GAME MASTER'S SCREEN & HOLLOW'S LAST HOPE

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Transcript of GAME MASTER'S SCREEN & HOLLOW'S LAST HOPE

GAME MASTER’S SCREEN & HOLLOW’S LAST HOPEGAME MASTER’S SCREEN & HOLLOW’S LAST HOPE

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CREDITSHOLLOW’S LAST HOPE:

DESIGN: Jason Bulmahn, F. Wesley SchneiderDEVELOPMENT AND EDITING: Jason Bulmahn, Mike McArtor, Jeremy WalkerCOVER ARTIST: UDON with Joe Ng and Espen GrundetjernINTERIOR ARTIST: UDON with Joe Ng and Espen Grundetjern, Vincent DutraitCARTOGRAPHER: Christopher West, Robert LazzarettiSENIOR ART DIRECTOR: Sean Glenn

PATHFINDER FOR SAVAGE WORLDS:

CONVERSION BY Christopher S. WarnerLAYOUT BY Karl Keesler and Christopher S. WarnerPATHFINDER FOR SAVAGE WORLDS DEVELOPMENT TEAM: Christopher S. Warner, Karl Keesler, Michael Barbeau, Donald Schepis, Jessica Rogers, Simon Lucas, Shane HensleyPINNACLE PLAYTESTERS & PROOFERS: Christopher S. Warner, Michael Barbeau, Donald Schepis, Simon Lucas, Shane Hensley, Jessica Rogers, Meghan CavesSAVAGE WORLDS CREATED BY Shane Lacy HensleyPRODUCTION: Simon Lucas, Alexander Hau, Ryan LeeLOGISTICS: Jodi Black, Christine Lapp, Chelsea Kramer, Jim Searcy

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INTRODUCTION

HOLLOW’S LAST HOPE

For the Game MasterHollow’s Last Hope is a wilderness and dungeon adventure designed for four Novice characters for Pathfinder® for Savage Worlds. Heroes who successfully complete this adventure will achieve their first Advance by its conclusion.

This tale combines wilderness exploration through the Darkmoon Vale with dungeon delving in the surface ruins of an ancient dwarven monastery. Since time is a factor in the plot, Game Masters (GMs) should familiarize themselves with the rules for Travel (see Savage Pathfinder) before beginning.

Adventure BackgroundIn the past week, numerous residents of Falcon’s Hollow have fallen ill, each suffering from the same hacking affliction. Local remedies prove as useless as prayers at the Church of Iomedae, goddess of valor, justice, and honor. The wheezing death has already claimed at least one town elder.

Fortunately for Falcon’s Hollow, a canny local herbalist named Laurel traced the source of the malady to Brookman’s Well, a small spring on the edge of town, and a rare fungus called blackscour. By banning the use of the spring, the town constabulary hopes to prevent further infection, but such measures offer little respite to those already afflicted.

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

Enter the Pathfinders!

The small village of Falcon’s Hollow is a wild place. Nestled in the shadow of Droskar’s Crag, the people of Falcon’s Hollow are hearty and stern. Theirs is a life of hardships, broken only occasionally by a handful of festivals and the infrequent merchant caravan.

They face constant adversity from both the wilderness and the wiles of man. Wolves nip at their heels and cutpurses ply at their pockets. It is a testament to their strength that they even manage to survive at all.

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Falcon’s Hollow Environs

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

The Town of Falcon’s HollowA rough community wholly owned by the local Lumber Consortium, Falcon’s Hollow rests on the edge of Darkmoon Vale. The town is a blunt, sawdust-choked stop on a winding trade route.

Home to fewer than 1,500 humans and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking work — and what simple comforts they can buy. A few understand that what’s bad for one is bad for all, and so the community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance.

� ToWN TYPE: Lumber Consortium � NATIoN: Andoran � PoPuLATIoN: 1,400 � TYPE: Isolated town (human 94%, halfling 3%, half-elf 1%, elf 1%, other 1%)

� AuTHoRITIES:

• Gavel Thuldrin Kreed: The leader (Gavel) of the Lumber Consortium. Kreed is an evil human who cares more about profit than people.

