A00: Crow’s Rest Island

Subscribers: Download
Purchase: PDF / Print / Fantasy Grounds

Maps

     

Audio

Serpent Lake

Ship: Hoisting Sail

Ship: Below Deck

Blizzard 1

Blizzard 2

by Joshua Gullion, Nathan Land, Will Myers, Todd Gamble, Stephen Yeardley, and Jonathan G. Nelson

A0: Crow's Rest Island

Aventyr-transparent-bgThis adventure was designed as a prelude to the AdventureAWeek.com adventure module A01: Crypt of the Sun Lord.  It is a short adventure designed to run for 1-3 hours of standard play, and 2-4 hours on a virtual tabletop program.

A0: Crow’s Rest Island, the introduction to the Aventyr Campaign Setting and A-series Adventure Path, was created by the entire AAW Games team.  The following individuals made this adventure possible: Todd Gamble, Joshua Gullion, Nathan Land, Will Myers, Jonathan Nelson, Tim Tyler, and Stephen Yeardley.

Important Locations

 

Klavek Kingdom (country)

Sometimes referred to as the Klavek Homeland, the Klavek Kingdom hosts the most powerful military in the known world.  The Klavek Kingdom is ruled by King Tokolvor XIII, a tyrannical leader and military genius.

 

Mohkba (capital)

Capital City of the Klavek Kingdom.  A fortress-like city of towering spires topped with onion-domes.  Mohkba is home to the Royal Monarchy and the majority of the Klavek Kingdom’s military when not at war.  Mohkbavians are both feared and respected throughout the land.

 

Rybalka (village)

A Klavekian controlled fishing village, deep within Vikmordere territory and adjacent to a very lucrative iron mine.  Rybalka was once a Vikmordere village but was taken by the Klavekians in a bloody war.

 

Serpent Lake

A massive glacial lake that meanders through a valley surrounded on all sides by the Vikmordere Valley.

 

Vikmordere

The word Vikmordere has two meanings and refers either to the land, or the people who dwell there.  The Vikmordere are the original inhabitants of the Vikmordere Valley.  They are a race of nomadic barbarians who (according to the Klavekians) utilize Serpent Lake and Serpent Tail River to conduct their bloody raids on Klavekian villages in the lowlands.

 

 

Introduction

The PCs hail from the Klavek Kingdom, the most powerful country in the world.

The kingdom is paying citizens to pack up and relocate to the small Klavekian fishing village of Rybalka.  The monarchy has had difficulty convincing citizens to relocate to Rybalka due to its location within Vikmordere territory.

The horrific stories of Vikmordere brutality keep many Klavekians from accepting the relocation offer.  Tales persist of frequent raids on the Klavekian lowland towns and villages.  All Klavekian children are told frightening bedtime stories of the Vikmordere.  These tales speak of Vikmordere warriors that arrive at nightfall to slay the Klavekians and steal their belongings.  These men are described as “ghostly” and  “demon-like.”  They return to their ships with their loot, only to sail away and disappear back into the mountains from which they came.  Recently the monarchy has sought out adventurers looking for fame and riches, both of which are promised to be found in Vikmordere lands.  The Klavek Kingdom is paying a handsome sum to those brave enough to make the trek to Rybalka.  In the past, the journey to Rybalka has been plagued by many tragedies.  Thus the Klavekian Military now personally escorts potential new citizens and adventurers to Rybalka via longboat.

Using your own Campaign Setting

If you do not wish to use the Aventyr Campaign Setting you may relocate Crow's Rest Island and the village of Rybalka to any region containing sub-arctic forest, surrounded by snow-covered mountains.

 

 

Adventure Background

There are places along the main routes taken by ships travelling back and forth between Mohkba and Rybalka that draw wary glances and nervous tension from the sailors, but none as much as Crow’s Rest Island.  With nearly every sailor on these waters seeming to know a tale or two about a friend of a friend who was forced to the island by weather, the collection of stories have made sure that this small, densely-forested piece of land has remained undisturbed for many a year.

Crow’s Rest Island was not always such a place of dread, nor was it always so devoid of life. There was, at one time, a settlement of Vikmordere people here, living a peaceful existence attuned with the world around them, taking only what they needed from the bounty that their island provided.

Decades ago, the icy waters of Serpent Lake and the creatures gliding below its surface claimed a vessel of Vikmordere raiders, leaving only one survivor.  That boy laid upon a section of the masthead in the freezing water for days before being spotted and rescued from his people’s fate.  Traumatized past the point of speech, the boy had no means to communicate with the villagers, having never learned to read or write himself.  They took him in as one of their own, showing him compassion and patience while letting him heal and find his voice again.  By the time adulthood hung upon the boy’s shoulders, he had long ago sworn to never leave these people, pledging his life to their safety.  Adopting the name Koli (Vikmordere word for fish), he took to the woods surrounding his new home and forged a life among the wildlife, emulating the voices of the many animals.  Learning the way of the druid with a natural grace that endeared him to the local wildlife, Koli never strayed far from the community that had given him a second chance on life.  Koli’s life was fairly easy as the island saw little in the way of dangerous adversaries, until a small group of kobolds was  itself washed ashore.

