The Fall of Fairhaven

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    THE FALL OF FAIRHAVENby Brian J. Fruzen

    TABLE OF CONTENTS

    Forward ... 2

    Introduction .3

    Part 1: The Journey to Fairhaven 4

    Part 2: Fairhaven 11

    Part 3: The Fall of Fairhaven . 25

    Conclusion . 27

    CREDITS

    Maps, Editing and Layout:Brian J. Fruzen

    Interior Art:Robb Mommaerts

    Miniatures:Reaper Miniatures

    Playtesters:Joseph Averkamp, Larry Behrendt II, David Ramstack, Will Ryan, David Socha, Mike Wisneski

    Special Thanks:John Averkamp, Erich Bacher

    Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.

    Seehttp://paizo.com/pathfinderRPGfor more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does

    not guarantee compatibility, and does not endorse this product.

    Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder

    Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the PathfinderRoleplaying Game Compatibility License. Seehttp://paizo.com/pathfinderRPG/compatibilityfor more information on the

    compatibility license.

    All images and product descriptions of Bones Miniatures are property of Reaper Miniatures and are used here with

    permission for the purpose of creating The Fall of Fairhavenfree adventure. Seehttp://www.reapermini.com/for more.

    Product Identity:The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a,

    Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.),

    dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated

    as Open Game Content are not included in this declaration.)

    Open Content:Except for material designated as Product Identity (see above), the contents of this game product are Open

    Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the

    material designated as Open Game Content may be reproduced in any form without written permission. The OGL may be

    viewed on page 29 of this module.

    email: [email protected]

    http://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://www.reapermini.com/http://www.reapermini.com/http://www.reapermini.com/http://paizo.com/pathfinderRPGhttps://www.facebook.com/pages/Brian-J-Fruzen/435521109863511http://www.reapermini.com/http://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG
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    Whether crashing your stolen pirate ship into the front hall window of a local waterfront debutante ball or

    diving into the open maw of a purple worm with sword in hand and hoping for the best, the life of an adventurer

    is always best when theatrics come into play. Miniatures are some of the most widely used props in any GameMasters arsenal and can help elevate a series of opposed dice rolls into a desperate fevered battle to keep adracolich from ascending to godhood.

    Im an avid gamer, either playing or running games as often as I can. That hasnt stopped one of my

    shelves from accumulating painted miniatures I keep meaning to use. Boxes tucked beneath my desk continue tofill with miniatures I keep meaning to paint. Despite neither of these things happening as often as Id like, whenthe success ReapersBones Kickstarter took off, I did as Im sure many didand started thinking about ways to useall the new miniatures.

    To commemorate the new line and to ensure that they saw use at my gaming table, I dedicated the

    following adventure to using as many of the Bones Vampire level miniatures as I could justifiably include. Part-way into dreaming it up though, I decided it would be fun to share it with the community that has provided for theendearing success of our hobby.

    Special thanks goes out to Robb Mommaerts for lending his talent to this project, and to my players whohelped to playtest the adventure knowing full well they would be missing out on having the miniatures in front ofthem. Of course, thanks goes out to Reaper Miniatures as well for giving us all a chance to be a part of such anincredible and fun event. I hope youll enjoyThe Fall of Fairhaven.

    ~ Brian J. Fruzen

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    INTRODUCTIONThe Fall of Fairhavenis designed for four players, levels

    4-5. It is recommended that the GM read the adventure

    fully before beginning play. Unlike standard adventures,

    read aloud text blocks have not been included, and it

    will be up to the GM to paraphrase elements from the

    descriptive text given. The Fall of Fairhaven is meant tobe an unfolding story that can be placed in any campaign

    setting with little additional effort required by the GM.

    Certain elements are meant to foreshadow a greater threat

    that will be the focus of future adventures, though they

    may be changed without affecting the overall adventure.

    If you are a player who will be a part of The Fall of

    Fairhaven, then dont tell yourGM if you decide to keep

    reading. Also, dont ruin anything for your fellow players.

    Seriously.

    ADVENTURE SUMMARYA wounded messenger falls to the earth, and once saved

    from his pursuers informs the PCs that they may well bethe town of Fairhavens best hope against the swelling

    armies of the regional warlord, Ymial.

    After gaining entry to Fairhaven, the towns

    multitude of problems stands in the way of it presenting a

    defense against Ymials army. The PCs will encounter a

    grieving noblewoman hiding a demonic secret, a trio of

    dwarf spirits holding the Hammers Rest staff hostage,

    and an ancient necromantic threat thats feeding off the

    few remaining healthy townsfolk. With these threats

    aligned against them, the PCs will have to find time to

    venture into the mountain depths and return with

    Fairhavens militia, who were trapped in the mines

    beneath the town. It isnt only tired, hungry miners thatwill greet them in the cavernous dark. Dark elf slavers

    have found their way into the mines as well, and are ready

    to make the PCs their next catch.

    When Ymials strike against Fairhaven comes at last,

    it comes in the form of a current that will threaten to wash

    away the tranquil mountain town. Fairhaven is doomed,

    but perhaps its people will live on to tell its story, should

    the PCs prevail

    ADVENTURE BACKGROUNDNestled on the edge of a vast mountain range, overlooking

    a fertile forest is the idyllic mining community of

    Fairhaven. Though forged out of conflict, Fairhaven hasknown peace for countless generations, but not without a

    cost.

    Goramial, an ancient red dragon laired nearby, was

    content to let the settlement remain unmolested in

    exchange for a monthly tribute in the form of art produced

    from the mines gems and metals. Over the course of

    many years, Fairhaven has become a refuge for the

    artistically inclined, and has produced some of the most

    fantastic pieces the realm has ever known, all of which

    reside in the dragons private collection.

    Goramials growing collection beckoned to Lomiria,

    a succubus looking for a life of opulence. She found the

    dragons nefarious personality to her liking and has

    remained with him ever since. Their enduring relationship

    produced a half-dragon offspring named Ymial, who

    inherited the worst traits of his draconic and abyssal

    parentage.

    Beneath the unassuming town, a drow elf slaving

    patrol was making its slow trek through the cavernous

    dark with a newly captured clutch of goblin slaves. They

    aimed to pass through the abandoned portions of the

    Fairhaven mines and be on their way home, without an

    incident that would cost them their catch.

    Unattended for centuries, the original Fairhaven

    crypts are home to the remains of heroes lost first to war,

    and now to memory. An enterprising necromancer had

    long coveted the ancient crypts as a place to practice his

    craft but has recently found something of even greater

    value. Investigating it would have aroused suspicion inthe town above, until now.

    The earth is stirring.

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    For weeks, gentle rumblings have shaken the region.

    Fairhaven had suspended mining operations for as long as

    it could, and used stockpiled materials to meet the

    dragons demands. With those stockpiles nearly depleted,

    and the rumblings continuing, Fairhavens best trained

    citizens were forced to enter the mine to procure enough

    riches to keep the artisans of the town busy, and able to

    meet the dragons insatiable desire for riches.

    Then, a devastating earthquake ripped through the

    region, collapsing the entrance to Fairhavens mines and

    trapping most of the towns best defenders underground.

    Unknown to all but Ymial and his mother, the earthquake

    also claimed the life of the ancient dragon, collapsing

    Goramials lair and trapping his body, and his hoard,

    beneath the mountain. Ymial and his mother both have

    designs for the entombed hoard, and are prepared to go to

    war for it.

    Lomiria has an influential role in Fairhaven under the

    guise of a wealthy noblewoman, and planed to use her

    charms to enthrall key members of the city. She planned

    to use the towns resources to secure Goramialstreasures, but her son has forced an alteration of her plans.

    Ymial seeks to make his fathers wealth his own as

    well, and possesses enough influence with the monsters in

    the region to secure their loyalties. He only needs to keep

    Lomiria from challenging him. Knowing she would look

    to Fairhaven for aid, Ymial is marching his army to

    Fairhaven, where hell ensure neither the town, nor his

    mother, will present any further threat to his dominance in

    the region.

    Blocked from their path through the underworld, the

    drow slavers have entererd the Fairhaven mines in hopes

    of finding a new route to their homeland. Taking

    advantage of the earthquake, they release their goblinhorde and set their sights on more valuable slaves, the

    miners of Fairhaven.

    Fairhaven now stands alone against dark elf slavers, a

    cadre of goblins, an army of the dead, a demonic dragon

    offspring and his mother, as well as the earth itself.

    PART ONE: THE JOURNEY

    TO FAIRHAVEN

    The PCs are deep in the Peaks Path Wood. Though the

    reasons for their presence here can vary, they are

    currently waking from camping that night, having takenshelter against a newly formed rock ledge, the results of

    the earthquake about a week ago. The rays of the sun have

    not yet crested the mountains to the east, and the sky is

    painted in deep purple hues.

    Against the faintest morning light, the tiny silhouettes

    of thousands of birds can be made out against the morning

    sky. Theyre too far off to hear, but a DC 15 Knowledge

    (nature) check will tell the PCs that their numbers and the

    direction of travel are unusual for the season.

    IT CAME FROM ABOVE (CR 5)As the PCs rouse themselves for the day, the trees burst

    outward into the clearing, their foliage exploding into the

    air leaving bits of splintered wood, leaves and other plant

    matter to settle to the forest floor. With a thunderous

    crack, two of the impacted trees fall toward the PCs,

    crashing to the ground between them. Avoiding thefalling trees requires a DC 14 Reflex save, with failure

    resulting in 3d6 damage.

    Creatures: Amidst the PCs is a haggard looking

    griffon, clearly injured from the fall. It rolls to its feet,

    scattering the remnants of the PCs fire in a cloud of

    sparks and ash.

