33

The Lonely Coast

Embed Size (px)

Citation preview

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 1/33

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 2/33

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 3/33

 

 T HE LONELY  COAST  

APathfinderRoleplayingGameadventurelocalebyCreightonBroadhurstsuitableforPCslevel15

Thefurthestflungoutpostof amightykingdom,turbulentwatersandforbidding,tracklessforestsseparatethevillagesof 

theLonelyCoastfromtheglitteringlightsof civilisation.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 4/33

2

ProductIdentity:

All

trademarks,

registered

trademarks,

proper

names

(characters,

deities,

artefacts,

places

and

so

on),

dialogue,

plots,storylines,language,incidents,locations,characters,artworkandtradedressareproductidentityasdefinedintheOpen

GameLicenseversion1.0a,Section1(e)andarenotOpenContent.

OpenContent:ExceptmaterialdesignatedasProductIdentity,thecontentsof TheLonely Coast areOpenGameContentasdefined

intheOpenGamingLicenseversion1.0aSection1(d).Noportionof thisworkotherthanthematerialdesignatedasOpenGame

Contentmaybereproducedinanyformwithoutwrittenpermission.Themoralrightof CreightonBroadhursttobeidentifiedasthe

authorof thisworkhasbeenassertedinaccordancewiththeCopyrightDesignsandPatentsAct1988.©RagingSwanPress2010.

Pathfinderisaregisteredtrademarkof PaizoPublishing,LLC,andthePathfinderRoleplayingGameandthePathfinderRoleplaying

GameCompatibilityLogoaretrademarksof PaizoPublishing,LLC,andareusedunderthePathfinderRoleplayingGame

CompatibilityLicense.Seehttp://paizo.com/pathfinderRPG/compatibilityformoreinformationonthecompatibilitylicense.

CompatibilitywiththePathfinderRoleplayingGamerequiresthePathfinderRoleplayingGamefromPaizoPublishing,LLC.See

http://paizo.com/pathfinderRPGformoreinformationonthePathfinderRoleplayingGame.PaizoPublishing,LLCdoesnot

guaranteecompatibility,anddoesnotendorsethisproduct.

TolearnmoreaboutRagingSwanPress,visitragingswan.com.TolearnmoreabouttheOpenGameLicense,visitwizards.com/d20.

1stprinting,March2010

C R E D I T S  

Design:CreightonBroadhurst

Development:EricMenge

Editing:EricMenge

Cover

Design:

Simon

Butler

Layout:CreightonBroadhurst

Interior Artists: Pawel Dobosz, William McAusland,

Brittany Michel and Maciej Zagorski. Some artwork

copyrightWilliamMcAusland,usedwithpermission.

Cartography:PhilippaBroadhurst

Dedicated tothe Anoraksof theCoast 

B O N U S M  A T E R I A L  

Thank you for downloading The Lonely  Coast; we hope

you enjoy it and that you check out ourother fine print

andPDFproducts.WeatRagingSwan arecommitted to

providing firstclasswebenhancements forourproducts.

Visit ragingswan.com to download bonus materials

includingmaps,reorganisedstatblock listings,additional

encountersandmore!

U P D A T E S A N D N E W S  

Visitragingswan.comtosignuptoourweeklynewsletter

containing regular updates about our print and PDF

products as well as information on our range of  free

downloads

and

product

previews.

E R R A T A  

We would like to think The Lonely  Coast  is completely

error free and that absolutely no mistakes have crept in

during design or editing. However, we are realists. So in

thatspirit,weshallposterrataforthissupplementthree

monthsafter first releaseon ragingswan.com.Wearent

going to be correcting typos and spelling errors, but we

will correct any game mechanic or balance issues that

cometolight.

C O N T A C T   U S  

Email [email protected] with questions and

commentsaboutthisadventure.

 

 

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 5/33

3

C O N T E N T S  

Introduction.................................................................................4

InYourCampaign.........................................................................4

History.........................................................................................5

TheLonelyCoast..........................................................................6

Settlementsof 

Note

.....................................................................

8

TheTangledWood.....................................................................10

CoastlineandCliffs....................................................................12

AdventureHooks.......................................................................14

Whispers&Rumours.................................................................14

OpenGameLicenseVersion1.0A..............................................30

 A P P E N D I X   1 :   N E W  S  T U F F  

NewRace:Half Goblin...............................................................16

NewCreature:ShadowWolves.................................................18

NewDeities................................................................................19

 AP P E N D I X  

2 : O

N T H ER 

O A D 

DangerintheShadows..............................................................22

GoblinRaiders............................................................................23

Merchant...................................................................................24

Patrol.........................................................................................26

Companyof theGreenCloaks...................................................28

 A B O U T T H E D E S I G N E R   

Creighton lives in Torquay, England where, apparently,

the palm trees are plastic and the weather is warm. He

shares a ramshackle old mansion with his two children

(Genghis

and

Khan)

and

his

very

patient

wife.

He

is

famed locallyforhisunending loveaffairwithboozeand

pizza. An enduring GREYHAWK fan he has  just

(miraculously) survived the terrors of  Baltrons Beacon

and unravelled the mysteries besetting the town of 

Saltmarsh. Tragically, many of  his companions were less

fortunate.HisfreelancecreditsincludeworkwithWizards

of theCoast,Paizo,andExpeditiousRetreatPress.Youcan

checkouthisblogatragingswan.livejournal.com.

 

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 6/33

4

 A   P E R S O N A L D E M E S N E  

Inhighlevelcampaigns,theLonelyCoastcouldserveasaPCs

personalfief.Forexample,theGMcouldrulethattheLochers

havefallenfromfavourorbeenimplicatedinsometreasonous

scheme. Consequently, stripped of  their lands and exiled (or

perhapsevenexecuted)theLochersareno longerapoweron

theLonely

Coast.

The

PC,

as

aloyal

subject

of 

the

crown,

has

been gifted the fief  with the dual charges of  keeping it safe

fromtheravagesof theraidinghumanoidsandof weedingout

any surviving Locher loyalists. Such campaigns could centre

aroundthemachinationsof Locherloyalists,orevenasurviving

familymemberintentonreclaiminghisbirthright.Alternatively,

for those more interested in battleglory, the tribes of  the

Tangled Wood could unite and once again boil forth from the

forestwithswordandflametosweepthehumansaway.

I N T R O D U C T I O N  

Thefurthestflungoutpostof amightykingdom,turbulent

watersandforbidding,twistedforestsseparatetheLonely

Coastfromtheglitteringlightsof civilisation.

The

gloomy,

trackless

Tangled

Wood

constricts

humanitys tenuous grasp upon the Lonely Coast. In the

twilight world beneath the forests boughs, goblinoid

tribes, incessantlywaragainstoneanother.Occasionally,

afewtribesbandtogetherunderacharismaticwarleader

andbloodywarengulfstheLonelyCoast.

Men whisper that ghosts of  an elder age stalk the

deepest, unknowable reaches of  this ancient woodland.

Along with the forsaken holy places and forts of  a long

fallen elder civilisation, a debased, twisted race of  half 

goblinshauntsforestsremotestreaches.

Deep

within

the

forest,

a

nameless

range

of 

rugged,treeshrouded hills thrusts upwards. Tales of  these

scarcelyexplored,monsterinfesteduplandsarelegion.At

theheartof therange,adeepgashshattersthehills.This

narrow,rockchokeddefile theTwistedGorge features

inmanytaproomtales.Herethefrigidwatersof theDark

MerebirththeswiftlyflowingArisumandaloftyseriesof 

cascadestumbleoverslick,brokencliffs.Passagewaysand

cavernshoneycombtheunstablecanyonwalls.Dangerous

monstersdwellhereinprofusion.

The impregnable fortress of  Caer Syllan and the

redoubtable

Lord

Locher

protect

the

folk

of 

the

Lonely

Coast while they scratch a living from the surrounding

farmlandortoilintheirlordsmines.Fromhereflowsthe

Lochers lifeblood  precious stones and metals  to the

kingdomsbustlingmarkets.

Piratessailthesurroundingstormtossedwaterswhile

smugglers ply their trade on moonless, fogshrouded

nights eluding pirates and Lord Lochers patrols alike in

pursuitof gold.The losttreasureof PederUren,afamed

pirate

who

disappeared

almost

fifty

years

ago,

yet

lies

hidden somewhere along the coast. Legend and rumour

of ithavespawnedmanyfated,illadvisedexpeditions.

CountlessoldmineworkingspiercetheLonelyCoasts

proudcliffs.Manyarenothingbutabandonedwaterfilled

shafts.Othersaretrulyancient.Allaredangerous.

I N  Y O U R  C  A M P A I G N  

The Lonely Coast is an isolated borderland territory

isolated by thick forests and stormy waters. (In a GMs

campaign,theLonelyCoastcanbethefarflungholdingof 

practicallyanykingdom).

Populated by hardy, industrious folk such a remote

place is the perfect breeding ground for heroes.

Characters growing up in the locality are probably of 

hardy peasant stock determined to better their lot for

somereason.Alternatively,charactersnewtotheLonely

Coast could have arrived on one of  the many

merchantmencomingheretoprocureslateandtinorto

trade for the furs and pelts gathered under the Tangled

Woods glowering boughs. Some visitors come in search

of adventurewhileothersembracetheanonymityof the

frontier. Still others, tiring of  civilisations decadence,

cometostartanew life.Adventurersarenormally intent

onbattlingtheferocioushumanoidsof the interiororon

uncovering theancientruinsandhidden treasurecaches

of theOldPeoplelyingforgottenintheuntamedplacesof 

theTangledWood.

This supplement provides a backdrop for dungeon

delving and wilderness exploration. Adventure can also

come to the villages and town, though. Occasionally

wolves or other marauders take a lone woodsman or

foraging

villager.

Other

times,

small

bands

of 

marauders

raid a village, before melting away into the forests

trackless depths. The intrigues of  the villagers can also

lead to adventure as old feuds and imagined (or real)

insults turn to violence. The presence of  the politically

powerful Lochers provides the GM with the option of 

runningmoreroleplayingintensiveadventures.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 7/33

5

H I S T O R Y   

Twentycenturiesagothefirsthumanstocreepforthfrom

theforests theTuathconstructedagreathillfortatop

TalansBluff.Builtasaplaceof refugefromtheirancient

enemies

 

the

goblins

of 

the

Tangled

Wood

 

the

strongholdwastheirgreatest(andfinal)bastion.

The Tuath also raised crude temples to venerate the

primitivespiritsof earthandwatertheybelieveddwelled

in the forest, sought precious metals deep below the

toweringcliffsand builtgreat monuments to their fallen

herokings.Theywarred incessantlywiththegoblinsthat

pressed ever inwards upon their lands. This bloody,

mercilessstrugglelastedforcenturiesuntileventuallythe

Tuathsstrengthwasshatteredinafinalbattleof terrible

carnageatTalansBluff.Thefewsurvivors remnantsof a

broken

people 

disappeared

back

into

the

forests

from

whencetheycame.Theirholyplacesandstrongholdsfell

into neglect, the forest reclaiming thosenotoccupied or

destroyed during the fighting and the many tombs they

built to honour their dead were broken into and

systematically looted.Withinacentury littleremainedto

tellof theTuathsholdupontheLonelyCoast.Nowthey

are rememberedsimply as theOld People; subjects of 

fanciful,half rememberedtalesof fallenglory.

For centuries, the area was a lawless place; roving

bandsof goblinsandotherpredatorsdriftednorthwardas

they tested the boundaries of  the fledgling kingdoms

struggling to establish themselves there. Occasionally

vessels sheltered in isolated bays from fierce storms or

put

ashore

a

party

to

replenish

water

supplies

and

to

hunt

theboaranddeerof theforest.

A century ago, one such expedition carrying a

powerful noble noted the defensive properties of  Din

Kershal.Thenoble MabanLocher instantlyrealisedthe

potentialof suchasitetoactasacheckagainstboththe

piratesthatoftenpreyedontherealmsshippingandthe

humanoids infesting the area. Claiming the area, he set

aboutbuildingCaer Syllanand in theprocessdiscovered

thevastquantitiesof slateandsomesmallerdepositsof 

tinburiedinthebaystoweringcliffs.

Ten

years

later,

Caer

Syllan

was

complete

and

the

Lochers turned their attention to the profitable business

of  mining the cliffs and hurling back the tribes of 

humanoids that periodically sought to exterminate the

newcomers. To this day, Wolverton and the nearby

villagessufferraidsfromhumanoidsandpiratesalikebut

theseareneverenoughtoseriouslythreatentheLochers

griponthearea.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 8/33

6

 T H E L O N E L Y   C O A S T   

Ruler: Lord Kenver Locher (LN male human aristocrat

2/fighter6)

Government:feudalfief 

Population:

6,200

Alignments:LN,N,CN,NG,NE

Languages:Common,Goblin

Towns:Wolverton(pop.1,826)

Villages:Bossin (pop.648);Hosford (pop.678);Oakhurst

(pop.413);Swallowfeld(pop.526)

Fortifications:CaerSyllan

Resources:lumber,tinandslate

Sitesof Interest:AriusWatchtower,DeepwaterLake,the

Priory of  Cymer, the Orestone, Talans Bluff, the

TwistedGorge.

