the lonely coast
TRANSCRIPT
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T HE LONELY COAST
APathfinderRoleplayingGameadventurelocalebyCreightonBroadhurstsuitableforPCslevel15
Thefurthestflungoutpostof amightykingdom,turbulentwatersandforbidding,tracklessforestsseparatethevillagesof
theLonelyCoastfromtheglitteringlightsof civilisation.
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2
ProductIdentity:
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names
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places
and
so
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dialogue,
plots,storylines,language,incidents,locations,characters,artworkandtradedressareproductidentityasdefinedintheOpen
GameLicenseversion1.0a,Section1(e)andarenotOpenContent.
OpenContent:ExceptmaterialdesignatedasProductIdentity,thecontentsof TheLonely Coast areOpenGameContentasdefined
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TolearnmoreaboutRagingSwanPress,visitragingswan.com.TolearnmoreabouttheOpenGameLicense,visitwizards.com/d20.
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C R E D I T S
Design:CreightonBroadhurst
Development:EricMenge
Editing:EricMenge
Cover
Design:
Simon
Butler
Layout:CreightonBroadhurst
Interior Artists: Pawel Dobosz, William McAusland,
Brittany Michel and Maciej Zagorski. Some artwork
copyrightWilliamMcAusland,usedwithpermission.
Cartography:PhilippaBroadhurst
Dedicated tothe Anoraksof theCoast
B O N U S M A T E R I A L
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E R R A T A
We would like to think The Lonely Coast is completely
error free and that absolutely no mistakes have crept in
during design or editing. However, we are realists. So in
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C O N T A C T U S
Email [email protected] with questions and
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C O N T E N T S
Introduction.................................................................................4
InYourCampaign.........................................................................4
History.........................................................................................5
TheLonelyCoast..........................................................................6
Settlementsof
Note
.....................................................................
8
TheTangledWood.....................................................................10
CoastlineandCliffs....................................................................12
AdventureHooks.......................................................................14
Whispers&Rumours.................................................................14
OpenGameLicenseVersion1.0A..............................................30
A P P E N D I X 1 : N E W S T U F F
NewRace:Half Goblin...............................................................16
NewCreature:ShadowWolves.................................................18
NewDeities................................................................................19
AP P E N D I X
2 : O
N T H ER
O A D
DangerintheShadows..............................................................22
GoblinRaiders............................................................................23
Merchant...................................................................................24
Patrol.........................................................................................26
Companyof theGreenCloaks...................................................28
A B O U T T H E D E S I G N E R
Creighton lives in Torquay, England where, apparently,
the palm trees are plastic and the weather is warm. He
shares a ramshackle old mansion with his two children
(Genghis
and
Khan)
and
his
very
patient
wife.
He
is
famed locallyforhisunending loveaffairwithboozeand
pizza. An enduring GREYHAWK fan he has just
(miraculously) survived the terrors of Baltrons Beacon
and unravelled the mysteries besetting the town of
Saltmarsh. Tragically, many of his companions were less
fortunate.HisfreelancecreditsincludeworkwithWizards
of theCoast,Paizo,andExpeditiousRetreatPress.Youcan
checkouthisblogatragingswan.livejournal.com.
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A P E R S O N A L D E M E S N E
Inhighlevelcampaigns,theLonelyCoastcouldserveasaPCs
personalfief.Forexample,theGMcouldrulethattheLochers
havefallenfromfavourorbeenimplicatedinsometreasonous
scheme. Consequently, stripped of their lands and exiled (or
perhapsevenexecuted)theLochersareno longerapoweron
theLonely
Coast.
The
PC,
as
aloyal
subject
of
the
crown,
has
been gifted the fief with the dual charges of keeping it safe
fromtheravagesof theraidinghumanoidsandof weedingout
any surviving Locher loyalists. Such campaigns could centre
aroundthemachinationsof Locherloyalists,orevenasurviving
familymemberintentonreclaiminghisbirthright.Alternatively,
for those more interested in battleglory, the tribes of the
Tangled Wood could unite and once again boil forth from the
forestwithswordandflametosweepthehumansaway.
I N T R O D U C T I O N
Thefurthestflungoutpostof amightykingdom,turbulent
watersandforbidding,twistedforestsseparatetheLonely
Coastfromtheglitteringlightsof civilisation.
The
gloomy,
trackless
Tangled
Wood
constricts
humanitys tenuous grasp upon the Lonely Coast. In the
twilight world beneath the forests boughs, goblinoid
tribes, incessantlywaragainstoneanother.Occasionally,
afewtribesbandtogetherunderacharismaticwarleader
andbloodywarengulfstheLonelyCoast.
Men whisper that ghosts of an elder age stalk the
deepest, unknowable reaches of this ancient woodland.
Along with the forsaken holy places and forts of a long
fallen elder civilisation, a debased, twisted race of half
goblinshauntsforestsremotestreaches.
Deep
within
the
forest,
a
nameless
range
of
rugged,treeshrouded hills thrusts upwards. Tales of these
scarcelyexplored,monsterinfesteduplandsarelegion.At
theheartof therange,adeepgashshattersthehills.This
narrow,rockchokeddefile theTwistedGorge features
inmanytaproomtales.Herethefrigidwatersof theDark
MerebirththeswiftlyflowingArisumandaloftyseriesof
cascadestumbleoverslick,brokencliffs.Passagewaysand
cavernshoneycombtheunstablecanyonwalls.Dangerous
monstersdwellhereinprofusion.
The impregnable fortress of Caer Syllan and the
redoubtable
Lord
Locher
protect
the
folk
of
the
Lonely
Coast while they scratch a living from the surrounding
farmlandortoilintheirlordsmines.Fromhereflowsthe
Lochers lifeblood precious stones and metals to the
kingdomsbustlingmarkets.
Piratessailthesurroundingstormtossedwaterswhile
smugglers ply their trade on moonless, fogshrouded
nights eluding pirates and Lord Lochers patrols alike in
pursuitof gold.The losttreasureof PederUren,afamed
pirate
who
disappeared
almost
fifty
years
ago,
yet
lies
hidden somewhere along the coast. Legend and rumour
of ithavespawnedmanyfated,illadvisedexpeditions.
CountlessoldmineworkingspiercetheLonelyCoasts
proudcliffs.Manyarenothingbutabandonedwaterfilled
shafts.Othersaretrulyancient.Allaredangerous.
I N Y O U R C A M P A I G N
The Lonely Coast is an isolated borderland territory
isolated by thick forests and stormy waters. (In a GMs
campaign,theLonelyCoastcanbethefarflungholdingof
practicallyanykingdom).
Populated by hardy, industrious folk such a remote
place is the perfect breeding ground for heroes.
Characters growing up in the locality are probably of
hardy peasant stock determined to better their lot for
somereason.Alternatively,charactersnewtotheLonely
Coast could have arrived on one of the many
merchantmencomingheretoprocureslateandtinorto
trade for the furs and pelts gathered under the Tangled
Woods glowering boughs. Some visitors come in search
of adventurewhileothersembracetheanonymityof the
frontier. Still others, tiring of civilisations decadence,
cometostartanew life.Adventurersarenormally intent
onbattlingtheferocioushumanoidsof the interiororon
uncovering theancientruinsandhidden treasurecaches
of theOldPeoplelyingforgottenintheuntamedplacesof
theTangledWood.
This supplement provides a backdrop for dungeon
delving and wilderness exploration. Adventure can also
come to the villages and town, though. Occasionally
wolves or other marauders take a lone woodsman or
foraging
villager.
Other
times,
small
bands
of
marauders
raid a village, before melting away into the forests
trackless depths. The intrigues of the villagers can also
lead to adventure as old feuds and imagined (or real)
insults turn to violence. The presence of the politically
powerful Lochers provides the GM with the option of
runningmoreroleplayingintensiveadventures.
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H I S T O R Y
Twentycenturiesagothefirsthumanstocreepforthfrom
theforests theTuathconstructedagreathillfortatop
TalansBluff.Builtasaplaceof refugefromtheirancient
enemies
the
goblins
of
the
Tangled
Wood
the
strongholdwastheirgreatest(andfinal)bastion.
The Tuath also raised crude temples to venerate the
primitivespiritsof earthandwatertheybelieveddwelled
in the forest, sought precious metals deep below the
toweringcliffsand builtgreat monuments to their fallen
herokings.Theywarred incessantlywiththegoblinsthat
pressed ever inwards upon their lands. This bloody,
mercilessstrugglelastedforcenturiesuntileventuallythe
Tuathsstrengthwasshatteredinafinalbattleof terrible
carnageatTalansBluff.Thefewsurvivors remnantsof a
broken
people
disappeared
back
into
the
forests
from
whencetheycame.Theirholyplacesandstrongholdsfell
into neglect, the forest reclaiming thosenotoccupied or
destroyed during the fighting and the many tombs they
built to honour their dead were broken into and
systematically looted.Withinacentury littleremainedto
tellof theTuathsholdupontheLonelyCoast.Nowthey
are rememberedsimply as theOld People; subjects of
fanciful,half rememberedtalesof fallenglory.
For centuries, the area was a lawless place; roving
bandsof goblinsandotherpredatorsdriftednorthwardas
they tested the boundaries of the fledgling kingdoms
struggling to establish themselves there. Occasionally
vessels sheltered in isolated bays from fierce storms or
put
ashore
a
party
to
replenish
water
supplies
and
to
hunt
theboaranddeerof theforest.
A century ago, one such expedition carrying a
powerful noble noted the defensive properties of Din
Kershal.Thenoble MabanLocher instantlyrealisedthe
potentialof suchasitetoactasacheckagainstboththe
piratesthatoftenpreyedontherealmsshippingandthe
humanoids infesting the area. Claiming the area, he set
aboutbuildingCaer Syllanand in theprocessdiscovered
thevastquantitiesof slateandsomesmallerdepositsof
tinburiedinthebaystoweringcliffs.
Ten
years
later,
Caer
Syllan
was
complete
and
the
Lochers turned their attention to the profitable business
of mining the cliffs and hurling back the tribes of
humanoids that periodically sought to exterminate the
newcomers. To this day, Wolverton and the nearby
villagessufferraidsfromhumanoidsandpiratesalikebut
theseareneverenoughtoseriouslythreatentheLochers
griponthearea.
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T H E L O N E L Y C O A S T
Ruler: Lord Kenver Locher (LN male human aristocrat
2/fighter6)
Government:feudalfief
Population:
6,200
Alignments:LN,N,CN,NG,NE
Languages:Common,Goblin
Towns:Wolverton(pop.1,826)
Villages:Bossin (pop.648);Hosford (pop.678);Oakhurst
(pop.413);Swallowfeld(pop.526)
Fortifications:CaerSyllan
Resources:lumber,tinandslate
Sitesof Interest:AriusWatchtower,DeepwaterLake,the
Priory of Cymer, the Orestone, Talans Bluff, the
TwistedGorge.
F E A T U R E S O F T H E L O N E L Y C O A S T
TheLonelyCoasthasthefollowingmajorfeatures:
DenseWoodland:TheTangledWoodshroudsmuchof
thecoast.Muchof itisunexplored.
Trails and Tracks: Meandering tracks link the main
settlements with a patchwork of farms and the isolated
farmsteadsof huntersandcharcoalburners.
Cliffs: Lofty cliffs dominate the approaches to the
Lonely Coast. In a few places, shingle beaches stand at
their base, but most are inaccessible from the cliffs
above.
Hills: A nameless range of rugged, treecloaked hills
risestothenorth.BeyondtherangeliesthedeepTangled
Wood and, hundreds of miles away, the glittering
northernkingdoms.
L O C A T I O N S O F N O T E
The Lonely Coast has several locations of interest to
adventurers:
Talans Bluff : The remains of an ancient hill fortress,
sprawlacross thesummitof a highhillgiving impressive
viewsover
the
Tangled
Wood.
AruisWatchtower:Aruinedtowerhiddendeepinthe
Tangled Wood, the watchtower is famous for the
powerfulconjurer who once dwelled within (and for the
eldritchmannerof hisdisappearance).
The Twisted Gorge: Many caves and passageways
honeycombthesteep,overhangingcliffsof thisfoulplace.
Ferociousmonstersdwellhereinprofusion.