• Magistrate Vamros Harg: A neutral halfling, Harg is the local Magistrate-Elect.

• Sheriff Deldrin Baleson: A half-elf who usually remains neutral in political affairs; Baleson serves as the Sheriff of Darkmoon Vale.

• Boss Payden “Pay Day” Teedum: The Overboss of the consortium, Teedum puts profit first but usually treats employees in an equal manner.

• Lady Cirthana: The local cleric, a Novice priestess of Iomedae who hopes to find a cure for the town’s illness, though she has no ability to do so on her own.

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

Starting the AdventureAny number of events might draw the heroes to the small trade town of Falcon’s Hollow. Merchant caravans regularly travel here from points abroad, trading for the rare darkwood that grows so abundantly in Darkmoon Vale. With the caravans come exotic individuals as guards or paying travelers.

For a quick start, the GM can decide the heroes are new members of the Pathfinder Society, either on their first mission after completing training or performing their Confirmation (their final test). In both cases, the adventurers know something about each other and begin with a common goal.

Characters might also be long-time residents of Falcon’s Hollow—adventurous souls seeking excitement and opportunity beyond the town’s lumber mills and petty intrigues. Local residents probably know one another as friends or relations, or they might encounter each other as they’re individually drawn to seek a cure for the town’s affliction (likely either in line at Laurel’s Roots and Remedies herbalism store).

If the party needs encouragement to get involved in the plot of the adventure, a friend, relative, or possibly one of the heroes themselves might come down with blackscour taint. Both herbalist Laurel and Sheriff Baleson put out calls for assistance, which can lead the heroes to learn of Laurel’s more unusual cure.

When you’re ready to begin the adventure, read or paraphrase the following to the players.

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R two days thereafter, the character makes another Vigor roll at –2. Failure means the infected person takes a Wound. With success, the character’s immune system beats the disease but remains Fatigued for a day. With a raise, the character also eliminates a level of Fatigue.

Successful Healing rolls (at –2), along with common medicines, treat the symptoms but can’t cure the affliction. The healing power can cure the disease with the Neutralize Poison and Disease modifier. If one of the characters has that ability, she can cure some of the townsfolk, but having it once doesn’t provide immunity so they will eventually get sick again. The mission to find a cure remains important.

After the first day of the adventure, 1d4 townsfolk die from blackscour taint every 24 hours until a total of forty villagers perish.

If the heroes have acquaintances or loved ones afflicted by blackscour taint (and who lack full statistics), roll 4d10 for each noteworthy relation. If the adventurers do not return to town with a cure for the disease by the time the death toll reaches the number rolled for each hero’s relation, the specified kin dies.

If the characters take up the search for a cure but fail to return to Falcon’s Hollow before more than 20 perish, they are widely shunned and blamed for the deaths. This decreases the base attitude of everyone in the region to Unfriendly.

Continuing the AdventureThis adventure provides a stand-alone introduction to Pathfinder for Savage Worlds.

The original tale stood on its own and offered the option to use Hollow’s Last Hope as a prequel to a different adventure. The dwarven monastery basement gave access to a hidden kobold lair and The Crown of the Kobold King adventure. In this version, the basement is simply a ruined chamber. Of course the GM can easily purchase the original sequel directly from Paizo and convert it to Savage Pathfinder if she wishes, opening up that pathway again and leading her party down into deeper danger!

The afflictionAt the start of this adventure, several dozen people in Falcon’s Hollow have contracted a fungal disease called blackscour taint. While the malady isn’t exceptionally deadly, poor conditions and a general lack of supplies mean that many of the sick—especially the elderly and young — face mortal consequences. Slowly deteriorating, most of the afflicted can hang on for several more days, but the weakest have already succumbed to the disease, with their number growing daily.