    Its still for a moment, its great chest heaving as it

    tries to reclaim its breath. A poorly hafted arrow held

    together with twine and fletched with chicken feathers

    protrudes from its left wing. An elaborate saddle of

    exquisite craftsmanship is buckled to the beasts back, but

    no rider is to be found. As soon as the PCs get close

    enough to touch it, it stirs to action.Fatigued and injured, the griffon is shaken as well

    and will attack any who approach it. A round after

    engaging the griffon, a band of goblins appears, all armed

    with short bows. At the time they enter the scene though,

    each is guiding a pair of dire rats, collared to chains they

    carry in each of their hands.

    ZARAFIR CR 3

    XP 1200

    Fatigued shaken griffon (Pathfinder RPG Bestiary)

    N Large magical beast

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

    Perception +12

    DEFENSE

    AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6

    natural)

    hp 29/42 (5d10+15)

    Fort +7, Ref +6, Will +4

    OFFENSE

    Speed 30 ft., flight (80 feet, average)

    Melee Bite +8 (1d6+3) and 2 claws +7 (1d6+3) plus rake

    (1d4+3)

    Space 10 ft.; Reach 5 ft.

    Special Attackspounce

    TACTICS

    During Combat The griffon is hostile toward the PCs

    until the goblins appear, at which point it willrandomly attack anyone within range. The griffon

    will realize the PCs are trying to defend it if they

    make an effort to and will stop attacking them,

    though it stops attacking the rats as well and attempts

    to put the PCs between it and the goblin archers.

    Morale If for any reason the griffon is reduced to fewer

    than 10 hit points, it will make an effort to flee

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    through the woods, though it cannot fly while the

    arrows protrude from its wing.

    STATISTICS

    Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8

    Base Atk +5; CMB +9; CMD 21 (25 vs. Trip)

    Feats Iron Will, Skill Focus (Perception), Weapon Focus

    (Bite)Skills Acrobatics +10, Fly +6, Perception +12, Stealth -2

    Languages Common (cannot speak)

    Gear Masterwork riding saddle, Rations (10 days), +1

    woundingarrows (2)

    GUB CR 1

    XP 400Goblin warrior 3

    CE Small humanoid (goblinoid)

    Init +4; Senses darkvision 60 ft.; Perception +0

    DEFENSE

    AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1

    size)

    hp 19 (3d10+4)

    Fort +4, Ref +5, Will +1

    OFFENSE

    Speed 30 ft.

    Meleeshort sword +4 (1d6+1/19-20)

    Ranged mwk composite short bow (Str +1) +9

    (1d4+1/x3)

    TACTICS

    During CombatAfter letting loose his dire rats, Gub will

    first attempt to injure each of the PCs with one of his

    wounding arrows, and then will turn his attention to

    killing the griffon if his companions havent already.

    Morale Gub will heroically order his goblin friends to

    fight to the death, but will run back to the main patrol

    that is waiting in the next encounter as soon as hes

    the last one standing.

    STATISTICS

    Str 12, Dex 19, Con 12, Int 8, Wis 10, Cha 11

    Base Atk +3; CMB +3; CMD 17

    Feats Point Blank Shot, Precise Shot

    Skills Fly +6, Handle Animal +5, Ride +8, Stealth +12,

    Survival +5

    Languages Goblin

    Combat Gear Leather armor, Masterwork Composite

    shortbow (Str +1), +1 wounding arrows (6); Other

    Gear 29gp

    SPECIAL ABILITIESPoint Blank Shot +1 to attack and damage rolls with

    ranged weapons at up to 30 feet.

    Precise Shot You don't get -4 to hit when shooting or

    throwing into melee.

    GOBLINS (2) CR 1/3

    XP 135 each

    hp6 each (Pathfinder RPG Bestiary)

    TACTICS

    During Combat On the first round, they gleefully set

    loose their dire rats and draw their bows as they

    move to an elevated position, either at the top of the

    rock outcropping or on top of one of the fallen trees.

    On the next round theyll fire into the melee

    attempting kill the griffon, and then the PCs.Moral Theyll fight to the death as long as Ded-is is

    around.

    DIRE RATS (6) CR 1/3

    XP 135 each

    hp5 each (Pathfinder RPG Bestiary)

    Development: If the PCs successfully calmed the

    griffon and made an effort to protect it from the goblins, it

    will attempt to lead them back to where its rider fell. It

    cannot fly while the arrow protrudes from its wing. If the

    PCs remove the arrow with a DC 15 Heal check, or with

    magical healing, the griffon will be able to fly, but will

    not accept an unknown rider. It can be persuaded to assist

    in combat with a DC 20 Diplomacy or Intimidate check.

    GETTING THE MESSAGE (CR 4)Following the trail of the goblins is relatively easy with a

    DC 10 Survival check, and will lead the PCs northward

    about a mile before they hear a tortured scream. Here, a

    second set of tracks diverges from the goblin rat patrol.

    Some of them are goblinoid, but there are also tracks of

    something much bigger, with clawed feet and a broad

    sweeping tail.

    If the PCs were not able to follow the trail, they will

    still be able to locate the area by following the agonizing

    scream that pierces the forest walls. Following the sound

    is easy and will lead the PCs to a pair of lizardfolk

    warriors and a cadre of goblins, who are interrogating the

    man who fell from the griffon. One of the lizardfolk is

    attempting to open a scrollcase while the goblins busying

    themselves torturing the messenger.

    LIZARDFOLK (2) CR 1

    XP 400 each

    hp11 each (Pathfinder RPG Bestiary)

    GOBLINS (4) CR 1/3

    XP 135 eachhp6 each (Pathfinder RPG Bestiary)

    TACTICS

    During CombatOnce the goblins are aware of the PCs,

    three will aid the Lizardfolk in combat while the

    other takes up a position adjacent to the human.

    Moral If the PCs win in battle against his comrades, the

    lone surviving goblin will try to bargain for his life.

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    Regardless of how the negotiation goes, hell stab the

    tortured messenger and then make a break for it.

    If the PCs successfully followed or tracked the goblin

    here, then the messenger will survive the goblins last

    attack. If they had to rely on his tortured screams to find

    him, the parting blow will be enough to kill him.

    If saved, the messenger reveals himself as Daren

    Velese (NG male human aristocrat 3), a messenger of

    Fairhaven charged with reaching the nearest settlement to

    the south in hopes of obtaining aid in the form of armed

    troops. He goes on to ask if the PCs are heading to

    Fairhaven in response to the other messengers the town

    has sent. If the PCs admit to knowing nothing of the other

    messengers, he grows increasingly distraught, saying that

    someone should have returned by now, and that he fears

    Ymials agents must have prevented the other messengers

    from leaving the Peaks Path Wood.

    Hell plead with the PCs to try to assist the town, as

    every able bodied man, woman and child is needed in

    Fairhaven. The recent earthquakes have collapsed the

    mines, trapping most of the militia below, the dragons

    ransom is nearly due, and there is evidence to suggest that

    Ymial will move to strike the city if it isnt made.

    Though hesitant after enduring torture at the hands of

    Ymials troops, Daren insists on continuing his mission,

    on foot if necessary. He appreciates the return of his

    griffon though, and will tell the PCs to seek a reward from

    the guildmasters when they arrive in Fairhaven.

    If Daren has died, the PCs will have to succeed where

    the lizardfolk failed in opening the scrollcase. The

    messenger case is an ornately built scrollcase with

    gorgeous metalwork that secures the contents. A DC 20

    Disable Device is needed to open it, though a DC 15

    Strength check can break the case open.

    Treasure:Engraved scrollcase worth 75g.

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    Player Handout #1

    To our most esteemed neighbors,

    Fairhaven will soon be under siege, if it is not already.

    Recent movements within the earth have made procuringmaterials suitable for Goramials tastes difficult. It was withgreat reservation that our most capable miners delved into thetrembling depths to find those materials. Most unfortunately,

    they were entombed when the most recent earthquake struck.Now, Goramial has sent his son, the half-demon Ymial to takehis tribute in blood.

    He raises an army of savages as I write this, and I fear theprice hell extract will be too much for Fairhaven to bear. It isnot easy to ask this of you, and I know the price for taking uparms against Goramial will be steep, but Fairhaven has manyriches, and we are prepared to share them. If Fairhaven mustshed blood, let it be with allies at our side, and a hope thatvictory can be achieved.

    The messenger who delivered this has been authorized torepresent me in negotiating for your assistance.

    -Unais Pratt

    Guildmaster of Fairhavens Metalshapers

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    --- TAKING PRISONERS ---If any of Ymials troops are captured and interrogated,

    theyll make every effort to stay silent. If persuaded to

    talk by some means, theyll disclose that Ymial is indeed

    making preparation to attack the city of Fairhaven.

    Theyll describe in great detail how Ymial will destroy

    the PCs if they attempt to interfere. If forced into givingup a location, theyll say the army is forming up at the

    base of Goramials mountain lair, where Ymials red

    dragon father is personally putting fire into the heart of

    the troops, readying them for battle with the insignificant

    whelps of Fairhaven. This is a lie, but if it is discovered as

    such, the captured patrol cannot answer to Ymials true

    location, as his orders come down a chain of command

    that doesnt include them.

    ENCOUNTERS IN

    PEAKS PATH WOODThough dangers are typical of such a place, the recent

    earthquake has stirred many creatures of the Peaks Path

    Wood from their usual routines, making the forest even

    more hazardous.

    In addition to the local fauna, Ymial is organizing

    forces loyal to him and has patrols seeking out citizens of

    Fairhaven who have attempted to escape the city, with

    instructions to kill anything they encounter. It will take

    about two days to reach Fairhaven on foot, and a quiet

    journey is unlikely.

