int 8, Wis 10, Cha 11 Base Atk +3; CMB +3; CMD 17 Feats Point Blank Shot, Precise Shot Skills Fly +6, Handle Animal +5, Ride +8, Stealth +12, Survival +5 Languages Goblin Combat Gear Leather armor, Masterwork Composite shortbow (Str +1), +1 wounding arrows (6); Other Gear 29gp SPECIAL ABILITIES Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. GOBLINS (2) XP 135 each hp 6 each (Pathfinder RPG Bestiary) CR 1/3

TACTICS During Combat On the first round, they gleefully set loose their dire rats and draw their bows as they move to an elevated position, either at the top of the rock outcropping or on top of one of the fallen trees. On the next round theyll fire into the melee attempting kill the griffon, and then the PCs. Moral Theyll fight to the death as long as Ded -is is around. DIRE RATS (6) XP 135 each hp 5 each (Pathfinder RPG Bestiary) CR 1/3

Development: If the PCs successfully calmed the griffon and made an effort to protect it from the goblins, it will attempt to lead them back to where its rider fell. It cannot fly while the arrow protrudes from its wing. If the PCs remove the arrow with a DC 15 Heal check, or with magical healing, the griffon will be able to fly, but will not accept an unknown rider. It can be persuaded to assist in combat with a DC 20 Diplomacy or Intimidate check.

GETTING THE MESSAGE (CR 4)


Following the trail of the goblins is relatively easy with a DC 10 Survival check, and will lead the PCs northward about a mile before they hear a tortured scream. Here, a second set of tracks diverges from the goblin rat patrol. Some of them are goblinoid, but there are also tracks of something much bigger, with clawed feet and a broad sweeping tail. If the PCs were not able to follow the trail, they will still be able to locate the area by following the agonizing scream that pierces the forest walls. Following the sound is easy and will lead the PCs to a pair of lizardfolk warriors and a cadre of goblins, who are interrogating the man who fell from the griffon. One of the lizardfolk is attempting to open a scrollcase while the goblins busying themselves torturing the messenger. LIZARDFOLK (2) XP 400 each hp 11 each (Pathfinder RPG Bestiary) CR 1

GOBLINS (4) CR 1/3 XP 135 each hp 6 each (Pathfinder RPG Bestiary) TACTICS During Combat Once the goblins are aware of the PCs, three will aid the Lizardfolk in combat while the other takes up a position adjacent to the human. Moral If the PCs win in battle against his comrades, the lone surviving goblin will try to bargain for his life.

Regardless of how the negotiation goes, hell stab the tortured messenger and then make a break for it. If the PCs successfully followed or tracked the goblin here, then the messenger will survive the goblins last attack. If they had to rely on his tortured screams to find him, the parting blow will be enough to kill him. If saved, the messenger reveals himself as Daren Velese (NG male human aristocrat 3), a messenger of Fairhaven charged with reaching the nearest settlement to the south in hopes of obtaining aid in the form of armed troops. He goes on to ask if the PCs are heading to Fairhaven in response to the other messengers the town has sent. If the PCs admit to knowing nothing of the other messengers, he grows increasingly distraught, saying that someone should have returned by now, and that he fears Ymials agents must have prevented the other messengers from leaving the Peaks Path Wood.

Hell plead with the PCs to try to assist the town, as every able bodied man, woman and child is needed in Fairhaven. The recent earthquakes have collapsed the mines, trapping most of the militia below, the dragons ransom is nearly due, and there is evidence to suggest that Ymial will move to strike the city if it isnt made. Though hesitant after enduring torture at the hands of Ymials troops, Daren insists on continuing his mission, on foot if necessary. He appreciates the return of his griffon though, and will tell the PCs to seek a reward from the guildmasters when they arrive in Fairhaven. If Daren has died, the PCs will have to succeed where the lizardfolk failed in opening the scrollcase. The messenger case is an ornately built scrollcase with gorgeous metalwork that secures the contents. A DC 20 Disable Device is needed to open it, though a DC 15 Strength check can break the case open. Treasure: Engraved scrollcase worth 75g.

Player Handout #1

To our most esteemed neighbors, Fairhaven will soon be under siege, if it is not already. Recent movements within the earth have made procuring materials suitable for Goramials tastes difficult. It was with great reservation that our most capable miners delved into the trembling depths to find those materials. Most unfortunately, they were entombed when the most recent earthquake struck. Now, Goramial has sent his son, the half-demon Ymial to take his tribute in blood. He raises an army of savages as I write this, and I fear the price hell extract will be too much for Fairhaven to bear. It is not easy to ask this of you, and I know the price for taking up arms against Goramial will be steep, but Fairhaven has many riches, and we are prepared to share them. If Fairhaven must shed blood, let it be with allies at our side, and a hope that victory can be achieved. The messenger who delivered this has been authorized to represent me in negotiating for your assistance. -Unais Pratt Guildmaster of Fairhavens Metalshapers

--- TAKING PRISONERS --If any of Ymials troops are captured and interrogated, theyll make every effort to stay silent. If persuaded to talk by some means, theyll disclose that Ymial is indeed making preparation to attack the city of Fairhaven. Theyll describe in great detail how Ymial will destroy the PCs if they attempt to interfere. If forced into giving up a location, theyll say the army is forming up at the base of Goramials mountain lair, where Ymials red dragon father is personally putting fire into the heart of the troops, readying them for battle with the insignificant whelps of Fairhaven. This is a lie, but if it is discovered as such, the captured patrol cannot answer to Ymials true location, as his orders come down a chain of command that doesnt include them.

ENCOUNTERS IN PEAKS PATH WOOD


Though dangers are typical of such a place, the recent earthquake has stirred many creatures of the Peaks Path Wood from their usual routines, making the forest even more hazardous. In addition to the local fauna, Ymial is organizing forces loyal to him and has patrols seeking out citizens of Fairhaven who have attempted to escape the city, with instructions to kill anything they encounter. It will take about two days to reach Fairhaven on foot, and a quiet journey is unlikely. Roll percentiles twice per day and once per night while navigating the Peaks Path Wood. There is a 20% of encountering one of the woods denizens with each roll. Consult the table below to determine what is encountered. RANDOM ENCOUNTER TABLE d% Creature CR Source 1-9 Aftershock 1 See below 10-19 Goblin Patrol 1 Pathfinder Bestiary 20-29 Refugees 2 See below 30-49 Orc Patrol 2 Pathfinder Bestiary 50-55 Quickling 3 Pathfinder Bestiary 2 56-65 Lizardfolk 3 Pathfinder Bestiary Patrol 66-72 Hell Hound 3 Pathfinder Bestiary 73-79 Owlbear 4 Pathfinder Bestiary 80-94 Looters 5 See below 95-100 Medusa 7 Pathfinder Bestiary Aftershock: The earth continues to tremble, albeit with far less impact than the earlier earthquake. The effect lasts for 1 round. Creatures on the ground must make a DC 10 Reflex save or fall prone. Spellcasters must make a Concentration check (DC 10 + spell level) or lose any spell they are attempting to cast. If the PCs are in a structure, heavily wooded area, or

mountainous region, falling debris will cause 3d6 bludgeoning damage. A DC 15 Reflex save will reduce this by half. Refugees: PCs encounter 1d4+1 humanoid refugees from Fairhaven. They are attempting to navigate the Peaks Path Wood without encountering Ymials patrols. Some may not even be aware of the danger theyre in. Goblin Patrol: Three goblins leading a single dire rat are searching the woods for humans who may have escaped Fairhaven. Orc Patrol: Five orcs are pursuing their bloodlust through the woods and will pit their skills at combat to the test against anything they encounter. Theyre convinced their god has told them the end of the world is near. Quickling: A solitary fey creature has been disturbed by the increased activities in the Peaks Path, and is gleefully interfering in a murderous fashion. Lizardfolk Patrol: Three lizardfolk warriors are on a mission to recruit additional forces for the invasion force. Hell Hound: Ymial tended to a litter of hell hound pups as a past time in his youth. Now that theyre old enough, he lets them roam the woods surrounding his fathers lair. Owlbear: The mate of the owlbear that makes its home near the old crypt. See page 17. Looters: 1d4+1 humanoid level 3 rogues are encountered as they are making the trek through the woods. They are hauling ill-gotten gains in the form of looted goods from Fairhaven. See Persey Pendersnup as an example. Medusa: The PCs stumble upon the abode of a medusa. Shes already been asked to join Ymials army, but had no interest as evident by party of stone lizardfolk and goblins just outside of her doors. Shes not particularly happy to see the PCs either.

NO REST FOR THE WICKED (CR 2)


As the PCs make their way closer to Fairhaven, theyll encounter Persey Pendersnup who is on the bank of a river, covered in mud and doing his best to break the lock on sturdy chest. Hes breathing heavily, and stops periodically to wipe his eyes of tears and sweat. When he sees the PCs, hell back away, having already had more than enough strife thanks to his ill-gotten gotten gains. He had two other companions, both of whom fell to an encounter with a harpy that was watching the mountain pass that leads out of Fairhaven. When he last saw them, they were being eaten alive by the winged woman and he hadnt the heart or courage to try to save them.

If the PCs succeed with a DC 14 Diplomacy or DC 18 Intimidate check, hell succumb to the guilt he feels for his lost friends and leave the chest and everything in it, muttering to himself as he goes. If the PCs realize hes a looter and insist on bringing him in for justice, hell become angry and lash out at them with his dagger. PERSEY PENDERSNUP CR 2 XP 600 Male human rogue 3 CN Medium humanoid (human) Init +2; Senses Perception +6 DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 22 (3d8+6) Fort +2, Ref +5 (+1 bonus vs. traps), Will +1 Defensive Abilities evasion, trap sense +1 OFFENSE Speed 30 ft. Melee dagger +2 (1d4/19-20) and mwk shortsword +3 (1d6/19-20) Special Attacks sneak attack +2d6 STATISTICS Str 10, Dex 15, Con 12, Int 8, Wis 11, Cha 9 Base Atk +2; CMB +4; CMD 14 Feats Agile Maneuvers, Two-weapon Fighting, Weapon Finesse Skills Acrobatics +7, Climb -1, Disguise +5, Escape Artist +7, Fly +1, Perception +6 (+7 to locate traps), Ride +1, Sense Motive +6, Sleight of Hand +7, Stealth +7, Swim +5 Languages Common SQ rogue talents (resiliency [1/day]), trapfinding +1 Other Gear studded leather armor, dagger, masterwork short sword, 71 GP SPECIAL ABILITIES Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 3 temporary hp for 1 min. Treasure: On his way out, Gaelin had little time to be particular about what he was going to steal. He grabbed the biggest chest he could find that was still small enough to carry, and hide. The chest is locked, but a DC 20 Disable Device can open it. Inside the chest is an assortment of documents and paperwork, mostly detailing accounts and tax information for an establishment called The Hammers Rest, an apparently lucrative inn and tavern in Fairhaven. Included in the documents is a deed to the property, signed by the owner, Warl Bernington and a notary. Another stack of papers is bound in twine and appears to be printed vouchers for free drinks at the establishment. There is also a beautiful wooden box worth 50gp that, when opened, reveals four neatly packed rows of gold pieces, totaling 400gp.