Blackscour taint is a lethal ingested disease with an incubation period of 1d3 days. After incubation, the infected person makes a Vigor roll at –2. Failure means infection, with a level of Fatigue that persists for two days. Those infected develop a hacking cough, which turns bloody as the disease progresses. Every

A number of unusual or unique creatures dwell in the area of Falcon’s Hollow and Darkmoon Vale. In addition to the encounters detailed in this chapter, the heroes might notice or run into the following creatures during their travels:

� DuNLIED (Brush colt): A particularly stout breed of small-antlered deer, often trained by foresters as mounts. Use the light horse profile in Pathfinder® for Savage Worlds.

� FIREFooT FENNEc: Small foxes with large ears and wispy patches of flame-colored fur around their paws. Use the Cat, Small profile in Savage Pathfinder.

� SAINGRIST’S cRAWLER: A breed of angry red and black centipede capable of growing to monstrous size. Use the giant centipede in Pathfinder® for Savage Worlds Bestiary. Their bites burn like fire (and are lethal!).

Forest Fauna

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AN ELUSIVE ANTIDOTE

PART ONE

Falcon’s Hollow has few clerics, and only Lady Cirthana (a Good cleric of Iomedae) shows any competence in stopping the illness. All of her attempts to cure the sick have failed.

As a result, most of the populace has turned to the local herbalist, a tough woman named Laurel (a Good-aligned human), whose income stems as much from her sale of snake oils and aphrodisiacs as from questionable cure-alls and bitter teas. As quick to suggest expensive remedies as she is to remind angry buyers that she isn’t, in fact, a physician, Laurel does her best to help those who come to her in need. Her tight income, need to survive, and her pride prevent her from admitting failure.

In treating the blackscour taint, as in most cases, Laurel has turned for aid to her dead grandmother’s tome of recipes, cures, and knowledge. Although the book contains no actual spells, it holds the rooted wisdom of generations of Laurel’s family, including the teachings of the Witch of Darkmoon Vale, Ulizmila, from whom Laurel’s grandmother learned in exchange for her sight.

There’s one last treatment from the cultic appendices of the tome—scribed by a hand Laurel doesn’t recognize. The herbalist has yet to try it as she lacks three of the most important ingredients. For now, she would rather do what she can for the sick with what she knows than chase a fanciful salvation.

How the heroes come to entreat Laurel for aid is largely up to the GM. A successful

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

Roots and RemediesCreeping ivy and full window boxes cover the façade of the rugged-looking, two-story shop bearing the faded sign “Roots and Remedies.” A line of twenty-some somber townsfolk—some with pale, wheezing children, others precipitously near tears—stretches from the open door.

Laurel’s shop has been besieged since the outbreak of blackscour taint, by the afflicted and their families and hypochondriacs of all stripes. While the herbalist tries to help those with legitimate concerns as best she can, she has no qualms in selling the deluded her most expensive balms—she believes providing hope might help in cases where there is none otherwise.

Unless the heroes attempt to bypass the line—an act that might touch off a small, riot—it takes nearly an hour to reach the

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R every cut and scabbed knee the daft people of Falcon’s Hollow come crying to her about.

Initially dismissive if the characters don’t present themselves as customers or capable assistants, she eventually comes around. She tells the newcomers what she knows about the taint. Even if the heroes seem honestly willing to help, she might not think to mention the untried medicine until the characters are about to walk out the door, calling them back at the last moment.

• Laurel: The town herbalist (use the Townsfolk profile in Savage Pathfinder).

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

What is blackscour?

“Just a fungus that’s not good for anything. Hard, bitter, and sharp, it likes the water and gets you sick if you drink it. Never heard of it growing around these parts, though, until now.”

What is blackscour taint?

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

How many townsfolk have blackscour taint?

“More than thirty, though at least three times that think they have it.”

Is there any cure?

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

There’s another medicine?

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

What’s in this medicine?

“Some rare roots and concentrations, most of which I have here, but there are three I don’t.

door of Roots and Remedies. Once inside, the clutter and disrepair of the shop shows the recent traffic. Laurel visibly overworks herself at the store’s rear, brewing remedies for the ill while dealing with customers at the same time.