    Roll percentiles twice per day and once per night

    while navigating the Peaks Path Wood. There is a 20% of

    encountering one of the woods denizens with each roll.

    Consult the table below to determine what is encountered.

    RANDOM ENCOUNTER TABLE

    d% Creature CR Source

    1-9 Aftershock 1 See below

    10-19 Goblin Patrol 1 Pathfinder Bestiary

    20-29 Refugees 2 See below

    30-49 Orc Patrol 2 Pathfinder Bestiary

    50-55 Quickling 3 Pathfinder Bestiary 2

    56-65 Lizardfolk

    Patrol

    3 Pathfinder Bestiary

    66-72 Hell Hound 3 Pathfinder Bestiary

    73-79 Owlbear 4 Pathfinder Bestiary

    80-94 Looters 5 See below95-100 Medusa 7 Pathfinder Bestiary

    Aftershock: The earth continues to tremble, albeit with

    far less impact than the earlier earthquake. The effect

    lasts for 1 round. Creatures on the ground must make

    a DC 10 Reflex save or fall prone. Spellcasters must

    make a Concentration check (DC 10 + spell level) or

    lose any spell they are attempting to cast. If the PCs

    are in a structure, heavily wooded area, or

    mountainous region, falling debris will cause 3d6

    bludgeoning damage. A DC 15 Reflex save will

    reduce this by half.

    Refugees: PCs encounter 1d4+1 humanoid refugees from

    Fairhaven. They are attempting to navigate the

    Peaks Path Wood without encountering Ymials

    patrols. Some may not even be aware of the danger

    theyre in.

    Goblin Patrol: Three goblins leading a single dire rat are

    searching the woods for humans who may have

    escaped Fairhaven.

    Orc Patrol: Five orcs are pursuing their bloodlust

    through the woods and will pit their skills at combat

    to the test against anything they encounter. Theyre

    convinced their god has told them the end of the

    world is near.

    Quickling: A solitary fey creature has been disturbed by

    the increased activities in the Peaks Path, and is

    gleefully interfering in a murderous fashion.

    Lizardfolk Patrol: Three lizardfolk warriors are on a

    mission to recruit additional forces for the invasionforce.

    Hell Hound: Ymial tended to a litter of hell hound pups

    as a past time in his youth. Now that theyre old

    enough, he lets them roam the woods surrounding his

    fathers lair.

    Owlbear: The mate of the owlbear that makes its home

    near the old crypt. See page 17.

    Looters: 1d4+1 humanoid level 3 rogues are encountered

    as they are making the trek through the woods. They

    are hauling ill-gotten gains in the form of looted

    goods from Fairhaven. See Persey Pendersnup as an

    example.

    Medusa: The PCs stumble upon the abode of a medusa.Shes already been asked to join Ymials army, but

    had no interest as evident by party of stone lizardfolk

    and goblins just outside of her doors. Shes not

    particularly happy to see the PCs either.

    NO REST

    FOR THE WICKED (CR 2)As the PCs make their way closer to Fairhaven, theyll

    encounter Persey Pendersnup who is on the bank of a

    river, covered in mud and doing his best to break the lock

    on sturdy chest. Hes breathing heavily, and stops

    periodically to wipe his eyes of tears and sweat. When he

    sees the PCs, hell back away, having already had more

    than enough strife thanks to his ill-gotten gotten gains.

    He had two other companions, both of whom fell to

    an encounter with a harpy that was watching the mountain

    pass that leads out of Fairhaven.When he last saw them,

    they were being eaten alive by the winged woman and he

    hadnt the heart or courage to try to save them.

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    If the PCs succeed with a DC 14 Diplomacy or DC

    18 Intimidate check, hell succumb to the guilt he feels

    for his lost friends and leave the chest and everything in

    it, muttering to himself as he goes. If the PCs realize hes

    a looter and insist on bringing him in for justice, hell

    become angry and lash out at them with his dagger.

    PERSEY PENDERSNUP CR 2

    XP 600

    Male human rogue 3

    CN Medium humanoid (human)

    Init +2; Senses Perception +6

    DEFENSE

    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)

    hp 22 (3d8+6)

    Fort +2, Ref +5 (+1 bonus vs. traps), Will +1

    Defensive Abilities evasion, trap sense +1

    OFFENSE

    Speed 30 ft.

    Melee dagger +2 (1d4/19-20) and

    mwk shortsword +3 (1d6/19-20)

    Special Attacks sneak attack +2d6

    STATISTICS

    Str 10, Dex 15, Con 12, Int 8, Wis 11, Cha 9

    Base Atk +2; CMB +4; CMD 14

    Feats Agile Maneuvers, Two-weapon Fighting, Weapon

    Finesse

    Skills Acrobatics +7, Climb -1, Disguise +5, Escape

    Artist +7, Fly +1, Perception +6 (+7 to locate traps),

    Ride +1, Sense Motive +6, Sleight of Hand +7,

    Stealth +7, Swim +5

    Languages Common

    SQ rogue talents (resiliency [1/day]), trapfinding +1

    Other Gear studded leather armor, dagger, masterworkshort sword, 71 GP

    SPECIAL ABILITIES

    Resiliency (1/day) (Ex) When brought to 0 Hp or less,

    gain 3 temporary hp for 1 min.

    Treasure:On his way out, Gaelin had little time to

    be particular about what he was going to steal. He

    grabbed the biggest chest he could find that was still small

    enough to carry, and hide. The chest is locked, but a DC

    20 Disable Device can open it. Inside the chest is an

    assortment of documents and paperwork, mostly detailing

    accounts and tax information for an establishment called

    The Hammers Rest, an apparently lucrative inn andtavern in Fairhaven. Included in the documents is a deed

    to the property, signed by the owner, Warl Bernington

    and a notary. Another stack of papers is bound in twine

    and appears to be printed vouchers for free drinks at the

    establishment. There is also a beautiful wooden box worth

    50gp that, when opened, reveals four neatly packed rows

    of gold pieces, totaling 400gp.

    ROOSTING EVIL (CR 4)There is one major road that leads to the south from

    Fairhaven and to the nearest other major city. To reach

    Fairhaven, the PCs must leave the Peaks Path and follow

    the road up the mountains. Theyll come across a bridge

    that has no railings, and is about 40 feet from one end to

    the other and is 15 feet wide. Its built about 30 feet fromthe forest floor and spans the breadth of a ravine that digs

    deep into the mountain. While on the bridge a PC can see

    into the ravine where a large nest is visible in the cliffs

    above.

    Creature:Ymial has placed an agent here, a clever

    harpy that has been on the watch for messengers leaving

    Fairhaven.

    She has slain a few looters making their escape, as

    well as the first messenger the town attempted to send.

    She is somewhat dour about the griffon outpacing her and

    will try to incapacitate the party as fast as possible so she

    can finish what she started. If the PCs are willing to

    betray the whereabouts of the griffon or its rider, she willallow them access to the city and flies off to reacquire her

    lost prey.

    HARPY CR 4

    XP 1,200

    hp42 (Pathfinder RPG Bestiary)

    Treasure:Scaling the cliff face to reach the harpys

    nest 60 feet above requires DC 15 Climb checks. The

    rocks are slick with blood that is seeping through the

    sticks and mud of the harpys nest, increasing the last

    check by +5 if climbing up from directly below it. Once

    above the nest, two partially eaten corpses are revealed.

    Beyond the nest are bones from at least four more

    corpses, in varying states of decay. Rummaging through

    the refuse, the PCs can find an ornate messenger

    scrollcase worth 75 gp. It is the same as the one Darin

    had, and contains the same message. Other loot to be

    lifted from the corpses includes a spyglass of exceptional

    quality worth 1500gp, 6 smokesticks, 2 tanglefoot bags, a

    potion of invisibility, a climber's kit, a pouch containing

    dust of tracelessness, a coin purse containing 35pp, and

    another 150gp from amongst the remains.

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    PART TWO: FAIRHAVEN

    Though not enormous in size, the buildings of Fairhaven

    are dwarfed only by the mountain that rises behind them

    in terms of majesty. Fairhavens structures are built in

    fashions that make even the richest foreigners sick with

    envy, the product of expert craftsmen obsessing for yearsand even centuries on their labors. It would be a mistake

    to think of Fairhaven as simply a mining town. In fact,

    Fairhavens mines are not industrial in nature, and serve

    only to supply the community with stone, metals and

    gems for the creation of great artistic masterpieces.

    Citizens and guests alike are encouraged to nurture

    their talents in the arts, both for themselves and for the

    dragon overseer that demands regular tribute. Threat of

    the Goramials reprisal against any who disrupt the flow

    of finely crafted goods has kept the town safe for

    hundreds of years, though many say that Fairhaven has

    been flirting with disaster. Oddly enough, the disaster

    came not in the form of an angry dragon, but from thevery earth beneath them.

    Fairhaven is nearly in ruins. Much of its outer walls

    have collapsed, and a large fissure has opened through the

    center of town. Walls upon which once stood some of the

    most grandiose sculptures ever made by mortal hands lie

    crumbled in the lakebed bellow. Where segments of the

    wall remain, large ornately carved effigies stare in silent

    vigil over broken paths. They almost appear to breathe, so

    lifelike are their renditions, a testament to the skill of the

    artisans that dwell in Fairhaven.

    The town is built on three relatively flat plateaus on

    the side of a mountain, overlooking the lake formed by

    the water runoff from the mountains peaks. Craftsmanlong ago tamed the rivers flow, creating a dam deeper in

    the mountains to form the idyllic water flow for

    Fairhavens four waterfalls.