ROOSTING EVIL (CR 4)


There is one major road that leads to the south from Fairhaven and to the nearest other major city. To reach Fairhaven, the PCs must leave the Peaks Path and follow the road up the mountains. Theyll come across a bridge that has no railings, and is about 40 feet from one end to the other and is 15 feet wide. Its built about 30 feet from the forest floor and spans the breadth of a ravine that digs deep into the mountain. While on the bridge a PC can see into the ravine where a large nest is visible in the cliffs above. Creature: Ymial has placed an agent here, a clever harpy that has been on the watch for messengers leaving Fairhaven. She has slain a few looters making their escape, as well as the first messenger the town attempted to send. She is somewhat dour about the griffon outpacing her and will try to incapacitate the party as fast as possible so she can finish what she started. If the PCs are willing to betray the whereabouts of the griffon or its rider, she will allow them access to the city and flies off to reacquire her lost prey. HARPY XP 1,200 hp 42 (Pathfinder RPG Bestiary) CR 4

Treasure: Scaling the cliff face to reach the harpys nest 60 feet above requires DC 15 Climb checks. The rocks are slick with blood that is seeping through the sticks and mud of the harpys nest, increasing the last check by +5 if climbing up from directly below it. Once above the nest, two partially eaten corpses are revealed. Beyond the nest are bones from at least four more corpses, in varying states of decay. Rummaging through the refuse, the PCs can find an ornate messenger scrollcase worth 75 gp. It is the same as the one Darin had, and contains the same message. Other loot to be lifted from the corpses includes a spyglass of exceptional quality worth 1500gp, 6 smokesticks, 2 tanglefoot bags, a potion of invisibility, a climber's kit, a pouch containing dust of tracelessness, a coin purse containing 35pp, and another 150gp from amongst the remains.

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PART TWO: FAIRHAVEN


Though not enormous in size, the buildings of Fairhaven are dwarfed only by the mountain that rises behind them in terms of majesty. Fairhavens structures are built in fashions that make even the richest foreigners sick with envy, the product of expert craftsmen obsessing for years and even centuries on their labors. It would be a mistake to think of Fairhaven as simply a mining town. In fact, Fairhavens mines are not industrial in nature, and serve only to supply the community with stone, metals and gems for the creation of great artistic masterpieces. Citizens and guests alike are encouraged to nurture their talents in the arts, both for themselves and for the dragon overseer that demands regular tribute. Threat of the Goramials reprisal against any who disrupt the flow of finely crafted goods has kept the town safe for hundreds of years, though many say that Fairhaven has been flirting with disaster. Oddly enough, the disaster came not in the form of an angry dragon, but from the very earth beneath them. Fairhaven is nearly in ruins. Much of its outer walls have collapsed, and a large fissure has opened through the center of town. Walls upon which once stood some of the most grandiose sculptures ever made by mortal hands lie crumbled in the lakebed bellow. Where segments of the wall remain, large ornately carved effigies stare in silent vigil over broken paths. They almost appear to breathe, so lifelike are their renditions, a testament to the skill of the artisans that dwell in Fairhaven. The town is built on three relatively flat plateaus on the side of a mountain, overlooking the lake formed by the water runoff from the mountains peaks. Craftsman long ago tamed the rivers flow, creating a dam deeper in the mountains to form the idyllic water flow for Fairhavens four waterfalls. FAIRHAVEN N small town Corruption +4; Crime +3; Economy -4; Law -5; Lore +2; Society -3 Qualities academic, insular Danger +20; Disadvantages anarchy DEMOGRAPHICS Government council (anarchy) Population 1,250 (895 humans, 192 dwarves, 110 elves, 53 other) Notable NPCs Acting Militia Captain Regina Garin (LN female human aristocrat 3/fighter 1) Tobias Shortwall (LG male dwarf expert 6) Guildmaster Urick Frostwarden (LG male dwarf fighter 5) Miranda Aramil (CE female succubus)

MARKETPLACE Base Value 1,000gp; Purchase Limit 5,000gp; Spellcasting 2nd Minor Items 3d4; Medium Items 1d6; Major Items NOTES Leaderless: With the two ruling guild masters missing, one in the mines and the other dead, Fairhaven is effectively leaderless. If Regina is made aware of Guildmaster Pratts fate, order can be restored.

F1. THE GATES OF FAIRHAVEN (CR 2)


A path runs steeply upward along the base of the mountains edge until it reaches the city gate. It is on this path that the colossi can be seen carved directly into the side of the mountain. The massive stone guardians are in poor shape however, with one severely cracked, and the other laying in pieces across the mountain path. The great oaken doors that marked the citys entrance are still standing, though not much of the surrounding wall is. When the PCs approach, a team of laborers are in the process of erecting wood palisades where the sections of the wall collapsed. They work to hoist trees from the side of the lake below up onto the path, where they are worked into the segments of the new wall. Little more than half of the broken wall has been filled in. At their current pace, it could take days to close the gaps, and the fires of Ymials army can be seen sending smoke through the canopy of the Peaks Path Wood. Regina Garin (LN female human aristocrat 3/fighter 1) is in charge of the work detail, and shell immediately mount her horse and move to intercept the PCs as they approach the gate. Third in command of Fairhavens militia, she hasnt been in charge of much more than paperwork until now. With the head of the militia trapped in the mines, and the second in command lost to Ymials approaching army, the defense of the city has fallen to her. She is covered in mud and sweat, and her hands are bloody with burns from long hours of helping to hoist the timber. At first, shes wary of the PCs, and questions them outright about their knowledge of Ymial and Goramial. Her initial attitude is unfriendly unless presented with evidence the PCs met with Daren. If she starts unfriendly, a DC 22 Diplomacy check is needed to gain entry into the city. If she is presented with evidence of the PCs goodwill, shell allow them entry, but a DC 17 Diplomacy check will endear the PCs to Regina, improving her attitude to helpful. She can impart that help in a number of ways, but the most basic is a +2 bonus to Diplomacy checks made within Fairhaven, as word of the PCs involvement and aid will spread faster with her influence. Shell direct the PCs to the Guildhall to speak with Guildmaster Pratt.

11

FAIRHAVEN DIPLOMACY RESULTS


0-5: 1d4+1 rumors, 6-10: 1d6+1 rumors, 11-15: 1d8+1 rumors, 16-20: 1d10+1 rumors, 21+: 2d6+1 rumors
EXTRA FLAVOR Gillian is helping the Stoneshapers dig out the mines, so dont expect to be able to get into his studio for the next few days. Its easy for people to lose track of one another in all the tragedy, but there are some people are going missing and no one knows where theyve gone. Warls been teaching himself and his staff dwarven. Who know one man could have so many talents! Guildmaster Pratt sent Darin and his griffon out with a message as soon as they got back from scouting for Ymials army. I dont know why they bothered. Im sure my son is already on his way back with a host of troops to help us out. The Bonerattle tribe of lizardfolk has long coveted the clear waters that run through Fairhaven. Ymial killed a messenger of Fairhaven oncedismounted him from his griffon en route back to Fairhaven. For his disobedience, Goramial tore his wings off. I doesnt seem right that Goramial would let him do this to us. People from the farms around the lake below have come to the city for safety, though for many, it means living in the streets.

At least the earthquake hasnt damaged the dam up there. If that reservoir broke...

FALLACIOUS Many young men of Fairhaven claim to have had liaisons with Lomiria, the succubus consort of the dragon, Goramial. They say their prowess in the art of love saved their souls from being claimed by the demon. Goramial is just an old kobold wizard thats finally found a way to make it in this crazy world.

ENCOUNTER HOOKS Gillian tried his luck getting out of town. No ones seen him for days. Guildmaster Pratt is in charge of Fairhaven while Krenna is stuck in the mines, but no ones seen him since the last messenger left. The Hammers Rest closed its doors for the first time in years. Whenever someone tries to go into the Hammers Rest, the staff start throwing things at them! Cherish Brayburn is such a nice young girl. I hope that adventurer spirit of hers hasnt gotten her into trouble. Late last night, I swear I saw someone poking around by the fissure in front of the Hammers Rest. I went back there with a lantern, and saw beady yellow eyes staring back from deep below. It ran off, whatever it was. Goramial didnt get so old by broadcasting his whereabouts. Only one representative of Fairhaven knows the location of his lair at any given time, and poor Ergan was trapped in the mines with the others.

ENCOUNTER FORESHADOWING The peaks around Fairhaven wont allow for a full army to move through them, but small bands of soldiers could probably navigate the narrow trails. Ymial won the allegiance of the Bonerattle lizardfolk by calling lightning from the heavens and then standing calmly in a lake of fire that erupted around him. I helped Gillian move a crate into his place a few months back. I dont know what was in it, but I think it was alive. We stashed it in a hidden crawlspace at the back of the studio. Over a century ago, when the deepest tunnels of the mines were in use, the miners found many natural tunnels. Some say they led into the lands ruled by the underfolk, which is why those sections of the mines had to be closed.

DETERRENTS Ymials horde is as plentiful as the trees of the Peaks path. The Fairhaven militia rode out to meet him a

week back, and their heads came back to us in bags.