The smell of burnt earth and spicy incense chokes the air of the cramped, mud-tracked shop. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces.

In the shop’s rear, a rail-thin woman with severe-looking spectacles and hair pulled back tightly busies herself between an overpacked rack of herbs, a table covered in stray powders and measuring equipment, and a pot loudly bubbling over with thick gray froth. Over the din of her work and without looking up, the woman impatiently shouts, “And what’s your problem?”

The heroes are free to converse with Laurel as they please. She can tell them anything they need to know about the blackscour outbreak. For example, how many people are afflicted, and—especially—how it’s not her job to treat

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Mapping the ValeAt some point, the adventurers need to determine where in Darkmoon Vale to search for the ingredients to create Laurel’s cure. Ulizmila’s hut, the oldest tree in the vale, and the dwarven ruins are the hero’s greatest leads.

Characters familiar with the area can make Academics or Occult rolls to know where these sites lie.

MAPPING THE VALELOCATION SKILL ROLL

Dwarven Monastery

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

Eldest Tree

Academics or Occult: Success reveals the eldest tree is thought to be roughly 10 miles northwest of the Lumber Consortium, across the lake. With a raise, he knows the exact location.

Ulizmila’s Hut

Occult: The hero knows the crone’s hut is located roughly 20 miles north of Falcon’s Hollow. With a raise, she knows the exact location.

Concluding Part OneLaurel has never set foot beyond the fringes of Darkmoon Vale and honestly has no idea how to get to the locations she mentions.

The characters can follow their own information learned with skill rolls in Mapping the Vale, or they can go to the Lumber Consortium Camp (page 12) and ask for help from Milon Roddham as Laurel suggested. He is the most experienced woodsman in the camp.

Elderwood moss, which I’ve never heard of, but granny said grows on the oldest tree in a forest. A specially pickled root called rat’s tail, again, sounds like hoojoo to me. And seven ironbloom mushrooms, stunty little things that only grow in dark places thick with metal, a favorite among dwarves, or so I hear.”

Do you know where we could find these ingredients?

“Well, for the elderwood moss, there’s gotta be an oldest tree in the vale. Damned if I know where it is, though.

The rat’s tail and mushrooms are even longer shots. Way north, toward the mountains, people say there used to be a bunch of dwarves. They’re not there anymore, but I’d bet their forges are. If you can find ironbloom anywhere around here, that’d be your best bet.

As for the rat’s tail, who knows? Well, actually, Ulizmila, the witch that lives deep in the woods might. She’s a crafty, mean thing that knows all sorts of strangeness. She might even have some, but I doubt it’d come cheap. My grandmother traded her sight to the old crone for a few pages of what she knew and that was years and years back. I don’t know a soul who got any nicer as they got older, do you?

I can’t tell you how to get to those places, but Milon Rhoddam at the Lumber Consortium Camp might be able to. They know every inch of those woods.”

How much time do we have to get the ingredients?

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

Can you pay us for finding these ingredients?

“Pay you!? I’ll pay you in…! “Well, I suppose I’m not doing all this for free

either. How about this, you come back with everything I need to brew the medicine and I’ll cut you thirty gold each. Fair?”

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

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

BloodsuckersUse this encounter during the first day of travel in or near Darkmoon Vale. Ideally, this is the first combat encounter in the Vale.

A group of giant mosquitoes spies the party and race toward a likely meal. The heroes must check for Surprise (see Savage Pathfinder).

The mosquitoes attempt to sting and drain blood from the least armored character, buzzing about him to get their maximum Gang Up bonus. The insects can use Desperate Attack (see Savage Pathfinder) to increase their chances of hitting a target so they drain blood and inflict a level of Fatigue.

The mosquitos fight until defeated or they’ve fed at least once. The bloodsuckers aren’t out to Incapacitate the party; they just want a drink.

• Giant Mosquito (two per hero): See profile below.