DeepwaterLake:This lakescoldanddeepwatersare
rumouredtohidemuchtreasure(andaferociousbeast).
Priory of Cymer: An isolated, rundown church
dedicated to Darlen (Appendix 1) and the defeat of a
slumberingevilsaidtolurkbeneaththepriory.
The
Orestone:
A
wind
swept
and
wave
lashed
shard
of
rock upon which many ships have come to grief, the
OrestoneisclearlyvisiblefromWolverton.
D I S T A N C E S & J O U R N E Y T I M E S
These tables show the distance and travel times between
settlements.Tocalculatethedistanceortraveltimebetweentwo
places, find the intersecting table entry. Table entries list
distances to the nearest mile and journey times to the nearest
hour.
DISTANCES
Wolverton
Bossin 4miles
Hosford 12miles 8miles
Swallowfeld 6miles 18miles 14miles
Oakhurst 8miles 14miles 26miles 22miles
TRAVELTIMES(20FT.BASESPEED)
Wolverton
Bossin 2hours
Hosford 6hours 4hours
Swallowfeld 3hours 9hours 7hours
Oakhurst
4hours
7hours
13
hours
11
hours
TRAVELTIMES(30FT.BASESPEED)
Wolverton
Bossin 1hour
Hosford 4hours 3hours
Swallowfeld 2hours 6hours 5hours
Oakhurst 3hours 5hours 9hours 7hours
TRAVELTIMES(40FT.BASESPEED)
Wolverton
Bossin 1hour
Hosford 3hours 2hours
Swallowfeld
2hours
5hours
4hours
Oakhurst 2hours 4hours 7hours 6hours
TRAVELTIMES(50FT.BASESPEED)
Wolverton
Bossin 1hour
Hosford 2hours 2hours
Swallowfeld 1hour 4hours 3hours
Oakhurst 2hours 3hours 5hours 4hours
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S E T T L E M E N T S O F N O T E
The four villages and single small town are home to
around 4,000 souls. A further 2,000 settlers dwell in the
surroundinglands,survivingasbesttheycan.Afewhardy
folk
dwell
in
isolated
farmsteads
on
the
forests
fringes.
Such individualsaremostlyhunters, trappersorcharcoal
burner.Arudimentarystockade,thickhedgeof brambles
andthornsoraditchoftensurroundtheirhomes.
TheCliffway linksthevillagesof Swallowfeld,Hosford
andBossintoWolverton.
B O S S I N [ V I L L A G E ]
Set roughly five miles to the east of Wolverton, life in
Bossinrevolvesaroundminingandfarming.Locatednear
severalrichmines,thevillagestandsinadeepdellashort
distance
back
from
the
cliffs.
Thus
protected
from
theworst gales battering the coast, the lower parts of the
village, where the poorest folk dwell, are unfortunately
pronetofloodingduringfiercestorms.
Nofortificationprotectsthefolkof Bossin,butweekly
patrolsfromCaerSyllanpassthroughthevillage.Further
to theeast liesnothingbutbrokencliffsandunexplored
forest.Fewvillagersdaretotravelfarinthatdirection.
A scheming, duplicitous man, the village reeve, Jacca
Lander, lines his own pockets at his fellows expense.
JaccamakescertainthattheLochersalwaysreceivetheir
due
and
so
the
situation
has
not
yet
reached
Kenver
Lochers ear. The scheming reeves retention of a small
bandof toughskeepsthelocalsinline.
C A E R S Y L L A N [ F O R T R E S S ]
The impregnable fortress of Caer Syllan stands proudly
uponDinKershal,arocky,steepsidedpromontory linked
onlytothemainlandbyanarrow,slickneckof land.Lord
Locherhashisseathereanditiswithinitsloftywallsthat
most of his menatarms reside. The fortress comprises
theentirepromontory,whichhasenoughopengroundto
temporarily house the residents of Wolverton. This is a
refuge of last resort, however, as murderous onshore
winds renderssuchasanctuaryextremely cold (atbest).
Seepage13formoreinformation.
H O S F O R D [ V I L L A G E ]
Afishingandminingvillage,HosfordsitsupontheCliffway
roughlyequidistantbetweenSwallowfeldandWolverton.
The village is the site of the Lonely Coasts largest
operationalmine.
Several decades ago, the mine collapsed dropping a
large proportion of the nearby cliffs (and a few
unfortunatesandtheircottages)intothesea.Thecollapse
createda large,shelteredcove inwhichthevillagersstill
mine,honeycombingthecliffswithnarrowpassageways.
Thevillagesfishingvesselsalsousethecoveasaharbour.
Thecove
is
too
shallow
to
allow
ocean
going
ships
within;
manyrocks lurk justbeneaththesurfacereadytoripthe
hullapartof anysuchvesseldaringentry.
O A K H U R S T [ V I L L A G E ]
Set deep in the Tangled Wood, Oakhurst is a place of
hunters, trappers and foragers. Rumours of inbreeding
andstrangereligiouspractisesswirlaboutthesettlement,
which is the smallest and most isolated of the four
villages. Few travellers, except peddlers and merchants,
come here, as the villages residents are dour and
unwelcoming.
Some
of
the
villages
buildings
are
so
old
anddilapidatedthattheyhavepartiallycollapsed.
P R I O R Y O F C Y M E R [ C H U R C H ]
A lonely outpost dedicated to the veneration of Darlen
(Appendix1)thePrioryof Cymerisaplaceof fadedglory
andneglect.Onceasiteof pilgrimageandsanctuary,few
travellersnowvisitthepriory.The temple isdilapidated;
some areas are all but abandoned and everywhere the
signsof neglectareevident.Wherescoresof worshippers
onceansweredthecalltoprayer,onlyaremnantlingerto
worshiptheir
patron
and
to
watch
for
the
evil
foretold
to
onedayarisefromthedeepcavernsbelowthetemple.
The Priory of Cymer is the setting for the adventure
Retribution.Checkoutragingswan.comformoredetails.
A V A I L A B L E M A G I C I T E M S
SETTLEMENT BASEVALUE MINOR MEDIUM
Bossin 500gp 2d4items 1d4items
Hosford 500gp 2d4items 1d4items
Oakhurst 500gp 2d4items 1d4items
Swallowfeld 500gp 2d4items 1d4items
Wolverton 1,000gp 3d4items 1d6items
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S W A L L O W F E L D [ V I L L A G E ]
Named for the vast numbers of swallows nesting in the
surroundingforest,Swallowfeldisarelativelyquietplace.
ProtectedbythegarrisonatKerensasHoldthefolkwork
hard in the fields or nearby mines. Sir Talek Annear (LN
malehuman
fighter
4),
Lord
Warden
of
the
Lonely
Coast,
hashisseatatSwallowfeld.
Most of the villagers are simple folk loyal to their
neighbours and lord but a small Braalite cult has quietly
established itself in the village. The cults kidnap and
murderof severalsmallchildrenhasthusfarbeenblamed
onmaraudinghumanoidsorhuntingwolves.
ThesupplementSwallowfeld ,providesmoredetailson
thevillage.Checkoutragingswan.comformoredetails.
W O L V E R T O N [ S M A L L T O W N ]
The
Lonely
Coasts
only
town,
Wolverton
stands
at
the
socialand industrialheartof theLonelyCoast.Protected
byahighearthenberm,dryditchandramblingstockade,
thetownandtheattendantfortificationof CaerSyllanare
thesafestplacesontheLonelyCoast.
Home to around 1,900 souls, the town is a loud,
malodorousplace.Itsmuddystreetsramblealongbothof
the Arisums steep banks, straddling the river bank just
north of where it widens into its estuary. Unfortunately,
forthe folkdwellingalong the lowerwestbankmuchof
the area is prone to flooding. Consequently, only the
poorestand
most
desperate
folk
dwell
there.
Above the stench and
detritus of the
main town, the
housesof afew
welltodo
merchants
and other
wealthy
folk
perchuponthebluffsoverlookingthetown.
Notraditionalthievesguildcontrolstheillicitactivities
of Wolvertons criminal fraternity. Instead, a loose
confederationof mastersmugglersregulatestheircrews
nefarious activities so that none grows too powerful.
Competition
between
the
various
crews
is
far
from
friendly; the bloated corpses of smugglers not skilled or
luckyenoughtodefeattheircompetitorsoftenwashupat
lowtideontheArisumssteep,muddybanks.
Wolvertons docks are the pulsating mercantile heart
of thetown(andindeedtheentireLonelyCoast).Without
theconstantflowof goodsfrommorecivilisedstates,life
ontheLonelyCoastwouldbeallbutimpossible.Aweekly
market, held in the aptly named and floodprone Water
Meadow, provides an opportunity for local traders and
merchants to sell theirwaresandanexcuse forvillagers
tovisit
Wolverton.
Such
events
are
the
social
highlight
of
theweekandareusuallybusy.
The worship of Conn (Appendix 1) dominates the
religious landscape of the town but a small temple of
Darlen (that doubles as the towns magistrates court)
standsinitsshadow.Fewcommonfolkworshiptherebut
the clergy act as the local magistrates and so the faith
clingstosomemeasureof influence.
W O L V E R T O N : W H A T ’ S I N A N A M E ?
Since
settlers
first
arrived
on
the
Lonely
Coast,
the
ancient
woodlands and deep valleys have long been famed for the
number and intelligence of wolves stalking the area. These
creatures are no ordinary wolves, imbued as they are with
Tuathsancientdruidicmagics.
Since their arrival, the settlers haveenduredmany attacks
bypacksof wolvesdrivenfromthesurroundingforestsbyharsh
winters and scarce game. The worst of these attacks came
duringthesettlersfirstwinterwhenahugewolf packemerged
from the forest. Led by a beast of uncommon strength and
intelligence,thewolvesfelluponthevillagethatwouldbecome
Wolvertoninanorgyof bloodshedanddeath.Thevillagersmet
the
wolves
with
spear
and
flame.
For
three
confused
and
terrifying days, the wolves ranged throughout the settlement,
breakingintohomesandslaughteringalltheyfound.Duringthe
final night of battle amid the bloodstained snow and gnawed,
frozen corpses, the packs leader died upon Maban Locher
legendary spear, Eirmiir . When it was finally over, the dazed
survivorsemerged from their homes to bury their lovedones.
Scoresof frozenwolf corpses laystark inthefieldsandhomes
of thesurvivorsandthefledglingtownhaditsname.
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T H E T A N G L E D W O O D
The Tangled Wood is a truly ancient place; many of its
trees are hundreds of years old. Sprawling for miles on
endoverarangeof steepsided,craggyhillssomepartsof
the
forests
have
never
known
the
thread
of
human
feet.
Great thickets of brambles hinder exploration of the
interior; these completely untouched portions of
wildernessboasttreesof greatageandsize.Mightyoaks,
hornbeamsandgreybrownbarkedelmsallgrowhere in
profusion, interspersed with box elder and holly and
occasional stands of birches, pines and willows. Many
small streams and brooks wend their way through the
murk.
Theforestfloorisaperpetuallygloomy,twilightworld.
Analmostimpenetrablecanopyof thicklywovenbranches
andboughs
allows
but
alittle
light
to
filter
through
to
the
forest floor. Wild pigs, boars and deer as well as bears,
packsof wolvesandthefearedshadowwolves(Appendix
1)allhauntthewood.Smallercreatures foxes,rabbits,
badgers,squirrelsandsoon livehereinprofusion.
A deep, springy layer of leaf litter carpets the floor,
enriching the soil and providing perfect growing
conditions for a vast array of lichens, moss, mushrooms
and berry bushes, which (at the forest fringes) villagers
harvest along with wild fruits (raspberries, blackberries
andwhortleberries)andnuts.
The
ruins
of
the
Old
People
hidden
beneath
ten
centuries of slow, inexorable growth, choked with
bushes and ringed with nearimpenetrable walls of
thorn bushes lie scattered throughout the forest.
Treeshrouded burial mounds, stone circles
dominatedbyancientoaks,andtimewornhill
forts all slumber beneath the Tangled
Woods gnarled boughs. The humanoids
of the forest always vigorously contest
suchplaces,seeminglydrawn to themas
amothdrawntoflame.