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F2. THE RISE


Fairhavens main road is a clay tiled, gently sloping path that connects the citys three tiers. The hardened clay tiles form intricate mosaics that colorfully depict dragons in varying states of grandeur. While all of the known dragons are represented in the mosaic, the largest of the images, placed at the top tier, depicts a massive red dragon with its wings spread wide.

F3. TOWN SQUARE


Fairhavens town square is in a pitiable state. Where the wagons of visiting merchants or the bright colors of festival tents normally dominate the square, it is now full of displaced citizens whose homes have been damaged or outright destroyed. The towns primary concerns are with digging out the mines and repairing the walls, leaving many townsfolk to fend for themselves. Hastily erected shanty homes and burning piles of refuse now litter the square. The PCs will draw some ireful glares from envious townsfolk, while others will look to them for news, or help.

F4. GUILD HALL (CR 3)


Fairhaven exists under the governance of two influential guilds, the Stonecutters Guild and the Metalshapers Guild. They, in combination with other minor guilds, form the ruling entities of Fairhaven. They meet in the guildhall, a marvelous tower of glossy marble arches and stained glass windows. There are two entrances, one that opens to into the town square, where most of the public traffic enters and exits, and another entrance on the upper tier that gives easy access to the upper offices of the tower, including the residential quarters that house the guild leaders. The leader of the Stoneshapers Guild, Urick Frostwardens quarters are vacant now, as he went into the mines with the towns best miners on the search for materials suitable for the dragons ransom. The Metalshaper leader, Unias Pratt is an aging man, and while he is generally well loved, recent events have started to turn the peoples will against him. He has refused to leave his chambers since the day after the earthquake, having taken to the counsel of Miranda Aramil, an influential widow that he has been known to have frequent liaisons with. Miranda is actually the late Goramials succubus consort, who wears the face of Miranda to influence the local politics of Fairhaven. When Goramial perished in the earthquake, Lomiria devised a plan to eliminate competition for the hoard he left behind. She aimed to both murder her son, Ymial, the only other creature currently aware of the unguarded treasure, and utilize Fairhavens easily seduced leaders to dig out and secure the fortune. Following the earthquake, she doubled her attentions on Guildmaster Pratt and convinced him to send the remaining militia to preemptively strike at Ymial, a tactic that proved disastrous. The militias failure has presented a hurdle

to her plan, and shes been looking for an alternative to bring about her offsprings demise. As the PCs have presented the best chance of bringing that about so far, shell aim to put on a show that will convince them to help her. The doors to the Guildhall are locked, and there is no response to any attempts to hail those residing within. If the PCs attempt to force their way in, the doors on either level are a pair of ornate, sturdy wood doors, bound in brass and iron. (AC 3; hardness 7; hit points 37; Break DC 27) and locked (DC 30 Disable Device). Windows are built at regular intervals high into the side of the building, and can be reached with a climb DC 25. The windows are ornamental however, and do not open. They can easily be broken however, which will alert those within. Attempting to knock the doors down will result in attracting attention from citizens in the town square, many who are angry at their current state of homelessness, or inability to assist with defending the town at the gate or in the mines. Theyll see storming the guildhall as a viable alternative and be quick to join the PCs in attempting to gain entry. It should be quickly apparent that theyre working themselves into a frenzy. A DC 14 Diplomacy check is required each minute to steer their intentions away from rioting. A DC 21 Diplomacy check will convince them to disperse. FAIRHAVEN TOWNSFOLK (VARIES) CR 1/2 XP 200 each Human Commoner 2 N Medium Humanoid (human) Init +0; Senses Perception +3 DEFENSE AC 10, touch 10, flat-footed 10 hp 9 each (2d6+2) Fort +1, Ref +0, Will -1 OFFENSE Speed 30 ft. Melee Club +2 (1d6+1) Ranged stone -3 (1d2+1) TACTICS Morale A townsperson flees as soon as he or she takes any damage. STATISTICS Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 10 Base Atk +1; CMB +2; CMD 12 Feats Skill Focus (Craft [any]), Skill Focus (Profession [any]) Skills Climb +6, Craft (any) +5, Perception +3, Profession (any) +7, Swim +5 Languages Common Gear club, stones

AUDIENCE HALL (CR 4)


If alerted to someone attempting to gain entry, the guards within will set up for an attack, taking cover behind the stone

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benches in the audience chambers (town square entrance) or behind ornamental pillars in the foyer of the residential (upper) tier entrance. If the PCs attempt to reason with them, they say that no one is to enter by order of Guildmaster Pratt and that they are authorized to bar entrance to the building with lethal force. Townsfolk who see combat break out between the PCs and the guards will attempt to storm the tower with the PCs. Some will attack the guards, while others will start looting, tearing the tapestries from the walls and stripping paintings from their frames. During each round of combat, 1d4+1 townsfolk appear to join the attack on the guildhall. GUILDHALL GUARDS (2) CR 2 XP 600 each Human Fighter 3 LN Medium Humanoid (human) Init +0; Senses Perception +4 DEFENSE AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield) hp 27 each (3d10+7) Fort +4, Ref +1, Will +0 (+1 vs. fear) Defensive Abilities bravery +1 OFFENSE Speed 20 ft. Melee mwk longsword/ +7 (1d8+2/19-20) Ranged mwk repeating hvy crossbow +4 (1d10/19-20) TACTICS During Combat As soon as anyone enters the building, theyll fire at them with their crossbows, then switch to sword and shield when engaged in melee. Moral The guards have all been charmed by Lomiria, and will fight to the death. STATISTICS Str 15, Dex 11, Con 12, Int 8, Wis 9, Cha 10 Base Atk +3; CMB +5; CMD 15 Feats Alertness, Exotic Weapon Proficiency (Repeating heavy crossbow), Quick Draw, Shield Focus, Weapon Focus (Longsword) Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3, Handle Animal +4, Intimidate +5, Perception +4, Ride +2, Sense Motive +1, Stealth -3, Swim -1 Languages Common Combat Gear Masterwork Scale mail, Masterwork Heavy steel shield, Masterwork Repeating heavy crossbow, Masterwork Longsword, Silken ceremonial armor

of the texts, and details of the towns history can be found within the tomes around the room. Research in the library and a DC 15 Knowledge (local) check will uncover an old brittle tome, which reveals the last days of the ancient mines deep beneath Fairhaven. It includes one of the last detailed maps of the area before they were abandoned, and mentions the intersecting of the mines with the old crypt. The miners sealed the breach in reverence of the deceased. Possessing the map will provide a +4 circumstance bonus to avoid getting lost while navigating the mines.

GUILDMASTER QUARTERS (CR 7)


Lomiria spends most of her time waiting in her chambers, puzzling out her next strategy for the oncoming confrontation with Ymial. The lush, richly adorned room has a large draped bed against one wall where rests the corpse of Guildmaster Pratt. Hes gone cold, but does not yet show any visible signs of rot. An empty cup sits at the side of his bed, a pungent sticky residue lines the inside of the cup. A DC 15 Knowledge (nature) or Alchemy check is needed to know it is the remnants of crushed hemlock. When the PCs enter the room, a pale, dark haired woman (Lomiria guised as Miranda) dressed only in a delicate robe is on her knees at the side of the bed. Her eyes are red with grief and her breaths come in ragged sobs. The robe is parted, and her torso is slick with blood seeping from a deep cut just below her left breast. Her hands are at her side. In one, rests a bloody dagger. LOMIRIA Succubus (Pathfinder RPG Bestiary) XP 3,200 hp 42 CR 7

Lomiria will attempt to convince the PCs that she and Pratt devised the preemptive strike against Ymial (true) and that the devastation and shame of their failure drove them to attempt suicide before the imminent fall of the city (half true). She was going to join Unais by drinking the rest of the hemlock, (false) but found that she couldnt bring herself to do it. When she heard the sounds of fighting, she figured an angry mob was coming for her, and attempted again to finish the deed (false), still without success.

HALL OF RECORDS
This large circular room is lined with shelves of books from floor to ceiling, with reading stands arranged in two rows at the center. Around the outer wall are six doors, all of which lead to moderately sized chambers on the exterior of the building. A DC 10 Perception will glean the historical nature

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If the PCs suspect her of anything, she plays the desperate victim, owning to her and Pratts grave error in judgment. If the party detects her evil alignment, she confesses her desire to have a ruling interest in Fairhaven, and her willingness to resort to unconventional means to secure it. She points out that their goals can be congruent for now though. The PCs arrival presents Fairhavens best chance at finding the other militia members lost to the mine collapse, and presenting a better defense against Ymial and his army. Secretly, she hopes it will be a defense that will prove fatal to her offspring. Shell make an effort to ensure the PCs follow this course, extending a reward on behalf of the city to secure the PCs assistance. During the course of the encounter, shell make no special effort to hide the knife she used to cut herself, though she wont do anything more to draw attention to it. A DC 20 Craft (metalsmithing), or similar skill, is needed to recognize that the blade is made of cold iron. Development: Shell offer the PCs a place to stay at the guildhall, though the unrest of the people outside might convince them to seek lodgings elsewhere. If the PCs contact Regina with information of what has occurred with Guildmaster Pratt, she can work with Miranda and the PCs to restore order to Fairhaven by addressing the crowd that has gathered in the town square. If the PCs are successful in restoring order under Reginas leadership, u se the adjustments to Fairhavens stat block below. Treasure: The reward Lomiria speaks of is the personal effects of Unais Pratt. She says that he would want them to have his belongings if the PCs can help to save the city he loved, the city he had thought beyond saving. Among those belongings are two noble outfits, masterwork artisans tools purposed for metalcrafting, a set tungsten tongs that can be used to heat metal per the spell on any metal object within their grasp and 350gp. Additionally, with the Guildmaster Pratt now deceased, Regina will reward the PCs a sum of 300gp each for their assistance in helping Darin. FAIRHAVEN Corruption +0; Crime -1; Economy +0; Law -1; Lore +0; Society +5 Danger +0; Disadvantages none Demographics Government council

F5. NEGLECTED TALENT (CR 4)