F E A T U R E S O F T H E L O N E L Y   C O A S T   

TheLonelyCoasthasthefollowingmajorfeatures:

DenseWoodland:TheTangledWoodshroudsmuchof 

thecoast.Muchof itisunexplored.

Trails and Tracks: Meandering tracks link the main

settlements with a patchwork of  farms and the isolated

farmsteadsof huntersandcharcoalburners.

Cliffs: Lofty cliffs dominate the approaches to the

Lonely Coast. In a few places, shingle beaches stand at

their base, but most are inaccessible from the cliffs

above.

Hills: A nameless range of  rugged, treecloaked hills

risestothenorth.BeyondtherangeliesthedeepTangled

Wood and, hundreds of  miles away, the glittering

northernkingdoms.

L O C A T I O N S O F N O T E  

The Lonely Coast has several locations of  interest to

adventurers:

Talans Bluff : The remains of  an ancient hill fortress,

sprawlacross thesummitof a highhillgiving impressive

viewsover

the

Tangled

Wood.

AruisWatchtower:Aruinedtowerhiddendeepinthe

Tangled Wood, the watchtower is famous for the

powerfulconjurer who once dwelled within (and for the

eldritchmannerof hisdisappearance).

The Twisted Gorge: Many caves and passageways

honeycombthesteep,overhangingcliffsof thisfoulplace.

Ferociousmonstersdwellhereinprofusion.

DeepwaterLake:This lakescoldanddeepwatersare

rumouredtohidemuchtreasure(andaferociousbeast).

Priory of  Cymer: An isolated, rundown church

dedicated to Darlen (Appendix 1) and the defeat of  a

slumberingevilsaidtolurkbeneaththepriory.

The

Orestone:

A

wind

swept

and

wave

lashed

shard

of 

rock upon which many ships have come to grief, the

OrestoneisclearlyvisiblefromWolverton.

D I S T A N C E S &   J O U R N E Y   T I M E S  

These tables show the distance and travel times between

settlements.Tocalculatethedistanceortraveltimebetweentwo

places, find the intersecting table entry. Table entries list

distances to the nearest mile and journey times to the nearest

hour.

DISTANCES

Wolverton

Bossin 4miles

Hosford 12miles 8miles

Swallowfeld 6miles 18miles 14miles

Oakhurst 8miles 14miles 26miles 22miles

TRAVELTIMES(20FT.BASESPEED)

Wolverton

Bossin 2hours

Hosford 6hours 4hours

Swallowfeld 3hours 9hours 7hours

Oakhurst

4hours

7hours

13

hours

11

hours

TRAVELTIMES(30FT.BASESPEED)

Wolverton

Bossin 1hour

Hosford 4hours 3hours

Swallowfeld 2hours 6hours 5hours

Oakhurst 3hours 5hours 9hours 7hours

TRAVELTIMES(40FT.BASESPEED)

Wolverton

Bossin 1hour

Hosford 3hours 2hours

Swallowfeld

2hours

5hours

4hours

Oakhurst 2hours 4hours 7hours 6hours

TRAVELTIMES(50FT.BASESPEED)

Wolverton

Bossin 1hour

Hosford 2hours 2hours

Swallowfeld 1hour 4hours 3hours

Oakhurst 2hours 3hours 5hours 4hours

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 9/33

7

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 10/33

8

S E T T L E M E N T S O F N O T E  

The four villages and single small town are home to

around 4,000 souls. A further 2,000 settlers dwell in the

surroundinglands,survivingasbesttheycan.Afewhardy

folk

dwell

in

isolated

farmsteads

on

the

forests

fringes.

Such individualsaremostlyhunters, trappersorcharcoal

burner.Arudimentarystockade,thickhedgeof brambles

andthornsoraditchoftensurroundtheirhomes.

TheCliffway linksthevillagesof Swallowfeld,Hosford

andBossintoWolverton.

B O S S I N [ V I L L A G E ]

Set roughly five miles to the east of  Wolverton, life in

Bossinrevolvesaroundminingandfarming.Locatednear

severalrichmines,thevillagestandsinadeepdellashort

distance

back

from

the

cliffs.

Thus

protected

from

theworst gales battering the coast, the lower parts of  the

village, where the poorest folk dwell, are unfortunately

pronetofloodingduringfiercestorms.

Nofortificationprotectsthefolkof Bossin,butweekly

patrolsfromCaerSyllanpassthroughthevillage.Further

to theeast liesnothingbutbrokencliffsandunexplored

forest.Fewvillagersdaretotravelfarinthatdirection.

A scheming, duplicitous man, the village reeve, Jacca

Lander, lines his own pockets at his fellows expense.

JaccamakescertainthattheLochersalwaysreceivetheir

due

and

so

the

situation

has

not

yet

reached

Kenver

Lochers ear. The scheming reeves retention of  a small

bandof toughskeepsthelocalsinline.

C  A E R   S  Y L L A N [ F O R T R E S S ]

The impregnable fortress of  Caer Syllan stands proudly

uponDinKershal,arocky,steepsidedpromontory linked

onlytothemainlandbyanarrow,slickneckof land.Lord

Locherhashisseathereanditiswithinitsloftywallsthat

most of  his menatarms reside. The fortress comprises

theentirepromontory,whichhasenoughopengroundto

temporarily house the residents of  Wolverton. This is a

refuge of  last resort, however, as murderous onshore

winds renderssuchasanctuaryextremely cold (atbest).

Seepage13formoreinformation.

H O S F O R D [ V I L L A G E ]

Afishingandminingvillage,HosfordsitsupontheCliffway

roughlyequidistantbetweenSwallowfeldandWolverton.

The village is the site of  the Lonely Coasts largest

operationalmine.

Several decades ago, the mine collapsed dropping a

large proportion of  the nearby cliffs (and a few

unfortunatesandtheircottages)intothesea.Thecollapse

createda large,shelteredcove inwhichthevillagersstill

mine,honeycombingthecliffswithnarrowpassageways.

Thevillagesfishingvesselsalsousethecoveasaharbour.

Thecove

is

too

shallow

to

allow

ocean

going

ships

within;

manyrocks lurk justbeneaththesurfacereadytoripthe

hullapartof anysuchvesseldaringentry. 

O  A K H U R S T   [ V I L L A G E ]

Set deep in the Tangled Wood, Oakhurst is a place of 

hunters, trappers and foragers. Rumours of  inbreeding

andstrangereligiouspractisesswirlaboutthesettlement,

which is the smallest and most isolated of  the four

villages. Few travellers, except peddlers and merchants,

come here, as the villages residents are dour and

unwelcoming.

Some

of 

the

villages

buildings

are

so

old

anddilapidatedthattheyhavepartiallycollapsed.

P R I O R Y O F C  Y M E R   [ C H U R C H ]

A lonely outpost dedicated to the veneration of  Darlen

(Appendix1)thePrioryof Cymerisaplaceof fadedglory

andneglect.Onceasiteof pilgrimageandsanctuary,few

travellersnowvisitthepriory.The temple isdilapidated;

some areas are all but abandoned and everywhere the

signsof neglectareevident.Wherescoresof worshippers

onceansweredthecalltoprayer,onlyaremnantlingerto

worshiptheir

patron

and

to

watch

for

the

evil

foretold

to

onedayarisefromthedeepcavernsbelowthetemple.

The Priory of  Cymer is the setting for the adventure

Retribution.Checkoutragingswan.comformoredetails.

 

 A V A I L A B L E M  A G I C I  T E M S  

SETTLEMENT BASEVALUE MINOR MEDIUM

Bossin 500gp 2d4items 1d4items

Hosford 500gp 2d4items 1d4items

Oakhurst 500gp 2d4items 1d4items

Swallowfeld 500gp 2d4items 1d4items

Wolverton 1,000gp 3d4items 1d6items

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 11/33

9

S W A L L O W F E L D [ V I L L A G E ]

Named for the vast numbers of  swallows nesting in the

surroundingforest,Swallowfeldisarelativelyquietplace.

ProtectedbythegarrisonatKerensasHoldthefolkwork

hard in the fields or nearby mines. Sir Talek Annear (LN

malehuman

fighter

4),

Lord

Warden

of 

the

Lonely

Coast,

hashisseatatSwallowfeld.

Most of  the villagers are simple folk loyal to their

neighbours and lord but a small Braalite cult has quietly

established itself  in the village. The cults kidnap and

murderof severalsmallchildrenhasthusfarbeenblamed

onmaraudinghumanoidsorhuntingwolves.

ThesupplementSwallowfeld ,providesmoredetailson

thevillage.Checkoutragingswan.comformoredetails.

W O L V E R T O N [ S M A L L  T O W N ]

The

Lonely

Coasts

only

town,

Wolverton

stands

at

the

socialand industrialheartof theLonelyCoast.Protected

byahighearthenberm,dryditchandramblingstockade,

thetownandtheattendantfortificationof CaerSyllanare

thesafestplacesontheLonelyCoast.

Home to around 1,900 souls, the town is a loud,

malodorousplace.Itsmuddystreetsramblealongbothof 

the Arisums steep banks, straddling the river bank just

north of  where it widens into its estuary. Unfortunately,

forthe folkdwellingalong the lowerwestbankmuchof 

the area is prone to flooding. Consequently, only the

poorestand

most

desperate

folk

dwell

there.

Above the stench and

detritus of  the

main town, the

housesof afew

welltodo

merchants

and other

wealthy

folk

perchuponthebluffsoverlookingthetown.

Notraditionalthievesguildcontrolstheillicitactivities

of  Wolvertons criminal fraternity. Instead, a loose

confederationof mastersmugglersregulatestheircrews

nefarious activities so that none grows too powerful.

Competition

between

the

various

crews

is

far

from

friendly; the bloated corpses of  smugglers not skilled or

luckyenoughtodefeattheircompetitorsoftenwashupat

lowtideontheArisumssteep,muddybanks.

Wolvertons docks are the pulsating mercantile heart

of thetown(andindeedtheentireLonelyCoast).Without

theconstantflowof goodsfrommorecivilisedstates,life

ontheLonelyCoastwouldbeallbutimpossible.Aweekly

market, held in the aptly named and floodprone Water

Meadow, provides an opportunity for local traders and

merchants to sell theirwaresandanexcuse forvillagers

tovisit

Wolverton.

Such

events

are

the

social

highlight

of 

theweekandareusuallybusy.

The worship of  Conn (Appendix 1) dominates the

religious landscape of  the town but a small temple of 

Darlen (that doubles as the towns magistrates court)

standsinitsshadow.Fewcommonfolkworshiptherebut

the clergy act as the local magistrates and so the faith

clingstosomemeasureof influence.

W O L V E R T O N :   W H A T ’ S I N  A   N  A M E ?

Since

settlers

first

arrived

on

the

Lonely

Coast,

the

ancient

woodlands and deep valleys have long been famed for the

number and intelligence of  wolves stalking the area. These

creatures are no ordinary wolves, imbued as they are with

Tuathsancientdruidicmagics.

Since their arrival, the settlers haveenduredmany attacks

bypacksof wolvesdrivenfromthesurroundingforestsbyharsh

winters and scarce game. The worst of  these attacks came

duringthesettlersfirstwinterwhenahugewolf packemerged

from the forest. Led by a beast of  uncommon strength and

intelligence,thewolvesfelluponthevillagethatwouldbecome

Wolvertoninanorgyof bloodshedanddeath.Thevillagersmet

the

wolves

with

spear

and

flame.

For

three

confused

and

terrifying days, the wolves ranged throughout the settlement,

breakingintohomesandslaughteringalltheyfound.Duringthe

final night of  battle amid the bloodstained snow and gnawed,

frozen corpses, the packs leader died upon Maban Locher

legendary spear, Eirmiir . When it was finally over, the dazed

survivorsemerged from their homes to bury their lovedones.

Scoresof frozenwolf corpses laystark inthefieldsandhomes

of thesurvivorsandthefledglingtownhaditsname.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 12/33

10

 T H E  T   A N G L E D W O O D  

The Tangled Wood is a truly ancient place; many of  its

trees are hundreds of  years old. Sprawling for miles on

endoverarangeof steepsided,craggyhillssomepartsof 

the

forests

have

never

known

the

thread

of 

human

feet.