A R I U S ’ W A T C H T O W E R
This impressive ruin stands upon the
crown of a hill that struggles above the
Tangled Woods dense canopy. Set
astride the headwaters of a minor
tributary of the Arisum, several faint
game trails lead to the ruins general
vicinity.
Ariuswasamightyconjurerof littlemorality,skilledin
bindingotherworldlycreaturestohisservice.Eightyyears
ago,aritualwentterriblywrongwhenhe lostcontrolof
that which he had summoned. In the ensuing battle, his
tower
was
devastated
and
at
the
height
of
the
conflagrationAriusdisappeared.Onlyasingleapprentice
survived to reach Wolverton to tell of the disaster. For
threedays,aneldritchglowmarked thenightskyabove
thetower.
Since then, bandits, goblins and other foul creatures
sporadically infest or inhabit the tower and the tunnels
belowfightingamongthemselvesfordominance.Several
times, blackhearted wizards have claimed the ruins so
that they might steal Arius impressive cache of magical
lore. Most linger for a while, before leaving empty
handed.
On
occasion,
the
Lochers
have
sought
to
wrestcontrolof thetowerfromsuchgroups,butattritionof the
garrison and the difficulty of keeping such a group
supplied stymies such efforts. Neophyte
adventurers often explore Arius
Watchtower before moving onto
the Twisted Gorges greater
challenges.
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T R I B E S O F T H E T A N G L E D W O O D
Manygoblintribeslurkwithinthedimshadowyconfinesof the
Tangled Wood. A vicious tribe of feral, vicious bugbears also
hunt here, as do isolated clans of half goblins (Appendix 1).
Thesetribesspendtheirtimeincessantlystrugglingagainstone
anotherorcreepingforthtostealcattleorslaves.Occasionally,
theybandtogethertobringbloodyruindownuponthehuman
settlers.KnowngoblintribesincludetheBloodMoon,Dripping
Skulls,BrokenSpear,BackStabbersandGutRippers.
D E E P W A T E R L A K E The cold waters of Deepwater Lake are over sixty feet
deep;inseveralplaces,underwatercurrentslurkreadyto
drown the unwary. The lake is well stocked with fish of
many kinds including trout, carp and several large pike.
Since
the
Lonely
Coast
was
settled,
the
lake
has
claimedafewvictimseverydecadepromptingspeculation
that a great monster lurks in its depths. No definitive
evidence of such a creature has ever been recovered,
however; most deaths in the lake are the result of a
combinationof viciouscurrents,alcoholanddarkness.
Thetalesof treasurehiddenbeneaththewatersof the
lakehavesimilarlynever ledtoanygreatfind.Theresult
of wild speculation late at night in many taverns and
alehousesthisdoesnotstoptheoccasionaladventureror
recklesslocalexploringthelakesenvirons.
T A L A N ’ S B L U F F
The remnant of an ancient hill fort sprawls across the
summit of this high hill. Two rings of timeworn earthen
ramparts yet ward the bluffs summit. A single, wide
gateway protected by a complex series of (nowshallow)
pits and smaller ramparts, designed to disrupt a charge,
pierceeachdefensivering.
BuiltuntoldcenturiesagobytheTuathitwasthe last
humanplaceof strengthtofallbeforethegoblinsmight.
Duringthefinalbattle,agreatslaughterwaswroughton
the
defenders.
In
the
summer,
bluebells
and
other
wild
flowers carpet the hills crest; the folk of Wolverton call
the area Battle Meadow for the fragments of bone and
weaponsstillfoundthere.
Occasionally, travellers and adventurers use the ruin
as a campsite or even dig there in search of forgotten
antiquities.MostfolkdonotventuretoTalansBluff;they
believethattheshadesof theancientfallenyethauntthe
area.Duringtimesof trouble, thegarrisonatCaerSyllan
postlookoutsatopthehillandsetgreatbonfiresuponthe
forts ramparts to warn of marauders creeping from the
hills.Mostrightmindedmenatarmshatesuchdutyasit
isseen(rightly)asavirtualdeathsentence.
T W I S T E D G O R G E , T H E
TheTwistedGorgerunsforalmostamile,cuttingthrough
a rangedof steep,heavilywooded hills roughly35miles
north of Wolverton. Like a great, festering wound, the
Twisted Gorge draws creatures of evil to it as a corpse
callstoastarvingwolf.
The gorge is narrow and steepsided. The ground is
chokedwithrocks,bouldersandtreesfallentoruinfrom
the surrounding cliffs. Bleached bones, rotting corpses
and
rusted
and
mouldering
equipment
legacy
of
the
many battles fought here lie intermixed among the
tumbledmassof stonesandboulders inmute testimony
to the violence wrought in this place. An aura of bleak
desolationhangsovertheplacelikeaforebodingcloud.
Attheheadof thegorge,anamelesswaterfalltumbles
over the cliffs into the frigid waters of a foreboding, ill
favoured lake of unknown depth that births the swiftly
flowingArisum.
Huge trees throw their leafy crowns far out over the
precipitous,crumblingcliffs,furtheraddingtothegloomy
shadows
piled
deep
upon
the
gorges
floor.
During
thewinter months, sunlight never reaches the gorges
deepest recesses. Even in summer, full daylight only
illuminatestheArisumforseveralhoursaroundnoonsun.
Cavernsandpassagewayshoneycombthecliffs.Other
passagesandchambersplungestilldeepertonetworksof
caverns undiscovered by those dwelling in the sunlit
surface world. Tribes of kobolds and orcs claim many of
these caverns while others are home to powerful and
territorial monsters. Warfare between the tribes is
frequent;alliancesshiftingwiththetideof war.
The
Twisted
Gorge
is
aplace
of
dangerous
adventure
and perilladen battle from which many neophyte
adventurers do not return. For a few, however, the
tumbled rocks, dark shadows and lurking perils are the
forgeuponwhichtheirlegendisformed.Theseluckyfew
stumble from the gorge, their packs full of battlebooty,
their sword arms aching from constant use and their
desireforadventureandgloryundimmed.
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C O A S T L I N E A N D C L I F F S
Tall, sheer cliffs dominate the Lonely Coast. Comprised
primarily of granite they stand eternal guard against the
seasremorselessadvance.
Comparatively
few
pathways
wend
their
way
down
these steep cliffs. Seaweed (and the occasional rock fall
from the glowering cliffs above) makes these rocks slick
and dangerous to explore. Many of the cliffs most
inaccessible portions are home to noisy colonies of
slender guillemots, blackandwhite razorbills and the
everpresent gulls. Small numbers of golden eagles and
peregrinefalconsthatpreyupontherestandtherabbits
infestingthecliff topsalsonesthere.
In places sea caves cut into the cliffs; most are
completely inundated at high tide. Whiteflowered rock
samphire
and
rock
sea
lavender
grow
in
profusion
inspraydrenchedcrevicesandonledgestowardthebaseof
thecliffs.Peasantsharvesttheseduringthesummer(the
rocksamphireasapotherband thesea lavender for its
fragrance).
Mostof thebeachesatthebaseof thecliffsareallbut
inaccessible, and only good swimmers or those with a
boatabletoreachthem.Someof themoreadventurous
peasantshunt at low tide in the multitudeof tidalpools
onthenarrow,rockybeachesforcrabsandshellfish.The
remainder
graze
their
sheep
atop
the
cliffs
and
trap
rabbitsfortheirmeatandfur.
A B A N D O N E D M I N E
Thecliffsof theLonelyCoastarelitteredwithabandoned
mineworkings.Overthelasthundredyearsorsothefolk
of the four villages have sunk many shallow exploratory
shafts,searchingfortinandothervaluablemetals.Many
such mines failed to turn up any precious metals while
othersproducedalittlewealthbeforeplayingout.
Other older, much deeper mines of unknown origin
stud
the
cliffs.
A
few
delve
so
deeply
into
the
cliffs
andevenoutundertheoceanthattheseahasbrokenin.Such
mines have a tidal system of sorts and are extremely
dangerous.Theseplacesareinvariablywaterfilleddeath
traps rife with unsafe workings and fatal deadend
passages.
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D I N K E R S H A L & C A E R S Y L L A N
The headland of Din Kershal ( fortress of rock in the old
tongue of the Tuath), is little more than a huge granitic
monolithlinkedtothemainlandbyanarrow,steepsided
ridge of exposed rock. Sheer cliffs, slick with spray, ring
thepromontory
except
in
one
spot
where
low
tide
reveals
a narrow shingle beach. Din Kershal slopes downwards
from west to east; its western cliffs are fiftyfeet higher
thanthosetotheeast.
The great fortress of Caer Syllan seat of Family
Lochers power dominates Din Kershal. The fortresss
upperandinnerwardsstandatopDinKershalitself,while
itslowerward(boundedbyagreatearthenditch)controls
accesstothepromontory.
Thebulkof the fortificationstandsupon the western
portionof thepromontorybutseveralsmallwatchtowers
stud
the
eastern
and
southern
cliffs.
The
rest
of
the
headland is unfortified. Occasionally, Lord Locher allows
the villagers to drive their sheep and cattle onto Din
Kershaltocropthepatchygrassthatgrowshere.Asmall
garden,established inanaturalfold intherock,provides
a quiet place of contemplation for the women of the
court.
Lord Locher, his family, servants and a substantial
garrison dwell within the fortress. In times of trouble,
thereisamplespaceforthepopulaceof theLonelyCoast
toretreatwithinthewallsof theupperward.
A
large
sea
cave,
Morverens
Gallery,
bores
right
through the promontory. While it is possible to traverse
the cave at low tide, the surge of water within is
murderous. At high tide, the cavern is almost complete
submerged;exploringthecaveatthistimeistantamount
tosuicide.
Afewsidecavesandgalleries(allcutoff athightide)
radiate outward from Morverens Gallery. When Maban
Locher arrived here 100 years ago, the witch Morveren
lurked in these caves. Local tradition describes her as
either a powerful spellcasting vampire or a degenerate
mix of human and goblin. Whatever the truth, Maban
drove her out, claiming Din Kershal for himself. Since
then, few have dared to explore this small network of
caves, the dangerous tides and Morverens fearsome
legendscombinetodispelmostpeoplesinterest.
S M U G G L E R ’ S C O V E
Those desiring to avoid the attentions of the Lochers
servants sometimes use this small, isolated cove to land
particularlyvaluable(orillegal)commodities.
No pathway reaches the narrow shingle beach from
the
cliffs
above.
Instead,
the
only
access
to
the
cove
is
through a disused mine that cuts down through the
granite cliffs. Atop the cliffs, the mines entrance is well
hiddenbeneathagreat jumbleof bramblecloakedrocks.
Asmallgroupof neardowellsusetheminetohidetheir
contraband.Occasionally,theyalsoallow fugitivesuseof
themine(foraheftyprice).
GM Note:The GMcanset this locationanywherehe
desires.
O R E S T O N E , T H E
The
Orestone
is
a
forlorn,
windswept
and
wavelashed
barechunkof rock juttingoutof thesearoughly500feet
from shore. Cliffs encompass three of its sides with the
fourthcomprisingaseriesof highrockshelves risingout
of thesurrounding,treacherouswaters.
Many vessels have come to grief on the Orestone;
theirwreckslitterthesurroundingseafloor.Whenaship
strikes the Orestone, every boatowning peasant
descends on the location to both assist the unfortunate
marinersandtorecoverasmuchcargoaspossible.
Atop the Orestones highest point stands a pile of
jumbledrounded
boulders.
Worn
smooth
by
the
wind
and
rain, thestonesconceala smallsinkhole thatpenetrates
deep into the living rock before intersecting a large,
partially flooded tidal cavern. Here faded alien carvings
covermanyof thewalls.Severalpassages tunneldeeper
into the rock; most are little more than deadends,
inundated by the sea at high tide. One, however,
plummets ever deeper over a series of treacherous
escarpments until far below the sea bed it follows a
circuitousroutenortheast.Eventually,thepassagebreaks
into a partially flooded ancient mine several miles south
eastof Wolverton. Inancient times, fellcreatures lurked
withinthecaverns,creeping forthwhenagibbousmoon
hung in the sky and strong winds whipped the foaming
sea into a frenzy to perform terrible, sanityshattering,
half forgottenrites.Remnantsof thosefolk degenerate
troglodytes yet linger in the tunnels and still faithfully
servetheirabolethmaster.