Gillians Studio of the Study of Form is a place where artists have gone to draw, paint and sculpt a wide variety of subjects. Benton Gillian is known for hiring the best talent in the land to model for his students. Unknown to all but a few, one of the ways Horace has been able to find such incredible pieces for his still life classes is that he has trained a mimic to adopt forms on command. Benton had been helping to remove stone from the entrance to the collapsed mine, and in doing so neglected to procure a meal for the aberration. Upon returning to his studio for the evening, he was ambushed and eaten by his pet. A DC 22 Perception check reveals minute splatters of blood across one of the works in progress, a painting of a dark haired, fair skin noble woman sending ripples across an otherwise tranquil pond by tracing her finger across it. The buildings of Fairhaven are sketched like ghostly vapors behind her, but the painter has not yet filled the details in. Creature: The mimic has hidden itself among the props Horace had been accumulating for a piece that would depict Goramials fabled horde. Against a cavernous backdrop is arrayed a wide assortment of gems, gold and other precious treasures. Picking any of the treasure up reveals it to be made of plaster and painted to resemble the real thing. Doing so also triggers the hidden mimic. Treasure: Gillian was a skilled painter, and three of his completed pieces are set at the rear of the shop. The three paintings together are currently worth 500gp, but word of Gillians demise will entice serious collectors to pay far more for them. MIMIC XP 1,200 hp 56 (Pathfinder RPG Bestiary) CR 4

F6. THE HAUNTING OF THE HAMMERS REST (CR 4)


Even in its current state, with cracked walls and debris littering the front lawn, the Hammers Rest appears more richly adorned and well preserved than most inns. But as you get closer, the solid oaken doors that seemed invitingly open from afar feels more akin to a long abandoned ruin than a comforting place to rest. An oppressive darkness lies beyond the threshold The Hammers Rest is Fairhavens sturdy inn, consisting of three levels, an attached stable and a spacious garden area that overlooks the first of Fairhavens four waterfalls. The bottom floor is accented with beautiful wood cuts fit into stone, masterfully carved, and depicting scenes of travelers, festivals and other forms of revelry common to taverns and inns. Until recently, it was often the busiest place in Fairhaven, especially with the mine workers prevented from accessing the mines during the first rumblings of the impending earthquake.

--- AN UNHOLY GIFT --If any of the PCs seem like they would be open to it, and if she can arrange to be alone with them, Lomiria will visit said PC in the night and offer to perform a ritual that would help them to find the militia and defeat Ymial. If the PC agrees, she grants them her profane gift. If questioned about the ritual, shell say that her family has long been tainted by a pact with infernal masters, but will admit that she finds the powers they bargained for useful. When Ymial reaches the city, shell use her suggestion ability with the PC to help ensure Ymials demise.

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Attacking them will harm the host, who will die as normal if enough damage is dealt to them. Losing the host body is enough to disperse the spirit until its rejuvenation ability restores it. Forcing the poltergeists from their hosts by other means restores their normal statistics as detailed in Pathfinder RPG Bestiary 2. POSSESSIVE POLTERGEISTS (3) CR 2 LN Medium Undead (corporeal) XP 600 each hp 19 each (Pathfinder RPG Bestiary 2) TACTICS During Combat Theyll fly above the offending characters, hurling pieces of debris indiscriminately until they leave the building.

Now, the building has a few broken sculptures and a crack here and there on the exterior stonework. While the Hammers Rest could have fared worse in terms of the damage, especially considering the gaping fissure that opened in the street out front, the same cannot be said for the staff of the revered establishment. When the earthquake struck, a powerful undead creature was released from a prison that predates even the dwarf crypt. A necromancer, looking to lure the creature from the mountains depths began to abduct townspeople in the hopes that a dark ritual or two would entice it. His dabbling roused the spirits of the dwarf warriors, who soon fell prey to the ancient undead creatures maddening attacks. Confused, and unsure of what is happening, the dwarf spirits, Haedrick Silverspinner, Barl Giantbane and Undir Spellweaver have found purchase in the bodies of the three Hammers Rest employees, and are prepared to go to war with any who try to send them back into the dark pit. When entering the Hammers Rest, the PCs will be greeted by Warl Bernington (LN male human expert 5), Madam Ava Brayburn (N female human aristocrat 4/rogue 2) and Cara Brayburn (NG human commoner 3), who are the three who have been possessed by spirits of the ancient dwarven warriors. When encountered, theyre hovering in the air at the center of the inns common area. Their eyes glow with a pallid unearthly light. Around them floats a field of utensils, furniture and other goods from around the inn. Though the dwarf spirits speak both dwarven and common, they do so in an ancient dialect that is difficult to understand. A common speaking character will need to succeed at a DC 15 Linguistics check to understand them correctly, while a dwarf speaking PC can communicate with the spirits with a DC 10 Linguistics check. If they can find a way to communicate with the spirits, they can be persuaded to return to their tombs if the undead creature and the necromancer are dealt with. If the PCs attempt to fight the possessing spirits, each of them is similar to a poltergeist. While in the bodies, the poltergeists lose their natural invisibility, yet retain the use of their frightener ability by distorting and twisting the flesh of their victims. While this does no harm to the human subject, it is unsettling.

F7. THE FISSURE (CR 4)


The fissure that opened outside the inn leads into the deep of the mountain where the tomb resides. The walls are jagged natural stone and loose broken earth that has become mud in places thanks to water seeping in through the first of the pools behind the inn. In some areas, the water runs freely into the depths of the fisher, creating a spray that is making the rock walls slick. If PCs use a rope in their descent, add +5 to the normal DC due to the water spray clinging to the rope. Scaling the fissure is a DC 25 climb check, where failure results in the PC falling 1d4x10 feet before being allowed a DC 15 climb check to catch themselves on a jagged outcropping or piece of debris lodged in the crevice. If they fail the check, they will fall another 1d4x10 feet, counting each interval as a separate fall. The fissure extends to about 160 feet beneath the surface, with a pool of water 10 feet deep at the bottom. A DC 20 Perception reveals that a small tunnel has opened at the bottom of the pool. Swimming through it leads to the old dwarf crypt (see Mr. Bones Cometh on page 19). Treasure: Numerous buildings have collapsed into the fissure, some of which rest precariously between the fissure walls, poised to careen into the depths below. As the PCs make the climb down, theyll find all manner of debris, some of which includes the contents of a deceased j ewelsmiths home. Searching the waters below will turn up a silver bracelet worth 50gp, a ruby amulet worth 250gp, a single sapphire earring worth 100gp, a spool of mithril wire worth 150gp, a mithril ingot worth 250gp, and a gold ring worth 250gp. Another way exists to reach the tomb as well, the old crypt entrance built into the side of the mountain, reachable by following the mountain trail in area F10. People of Fairhaven are only vaguely aware of the tombs entrance these days, but can direct the PCs to it if theyre asked.

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F8. THE GARDENS


The gardens of Fairhaven are lush, beautiful and dominate the lowest tier of the city. The waterfalls are diverted into two small rivers that feed the flora, all of which is tended to a meticulous degree. While many of the citys buildings have suffered greatly from the earthquake, the gardens growth seems unimpeded. A cracked path here and there is all that there is to indicate a calamity ever transpired here. The current state of the gardens is largely owed to Nelbin Jameson (NG male human expert 6), who has made it his duty to tend them. Hes made it a point to open the gardens to people whose homes were destroyed, and numerous tents can be found in amidst the flora. Nelbin is a master herbalist, and is busying himself using the gardens resources to produce healing poultices and ointments to relieve some of those less seriously injured during the earthquake. He can provide the PCs with most alchemical items.

CRYPT ENTRANCE (CR 4)

F9. COLLAPSED MINE ENTRANCE


The mountain walls part for a finely crafted brick path that leads past four massive statues, much like the ones that stand vigilant on the path leading into the city. The two that were built into the west side of the path have suffered greatly in the earthquake. One has fallen from its base and hangs between the two sides of the path. The other is in pieces. Dozens of capable Stoneshapers and Metalsmiths who werent in the mines when the collapse occurred are located here, attempting to clear the debris to reach their entombed brethren. Tobias Shortwall (LG male dwarf expert 6) is directing the efforts here. When encountered, hes angrily shoeing away one of his students that is urging him to get some sleep. Tobias has been awake for days, and while he still seems clearheaded, his movements and betray a lack of dexterity that accompanies exhaustion. The going is agonizingly slow, but hes a patient dwarf that wont risk causing an additional collapse by rushing the job. When the PCs declare their intention to help, hell shake the dust and stone debris from his beard and greet them cordially, but hell make it clear he doesnt have much time to answer questions. If the PCs are sincere in helping, hell suggest they try to find another way into the mines. Hell suggest they go to the guildhall to search through mining records, or brave the fissure to see if it connects with any of the old tunnels. They sent a crew to survey the fissure a few days ago without any success, but the aftershocks might have opened up a new passage. There isnt much on the outside that betrays the existence of a dwarven crypt, with the old stone arches having weathered down to a shadow of their former glory. The surrounding area is thick with overgrowth, over which the stone wall of the mountain rises. Evidence of the old dwarf door is barely perceptible in the rock face, the impressions of ancient runes having been worn down by centuries of exposure to the elements. As the PCs approach, a DC 15 Perception check will reveal the presence of bits of bone and fur matted in clumps in the underbrush as they near the door. A DC 10 Knowledge (nature) check can confirm these are giant owl pellets, and a DC 15 Knowledge (arcana) check can further identify them as owlbear droppings. The old stone doors of the crypt were long ago broken from their pivot points. One door yet remains upright, though it is slightly ajar. The other has fallen inward, and is cracked in multiple places. Each door consists of a slab of stone about 5 feet high, 3 feet wide and 6 inches thick, weighing about 1,300 pounds. Numerous bits and pieces of the ceiling and walls have broken off and form the rubble that litters the floor. Plant life has reclaimed some of the stone floor near the entrance, pushing up through the tiles cracked by the door when it fell. Creature: Dried leaves scatter the area, and are clumped in a heap at the back of the chamber, where stirs an angry owlbear. OWLBEAR CR 4 XP 1,200 hp 52 (Pathfinder RPG Bestiary) TACTICS During Combat While not really a tactic, the hulking owlbear will charge any creature that enters its lair, striking the

F10. THE MOUNTAIN TRAIL


An old winding trail snakes its way through the rocky slopes behind Fairhavens gardens and leads deeper into the mountains. About nine miles out of Fairhaven exists the nearly overgrown tomb entrance (area M4). It has been quite some time since anyone has visited the tomb to revere the forgotten dead though.