Great thickets of  brambles hinder exploration of  the

interior; these completely untouched portions of 

wildernessboasttreesof greatageandsize.Mightyoaks,

hornbeamsandgreybrownbarkedelmsallgrowhere in

profusion, interspersed with box elder and holly and

occasional stands of  birches, pines and willows. Many

small streams and brooks wend their way through the

murk.

Theforestfloorisaperpetuallygloomy,twilightworld.

Analmostimpenetrablecanopyof thicklywovenbranches

andboughs

allows

but

alittle

light

to

filter

through

to

the

forest floor. Wild pigs, boars and deer as well as bears,

packsof wolvesandthefearedshadowwolves(Appendix

1)allhauntthewood.Smallercreatures foxes,rabbits,

badgers,squirrelsandsoon livehereinprofusion.

A deep, springy layer of  leaf  litter carpets the floor,

enriching the soil and providing perfect growing

conditions for a vast array of  lichens, moss, mushrooms

and berry bushes, which (at the forest fringes) villagers

harvest along with wild fruits (raspberries, blackberries

andwhortleberries)andnuts.

The

ruins

of 

the

Old

People

 

hidden

beneath

ten

centuries of  slow, inexorable growth, choked with

bushes and ringed with nearimpenetrable walls of 

thorn bushes  lie scattered throughout the forest.

Treeshrouded burial mounds, stone circles

dominatedbyancientoaks,andtimewornhill

forts all slumber beneath the Tangled

Woods gnarled boughs. The humanoids

of  the forest always vigorously contest

suchplaces,seeminglydrawn to themas

amothdrawntoflame.

 A R I U S ’   W   A T C H T O W E R  

This impressive ruin stands upon the

crown of  a hill that struggles above the

Tangled Woods dense canopy. Set

astride the headwaters of  a minor

tributary of  the Arisum, several faint

game trails lead to the ruins general

vicinity.

Ariuswasamightyconjurerof littlemorality,skilledin

bindingotherworldlycreaturestohisservice.Eightyyears

ago,aritualwentterriblywrongwhenhe lostcontrolof 

that which he had summoned. In the ensuing battle, his

tower

was

devastated

and

at

the

height

of 

the

conflagrationAriusdisappeared.Onlyasingleapprentice

survived to reach Wolverton to tell of  the disaster. For

threedays,aneldritchglowmarked thenightskyabove

thetower.

Since then, bandits, goblins and other foul creatures

sporadically infest or inhabit the tower and the tunnels

belowfightingamongthemselvesfordominance.Several

times, blackhearted wizards have claimed the ruins so

that they might steal Arius impressive cache of  magical

lore. Most linger for a while, before leaving empty

handed.

On

occasion,

the

Lochers

have

sought

to

wrestcontrolof thetowerfromsuchgroups,butattritionof the

garrison and the difficulty of  keeping such a group

supplied stymies such efforts. Neophyte

adventurers often explore Arius

Watchtower before moving onto

the Twisted Gorges greater

challenges.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 13/33

11

 T R I B E S O F T H E  T  A N G L E D W O O D  

Manygoblintribeslurkwithinthedimshadowyconfinesof the

Tangled Wood. A vicious tribe of  feral, vicious bugbears also

hunt here, as do isolated clans of  half goblins (Appendix 1).

Thesetribesspendtheirtimeincessantlystrugglingagainstone

anotherorcreepingforthtostealcattleorslaves.Occasionally,

theybandtogethertobringbloodyruindownuponthehuman

settlers.KnowngoblintribesincludetheBloodMoon,Dripping

Skulls,BrokenSpear,BackStabbersandGutRippers.

D E E P W A T E R   L  A K E The cold waters of  Deepwater Lake are over sixty feet

deep;inseveralplaces,underwatercurrentslurkreadyto

drown the unwary. The lake is well stocked with fish of 

many kinds including trout, carp and several large pike.

Since

the

Lonely

Coast

was

settled,

the

lake

has

claimedafewvictimseverydecadepromptingspeculation

that a great monster lurks in its depths. No definitive

evidence of  such a creature has ever been recovered,

however; most deaths in the lake are the result of  a

combinationof viciouscurrents,alcoholanddarkness.

Thetalesof treasurehiddenbeneaththewatersof the

lakehavesimilarlynever ledtoanygreatfind.Theresult

of  wild speculation late at night in many taverns and

alehousesthisdoesnotstoptheoccasionaladventureror

recklesslocalexploringthelakesenvirons.

 T   A L A N ’ S B L U F F  

The remnant of  an ancient hill fort sprawls across the

summit of  this high hill. Two rings of  timeworn earthen

ramparts yet ward the bluffs summit. A single, wide

gateway protected by a complex series of  (nowshallow)

pits and smaller ramparts, designed to disrupt a charge,

pierceeachdefensivering.

BuiltuntoldcenturiesagobytheTuathitwasthe last

humanplaceof strengthtofallbeforethegoblinsmight.

Duringthefinalbattle,agreatslaughterwaswroughton

the

defenders.

In

the

summer,

bluebells

and

other

wild

flowers carpet the hills crest; the folk of  Wolverton call

the area Battle Meadow for the fragments of  bone and

weaponsstillfoundthere.

Occasionally, travellers and adventurers use the ruin

as a campsite or even dig there in search of  forgotten

antiquities.MostfolkdonotventuretoTalansBluff;they

believethattheshadesof theancientfallenyethauntthe

area.Duringtimesof  trouble, thegarrisonatCaerSyllan

postlookoutsatopthehillandsetgreatbonfiresuponthe

forts ramparts to warn of  marauders creeping from the

hills.Mostrightmindedmenatarmshatesuchdutyasit

isseen(rightly)asavirtualdeathsentence.

 T W I S T E D G O R G E , T H E  

TheTwistedGorgerunsforalmostamile,cuttingthrough

a rangedof  steep,heavilywooded hills roughly35miles

north of  Wolverton. Like a great, festering wound, the

Twisted Gorge draws creatures of  evil to it as a corpse

callstoastarvingwolf.

The gorge is narrow and steepsided. The ground is

chokedwithrocks,bouldersandtreesfallentoruinfrom

the surrounding cliffs. Bleached bones, rotting corpses

and

rusted

and

mouldering

equipment

 

legacy

of 

the

many battles fought here   lie intermixed among the

tumbledmassof stonesandboulders inmute testimony

to the violence wrought in this place. An aura of  bleak

desolationhangsovertheplacelikeaforebodingcloud.

Attheheadof thegorge,anamelesswaterfalltumbles

over the cliffs into the frigid waters of  a foreboding, ill

favoured lake of  unknown depth that births the swiftly

flowingArisum.

Huge trees throw their leafy crowns far out over the

precipitous,crumblingcliffs,furtheraddingtothegloomy

shadows

piled

deep

upon

the

gorges

floor.

During

thewinter months, sunlight never reaches the gorges

deepest recesses. Even in summer, full daylight only

illuminatestheArisumforseveralhoursaroundnoonsun.

Cavernsandpassagewayshoneycombthecliffs.Other

passagesandchambersplungestilldeepertonetworksof 

caverns undiscovered by those dwelling in the sunlit

surface world. Tribes of  kobolds and orcs claim many of 

these caverns while others are home to powerful and

territorial monsters. Warfare between the tribes is

frequent;alliancesshiftingwiththetideof war.

The

Twisted

Gorge

is

aplace

of 

dangerous

adventure

and perilladen battle from which many neophyte

adventurers do not return. For a few, however, the

tumbled rocks, dark shadows and lurking perils are the

forgeuponwhichtheirlegendisformed.Theseluckyfew

stumble from the gorge, their packs full of  battlebooty,

their sword arms aching from constant use and their

desireforadventureandgloryundimmed.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 14/33

12

C O A S T L I N E A N D C L I F F S  

Tall, sheer cliffs dominate the Lonely Coast. Comprised

primarily of  granite they stand eternal guard against the

seasremorselessadvance.

Comparatively

few

pathways

wend

their

way

down

these steep cliffs. Seaweed (and the occasional rock fall

from the glowering cliffs above) makes these rocks slick

and dangerous to explore. Many of  the cliffs most

inaccessible portions are home to noisy colonies of 

slender guillemots, blackandwhite razorbills and the

everpresent gulls. Small numbers of  golden eagles and

peregrinefalconsthatpreyupontherestandtherabbits

infestingthecliff topsalsonesthere.

In places sea caves cut into the cliffs; most are

completely inundated at high tide. Whiteflowered rock

samphire

and

rock

sea

lavender

grow

in

profusion

inspraydrenchedcrevicesandonledgestowardthebaseof 

thecliffs.Peasantsharvesttheseduringthesummer(the

rocksamphireasapotherband thesea lavender for its

fragrance).

Mostof thebeachesatthebaseof thecliffsareallbut

inaccessible, and only good swimmers or those with a

boatabletoreachthem.Someof themoreadventurous

peasantshunt at low tide in the multitudeof  tidalpools

onthenarrow,rockybeachesforcrabsandshellfish.The

remainder

graze

their

sheep

atop

the

cliffs

and

trap

rabbitsfortheirmeatandfur.

 A B A N D O N E D M I N E  

Thecliffsof theLonelyCoastarelitteredwithabandoned

mineworkings.Overthelasthundredyearsorsothefolk

of  the four villages have sunk many shallow exploratory

shafts,searchingfortinandothervaluablemetals.Many

such mines failed to turn up any precious metals while

othersproducedalittlewealthbeforeplayingout.

Other older, much deeper mines of  unknown origin

stud

the

cliffs.

A

few

delve

so

deeply

into

the

cliffs

andevenoutundertheoceanthattheseahasbrokenin.Such

mines have a tidal system of  sorts and are extremely

dangerous.Theseplacesareinvariablywaterfilleddeath

traps rife with unsafe workings and fatal deadend

passages.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 15/33

13

D I N K E R S H A L &   C  A E R   S  Y L L A N  

The headland of  Din Kershal ( fortress of  rock  in the old

tongue of  the Tuath), is little more than a huge granitic

monolithlinkedtothemainlandbyanarrow,steepsided

ridge of  exposed rock. Sheer cliffs, slick with spray, ring

thepromontory

except

in

one

spot

where

low

tide

reveals

a narrow shingle beach. Din Kershal slopes downwards

from west to east; its western cliffs are fiftyfeet higher

thanthosetotheeast.

The great fortress of  Caer Syllan   seat of  Family

Lochers power  dominates Din Kershal. The fortresss

upperandinnerwardsstandatopDinKershalitself,while

itslowerward(boundedbyagreatearthenditch)controls

accesstothepromontory.

Thebulkof  the fortificationstandsupon the western

portionof thepromontorybutseveralsmallwatchtowers

stud

the

eastern

and

southern

cliffs.

The

rest

of 

the

headland is unfortified. Occasionally, Lord Locher allows

the villagers to drive their sheep and cattle onto Din

Kershaltocropthepatchygrassthatgrowshere.Asmall

garden,established inanaturalfold intherock,provides

a quiet place of  contemplation for the women of  the

court.

Lord Locher, his family, servants and a substantial

garrison dwell within the fortress. In times of  trouble,

thereisamplespaceforthepopulaceof theLonelyCoast

toretreatwithinthewallsof theupperward.

A

large

sea

cave,

Morverens

Gallery,

bores

right

through the promontory. While it is possible to traverse

the cave at low tide, the surge of  water within is

murderous. At high tide, the cavern is almost complete

submerged;exploringthecaveatthistimeistantamount

tosuicide.

Afewsidecavesandgalleries(allcutoff athightide)

radiate outward from Morverens Gallery. When Maban

Locher arrived here 100 years ago, the witch Morveren

lurked in these caves. Local tradition describes her as

either a powerful spellcasting vampire or a degenerate

mix of  human and goblin. Whatever the truth, Maban

drove her out, claiming Din Kershal for himself. Since

then, few have dared to explore this small network of 

caves, the dangerous tides and Morverens fearsome

legendscombinetodispelmostpeoplesinterest.

S M U G G L E R  ’ S C O V E  

Those desiring to avoid the attentions of  the Lochers

servants sometimes use this small, isolated cove to land

particularlyvaluable(orillegal)commodities.

No pathway reaches the narrow shingle beach from

the

cliffs

above.

Instead,

the

only

access

to

the

cove

is

through a disused mine that cuts down through the

granite cliffs. Atop the cliffs, the mines entrance is well

hiddenbeneathagreat jumbleof bramblecloakedrocks.

Asmallgroupof neardowellsusetheminetohidetheir

contraband.Occasionally,theyalsoallow fugitivesuseof 

themine(foraheftyprice).

GM Note:The GMcanset this locationanywherehe

desires.