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A D V E N T U R E H O O K S
Almost limitless opportunities for adventure lurk on the
Lonely Coast. This section presents a small selection of
adventureseedsfortheGMsconvenience.
P E S T I L E N C E
A number of travellers arrive at Wolverton aboard a
merchant vessel. Several days pass and suddenly one of
thetravellersfallsgravelyill.Examinationsrevealthatthe
unfortunateissufferingfromplague(orsomeotherhighly
infectious, lethal disease) and he is immediately
quarantined (asare thosehe isstayingwith).Panicgrips
the town as the populace wait to see if anyone else if
infected.
Thedoomedplaguecarriercouldbeafollowerof the
godof
disease
seeking
to
spread
his
lords
gift,
adupe
of
those working against Family Locher or simply an
unfortunatetraveller.Inanyevent,themansoondies(as
likelydothosehewaslodgingwith).
Theextentof theinfectionisuptotheGMbutthePCs
couldgetinvolvedenforcingthequarantine,searchingfor
herbs, helping maintain law and order or hunting down
thedoomedmansemployers.
S H I P W R E C K
Amerchantvesselhasgrounded insightof thecoastand
heavy
seas
are
slowly
breaking
it
up.
A
few
of
its
crew
havemade ittoshore,butothersremaintrappedonthe
disintegrating vessel. Many villagers immediately set to
sea, not to save the crew but to salvage what they can
beforetheLochersclaimsalvage.
A merchant begs the PCs to retrieve several choice
items for him, promising a large reward for doing so.
Industrious villagers have already salvaged some of the
items and the PCs must track them down. Exactly what
themerchantwantsrecovered isuptotheGM,butthey
should be items not immediately useful to the villagers.
Possibilities
include
small
quantities
of
exotic
spices,
lettersof creditorasmallboxcontaininga fewtreasure
mapsorconfidentialletters.
R A I D E R S
Goblinsraidavillage insearchof slavesandwealth.The
militiaandCaerSyllansgarrisonfightthemoff butasmall
patroldespatchedtoharrythembacktotheir lair isnow
overdue.ThePCsareaskedtoinvestigate.
T H E T W I S T E D G O R G E
A badly injured adventurerstaggers into Wolverton. The
only
survivor
of
his
adventuring
party,
the
Warriors
of
the
Blood Spear, he seeks others to accompany him to the
Twisted Gorge to recover his comrades remains. When
thePCsreachtheGorge,theydiscoverthatmanyof the
tribesdwellingtherehaveformedanuneasyallianceand
arepreparingtosackWolverton.
W H I S P E R S & R U M O U R S
Events occur all the time on the Lonely Coast. Use the
table below to furnish the PCs with rumours of such
occurrences. The veracity of each rumour is, of course,
thepurviewof theindividualGM.
D20 RUMOUR
14 Tracksdiscovered intheforestshowwherebandsof
goblinshavebeenspyingonWolverton.
56 Strange lights have been hovering in the air above
AriusWatchtower.
7 Ahunterdiscoveredastretchof forestaroundoneof
theOldPeoplesmonolithsthathadbeguntowither
anddie.Thecauseof thedeforestationisunknown.
8 Huntershavereportedtheappearanceof severalnew
sinkholes at Tarans Bluff. The hunters have not
penetrated the sink holes but believe they lead to a
largechamber.
912 Asmugglersshipwentdownoff theOrestoneafew
nights ago. Fishermen and beachcombers have been
findingwreckageeversince.
1314 The Company of the Green Cloaks recently bested a
groupof BloodMoongoblinsnorthof Bossin.
1516 Recently, something large has been swimming in
DeepwaterLake.(Drunk)witnessesreport itasbeing
almost20ft.longandakintoadragon!
17 Lord Locher is about to raise taxes again. This time,
therellbetrouble.
18 The folk of Oakhurst have become even more
unwelcoming of late. Two merchants have gone
missing inthevicinityandothersarerefusingtovisit
thevillage
until
the
matter
is
resolved.
19 The smugglers are engaged in a vicious war with
themselves! Whispers of a rising new power have
been swirling about Wolvertons docks for several
weeksnow.Thefightingisviciousandsustained.
20 Anewbandof bandits thoughttobetheremnants
of ashipwreckedpiratecrew havebegun tohaunt
theareabetweenSwallowfeldandHosford.
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APPENDIX 1: NEW S TUFF
ManystrangeandterriblethingsdwellupontheLonelyCoast.
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N E W R A C E : H A L F - G O B L I N
Men whisper that ghosts of an elder age stalk the
deepest, unknowable reaches of the Lonely Coasts
ancient woodlands. Along with the forsaken holy places
and
forts
of
a
long
fallen
elder
civilisation,
a
debased
and
twisted race of half goblins haunts the forests deepest
thickets. The mongrel descendants of a tribe of humans
subjugated by goblins centuries ago half goblins are a
bitter, evil folk. Never numerous, and dedicated to dark
powers, they skulk about civilisations fringe weaving
terribleplotstodestroytheirneighbours.
Physical Description: Taller than their goblin
antecedents but shorter than humans, half goblins are
scrawny creatures.
Like their goblin
kin,
their
heads
seem oversized
for their
bodies.
Theireyesareblackordarkbrownandhairissimilarlyof
darkhuewhiletheirearsareslightlypointed.Roughlyone
intencanpassforahuman(albeitafreakishlyshortand
uglyone).
HALFGOBLINRANDOMHEIGHTANDWEIGHT
TITLE BASE
HEIGHT
BASE
WEIGHT
MODIFIER
WEIGHT
MODIFIER
Male 4ft.10in. 90lbs. 2d4 x3lbs.
Female 4ft.4in. 75lbs. 2d4 x3lbs.
HALFGOBLINSTARTINGAGE
ADULTHOOD MARTIAL ARCANE DIVINE
13 13 17 15
HALFGOBLINAGINGEFFECTS
MIDDLEAGE OLD VENERABLE MAX.AGE
26 38 50 50+2d10
Society: Although thoroughly evil and despicable, half
goblins have developed a tightknit, hierarchical society.
Assailed by innumerable external threats, half goblins
have learnt that personal survival and advancement
dependsonthatof theclan.
Normally found in small enclaves of several family
groups, half goblins dwell in wild, remote places. They
often choose defensible caverns, but the elder places of
the world places where ancient peoples raised mighty
templesorhighfortresses alsoattractthem.
HALFGOBLINARCHER C R 1 / 2 ( X P 2 0 0 )
Thisbald,scrawny humanoid wearsstudded leather armour and
carriesashortbow.
Malehalf goblinfighter1
NEMediumhumanoid(goblinoid,human)
Init+3;Sensesdarkvision60ft.;Perception+1,SenseMotive+1
Speed35ft.
ACP1;Climb+5,Ride+5,Stealth+4
AC18,touch14,flatfooted14;CMD16;Dodge,Mobility
(+3 Dex, +3 armour [studded leather], +1 shield [mwk
buckler],+1dodge)
Fort+3,Ref +3,Will+1
hp12(1HD)
Space5ft.;BaseAtk+1;CMB+3
Meleehandaxe+3(1d6+2/x3)
Rangedshortbow(range60ft.)+4(1d6/x3)
CombatGear potionof curelight wounds
AbilitiesStr15,Dex16,Con13,Int10,Wis12,Cha8
FeatsDodge,FleetB
,Mobility
Skillsasabove
LanguagesCommon,Goblin
Gearasaboveplus20arrows,1d6sp
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Relations:Half goblinshateallotherraces,viewingall
as potential aggressors. In particular, they hate goblins
(whohuntthem)andhumans(whotreatthemasnormal
goblinstobekilledinsight).
Alignment and Religion: Half goblins are sadistic,
hate
filled
creatures
concerned
only
with
the
survival
and
advancementof theirclanattheexpenseof others.Inthe
main, they worship Braal (NE god of hate, malice and
revenge);afewworshipotherfellpowers.
Adventurers: Most half goblins do not stray far from
theirclanhome.Afewventurefurtherabroadonspecific
missions while others fleeing some terrible punishment
areforcedtoendurecivilisationsperils.
NPC half goblins usually have levels in warrior, adept
or expert (scout). Some have levels in cleric, fighter,
ranger or rogue. A rare few embrace sorcery or worship
theatavistic
spirits
of
their
ancient
woodland
home.
MaleNames:Anarl,Destrel,Ferel,Terl,Terl.
FemaleNames:Barsala,Harastra,Jerix,Severa.
H A L F - G O B L I N T R A I T S
+2 to One Ability Score: Half goblins get a +2 bonus to
oneabilityscoretorepresenttheirvariednature.
Medium:Half goblinsareMediumcreaturesandhave
nobonusesorpenaltiesduetotheirsize.
NormalSpeed:Half goblinshaveabasespeedof 30ft.
Darkvision:Half goblinscanseeindarknessfor60ft.
Goblin Blood: Half goblins count as both human and
goblin
for
any
effect
related
to
race.
Swift:At1stlevel,half goblinsreceiveFleetasabonus
feat.
Rider: Half goblins receive a +2 racial bonus on Ride
checks.
Stealthy: Half goblins receive a +2 racial bonus on
Stealthchecks.
Languages:Half goblinsbegin playspeaking Common
and Goblin. Those with high Intelligence scores can also
chooseAbyssal,Dwarven,Gnoll,Gnome,InfernalandOrc.
H A L F - G O B L I N L O R E
CharacterwithranksinKnowledge(local)checkcanlearn
more about half goblins with a successful skill check. A
successful check reveals all information revealed by a
lessercheck.
DC 15: This creature is a half goblin. A debased and
twisted mongrel race they dwell in the secluded, wild
placesof theworld.
DC20:Half goblinsarestealthyandfleetof foot.They
canseeinthepitchdarknessandareskilledriders.
HALFGOBLINADEPT C R 3 ( X P 8 0 0 )
This tall but scrawny woman is bald; her eyes burn with a
terriblemalevolence.
Femalehalf goblinadept(Braal)5
NEMediumhumanoid(goblinoid,human)
Init1;Sensesdarkvision60ft.;Perception+3,SenseMotive+3
Speed35ft.
ACP0;Ride+1,Stealth+1
AC10,touch9,flatfooted10;CMD10
(1Dex,+1armour[bracersof armour +1])
Fort+1,Ref +2,Will+7
hp27(5HD)
Space5ft.;BaseAtk+2;CMB+1
Meleedagger+1(1d41/1920)
Rangedlightcrossbow(range80ft.)+1(1d8/1920)
AdeptSpellsPrepared(CL5th)
2ndinvisibility ,web(DC15)
1stbless,burninghands(DC14),obscuringmist
0detect magic,
ghost
sound
(DC
13),
stabilise
Combat Gear potion of cure moderate wounds, 3 screaming
bolts,scroll of protection fromgood
AbilitiesStr8,Dex9,Con10,Int11,Wis16,Cha12
SQ summonfamiliar
FeatsFleetB
,LightningReflexes,ScribeScroll,Toughness
SkillsasaboveplusHeal+8,Knowledge(nature)+5,Knowledge
(religion)+5,Spellcraft+5,Survival+8,
LanguagesCommon,Goblin
Gearasaboveplus10bolts,spellcomponentpouch, 12gp
HALFGOBLIN
ARCHER
C R 1 ( X P 4 0 0 )
This lean, muscular humanoid wears studded leather armour
and carriesabattleaxe.
Malehalf goblinfighter2
NEMediumhumanoid(goblinoid,human)
Init+6;Sensesdarkvision60ft.;Perception+1,SenseMotive+1
Speed35ft.