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standing stone door in the process, causing it to topple over and do 2d6 damage to any in the square it fell into. A DC 15 Reflex save will halve the damage. At the rear of the cave is set of dilapidated stone doors (DC 24 to break, Hardness 4, hp 45). Unlike the exterior doors though, these ones remain closed, with a lock still intact, though completely rusted over. A chunk of the door has broken off near the top of the right door though, and is large enough for a small character to squeeze through with a DC 10 Escape Artist check. From the other side of the door, the locking mechanism can be reached and easily bypassed with a DC 15 Disable Device check.

will take the average party four hours to traverse the gassed area of the tunnel.

DONT BREATHE THIS (CR 1)


A large section of the tunnel has sunken deeper into the earth, creating a pit 30 feet deep and 10 feet across, and spanning 20 feet to the left and right of the dwarf-made passage. A successful DC 20 Acrobatics check is needed to attempt a long jump via a running start, and the jump itself is DC 15. If the PCs explore the crevice, they can find the source of the natural gas leak with a DC 10 Survival check, which is a 2 feet wide crack near the bottom of the crevice. A swift current of natural gas can be felt moving through the area. Treasure: When investigating the current, a DC 15 Perception check will reveal a glimmering surface in the broken rock at the base of the fissure. Its an uncut chunk of tanzanite worth 1,200gp.

INTO THE DARKNESS (CR 4)


The long tunnel that leads to the old crypt originated as a result of following a vein of mithril that dwarves say was how the gods led an exhausted people to the site that would become Fairhaven, for they would come to build the town above the crypts. Undisturbed for centuries, hundreds of thousands of bats made their home here following the crumbling of the tunnel entrance. During the earthquake, a vent of natural gas was routed into the tunnel and the bats began to die. While some of them have found breathable air deeper in the cave, most lie dead and are scattered upon the floor upon thick layers of guano. When the PCs enter, theyll notice the dead bats, and while guano is dried on its upper most layers, it still presents a slick surface to walk upon and can reach two feet deep in places. Treat the floors of the tunnel as dense rubble (half movement, +5 to acrobatics checks and +2 to stealth checks) due to large portions of the ceiling and the walls breaking and falling on the floors. In addition to this, the earthquake has caused stretches of the floor to become even more uneven than they already were. Creatures moving more than half speed are required to make a DC 15 Acrobatics check at the start of their movement or fall prone. This DC is increased by 5 when running or charging. The air is thick with a heavy ammonia smell in areas where the guano is particularly deep, and helps further mask the virtually odorless natural gas. Detecting the gas is a DC 25 Survival check. Each hour the PCs remain in the tunnel prompts a Fortitude save (DC 15 + 1 per previous check). Failure results in the PC becoming fatigued. Once fatigued, slow suffocation sets in and the character takes 1d6 points of nonlethal damage every 15 minutes. When reduced to zero, this becomes lethal damage. If an open flame is used within the tunnel, it will ignite the gas, causing 4d6 points of damage (Reflex save DC 15 for half) to all within the tunnel, or within 5 feet of the entrance. After the explosion, the air will not be breathable for 2d4 minutes. The path reaches deep into the mountains back towards Fairhaven, approximately nine miles. Moving at half speed, it

BATS! (CR 3)
The tunnel moves upward and the PCs will come upon a section high enough to escape the worst parts of the natural gas. Its also where the rest of the living bats have gone . Theyre starving and easily excitable, forming into a swarm and attacking the PCs as soon as they make their way into the area. The tunnel leading into the area is still filled with dangerous natural gas. If the PCs havent dealt with the vapors yet, they will threaten an explosion if the right conditions are presented. BAT SWARM XP 600 hp 9 (Pathfinder RPG Bestiary) CR 2

END OF THE LINE (CR 5)


When the PCs reach the end of the tunnel theyll find hanging from the tunnel ceiling numerous stringy clumps containing the dried husks of bat corpses. Theyll also see a door thats in much better condition than the ones theyve bypa ssed previously. This one is a sturdy stone door set on a central pivot and carved to the likeness of a shield bearing dwarf. The features of the statuesque door is mostly obscured beneath thick layers of webs, and a DC 14 Perception check reveals a shifting stringy substance writhing just beneath the surface. The door is not locked, but is a massive block of stone that is fitted expertly into the door. Rotating it to gain entry requires a DC 12 Strength check. Creatures: Two giant spiders make their home in the webs, and can be spotted with a DC 22 Perception check. The two giant spiders have spawned a brood that makes its home on the door beneath the webbing there. If disturbed, two spider swarms will burst through the webs and attack the PCs.

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SPIDER SWARMS (2) XP 400 each hp 7 each (Pathfinder RPG Bestiary) GIANT SPIDERS (2) XP 400 each hp 16 each (Pathfinder RPG Bestiary)

CR 1

CR 1

MR. BONES COMETH (CR 6)

Entering the main hall of the dwarf crypt reveals a large central chamber with four rows of sarcophagi at the center, and small antechambers on each corner of the room. The northeastern corner of the room has been collapsed by the earthquake, and is the entry point to the scene should the PCs decide to find their way through the fissure. Creatures: At the farthest end is a large ornately detailed sarcophagus, upon which is a woman fighting against restraints that are holding her to the lid. Above her floats a large cloud of black vapors, from which extend numerous boney arms that are stretching forth to caress her face. Skulls ebb and flow through the vapors, a stream of cacophonous babble emanating from them. When the PCs hear it, they are affected by the babble ability of the giant allip. A robed figure, wearing a bloody bone mask looks up from the captive girl with knife in hand as the PCs enter. He orders the undead horde surrounding the coffin to form a barrier between the coffin and the PCs, but the commotion disturbs the vaporous entity which briefly envelops the sarcophagus and the girl as it descends into the floor, its incorporeal form disappearing beneath the stone tiles.

MR. BONES CR 4 XP 1200 Male dark slayer necromancer 2 (Pathfinder RPG Bestiary 2) CE Small humanoid (dark folk) Init +5; Senses detect magic, see in darkness; Perception +3 DEFENSE AC 19, touch 19, flat-footed 16 (+3 Dex, +1 size, +4 deflection) hp 44 (4d8+2d6+18) Fort +4, Ref +9, Will +3 Weakness light blindness OFFENSE Speed 20 ft. Melee +1 kukri +11 (1d3+2/18-20 plus poison) Special Attacks death throes, poison use, sneak attack +2d6, soul harvest Spell-Like Abilities (CL 6th; concentration +8) Constant detect magic At will bleed (DC 12), chill touch (DC 13), darkness, spectral hand 3/day daze monster (DC 14), death knell (DC 14), inflict moderate wounds (DC 14) Wizard Spells Prepared (CL 2nd; concentration +4): 1st -- cause fear (DC 13), ray of enfeeblement (2) (DC 13) 0 (at will) -- ray of frost, touch of fatigue (DC 12), open/close (DC 12) TACTICS Before Combat Before making his most recent and successful attempt to lure the allip, Mr. Bones took the precaution of casting mage armor upon himself. During Combat Mr. Bones will first attempt to bolster his hit points for the battle ahead by ordering his undead to block the PCs entry into the room while he uses his soul harvest ability on Cherish. Once the PCs gain entry into the room, hell unveil the skull of a crypt thing that he carries with him. At the time he exposes the skull, all present within the room must make a DC 14 Will Save or be randomly relocated around the room. Mr. Bones will then make use of the confusion to flank the PCs, utilizing undead from his robe of bones to create additional troops if necessary. Moral Mr. Bones has spent weeks devising a strategy to lure the allip to him. The PCs interruption will send him into a rage and hell realize only too late that he should have fled. STATISTICS Str 12, Dex 20, Con 16, Int 15, Wis 9, Cha 15 Base Atk +4; CMB +4; CMD 18 Feats Combat Casting, Scribe Scroll, Skill Focus (Use Magic Device), Command Undead (5/day) (DC 13), Weapon Finesse Skills Acrobatics +2 (-2 jump), Climb +2, Escape Artist +2, Fly +4, Heal +6, Linguistics +9, Perception +3, Ride +2, Spellcraft +11, Stealth +10, Survival +8, Swim -2, Use Magic Device +14

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Languages Aklo, Common, Dark Folk, Draconic, Dwarven, Goblin, Undercommon SQ arcane bonds (+1 kukri), death throes (dc 15), grave touch (5/day), magical knack, opposition schools (enchantment, illusion), poison use, soul harvest, specialized schools (necromancy) Combat Gear +1 kukri, robe of bones, large scorpion venom (3 doses); Other Gear wand of gentle repose (16 charges), potion of hide from undead (2), scroll of speak with dead, 210gp. SPECIAL ABILITIES Arcane Bond (+1 kukri) (Sp) Cast any spell in spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). Combat Casting +4 to Concentration checks to cast while on the defensive. Death Throes (DC 15) (Su) When a dark slayer is slain, its body implodes violently into nothingness, leaving its gear in a heap on the ground. All creatures within a 10-foot burst take 1d8 points of sonic damage and must make a DC 13 Fortitude save or be deafened for 2d4 rounds. Grave Touch (5/day) (Sp) Melee touch attack, shakes then frightens target. Poison Use (Ex) Large Scorpion Venominjury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 strength; cure 1 save. See in Darkness See perfectly in darkness of any kind, including magical darkness. Soul Harvest (Su) When a dark slayer damages a flat-footed foe or a foe it is flanking with a melee touch spell or spell like ability that deals hit point damage, the spell does an additional 1d6 points of damage and the dark slayer gains an equal amount of temporary SKELETONS (4) XP 135 each hp 5 each (Pathfinder RPG Bestiary) ZOMBIES (2) XP 200 each hp 12 each (Pathfinder RPG Bestiary) CR 1/3

upon opening the door. Shell then change her mind and climb out. In parting, shell mention a curious creature she met when Mr. Bones would leave in search of the allip. On her first day of imprisonment, the creature came out of the mine entrance, to explore the room. It took great care not to attract attention by the skeletons and zombies, but on subsequent visits worked up the courage to bring her some meat it had picked off a dead rat. When it brought her food, she noticed the bloody bands around its wrists and ankles. She asks the PCs to treat it gently should they chance upon it later. She isnt sure where it came from though. The door into the mines is well hidden, and can be found with a DC 25 Perception check.