Giant Mosquito

Type: Neutral Vermin (Giant Mosquito)Attributes: Agility d6, Smarts d4 (A), Spirit d6,

Strength d4, Vigor d6

DARKMOON VALE

PART TWO

The heroes must plot their journey to and through Darkmoon Vale, choosing their path as they see fit. Unless a character rolls a success on one of the skill rolls from Mapping the Vale (page 9), they must make a stop at the Lumber Consortium’s main camp to learn about the vale.

The entire journey, from Falcon’s Hollow to the lumber camp to various forest locations and on to the old dwarven ruins, is just over 35 miles in total distance.

Assuming the group moves at normal Pace, the trek likely takes three days, plus any time spent exploring or days spent resting (see Travel in Savage Pathfinder). This time increases by another day or so if anyone in the group has reduced Pace (less than 6). Crossing the water can shorten travel time, but requires a treacherous long swim or the construction of a raft.

Darkmoon Vale EncountersWhile the characters explore the vale, the GM can use a few encounters to set the mood. It’s a potentially dangerous forest, where it’s either Dark or Pitch Dark at night, and always Dim during the day (see Illumination in Savage Pathfinder). You might also want to call for an Interlude along the way to give the players a chance to get into character (see Interludes in Savage Pathfinder).

These encounters help the GM establish how things work in Savage Pathfinder.

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WoodsmenThree inexpert and slightly drunk human hunters travel the forest, trapping rabbits and tracking larger game.

If the heroes get lost or need help to find their next destination, the GM can bring these woodsmen into play. They can point the explorers back to the path with slurred speech and somewhat questionable expertise. In their current state, the hunters might offend the heroes in any conversation, or take offense themselves.

• Woodsmen (3): Use the profile for Soldier in Savage Pathfinder.

GlowmoldUse this incident the first time any character asks to make a Notice or Survival roll while traveling in the Vale. Success means they catch a glimpse of something glowing, while a raise means they clearly see glowmold. The GM can also request a Notice roll if finding the mold helps the characters in their quest.

A rare, glowing mold covers the undersides of several large rocks deep in the forest. If found, a character who succeeds on a Survival roll can harvest enough of the mold—without destroying it—to serve as a light source for two days, or four days with a raise.

Kobold Shaman ZombieIntroduce this encounter at some point after the mosquitoes. This works best if the heroes cross paths with Kolmokmurk before the encounter with Grung Knifetongue (see Bait on page 12).

Kolmokmurk is the former shaman of the kobolds who once laired near the dwarven monastery. He was exiled after he drank a deadly potion that animated him as a zombie. He now wanders the forest, thoughtless and aimless, attended by Creeper, his rat companion (who now lives in the kobold’s skull). Kolmokmurk wears a crude wooden sign bearing the word “shaman” in Draconic.

Some giant mosquitoes are attacking the kobold when the party finds him. The bloodless shaman ignores them. The mosquitoes head toward living prey if the group gets near Kolmokmurk.

Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8

Pace: 6; Parry: 5; Toughness: 4Edges: —Special Abilities:

� Bite: A mosquito’s Bite causes no damage, but allows the creature to use its Bloodsucker ability.

� Bloodsucker: Anyone hit by a giant mosquito takes a level of Fatigue unless completely covered in armor with a natural bonus of +3 or more. The mosquito remains attached after the attack and is Vulnerable. On its next turn, it automatically causes another level of Fatigue then flies away at half Pace, fat and bloated. The mosquito’s attack can’t Incapacitate a victim.

� Darkvision: The mosquito ignores penalties for Illumination up to 10” (20 yards).

� Flight: Pace 12. � Mindless: Immune to puppet, Intimidation, and Taunt.

� Size –1: Size of a human child.

Bad Night’s SleepUse this encounter on the first night’s camp. A moorsnake slips into camp and tries to constrict a sleeping character. If the group sets a night watch, give the guard a Notice roll. Success means they spy the moorsnake before it can constrict. The creature is looking for easy prey, so it slithers off unless the heroes decide to attack.