After coming inland from the coast and locating the Vikmordere settlement, the kobold shaman Tekkuhl began plotting the theft of various goods and supplies from the human barbarians.  It was the peak of winter, and Tekkuhl knew his clutch mates needed the humans’ supplies.  Between the kobolds and the village stood the lone druid Koli, who had long ago pledged his life to these simple people. Turned away into the wild by Koli, Tekkuhl vowed vengeance.

Summoning an Ice Devil as his means of evening up the odds, Tekkuhl ordered an attack on the human settlement, meaning to execute all of the Vikmordere.  The over-matched Koli saw no way to save his people from certain doom, and thus rushed them into the longhouse.  If he could not save their flesh, he was determined to at least save their souls from being taken by the Ice Devil.  Thus, Koli had them begin a ritual of binding that would lock their spirits to the land.  Succeeding beyond his expectations, the ritual not only locked the souls of the villagers to the longhouse, it sealed the longhouse from any of evil intent or thought.  The last sounds the villagers heard before the ritual stripped them of mortality were Koli’s screams as he fought outside the longhouse, his last breath keeping the vast majority of enemies from opening the door.

However, a lone kobold, through sheer force of will and determination, managed to endure the pain of entering the building and stole the spirit wheel used as the item of focus for the ritual, permanently trapping the villagers in their current forms.  What the kobold thief was unaware of was the importance of the calumet he left behind, as the villagers had used a combination of the two focus items to complete the ritual.

With one of the two items taken, the spirits found themselves trapped between worlds, neither living nor dead.  Unable now to physically affect the kobolds, the spirits set about playing upon the kobolds’ fears and superstitions, driving them from their lands by haunting them past the point of sheer terror.

The spirits reach out from time to time to passing ships and travelers  always manifesting as crows outside of the longhouse sanctuary, and never for longer than an hour at a time.  As time drags on, the spirits have found it increasingly difficult to communicate with others and request aid.

With each passing season the legend of the haunted island has grown, turning Crow’s Rest Island into an area few ever visit willingly.  It has become one of those near-silent places in the world that make the hairs on sailors’ necks raise as they sail by.  An island perhaps populated by a few too many shadows at the high point of the day, or home to many more crows than the climate would dictate.

 

 

Adventure Synopsis

Travelling into the frozen frontier of the Vikmordere Valley, the PCs are in for more than just a relocation of their lives, and shall find adventure long before seeing their new homes.

Forced ashore by a heavy snowfall, the PCs find themselves face-to-face with the spectral remnants of an abandoned settlement.  Drawn into a quest for a missing item of power, the PCs must solve the mystery behind the lost souls, and finally put these once proud people to rest.

 

 

Adventure Hook

The PCs begin the adventure sailing upon a mighty Vikmordere raiding vessel.  The vessel and its crew navigate the great Serpent Lake en route to Rybalka. This enormous raiding vessel was taken by the Klavek soldiers after their victorious battle against the Vikmordere in Rybalka.  The Vikmordere ship is now used for passenger and cargo transport by the Klavekian soldiers.

The adventure begins with the Klavekian-manned Vikmordere ship approaching Crow’s Rest Island.

 

 

Chapter 1: Impending Storm

 

Vikmordere Ship

A captured vessel left over from the initial battles between the Klavekians and the barbarous Vikmordere, the craft you ride upon cuts the icy waters of Serpent Lake with ease, gliding north into the frontier.  Dark clouds heavy with the coming storms hang on the horizon, threatening to impede your voyage.  The mood amongst the crew and captain has been foul for most of the day as the clouds have loomed closer.  More than once you have heard the mention of Crow’s Rest, and the disdain in the voices speaking the name has been evident.

Weather 1: Dark clouds hang on the horizon, threatening to push over the mountains and onto Serpent Lake.

Vikmordere Ship - Top Deck

Vikmordere Ship - Below Deck

The sailors begin to search for a suitable place to drop anchor while a lone soldier scans the horizon with a spyglass, seeking a suitable place to seek shelter from the impending storm.

Weather 2: The ship begins to take on snow and the wind picks up.

Vikmordere Ship - Snow!

The PCs may move across the deck of the ship, attempting to find and speak to the NPC with the spyglass.  (If you're using a VTT program, the players may move their tokens.)