-- MINE ENTRANCE -If the PCs dont yet know to look for the mine entrance have one of the skeletons or even one of the PCs get transported randomly behind the covered entrance. From the other side, you can see the light in the main chamber. If a skeleton is used, have the PCs hear it scratching against the stone in an effort to reach them again. Alternatively, what remains of the crypt thing could prove useful by disclosing the location of the mines breach into the crypt. Hes mostly decayed though and cannot speak unless through the use of magic. If taken from the crypt, the skull wastes away into dust.

ENTERING THE MINES OF FAIRHAVEN (CR Varies)


Finding the trapped miners will mean traversing a section of the mine that has been long abandoned and also ravaged by the recent earthquake. The tunnels of the ancient section of the mine were abandoned precisely because they had become too difficult to navigate, and getting lost here is easy. Areas in this section of the mine are broken by natural cave systems and collapsed tunnels. The PCs will have to make survival checks to stay on course. It will take two hours of travel to traverse the old mines. The tunnels themselves are only about 5-feet wide in most places. The mines of Fairhaven were never industrial in nature, and they are only meant for one or two miners traveling together, often in single file. The crudely mined tunnels are often broken by natural caverns that, in addition to being difficult to traverse, are also dangerously unstable in places. A DC 20 Knowledge (engineering) or DC 20 Craft (stonemasonry) check will reveal unstable areas. If such an area is subject to a major impact or concussion it will have a 10-foot bury zone radius and a 5-foot-wide slide zone around it. Being caught in the bury zone causes 4d6 damage, or half that with a successful DC 15 Reflex save, though they are still buried. Creatures in the slide zone take 1d6 damage, or no damage on a successful DC 15 Reflex save.

CR 1/2

The girl is Cherish Brayburn (CG female human commoner 2), the sister of Madam Ava and Cara from the Hammers Rest. She was exploring the fissure, against her sisters advice, when Mr. Bones abducted her. Shes been held here for three days now, and knows nothing about what is happening at the Hammers Rest. If the PCs prove themselves to be heroes and rescue her from the allip, and the PCs bypassed the Hammers Rest encounter, shell seek them out later to request their assistance in exorcising the spirits. For now, shes thankful to be alive and will take her chances climbing out of the fisher. Shes a capable climber and wont have trouble making her way slowly to the surface. If the PCs entered the fissure, shell attempt to leave by way of the constructed entrance, triggering the encounter with the spiders

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Buried creatures incur 1d6 points of nonlethal damage per minute of being buried. Once unconscious, the creature must make a DC 15 Constitution check each minute or take 1d6 points of lethal damage each minute until freed or dead. Many of the natural tunnels are unworked stone, and narrow, requiring characters of average size to squeeze through them. Each of these squares counts as 2 squares when moving through them. Additionally creatures suffer -4 to attack rolls and -4 to AC while squeezing through one of these tunnels. Creatures: While traversing the tunnels of the ancient mines, the PCs will hear the soft ramblings of a drow warrior, driven quite mad by repetitive attacks of the allip. When encountered, hell be virtually oblivious to the PCs presence, feeling his way through their midst and unsteadily walking back into the dark. If the PCs can understand undercommon, theyll hear him whisper disconnected words and phrases for the most part. Very briefly, hell mention that hes trying to get away, and that it seems to come for him less often now. DROW WARRIOR CR 1/3 XP 135 hp 5 (Pathfinder RPG Bestiary) TACTICS During Combat Hell put up no fight if the PCs attack, almost relieved that death will end his madness.

HARRASSED FROM BEYOND THE GRAVE (CR 5)


The allip is an insatiable creature, and having departed the scene of their last encounter, will use the narrow tunnels of the natural caverns to its advantage. As the PCs traverse the mines, the allip will periodically drift through the walls, attacking one of the PCs, and then drifting back into the rock. Moments before an attack, the PCs will have a chance to hear the undead monster with a DC 14 Perception check, as the walls will begin to reverberate with its unearthly cacophonic babbling. ALLIP CR 4 XP 1200 Giant allip (Pathfinder RPG Bestiary 3) CE Large undead (incorporeal) Init +6; Senses darkvision 60 ft.; Perception +8 Aura babble (60 ft., DC 17) DEFENSE AC 16, touch 16, flat-footed 14 (+2 Dex, -1 size, +5 deflection) hp 46 (4d8+20) Fort +6, Ref +5, Will +5; +2 bonus vs. channeled energy Defensive Abilities channel resistance +2, incorporeal Immune ability drain, bleeds, critical hits, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, physical ability damage, poison, precision damage, sleep, stunning, undead traits

OFFENSE Speed 0 ft., flight (30 feet, perfect) Space 10 ft.; Reach 10 ft. Melee incorporeal touch +3 (1d4 Wisdom damage) Special Attacks babble, touch of insanity (dc 17) STATISTICS Str , Dex 15, Con , Int 14, Wis 13, Cha 20 Base Atk +3; CMB +6; CMD 23 Feats Improved Initiative, Lightning Reflexes Skills Fly +15, Intimidate +12, Perception +8, Stealth +5 Languages Aklo, Common SQ madness SPECIAL ABILITIES Babble (Su) An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a DC 17 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based. Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage. Touch of Insanity (Su) The touch of an allip deals 1d4 points of Wisdom damage (DC 17 Will negates). A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points. The save DC is Charisma-based.

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PROFESSOR PODUM (CR 1)


In the quiet dark of the ancient mines wanders a solitary kobold named Podum. Once a prisoner of the drow slavers who recently passed through here, he was set free on the condition that he assists in capturing the Fairhaven miners in the areas above. He has bloody rings around his wrists and ankles to prove it. Unlike many of his fellow slaves, Podum knew what would come of drow promises, and so he engineered a tunnel collapse and escaped into the maze of ancient mining passages. Hes been getting water from the allips tomb and catching a rat here and there for food. Hes also been doing his best to avoid drow patrolling the area, as well as the allip that has been moving between the lower mines and the ancient crypt. In one case, he was able to route a drow patrol into the allip, letting that particular problem resolve itself. Podum isnt interested in staying in the mines, but hasnt yet found a way past the drow encampment (See Denizens of the Dark below) or Mr. Bones. He became quite familiar with much of the mining network and can assist the PCs in navigating them if they promise to protect him and let him go once they reach the surface. His aid will negate the need to roll survival checks to avoid getting lost in the mines. Hell guide them down a deep fissure to show them the chamber where he believes the allip came from as well (See Forgotten Guardian below). Hes observed that the allip remains close to the area, but will not enter it. Podum has found safety there, as the creature has been attacking the drow patrols that find their way into the surrounding tunnels. PODUM CR 1 XP 400 Kobold expert 4 (Pathfinder RPG Bestiary) N Small humanoid (reptilian) Init +5; Senses darkvision 60 ft.; Perception +3 DEFENSE AC 13, touch 12, flat-footed 12 (+1 Dex, +1 size, +1 natural) hp 16 (4d8-2) Fort +0 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +2, Will +5 Weakness light sensitivity OFFENSE Speed 30 ft. Melee Club +2 (1d4-2/x2) STATISTICS Str 6, Dex 13, Con 8, Int 14, Wis 12, Cha 10 Base Atk +3; CMB +0; CMD 11 Feats Endurance, Improved Initiative Skills Appraise +6, Bluff +7, Climb +5, Craft (stonemasonry) +7, Craft (traps) +9, Disable Device +4, Knowledge (engineering) +8, Knowledge (geography) +8, Perception +3, Stealth +10, Survival +7, Swim -2 (+2 to resist nonlethal damage from exhaustion) Languages Common, Draconic, Undercommon Gear club

FORGOTTEN GUARDIAN (CR 3)

The room opens to a circular room, at the center of which stands a stone pillar 5 feet in diameter and 10 feet high. A portion of the stone has been broken where the ceiling fell upon it. Examination of the broken section reveals the fossil of a humanoid skull from someone who had been sealed within the center of the pillar. Water is seeping into the room from the collapsed ceiling, and a good portion of the floor is under about two inches of water. Surrounding the pillar are four sarcophagi, each made of stone. Unlike the pillar, 3 of the sarcophagi are marked with ornate arcane symbols formed with iron and set into the stone. The fourth sarcophagus has the same etchings, but some of iron is in a molten state, and is flowing slowly in the rivulets of the engraved runes. The three inactive sarcophagi are easy to open, revealing only dust, but the active one remains magically locked. The arcane symbols are similar to those used in the power word spells, and a DC 20 Knowledge (arcane) or Use Magic Device check can reveal the secrets to opening the active sarcophagus. Creature: Inside is the last of four guardians who volunteered to keep vigil over the prisoner entombed in the clay pillar at the rooms center. In an era now forgotten, a wizard of great power met with an entity, and that meeting began to change him. He became crazed and threatened to bring an entire population to ruin in the service of his new god. He was captured and sentenced to be entombed alive in an earthly prison. Four sentinels were placed in the chamber to guard his remains, to ensure that he would never rise again. Over time, the enchantments began to fail, and when the pillar was broken, and the ancient wizard released in the form of an allip, three of the sentinels had long turned to dust, and the fourth into something else entirely. The creature that emerges from the sarcophagus is in a pitiable state. Its wrapped in strips of cloth that are marked with red glowing runes that pulse with arcane power. The

