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Story Locale (Forsaken Frontier): Badlands of Fallowfield

Badlands of Fallowfield
The town of Fallowfield never thrived, but the hardy population eked out a meager existence far from true civilization. Most who found their way this far into the Disputed Territories were on the run, either from the law or their past, and it became a sanctuary for outlaws looking for a last chance to lead a semi-normal life. A speck of meaningless land missing from most maps, the settlement nevertheless found itself caught between the armies of Kaloatl and Syfforack Zoi.

With no hope for peace, the hardened survivors fought tooth and nail for what they’d claimed but faced overwhelming force. The town barber (and surgeon), Doctor Phineas Fell was no more noble than the rest, but tried to trick the invaders into accepting an honorable duel for the fate of the town. Cunning cheats were no match for the forsaken lich’s magic and he only managed to enrage his opponent with his annoying trickery; Doc Fell was forced to watch as each of the remaining citizens were burned alive before him.

fallowfieldThese souls did not rest easy, however, and were led screaming back from the grave by Doc Fell. Now the area is a true ghost town—claimed only by the undead that dwell there. A few dozen of the original citizens inhabit Fallowfield at any one time, while most remain on long-term missions of sabotage or infiltration as directed by their commander. There is not a soul among them that wouldn’t return at a moment’s notice should the town be threatened, and it remains both a symbol that unites Doc Fell’s armies, and a sanctuary for retreat when deceptions are discovered. They died once defending the only home many of them ever knew, and few are afraid to die again.

The majority of Fallowfield’s citizens are ghasts with the rogue creature template (from the Pathfinder Roleplaying Game: Monster Codex) or Freelance Thief (from the Pathfinder Roleplaying Game: NPC Codex) ghosts. Ghasts have a scorched or burnt appearance, although many employ the Disguise skill to cover the worst of their charring. Creatures (living or otherwise) entering the town unannounced are immediately accosted by 3d6 ghasts and 2d6 ghosts; the undead use hit-and-run guerrilla tactics and set a series of ambushes within the trap-filled ruins. The ghosts of Fallowfield can only be permanently destroyed (per the rejuvenation ability) if Doc Fell is likewise permanently destroyed (when temporarily destroyed they reform within the town.)

Knowledge (local) or (history)
DC 15     There’s a ghost town deep in the badlands where a bunch of thieves and cutthroats met an unpleasant end.
DC 20     Fallowfield’s a no-man’s land lousy with ghouls, ghosts, and booby-traps
DC 25     The place used to be a sanctuary for folks looking to keep out of the law’s reach, but that all ended when an undead army burned the lot of them alive for resisting.
DC 30     A powerful undead creature that looks like a man protects Fallowfield. He carries weapons that shoot lead with blasts of fire and thunder, killing anyone that threatens the town without warning.
DC 35     The leader pretends at being the town barber, but he won’t stop smiling as he cuts your throat.

fallowfield barberBarber’s Shop: The colorfully painted sign has long since faded, but Doc Fell still keeps his old shop tidy when he visits. He holds court here surrounded by ancient jars of snake-oil miracle cures and preserved creatures floating in chemicals. Whether he is entertaining rare guests or passing judgment on captured prisoners, Fell rarely acts more than the humble barber—he is happy to offer living guests a quick cut, shave, or surgical procedure.

Butcher’s Barn: A ghast’s got to eat. One of the old barns within Fallowfield is still standing and holds the grisly remains of animals and humanoids slaughtered for food. The hunks of meat are left hanging or strewn about, collecting flies as they rot. The barn stores living meat as well, with captured humanoids kept in iron cages and animals stored in pens.

Ramshackle Ruins: With a few exceptions, the remaining hardwood structures within Fallowfield have burned or rotted away; these provide cover, but not total cover. The ruins are treated as difficult terrain, except a creature can choose to move at full speed at the risk of encountering bear traps concealed within the rubble (1d4 per 35 feet traveled). Many floors are purposefully set to collapse and the rotting ceilings hide heavy rocks ready to crush the unwary.

Scorched Square: The old town center is still black with the remains of the executed townspeople, and no rain ever washes away the last traces of their death. Any corpse with enough flesh and bones remaining arose as a ghoul or ghast, and the rest are forced to dwell the earth as disembodied souls. The square is the focal point of the town’s burning vengeance haunt.