Once they locate the NPC they may utilize the spyglass and also search the horizon.  Upon doing so they spot a longhouse and smattering of structures a short ways from a suitable landing site for the ship.  It will take a bit of a hike to reach the site, but there is just enough time to do so before the storm hits.

Looking through the Spyglass (click to enlarge)

Weather 3: The ship begins to take on even more snow and the wind grows so strong it begins to push the ship off course.

 

Vikmordere Ship - In the Thick of the Storm

Skill Checks

Knowledge (Nature)/Navigation/Survival DC 10

Success = The direction the wind blows, along with the color and shape of the clouds, leads you to believe it is certain suicide to head into the storm, or stay on the lake for that matter.  The most logical course of action is to head for shore, drop anchor, and seek shelter on solid ground.  The impending storm is so strong it could sink the ship.

 

Telling the captain to head for shore DC 15

Success = You convince the captain to take shelter on the island.

Telling the captain to pass up Crow’s Rest Island DC 20

Success = You convince the captain to head away from the island.  (This will only last for 5-10 minutes before the captain changes his mind as the storm increases in intensity and he gives the order to double back whilst glaring at the PC.)

Eventually the captain deems the snow too heavy for them to safely continue on, and orders the crew to drop anchor off the shore of the island.

“Damn the tales, lads!  We have to seek shelter 'afore the weight of the snow sinks us straight into the Serpent's belly!”

Crow's Rest Island

The crew scrambles to turn the vessel into the shores of the island, aiming for a protected outcropping of rock near a small beach.  The mood has gone from foul to downright miserable as the entire crew seems to be caught in a nervous energy.  Looming ahead is the island, growing ever larger by the minute...and you would swear that several of the crows circling have now taken perch upon branches to watch as the ship approaches.

Allow for the group to role-play as much of the landing and debarking as they wish.  In the end the captain will be sending them off alone to venture into the woods to seek shelter.  During the unloading of supplies, the group will have their initial encounter with one of the spirits haunting this island.

Landing upon stacks of supplies is a large crow, whiter than the falling snow.  Its caw etches itself across your soul, as if it were calling out from the pits of despair themselves.  Oddly you notice that although not one sailor is willingly going near the supplies where the crow has landed, none of them seem to actually see the crow.  Flying a short distance ahead into the woods, the crow lands and watches, seemingly waiting to see if you will follow.

 

 

Chapter 2: Shelter from the Storm

Crow's Rest Island - Following the White Crow

If the PCs choose to follow the crow they will find themselves led through the woods on overgrown paths that they very well may have missed without their unlikely guide.  Along their journey however, they will cross paths with a small group of kobold warriors.

Venturing through the undergrowth of these woods, you could almost believe you were entirely alone on this island.  The solitude and silence of the woods is enveloping.  Stepping into a clearing, the tranquility of your surroundings is shattered by a surprised scream from a small reptilian humanoid, who is immediately joined by three comrades.  They look upon you with hunger in their eyes as they advance, pulling their cruelly curved blades.

(4) Kobolds (3.5)

(4) Kobolds (3.5)

KOBOLD

Kobold, 1st-Level Warrior
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +1/–4
Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Space/Reach:    5 ft./5 ft.
Special Attacks:  —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment temperate underground or deep forest
Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)
Challenge Rating: 1/4
Treasure: NPC gear (leather armor, spear, sling, other treasure)
Alignment: Usually lawful evil

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is non-prehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

COMBAT

Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.  They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

(4) Kobolds (Pathfinder)

(4) Kobolds (Pathfinder)

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.

Kobold CR 1/4

XP 100

Kobold warrior 1

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5

 

DEFENSE

AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 5 (1d10)

Fort +2, Ref +1, Will –1

Weaknesses light sensitivity

 

OFFENSE

Speed 30 ft.

Melee spear +1 (1d6–1)

Ranged sling +3 (1d3-1)

 

STATISTICS

Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8

Base Atk +1; CMB –1; CMD 10

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

Languages Common, Draconic

SQ crafty

 

ECOLOGY

Environment temperate underground or deep forest

Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)

Treasure NPC gear (leather armor, spear, sling, other treasure)

 

SPECIAL ABILITIES

Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.

While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

Combat Map (click to enlarge)

As with all cowardly things, given enough time the kobolds have become emboldened again, and have begun rooting through the remains of the village.  Their salvage attempts have been largely unsuccessful since a great deal of the useful items of this village were taken by previous generations of kobold invaders.  Still, the mystery as to why the longhouse has managed to survive the elements and neglect, and the sheer fact that none of them seem to be able to enter it has roused their curiosity.