O R E S T O N E , T H E  

The

Orestone

is

a

forlorn,

windswept

and

wavelashed

barechunkof rock juttingoutof thesearoughly500feet

from shore. Cliffs encompass three of  its sides with the

fourthcomprisingaseriesof highrockshelves risingout

of thesurrounding,treacherouswaters.

Many vessels have come to grief  on the Orestone;

theirwreckslitterthesurroundingseafloor.Whenaship

strikes the Orestone, every boatowning peasant

descends on the location to both assist the unfortunate

marinersandtorecoverasmuchcargoaspossible.

Atop the Orestones highest point stands a pile of 

 jumbledrounded

boulders.

Worn

smooth

by

the

wind

and

rain, thestonesconceala smallsinkhole thatpenetrates

deep into the living rock before intersecting a large,

partially flooded tidal cavern. Here faded alien carvings

covermanyof  thewalls.Severalpassages tunneldeeper

into the rock; most are little more than deadends,

inundated by the sea at high tide. One, however,

plummets ever deeper over a series of  treacherous

escarpments until far below the sea bed it follows a

circuitousroutenortheast.Eventually,thepassagebreaks

into a partially flooded ancient mine several miles south

eastof Wolverton. Inancient times, fellcreatures lurked

withinthecaverns,creeping forthwhenagibbousmoon

hung in the sky and strong winds whipped the foaming

sea into a frenzy to perform terrible, sanityshattering,

half forgottenrites.Remnantsof thosefolk degenerate

troglodytes  yet linger in the tunnels and still faithfully

servetheirabolethmaster.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 16/33

14

 A D V E N T U R E H O O K S  

Almost limitless opportunities for adventure lurk on the

Lonely Coast. This section presents a small selection of 

adventureseedsfortheGMsconvenience.

P E S T I L E N C E  

A number of  travellers arrive at Wolverton aboard a

merchant vessel. Several days pass and suddenly one of 

thetravellersfallsgravelyill.Examinationsrevealthatthe

unfortunateissufferingfromplague(orsomeotherhighly

infectious, lethal disease) and he is immediately

quarantined (asare thosehe isstayingwith).Panicgrips

the town as the populace wait to see if  anyone else if 

infected.

Thedoomedplaguecarriercouldbeafollowerof the

godof 

disease

seeking

to

spread

his

lords

gift,

adupe

of 

those working against Family Locher or simply an

unfortunatetraveller.Inanyevent,themansoondies(as

likelydothosehewaslodgingwith).

Theextentof theinfectionisuptotheGMbutthePCs

couldgetinvolvedenforcingthequarantine,searchingfor

herbs, helping maintain law and order or hunting down

thedoomedmansemployers.

S H I P W R E C K   

Amerchantvesselhasgrounded insightof thecoastand

heavy

seas

are

slowly

breaking

it

up.

A

few

of 

its

crew

havemade ittoshore,butothersremaintrappedonthe

disintegrating vessel. Many villagers immediately set to

sea, not to save the crew but to salvage what they can

beforetheLochersclaimsalvage.

A merchant begs the PCs to retrieve several choice

items for him, promising a large reward for doing so.

Industrious villagers have already salvaged some of  the

items and the PCs must track them down. Exactly what

themerchantwantsrecovered isuptotheGM,butthey

should be items not immediately useful to the villagers.

Possibilities

include

small

quantities

of 

exotic

spices,

lettersof creditorasmallboxcontaininga fewtreasure

mapsorconfidentialletters.

R   A I D E R S  

Goblinsraidavillage insearchof slavesandwealth.The

militiaandCaerSyllansgarrisonfightthemoff butasmall

patroldespatchedtoharrythembacktotheir lair isnow

overdue.ThePCsareaskedtoinvestigate.

 T H E  T W I S T E D G O R G E  

A badly injured adventurerstaggers into Wolverton. The

only

survivor

of 

his

adventuring

party,

the

Warriors

of 

the

Blood Spear, he seeks others to accompany him to the

Twisted Gorge to recover his comrades remains. When

thePCsreachtheGorge,theydiscoverthatmanyof the

tribesdwellingtherehaveformedanuneasyallianceand

arepreparingtosackWolverton.

W H I S P E R S &   R U M O U R S  

Events occur all the time on the Lonely Coast. Use the

table below to furnish the PCs with rumours of  such

occurrences. The veracity of  each rumour is, of  course,

thepurviewof theindividualGM.

D20 RUMOUR

14 Tracksdiscovered intheforestshowwherebandsof 

goblinshavebeenspyingonWolverton.

56 Strange lights have been hovering in the air above

AriusWatchtower.

7 Ahunterdiscoveredastretchof forestaroundoneof 

theOldPeoplesmonolithsthathadbeguntowither

anddie.Thecauseof thedeforestationisunknown.

8 Huntershavereportedtheappearanceof severalnew

sinkholes at Tarans Bluff. The hunters have not

penetrated the sink holes but believe they lead to a

largechamber.

912 Asmugglersshipwentdownoff theOrestoneafew

nights ago. Fishermen and beachcombers have been

findingwreckageeversince.

1314 The Company of  the Green Cloaks recently bested a

groupof BloodMoongoblinsnorthof Bossin.

1516 Recently, something large has been swimming in

DeepwaterLake.(Drunk)witnessesreport itasbeing

almost20ft.longandakintoadragon!

17 Lord Locher is about to raise taxes again. This time,

therellbetrouble.

18 The folk of  Oakhurst have become even more

unwelcoming of  late. Two merchants have gone

missing inthevicinityandothersarerefusingtovisit

thevillage

until

the

matter

is

resolved.

19 The smugglers are engaged in a vicious war  with

themselves! Whispers of  a rising new power have

been swirling about Wolvertons docks for several

weeksnow.Thefightingisviciousandsustained.

20 Anewbandof bandits thoughttobetheremnants

of ashipwreckedpiratecrew havebegun tohaunt

theareabetweenSwallowfeldandHosford.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 17/33

15

 

 APPENDIX 1:  NEW  S TUFF  

ManystrangeandterriblethingsdwellupontheLonelyCoast.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 18/33

16

N E W  R   A C E :   H  A L F - G O B L I N  

Men whisper that ghosts of  an elder age stalk the

deepest, unknowable reaches of  the Lonely Coasts

ancient woodlands. Along with the forsaken holy places

and

forts

of 

a

long

fallen

elder

civilisation,

a

debased

and

twisted race of  half goblins haunts the forests deepest

thickets. The mongrel descendants of  a tribe of  humans

subjugated by goblins centuries ago half goblins are a

bitter, evil folk. Never numerous, and dedicated to dark

powers, they skulk about civilisations fringe weaving

terribleplotstodestroytheirneighbours.

Physical Description: Taller than their goblin

antecedents but shorter than humans, half goblins are

scrawny creatures.

Like their goblin

kin,

their

heads

seem oversized

for their

bodies.

Theireyesareblackordarkbrownandhairissimilarlyof 

darkhuewhiletheirearsareslightlypointed.Roughlyone

intencanpassforahuman(albeitafreakishlyshortand

uglyone).

HALFGOBLINRANDOMHEIGHTANDWEIGHT

TITLE BASE

HEIGHT

BASE

WEIGHT

MODIFIER

WEIGHT

MODIFIER

Male 4ft.10in. 90lbs. 2d4 x3lbs.

Female 4ft.4in. 75lbs. 2d4 x3lbs.

HALFGOBLINSTARTINGAGE

ADULTHOOD MARTIAL ARCANE DIVINE

13 13 17 15

HALFGOBLINAGINGEFFECTS

MIDDLEAGE OLD VENERABLE MAX.AGE

26 38 50 50+2d10

Society: Although thoroughly evil and despicable, half 

goblins have developed a tightknit, hierarchical society.

Assailed by innumerable external threats, half goblins

have learnt that personal survival and advancement

dependsonthatof theclan.

Normally found in small enclaves of  several family

groups, half goblins dwell in wild, remote places. They

often choose defensible caverns, but the elder places of 

the world  places where ancient peoples raised mighty

templesorhighfortresses alsoattractthem.

HALFGOBLINARCHER C R 1 / 2 ( X P 2 0 0 )

Thisbald,scrawny humanoid wearsstudded leather armour and 

carriesashortbow.

Malehalf goblinfighter1

NEMediumhumanoid(goblinoid,human)

Init+3;Sensesdarkvision60ft.;Perception+1,SenseMotive+1

Speed35ft.

ACP1;Climb+5,Ride+5,Stealth+4

AC18,touch14,flatfooted14;CMD16;Dodge,Mobility

(+3 Dex, +3 armour [studded leather], +1 shield [mwk

buckler],+1dodge)

Fort+3,Ref +3,Will+1

hp12(1HD)

Space5ft.;BaseAtk+1;CMB+3

Meleehandaxe+3(1d6+2/x3)

Rangedshortbow(range60ft.)+4(1d6/x3)

CombatGear potionof curelight wounds

AbilitiesStr15,Dex16,Con13,Int10,Wis12,Cha8

FeatsDodge,FleetB

,Mobility

Skillsasabove

LanguagesCommon,Goblin

Gearasaboveplus20arrows,1d6sp

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 19/33

17

Relations:Half goblinshateallotherraces,viewingall

as potential aggressors. In particular, they hate goblins

(whohuntthem)andhumans(whotreatthemasnormal

goblinstobekilledinsight).

Alignment and Religion: Half goblins are sadistic,

hate

filled

creatures

concerned

only

with

the

survival

and

advancementof theirclanattheexpenseof others.Inthe

main, they worship Braal (NE god of  hate, malice and

revenge);afewworshipotherfellpowers.

Adventurers: Most half goblins do not stray far from

theirclanhome.Afewventurefurtherabroadonspecific

missions while others fleeing some terrible punishment

areforcedtoendurecivilisationsperils.

NPC half goblins usually have levels in warrior, adept

or expert (scout). Some have levels in cleric, fighter,

ranger or rogue. A rare few embrace sorcery or worship

theatavistic

spirits

of 

their

ancient

woodland

home.

MaleNames:Anarl,Destrel,Ferel,Terl,Terl.

FemaleNames:Barsala,Harastra,Jerix,Severa.

H  A L F - G O B L I N  T R A I T S  

+2 to One Ability Score: Half goblins get a +2 bonus to

oneabilityscoretorepresenttheirvariednature.

Medium:Half goblinsareMediumcreaturesandhave

nobonusesorpenaltiesduetotheirsize.

NormalSpeed:Half goblinshaveabasespeedof 30ft.

Darkvision:Half goblinscanseeindarknessfor60ft.

Goblin Blood: Half goblins count as both human and

goblin

for

any

effect

related

to

race.

Swift:At1stlevel,half goblinsreceiveFleetasabonus

feat.

Rider: Half goblins receive a +2 racial bonus on Ride

checks.

Stealthy: Half goblins receive a +2 racial bonus on

Stealthchecks.

Languages:Half goblinsbegin playspeaking Common

and Goblin. Those with high Intelligence scores can also

chooseAbyssal,Dwarven,Gnoll,Gnome,InfernalandOrc.

H  A L F - G O B L I N L O R E  

CharacterwithranksinKnowledge(local)checkcanlearn

more about half goblins with a successful skill check. A

successful check reveals all information revealed by a

lessercheck.

DC 15: This creature is a half goblin. A debased and

twisted mongrel race they dwell in the secluded, wild

placesof theworld.

DC20:Half goblinsarestealthyandfleetof foot.They

canseeinthepitchdarknessandareskilledriders.

HALFGOBLINADEPT C R 3 ( X P 8 0 0 )

This tall  but  scrawny  woman is bald; her  eyes burn with a

terriblemalevolence.

Femalehalf goblinadept(Braal)5

NEMediumhumanoid(goblinoid,human)

Init1;Sensesdarkvision60ft.;Perception+3,SenseMotive+3

Speed35ft.

ACP0;Ride+1,Stealth+1

AC10,touch9,flatfooted10;CMD10

(1Dex,+1armour[bracersof armour +1])

Fort+1,Ref +2,Will+7

hp27(5HD)

Space5ft.;BaseAtk+2;CMB+1

Meleedagger+1(1d41/1920)

Rangedlightcrossbow(range80ft.)+1(1d8/1920)

AdeptSpellsPrepared(CL5th)

2ndinvisibility ,web(DC15)

1stbless,burninghands(DC14),obscuringmist 

0detect magic,

ghost 

sound 

(DC

13),

stabilise

Combat Gear potion of  cure moderate wounds, 3 screaming

bolts,scroll of  protection fromgood 

AbilitiesStr8,Dex9,Con10,Int11,Wis16,Cha12

SQ summonfamiliar

FeatsFleetB

,LightningReflexes,ScribeScroll,Toughness

SkillsasaboveplusHeal+8,Knowledge(nature)+5,Knowledge

(religion)+5,Spellcraft+5,Survival+8,

LanguagesCommon,Goblin

Gearasaboveplus10bolts,spellcomponentpouch, 12gp

HALFGOBLIN

ARCHER

C R 1 ( X P 4 0 0 )

This lean, muscular  humanoid  wears studded  leather  armour 

and carriesabattleaxe.