[Submitted by Stephen Rowe of the Four Horsemen!]

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Weird Wednesday (Forsaken Frontier): Burning Vengeance

XP 19,200
CE haunt (20 ft. by 15 ft. town square)
Caster Level 15th
Notice Perception DC 25 (to hear Izali Komandri whispering, “Are you watching barber? I’m going to burn them all. One by one.”)
hp 24; Trigger proximity; Reset 1 minute
Weakness susceptible to cold damage

burning vengeanceEffect When this haunt is triggered, living creatures within its area burst into flames as if doused in buckets of tar and lit ablaze. All creatures within the town square are targeted by a fire storm spell (DC 22). Creatures who die from fire damage caused by the burning vengeance haunt are animated as undead after 1d4 rounds (as per create undead; ghouls if less than 4 HD or ghasts if 4 HD or more).

Destruction Doc Fell’s pursuit of revenge must end, either with his satisfaction or destruction.

Adventure Hook The burning vengeance haunt is the heart of Fallowfield, and the location where Izali Komandri burned each of the townspeople alive—by humiliating and torturing Doc Fell, he unintentionally created a relentless force for revenge. The scorched earth at the center of the ruined settlement is never far from Doc Fell’s thoughts, and every step he takes on the road to vengeance adds a little more flame to the fire.
The ghasts and ghosts of Fallowfield are well aware of the haunt and the useful danger it poses. Foes strong enough to resist them are led ever closer to the town center, lured by guerrilla tactics into activating haunt (the undead just far enough away to avoid its effects).

Mythic Template Should Doc Fell claim Salamangka, the burning vengeance haunt is likewise empowered. Its CR is increased by +1 and it deals 1d8 points of damage per caster level. Half the damage dealt is from fire damage, and the rest is divine energy that bypasses energy resistance. If Doc Fell is within the area of the haunt’s effect, he is immune to its damage and may activate it at will with a full-round action by spending a mythic point. If he does so, he may exclude any number of creatures from its effects.


[Submitted by Stephen Rowe of the Four Horsemen!]

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Statblock Sunday (Forsaken Frontier): Doc Fell

Doc Fell (by Serg Sorokin - PUBLIC DOMAIN)A near-skeletal man with charred skin and a white leather duster reaches for pistols with lightning speed.  

Doctor Phineas Fell        CR 13
XP 25,600
Pale stranger gunslinger 4
CN Medium undead
Init +11; Senses darkvision 60 ft.; Perception +13
Aura fear (10 ft., DC 23)

AC 28, touch 20, flat-footed 24 (+4 armor, +7 Dex, +3 luck, +4 natural)
hp 165 (15d8+4d10+76)
Fort +13, Ref +16, Will +15
Defensive Abilities channel resistance +4, nimble +1; DR 10/bludgeoning and magic; Immune undead traits; SR 21

Speed 30 ft.
Ranged +1 pistols +21/+21/+16/+16/+11 (1d8+1/19-20/x4)
Special Attacks grit (6/day), pistols, strangers shot
Spell-like Abilities (CL 13th; concentration +17)
Constant—veil (self-only) (DC 20)

During Combat Doc Fell prefers to use Diplomacy and veil to fool a victim, before relying on the Betrayer feat and gunslinger initiative to fill them full of lead. He makes use of cover, terrain, and henchmen to put distance between himself and foes while picking off healers and spellcasters via stranger’s shot.
Morale Doc Fell flees if reduced to ½ HP or less.

Str 19, Dex 25, Con —, Int 15, Wis 20, Cha 18
Base Atk +15; CMB +19; CMD 40
Feats Betrayer, Deadly Aim, Gunsmithing, Improved Critical (pistol), Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, No Name, Persuasive, Point-Blank Shot, Precise Shot, Quick DrawB, Two-Weapon Fighting
Skills Bluff +20, Diplomacy +14, Disguise +17, Heal +18, Intimidate +16, Knowledge (local) +10, Perception +13, Profession (barber) +10, Ride +15, Sense Motive +15, Sleight of Hand +17, Stealth +17
Languages Abyssal, Common, Draconic
SQ deeds (deadeye shot, gunslinger’s dodge, gunslinger initiative, pistol-whip, quick clear, utility shot), stranger’s luck
Combat Gear gunman’s duster

The consummate snake-oil salesman Doc Fell sought refuge in the outlaw town of Fallowfield, finding a respected position as the town barber preferable to twilight years spent looking over his shoulder. Positioned between Syfforack Voi and Kaloatl, the settlement and its few hundred citizens were doomed as soon as they hefted arms in defense of their worthless specks of land. As a last-ditch gamble, Fell challenged Izali Komandri to an “honor-duel” for the safety of Fallowfield. All of Fell’s cheating was only enough to enrage the undead, who defeated the barber with ease. The forsaken lich burned the townsfolk that had survived, but saved Fell for last.