This group of kobolds are in fact returning to the caves the tribe makes its home within on the Western side of the island, having again failed to gain entrance into the longhouse.  Depending upon the strengths of your PCs, feel free to lower the threat of the kobolds by removing a hp or two from each to demonstrate their recent ordeal of trying to enter a warded area.

If one can be captured and interrogated/intimidated, it will reveal the following information

Skill Check

DC 10 Kleimtuhl is their chief, and is descended from the great shaman Tekkuhl, who once swept the lands of humans. (true)

DC 15 Tekkuhl’s success was dependant upon an Ice Devil he swore a pact with. To this day, the creature demands tribute from the tribe.  (half true - the thing demanding tribute is a homunculus crafted in the form of an ice mephit by the ice devil before it left this island, and has no contact with the actual devil)

DC 20 An item was retrieved from the forbidden place by a great hero of the tribe, only to be taken by the Ice Devil when it left the island (half true...the spirit wheel was stolen from the longhouse, but it lies within the wreckage of the village)

DC 25 The crows fly in and out of the forbidden place with no harm, teasing and taunting the innocent kobolds who have done nothing to deserve their plight  (true according to the kobolds)

DC 30 Never once in all the years has a kobold managed to catch or trap a crow, even though this area is filled with them. (true)

After you finish dispatching the kobolds the white crow again returns, this time landing close enough to be touched. As you approach the bird shifts into the form and stature of a woman of Vikmordere descent.  Glowing with a soft white essence, with a form of milky incorporeality, the woman is nonetheless beautiful to behold.

“My people need you, heros from another land.  Please, you must follow me.”.

Upon her final word she again takes on the form of the white crow, and flies ahead, always careful to stop just within sight.  Her eyes speak to the desperation of her plight.

 

Abandoned Vikmordere Village

Vikmordere Village

When approaching the village the first thing the PCs notice is the large number of crows throughout the site.

As the PCs enter the boundaries of the ruins of this village, they are surrounded by a murder of crows, which envelop the PCs in a wall of flying, flapping feathers.  Amongst the midnight black of the surrounding feathers surfaces the pure white of the crow that led them here.  Shifting form again to that of a mortal, she begins to tell the tale of her people, as it springs to visual reality upon the feathered walls surrounding the PCs, allowing them to see the tale of these Vikmordere people.

Following the white crow to a ruined village, within which only one longhouse still remains, you find yourselves at the center of a swirling mass of flying crows.  Tighter and tighter the crows fly, enveloping you in walls of undulating feathers, blocking out the sun of the day, the scream of the wind, and the cold of the season.  There within this perfect black does the white crow again take on the form of the woman from earlier.  Beckoning with her hands towards the walls surrounding you she begins the story of her people, and images leap from the dark, illuminating her tale.

“Ours was a simple life, one lived in concert with the waters of the lake, the animals of the woods, and the crops of the land.  We wanted for nothing, and lived in peace.  That was all changed by a group of reptile-spawned men-things.  Impure to our shores, we know not how they arrived, but their intentions were obvious.  Koli, sweet brave Koli, turned them away.  Drove them fleeing into the night.  But they returned in league with a summoned devil of vast strength.  Knowing we would never survive the onslaught of them all, Koli bade us escape our mortal frames by an ancient ritual that bound our spirits to this land.  His intention was to deny the devil our souls, and spare us the pain of death.  The last sound I heard that day was the sound of my sweet Koli’s death scream as he gave his life protecting the door to the longhouse, giving us the time to finish the ritual.”

The visuals manifesting in front of the PCs as she speaks should clearly convey the helplessness of that night.  The terror among the villagers as this Ice Devil laid into those who volunteered to face it and try and slow its pace as it made its way into the settlement.  The visuals should be from various angles and viewpoints, some tall, some short.  It should become evident to the players that what they are seeing are more than just the memories of the woman who is speaking to them, and that the crows flying around them comprise the rest of the remaining villagers.  These are their visual memories of that night, before locking themselves into the longhouse.  The visual array of thoughts should close on multiple viewpoints all focusing on two items laying upon a table, a spirit wheel and a calumet.

As one, the mass of crows all grow more immaterial, until you can clearly see the front of the longhouse through them.  Losing their clearly defined shape and outline, the crows all merge into a mass of spectral energy that tapers into one long flowing current as the spirits retreat back within the confines of the longhouse, leaving you to the silence of the ruins of their village.

Before you stands all that remains of these once proud and happy people.  The longhouse is impressive in its construction, and is adorned with the markings of a tribal people, with antler, tusk, tooth and totems surrounding and framing the building.  The two totems at the front door give the uneasy feeling of watching your every step as you approach the door.