If the party doesn’t set a watch—or the guard fails the Notice roll — the snake grapples the weakest-looking prey (a grapple attempt with The Drop). Successful or not, the sleeper awakes and must make a Fear test.

• Giant Moorsnake: See below.

Giant Moorsnake

Type: Neutral Animal (Snake, Constrictor)Attributes: Agility d4, Smarts d4 (A), Spirit d8,

Strength d8, Vigor d6Skills: Athletics d6, Fighting d6, Notice d10,

Stealth d8Pace: 4; Parry: 5; Toughness: 5Edges: —Special Abilities:

� Bite: Str. � Constrict: +2 to Athletics and Strength rolls made to grapple.

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• Wolves (2): See profile on page 19.

A. Lumber Consortium CampThe Lumber Consortium Camp cuts an ugly scar of stumps into a dense stand of proud darkwood trees. Five sturdy-looking log buildings—seemingly a bunkhouse, meal hall, office, barn, and smithy—stand with numerous wide carts and sleds amid the sawdust-covered clearing.

Owned and operated by the local Lumber Consortium, the camp appears as callous and unrelenting as the men who work it. Visitors without direct business with the camp foreman are typically sent packing by the first band of surly loggers they encounter.

If the heroes come inquiring after the woodsman Milon Rhoddam, their requests are ignored unless they succeed at a Persuasion or Intimidate roll (at –2 for either). Characters who ask to speak with the camp foreman, Jarlben Trookshavits, are escorted to his filthy office, which is thickly decorated with taxidermies of fierce forest animals. The impatient foreman sends for Rhoddam if the heroes succeed at a Persuasion roll or pay the man 5 gp.

Milon Rhoddam, a blunt, quiet man, is one of the most experienced wanderers and woodsmen in the region. His nephew has taken ill with blackscour taint. If the characters explain they’re trying to find reagents to brew a cure, he gladly sketches them a rough map of the forest. Assuming they mention all three of their destinations, he marks his best guess for the locations of Ulizmila’s hut, the oldest tree in the forest, and the dwarven ruins. The GM can share the map on page 4.

Should more than thirty townsfolk die before the heroes return, Rhoddam’s young nephew is among the dead. The canny tracker holds them responsible, possibly seeking revenge at a future date.

B. BaitThis encounter occurs the first time the characters draw near the river or lake,

P Kolmokmurk: See profile on page 12. • Giant Mosquito (one per hero): See page 10.

• Creeper: Normal rat, doesn’t fight.

P Kolmokmurk

Type: Evil Undead (Zombie Druid)Attributes: Agility d6, Smarts d6, Spirit d8,

Strength d4, Vigor d6Skills: Athletics d6, Common Knowledge d6,

Faith d8, Fighting d6, Notice d6, Occult d6, Persuasion d4, Shooting d4, Stealth d6

Pace: 6; Parry: 5; Toughness: 7 (1)Edges: Alertness, DruidPowers: Bolt, entangle, fear, havoc, healing.

Power Points: 15Gear: Small spear (Str+d4), sling (Range

4/18/16, Damage Str+d4), light leather tunic (+1).

Special Abilities: � Class Abilities: Arcane Background (Druid), Armor Interference (Light), Nature Bond (Attuned), Nature Sense, Wilderness Stride.

� Size −1: Kobolds stand 3’ tall. � Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.

� Weakness (Head): Called Shots to a zombie’s head do the usual +4 damage.

� Weakness (Light): Kobolds subtract 1 from Trait rolls requiring sight in bright light.

Languages: Common, Draconic.

Graypelt’s ScoutsIntroduce this incident when the group moves towards The Ruined Monastery.

Two wolves in the service of Graypelt (see page 29) patrol the far reaches of their master’s claimed territory. The incident begins with the scouts tracking the party. Give the Pathfinders a Notice roll to spy the wolves.

If the heroes fail to notice Graypelt’s scouts—or they simply let the scouts go without doing anything—the wolves return to the monastery to inform their worg master that there are intruders in the area. This makes

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