The need for vengeance brought the Doc back, and he dragged the rest of the town with him. What he lacks in numbers he makes up for in trickery, and his people (ghosts and ghasts) have infiltrated each of the other armies. Should Fell claim Salamangka, he’ll use the power only long enough to destroy them all from within before he burns the Shining City to the ground.


Should Doc Fell claim Salamangka he gains a mythic rank of 5. Alter his statistics in the following manner: +3 CR, +5 natural armor, +40 hit points, DR 10/bludgeoning and epic, SR 26, mythic power and surge universal abilities, +4 to Dexterity, and the Mythic Improved Initiative and Mythic Improved Critical feats. He gains the following mythic abilities:

Burning Vengeance (Su): As the pistols ability, except any pistol wielded by Fell functions as a +3 flaming burst pistol, and counts as an epic weapon for the purposes of overcoming damage reduction.
Headshot (Su): When Fell confirms a critical hit with a pistol, it deals an additional +6d6 precision damage. If Fell confirms a critical hit with a stranger’s shot attack, he may spend a point of mythic power to subject the target to a heal spell if undead or a harm spell if alive as an immediate action (Will DC 21 negates). The save DC is Charisma-based.
Relentless (Su): Only fire causes lasting injuries to Fell, and he can only be temporarily destroyed while imbued with the power of the Shining City. His body restores itself within Fallowfield after 2d4 days unless Salamangka is destroyed. He gains regeneration 5 (fire), despite lacking a Constitution score.
Veiled (Sp): Fell may use his veil spell-like ability on other creatures (as per the spell) at will as a swift action. He may spend a point of mythic power to cast veil as an immediate action.


Sulcera Stonesmile CR 10
Advanced rogue creature soulbound mannequin
N Medium construct
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 85
Defensive Abilities evasion, uncanny dodge, improved uncanny dodge

Modified Statistics
Fort +3, Ref +8, Will +8
Special Attacks sneak attack +5d6
Dex 20
Skills Bluff +9, Sense Motive +5, Stealth +10
SQ rogue talent (skill mastery [Bluff, Sense Motive, Stealth], surprise attack)

Sulcera was created to be Kaloatl’s spymaster when his mortal left-hand refused to accept the “gift” of undeath. Upon her demise, servants bound a sliver of her soul to an eternal body of wood and porcelain. The construct continued to assist Kaloatl, but the hypocrisy of his endless pursuit of Salamangka undermined her shaky loyalty—she’d come to respect Doc Fell’s cunning and pragmatism after centuries spent fighting from the shadows. When Phineas approached her with an offer to become a double agent and aid him in ending the conflict forever, she eagerly accepted.

ghoul zombie (doc fell army) ramon luchaDoc Fell’s forces prefer knives in the night, sabotage, and subversion to direct conflict, but the undead spies of Fallowfield use the following mass combat statistics when assembled.

GHAST ROGUES           CR 5
CE Medium army of ghast rogue 4
hp 22; ACR 5
DV 17 (+1 in Fallowfield); OM +5
Tactics dirty fighters, relentless brutality
Special bleed, cannibalize, create spawn, darkvision, disease, evasion, paralysis, sneak attack, trap sense, undead
Speed 2; Consumption 2
Commander: Doc Fell; Charisma Modifier +4; Profession (soldier) 0 ranks

GHOST ROGUES           CR 5
CN Small army of ghost rogue 6
hp 22; ACR 5
DV 17 (+1 in Fallowfield); OM +5
Tactics expert flankers, false retreat
Special bleed, darkvision, evasion, fear, flight, incorporeal, sneak attack, trap sense, undead
Speed 2; Consumption 2
Commander: Doc Fell; Charisma Modifier +4; Profession (soldier) 0 ranks


FourHorsemen-logo-rough-01[Submitted by Stephen Rowe of the Four Horsemen!]