(10) Kobolds (3.5)

(10) Kobolds (3.5)

KOBOLD

Kobold, 1st-Level Warrior
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +1/–4
Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Space/Reach:    5 ft./5 ft.
Special Attacks:  —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment temperate underground or deep forest
Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)
Challenge Rating: 1/4
Treasure: NPC gear (leather armor, spear, sling, other treasure)
Alignment: Usually lawful evil

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is non-prehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

COMBAT

Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.  They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

(10) Kobolds (Pathfinder)

(10) Kobolds (Pathfinder)

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.

Kobold CR 1/4

XP 100

Kobold warrior 1

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5

 

DEFENSE

AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 5 (1d10)

Fort +2, Ref +1, Will –1

Weaknesses light sensitivity

 

OFFENSE

Speed 30 ft.

Melee spear +1 (1d6–1)

Ranged sling +3 (1d3-1)

 

STATISTICS

Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8

Base Atk +1; CMB –1; CMD 10

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

Languages Common, Draconic

SQ crafty

 

ECOLOGY

Environment temperate underground or deep forest

Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)

Treasure NPC gear (leather armor, spear, sling, other treasure)

 

SPECIAL ABILITIES

Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.

While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

 

The PCs should find themselves with their backs to the longhouse with a larger body of enemies pushing at them, forcing a retreat into the longhouse for safety.  Obviously this module assumes there are no PCs of evil alignment within the group, as the wards on the longhouse would repel them if they tried to enter.  This ward keeps the kobolds at bay outside of the building.

 

 

Chapter 3: Dark Omens

 

Vikmordere Longhouse

Entering the longhouse, the first thing the PCs should see are the piles of clothing and furs dominating the central hall.  Eight doors lead off from the hall to smaller private rooms, four on each side, with a door at the far end of the hall leading back out of the building.  The door at the end of the hall has had a log hammered into the wall across its breadth.  The clothing would be from the villagers who made the transformation here from a being of the physical world into that of a more spiritual existence.

Light seems to come from the very air itself within this structure, as a soft glow illuminates the dwelling. The air holds a staleness of age and the longhouse has the feel of a place long left undisturbed.  Random furs and cloth lay scattered throughout the main hall, looking to have not been touched since they fell.  Four doors line each side of the hall, each crafted with the same care and talent that laid the walls and floors of the hall you stand within.  If you knew nothing else of these people, the skill they demonstrated in the construction of their dwelling should tell you theirs was a people that took great pride in its work, and its efforts.  At the far end of the hall resides a final door that stands out from the rest, as it has had a log hastily jammed into its frame.  Crude nails still protrude from the wood, showing an unsuccessful attempt to secure it fully.  Several tables of simple design rest within the hall, and upon one rests the calumet you were shown within the visions by the spirit crows.  This wooden pipe, decorated with bird feathers and claws, measures a foot in length.  The connection between bowl and stem is webbed with an intricate carving of a spirit wheel.

The PCs should feel welcome to search the longhouse and its eight rooms, finding:

  • various woodcarvings
  • furs and pelts
  • a small assortment of weaponry (hand axe, 2 daggers, 1 damaged longsword, 2 bows w/ 1 quiver)
  • a small cache of polished stones of various colors
  • tobacco herb and tinder
  • the calumet from the vision shown them by the crows

Once the PCs are satisfied with their search, make sure to point out the continued sounds of the kobolds outside of the building to them.  Then have the spirits manifest again to communicate with them.

Heroes, hear us.  For many moons now we have waited for ones such as yourself to enter our lodge, and come to our aid.  All that you see within these walls is yours to take, as we have nothing left to offer you save our gratitude.  We ask only that you light the calumet and follow the path of its smoke to our stolen spirit wheel.  Please find that which we need to be free, to feel the wind again, to know the touch of another...to age and finally pass as nature intended.  We beg you to set us free!

If the PCs agree to help the spirits and have not yet located the smoking herbs and tinderbox, the spirits will be more than helpful in leading them to these items, as well as directing them in the understanding that the calumet’s smoke will point towards the general current direction of the spirit wheel, but that the smoke can only be trusted for the first few feet, after which the winds may affect the smoke’s path.

The spirits will in fact help the PCs locate anything else they may have missed within the walls of the longhouse, and offer the PCs shelter until the storm passes.  The spirits are genuine in their need of aid from the party, and as long as the PCs appear to be willing to help them, they are perfectly safe within the longhouse.  If the spirits however feel that they are being betrayed they will begin turning to the same tactics they use against the kobolds, trying to scare the PCs into running from the longhouse.  In the end, the spirits have no physical means to do harm to the PCs, nor even the kobolds, and are reduced to bluffing and scaring their opponents into fleeing or harming themselves.