ACP1;Climb+7,Ride+5,Stealth+3
AC17,touch13,flatfooted14;CMD17;Dodge,Mobility
(+2 Dex, +3 armour [studded leather], +1 shield [mwk
buckler],+1dodge)
Fort+4,Ref +2,Will+1;+1fear
hp20(1HD)
Space5ft.;
Base
Atk
+1;
CMB
+5
Meleemwkbattleaxe+7(1d8+3/x3)
Rangedshortbow(range60ft.)+4(1d6/x3)
CombatGear2 potionsof curelight wounds
AbilitiesStr16,Dex15,Con13,Int10,Wis12,Cha8
Feats Dodge, FleetB
, Improved Initiative, Weapon Focus
(battleaxe)
Skillsasabove
LanguagesCommon,Goblin
Gearasaboveplus 20arrows,2d6gp
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N E W C R E A T U R E : S H A D O W W O L V E S
Theprogenyof ancientdruidicmagics, thesesavageand
cunning hunters dwell deep within the gloom of the
TangledWood.Whenfoodisscarce,theyburstforthfrom
the
forest
to
feed
upon
the
humans
of
the
Lonely
Coast
andtheirlivestock.
Shadow wolves are larger than normal wolves; some
of theoldestandmostdeadlyindividualsgrowasbigasa
warhorse. Such beasts are incredibly swift and strong.
Even large, wellarmed patrols fear battling such a
creature.Localsuperstitionsalsogiftthemwiththeability
totalktoandcontrolotherwolves.
C O M B A T & T A C T I C S
Ashadowwolfsmottledblackandgrayfuraids itto lurk
in
the
deep
thickets
and
tangled
undergrowth
of
the
forest. Creatures of stealth and sudden ambush, they
preferstalkingpreytorunningitdown.
If apack ishuntingmen,andthemenhavehorsesor
otheranimalswiththem,thewolvesfirstusehold animal
orcharmanimal in conjunction with speak withanimals
toslowdowntheirtargets. Inbattle, theypreferhitand
runtactics,darting inandoutof combatuntiltheytripa
foe.Theymercilesslysavagepronetargets.
E C O L O G Y & S O C I E T Y
Shadow
wolves
are
drawn
to
ancient
places
of
druidic
power;packsoftenclaimsuch lostorabandonedsitesas
their own. They dwell in groups of up to a dozen
individuals and follow the lead of the largest, most
aggressive male. Shadow wolves mate for life and are
viciouslyprotectiveof theirmateandyoung.
Shadow wolves are creatures of nature warped by
ancient
magics;
a
rare
few
possess
far
greater
druidicpowers than their lesser brethren. Occasionally such
individuals send packs of lesser wolves to harry those
encroachingupontheirwoodlandfastness.
S H A D O W W O L V E S L O R E
Character with ranks in Knowledge (arcana) can
learn more about shadow wolves with a
successful skill check. A successful check
revealsallinformationrevealedbyalesser
check.
DC
14:
This
creature
is
ashadow
wolf.Theyareclever,powerfulfoes
giventostalkingtheirprey.
DC 19: Shadow wolves have
magical abilities that enable them
to charm or paralyze normal
animals.
SHADOWWOLF C R 4 ( X P 1 , 2 0 0 )
Thislarge, powerful wolf hasmottled grey and black fur aswell
asamouth full of sharp fangs.
NLargemagicalbeast
Init +2; Senses darkvision 60 ft., lowlight vision, scent;
Perception+6,SenseMotive+2
Speed50
ft.;
Nimble
Moves
ACP0;Acrobatics+6(+14 jumping),Climb+8,Stealth+10
AC17,touch11,flatfooted15;CMD22(26vs.trip)
(1size,+2Dex,+6natural)
Fort+7,Ref +6,Will+3
hp39(5HD)
Space10ft.;BaseAtk+5;CMB+10
Meleebite+9(1d8+6plustrip)
Trip (Ex) If the shadow wolf hits with its bite attack it can
attempt to trip its opponent as a free action without
provokinganattackof opportunity.If theattemptfails,the
shadowwolf isnottrippedinreturn.
SpellLikeAbilities(CL4th;+7concentration)
1/daycharmanimal (DC13),hold animal (DC14),speak with
animals
AbilitiesStr19,Dex14,Con17,Int9,Wis14,Cha8
FeatsNimbleMoves,SkillFocus(Stealth),WeaponFocus(bite)
SkillsasaboveplusSurvival+3(+7trackingbyscent)
RacialModifiers+4toStealth,+4toSurvivalwhentrackingby
scent
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N E W D E I T I E S
TheGMcanusethesedeities perhapsaslocalpowers
orcanreplacethemwithgodsfromhisowncampaign.
B R A A L
NEgodof Hate,MaliceandRevenge
Epithets:TheHated,theWreaker,DwellerinShadows
Symbol:Aclovenskull
Domains:Destruction,EvilandTrickery
FavouredWeapon:Morningstar
Raiment: Braals faithful wear cowled black cloaks
smearedwiththebloodof theirsacrifices.Adherentsalso
shavetheirheads.
Teachings:Strikefromtheshadows;punishthosewho
have wronged you and show no mercy. Take what you
wantand
destroy
that
which
you
cannot
take.
HolyTexts:Theworshipof Braal isnotasprescriptive
asotherreligions.Nouniversallyagreedupontextexists,
butseveraldarktomesarepreferredbyvarioussects.
C O N N
LNgodof Community,FamilyandRulership
Epithets:TheFather,Lawgiver
Symbol:Twohandsclaspedinahandshake
Domains:Community,LawandNobility
FavouredWeapon:Lightmace
Raiment:
White
robes
emblazed
with
two
clasped
hands
Teachings: Order brings prosperity. Together, believers
can achieve safety and contentment. The family is the
most importantunitof society; itsprotection isthemost
sacredduty.
Holy Texts: Law and Duty a dense, legalistic text
setting
out
Conns
teachings
and
the
place
and
duties
of
eachcommunitymember.
D A R L E N
LGgodof Law,Order,JusticeandtheSun
Epithets:TheJusticar,theShiningLight,theNobleOne
Symbol:Therisingsun
Domains:Good,Law,ProtectionandSun
FavouredWeapon:Longsword
Raiment: Voluminous, white cowled habits. Unless
expectingbattle,clericsdonotweararmour.
Teachings:
The
strong
must
protect
the
weak,
for
this
isthenaturalorder.Thosewithgreatabilitiesoraptitudes
must use their gifts for the betterment of their fellows.
Thefaithfulmustbeevervigilantforevilsrise,butmust
showmercyindealingwithitstools.
Holy Texts: Darlens teachings are set down in the
Scriptureof Law avasttomecontainingteaching,stories
and lessons by some of his early, prominent followers.
DivineOrder andOnDarkness Rise are important early
commentariespennedbylegendaryhighpriests.
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R E A D I N G S T A T B L O C K S
TheLonely Coast includesallnecessarystatblocks;these
notesexplainhowtoreadthem.Unlessotherwisenoted,
all listed scores include all the creatures normal
modifiers.
Each stat block is arrayed in four sections: basic,
defensive,offensiveandsupplemental.Theinformationin
statblocksappearsinthefollowingorder:
B A S I C
Name,CRandXP:Themonstersnameappearsfirstfollowedby
itsCRandhowmanyexperiencepoints it isworth. If more
thanonecreature isencountered,abracketednumber lists
howmanyappear.
Appearance:TheGMcanreadaloudorparaphrasethissection.
If apicturedepictsthecreature,thissectionmaybeomitted.
Sex,Race,ClassandLevel:If themonsterhasclass levelsthese
appearhere
along
with
its
race
and
sex.
The
first
noted
class
isthecreaturesfavouredclass.
AlignmentandType:Thecreaturesabbreviatedalignmentand
itstype(includingapplicablesubtypes).
Init and Senses: This creatures initiative modifier appears
before any special senses (such as scent or darkvision) and
the creatures Perception and Sense Motive scores. If the
creature has special Perceptionbased abilities, such as
trapfindingorstonecunning,theseappearhere.
Speed: The creatures modified land speed appears first along
withanyotherrelevantspeeds (suchasclimborfly). If the
creaturesbaselandspeedisdifferenttoitsmodifiedspeed
thisisalsolisted.
ACP and Movement Skills: ACP presents thecreatures normal
armourcheck
penalty
modifier.
If
the
creatures
Acrobatics,
Climb, Escape Artist, Fly, Ride, Stealth or Swim modifier
differs from the relevant ability modifier minus its armour
checkpenalty,theseskillsappearhere.
D E F E N S I V E
AC:Thecreaturesnormal, touchandflatfootedACalongwith
itsCMD;additionallythissection listsanydefensivepowers
orabilitiesthataffectsthecreaturesAC.
Immune,ResistandWeaknesses:If thecreaturehas immunity,
resistance or a vulnerability to an affect or condition it
appearshere.
Fort,Ref andWill:Thecreaturessavingthrowmodifiersalong
with any conditional modifiers and defensive powers (such
asevasion)andspellresistanceappearhere.
HP:Thecreaturesfull,normalhitpointsalongwiththenumber
hit dice it possesses. A bracketed hit point total indicates
that
the
creature
is
injured.
If
the
creature
has
damage
reductionorhardnessitappearshere.
O F F E N S I V E
Space, Base Atk and CMB: The creatures space, base attack
bonusandCMB.
Melee:Thissectionlistsacreaturesmeleeattacks.If theattack
has a reach that is not 5 ft. it is listed here. Each attack
includesattackbonusanddamageinformation.If theattack
has the default critical hit characteristics (20/x2) this
informationisomitted.
Ranged:Thissectionliststhecreaturesrangedattacks.Italways
includes the attacks range. Each attack includes attack
bonusanddamageinformation.If theattackhasthedefault
criticalhit
characteristics
(20/x2)
this
information
is
omitted.
Atk Options: This section lists any abilities or feats that can
affectthecreaturesattacks.Subsequentlistingsdescribeall
butthemostbasicabilitiesinmoredepth.
Special Actions: This section lists any useful abilities that a
creaturecoulduse inbattle.Subsequentlistingsdescribeall
butthemostbasicabilitiesinmoredepth.
SpellsandSpellLikeAbilities:Thecreaturescaster level,along
with its concentration modifier and domains appears in
bracketsbeforethemainspell listing. If oneormoreof the
creatures spells require a touch attack, its relevant attack
bonus is included. Spells available appear in reverse order
from highest to lowest. Spells noted
D aredomain spells. If
applicable,aspellsDCisalsoprovided.
Combat
Gear:
This
section
lists
any
combatrelated
equipment
thecreaturepossesses.
S U P P L E M E N T A L
Abilities and Special Qualities: These sections list a creatures
abilityscoresandanyspecialqualitiesthatappearnowhere
anywhereelseinitsstatblock.
Feats:Analphabeticallistingof allthecreaturesfeats.
SkillsandLanguages: These sections listany skills the creature
possesses that have not already appeared in the stat block
andalllanguagesspokenorunderstood.Anylanguagebased
specialabilitiesalsoappearhere.
Gear: This section lists any gear not already listed in the
creatures stat block. This section hardly ever contains
weapons or armour as they usually appear in the relevant
sectionsabove.
Spellbook: The contents of the creatures spellbook and its
barredschools.
S P E C I A L A B I L I T I E S
Specialabilitiesappearinthesectionwhichtheybestsuit.Thus,
offensive
abilities
appear
with
a
creatures
attacks
while
defensiveonesappearwith itsotherdefences.Fullwriteupsof
irrelevant powers (such as those that could not affect combat)
areomitted.Theaffectsof abilitiesthatfactor intoacreatures
normal attacks or defences have already been included in the
relevantcalculations.
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APPENDIX 2: ON THE R OAD
FivereadymadeencounterstodropintoplaywhileadventuringontheLonelyCoast.
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D A N G E R I N T H E S H A D O W S
EL3;XP800
Neartothetrack,intheveryfringesof theTangledWood,
a
ferocious
black
bear
surprises
a
lone
hunter
and
his
dogs.Read:
Fromdeepwithinthetrees,yousuddenly hear thesound
of snappingbranches,theroar of alargecreatureand the
barkingof dogsquickly cut off.Shoutsand theclamour of
battle fill thedimspacebelow thetightly packed trees.
PCsenteringthewoodeasilyfindthecauseof thenoise.
Davy is badly injured and is trying to get away from the
black bear (which has already killed his dogs) while
makingas muchnoiseaspossible ina bidtoattractaid.
Untilnow,
he
has
managed
to
keep
trees
between
himself
andthebear,buteventuallyitwillcatchandkillhim.Davy
knowsthisandassoonasheseesthePCs,heshoutsfor
helpandrunstowardthem.