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guardian possesses little of his former self. The wards placed upon the wrappings were meant keep him safe, but have begun to break down, and placed him in a quasi-ethereal state long enough for him to become an adherer. He will remember his charge to keep the stone prison from being disturbed, and upon seeing the damage that has been caused to it, will attack any who are in the chamber. ADHERER XP 800 hp 28 (Pathfinder RPG Bestiary 3) CR 3 Behind the door are six miners, both human and dwarves who have already been captured. Among them is Ergan Thunderstone (NG male dwarf wizard 9), the only inhabitant of Fairhaven to know the exact whereabouts of Goramials lair. Hes gone days without sleep, as his captors are careful to keep him from getting enough rest to memorize spells, despite not having access to his spellbook. All of the prisoners have been stripped of their belongings and manacled to the furniture in the room, which served as a rest point for miners who would spend days without returning to the surface. DROW ROGUE CR 1 XP 400 Drow rogue 2 (Pathfinder RPG Bestiary) LE Medium humanoid (elf) Init +2; Senses darkvision 120 ft., low-light vision; Perception +6 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 (2d8-2) Fort -1, Ref +5, Will -1; +2 vs. enchantments Defensive Abilities evasion; Immune magic sleep; Resist elven immunities; SR 8 Weakness light blindness OFFENSE Speed 30 ft. Melee mwk dagger +1 (1d4/19-20 plus poison) and mwk shortsword +1 (1d6+1/19-20 plus poison) Ranged hand crossbow +3 (1d4/19-20 plus poison) Special Attacks sneak attack +1d6 Spell-Like Abilities (CL 2nd) 1/day - dancing lights, darkness, faerie fire STATISTICS Str 12, Dex 15, Con 9, Int 10, Wis 9, Cha 10 Base Atk +1; CMB +2; CMD 14 Feats Two-weapon Fighting Skills Acrobatics +7, Bluff +5, Climb +6, Disguise +5, Escape Artist +7, Perception +6 (+7 to locate traps), Sense Motive +4, Sleight of Hand +7, Stealth +7 Languages Elven, Undercommon SQ poison use, rogue talents (bleeding attack +1), trapfinding +1 Combat Gear +1 masterwork studded leather armor, masterwork dagger, masterwork shortsword, hand crossbow

Treasure: The wrappings of the adherer, if wrapped around a weapon hilt, will impart upon that weapon the ghost touch quality, but only for 1 hour after the adherer has been killed. Then the wrappings begin to decay and lose their magic. There is enough cloth to wrap three weapons, though using the wrappings in this way will destroy the spells that can be gleaned from their markings: dimensional anchor, resilient sphere and ethereal jaunt.

DENIZENS OF THE DARK (CR 5)

The drow have made camp at the small series of rooms that mark the transition from the old mines to the new ones. Before the PCs can reach it though, theyll have to contend with the scout they placed as a rear guard, a drow rogue that will attempt use the tunnels to alert the outpost ahead and then double back to attack the PCs on their flank. At the camp, there is a single entrance on the far side of the chamber, marked with an archway set with sconces on each side. There is a wooden door set into the side of the chamber, closed and guarded by a lone, but brutish orc.

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SPECIAL ABILITIES Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round. Poison Use (Ex) Drow are skilled in the use of poison and never risk poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousnessthis poison allows drow to capture slaves with great ease. Drow Poisoninjury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save. ORC FIGHTER CR 1 XP 400 Male orc fighter 2 (Pathfinder RPG Bestiary) NE Medium humanoid (orc) Init -1; Senses darkvision 60 ft.; Perception -1 DEFENSE AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex) hp 20 (2d10+4) Fort +7, Ref -1, Will -1 (+1 vs. fear) Defensive Abilities bravery +1, ferocity Weakness light sensitivity OFFENSE Speed 20 ft. Melee greatsword +6 (2d6+6/19-20) STATISTICS Str 18, Dex 8, Con 15, Int 10, Wis 8, Cha 11 Base Atk +2; CMB +6; CMD 15 Feats Great Fortitude, Power Attack -1/+2, Step Up Skills Acrobatics -5 (-9 jump), Climb +4, Escape Artist -5, Handle Animal +5, Intimidate +5, Stealth -5, Swim +4 Languages Common, Orc Combat Gear breastplate, greatsword SPECIAL ABILITIES Ferocity (Ex) Fight without penalty even while disabled or dying. Power Attack -1/+2 Subtract 1 from attack rolls to add 2 to damage Step Up When a foe makes a 5 ft step away, move 5 ft to follow them. DROW CLERIC CR 2 XP 600 Female drow cleric of Evil/War 3 (Pathfinder RPG Bestiary) LE Medium humanoid (elf) Init +0; Senses darkvision 120 ft., low-light vision; Perception +3 DEFENSE AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield) hp 14 (3d8-3) Fort +2, Ref +1, Will +6; +2 vs. enchantments Immune magic sleep; Resist elven immunities; SR 9 Weakness light blindness

OFFENSE Speed 20 ft. Melee hvy shield bash -3 (1d4-1) and mwk shortsword +2 (1d6-1/19-20) Special Attacks battle rage (4/day), touch of evil (1 rds) (4/day) Spell-Like Abilities (CL 3rd) 1/day - dancing lights, darkness, faerie fire Cleric Spells Prepared (CL 3rd; concentration +4): 2ndsilence (DC 13), spiritual weapon 1st(3/day) summon monster I, inflict light wounds (DC 12), magic weapon, command (DC 12) 0 (at will) -- resistance, bleed (DC 11), purify food and drink (DC 11), create water STATISTICS Str 9, Dex 10, Con 9, Int 10, Wis 13, Cha 14 Base Atk +2; CMB +1; CMD 11 Feats Combat Casting, Iron Will Skills Acrobatics -6 (-10 jump), Bluff +3, Climb -7, Diplomacy +7, Escape Artist -6, Fly -6, Perception +3, Ride -6, Sense Motive +7, Spellcraft +6, Stealth -6, Swim -7 Languages Elven, Undercommon SQ aura, cleric channel negative energy 2d6 (5/day) (dc 13), domains (evil, war), poison use, spontaneous casting Combat Gear masterwork chainmail, heavy steel shield, masterwork shortsword; Other Gear wand of cure moderate wounds (13 charges), rope of climbing SPECIAL ABILITIES Channel Negative Energy 2d6 (5/day) (DC 13) (Su) Combat Casting +4 to Concentration checks to cast while on the defensive. Poison Use (Ex) Drow Poisoninjury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save. Touch of Evil (1 rds) (4/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells. GOBLINS (4) XP 135 each hp 6 each (Pathfinder RPG Bestiary) CR 1/3

Development: After neutralizing the drow threat, the PCs can easily access to the upper mines where there are survivors who will be eager to follow the PCs to safety. Among them is Urick Frostwarden (LG male dwarf fighter 5), the leader of the Stoneshapers Guild and Captain of the Fairhaven Militia. Hes ecstatic to see the PCs, or anyone that isnt a goblin, kobold or drow. Many of the miners are weak, injured or worse. Urick is determined to get them all to safety, and so a few will need to be carried out. Urick is eager to hear news of the surface and fears they may have to retreat back into the mines to avoid the dragons wrath.

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PART THREE: THE FALL OF FAIRHAVEN (CR 8)


When the PCs emerge from the mines, theyll encounter fighting in the streets of Fairhaven. The front gate is being besieged, and small bands of goblins and lizardfolk are entering the city through mountain trails previously thought unmanageable by organized forces. Some of those raiding parties have made it deeper into the city, but a keen observer will note that numerous groups of Ymials army are holding position higher above the plateaus that make up Fairhaven. Ymials troops within the city are comprised mostly of goblins that are running free, wreaking havoc, and lizardfolk, who are more organized in their deployment, but are putting forth little effort to engage the citizens of Fairhaven. A terrified and fleeing group of citizens will pass the PCs and proclaim that the towns front gate is sure to fall, and that Regina told them to flee through the mountain trail while she and a small band of troops confronted Ymial near the citys center. Urick will take the mine survivors and and protect the citizens as they flee. He asks the PCs to find Ymial and put an end to him. When the PCs arrive at the scene, Ymial is

standing in a pool of blood with the corpses of Fairhaven townsfolk and militia members scattered around him. Ymial is awaiting the destruction of the Fairhavens dam, built higher in the mountains. His goal, to destroy his mothers ability to lay claim to Goramials hoard, will be realized with Fairhavens destruction. He has placed archers on numerous ridges overlooking the city in the hopes Lomiria will reveal her true form and attempt to fly away, though he is reasonably certain shes already teleported out of the town. The archers will also fire on anyone attempting to climb their way out of the doomed city. Ymial has heard from captured townsfolk of the PCs arrival in Fairhaven and is eagerly awaiting the chance to kill them, whether or not they are under Lomirias charms. Whe n the PCs encounter him, hell betray Mirandas nature to them, and then loudly proclaims that the death of Goramial means there is no help coming for Fairhaven. When he announces this, there is a cacophonic BOOM that echoes through the mountains peaks. Shortly thereafter, a wall of water crests at the first of the waterfalls above Fairhaven, and comes crashing down into Fairhaven. The wall of water 15 feet high will reach the PCs in two rounds. If they put a building between them and the oncoming wave, theyll have another round to climb onto the building

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with a DC 15 Climb check before the water surrounds it. If the PCs do not take cover, the wave will strike them and sweep them away at 60 feet per round, requiring a DC 20 Swim check to avoid going under. Characters swept away in rounds following the initial wave must make DC 15 Swim checks every round to avoid going under. In either case, getting 5 or more than the minimum necessary allows the character to arrest their motion by catching hold of another building. The character can then climb up and find a relative degree of safety on the rooftops. The buildings themselves will succumb to the force of the water however, breaking away from their foundations as the water pushes them closer to the edge of the plateau at 40 feet per round. It will take an average of 4 rounds to traverse the breadth of each plateau by surfing rooftops, and as the buildings move, more buildings will pile up alongside each other, sometimes creating a crushing deathtrap that endangers anyone standing on the buildings edge. Parts of the roofs will break apart, the white foam of the watery depths taking with it any unfortunate enough to be standing there. A DC 10 Knowledge (engineering) check will reveal the weakest parts of a roof. If a creature weighing more than 100 lbs stands in a weakened area, it will collapse the next round. Characters standing on the affected area can make a Reflex save DC 14. Failure results in falling into the whirlpools beneath the roof. When the building reaches the cliffs edge, it will fall 40 feet to the level below. The fall will cause 2d6 points of damage and 2d6 points of nonlethal damage, both of which can be halved with a DC 15 Swim check or a DC 15 Acrobatics check. The building however will break apart into floating debris, which will be carried away in the current. Characters stuck in the water with the debris will take 2d6 damage per round. A successful Reflex save DC 15 will halve this damage. The current will push them up against the next row of buildings, allowing them a chance to pull themselves up, though like the buildings above, the water will break these buildings off their foundations and push them toward the next ridge, where a 60 foot fall awaits. Falling here will cause 4d6 points of damage and 2d6 points of nonlethal damage, both of which can be halved with a DC 20 Swim check or DC 20 Acrobatics check. On the final plateau of the city, the PCs will have a chance to find firmer footing once again, as the currents flow westerly toward the ridge leading to the lake. While the water flowing on this tier will not be enough to move the buildings, there will still be about a foot of quick flowing water that is circling the southern wall of Fairhaven and then flowing off the path near the citys gates. Characters standing in the water here will need to make two subsequent DC 10 Swim checks to reach safety. Through all of this, Ymial will be attempting to ensure the death of the PCs. Hes sure that they will only cause him trouble in the future if not dealt with now, and is confident he can withstand the assault of the churning waters. Hes come prepared, with two potions of water breathing, the first of

which hell drink as soon as the sound of the dam being broken reaches him.