 

Adventure Location

Location Vikmordere Longhouse
Dangers
Spirits
Lighting
Faint glow from spirits
Walls
Solid Cedar Wood
Doors
Worn Cedar
Mood/Theme Desperate

 

 

Whether the PCs choose to wait out the storm within the longhouse, or try their luck now, they will find the kobolds waiting for them.  The scaly cowards have taken refuge within the various ruined buildings of the village.  If the PC’s emerge from the front of the building they find themselves barraged with a hail of stones from 2d4 slings within one round of exiting the shelter.  If the PCs chose another method of exit, allow them a Spot/Perception DC 15 check to see the kobolds.  Assuming success, grant the PCs two rounds to plan before giving the kobolds the same skill check to detect the PCs presence and attack.

Kobolds (3.5)

Kobolds (3.5)

KOBOLD

Kobold, 1st-Level Warrior
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +1/–4
Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Space/Reach:    5 ft./5 ft.
Special Attacks:  —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment temperate underground or deep forest
Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)
Challenge Rating: 1/4
Treasure: NPC gear (leather armor, spear, sling, other treasure)
Alignment: Usually lawful evil

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is non-prehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

COMBAT

Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.  They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Kobolds (Pathfinder)

Kobolds (Pathfinder)

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.

Kobold CR 1/4

XP 100

Kobold warrior 1

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5

 

DEFENSE

AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 5 (1d10)

Fort +2, Ref +1, Will –1

Weaknesses light sensitivity

 

OFFENSE

Speed 30 ft.

Melee spear +1 (1d6–1)

Ranged sling +3 (1d3-1)

 

STATISTICS

Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8

Base Atk +1; CMB –1; CMD 10

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

Languages Common, Draconic

SQ crafty

 

ECOLOGY

Environment temperate underground or deep forest

Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)

Treasure NPC gear (leather armor, spear, sling, other treasure)

 

SPECIAL ABILITIES

Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.

While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

 

The number of kobolds present for this battle is dependent upon how many the PCs killed when this group first attacked them in front of the longhouse.  Simply subtract the appropriate number from 10 to get the new total.

On the second turn of combat the crows will burst forth from the longhouse, once again filling the air, driving the kobolds to panic, making it easier for the PCs to finish them or simply let them flee.  If they allow the kobolds to flee, mark how many escaped, as they will make one more attempt as the PCs return to their ship.

With the kobold menace dealt with, the crows, like midnight given winged form,  circle and land.  They cover every surface they can find to land on,  staring at the holder of the calumet, intensely studying them, waiting for their next move.

Upon lighting the calumet the smoke begins to drift in the general direction of a small grouping of ruined dwellings.  With a quick search (Spot/Perception 20) the PCs will locate the spirit wheel buried with the skeleton of a long dead kobold.  He apparently made it to a dwelling but expired here when the roof caved in upon him, hiding him and his treasure away for these many years.

With the spirit wheel found, all that remains is for the PCs to return both the wheel and the calumet to the longhouse so that the spirits may begin their ritual, and finally know peace.  The crows again take flight, forming a wall of feathers surrounding the PCs

Enveloping you again within a wall of swirling feathers, the crows fly around you, as the white crow takes form to thank you.

“For ever more shall your names be sung upon the lips of our people, and carried upon the winds of this island.  You have earned praise here today outlanders, and that shall not go unnoticed.”

Surrounding the woman of white are visions of the villagers as they were long ago, clasping their hands in thanks to you all.

“We ask of you that you place the wheel and calumet back within the lodge, and leave the island as our friends.  We honestly know not what will come from reversing the ritual, and wish not to risk your safety our saviors.  Please, take our love and gratitude and leave this place to us.”

With the closing of the door behind the PCs as they exit the longhouse, the voices of the villagers rise from within.  As if in answer the winds pick up, creating a howling accompaniment to the choir of voices coming from within.  As the snows rise with the winds, visibility is reduced to barely 5 feet in front of the PCs.

Within minutes the winds drop, the snow settles, and the longhouse is gone, as if it was never there.  Allow the PCs to investigate the site, but they will find no answers as to where the building or the spirits of the villagers have gone.  There is literally nothing left here for them, and it is time to honor the wishes of the spirits, and leave the island.  As they turn to go, a lone white feather drifts down from above, landing on whichever PC was the strongest advocate for helping the Vikmordere tribe.  This feather is imbued with the divine essence of the spirits and confers a +2 bonus to any checks involving negotiation or diplomacy with Vikmordere tribal members.  The feather must simply be carried by a PC to function, but only functions for the individual.  Only the PCs may utilize the powers of the feather and strangely enough the feather does not detect as magical.

Upon the return trip to the boat the PCs will be attacked by the remaining kobolds and a homunculus formed to resemble an ice mephit.