T A C T I C S
Thebearispowerful,butstupid.Itattacksthenearestfoe
damagingitandfightstothedeath.Davyaidshisrescuers
withrangedattacks,butdoesnotmeleewiththebear.
A R E A F E A T U R E S
Thewoodlandshaveseveralfeaturesof note:
Illumination:The light levelon the trail isdependent
on the time of day. Below the trees, the light level
decreasesbyonestep.
Trail:
A
muddy,
rutted
10
ft.
wide
trail
wends
its
way
throughthetrees.Movementonthetrailisuninhibited.
Undergrowth: Vines and roots cover any many non
trailsquares. Itcosts twosquaresof movement toenter
such squares. It also increases the DC of Acrobatics and
Stealthchecksby2.
Trees:Acreaturestandinginthesamesquareasatree
(AC4,hardness5,hp150,DC15Climbcheck)gainspartial
cover(+2toAC,+1onReflexsaves).
MassiveTrees:Hugetrees(AC3,hardness5,hp600;
DC 15 Climb check) fill an entire square. They provide
cover(+4
to
AC,
+2
on
Reflex
saves).
S C A L I N G T H E E N C O U N T E R
Tomodifythisencounter,applythefollowingchanges:
EL2(600XP):Applytheyoungtemplatetothebear.
EL4(1,200XP):Usethestatisticsforagrizzlybear.
H O O K S
Davy isverygladtoberescuedand insiststhePCsspend
thenightathis isolatedcottage.Healsotellsthemof an
abandoned burial cairn of the Old People he recently
stumbledacross.
The
cairn
is
about
fifteen
miles
north
of
thecottageandDavybelievesitisyetsealed.
D A V Y M A Y N E
CR1/2
(XP
200)
Dirty and muddy,thisinjured,dark haired,blueeyed manwears
leather armour and cariesalongbow.
Humanexpert1/warrior1
LNMediumhumanoid
Init+1;SensesPerception+7,SenseMotive+0
Speed30ft.
ACP0;Climb+5,Stealth+5,Swim+5
AC13,touch11,flatfooted12;CMD13
(+1Dex,+2armour[leather])
Fort+3,Ref +1,Will+2
hp11(currently3)(2HD)
Space5ft.;BaseAtk+1;CMB+2
Meleehandaxe
+2
(1d6+1/x3)
or
Meleedagger+2(1d4+1/1920)
Rangedlongbow(range100ft.)+2(1d8/x3)
AbilitiesStr12,Dex13,Con13,Int9,Wis10,Cha9
FeatsSkillFocus(Perception)B
,SkillFocus(Survival)
Skills as above plus Knowledge (geography) +3, Knowledge
(nature)+3,Profession(hunter)+4,Survival+8
LanguagesCommon
Gearasaboveplus20arrows,backpack,beltpouch,explorers
outfit
BLACKBEAR C R 3 ( X P 8 0 0 )
This black bear is powerfully muscled. Itsopenmouth reveals
many sharpteeth.
NMediumanimal
Init +3; Senses lowlight vision, scent; Perception +6, Sense
Motive+1
Speed40ft.;Run
ACP0;Acrobatics+3(+7 jumping),Swim+12
AC17,touch13,flatfooted14;CMD19(+23vs.trip
(+3Dex,+4natural)
Fort+6,Ref +7,Will+2
hp32(5HD)
Space5ft.;BaseAtk+3;CMB+6(+10grapple)
Melee2claws+6each(1d4+3plusgrab)and
bite+6(1d4+3)
AbilitiesStr17,Dex17,Con15,Int2,Wis12,Cha6
FeatsEndurance,Run,SkillFocus(Survival)
SkillsasaboveplusSurvival+5
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G O B L I N R A I D E R S
EL4:XP1,210
Having crept forth from the shadowed world of the
Tangled
Wood,
this
small
band
is
hunting
for
loot
and
slaves.Theyavoidlargeorwellarmedgroupsbutambush
anyotherstheymeet.WhenthePCsfirstseethem,read:
Skinny humanoids clad in leather armour and carrying
shields bearing the device of a moon dripping blood
advancetoward you.
ADC15Knowledge(local)revealsthatthegoblinsareof
theBloodMoontribe.AcharactermakingaDC20check
also knows that the tribe claims a rambling network of
cavernsintheTwistedGorge.
T A C T I C S
Thegoblinsprefertostartanybattlewithseveralrounds
of haphazard missile fire. After the initial barrage, the
raiders charge into battle while the scout shoots at
obviousspellcasters.Theadept likewisehangsback from
melee,directingthebattlefromcover.
S C A L I N G T H E E N C O U N T E R
Tomodifythisencounter,applythefollowingchanges:
EL3(805XP):Removethreeraiders.
EL
5
(1,615
XP):
Add
one
scout
and
two
raiders.
H O O K S
Acapturedgoblinofferstoguidethepartytoitstriballair,
inreturnforitsfreedom.
BLOODMOONADEPT ( 1 ) C R 1 ( X P 4 0 0 )
Thisbald and skinny humanoidshead seems too large for its
body.It wearsdirty robes
Malegoblinadept(Braal)3
NESmallhumanoid(goblinoid)
Init+2;
Senses
darkvision
60
ft.;
Perception
+1,
Sense
Motive
+1
Speed30ft.
ACP0;Ride+6,Stealth+10
AC15,touch14,flatfooted12;CMD12;Dodge
(+1size,+2Dex,+1armour[bracersof armour +1],+1dodge)
Fort+2,Ref +3,Will+4
hp19(3HD)
Space5ft.;BaseAtk+1;CMB2
Meleecoldirondagger+0(1d32/1920)
Rangeddart(range20ft.)+4(1d32)
AdeptSpellsPrepared(CL3rd;concentration+4)
1stburninghands(DC12),curelight wounds(2)
0detect magic,ghost sound ,touchof fatigue(DC11)
Combat
Gear potion
of
cure
moderate
wounds,
scroll
of
invisibility ,scroll of bless
AbilitiesStr6,Dex15,Con12,Int10,Wis13,Cha7
SQ summonfamiliar
FeatsDodge,Toughness
SkillsasaboveplusHeal+6,Knowledge(religion)+6,Spellcraft
+6
LanguagesGoblin
Gear as above plus 5 darts, wooden holy symbol, spell
componentpouch,blackgem(onyx[50gp]),4gp,12sp
BLOODMOONRAIDER(5) C R 1 / 3 ( X P 1 3 5 )
Clad in leather armour this dirty, skinny humanoid carries a
shortbow and short sword.
Goblinwarrior1
NESmallhumanoid(goblinoid)
Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0
Speed30ft.
ACP1;Climb+3,Ride+6,Stealth+10
AC17,touch14,flatfooted14;CMD13
(+1size,+3Dex,+2armour[leather],+1shield[buckler])
Fort+2,Ref +3,Will+0
hp6(1HD)
Space5ft.;BaseAtk+1;CMB+0
Meleeshortsword+5(1d4/1920)
Rangedshortbow(range60ft.)+5(1d4/x3)
AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6
FeatsWeaponFinesse
LanguagesGoblin
Gearas
above
plus
20
arrows,
belt
pouch,
1d6
sp
BLOODMOONSCOUT(1) C R 1 ( X P 1 3 5 )
Covered in mud and with many twigs stuck to its leather
armour,thissmall skinny humanoid looksvaguely ridiculous.
Goblinexpert1
NESmallhumanoid(goblinoid)
Init+7;Sensesdarkvision60ft.;Perception+5,SenseMotive+1
Speed30ft.
ACP1;Acrobatics+6,Climb+2,Ride+6,Stealth+14
AC17,touch14,flatfooted14;CMD13
(+1size,+3Dex,+2armour[leather],+1shield[buckler])
Fort+0,Ref +3,Will+3
hp5(5HD)
Space5ft.;BaseAtk+0;CMB2
Meleelightmace+0(1d41)
Rangedlightcrossbow(range80ft.)+4(1d6/1920)
CombatGeartanglefootbag
AbilitiesStr9,Dex17,Con10,Int9,Wis12,Cha6
FeatsImprovedInitiative
SkillsasaboveplusSurvival+5
LanguagesGoblin
Gearasaboveplus20bolts,backpack,beltpouch,2d6sp
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RIDINGHORSE(2) C R 1 ( X P 4 0 0 )
NLargeanimal
Init +2; Senses lowlight vision, scent; Perception +6, Sense
Motive+1
Speed50ft.;Run
ACP0;Acrobatics+2(+10 jumping)
AC
11,
touch
11,
flat
footed
9;
CMD
17
(21
vs.
trip)
(1size,+2Dex)
Fort+6,Ref +5,Will+1
hp15(2HD)
Space10ft.;BaseAtk+1;CMB+5
Melee2hooves2(1d4+1)
AbilitiesStr16,Dex14,Con17,Int2,Wis13,Cha7
SQ docile
FeatsEndurance,RunB
Gearbitandbridle,ridingsaddle
M E R C H A N T
EL6:XP2,400(thelistedXPorELdoesnotincludeKerras
andCaptainPerdyrsridinghorsesasthesecreaturesare
docileandtakelittlepartinanycombat).
A few merchants make the difficult and occasionally
dangerous journeybetweenthesettlementsof theLonely
Coast, carrying finished items not normally found in the
smaller villages. Such folk always travel with guards and
areausefulsourceof gossip,rumourandnews.
WhenthePCsencounterthisgroup,read:
A bully woman driving a cart pulled by a single horse
comes into view on the track. An armoured man on
horseback precedes the cart while five scale mail clad
warriorsbringuptherear.
At sight of strangers, Captain Perdyr rides forward to
investigate.UnlessthePCstakehostileactions,Kerraand
therestof herguardsmakenospecialpreparations.
T A C T I C S
Neither Kerra nor her guards want trouble, but react
forcefully in the face of theft or violence. The guards
cooperate inafight,evenusingtheaidanotheraction in
battletohitparticularlytroublesomefoes.CaptainPerdyr
seeks out toughlooking warriors in battle and attempts
singlecombat.
If eitheraguardorCaptainPerdyrisreducedtobelow
onequarter hit points he retreats from battle. Kerra is
similarly pragmatic; if combat goes against her she
retreats,abandoninghertradegoodsif necessary.
T R A D E G O O D S
Givensufficienttime,Kerracanacquirealmostany item.
However,sherarelycarriesexpensiveorrareitemsasthe
common
folk
with
whom
she
usually
deals
have
little
call
for such things. Normally, bales of cloth, cooking pots,
householdutensilsandsoonfillhercart.
K E R R A T E R R I L L
Background: Kerra came to the Lonely Coast to escape
thestigmaof hermixedheritage.
KERRATERRILL C R 3 ( X P 8 0 0 )
This burly woman wears flamboyant, patterned clothes. A
jutting, thickset jaw and dense, lank hair hints at orcish
ancestry.
Femalehalf
orc
bard
4
NMediumhumanoid(human,orc)
Init1;Sensesdarkvision60ft.;Perception+8,SenseMotive+8
Speed30ft.
ACP2
AC15,touch9,flatfooted15;CMD13
(1Dex, +4 armour [mwk chain shirt], +2 shield [mwk heavy
steel])
Fort +3, Ref +4, Will +6; +4 vs bardic performance, sonic and
languagedependanteffects
hp29(4HD);orcferocity
Orc Ferocity Once per day, when brought below 0 hit points,
Kerracancontinueactingforonemoreroundasif disabled.
Space
5
ft.;
Base
Atk
+3;
CMB
+4
Meleemwklongsword+6(1d8+1/1920)
Rangedthrowingaxe(range10ft.)+2(1d6+1)
Special Actions bardic performance (18 rounds; countersong,
distraction, fascinate, inspire courage +1, inspire
competence+2)
BardSpellsKnown(CL4th;concentration+6)
2nd(2/day)heroism,suggestion(DC14)
1st (4/day)comprehend languages, cure light wounds,
expeditiousretreat ,unseenservant
0detect magic, read magic, lullaby (DC 12), open/close,
prestidigitation,summoninstrument
CombatGearwand of sleep(25charges), potionof invisibility
AbilitiesStr12,Dex8,Con12,Int15,Wis12,Cha15
SQ bardic
knowledge,
versatile
performance
FeatsExtraPerformance,SkillFocus(Perform)
Skills as above plus Appraise +10, Bluff +9, Diplomacy +7 (+9
with versatile performance), handle Animal +9, Intimidate
+11, Knowledge (geography) +9, Knowledge (local) +9,
Perform (wind instruments) +12 (+14 with masterwork
pipe),Profession(merchant)+8
LanguagesCommon,Draconic,Goblin,Orc
Gearasabovepluscloak of resistance+1,masterworkpipe,37
sp,13gp,2pp
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Personality: Kerra is friendly and polite to all she
meets.Anextravert,she lovestosharestoriesandnews.