Malehalf goblinfighter2

NEMediumhumanoid(goblinoid,human)

Init+6;Sensesdarkvision60ft.;Perception+1,SenseMotive+1

Speed35ft.

ACP1;Climb+7,Ride+5,Stealth+3

AC17,touch13,flatfooted14;CMD17;Dodge,Mobility

(+2 Dex, +3 armour [studded leather], +1 shield [mwk

buckler],+1dodge)

Fort+4,Ref +2,Will+1;+1fear

hp20(1HD)

Space5ft.;

Base

Atk

+1;

CMB

+5

Meleemwkbattleaxe+7(1d8+3/x3)

Rangedshortbow(range60ft.)+4(1d6/x3)

CombatGear2 potionsof curelight wounds

AbilitiesStr16,Dex15,Con13,Int10,Wis12,Cha8

Feats Dodge, FleetB

, Improved Initiative, Weapon Focus

(battleaxe)

Skillsasabove

LanguagesCommon,Goblin

Gearasaboveplus 20arrows,2d6gp

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 20/33

18

N E W  C R E A T U R E :   S H A D O W   W O L V E S

Theprogenyof ancientdruidicmagics, thesesavageand

cunning hunters dwell deep within the gloom of  the

TangledWood.Whenfoodisscarce,theyburstforthfrom

the

forest

to

feed

upon

the

humans

of 

the

Lonely

Coast

andtheirlivestock.

Shadow wolves are larger than normal wolves; some

of theoldestandmostdeadlyindividualsgrowasbigasa

warhorse. Such beasts are incredibly swift and strong.

Even large, wellarmed patrols fear battling such a

creature.Localsuperstitionsalsogiftthemwiththeability

totalktoandcontrolotherwolves.

C O M B A T   &   T   A C T I C S  

Ashadowwolfsmottledblackandgrayfuraids itto lurk

in

the

deep

thickets

and

tangled

undergrowth

of 

the

forest. Creatures of  stealth and sudden ambush, they

preferstalkingpreytorunningitdown.

If apack ishuntingmen,andthemenhavehorsesor

otheranimalswiththem,thewolvesfirstusehold animal 

orcharmanimal  in conjunction with speak withanimals

toslowdowntheirtargets. Inbattle, theypreferhitand

runtactics,darting inandoutof combatuntiltheytripa

foe.Theymercilesslysavagepronetargets.

E C O L O G Y   &   S O C I E T Y   

Shadow

wolves

are

drawn

to

ancient

places

of 

druidic

power;packsoftenclaimsuch lostorabandonedsitesas

their own. They dwell in groups of  up to a dozen

individuals and follow the lead of  the largest, most

aggressive male. Shadow wolves mate for life and are

viciouslyprotectiveof theirmateandyoung.

Shadow wolves are creatures of  nature warped by

ancient

magics;

a

rare

few

possess

far

greater

druidicpowers than their lesser brethren. Occasionally such

individuals send packs of  lesser wolves to harry those

encroachingupontheirwoodlandfastness.

S H A D O W   W O L V E S L O R E  

Character with ranks in Knowledge (arcana) can

learn more about shadow wolves with a

successful skill check. A successful check

revealsallinformationrevealedbyalesser

check.

DC

14:

This

creature

is

ashadow

wolf.Theyareclever,powerfulfoes

giventostalkingtheirprey.

DC 19: Shadow wolves have

magical abilities that enable them

to charm or paralyze normal

animals.

SHADOWWOLF C R 4 ( X P 1 , 2 0 0 )

Thislarge, powerful wolf hasmottled grey and black  fur aswell 

asamouth full of sharp fangs.

NLargemagicalbeast

Init +2; Senses darkvision 60 ft., lowlight vision, scent;

Perception+6,SenseMotive+2

Speed50

ft.;

Nimble

Moves

ACP0;Acrobatics+6(+14 jumping),Climb+8,Stealth+10

AC17,touch11,flatfooted15;CMD22(26vs.trip)

(1size,+2Dex,+6natural)

Fort+7,Ref +6,Will+3

hp39(5HD)

Space10ft.;BaseAtk+5;CMB+10

Meleebite+9(1d8+6plustrip)

Trip (Ex) If  the shadow wolf  hits with its bite attack it can

attempt to trip its opponent as a free action without

provokinganattackof opportunity.If theattemptfails,the

shadowwolf isnottrippedinreturn.

SpellLikeAbilities(CL4th;+7concentration)

1/daycharmanimal (DC13),hold animal (DC14),speak with

animals

AbilitiesStr19,Dex14,Con17,Int9,Wis14,Cha8

FeatsNimbleMoves,SkillFocus(Stealth),WeaponFocus(bite)

SkillsasaboveplusSurvival+3(+7trackingbyscent)

RacialModifiers+4toStealth,+4toSurvivalwhentrackingby

scent

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 21/33

19

N E W  D E I T I E S  

TheGMcanusethesedeities perhapsaslocalpowers 

orcanreplacethemwithgodsfromhisowncampaign.

B R A A L  

NEgodof Hate,MaliceandRevenge

Epithets:TheHated,theWreaker,DwellerinShadows

Symbol:Aclovenskull

Domains:Destruction,EvilandTrickery

FavouredWeapon:Morningstar

Raiment: Braals faithful wear cowled black cloaks

smearedwiththebloodof theirsacrifices.Adherentsalso

shavetheirheads.

Teachings:Strikefromtheshadows;punishthosewho

have wronged you and show no mercy. Take what you

wantand

destroy

that

which

you

cannot

take.

HolyTexts:Theworshipof Braal isnotasprescriptive

asotherreligions.Nouniversallyagreedupontextexists,

butseveraldarktomesarepreferredbyvarioussects.

C O N N  

LNgodof Community,FamilyandRulership

Epithets:TheFather,Lawgiver

Symbol:Twohandsclaspedinahandshake

Domains:Community,LawandNobility

FavouredWeapon:Lightmace

Raiment:

White

robes

emblazed

with

two

clasped

hands

Teachings: Order brings prosperity. Together, believers

can achieve safety and contentment. The family is the

most importantunitof society; itsprotection isthemost

sacredduty.

Holy Texts: Law  and  Duty   a dense, legalistic text

setting

out

Conns

teachings

and

the

place

and

duties

of 

eachcommunitymember.

D  A R L E N  

LGgodof Law,Order,JusticeandtheSun

Epithets:TheJusticar,theShiningLight,theNobleOne

Symbol:Therisingsun

Domains:Good,Law,ProtectionandSun

FavouredWeapon:Longsword

Raiment: Voluminous, white cowled habits. Unless

expectingbattle,clericsdonotweararmour.

Teachings:

The

strong

must

protect

the

weak,

for

this

isthenaturalorder.Thosewithgreatabilitiesoraptitudes

must use their gifts for the betterment of  their fellows.

Thefaithfulmustbeevervigilantforevilsrise,butmust

showmercyindealingwithitstools.

Holy Texts: Darlens teachings are set down in the

Scriptureof Law  avasttomecontainingteaching,stories

and lessons by some of  his early, prominent followers.

DivineOrder  andOnDarkness  Rise are important early

commentariespennedbylegendaryhighpriests.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 22/33

20

R E A D I N G S  T A T   B L O C K S  

TheLonely Coast  includesallnecessarystatblocks;these

notesexplainhowtoreadthem.Unlessotherwisenoted,

all listed scores include all the creatures normal

modifiers.

Each stat block is arrayed in four sections: basic,

defensive,offensiveandsupplemental.Theinformationin

statblocksappearsinthefollowingorder:

B A S I C

Name,CRandXP:Themonstersnameappearsfirstfollowedby

itsCRandhowmanyexperiencepoints it isworth. If more

thanonecreature isencountered,abracketednumber lists

howmanyappear.

Appearance:TheGMcanreadaloudorparaphrasethissection.

If apicturedepictsthecreature,thissectionmaybeomitted.

Sex,Race,ClassandLevel:If themonsterhasclass levelsthese

appearhere

along

with

its

race

and

sex.

The

first

noted

class

isthecreaturesfavouredclass.

AlignmentandType:Thecreaturesabbreviatedalignmentand

itstype(includingapplicablesubtypes).

Init and Senses: This creatures initiative modifier appears

before any special senses (such as scent or darkvision) and

the creatures Perception and Sense Motive scores. If  the

creature has special Perceptionbased abilities, such as

trapfindingorstonecunning,theseappearhere.

Speed: The creatures modified land speed appears first along

withanyotherrelevantspeeds (suchasclimborfly). If  the

creaturesbaselandspeedisdifferenttoitsmodifiedspeed

thisisalsolisted.

ACP and Movement Skills: ACP presents thecreatures normal

armourcheck

penalty

modifier.

If 

the

creatures

Acrobatics,

Climb, Escape Artist, Fly, Ride, Stealth or Swim modifier

differs from the relevant ability modifier minus its armour

checkpenalty,theseskillsappearhere.

D E F E N S I V E

AC:Thecreaturesnormal, touchandflatfootedACalongwith

itsCMD;additionallythissection listsanydefensivepowers

orabilitiesthataffectsthecreaturesAC.

Immune,ResistandWeaknesses:If thecreaturehas immunity,

resistance or a vulnerability to an affect or condition it

appearshere.

Fort,Ref andWill:Thecreaturessavingthrowmodifiersalong

with any conditional modifiers and defensive powers (such

asevasion)andspellresistanceappearhere.

HP:Thecreaturesfull,normalhitpointsalongwiththenumber

hit dice it possesses. A bracketed hit point total indicates

that

the

creature

is

injured.

If 

the

creature

has

damage

reductionorhardnessitappearshere.

O F F E N S I V E

Space, Base Atk and CMB: The creatures space, base attack

bonusandCMB.

Melee:Thissectionlistsacreaturesmeleeattacks.If theattack

has a reach that is not 5 ft. it is listed here. Each attack

includesattackbonusanddamageinformation.If theattack

has the default critical hit characteristics (20/x2) this

informationisomitted.

Ranged:Thissectionliststhecreaturesrangedattacks.Italways

includes the attacks range. Each attack includes attack

bonusanddamageinformation.If theattackhasthedefault

criticalhit

characteristics

(20/x2)

this

information

is

omitted.

Atk Options: This section lists any abilities or feats that can

affectthecreaturesattacks.Subsequentlistingsdescribeall

butthemostbasicabilitiesinmoredepth.

Special Actions: This section lists any useful abilities that a

creaturecoulduse inbattle.Subsequentlistingsdescribeall

butthemostbasicabilitiesinmoredepth.

SpellsandSpellLikeAbilities:Thecreaturescaster level,along

with its concentration modifier and domains appears in

bracketsbeforethemainspell listing. If oneormoreof the

creatures spells require a touch attack, its relevant attack

bonus is included. Spells available appear in reverse order

from highest to lowest. Spells noted

D aredomain spells. If 

applicable,aspellsDCisalsoprovided.

Combat

Gear:

This

section

lists

any

combatrelated

equipment

thecreaturepossesses.

S U P P L E M E N T A L

Abilities and Special Qualities: These sections list a creatures

abilityscoresandanyspecialqualitiesthatappearnowhere

anywhereelseinitsstatblock.

Feats:Analphabeticallistingof allthecreaturesfeats.

SkillsandLanguages: These sections listany skills the creature

possesses that have not already appeared in the stat block

andalllanguagesspokenorunderstood.Anylanguagebased

specialabilitiesalsoappearhere.

Gear: This section lists any gear not already listed in the

creatures stat block. This section hardly ever contains

weapons or armour as they usually appear in the relevant

sectionsabove.

Spellbook: The contents of  the creatures spellbook and its

barredschools.

 

S P E C I A L  A B I L I T I E S  

Specialabilitiesappearinthesectionwhichtheybestsuit.Thus,

offensive

abilities

appear

with

a

creatures

attacks

while

defensiveonesappearwith itsotherdefences.Fullwriteupsof 

irrelevant powers (such as those that could not affect combat)

areomitted.Theaffectsof abilitiesthatfactor intoacreatures

normal attacks or defences have already been included in the

relevantcalculations.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 23/33

21

 

 APPENDIX 2:  ON THE R OAD  

FivereadymadeencounterstodropintoplaywhileadventuringontheLonelyCoast.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 24/33

22

D A N G E R I N T H E S H A D O W S  

EL3;XP800

Neartothetrack,intheveryfringesof theTangledWood,

a

ferocious

black

bear

surprises

a

lone

hunter

and

his

dogs.Read:

Fromdeepwithinthetrees,yousuddenly hear thesound 

of snappingbranches,theroar of alargecreatureand the

barkingof dogsquickly cut off.Shoutsand theclamour of 

battle fill thedimspacebelow thetightly  packed trees.