    FAIRHAVEN

    N small town

    Corruption+4; Crime+3; Economy-4; Law-5; Lore

    +2; Society-3

    Qualitiesacademic, insular

    Danger+20; Disadvantagesanarchy

    DEMOGRAPHICS

    Governmentcouncil (anarchy)

    Population1,250 (895 humans, 192 dwarves, 110 elves,

    53 other)

    Notable NPCs

    ActingMilitia CaptainRegina Garin(LN female

    human aristocrat 3/fighter 1)

    Tobias Shortwall(LG male dwarf expert 6)

    GuildmasterUrick Frostwarden(LG male dwarf

    fighter 5)

    Miranda Aramil (CE female succubus)

    MARKETPLACE

    Base Value1,000gp; Purchase Limit5,000gp;

    Spellcasting2nd

    Minor Items3d4; Medium Items1d6; Major Items

    NOTES

    Leaderless: With the two ruling guild masters missing,

    one in the mines and the other dead, Fairhaven iseffectively leaderless. If Regina is made aware of

    Guildmaster Pratts fate, order canbe restored.

    F1. THE GATES

    OF FAIRHAVEN (CR 2)A path runs steeply upward along the base of the

    mountains edge until it reaches the city gate. It is on this

    path that the colossi can be seen carved directly into the

    side of the mountain. The massive stone guardians are in

    poor shape however, with one severely cracked, and the

    other laying in pieces across the mountain path.

    The great oaken doors that marked the citys entrance

    are still standing, though not much of the surroundingwall is. When the PCs approach, a team of laborers are in

    the process of erecting wood palisades where the sections

    of the wall collapsed. They work to hoist trees from the

    side of the lake below up onto the path, where they are

    worked into the segments of the new wall. Little more

    than half of the broken wall has been filled in. At their

    current pace, it could take days to close the gaps, and the

    fires of Ymials army can be seen sending smoke through

    the canopy of the Peaks Path Wood.

    Regina Garin(LN female human aristocrat 3/fighter

    1) is in charge of the work detail, and shell immediately

    mount her horse and move to intercept the PCs as they

    approach the gate. Third in command of Fairhavensmilitia, she hasnt been in charge of much more than

    paperwork until now. With the head of the militia trapped

    in the mines, and the second in command lost to Ymials

    approaching army, the defense of the city has fallen to

    her. She is covered in mud and sweat, and her hands are

    bloody with burns from long hours of helping to hoist the

    timber.

    At first, shes wary of the PCs, and questions them

    outright about their knowledge of Ymial and Goramial.

    Her initial attitude is unfriendly unless presented with

    evidence the PCs met with Daren. If she starts unfriendly,

    a DC 22 Diplomacy check is needed to gain entry into the

    city. If she is presented with evidence of the PCsgoodwill, shell allow them entry, but a DC 17 Diplomacy

    check will endear the PCs to Regina, improving her

    attitude to helpful. She can impart that help in a number

    of ways, but the most basic is a +2 bonus to Diplomacy

    checks made within Fairhaven, as word of the PCs

    involvement and aid will spread faster with her influence.

    Shell direct the PCs to the Guildhall to speak with

    Guildmaster Pratt.

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    FAIRHAVEN DIPLOMACY RESULTS0-5:1d4+1 rumors, 6-10:1d6+1 rumors, 11-15:1d8+1 rumors, 16-20:1d10+1 rumors, 21+:2d6+1 rumors

    EXTRA FLAVOR

    Gillian is helping the Stoneshapers dig out the mines,so dont expect to be able to get into his studio for thenext few days.

    Its easy for people to lose track of one another in allthe tragedy, but there are some people are going

    missing and no one knows where theyve gone.

    Warls been teaching himself and his staff dwarven.Who know one man could have so many talents!

    Guildmaster Pratt sent Darin and his griffon out witha message as soon as they got back from scouting for

    Ymials army. I dont know why they bothered. Im

    sure my son is already on his way back with a host oftroops to help us out.

    The Bonerattle tribe of lizardfolk has long covetedthe clear waters that run through Fairhaven.

    Ymial killed a messenger of Fairhaven once-dismounted him from his griffon en route back to

    Fairhaven. For his disobedience, Goramial tore his

    wings off. I doesnt seem right that Goramial would

    let him do this to us.

    People from the farms around the lake below havecome to the city for safety, though for many, it meansliving in the streets.

    ENCOUNTER FORESHADOWING

    The peaks around Fairhaven wont allow for a fullarmy to move through them, but small bands of

    soldiers could probably navigate the narrow trails.

    Ymial won the allegiance of the Bonerattle lizardfolkby calling lightning from the heavens and then

    standing calmly in a lake of fire that erupted around

    him.

    I helped Gillian move a crate into his place a fewmonths back. I dont know what was in it, but I think

    it was alive. We stashed it in a hidden crawlspace at

    the back of the studio.

    Over a century ago, when the deepest tunnels of themines were in use, the miners found many natural

    tunnels. Some say they led into the lands ruled by the

    underfolk, which is why those sections of the mines

    had to be closed.

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

    FALLACIOUS

    Many young men of Fairhaven claim to have hadliaisons with Lomiria, the succubus consort of the

    dragon, Goramial. They say their prowess in the art

    of love saved their souls from being claimed by the

    demon.

    Goramial is just an old kobold wizard thats finallyfound a way to make it in this crazy world.

    ENCOUNTER HOOKS

    Gillian tried his luck getting out of town. No onesseen him for days. Guildmaster Pratt is in charge of Fairhaven while

    Krenna is stuck in the mines, but no ones seen him

    since the last messenger left.

    The Hammers Rest closed its doors for the first timein years.

    Whenever someone tries to go into the HammersRest, the staff start throwing things at them!

    Cherish Brayburn is such a nice young girl. I hopethat adventurer spirit of hers hasnt gotten her into

    trouble.

    Late last night, I swear I saw someone pokingaround by the fissure in front of the Hammers Rest. I

    went back there with a lantern, and saw beady yellow

    eyes staring back from deep below. It ran off,

    whatever it was.

    Goramial didnt get so old by broadcasting hiswhereabouts. Only one representative of Fairhaven

    knows the location of his lair at any given time, and

    poor Ergan was trapped in the mines with the others.

    DETERRENTS

    Ymials horde is as plentiful as the trees of the Peakspath. The Fairhaven militia rode out tomeet him aweek back, and their heads came back to us in

    bags.

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    F2. THE RISEFairhavens mainroad is a clay tiled, gently sloping path that

    connects the citys three tiers. The hardened clay tiles form

    intricate mosaics that colorfully depict dragons in varying

    states of grandeur. While all of the known dragons are

    represented in the mosaic, the largest of the images, placed at

    the top tier, depicts a massive red dragon with its wings spreadwide.

    F3. TOWN SQUAREFairhavens town square is in a pitiable state. Where the

    wagons of visiting merchants or the bright colors of festival

    tents normally dominate the square, it is now full of displaced

    citizens whose homes have been damaged or outright

    destroyed. The towns primary concerns are with digging out

    the mines and repairing the walls, leaving many townsfolk to

    fend for themselves. Hastily erected shanty homes and burning

    piles of refuse now litter the square. The PCs will draw some

    ireful glares from envious townsfolk, while others will look tothem for news, or help.

    F4. GUILD HALL (CR 3)Fairhaven exists under the governance of two influential

    guilds, the Stonecutters Guild and the Metalshapers Guild.

    They, in combination with other minor guilds, form the ruling

    entities of Fairhaven. They meet in the guildhall, a marvelous

    tower of glossy marble arches and stained glass windows.

    There are two entrances, one that opens to into the town

    square, where most of the public traffic enters and exits, and

    another entrance on the upper tier that gives easy access to the

    upper offices of the tower, including the residential quartersthat house the guild leaders.

    The leader of the Stoneshapers Guild, Urick

    Frostwardens quarters are vacant now, as he went into the

    mines with the towns best miners on the search for materials

    suitable for the dragons ransom. The Metalshaper leader,

    Unias Pratt is an aging man, and while he is generally well

    loved, recent events have started to turn the peoples will

    against him. He has refused to leave his chambers since the

    day after the earthquake, having taken to the counsel of

    Miranda Aramil, an influential widow that he has been known

    to have frequent liaisons with. Miranda is actually the late

    Goramials succubus consort, who wears the face of Miranda

    to influence the local politics of Fairhaven.When Goramial perished in the earthquake, Lomiria

    devised a plan to eliminate competition for the hoard he left

    behind. She aimed to both murder her son, Ymial, the only

    other creature currently aware of the unguarded treasure, and

    utilize Fairhavens easily seduced leaders to dig out and secure

    the fortune. Following the earthquake, she doubled her

    attentions on Guildmaster Pratt and convinced him to send the

    remaining militia to preemptively strike at Ymial, a tactic that

    proved disastrous. The militias failure has presented a hurdle

    to her plan, and shes been looking for an alternative to bring

    about her offsprings demise. As the PCs have presented the

    best chance of bringing that about so far, shell aim to put on a

    show that will convince them to help her.

    The doors to the Guildhall are locked, and there is no

    response to any attempts to hail those residing within. If the

    PCs attempt to force their way in, the doors on either level are

    a pair of ornate, sturdy wood doors, bound in brass and iron.

    (AC 3; hardness 7; hit points 37; Break DC 27) and locked

    (DC 30 Disable Device). Windows are built at regular

    intervals high into the side of the building, and can be reached

    with a climb DC 25. The windows are ornamental however,

    and do not open. They can easily be broken however, which

    will alert those within.

    Attempting to knock the doors down will result in

    attracting attention from citizens in the town square, many

    who are angry at their current state of homelessness, or

    inability to assist with defending the town at the gate or in the

    mines. Theyll see storming the guildhall as a viable

    alternative and be quick to join the PCs in attempting to gain

    entry. It should be quickly apparent that theyre workingthemselves into a frenzy. A DC 14 Diplomacy check is

    required each minute to steer their intentions away from

    rioting. A DC 21 Diplomacy check will convince them to

    disperse.