Sheisalwayslookingtomakeasale.
Mannerisms:Whendrunk,Kerrabecomesverycrude,
making inappropriate remarks about nearby handsome
men
and
flirting
outrageously.
DistinguishingFeatures:None.
T H E M E R C E N A R I E S
LedbyCaptainPerdyrSkewesthissmallmercenaryunitis
welltrained.Usethesenotestoportraythem.
CaptainPerdyrSkewes:Aprofessionalwarrior,Perdyr
dreams of making enough money to lead a large
mercenarycompany.Braveinbattleheisloyaltobothhis
patronandmen.
Ahearn Melor: A native of Wolverton, Ahearn wants
to
become
an
adventurer.
Tortured
by
feelings
of inferiority and self doubt he has yet to overcome,
however, he settles for the relatively boring life of a
guardforhire. If he forges a strong bond with a PC, he
mayaskto jointheirgroup.
Cadan Mayne: Sporting a unibrow and a ferocious
squint,Cadaniscrudeandunsubtle.
PascoeMargh:Acareersoldier,thisgrizzledveteranis
unshakeable. The backbone of the group, Pascoe
unofficially fills the role of sergeant. He has served with
Captain Perdyr longer than anyoneelse and the two are
goodfriends.
PerranVosper:Thisbaldingmiddleagedmanappears
miserable most of the time. A malingerer, his fellows
barely
tolerate
him.
Ruan Jewell: A quiet fellow Ruan has a sharp wit. A
reluctantsoldier,hewouldmuchratherbeafarmer,but
bankruptcyhasforcedhimintohiscurrentrole.
S C A L I N G T H E E N C O U N T E R
Tomodifythisencounter,applythefollowingchanges:
EL5(1,600XP):Removefourguards.
EL 7 (3,200 XP): Add a lieutenant equal to Captain
Perdyrandoneguard.
H O O K S
A few months ago, Kerra had an unpleasant encounter
with the merchant Tryfena of Swallowfeld. Tryfena
objectedtoKerraslowpricesandsoburntKerraswagon
to thegroundone night.KerrastronglysuspectsTryfena
of theactandhas hiredguards tomakecertainsuchan
incidentdoesnotoccuragain.Seewarnsallshemeetsof
Tryfenasblackheartandboundlessgreed.
When Kerra returns to Swallowfeld, an ugly
confrontationisinevitable.
MERCENARYGUARD
(5)
C R 1 / 2 ( X P 2 0 0 )
Wearing scalemail and carrying shield, spear and longsword
thiswarrior lookstoughand capable.
Malehumanwarrior2
LNMediumhumanoid
Init+0;SensesPerception+0,SenseMotive+0
Speed20ft.,basespeed30ft.
ACP5;Acrobatics5(10 jumping)
AC16,touch10,flatfooted16;CMD14
(+0Dex,+5armour[scalemail],+1shield[lightsteel])
Fort+4,Ref +0,Will+0
hp18(2HD)
Space5ft.;BaseAtk+2;CMB+4
Melee
longsword
+5
(1d8+2/19
20)
or
Meleeshortspear+4(1d6+2)
Rangedshortspear(range20ft.)+2(1d6+2)
AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8
FeatsToughnessB
,WeaponFocus(longsword)
SkillsasaboveplusHandleAnimal+3,Intimidate+2,Profession
(soldier)+4
LanguagesCommon
Gearasaboveplus,backpack,bedroll,water flask,pouch,2d6
sp
CAPTAINPERDYRSKEWES C R 2 ( X P 6 0 0 )
Clad in ornate, but dented banded mail and carrying a large
warhammer this
black
haired
warrior
is
an
imposing
sight.
Several scarscrosscrosshis face.
Malehumanwarrior4
LNMediumhumanoid
Init+1;SensesPerception+2,SenseMotive+2
Speed20ft.,basespeed30ft.
ACP5;Acrobatics4(8 jumping),Ride1
AC19,touch11,flatfooted18;CMD17
(+1 Dex, +7 armour [mwk banded mail], +1 shield [mwk
buckler])
Fort+5,Ref +2,Will+3
hp30(4HD)
Space5ft.;BaseAtk+4;CMB+6
Melee
mwk
warhammer
+8
(1d8+2/x3)
or
Meleedagger+6(1d4+2/1920)
Rangedmwkheavycrossbow(range120ft.)+6(1d10/1920)
CombatGear2 potionsof curelight wounds,screamingbolt
AbilitiesStr15,Dex12,Con13,Int9,Wis10,Cha8
FeatsAlertness,IronWillB
,WeaponFocus(warhammer)
SkillsasaboveplusIntimidate+5,Profession(soldier)+5
LanguagesCommon
Gearasaboveplus20bolts,pouch,25sp,9gp,goldring(DC20
Appraise,worth100gp)
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P A T R O L
EL6;XP2,400
The PCs encounter a small group of menatarms
patrolling
the
tracks
between
the
Lonely
Coasts
settlements.Onthelookoutformaraudersorbandits,the
patrol closely questions any armed group of strangers
theyencounter.WhenthePCsmeetthepatrol,read:
A half dozen soldiers led by amounted sergeant march
downthetrack.Eachof thesoldierswearschainmail and
carriesabuckler emblazoned withtheLocher crest.
CajaUrenmakesithisbusinesstospeakwitheverygroup
heencounters.Refertothenotesonherpersonalityand
mannerisms to facilitate the ensuing conversation. In
conversation,
Caja
asks
for
the
PCs
names
and
their
current business and destination. Unless the PCs are
obviously hiding something or act abusively, she allows
themtocontinue.
T A C T I C S
Thesesoldiersarenotsoftandpamperedpalaceguards;
they are hardened border guards well used to skirmish
andbattle.Theydonotpanicinbattleandworktogether
todefeattheirfoe.Initially,theyshoottheircrossbowsat
foebeforeclosingtomelee.Anywarriorreducedbelow5
hit
points
retreats
from
battle
but
continues
to
use
his
heavycrossbowtosupporthisfellows.
Caja prefers to fight from horseback. Her horse is
trainedforwarandattacksanyadjacentfoe.Initially,Caja
uses Power Attack, but reverts to normal attacks if she
failstostrikeherfoetwiceinsuccession.
C A J A U R E N S E R G E A N T - A T - A R M S
Background: A Lonely Coast native, Caja has spent her
entirelifeonthefrontier.
Personality:Strongwilledanddetermined,Caja isthe
archetypal sergeant. She cares for those under her
MANATARMS(7) C R 1 / 2 ( X P 2 0 0 )
Malehumanwarrior2
LNMediumhumanoid
Init+0;SensesPerception+0,SenseMotive+0
Speed20ft.,basespeed30ft.
ACP6;Acrobatics6(10 jumping),Ride4
AC17,touch10,flatfooted17;CMD14
(+0Dex,+6armour[chainmail],+1shield[buckler])
Fort+4,Ref +0,Will+0
hp18(2HD)
Space5ft.;
Base
Atk
+2;
CMB
+4
Meleelongsword+5(1d8+2/1920)or
Meleedagger+4(1d4+2/1920)
Rangedheavycrossbow(range120ft.)+2(1d10/1920)
AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8
FeatsToughnessB
,WeaponFocus(longsword)
SkillsasaboveplusHandleAnimal+3,Profession(soldier)+4
LanguagesCommon
Gearasaboveplus20bolts,backpack,1trailration,waterflask,
pouch,2d6sp
CAJAUREN,SERGEANTATARMS C R 1 ( X P 4 0 0 )
Broad shouldered and with an impressively broken nose, this
womans brown hair is cut short and her hands and
forearmsbear awarriorsscars.
Femalehumanwarrior3
LNMediumhumanoid
Init+0;SensesPerception+0,SenseMotive+0
Speed20
ft.,
base
speed
30
ft.
ACP6;Acrobatics6(10 jumping),Ride3
AC17,touch10,flatfooted17;CMD15
(+0Dex,+6armour[breastplate],+2shield[heavysteel])
Fort+4,Ref +1,Will+1
hp25(3HD)
Space5ft.;BaseAtk+3;CMB+5
Meleemwklongsword+7(1d8+2/1920)or
Meleedagger+5(1d4+2/1920)
AtkOptionsPowerAttack
CombatGear4 potionsof curelight wounds
AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8
FeatsPowerAttack,ToughnessB
,WeaponFocus(longsword)
Skills
as
above
plus
Handle
Animal
+3,
Profession
(soldier)
+5
LanguagesCommon
Gearasaboveplus20bolts,backpack,1trailration,waterflask,
pouch,2d6sp
THUNDERER(WARHORSE) C R 2 ( X P 6 0 0 )
Large and powerfully muscled, this warhorse has a dappled,
dark browncoat and wearshidebarding.
NLargeanimal
Init +4; Senses lowlight vision, scent; Perception +8, Sense
Motive+3
Speed35ft.,basespeed50ft.;Run
ACP3;Acrobatics+1(+5 jumping)
AC17,touch13,flatfooted15;CMD21(25vs.trip)
(1size,
+2
Dex,
+4
armour
[hide
barding],
+2
natural)
Fort+8,Ref +7,Will+3
hp19(2HD)
Space10ft.;BaseAtk+1;CMB+7
Meleebite+5(1d4+5)and
Melee2hooves2(1d6+1)
AbilitiesStr20,Dex18,Con21,Int6,Wis17,Cha11
FeatsEndurance,RunB
Gearasaboveplusbitandbridle,militarysaddle
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protection and is the consummate professional soldier.
Long content to sacrifice her personal happiness for her
career, Caja is lonely and craves the love of a strong,
independentman.
Mannerisms: When self conscious, Kaja rubs her
broken
nose
as
if
trying
to
smooth
it.
Distinguishing Features: Caja nose has clearly been
brokenmanytimes.
Hooks:CajatakesalikingtoawarriorPCs.Whilesheis
notobviousinherinterest,shetakesthetimetofindout
thePCsnamesandotherdetails.Shecarriesa torch for
thePCandwillhelphiminthefuture.
M E N - A T - A R M S
By and large, the menatarms are loyal, motivated
membersof LordLochersguard.Thenotesbelowpresent
abrief
description
of
each
individual.
Cador Odgers: A failed bard, Cador has a terrible
singing voice. Oblivious to this, Cador sings at every
opportunity.Sostarvedof appreciationishe,anypositive
comment or applause causes him to launch into an
interminableroundof songs.
Geren Kersey: Dull and unimaginative, Geren is an
adequate warrior. Oblivious to the various personality
clashes intheunit,hefollowsCajasorderstothe letter.
Gerenhasadeepknowledgeof heraldryandhecanspeak
for some time on the subject. Due to his low monotone
delivery,such
conversations
are
skull
crushingly
boring.
Howel Faull: A boisterous, bald middleaged warrior,
Howel is friendly and open. He takes to any task with
enthusiasm and determination. This attitude annoys
KevernandYestinwhoseehimasasergeantspet.
Kevern Boden: Kevern is ambitious, seeking
advancement at every opportunity. He resents Howel
seeing in him a future rival for the rank of sergeant.
Kevern is from extremely humble stock his mother
abandonedhimwhenhewasyoungandsincethenhehas
vowedtoneverbereliantonanotherperson.
Margh
Boden:
Cheerful,
but
nervous
Margh
is
newly
entered into the Lochers service. Keen to impress Caja
(he has a crush) he puts himself in a position of danger
(particularlyif thesergeantisinperil).