 Tactics:

The remaining kobolds have become emboldened by the presence of the Ice Homunculus joining their ranks.  The kobolds will fight to the last one should the homunculus still stand, but should their fearless leader fall, the kobolds will flee like screaming children into the woods.

Kobolds (3.5)

Kobolds (3.5)

KOBOLD

Kobold, 1st-Level Warrior
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +1/–4
Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Space/Reach:    5 ft./5 ft.
Special Attacks:  —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment temperate underground or deep forest
Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)
Challenge Rating: 1/4
Treasure: NPC gear (leather armor, spear, sling, other treasure)
Alignment: Usually lawful evil

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is non-prehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

COMBAT

Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.  They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Ice Homunculus (3.5)

Ice Homunculus

This one-armed vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.

Ice Homunculus
Size/Type Tiny construct
Hit Dice 2d10 (11 hp)
Initiative +2
Speed 30 ft., fly 40 ft. (poor)
Armor Class 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Base Attack/Grapple +2/+2
Attack 1 claw +4 melee (1d2+1 cold)
Full Attack 1 claw +4 melee (1d2+1 cold)
Space/Reach  2-1/2 ft./0 ft.
Special Attacks
Special Qualities construct traits, immune to cold, low-light vision
Saves Fort +0, Ref +4, Will +1
Abilities Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 7
Skills Fly +10, Spot +3, Stealth +12
Feats Lightning Reflexes
Languages Common (cannot speak); telepathic link
Alignment Lawful Evil

 

SPECIAL ABILITIES

Telepathic Link (Su)

A homunculus cannot speak, but the process of creating one links it telepathically with its creator.  A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Kobolds (Pathfinder)

Kobolds (Pathfinder)

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.

Kobold CR 1/4

XP 100

Kobold warrior 1

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5

 

DEFENSE

AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 5 (1d10)

Fort +2, Ref +1, Will –1

Weaknesses light sensitivity

 

OFFENSE

Speed 30 ft.

Melee spear +1 (1d6–1)

Ranged sling +3 (1d3-1)

 

STATISTICS

Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8

Base Atk +1; CMB –1; CMD 10

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

Languages Common, Draconic

SQ crafty

 

ECOLOGY

Environment temperate underground or deep forest

Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)

Treasure NPC gear (leather armor, spear, sling, other treasure)

 

SPECIAL ABILITIES

Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.

While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

Ice Homunculus (Pathfinder)

Ice Homunculus (Pathfinder)

This one-armed vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.

Ice Homunculus     CR 1

XP 400

LE Tiny construct

Init +2; Senses darkvision 60 ft., low-light vision; Perception +3

 

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)

hp 11 (2d10)

Fort +0, Ref +4, Will +1

Defensive Abilities construct traits; Immune cold

 

OFFENSE

Speed 30 ft., fly 40 ft. (poor)

Melee 1 claw +4 (1d2+1 cold)

Space 2-1/2 ft.; Reach 0 ft.

 

STATISTICS

Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 7

Base Atk +2; CMB +2; CMD 11

Feats Lightning Reflexes

Skills Fly +10, Perception +3, Stealth +12

Languages Common (cannot speak); telepathic link

 

SPECIAL ABILITIES

Telepathic Link (Su)

A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

 

 

Conclusion

You find yourself reaching the beach as the storm dies off, the crew waiting for you to return.  With new stories to share with your shipmates you load back on board, and re-embark headed for the village of Rybalka.  Looking back to the island as you sail off you see one white crow perched on a high branch, watching you go.

 

 

New Magic Items

 

Spirit Wheel

A band of polished wood within which hangs a web of strands, the Spirit Wheel is adorned with feathers, bones and beads.  Each item hung within the wheel represents something of great importance within the history of this item, and those who have previously handled it.

The Spirit Wheel, when placed within a properly prepared place of honor, will protect a village from evil spirits by acting as a ward vs. evil undead (incorporeal).  It can also be used to summon spirits and control them if the correct rituals are performed.

The Calumet

This wooden pipe, decorated with bird feathers and claws, measures a foot in length. The connection between bowl and stem is webbed with an intricate dreamcatcher.

The Calumet offers the wielder a +2 spiritual bonus on Knowledge (religion), Knowledge (planes), and Spellcraft.  The wielder gains the benefits only if the Calumet is in one of his hands.

When lit the pipe will emit smoke in the general direction of the Spirit Wheel, regardless of wind direction, making the calumet the best option to find and retrieve the spirit wheel.

 

 

Pre-Generated PCs

The following are pre-generated PCs using the standard Pathfinder RPG rules.  If you prefer to play using the Pathfinder Beginner Box you may download character sheets and pawns by clicking here.  If you prefer the Beginner Box over standard play you will enjoy the Adventureaweek.com BASIC-Series by Kevin Mickelson, author of the Mask of Death (ZOE).