    FAIRHAVEN TOWNSFOLK (VARIES) CR 1/2

    XP 200 eachHuman Commoner 2

    N Medium Humanoid (human)

    Init +0; Senses Perception +3

    DEFENSE

    AC 10, touch 10, flat-footed 10

    hp 9 each (2d6+2)Fort +1, Ref +0, Will -1

    OFFENSE

    Speed 30 ft.

    Melee Club +2 (1d6+1)

    Rangedstone -3 (1d2+1)

    TACTICS

    Morale A townsperson flees as soon as he or she takes any

    damage.

    STATISTICS

    Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 10

    Base Atk +1; CMB +2; CMD 12

    Feats Skill Focus (Craft [any]), Skill Focus (Profession [any])

    Skills Climb +6, Craft (any) +5, Perception +3, Profession(any) +7, Swim +5

    Languages Common

    Gear club, stones

    AUDIENCE HALL (CR 4)If alerted to someone attempting to gain entry, the guards

    within will set up for an attack, taking cover behind the stone

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    benches in the audience chambers (town square entrance) or

    behind ornamental pillars in the foyer of the residential

    (upper) tier entrance. If the PCs attempt to reason with them,

    they say that no one is to enter by order of Guildmaster Pratt

    and that they are authorized to bar entrance to the building

    with lethal force.

    Townsfolk who see combat break out between the PCs

    and the guards will attempt to storm the tower with the PCs.

    Some will attack the guards, while others will start looting,

    tearing the tapestries from the walls and stripping paintings

    from their frames.

    During each round of combat, 1d4+1 townsfolk appear to

    join the attack on the guildhall.

    GUILDHALL GUARDS (2) CR 2

    XP 600 each

    Human Fighter 3

    LN Medium Humanoid (human)

    Init +0; Senses Perception +4

    DEFENSE

    AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)

    hp 27 each (3d10+7)

    Fort +4, Ref +1, Will +0 (+1 vs. fear)

    Defensive Abilitiesbravery +1

    OFFENSE

    Speed 20 ft.

    Melee mwk longsword/ +7 (1d8+2/19-20)

    Ranged mwk repeating hvy crossbow +4 (1d10/19-20)

    TACTICS

    During Combat As soon as anyone enters the building,

    theyll fire at them with their crossbows, then switch to

    sword and shield when engaged in melee.

    MoralThe guards have all been charmed by Lomiria, and will

    fight to the death.STATISTICS

    Str 15, Dex 11, Con 12, Int 8, Wis 9, Cha 10

    Base Atk +3; CMB +5; CMD 15

    Feats Alertness, Exotic Weapon Proficiency (Repeating heavy

    crossbow), Quick Draw, Shield Focus, Weapon Focus

    (Longsword)

    Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3,

    Handle Animal +4, Intimidate +5, Perception +4, Ride

    +2, Sense Motive +1, Stealth -3, Swim -1

    Languages Common

    Combat Gear Masterwork Scale mail, Masterwork Heavy

    steel shield, Masterwork Repeating heavy crossbow,

    Masterwork Longsword, Silken ceremonial armor

    HALL OF RECORDSThis large circular room is lined with shelves of books from

    floor to ceiling, with reading stands arranged in two rows at

    the center. Around the outer wall are six doors, all of which

    lead to moderately sized chambers on the exterior of the

    building. A DC 10 Perception will glean the historical nature

    of the texts, and details of the towns history can be found

    within the tomes around the room.

    Research in the library and a DC 15 Knowledge (local)

    check will uncover an old brittle tome, which reveals the last

    days of the ancient mines deep beneath Fairhaven. It includes

    one of the last detailed maps of the area before they were

    abandoned, and mentions the intersecting of the mines with

    the old crypt. The miners sealed the breach in reverence of the

    deceased.

    Possessing the map will provide a +4 circumstance bonus

    to avoid getting lost while navigating the mines.

    GUILDMASTER QUARTERS (CR 7)Lomiria spends most of her time waiting in her chambers,

    puzzling out her next strategy for the oncoming confrontation

    with Ymial. The lush, richly adorned room has a large draped

    bed against one wall where rests the corpse of Guildmaster

    Pratt. Hes gone cold, but does not yet show any visible signs

    of rot. An empty cup sits at the side of his bed, a pungentsticky residue lines the inside of the cup. A DC 15 Knowledge

    (nature) or Alchemy check is needed to know it is the

    remnants of crushed hemlock.

    When the PCs enter the room, a pale, dark haired woman

    (Lomiria guised as Miranda) dressed only in a delicate robe is

    on her knees at the side of the bed. Her eyes are red with grief

    and her breaths come in ragged sobs. The robe is parted, and

    her torso is slick with blood seeping from a deep cut just

    below her left breast. Her hands are at her side. In one, rests a

    bloody dagger.

    LOMIRIA CR 7

    Succubus (Pathfinder RPG Bestiary)

    XP 3,200

    hp42

    Lomiria will attempt to convince the PCs that she and

    Pratt devised the preemptive strike against Ymial (true) and

    that the devastation and shame of their failure drove them to

    attempt suicide before the imminent fall of the city (half true).

    She was going to join Unais by drinking the rest of the

    hemlock, (false)but found that she couldnt bring herself to do

    it. When she heard the sounds of fighting, she figured an angry

    mob was coming for her, and attempted again to finish the

    deed (false), still without success.

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    If the PCs suspect her of anything, she plays the desperate

    victim, owning to her and Pratts grave error in judgment. If

    the party detects her evil alignment, she confesses her desire to

    have a ruling interest in Fairhaven, and her willingness to

    resort to unconventional means to secure it. She points out that

    their goals can be congruent for now though. The PCs arrival

    presents Fairhavens best chance at finding the other militia

    members lost to the mine collapse, and presenting a better

    defense against Ymial and his army. Secretly, she hopes it will

    be a defense that will prove fatal to her offspring. Shell make

    an effort to ensure the PCs follow this course, extending a

    reward on behalf of the city to secure the PCs assistance.

    During the course of the encounter, shell make no special

    effort to hide the knife she used to cut herself, though she

    wont do anything more to draw attention to it. A DC 20 Craft

    (metalsmithing), or similar skill, is needed to recognize that

    the blade is made of cold iron.

    Development:Shell offer the PCs a place to stay at the

    guildhall, though the unrest of the people outside might

    convince them to seek lodgings elsewhere. If the PCs contact

    Regina with information of what has occurred withGuildmaster Pratt, she can work with Miranda and the PCs

    to restore order to Fairhaven by addressing the crowd that has

    gathered in the town square. If the PCs are successful in

    restoring order under Reginas leadership, use the adjustments

    to Fairhavensstat block below.

    Treasure:The reward Lomiria speaks of is the personal

    effects of Unais Pratt. She says that he would want them to

    have his belongings if the PCs can help to save the city he

    loved, the city he had thought beyond saving. Among those

    belongings are two noble outfits, masterwork artisans tools

    purposed for metalcrafting, a set tungsten tongs that can be

    used to heat metal per the spell on any metal object within

    their grasp and 350gp. Additionally, with the GuildmasterPratt now deceased, Regina will reward the PCs a sum of

    300gp each for their assistance in helping Darin.

    FAIRHAVEN

    Corruption+0; Crime-1; Economy+0; Law-1; Lore+0;

    Society+5

    Danger+0; Disadvantagesnone

    Demographics

    Governmentcouncil

    --- AN UNHOLY GIFT ---If any of the PCs seem like they would be open to it, and

    if she can arrange to be alone with them, Lomiria willvisit said PC in the night and offer to perform a ritual that

    would help them to find the militia and defeat Ymial. If

    the PC agrees, she grants them her profane gift. If

    questioned about the ritual, shell say that her family has

    long been tainted by a pact with infernal masters, but will

    admit that she finds the powers they bargained for useful.

    When Ymial reaches the city, shell use her suggestion

    ability with the PC to help ensure Ymials demise.

    F5. NEGLECTED TALENT (CR 4)Gillians Studio of the Study of Form is a place where artists

    have gone to draw, paint and sculpt a wide variety of subjects.

    Benton Gillian is known for hiring the best talent in the land to

    model for his students. Unknown to all but a few, one of the

    ways Horace has been able to find such incredible pieces for

    his still life classes is that he has trained a mimic to adoptforms on command.

    Benton had been helping to remove stone from the

    entrance to the collapsed mine, and in doing so neglected to

    procure a meal for the aberration. Upon returning to his studio

    for the evening, he was ambushed and eaten by his pet.

    A DC 22 Perception check reveals minute splatters of

    blood across one of the works in progress, a painting of a dark

    haired, fair skin noble woman sending ripples across an

    otherwise tranquil pond by tracing her finger across it. The

    buildings of Fairhaven are sketched like ghostly vapors behind

    her, but the painter has not yet filled the details in.

    Creature:The mimic has hidden itself among the props

    Horace had been accumulating for a piece that would depictGoramials fabled horde. Against a cavernous backdrop is

    arrayed a wide assortment of gems, gold and other precious

    treasures. Picking any of the treasure up reveals it to be made

    of plaster and painted to resemble the real thing. Doing so also

    triggers the hidden mimic.

    Treasure:Gillian was a skilled painter, and three of his

    completed pieces are set at the rear of the shop. The three

    paintings together are currently worth 500gp, but word of

    Gillians demise will entice serious collectors to pay far more

    for them.