PCsenteringthewoodeasilyfindthecauseof thenoise.

Davy is badly injured and is trying to get away from the

black bear (which has already killed his dogs) while

makingas muchnoiseaspossible ina bidtoattractaid.

Untilnow,

he

has

managed

to

keep

trees

between

himself 

andthebear,buteventuallyitwillcatchandkillhim.Davy

knowsthisandassoonasheseesthePCs,heshoutsfor

helpandrunstowardthem.

 T   A C T I C S  

Thebearispowerful,butstupid.Itattacksthenearestfoe

damagingitandfightstothedeath.Davyaidshisrescuers

withrangedattacks,butdoesnotmeleewiththebear.

 A R E A F E A T U R E S  

Thewoodlandshaveseveralfeaturesof note:

Illumination:The light levelon the trail isdependent

on the time of  day. Below the trees, the light level

decreasesbyonestep.

Trail:

A

muddy,

rutted

10

ft.

wide

trail

wends

its

way

throughthetrees.Movementonthetrailisuninhibited.

Undergrowth: Vines and roots cover any many non

trailsquares. Itcosts twosquaresof movement toenter

such squares. It also increases the DC of  Acrobatics and

Stealthchecksby2.

Trees:Acreaturestandinginthesamesquareasatree

(AC4,hardness5,hp150,DC15Climbcheck)gainspartial

cover(+2toAC,+1onReflexsaves).

MassiveTrees:Hugetrees(AC3,hardness5,hp600;

DC 15 Climb check) fill an entire square. They provide

cover(+4

to

AC,

+2

on

Reflex

saves).

S C A L I N G T H E E N C O U N T E R   

Tomodifythisencounter,applythefollowingchanges:

EL2(600XP):Applytheyoungtemplatetothebear.

EL4(1,200XP):Usethestatisticsforagrizzlybear.

H O O K S  

Davy isverygladtoberescuedand insiststhePCsspend

thenightathis isolatedcottage.Healsotellsthemof an

abandoned burial cairn of  the Old People he recently

stumbledacross.

The

cairn

is

about

fifteen

miles

north

of 

thecottageandDavybelievesitisyetsealed.

D A V Y M A Y N E

CR1/2

(XP

200)

Dirty and muddy,thisinjured,dark haired,blueeyed manwears

leather armour and cariesalongbow.

Humanexpert1/warrior1

LNMediumhumanoid

Init+1;SensesPerception+7,SenseMotive+0

Speed30ft.

ACP0;Climb+5,Stealth+5,Swim+5

AC13,touch11,flatfooted12;CMD13

(+1Dex,+2armour[leather])

Fort+3,Ref +1,Will+2

hp11(currently3)(2HD)

Space5ft.;BaseAtk+1;CMB+2

Meleehandaxe

+2

(1d6+1/x3)

or

Meleedagger+2(1d4+1/1920)

Rangedlongbow(range100ft.)+2(1d8/x3)

AbilitiesStr12,Dex13,Con13,Int9,Wis10,Cha9

FeatsSkillFocus(Perception)B

,SkillFocus(Survival)

Skills as above plus Knowledge (geography) +3, Knowledge

(nature)+3,Profession(hunter)+4,Survival+8

LanguagesCommon

Gearasaboveplus20arrows,backpack,beltpouch,explorers

outfit

BLACKBEAR C R 3 ( X P 8 0 0 )

This black  bear  is powerfully muscled. Itsopenmouth reveals

many sharpteeth.

NMediumanimal

Init +3; Senses lowlight vision, scent; Perception +6, Sense

Motive+1

Speed40ft.;Run

ACP0;Acrobatics+3(+7 jumping),Swim+12

AC17,touch13,flatfooted14;CMD19(+23vs.trip

(+3Dex,+4natural)

Fort+6,Ref +7,Will+2

hp32(5HD)

Space5ft.;BaseAtk+3;CMB+6(+10grapple)

Melee2claws+6each(1d4+3plusgrab)and

bite+6(1d4+3)

AbilitiesStr17,Dex17,Con15,Int2,Wis12,Cha6

FeatsEndurance,Run,SkillFocus(Survival)

SkillsasaboveplusSurvival+5

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 25/33

23

G O B L I N R   A I D E R S  

EL4:XP1,210

Having crept forth from the shadowed world of  the

Tangled

Wood,

this

small

band

is

hunting

for

loot

and

slaves.Theyavoidlargeorwellarmedgroupsbutambush

anyotherstheymeet.WhenthePCsfirstseethem,read:

Skinny  humanoids clad  in leather  armour  and  carrying

shields bearing the device of  a moon dripping blood 

advancetoward you.

ADC15Knowledge(local)revealsthatthegoblinsareof 

theBloodMoontribe.AcharactermakingaDC20check

also knows that the tribe claims a rambling network of 

cavernsintheTwistedGorge.

 T   A C T I C S  

Thegoblinsprefertostartanybattlewithseveralrounds

of  haphazard missile fire. After the initial barrage, the

raiders charge into battle while the scout shoots at

obviousspellcasters.Theadept likewisehangsback from

melee,directingthebattlefromcover.

S C A L I N G T H E E N C O U N T E R   

Tomodifythisencounter,applythefollowingchanges:

EL3(805XP):Removethreeraiders.

EL

5

(1,615

XP):

Add

one

scout

and

two

raiders.

H O O K S  

Acapturedgoblinofferstoguidethepartytoitstriballair,

inreturnforitsfreedom.

BLOODMOONADEPT ( 1 ) C R 1 ( X P 4 0 0 )

Thisbald and skinny humanoidshead seems too large for  its

body.It wearsdirty robes

Malegoblinadept(Braal)3

NESmallhumanoid(goblinoid)

Init+2;

Senses

darkvision

60

ft.;

Perception

+1,

Sense

Motive

+1

Speed30ft.

ACP0;Ride+6,Stealth+10

AC15,touch14,flatfooted12;CMD12;Dodge

(+1size,+2Dex,+1armour[bracersof armour +1],+1dodge)

Fort+2,Ref +3,Will+4

hp19(3HD)

Space5ft.;BaseAtk+1;CMB2

Meleecoldirondagger+0(1d32/1920)

Rangeddart(range20ft.)+4(1d32)

AdeptSpellsPrepared(CL3rd;concentration+4)

1stburninghands(DC12),curelight wounds(2)

0detect magic,ghost sound ,touchof  fatigue(DC11)

Combat

Gear potion

of 

cure

moderate

wounds,

scroll 

of 

invisibility ,scroll of bless

AbilitiesStr6,Dex15,Con12,Int10,Wis13,Cha7

SQ summonfamiliar

FeatsDodge,Toughness

SkillsasaboveplusHeal+6,Knowledge(religion)+6,Spellcraft

+6

LanguagesGoblin

Gear as above plus 5 darts, wooden holy symbol, spell

componentpouch,blackgem(onyx[50gp]),4gp,12sp

BLOODMOONRAIDER(5) C R 1 / 3 ( X P 1 3 5 )

Clad  in leather  armour  this dirty, skinny  humanoid  carries a

shortbow and short sword.

Goblinwarrior1

NESmallhumanoid(goblinoid)

Init+3;Sensesdarkvision60ft.;Perception+0,SenseMotive+0

Speed30ft.

ACP1;Climb+3,Ride+6,Stealth+10

AC17,touch14,flatfooted14;CMD13

(+1size,+3Dex,+2armour[leather],+1shield[buckler])

Fort+2,Ref +3,Will+0

hp6(1HD)

Space5ft.;BaseAtk+1;CMB+0

Meleeshortsword+5(1d4/1920)

Rangedshortbow(range60ft.)+5(1d4/x3)

AbilitiesStr11,Dex16,Con11,Int9,Wis10,Cha6

FeatsWeaponFinesse

LanguagesGoblin

Gearas

above

plus

20

arrows,

belt

pouch,

1d6

sp

BLOODMOONSCOUT(1) C R 1 ( X P 1 3 5 )

Covered  in mud  and  with many  twigs stuck  to its leather 

armour,thissmall skinny humanoid looksvaguely ridiculous.

Goblinexpert1

NESmallhumanoid(goblinoid)

Init+7;Sensesdarkvision60ft.;Perception+5,SenseMotive+1

Speed30ft.

ACP1;Acrobatics+6,Climb+2,Ride+6,Stealth+14

AC17,touch14,flatfooted14;CMD13

(+1size,+3Dex,+2armour[leather],+1shield[buckler])

Fort+0,Ref +3,Will+3

hp5(5HD)

Space5ft.;BaseAtk+0;CMB2

Meleelightmace+0(1d41)

Rangedlightcrossbow(range80ft.)+4(1d6/1920)

CombatGeartanglefootbag

AbilitiesStr9,Dex17,Con10,Int9,Wis12,Cha6

FeatsImprovedInitiative

SkillsasaboveplusSurvival+5

LanguagesGoblin

Gearasaboveplus20bolts,backpack,beltpouch,2d6sp

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 26/33

24

RIDINGHORSE(2) C R 1 ( X P 4 0 0 )

NLargeanimal

Init +2; Senses lowlight vision, scent; Perception +6, Sense

Motive+1

Speed50ft.;Run

ACP0;Acrobatics+2(+10 jumping)

AC

11,

touch

11,

flat

footed

9;

CMD

17

(21

vs.

trip)

(1size,+2Dex)

Fort+6,Ref +5,Will+1

hp15(2HD)

Space10ft.;BaseAtk+1;CMB+5

Melee2hooves2(1d4+1)

AbilitiesStr16,Dex14,Con17,Int2,Wis13,Cha7

SQ docile

FeatsEndurance,RunB

Gearbitandbridle,ridingsaddle

M E R C H A N T   

EL6:XP2,400(thelistedXPorELdoesnotincludeKerras

andCaptainPerdyrsridinghorsesasthesecreaturesare

docileandtakelittlepartinanycombat).

A few merchants make the difficult and occasionally

dangerous journeybetweenthesettlementsof theLonely

Coast, carrying finished items not normally found in the

smaller villages. Such folk always travel with guards and

areausefulsourceof gossip,rumourandnews.

WhenthePCsencounterthisgroup,read:

 A bully  woman driving a cart   pulled  by  a single horse

comes into view  on the track.  An armoured  man on

horseback   precedes the cart  while  five scale mail clad 

warriorsbringuptherear.

At sight of  strangers, Captain Perdyr rides forward to

investigate.UnlessthePCstakehostileactions,Kerraand

therestof herguardsmakenospecialpreparations.

 T   A C T I C S  

Neither Kerra nor her guards want trouble, but react

forcefully in the face of  theft or violence. The guards

cooperate inafight,evenusingtheaidanotheraction in

battletohitparticularlytroublesomefoes.CaptainPerdyr

seeks out toughlooking warriors in battle and attempts

singlecombat.

If eitheraguardorCaptainPerdyrisreducedtobelow

onequarter hit points he retreats from battle. Kerra is

similarly pragmatic; if  combat goes against her she

retreats,abandoninghertradegoodsif necessary.

 T R A D E G O O D S  

Givensufficienttime,Kerracanacquirealmostany item.

However,sherarelycarriesexpensiveorrareitemsasthe

common

folk

with

whom

she

usually

deals

have

little

call

for such things. Normally, bales of  cloth, cooking pots,

householdutensilsandsoonfillhercart.

K E R R A  T E R R I L L  

Background: Kerra came to the Lonely Coast to escape

thestigmaof hermixedheritage.

KERRATERRILL C R 3 ( X P 8 0 0 )

This burly  woman wears  flamboyant,  patterned  clothes.  A

 jutting, thickset   jaw  and  dense, lank  hair  hints at  orcish

ancestry.

Femalehalf 

orc

bard

4

NMediumhumanoid(human,orc)

Init1;Sensesdarkvision60ft.;Perception+8,SenseMotive+8

Speed30ft.

ACP2

AC15,touch9,flatfooted15;CMD13

(1Dex, +4 armour [mwk chain shirt], +2 shield [mwk heavy

steel])

Fort +3, Ref  +4, Will +6; +4 vs bardic performance, sonic and

languagedependanteffects

hp29(4HD);orcferocity

Orc Ferocity Once per day, when brought below 0 hit points,

Kerracancontinueactingforonemoreroundasif disabled.