Ronius

Iconic-Ronius-FINAL-607x1024

 

Ronius

NG Human Fighter 1

Init +2; Senses –; Perception +0

 

DEFENSE

AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)

hp 16 (1d10+3 plus Toughness)

Fort +5, Ref +2, Will +2

 

OFFENSE

Speed 20 ft.

Melee longsword +6 (1d8+4/19-20)

Ranged javelin +3 (1d6+4)

Special Attack Power Attack

 

STATISTICS

Str 18, Dex 15, Con 17, Int 12, Wis 11, Cha 12

Base Atk +1; CMB +5; CMD 17

Feats Power Attack, Toughness, Weapon Focus (longsword)

Skills Climb +7, Knowledge (dungeoneering) +4, Swim +7

Languages Common, Goblin

Equipment Adventurer's Kit, Alchemist's Fire, Backpack, Belt Pouch, Crowbar, Javelin (5), Lantern, Longsword, Oil (3), Ram, Portable, Rope (3), Scale Mail, Shield, Heavy Steel, Thunderstone, Tindertwig (3), Waterskin

Meeris

Iconic-Meeris-FINAL

 

Meeris

LG Human Cleric 1

Init +3; Senses –; Perception +5

 

DEFENSE

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)

hp 9 (1d8+1)

Fort +3, Ref +3, Will +7

 

OFFENSE

Speed 20 ft.

Melee light mace +0 (1d6)

Ranged light crossbow +3 (1d8)

Special Attacks spells, Sun’s Blessing

 

STATISTICS

Str 10, Dex 17, Con 13, Int 14, Wis 20, Cha 15

Base Atk +0; CMB +0; CMD 13

Feats Point Blank Shot, Precise Shot

Skills Heal +8, Knowledge (arcana) +5, Knowledge (religion) +5, Spellcraft +5

Languages Common, Dwarven, Gnome

SQ channel energy (5 per day/1d6/DC 12)

Equipment Belt Pouch, Crossbow Bolts (30), Holy Water, Light, Crossbow, Light Mace, Scale Mail, Smokestick, Wooden Holy Symbol

 

Spells

0 – (DC 15) detect magic, light, read magic, stabilize

1 – (DC 16) bless, doom, protection from evil

 

Domain Abilities

Healing Domain

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

 

Sun Domain

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

 

 

Kale

Iconic-Kale-FINAL

 

Kale

NG Medium Human Wizard 1

Init +1; Senses –; Perception

 

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 8 (1d6+2)

Fort +2, Ref +1, Will +3

 

OFFENSE

Speed 30 ft.

Melee Arcane Bond Quarterstaff +3(1d6+3)

Ranged ray of frost +2(1d3)

Special Attacks Spells

 

STATISTICS

Str 14, Dex 13, Con 15, Int 18, Wis 13, Cha 12

Base Atk +0; CMB +2, CMD 13

Feats Arcane Strike, Point Blank Shot

Skills Appraise +7, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Spellcraft +7

Languages Common, Draconic, Dwarven, Elven, Giant

SQ

Equipment Acid Flask (2), Adventurer's Kit, Alchemist's Fire (2), Backpack, Belt Pouch, Flint and Steel, Waterskin

 

Spells

0 – (DC 14) detect magic, mage hand, ray of frost, read magic

1 – (DC 15) sleep, cause fear

 

Special Abilties

Arcane Bond (Sp) Masterwork Quarterstaff

Once per day, you can use it to cast any one spell in your spellbook. You don't have to prepare this spell ahead of time - using the bonded item is like an emergency backup

Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Willow

Willow-NEW

 

Willow

CG Human Rogue 1

Init +4, Senses –; Perception +7

 

DEFENSE

AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)

hp 9 (1d8+1)

Fort +1, Ref +6, Will +1

 

OFFENSE

Speed 30 ft.

Melee dagger (5) +4 (1d4/19-20)

Ranged dagger (5) +4(1d4/19-20)

Special Attacks sneak attack (+1d6)

 

STATISTICS

Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 15

Base Atk +0; CMB +0; CMD 14

Feats Skill Focus (Perception), Weapon Finesse

Skills Acrobatics +8, Bluff +5, Climb +3, Diplomacy +5, Disable Device +8, Knowledge (local) +5, Perception +7, Sense Motive +4, Stealth +8, Swim +3

Languages Common, Giant, Goblin

SQ Trapfinding

Equipment Adventurer’s Kit, Backpack, Belt Pouch, Caltrops (4), Chalk, Crowbar, Dagger (5), Flint and Steel, Lantern, Mirror, Oil (7), Piton (5), Pole, Rope, Sack (empty), Smockstick (2), Studded Leather, Thieves’ Tools