    MIMIC CR 4

    XP 1,200

    hp56 (Pathfinder RPG Bestiary)

    F6. THE HAUNTING OF THE

    HAMMERS REST (CR 4)Even in its current state, with cracked walls and debris

    littering the front lawn, the Hammers Rest appears more

    richly adorned and well preserved than most inns. But as you

    get closer, the solid oaken doors that seemed invitingly open

    from afar feels more akin to a long abandoned ruin than a

    comforting place to rest. An oppressive darkness lies beyond

    the threshold

    The Hammers Rest is Fairhavens sturdy inn, consistingof three levels, an attached stable and a spacious garden area

    that overlooks the first of Fairhavens four waterfalls. The

    bottom floor is accented with beautiful wood cuts fit into

    stone, masterfully carved, and depicting scenes of travelers,

    festivals and other forms of revelry common to taverns and

    inns.

    Until recently, it was often the busiest place in Fairhaven,

    especially with the mine workers prevented from accessing the

    mines during the first rumblings of the impending earthquake.

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    Now, the building has a few broken sculptures and a crack

    here and there on the exterior stonework. While the Hammers

    Restcould have fared worse in terms of the damage, especially

    considering the gaping fissure that opened in the street out

    front, the same cannot be said for the staff of the revered

    establishment.

    When the earthquake struck, a powerful undead creaturewas released from a prison that predates even the dwarf crypt.

    A necromancer, looking to lure the creature from the

    mountains depths began to abduct townspeople in the hopes

    that a dark ritual or two would entice it. His dabbling roused

    the spirits of the dwarf warriors, who soon fell prey to the

    ancient undead creatures maddening attacks.

    Confused, and unsure of what is happening, the dwarf

    spirits, Haedrick Silverspinner, Barl Giantbaneand Undir

    Spellweaver have found purchase in the bodies of the three

    Hammers Restemployees, and are prepared to go to war with

    any who try to send them back into the dark pit.

    When entering the Hammers Rest, the PCs will be

    greeted by Warl Bernington (LN male human expert 5),

    Madam Ava Brayburn (N female human aristocrat 4/rogue2) and Cara Brayburn(NG human commoner 3), who are the

    three who have been possessed by spirits of the ancient

    dwarven warriors. When encountered, theyre hovering in the

    air at the center of the inns common area. Their eyes glow

    with a pallid unearthly light. Around them floats a field of

    utensils, furniture and other goods from around the inn.

    Though the dwarf spirits speak both dwarven and

    common, they do so in an ancient dialect that is difficult to

    understand. A common speaking character will need to

    succeed at a DC 15 Linguistics check to understand them

    correctly, while a dwarf speaking PC can communicate with

    the spirits with a DC 10 Linguistics check. If they can find a

    way to communicate with the spirits, they can be persuaded toreturn to their tombs if the undead creature and the

    necromancer are dealt with.

    If the PCs attempt to fight the possessing spirits, each of

    them is similar to a poltergeist. While in the bodies, the

    poltergeists lose their natural invisibility, yet retain the use of

    their frightener ability by distorting and twisting the flesh of

    their victims. While this does no harm to the human subject, it

    is unsettling.

    Attacking them will harm the host, who will die as normal

    if enough damage is dealt to them. Losing the host body is

    enough to disperse the spirit until its rejuvenation ability

    restores it. Forcing the poltergeists from their hosts by other

    means restores their normal statistics as detailed in Pathfinder

    RPG Bestiary 2.

    POSSESSIVE POLTERGEISTS (3) CR 2

    LN Medium Undead (corporeal)

    XP 600 each

    hp19 each (Pathfinder RPG Bestiary 2)

    TACTICS

    During Combat Theyll fly above the offending characters,

    hurling pieces of debris indiscriminately until they leave

    the building.

    F7. THE FISSURE (CR 4)The fissure that opened outside the inn leads into the deep of

    the mountain where the tomb resides. The walls are jaggednatural stone and loose broken earth that has become mud in

    places thanks to water seeping in through the first of the pools

    behind the inn. In some areas, the water runs freely into the

    depths of the fisher, creating a spray that is making the rock

    walls slick.

    If PCs use a rope in their descent, add +5 to the normal

    DC due to the water spray clinging to the rope. Scaling the

    fissure is a DC 25 climb check, where failure results in the PC

    falling 1d4x10 feet before being allowed a DC 15 climb check

    to catch themselves on a jagged outcropping or piece of debris

    lodged in the crevice. If they fail the check, they will fall

    another 1d4x10 feet, counting each interval as a separate fall.

    The fissure extends to about 160 feet beneath the surface, with

    a pool of water 10 feet deep at the bottom.

    A DC 20 Perception reveals that a small tunnel has

    opened at the bottom of the pool. Swimming through it leads

    to the old dwarf crypt (see Mr. Bones Cometh on page 19).

    Treasure: Numerous buildings have collapsed into the

    fissure, some of which rest precariously between the fissure

    walls, poised to careen into the depths below. As the PCs

    make the climb down, theyll find all manner of debris, some

    of which includes the contents of a deceased jewelsmiths

    home. Searching the waters below will turn up a silver

    bracelet worth 50gp, a ruby amulet worth 250gp, a single

    sapphire earring worth 100gp, a spool of mithril wire worth

    150gp, a mithril ingot worth 250gp, and a gold ring worth

    250gp.

    Another way exists to reach the tomb as well, the old

    crypt entrance built into the side of the mountain, reachable by

    following the mountain trail in area F10.People of Fairhaven

    are only vaguely aware of the tombs entrance these days, but

    can direct the PCs to it if theyre asked.

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    F8. THE GARDENSThe gardens of Fairhaven are lush, beautiful and dominate the

    lowest tier of the city. The waterfalls are diverted into two

    small rivers that feed the flora, all of which is tended to a

    meticulous degree. While many of the citys buildings have

    suffered greatly from the earthquake, the gardens growth

    seems unimpeded. A cracked path here and there is all thatthere is to indicate a calamity ever transpired here.

    The current state of the gardens is largely owed to Nelbin

    Jameson (NG male human expert 6), who has made it his

    duty to tend them. Hes made it a point to open the gardens to

    people whose homes were destroyed, and numerous tents can

    be found in amidst the flora. Nelbin is a master herbalist, and

    is busying himself using the gardens resources to produce

    healing poultices and ointments to relieve some of those less

    seriously injured during the earthquake. He can provide the

    PCs with most alchemical items.

    F9. COLLAPSED MINE ENTRANCEThe mountain walls part for a finely crafted brick path that

    leads past four massive statues, much like the ones that stand

    vigilant on the path leading into the city. The two that were

    built into the west side of the path have suffered greatly in the

    earthquake. One has fallen from its base and hangs between

    the two sides of the path. The other is in pieces. Dozens of

    capable Stoneshapers and Metalsmiths who werent in the

    mines when the collapse occurred are located here, attempting

    to clear the debris to reach their entombed brethren.

    Tobias Shortwall (LG male dwarf expert 6) is directing

    the efforts here. When encountered, hes angrily shoeing away

    one of his students that is urging him to get some sleep. Tobias

    has been awake for days, and while he still seems clearheaded,his movements and betray a lack of dexterity that accompanies

    exhaustion. The going is agonizingly slow, but hes a patient

    dwarf that wont risk causing an additional collapse by rushing

    the job. When the PCs declare their intention to help, hell

    shake the dust and stone debris from his beard and greet them

    cordially,but hell make it clear he doesnt have much time to

    answer questions. If the PCs are sincere in helping, hell

    suggest they try to find another way into the mines. Hell

    suggest they go to the guildhall to search through mining

    records, or brave the fissure to see if it connects with any of

    the old tunnels. They sent a crew to survey the fissure a few

    days ago without any success, but the aftershocks might have

    opened up a new passage.

    F10. THE MOUNTAIN TRAILAn old winding trail snakes its way through the rocky slopes

    behind Fairhavens gardens and leads deeper into the

    mountains. About nine miles out of Fairhaven exists the nearly

    overgrown tomb entrance (area M4). It has been quite some

    time since anyone has visited the tomb to revere the forgotten

    dead though.

    CRYPT ENTRANCE (CR 4)

    There isnt much on the outside that betrays the existence of a

    dwarven crypt, with the old stone arches having weathered

    down to a shadow of their former glory. The surrounding area

    is thick with overgrowth, over which the stone wall of the

    mountain rises. Evidence of the old dwarf door is barely

    perceptible in the rock face, the impressions of ancient runes

    having been worn down by centuries of exposure to the

    elements.

    As the PCs approach, a DC 15 Perception check will

    reveal the presence of bits of bone and fur matted in clumps in

    the underbrush as they near the door. A DC 10 Knowledge

    (nature) check can confirm these are giant owl pellets, and aDC 15 Knowledge (arcana) check can further identify them as

    owlbear droppings.

    The old stone doors of the crypt were long ago broken

    from their pivot points. One door yet remains upright, though

    it is slightly ajar. The other has fallen inward, and is cracked

    in multiple places. Each door consists of a slab of stone about

    5 feet high, 3 feet wide and 6 inches thick, weighing about

    1,300 pounds.

    Numerous bits and pieces of the ceiling and walls have

    broken off and form the rubble that litters the floor. Plant life

    has reclaimed some of the stone floor near the entrance,

    pushing up through the tiles cracked by the door when it fell.

    Creature:Dried leaves scatter the area, and are clumpedin a heap at the back of the chamber, where stirs an angry

    owlbear.

    OWLBEAR CR 4

    XP 1,200

    hp52 (Pathfinder RPG Bestiary)

    TACTICS

    During CombatWhile not really a tactic, the hulking owlbear

    will charge any creature that enters its lair, striking the

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    standing stone door in the process, causing it to topple

    over and do 2d6 damage to any in the square it fell into. A

    DC 15 Reflex save will halve the damage.