Space

5

ft.;

Base

Atk

+3;

CMB

+4

Meleemwklongsword+6(1d8+1/1920)

Rangedthrowingaxe(range10ft.)+2(1d6+1)

Special Actions bardic performance (18 rounds; countersong,

distraction, fascinate, inspire courage +1, inspire

competence+2)

BardSpellsKnown(CL4th;concentration+6)

2nd(2/day)heroism,suggestion(DC14)

1st (4/day)comprehend  languages, cure light  wounds,

expeditiousretreat ,unseenservant 

0detect  magic, read  magic, lullaby  (DC 12), open/close,

 prestidigitation,summoninstrument 

CombatGearwand of sleep(25charges), potionof invisibility 

AbilitiesStr12,Dex8,Con12,Int15,Wis12,Cha15

SQ bardic

knowledge,

versatile

performance

FeatsExtraPerformance,SkillFocus(Perform)

Skills as above plus Appraise +10, Bluff  +9, Diplomacy +7 (+9

with versatile performance), handle Animal +9, Intimidate

+11, Knowledge (geography) +9, Knowledge (local) +9,

Perform (wind instruments) +12 (+14 with masterwork

pipe),Profession(merchant)+8

LanguagesCommon,Draconic,Goblin,Orc

Gearasabovepluscloak of resistance+1,masterworkpipe,37

sp,13gp,2pp

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 27/33

25

Personality: Kerra is friendly and polite to all she

meets.Anextravert,she lovestosharestoriesandnews.

Sheisalwayslookingtomakeasale.

Mannerisms:Whendrunk,Kerrabecomesverycrude,

making inappropriate remarks about nearby handsome

men

and

flirting

outrageously.

DistinguishingFeatures:None.

 T H E M E R C E N A R I E S  

LedbyCaptainPerdyrSkewesthissmallmercenaryunitis

welltrained.Usethesenotestoportraythem.

CaptainPerdyrSkewes:Aprofessionalwarrior,Perdyr

dreams of  making enough money to lead a large

mercenarycompany.Braveinbattleheisloyaltobothhis

patronandmen.

Ahearn Melor: A native of  Wolverton, Ahearn wants

to

become

an

adventurer.

Tortured

by

feelings

of inferiority and self doubt he has yet to overcome,

however, he settles for the relatively boring life of  a

guardforhire. If  he forges a strong bond with a PC, he

mayaskto jointheirgroup.

Cadan Mayne: Sporting a unibrow and a ferocious

squint,Cadaniscrudeandunsubtle.

PascoeMargh:Acareersoldier,thisgrizzledveteranis

unshakeable. The backbone of  the group, Pascoe

unofficially fills the role of  sergeant. He has served with

Captain Perdyr longer than anyoneelse and the two are

goodfriends.

PerranVosper:Thisbaldingmiddleagedmanappears

miserable most of  the time. A malingerer, his fellows

barely

tolerate

him.

Ruan Jewell: A quiet fellow Ruan has a sharp wit. A

reluctantsoldier,hewouldmuchratherbeafarmer,but

bankruptcyhasforcedhimintohiscurrentrole.

S C A L I N G T H E E N C O U N T E R   

Tomodifythisencounter,applythefollowingchanges:

EL5(1,600XP):Removefourguards.

EL 7 (3,200 XP): Add a lieutenant equal to Captain

Perdyrandoneguard.

H O O K S  

A few months ago, Kerra had an unpleasant encounter

with the merchant Tryfena of  Swallowfeld. Tryfena

objectedtoKerraslowpricesandsoburntKerraswagon

to thegroundone night.KerrastronglysuspectsTryfena

of  theactandhas hiredguards tomakecertainsuchan

incidentdoesnotoccuragain.Seewarnsallshemeetsof 

Tryfenasblackheartandboundlessgreed.

When Kerra returns to Swallowfeld, an ugly

confrontationisinevitable.

MERCENARYGUARD

(5)

C R 1 / 2 ( X P 2 0 0 )

Wearing scalemail  and  carrying shield, spear  and  longsword 

thiswarrior lookstoughand capable.

Malehumanwarrior2

LNMediumhumanoid

Init+0;SensesPerception+0,SenseMotive+0

Speed20ft.,basespeed30ft.

ACP5;Acrobatics5(10 jumping)

AC16,touch10,flatfooted16;CMD14

(+0Dex,+5armour[scalemail],+1shield[lightsteel])

Fort+4,Ref +0,Will+0

hp18(2HD)

Space5ft.;BaseAtk+2;CMB+4

Melee

longsword

+5

(1d8+2/19

20)

or

Meleeshortspear+4(1d6+2)

Rangedshortspear(range20ft.)+2(1d6+2)

AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8

FeatsToughnessB

,WeaponFocus(longsword)

SkillsasaboveplusHandleAnimal+3,Intimidate+2,Profession

(soldier)+4

LanguagesCommon

Gearasaboveplus,backpack,bedroll,water flask,pouch,2d6

sp

CAPTAINPERDYRSKEWES C R 2 ( X P 6 0 0 )

Clad  in ornate, but  dented  banded mail  and  carrying a large

warhammer this

black 

haired 

warrior 

is

an

imposing

sight.

Several scarscrosscrosshis face.

Malehumanwarrior4

LNMediumhumanoid

Init+1;SensesPerception+2,SenseMotive+2

Speed20ft.,basespeed30ft.

ACP5;Acrobatics4(8 jumping),Ride1

AC19,touch11,flatfooted18;CMD17

(+1 Dex, +7 armour [mwk banded mail], +1 shield [mwk

buckler])

Fort+5,Ref +2,Will+3

hp30(4HD)

Space5ft.;BaseAtk+4;CMB+6

Melee

mwk

warhammer

+8

(1d8+2/x3)

or

Meleedagger+6(1d4+2/1920)

Rangedmwkheavycrossbow(range120ft.)+6(1d10/1920)

CombatGear2 potionsof curelight wounds,screamingbolt 

AbilitiesStr15,Dex12,Con13,Int9,Wis10,Cha8

FeatsAlertness,IronWillB

,WeaponFocus(warhammer)

SkillsasaboveplusIntimidate+5,Profession(soldier)+5

LanguagesCommon

Gearasaboveplus20bolts,pouch,25sp,9gp,goldring(DC20

Appraise,worth100gp)

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 28/33

26

P  A T R O L  

EL6;XP2,400

The PCs encounter a small group of  menatarms

patrolling

the

tracks

between

the

Lonely

Coasts

settlements.Onthelookoutformaraudersorbandits,the

patrol closely questions any armed group of  strangers

theyencounter.WhenthePCsmeetthepatrol,read:

 A half dozen soldiers led  by  amounted  sergeant march

downthetrack.Eachof thesoldierswearschainmail and 

carriesabuckler emblazoned withtheLocher crest.

CajaUrenmakesithisbusinesstospeakwitheverygroup

heencounters.Refertothenotesonherpersonalityand

mannerisms to facilitate the ensuing conversation. In

conversation,

Caja

asks

for

the

PCs

names

and

their

current business and destination. Unless the PCs are

obviously hiding something or act abusively, she allows

themtocontinue.

 T   A C T I C S  

Thesesoldiersarenotsoftandpamperedpalaceguards;

they are hardened border guards well used to skirmish

andbattle.Theydonotpanicinbattleandworktogether

todefeattheirfoe.Initially,theyshoottheircrossbowsat

foebeforeclosingtomelee.Anywarriorreducedbelow5

hit

points

retreats

from

battle

but

continues

to

use

his

heavycrossbowtosupporthisfellows.

Caja prefers to fight from horseback. Her horse is

trainedforwarandattacksanyadjacentfoe.Initially,Caja

uses Power Attack, but reverts to normal attacks if  she

failstostrikeherfoetwiceinsuccession.

C  A J A U R E N S E R G E A N T  - A T - A R M S  

Background: A Lonely Coast native, Caja has spent her

entirelifeonthefrontier.

Personality:Strongwilledanddetermined,Caja isthe

archetypal sergeant. She cares for those under her

MANATARMS(7) C R 1 / 2 ( X P 2 0 0 )

Malehumanwarrior2

LNMediumhumanoid

Init+0;SensesPerception+0,SenseMotive+0

Speed20ft.,basespeed30ft.

ACP6;Acrobatics6(10 jumping),Ride4

AC17,touch10,flatfooted17;CMD14

(+0Dex,+6armour[chainmail],+1shield[buckler])

Fort+4,Ref +0,Will+0

hp18(2HD)

Space5ft.;

Base

Atk

+2;

CMB

+4

Meleelongsword+5(1d8+2/1920)or

Meleedagger+4(1d4+2/1920)

Rangedheavycrossbow(range120ft.)+2(1d10/1920)

AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8

FeatsToughnessB

,WeaponFocus(longsword)

SkillsasaboveplusHandleAnimal+3,Profession(soldier)+4

LanguagesCommon

Gearasaboveplus20bolts,backpack,1trailration,waterflask,

pouch,2d6sp

CAJAUREN,SERGEANTATARMS C R 1 ( X P 4 0 0 )

Broad  shouldered  and with an impressively  broken nose, this

womans brown hair  is cut  short  and  her  hands and 

 forearmsbear awarriorsscars.

Femalehumanwarrior3

LNMediumhumanoid

Init+0;SensesPerception+0,SenseMotive+0

Speed20

ft.,

base

speed

30

ft.

ACP6;Acrobatics6(10 jumping),Ride3

AC17,touch10,flatfooted17;CMD15

(+0Dex,+6armour[breastplate],+2shield[heavysteel])

Fort+4,Ref +1,Will+1

hp25(3HD)

Space5ft.;BaseAtk+3;CMB+5

Meleemwklongsword+7(1d8+2/1920)or

Meleedagger+5(1d4+2/1920)

AtkOptionsPowerAttack

CombatGear4 potionsof curelight wounds

AbilitiesStr15,Dex11,Con13,Int9,Wis10,Cha8

FeatsPowerAttack,ToughnessB

,WeaponFocus(longsword)

Skills

as

above

plus

Handle

Animal

+3,

Profession

(soldier)

+5

LanguagesCommon

Gearasaboveplus20bolts,backpack,1trailration,waterflask,

pouch,2d6sp

THUNDERER(WARHORSE) C R 2 ( X P 6 0 0 )

Large and   powerfully  muscled, this warhorse has a dappled,

dark browncoat and wearshidebarding.

NLargeanimal

Init +4; Senses lowlight vision, scent; Perception +8, Sense

Motive+3

Speed35ft.,basespeed50ft.;Run

ACP3;Acrobatics+1(+5 jumping)

AC17,touch13,flatfooted15;CMD21(25vs.trip)

(1size,

+2

Dex,

+4

armour

[hide

barding],

+2

natural)

Fort+8,Ref +7,Will+3

hp19(2HD)

Space10ft.;BaseAtk+1;CMB+7

Meleebite+5(1d4+5)and

Melee2hooves2(1d6+1)

AbilitiesStr20,Dex18,Con21,Int6,Wis17,Cha11

FeatsEndurance,RunB

Gearasaboveplusbitandbridle,militarysaddle

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 29/33

27

protection and is the consummate professional soldier.

Long content to sacrifice her personal happiness for her

career, Caja is lonely and craves the love of  a strong,

independentman.

Mannerisms: When self conscious, Kaja rubs her

broken

nose

as

if 

trying

to

smooth

it.

Distinguishing Features: Caja nose has clearly been

brokenmanytimes.

Hooks:CajatakesalikingtoawarriorPCs.Whilesheis

notobviousinherinterest,shetakesthetimetofindout

thePCsnamesandotherdetails.Shecarriesa torch for

thePCandwillhelphiminthefuture.

M E N - A T - A R M S  

By and large, the menatarms are loyal, motivated

membersof LordLochersguard.Thenotesbelowpresent

abrief 

description

of 

each

individual.

Cador Odgers: A failed bard, Cador has a terrible

singing voice. Oblivious to this, Cador sings at every

opportunity.Sostarvedof appreciationishe,anypositive

comment or applause causes him to launch into an

interminableroundof songs.

Geren Kersey: Dull and unimaginative, Geren is an

adequate warrior. Oblivious to the various personality

clashes intheunit,hefollowsCajasorderstothe letter.

Gerenhasadeepknowledgeof heraldryandhecanspeak

for some time on the subject. Due to his low monotone

delivery,such

conversations

are

skull

crushingly

boring.

Howel Faull: A boisterous, bald middleaged warrior,

Howel is friendly and open. He takes to any task with

enthusiasm and determination. This attitude annoys

KevernandYestinwhoseehimasasergeantspet.

Kevern Boden: Kevern is ambitious, seeking

advancement at every opportunity. He resents Howel

seeing in him a future rival for the rank of  sergeant.

Kevern is from extremely humble stock   his mother

abandonedhimwhenhewasyoungandsincethenhehas

vowedtoneverbereliantonanotherperson.

Margh

Boden:

Cheerful,

but

nervous

Margh

is

newly

entered into the Lochers service. Keen to impress Caja

(he has a crush) he puts himself  in a position of  danger

(particularlyif thesergeantisinperil).