Yestin Crago: Cynical and nearing retirement, Yestin
hates Howel seeing him as an officers toady. He takes
great delight in belittling and insulting Howel at every
opportunity.Yestin isalwaysout forhimself andactively
solicitsbribesandgifts
TamsynDobel:Drawntoasoldierslifethroughalove
of danger,Tamsynchaffsatinactivityandhasareputation
asadaredevilincombat.Quickwithherfists,butequally
quick
to
forget,
Her
fellows
alternatively
love
and
loath
Tamsyn.Shedoesnotshirkfrombattleandalwaysaidsa
downedcomrade.
S C A L I N G T H E E N C O U N T E R
Tomodifythisencounter,applythefollowingchanges:
EL5(1,600XP):Removefourmenatarms.
EL7(3,200XP):Addfourmenatarms.
H O O K S
Thepatrolcouldbeonaroutinesweepof theareaorbe
tasked
with
a
specific
mission.
Missions
could
involve
searchingformaraudersorspies,carryingaproclamation
toeveryvillageortheycouldevenhavebeendespatched
to find the PCs. If they are searching for the PCs, it is
certainthatsomeone inauthority perhapsLordLocher
oroneof hisclosefamily desiretospeakwiththemon
animportantmatter.
A L T E R N A T I V E E N C O U N T E R S
TheGM
can
use
these
characters
in
anumber
of
different
ways.
Obviously, the characters could be exactly what they say they
are warriors loyal toLordLocher but theycould also have
otheragendas.
They couldbe banditswho have takena defeated patrols
equipmentsothattheycanextorttollsfromgullibletravellers,
surpriseloneindividualsorsimplymoveaboutwithoutarousing
suspicion. In this situation, any PC making a DC 20 Perception
check notices that the patrols armour seems illfitting and in
need of repair. PCs speaking with any of the warriors and
makingaDC20SenseMotivecheckgetahunchthatsomething
iswrong.
Alternatively,
one
of
the
men
at
arms
could
be
a
spy
for
oneof thePCsenemiesorforsomeonewhowishestheLonely
Coast ill. The spy is being coerced (one of his family has been
kidnapped) into providing information and is not very good at
concealing his interest in the PCs. If they confront the spy, he
confessesallandbegsthemforaid.
Finally, if the PCs find themselves outmatched in another
encounter, the GM can determine that the patrol hears the
soundof battleandhurriestoinvestigate.
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C O M P A N Y O F T H E G R E E N C L O A K S
EL3;XP800
Dozens of adventuring bands wander the tracks and
byways
of
the
Lonely
Coast
in
search
of
adventure.
Many
suchgroupsarealtruistic,pursuingtheirdangerfilledlives
to protect those unable to protect themselves. Others
seekgloryandgoldorworktowardotherdarkschemes.
Currently, the Company of the Green Cloaks seek glory
andgoldbuttheycouldbecomeareoccurringfeatureina
campaignasthePCsallies,rivalsorenemies.
T A C T I C S
Loyal to one another, the adventurers aid each other in
combat and fight intelligently. Torthic wades into battle,
attempting
to
kill
the
toughestlooking
opponent
while
Kildeth and Madern target any obvious spellcasters with
ranged attacks. Caelthar manoeuvres to target as many
foesaspossiblewithcolour spray .
If afightgoesbadly,theyretreattofightanotherday.
K I L D E T H W H U R G Y T H
Background: Sister to Torthic, Kildeth is his older sister
andanaccomplishedlocksmithfromanearlyage.
Personality:
Kildeth
is
hard
hearted
and
possesses
the
normal dwarven lusts for previous metals and beer. A
suspiciousperson,shetrustsonlyherbrothercompletely.
Adesireforwealthhaspropelledherintothecompany.
Mannerisms:Kildethisadeptatholdingstill,whennot
actively doing something she is able to remain virtually
motionlessforlongperiods.
Distinguishing Features: Kildeth has a birthmark
resemblingashootingstaronherleftshoulder.
T O R T H I C W H U R G Y T H
Background:Kildeths
younger
brother,
Torthic
grew
up
in
Kildeths shadow. A stalwart member of his clanholds
militia,Torthichascomeadventuringtoprotecthissister.
Personality: Torthic is a stickler for details and he
abides by the letter of any agreement. Weaponry
fascinates Torthic and he maintains a collection of fine
axes and hammers in Wolverton. He is energetic and
KILDETHWHURGYTH C R 1 / 2 ( X P 2 0 0 )
Dark of hair with black eyes, this short, stocky female dwarf
moveswithsurprisinggrace.
Femaledwarf rogue1
NMediumhumanoid
Init+6;Sensesdarkvision60ft.;Perception+4(+5vs.traps,+6
vs. unusual stonework, +7 vs. stonework traps;
stonecunning,trapfinding),SenseMotive+0
Speed20
ft.
ACP1;Acrobatics+5(+1 jumping),Climb+5,Stealth+5
AC 15, touch 12, flatfooted 13; CMD 14 (+18 vs. bull rush or
trip);+4vs.gianttypecreatures
(+2Dex,+2armour[leather],+1shield[buckler])
Fort +2 (+4 against poison), Ref +4, Will +0; +2 vs. spells and
spelllikeabilities
hp11(1HD)
Space5ft.;BaseAtk+0;CMB+2
Meleeshortsword+2(1d6+2/1920)
Rangedlightcrossbow(range80ft.)+2(1d8/1920)
Atk Options +1 on attack rolls vs. orc and goblintype foes,
sneakattack+1d6
AbilitiesStr
14,
Dex
15,
Con
15,
Int
12,
Wis
10,
Cha
10
SQ weaponfamiliarity(dwarven)
FeatsImprovedInitiative
SkillsasaboveplusAppraise+5(+7tovaluenonmagicalmetal
and gemstones), Disable Device +6, Knowledge
(dungeoneering) +5, Knowledge (local) +5, Sleight of Hand
+5
LanguagesCommon,Dwarven,Goblin
Gear as above plus 20 bolts, backpack, thieves tools, 1 trail
ration,1waterskin,tinderbox,9sp,1gp
TORTHICWHURGYTH C R 1 / 2 ( X P 2 0 0 )
Wide and heavily muscled this dwarfs thick black beard is
elaborately plaited. Black, glittering eyes regard you from
beneaththick,bushy eyebrows.
Maledwarf fighter1
LNMediumhumanoid
Init +1; Senses darkvision 60 ft.; Perception +2(+2 more vs.
unusualstonework;stonecunning),SenseMotive+2
Speed20ft.
ACP6;Acrobatics5(9 jumping),Climb+0
AC18,touch11,flatfooted17;CMD14(+18morevs.bullrush
ortrip);+4vs.gianttypecreatures
(+1Dex,+5armour[scalemail],+2shield[heavysteel])
Fort +5 (+7 against poison), Ref +1, Will +2 ; +2 vs. spells and
spelllikeabilities
hp17(1HD)
Space5ft.;BaseAtk+1;CMB+3
Meleedwarvenwaraxe+4(1d10+2/x3)
Rangedheavy
crossbow
(range
120
ft.)
+2
(1d10/19
20)
AtkOptions+1onattackrollsvs.orcandgoblintypefoes
AbilitiesStr15,Dex13,Con16,Int10,Wis14,Cha6
SQ weaponfamiliarity(dwarven)
FeatsToughness,WeaponFocus(dwarvenwaraxe)
Skills asaboveplusAppraise +0(+2 to valuenonmagicalmetal
andgemstones),Knowledge(engineering)+4
LanguagesCommon,Dwarven
Gear as above plus 10 bolts, backpack, sack, 2 trail rations, 1
waterskin,15sp
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foolhardyinbattle.
Mannerisms:When thinking, he strokes or idly plaits
hisbeard.Whenhefrowns,hisbushyeyebrowsmergeto
formanimpressiveunibrow.
Distinguishing Features: Torthic has a birthmark
resembling
a
shooting
star
on
his
left
shoulder.
C A E L T H A R T I A K A S H
Background: Young for an elf, Caelthar has left his
woodlandhometosearchforthesourceof hispowers.
Personality: Intense and fascinatedby magic and the
undead, Caelthar is a very focused individual. He enjoys
usinghischarmandgoodlookstobendpeopletohiswill.
Likeapetulantchild,hegetsangryandupsetif hedoesnt
gethisownway.Beinglinkedtotheundeadworrieshim;
hefearsthatanancestorwillingembracedlivingdeath.
Mannerisms:
Caelthar
has
away
of
concentrating
his
attention on someone that makes that person feel like
theyarethemostimportantpersonintheworld.
Distinguishing Features: Caelthars ears are strangely
shrunken (a legacy of his heritage); he uses his hair to
concealthem.
M A D E R N W E A R N E
Background: The bastard of an elven maiden and a
swaggering human sellsword, Madern endured a
miserablechildhood inWolverton.Assoonashewasold
enoughtodoso,heabandonedhismother.
Personality:Angryandaggressive,Madern isoftenat
oddswiththiscompanions.He is impulsiveandgets into
situationswithoutconsideringtheconcequences.
Mannerisms: When arguing (which is often) Madern
shoutsloudlyandwildlygesticulateswithhishands.
Distinguishing Features: From his appearance, it
seemsthat
Maderns
hair
has
never
been
washed
(or
cut).
S C A L I N G T H E E N C O U N T E R
Tomodifythisencounter,applythefollowingchanges:
EL2(600XP):RemoveMadern.
EL 4 (2,400 XP):Addone fighterequal toTorthicand
anotherfighterequaltoMadern.
CAELTHARTIAKASH C R 1 / 2 ( X P 2 0 0 )
This tall and slender elfs hair is a deep golden colour and
tumblesover hisshoulders.Hisageisunguessable.
Maleelf sorcerer(undead)1
CNMediumhumanoid
Init+3;Senseslowlightvision;Perception+3,SenseMotive+1
Speed30ft.
ACP0
AC13,touch13,flatfooted10;CMD13
(+3Dex)
Immunesleep
Fort+0,Ref +3,Will+3;+2vs.enchantments
hp6(1HD)
Space5ft.;BaseAtk+0;CMB+0
Meleerapier+0(1d8/1820)or
Meleegravetouch(Sp;5/day)+0(shaken[1round])
Rangedshortbow(range60ft.)+3(1d6/x3)
SpecialActionsbloodlinearcana
Bloodline Arcana Corporeal undead are treated as humanoids
inregardstoCaeltharsmindaffectingspells.
Sorcerer Spells Known (CL 1st; concentration +3, spell
penetration+3)
1st(4/day)colour spray (DC14),magearmour
0acid splash(+3rangedtouch),dancing lights,detect magic,
message
AbilitiesStr10,Dex16,Con11,Int10,Wis12,Cha15
SQ elvenweaponfamiliarity
FeatsEschewMaterialsB
,SpellFocus(illusion)
Skills as above plus Knowledge (arcana) +4, Knowledge
(religion)+4,Spellcraft+4(+6toidentifymagicitems)
LanguagesCommon,Elven
Gear as above plus 20 arrows, backpack, belt pouch, spell
componentpouch,2gp
M A D E R N W E A R N E CR1/2(XP200)
Of medium build, this warriors bearded countenance is
perpetually fixed in a scowl.His unkempt and bedraggled
dark brown
hair
almost
completely
covers
his
long,
elven
ears.
Malehalf elf fighter1
CNMediumhumanoid(elf,human)
Init+3;Senseslowlightvision;Perception+6,SenseMotive+1
Speed30ft.
ACP2;Climb+4
AC17,touch13,flatfooted14;CMD16
(+3Dex,+3armour[studdedleather],+1shield[buckler])
Immunesleep
Fort+4,Ref +3,Will+1;+2vs.enchantments
hp13(1HD)
Space5ft.;BaseAtk+1;CMB+3
Meleelongsword+3(1d8+2/1920)
Rangedlongbow
(range
100
ft.)
+4
(1d8/x3)
AtkOptionsPointBlankShot,PreciseShot
AbilitiesStr13,Dex17,Con14,Int10,Wis12,Cha8
SQ multitalented
FeatsPointBlankShotB,PreciseShot,SkillFocus(Perception)
B
SkillsasaboveplusProfession(bowyer/fletcher)+5
LanguagesCommon,Elven
Gearasaboveplus20arrows,backpack,bedroll,1trailrations,
1waterskin,8sp,2gp