--- THEATRICS! --The final encounter with Ymial can quickly get mechanic-intensive, requiring rolls for multiple environmental effects, even while a boss battle is occurring. Dont let rolling dice get in the way of a fun, cinematic final encounter. Feel free to simplify the effects of the water by eliminating the dice rolls and just having the combatants moving from building to building as they are swept toward the cliff edges.

YMIAL CR 6 XP 2400 Male half-fiend half-dragon tiefling ranger 4 NE Medium dragon (native) Init +1; Senses darkvision 60 ft., low-light vision; Perception +7 DEFENSE AC 25, touch 11, flat-footed 24 (+7 armor, +2 shield, +1 Dex, +5 natural) hp 47 (4d10+20) Fort +9 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +2 DR 5/magic; Immune fire, paralysis, poison, sleep; Resist acid 10, cold 10, electricity 10; SR 17 OFFENSE Speed 20 ft. Melee Heavy Shield Bash +12 (1d4+8), Bite +7 (1d6+4) and mwk cold iron longsword +13 (1d8+8/19-20) or Claws (2) +7 (1d4+4) Special Attacks breath weapon (1/day) (dc 15), favored enemy (humans +2), smite good (1/day) Spell-Like Abilities darkness (4/day), desecrate (1/day) Ranger Spells Prepared (CL 1st, concentration +2): 1st -- jump TACTICS During Combat Ymial will move to the top of the nearest building as soon as the sound of the dam breaking can be heard. In subsequent rounds, hell maneuver to keep PCs in the water, or combat them directly. Moral Ymial wont risk the empire thats ripe for that taking. As much as he wants to quash any chance of competition for his fathers horde, and avoid appearing weak in front of his troops, hell run if defeat seems imminent. Whether Ymial flees or is defeated, his absence will cause most of his troops to flee. STATISTICS Str 26, Dex 12, Con 21, Int 15, Wis 12, Cha 16 Base Atk +4; CMB +12; CMD 23

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Feats Armor Proficiency (Heavy), Endurance, Improved Shield Bash, Intimidating Prowess Skills Acrobatics -3 (-7 jump), Appraise +4, Bluff +9 (+11 vs. humans), Climb +10, Diplomacy +4, Escape Artist -4, Handle Animal +7, Intimidate +17, Perception +7 (+9 vs. humans, +9 while in mountainous terrain), Ride -4, Sense Motive +5 (+7 vs. humans), Stealth +4 (+6 while in mountainous terrain), Survival +6 (+8 vs. humans, +8 while in mountainous terrain, +8 to track), Swim +10 (+14 to resist nonlethal damage from exhaustion) Languages Abyssal, Common, Draconic, Orc SQ combat styles (two-weapon combat), favored terrain (mountainous +2), share spells with companion, track, wild empathy Combat Gear red dragonhide banded mail, darkwood shield, masterwork cold iron longsword; Other Gear potion of protection from evil, potion of water breathing, alchemist's fire (2) SPECIAL ABILITIES Breath Weapon (1/day) (DC 17) (Su) 30-ft cone of fire deals 4d6 fire damage, Reflex for half damage. Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans). Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).. Smite Good (1/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used. HELLHOUND XP 800 hp 30 (Pathfinder RPG Bestiary) CR 3

involvement within the city will result in 10% of Fairhavens population escaping. If accompanied by the miners when entering Fairhaven, theyll arm themselves with weapons from fallen troops, friend and foe alike, and quickly form an organized counterassault. When the dam is collapsed, theyll maneuver to clear one of the paths leading upward into the mountains. Add +20% to the number of townsfolk saved. If the PCs successfully met the demands of the dwarf spirits, theyll also assist in the defense of Fairhaven. By using their telekinetic powers, theyll erect a barrier of debris at the fissure, attempting to route some of the water there. It will add 2 rounds to the length of time the PCs will have on the first two tiers, and lower the CMB of the waters bulrushes by 2. Additionally, another 15% of Fairhavens citizen will escape. Regina will be instrumental in organizing Fairhavens defense against Ymials troops, even though shell never know how many lives shes saved. If the PCs assisted her to restore leadership to Fairhaven, then the newfound faith of the citizens helped them to follow her lead when the assault began. Another 15% of Fairhavens citizens will be saved as a result of her leadership and sacrifice. Confronting Ymial, and distracting him from the slaughter of innocent townspeople, and keeping him from actively giving orders to his troops will save an additional 10% of Fairhavens population.

--- ALTERNATE ENDING? --Not all players might appreciate seeing their efforts to save Fairhaven get washed away. To combat this, be sure to play up the foreshadowing. Mention the dam early on. Be detailed in your descriptions of the flooded areas and the prevalence of water throughout the encounters. Finally, if you still believe your players would dislike being witness to Fairhavens destruction, consider placing the final encounter at the dam. Ymial employed the use of an orc shaman to bottle up the potency of his draconic breath weapon. Hell use the bomb to blow up the dam, and the PCs with it if they decide to stand in his way.

COLLAPSING ROOF CR 1 XP 400 Type mechanical; Perception DC 15 EFFECTS Trigger location; Reset none; Onset Delay 1 round Effect sharp wood splinters and debris (2d4+2 piercing damage); DC 15 Reflex avoids; multiple targets (all creatures in area) CRUSHING WALLS CR 2 XP 600 Type mechanical; Perception DC 10 EFFECTS Trigger location; Reset none; Onset Delay 1 round Effect The buildings rooftops collide with one another, crushing anyone standing or swimming adjacent to the area (4d6); DC 15 Reflex avoids; multiple targets (all creatures in area)

CONCLUDING THE ADVENTURE


The survivors of Fairhaven will soon collect themselves around the lake at the mountains base, where the debris of the once majestic town is now sinking into the deep. If Ymial has been defeated, and at least 50% of Fairhavens citizens survived, theyll decide to rebuild the town. For the first time in centuries, the town will be free of Goramials oppressive demands. After the water begins to settle, and what remains of Fairhaven becomes accessible, the PCs will be invited to the Guildhall to receive their rewards. Urick will reward the PCs 500 gold pieces each for their assistance in protecting the citizens.

AFTERMATH
Though many of Fairhavens citizens will perish in Ymials assault, the PCs actions are not without reward. Their

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If at least 60% of the citizens were saved, the PCs will be invited by Urick to be honorary members o f the Stoneshapers Guild, a powerful group of artisans that he indicates may do more than simply cut rock out of the earth. In addition increase the monetary reward by 200 gold pieces each. If 70% or more of Fairhavens people were saved, Urick will name the PCs Heroes of Fairhaven, award them permanent residences in the new town they aim to build, and gives them his own axe in thanks, a +1 frost battleaxe, named Bonebiter. Hell also give them a handsome portion of his own personal treasury, amounting to an additional 500gp each. The sun is setting behind the mountain that was once Goramials lair. As much as Urick would like to mount an expedition to reclaim Goramials horde, he says that the remnants of Ymials army is sure to have dispersed in the Peaks Path Wood, and that leaving what remains of Fairhavens people undefended would be irresponsible. If they are to rebuild, they must take advantage of Ymials failure to maintain control of his army and erect new walls in Fairhaven now. In a few weeks time, aid from the larger cities to the south should arrive to help rebuild Fairhaven and defend against the leaderless hordes that once followed Ymial. If Lomiria remains in the city, there is no sign of her. As much as Urick loathes to think a succubus is hiding amongst the survivors, hell look around and state that Fairhaven isnt the beautiful wonder it used to be, and hopes that to mean Lomiria will have moved on. Thanks to the PCs, many of Fairhavens people have survived. Even amidst the tragedy of those who have fallen, Urick sees the broken town as a blank slate, and such a thing has never been looked down upon in Fairhaven before.

below you. All at once, vast stretches of the woodlands begin to sink into the earth, falling ever deeper into an unfolding darkness. The dragons lair erupts in a stream of volcanic rock, and a fissure miles across is ripped into the valley below it, extending from north to south as far as you can see. Where once a tranquil wood spread out like an ocean between the two mountain ranges, now there is only smoke, ash, rivers of lava and a chasm that sinks into the dark nothing at the worlds heart. The entire planet is trembling now Hows that for some read aloud text? Head over to my Facebook page, Brian J. Fruzen or e-mail me at bjfruzen@gmail.com and tell me what you thought of The Fall of Fairhaven. OTHER MINIATURES USED

WOULD YOU LIKE TO PLAY MORE?


The Fall of Fairhaven is the first in a series of adventures I intend to run with my players as a means to make the most use out of Reapers Bones Kickstarter miniatures. If theres any interest in the second part, Ill aim to use more minis from the Vampire Pledge Level reward, as well as some of the optional rewards. As a result of these intentions, Ive included some elements to this adventure that hint at larger things to come. In the interest of hooking my PCs for a bigger quest, heres how I ended the adventure: As the party begins to head down the trail that overlooks the lush canopy of the Peaks Path Wood, there is a gentle rumbling that begins to stir the dirt around you. Just as the dust and rocks that were sent down the cliff side begin to settle, you hear a groan that reverberates from deep within the earth itself, culminating in a sound that has you thinking the back of the world has broken. From across the forest valley, you see the mountain that was once Goramials lair lifting upward across the horizon, and the entire canopy of the Peaks Path Wood is shuddering

and more!

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Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2. 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 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Adherer from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer. Crypt Thing from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Poltergeist from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lewis Pulsipher . The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. The Fall of Fairhaven, Copyright 2013, Brian J. Fruzen

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