Yestin Crago: Cynical and nearing retirement, Yestin

hates Howel seeing him as an officers toady. He takes

great delight in belittling and insulting Howel at every

opportunity.Yestin isalwaysout forhimself andactively

solicitsbribesandgifts

TamsynDobel:Drawntoasoldierslifethroughalove

of danger,Tamsynchaffsatinactivityandhasareputation

asadaredevilincombat.Quickwithherfists,butequally

quick

to

forget,

Her

fellows

alternatively

love

and

loath

Tamsyn.Shedoesnotshirkfrombattleandalwaysaidsa

downedcomrade.

S C A L I N G T H E E N C O U N T E R   

Tomodifythisencounter,applythefollowingchanges:

EL5(1,600XP):Removefourmenatarms.

EL7(3,200XP):Addfourmenatarms.

H O O K S  

Thepatrolcouldbeonaroutinesweepof theareaorbe

tasked

with

a

specific

mission.

Missions

could

involve

searchingformaraudersorspies,carryingaproclamation

toeveryvillageortheycouldevenhavebeendespatched

to find the PCs. If  they are searching for the PCs, it is

certainthatsomeone inauthority perhapsLordLocher

oroneof hisclosefamily desiretospeakwiththemon

animportantmatter.

 A L T E R N A T I V E E N C O U N T E R S  

TheGM

can

use

these

characters

in

anumber

of 

different

ways.

Obviously, the characters could be exactly what they say they

are warriors loyal toLordLocher  but theycould also have

otheragendas.

They couldbe banditswho have takena defeated patrols

equipmentsothattheycanextorttollsfromgullibletravellers,

surpriseloneindividualsorsimplymoveaboutwithoutarousing

suspicion. In this situation, any PC making a DC 20 Perception

check notices that the patrols armour seems illfitting and in

need of  repair. PCs speaking with any of  the warriors and

makingaDC20SenseMotivecheckgetahunchthatsomething

iswrong.

Alternatively,

one

of 

the

men

at

arms

could

be

a

spy

for

oneof thePCsenemiesorforsomeonewhowishestheLonely

Coast ill. The spy is being coerced (one of  his family has been

kidnapped) into providing information and is not very good at

concealing his interest in the PCs. If  they confront the spy, he

confessesallandbegsthemforaid.

Finally, if  the PCs find themselves outmatched in another

encounter, the GM can determine that the patrol hears the

soundof battleandhurriestoinvestigate.

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 30/33

28

C O M P A N Y O F T H E G R E E N C L O A K S  

EL3;XP800

Dozens of  adventuring bands wander the tracks and

byways

of 

the

Lonely

Coast

in

search

of 

adventure.

Many

suchgroupsarealtruistic,pursuingtheirdangerfilledlives

to protect those unable to protect themselves. Others

seekgloryandgoldorworktowardotherdarkschemes.

Currently, the Company of  the Green Cloaks seek glory

andgoldbuttheycouldbecomeareoccurringfeatureina

campaignasthePCsallies,rivalsorenemies.

 T   A C T I C S  

Loyal to one another, the adventurers aid each other in

combat and fight intelligently. Torthic wades into battle,

attempting

to

kill

the

toughestlooking

opponent

while

Kildeth and Madern target any obvious spellcasters with

ranged attacks. Caelthar manoeuvres to target as many

foesaspossiblewithcolour spray .

If afightgoesbadly,theyretreattofightanotherday.

K I L D E T H W H U R G Y T H  

Background: Sister to Torthic, Kildeth is his older sister

andanaccomplishedlocksmithfromanearlyage.

Personality:

Kildeth

is

hard

hearted

and

possesses

the

normal dwarven lusts for previous metals and beer. A

suspiciousperson,shetrustsonlyherbrothercompletely.

Adesireforwealthhaspropelledherintothecompany.

Mannerisms:Kildethisadeptatholdingstill,whennot

actively doing something she is able to remain virtually

motionlessforlongperiods.

Distinguishing Features: Kildeth has a birthmark

resemblingashootingstaronherleftshoulder.

 T O R T H I C W H U R G Y T H  

Background:Kildeths

younger

brother,

Torthic

grew

up

in

Kildeths shadow. A stalwart member of  his clanholds

militia,Torthichascomeadventuringtoprotecthissister.

Personality: Torthic is a stickler for details and he

abides by the letter of  any agreement. Weaponry

fascinates Torthic and he maintains a collection of  fine

axes and hammers in Wolverton. He is energetic and

KILDETHWHURGYTH C R 1 / 2 ( X P 2 0 0 )

Dark  of  hair with black  eyes, this short, stocky  female dwarf 

moveswithsurprisinggrace.

Femaledwarf rogue1

NMediumhumanoid

Init+6;Sensesdarkvision60ft.;Perception+4(+5vs.traps,+6

vs. unusual stonework, +7 vs. stonework traps;

stonecunning,trapfinding),SenseMotive+0

Speed20

ft.

ACP1;Acrobatics+5(+1 jumping),Climb+5,Stealth+5

AC 15, touch 12, flatfooted 13; CMD 14 (+18 vs. bull rush or

trip);+4vs.gianttypecreatures

(+2Dex,+2armour[leather],+1shield[buckler])

Fort +2 (+4 against poison), Ref  +4, Will +0; +2 vs. spells and

spelllikeabilities

hp11(1HD)

Space5ft.;BaseAtk+0;CMB+2

Meleeshortsword+2(1d6+2/1920)

Rangedlightcrossbow(range80ft.)+2(1d8/1920)

Atk Options +1 on attack rolls vs. orc and goblintype foes,

sneakattack+1d6

AbilitiesStr

14,

Dex

15,

Con

15,

Int

12,

Wis

10,

Cha

10

SQ weaponfamiliarity(dwarven)

FeatsImprovedInitiative

SkillsasaboveplusAppraise+5(+7tovaluenonmagicalmetal

and gemstones), Disable Device +6, Knowledge

(dungeoneering) +5, Knowledge (local) +5, Sleight of  Hand

+5

LanguagesCommon,Dwarven,Goblin

Gear as above plus 20 bolts, backpack, thieves tools, 1 trail

ration,1waterskin,tinderbox,9sp,1gp

TORTHICWHURGYTH C R 1 / 2 ( X P 2 0 0 )

Wide and  heavily  muscled  this dwarfs thick  black  beard  is

elaborately  plaited. Black, glittering eyes regard  you from

beneaththick,bushy eyebrows.

Maledwarf fighter1

LNMediumhumanoid

Init +1; Senses darkvision 60 ft.; Perception +2(+2 more vs.

unusualstonework;stonecunning),SenseMotive+2

Speed20ft.

ACP6;Acrobatics5(9 jumping),Climb+0

AC18,touch11,flatfooted17;CMD14(+18morevs.bullrush

ortrip);+4vs.gianttypecreatures

(+1Dex,+5armour[scalemail],+2shield[heavysteel])

Fort +5 (+7 against poison), Ref  +1, Will +2 ; +2 vs. spells and

spelllikeabilities

hp17(1HD)

Space5ft.;BaseAtk+1;CMB+3

Meleedwarvenwaraxe+4(1d10+2/x3)

Rangedheavy

crossbow

(range

120

ft.)

+2

(1d10/19

20)

AtkOptions+1onattackrollsvs.orcandgoblintypefoes

AbilitiesStr15,Dex13,Con16,Int10,Wis14,Cha6

SQ weaponfamiliarity(dwarven)

FeatsToughness,WeaponFocus(dwarvenwaraxe)

Skills asaboveplusAppraise +0(+2 to valuenonmagicalmetal

andgemstones),Knowledge(engineering)+4

LanguagesCommon,Dwarven

Gear as above plus 10 bolts, backpack, sack, 2 trail rations, 1

waterskin,15sp

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 31/33

29

foolhardyinbattle.

Mannerisms:When thinking, he strokes or idly plaits

hisbeard.Whenhefrowns,hisbushyeyebrowsmergeto

formanimpressiveunibrow.

Distinguishing Features: Torthic has a birthmark

resembling

a

shooting

star

on

his

left

shoulder.

C  A E L T H A R   T I A K A S H  

Background: Young for an elf, Caelthar has left his

woodlandhometosearchforthesourceof hispowers.

Personality: Intense and fascinatedby magic and the

undead, Caelthar is a very focused individual. He enjoys

usinghischarmandgoodlookstobendpeopletohiswill.

Likeapetulantchild,hegetsangryandupsetif hedoesnt

gethisownway.Beinglinkedtotheundeadworrieshim;

hefearsthatanancestorwillingembracedlivingdeath.

Mannerisms:

Caelthar

has

away

of 

concentrating

his

attention on someone that makes that person feel like

theyarethemostimportantpersonintheworld.

Distinguishing Features: Caelthars ears are strangely

shrunken (a legacy of  his heritage); he uses his hair to

concealthem.

M  A D E R N W E A R N E  

Background: The bastard of  an elven maiden and a

swaggering human sellsword, Madern endured a

miserablechildhood inWolverton.Assoonashewasold

enoughtodoso,heabandonedhismother.

Personality:Angryandaggressive,Madern isoftenat

oddswiththiscompanions.He is impulsiveandgets into

situationswithoutconsideringtheconcequences.

Mannerisms: When arguing (which is often) Madern

shoutsloudlyandwildlygesticulateswithhishands.

Distinguishing Features: From his appearance, it

seemsthat

Maderns

hair

has

never

been

washed

(or

cut).

S C A L I N G T H E E N C O U N T E R   

Tomodifythisencounter,applythefollowingchanges:

EL2(600XP):RemoveMadern.

EL 4 (2,400 XP):Addone fighterequal toTorthicand

anotherfighterequaltoMadern.

CAELTHARTIAKASH C R 1 / 2 ( X P 2 0 0 )

This tall  and  slender  elfs hair  is a deep golden colour  and 

tumblesover hisshoulders.Hisageisunguessable.

Maleelf sorcerer(undead)1

CNMediumhumanoid

Init+3;Senseslowlightvision;Perception+3,SenseMotive+1

Speed30ft.

ACP0

AC13,touch13,flatfooted10;CMD13

(+3Dex)

Immunesleep

Fort+0,Ref +3,Will+3;+2vs.enchantments

hp6(1HD)

Space5ft.;BaseAtk+0;CMB+0

Meleerapier+0(1d8/1820)or

Meleegravetouch(Sp;5/day)+0(shaken[1round])

Rangedshortbow(range60ft.)+3(1d6/x3)

SpecialActionsbloodlinearcana

Bloodline Arcana Corporeal undead are treated as humanoids

inregardstoCaeltharsmindaffectingspells.

Sorcerer Spells Known (CL 1st; concentration +3, spell

penetration+3)

1st(4/day)colour spray (DC14),magearmour 

0acid splash(+3rangedtouch),dancing lights,detect magic,

message

AbilitiesStr10,Dex16,Con11,Int10,Wis12,Cha15

SQ elvenweaponfamiliarity

FeatsEschewMaterialsB

,SpellFocus(illusion)

Skills as above plus Knowledge (arcana) +4, Knowledge

(religion)+4,Spellcraft+4(+6toidentifymagicitems)

LanguagesCommon,Elven

Gear as above plus 20 arrows, backpack, belt pouch, spell

componentpouch,2gp

M A D E R N W E A R N E CR1/2(XP200)

Of  medium build, this warriors bearded  countenance is

 perpetually  fixed  in a scowl.His unkempt  and  bedraggled 

dark brown

hair 

almost 

completely 

covers

his

long,

elven

ears.

Malehalf elf fighter1

CNMediumhumanoid(elf,human)

Init+3;Senseslowlightvision;Perception+6,SenseMotive+1

Speed30ft.

ACP2;Climb+4

AC17,touch13,flatfooted14;CMD16

(+3Dex,+3armour[studdedleather],+1shield[buckler])

Immunesleep

Fort+4,Ref +3,Will+1;+2vs.enchantments

hp13(1HD)

Space5ft.;BaseAtk+1;CMB+3

Meleelongsword+3(1d8+2/1920)

Rangedlongbow

(range

100

ft.)

+4

(1d8/x3)

AtkOptionsPointBlankShot,PreciseShot

AbilitiesStr13,Dex17,Con14,Int10,Wis12,Cha8

SQ multitalented

FeatsPointBlankShotB,PreciseShot,SkillFocus(Perception)

B

SkillsasaboveplusProfession(bowyer/fletcher)+5

LanguagesCommon,Elven

Gearasaboveplus20arrows,backpack,bedroll,1trailrations,

1waterskin,8sp,2gp

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 32/33

8/8/2019 The Lonely Coast

http://slidepdf.com/reader/full/the-lonely-coast 33/33