    At the rear of the cave is set of dilapidated stone doors

    (DC 24 to break, Hardness 4, hp 45). Unlike the exterior doors

    though, these ones remain closed, with a lock still intact,

    though completely rusted over. A chunk of the door has

    broken off near the top of the right door though, and is large

    enough for a small character to squeeze through with a DC 10

    Escape Artist check. From the other side of the door, the

    locking mechanism can be reached and easily bypassed with a

    DC 15 Disable Device check.

    INTO THE DARKNESS (CR 4)The long tunnel that leads to the old crypt originated as a

    result of following a vein of mithril that dwarves say was how

    the gods led an exhausted people to the site that would become

    Fairhaven, for they would come to build the town above thecrypts. Undisturbed for centuries, hundreds of thousands of

    bats made their home here following the crumbling of the

    tunnel entrance. During the earthquake, a vent of natural gas

    was routed into the tunnel and the bats began to die. While

    some of them have found breathable air deeper in the cave,

    most lie dead and are scattered upon the floor upon thick

    layers of guano.

    When the PCs enter, theyll notice the dead bats, and

    while guano is dried on its upper most layers, it still presents a

    slick surface to walk upon and can reach two feet deep in

    places. Treat the floors of the tunnel as dense rubble (half

    movement, +5 to acrobatics checks and +2 to stealth checks)

    due to large portions of the ceiling and the walls breaking and

    falling on the floors. In addition to this, the earthquake hascaused stretches of the floor to become even more uneven than

    they already were. Creatures moving more than half speed are

    required to make a DC 15 Acrobatics check at the start of their

    movement or fall prone. This DC is increased by 5 when

    running or charging.

    The air is thick with a heavy ammonia smell in areas

    where the guano is particularly deep, and helps further mask

    the virtually odorless natural gas. Detecting the gas is a DC 25

    Survival check. Each hour the PCs remain in the tunnel

    prompts a Fortitude save (DC 15 + 1 per previous check).

    Failure results in the PC becoming fatigued. Once fatigued,

    slow suffocation sets in and the character takes 1d6 points of

    nonlethal damage every 15 minutes. When reduced to zero,this becomes lethal damage.

    If an open flame is used within the tunnel, it will ignite

    the gas, causing 4d6 points of damage (Reflex save DC 15 for

    half) to all within the tunnel, or within 5 feet of the entrance.

    After the explosion, the air will not be breathable for 2d4

    minutes.

    The path reaches deep into the mountains back towards

    Fairhaven, approximately nine miles. Moving at half speed, it

    will take the average party four hours to traverse the gassed

    area of the tunnel.

    DONT BREATHE THIS (CR 1)A large section of the tunnel has sunken deeper into the earth,

    creating a pit 30 feet deep and 10 feet across, and spanning 20feet to the left and right of the dwarf-made passage. A

    successful DC 20 Acrobatics check is needed to attempt a long

    jump via a running start, and the jump itself is DC 15. If the

    PCs explore the crevice, they can find the source of the natural

    gas leak with a DC 10 Survival check, which is a 2 feet wide

    crack near the bottom of the crevice. A swift current of natural

    gas can be felt moving through the area.

    Treasure: When investigating the current, a DC 15

    Perception check will reveal a glimmering surface in the

    broken rock at the base of the fissure. Its an uncut chunk of

    tanzanite worth 1,200gp.

    BATS! (CR 3)The tunnel moves upward and the PCs will come upon a

    section high enough to escape the worst parts of the natural

    gas. Its also where the rest of the living bats have gone .

    Theyre starving and easily excitable, forming into a swarm

    and attacking the PCs as soon as they make their way into the

    area. The tunnel leading into the area is still filled with

    dangerous natural gas. If the PCs havent dealt with the vapors

    yet, they will threaten an explosion if the right conditions are

    presented.

    BAT SWARM CR 2

    XP 600hp9 (Pathfinder RPG Bestiary)

    END OF THE LINE (CR 5)When the PCs reach the end of the tunnel theyll find hanging

    from the tunnel ceiling numerous stringy clumps containing

    the dried husks of bat corpses. Theyll also see a door thats in

    much better condition than the ones theyve bypassed

    previously. This one is a sturdy stone door set on a central

    pivot and carved to the likeness of a shield bearing dwarf. The

    features of the statuesque door is mostly obscured beneath

    thick layers of webs, and a DC 14 Perception check reveals a

    shifting stringy substance writhing just beneath the surface.The door is not locked, but is a massive block of stone

    that is fitted expertly into the door. Rotating it to gain entry

    requires a DC 12 Strength check.

    Creatures: Two giant spiders make their home in the

    webs, and can be spotted with a DC 22 Perception check. The

    two giant spiders have spawned a brood that makes its home

    on the door beneath the webbing there. If disturbed, two spider

    swarms will burst through the webs and attack the PCs.

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    SPIDER SWARMS (2) CR 1

    XP 400 each

    hp7 each (Pathfinder RPG Bestiary)

    GIANT SPIDERS (2) CR 1

    XP 400 each

    hp16 each (Pathfinder RPG Bestiary)

    MR. BONES COMETH (CR 6)

    Entering the main hall of the dwarf crypt reveals a large

    central chamber with four rows of sarcophagi at the center,

    and small antechambers on each corner of the room. The

    northeastern corner of the room has been collapsed by the

    earthquake, and is the entry point to the scene should the PCs

    decide to find their way through the fissure.

    Creatures:At the farthest end is a large ornately detailed

    sarcophagus, upon which is a woman fighting against

    restraints that are holding her to the lid. Above her floats a

    large cloud of black vapors, from which extend numerous

    boney arms that are stretching forth to caress her face. Skulls

    ebb and flow through the vapors, a stream of cacophonous

    babble emanating from them. When the PCs hear it, they areaffected by the babble ability of the giant allip.

    A robed figure, wearing a bloody bone mask looks up

    from the captive girl with knife in hand as the PCs enter. He

    orders the undead horde surrounding the coffin to form a

    barrier between the coffin and the PCs, but the commotion

    disturbs the vaporous entity which briefly envelops the

    sarcophagus and the girl as it descends into the floor, its

    incorporeal form disappearing beneath the stone tiles.

    MR. BONES CR 4

    XP 1200Male dark slayer necromancer 2 (Pathfinder RPG Bestiary 2)

    CE Small humanoid (dark folk)

    Init +5; Senses detect magic,see in darkness; Perception +3

    DEFENSE

    AC 19, touch 19, flat-footed 16 (+3 Dex, +1 size, +4deflection)

    hp 44 (4d8+2d6+18)

    Fort +4, Ref +9, Will +3

    Weakness light blindness

    OFFENSE

    Speed 20 ft.

    Melee +1 kukri +11 (1d3+2/18-20 plus poison)

    Special Attacks death throes, poison use, sneak attack +2d6,

    soul harvest

    Spell-Like Abilities(CL 6th; concentration +8)

    Constantdetect magic

    At will bleed (DC 12), chill touch (DC 13), darkness,

    spectral hand3/daydaze monster(DC 14), death knell(DC 14), inflict

    moderate wounds(DC 14)

    Wizard Spells Prepared (CL 2nd; concentration +4):

    1st -- cause fear (DC 13), ray of enfeeblement (2) (DC 13)

    0 (at will) -- ray of frost, touch of fatigue (DC 12),

    open/close (DC 12)

    TACTICS

    Before Combat Before making his most recent and successful

    attempt to lure the allip, Mr. Bones took the precaution of

    casting mage armorupon himself.

    During CombatMr. Bones will first attempt to bolster his hit

    points for the battle ahead by ordering his undead to block

    the PCs entry into the room while he uses his soul harvestability on Cherish. Once the PCs gain entry into the room,

    hell unveil the skull of a crypt thing that he carries with

    him. At the time he exposes the skull, all present within

    the room must make a DC 14 Will Save or be randomly

    relocated around the room. Mr. Bones will then make use

    of the confusion to flank the PCs, utilizing undead from

    his robe of bonesto create additional troops if necessary.

    Moral Mr. Bones has spent weeks devising a strategy to lure

    the allip to him. The PCs interruption will send him into a

    rage and hell realize only too late that he should have

    fled.

    STATISTICS

    Str 12, Dex 20, Con 16, Int 15, Wis 9, Cha 15

    Base Atk +4; CMB +4; CMD 18

    Feats Combat Casting, Scribe Scroll, Skill Focus (Use Magic

    Device), Command Undead (5/day) (DC 13), Weapon

    Finesse

    Skills Acrobatics +2 (-2 jump), Climb +2, Escape Artist +2,

    Fly +4, Heal +6, Linguistics +9, Perception +3, Ride +2,

    Spellcraft +11, Stealth +10, Survival +8, Swim -2, Use

    Magic Device +14

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    Languages Aklo, Common, Dark Folk, Draconic, Dwarven,

    Goblin, Undercommon

    SQ arcane bonds (+1 kukri), death throes (dc 15), grave touch

    (5/day), magical knack, opposition schools (enchantment,

    illusion), poison use, soul harvest, specialized schools

    (necromancy)

    Combat Gear +1 kukri, robe of bones,large scorpion venom

    (3 doses); Other Gear wand of gentle repose (16 charges),

    potion of hide from undead (2), scroll of speak with dead,

    210gp.

    SPECIAL ABILITIES

    Arcane Bond (+1 kukri) (Sp) Cast any spell in spellbook

    1/day. Without it, Concentration required to cast spells

    (DC20 + spell level).

    Combat Casting +4 to Concentration checks to cast while on

    the defensive.

    Death Throes (DC 15) (Su) When a dark slayer is slain, its

    body implodes violently into nothingness, leaving its gear

    in a heap on the ground. All creatures within a 10-foot

    burst take 1d8 points of sonic damage and must make a

    DC 13 Fortitude save or be deafened for 2d4 rounds.Grave Touch (5/day) (Sp) Melee touch attack, shakes then

    frightens target.

    Poison Use (Ex)Large Scorpion Venominjury; save Fort

    DC 17; frequency 1/round for 6 rounds; effect 1d2

    strength; cure1 save.

    See in Darkness See perfectly in darkness of any kind,

    including magical darkness.

    Soul Harvest (Su) When a dark slayer damages a flat-footed

    foe or a foe it is flanking with a melee touch spell or spell

    like ability that deals hit point damage, the spell does an

    additional 1d6 points of damage and the dark slayer gains

    an equal amount of temporary

    SKELETONS (4) CR 1/3

    XP 135 eachhp5 each (Pathfinder RPG Bestiary)

    ZOMBIES (2) CR 1/2

    XP 200 each

    hp12 each (Pathfinder RPG Bestiary)

    The girl is Cherish Brayburn (CG female human

    commoner 2), the sister of Madam Ava and Cara from the

    Hammers Rest. She was exploring the fissure, against her

    sisters advice, when Mr. Bones abducted her. Shes been held

    here for three days now, and knows nothing about what ishappening at the Hammers Rest. If the PCs prove themselves

    to be heroes and rescue her from the allip, and the PCs

    bypassed the Hammers Rest encounter, shell seek them out

    later to request their assistance in exorcising the spirits. For

    now, shes thankful to be alive and will take her chances

    climbing out of the fisher. Shes a capable climber and wont

    have trouble making her way slowly to the surface. If the PCs

    entered the fissure, shell attempt to leave by way of the

    constructed entrance, triggering the encounter with the spiders

    upon opening the door. Shell then change her mind and climb

    out.

    In parting, shell mention a curious creature she met when

    Mr. Bones would leave in search of the allip. On her first day

    of imprisonment, the creature came out of the mine entrance,

    to explore the room. It took great care not to attract attention

    by the skeletons and zombies, but on subsequent visits worked

    up the courage to bring her some meat it had picked off a dead

    rat. When it brought her food, she noticed the bloody bands

    around its wrists and ankles. She asks the PCs to treat it gently

    should they chance upon it later. She isnt sure where it came

    from though. The door into the mines is well hidden, and can

    be found with a DC 25 Perception check.

    -- MINE ENTRANCE --If the PCs dont yet know to look for the mine entrance

    have one of the skeletons or even one of the PCs get

    transported randomly behind the covered entrance.

    From the other side, you can see the light in the main

    chamber. If a skeleton is used, have the PCs hear itscratching against the stone in an effort to reach them

    again. Alternatively, what remains of the crypt thing

    could prove useful by disclosing the location of the

    mines breach into the crypt. Hes mostly decayed

    though and cannot speak unless through the use of

    magic. If taken from the crypt, the skull wastes away

    into dust.

    ENTERING THE MINES OF

    FAIRHAVEN (CR Varies)Finding the trapped miners will mean traversing a section of

    the mine that has been long abandoned and also ravaged bythe recent earthquake. The tunnels of the ancient section of the

    mine were abandoned precisely because they had become too

    difficult to navigate, and getting lost here is easy. Areas in this

    section of the mine are broken by natural cave systems and

    collapsed tunnels. The PCs will have to make survival checks

    to stay on course. It will take two hours of travel to traverse

    the old mines.

    The tunnels themselves are only about 5-feet wide in most

    places. The mines of Fairhaven were never industrial in

    nature, and they are only meant for one or two miners

    traveling together, often in single file.

    The crudely mined tunnels are often broken by natural

    caverns that, in addition to being difficult to traverse, are alsodangerously unstable in places. A DC 20 Knowledge

    (engineering) or DC 20 Craft (stonemasonry) check will

    reveal unstable areas.

    If such an area is subject to a major impact or concussion

    it will have a 10-foot bury zone radius and a 5-foot-wide slide

    zone around it. Being caught in the bury zone causes 4d6

    damage, or half that with a successful DC 15 Reflex save,

    though they are still buried. Creatures in the slide zone take

    1d6 damage, or no damage on a successful DC 15 Reflex save.

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    Buried creatures incur 1d6 points of nonlethal damage per

    minute of being buried. Once unconscious, the creature must

    make a DC 15 Constitution check each minute or take 1d6

    points of lethal damage each minute until freed or dead.

    Many of the natural tunnels are unworked stone, and

    narrow, requiring characters of average size to squeeze

    through them. Each of these squares counts as 2 squares when

    moving through them. Additionally creatures suffer -4 to

    attack rolls and -4 to AC while squeezing through one of these

    tunnels.

    Creatures: While traversing the tunnels of the ancient

    mines, the PCs will hear the soft ramblings of a drow warrior,

    driven quite mad by repetitive attacks of the allip. When

    encountered, hell be virtually oblivious to the PCs presence,

    feeling his way through their midst and unsteadily walking

    back into the dark. If the PCs can understand undercommon,

    theyll hear him whisperdisconnected words and phrases for

    the most part. Very briefly, hell mention that hes trying to

    get away, and that itseems to come for him less often now.

    DROW WARRIOR CR 1/3XP 135

    hp 5 (Pathfinder RPG Bestiary)

    TACTICS

    During Combat Hell put up no fight if the PCs attack,

    almost relieved that death will end his madness.

    HARRASSED FROM BEYOND THE

    GRAVE (CR 5)The allip is an insatiable creature, and having departed the

    scene of their last encounter, will use the narrow tunnels of the

    natural caverns to its advantage. As the PCs traverse the

    mines, the allip will periodically drift through the walls,attacking one of the PCs, and then drifting back into the rock.

    Moments before an attack, the PCs will have a chance to

    hear the undead monster with a DC 14 Perception check, as

    the walls will begin to reverberate with its unearthly

    cacophonic babbling.

    ALLIP CR 4

    XP 1200Giant allip (Pathfinder RPG Bestiary 3)

    CE Large undead (incorporeal)

    Init +6; Senses darkvision 60 ft.; Perception +8

    Aurababble (60 ft., DC 17)

    DEFENSEAC 16, touch 16, flat-footed 14 (+2 Dex, -1 size, +5

    deflection)

    hp 46 (4d8+20)

    Fort +6, Ref +5, Will +5; +2 bonus vs. channeled energy

    Defensive Abilities channel resistance +2, incorporeal

    Immune ability drain, bleeds, critical hits, death effects,

    disease, energy drain, exhaustion, fatigue, mind-affecting,

    non-lethal damage, paralysis, physical ability damage,

    poison, precision damage, sleep, stunning, undead traits

    OFFENSE

    Speed 0 ft., flight (30 feet, perfect)

    Space 10 ft.; Reach 10 ft.

    Meleeincorporeal touch +3 (1d4 Wisdom damage)

    Special Attacksbabble,touch of insanity (dc 17)

    STATISTICS

    Str, Dex 15, Con, Int 14, Wis 13, Cha 20Base Atk +3; CMB +6; CMD 23

    Feats Improved Initiative, Lightning Reflexes

    Skills Fly +15, Intimidate +12, Perception +8, Stealth +5

    Languages Aklo, Common

    SQ madness

    SPECIAL ABILITIES

    Babble (Su) An allip constantly mutters to itself, creating a

    hypnotic effect. All sane creatures within 60 feet of the

    allip must succeed at a DC 17 Will save or be fascinated

    for 2d4 rounds. While a target is fascinated, the allip can

    approach it without breaking the effect, but an attack by

    the allip does end the effect. Creatures that successfully

    save cannot be affected by the same allip's babble for 24

    hours. This is a sonic, mind-affecting compulsion effect.

    The save DC is Charisma-based.

    Madness (Su)Anyone targeting an allip with a thought

    detection, mind control, or telepathic effect makes direct

    contact with its tortured mind and takes 1d4 points of

    Wisdom damage.

    Touch of Insanity (Su)The touch of an allip deals 1d4 points

    of Wisdom damage (DC 17 Will negates). A successful

    critical hit causes 1d4 points of Wisdom damage and 1

    point of Wisdom drain (instead of double Wisdom

    damage). With each successful attack, an allip gains 5

    temporary hit points. The save DC is Charisma-based.

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    PROFESSOR PODUM (CR 1)In the quiet dark of the ancient mines wanders a solitary

    kobold named Podum. Once a prisoner of the drow slavers

    who recently passed through here, he was set free on the

    condition that he assists in capturing the Fairhaven miners in

    the areas above. He has bloody rings around his wrists and

    ankles to prove it. Unlike many of his fellow slaves, Podumknew what would come of drow promises, and so he

    engineered a tunnel collapse and escaped into the maze of

    ancient mining passages.

    Hes been getting water from the allips tomb and

    catching a rat here and there for food . Hes also been doing his

    best to avoid drow patrolling the area, as well as the allip that

    has been moving between the lower mines and the ancient

    crypt. In one case, he was able to route a drow patrol into the

    allip, letting that particular problem resolve itself.

    Podum isnt interested in staying in the mines, but hasnt

    yet found a way past the drow encampment (See Denizens of

    the Dark below) or Mr. Bones. He became quite familiar with

    much of the mining network and can assist the PCs innavigating them if they promise to protect him and let him go

    once they reach the surface. His aid will negate the need to roll

    survival checks to avoid getting lost in the mines.

    Hell guide them down a deep fissure to show them the

    chamber where he believes the allip came from as well (See

    Forgotten Guardian below). Hes observed that the allip

    remains close to the area, but will not e