The Lonely Coast_print

Embed Size (px)

Citation preview

  • 7/31/2019 The Lonely Coast_print

    1/33

  • 7/31/2019 The Lonely Coast_print

    2/33

  • 7/31/2019 The Lonely Coast_print

    3/33

    THE LONELY COAST

    APathfinderRoleplayingGameadventurelocalebyCreightonBroadhurstsuitableforPCslevel15

    Thefurthestflungoutpostofamightykingdom,turbulentwatersandforbidding,tracklessforestsseparatethevillagesof

    theLonelyCoastfromtheglitteringlightsofcivilisation.

  • 7/31/2019 The Lonely Coast_print

    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,thecontentsofTheLonelyCoastareOpenGameContentasdefined

    intheOpenGamingLicenseversion1.0aSection1(d).NoportionofthisworkotherthanthematerialdesignatedasOpenGame

    Contentmaybereproducedinanyformwithoutwrittenpermission.ThemoralrightofCreightonBroadhursttobeidentifiedasthe

    authorofthisworkhasbeenassertedinaccordancewiththeCopyrightDesignsandPatentsAct1988.RagingSwanPress2010.

    PathfinderisaregisteredtrademarkofPaizoPublishing,LLC,andthePathfinderRoleplayingGameandthePathfinderRoleplaying

    GameCompatibilityLogoaretrademarksofPaizoPublishing,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

    DedicatedtotheAnoraksoftheCoast

    B O N U S MA 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.

  • 7/31/2019 The Lonely Coast_print

    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 ST U F F

    NewRace:HalfGoblin...............................................................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

    CompanyoftheGreenCloaks...................................................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

    oftheCoast,Paizo,andExpeditiousRetreatPress.Youcan

    checkouthisblogatragingswan.livejournal.com.

  • 7/31/2019 The Lonely Coast_print

    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

    fromtheravagesoftheraidinghumanoidsandofweedingout

    any surviving Locher loyalists. Such campaigns could centre

    aroundthemachinationsofLocherloyalists,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

    Thefurthestflungoutpostofamightykingdom,turbulent

    watersandforbidding,twistedforestsseparatetheLonely

    Coastfromtheglitteringlightsofcivilisation.

    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

    theheartoftherange,adeepgashshattersthehills.This

    narrow,rockchokeddefiletheTwistedGorgefeatures

    inmanytaproomtales.HerethefrigidwatersoftheDark

    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

    pursuitofgold.The losttreasureofPederUren,afamed

    pirate

    who

    disappeared

    almost

    fifty

    years

    ago,

    yet

    lies

    hidden somewhere along the coast. Legend and rumour

    ofithavespawnedmanyfated,illadvisedexpeditions.

    CountlessoldmineworkingspiercetheLonelyCoasts

    proudcliffs.Manyarenothingbutabandonedwaterfilled

    shafts.Othersaretrulyancient.Allaredangerous.

    I N YO U R CA 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

    ofadventurewhileothersembracetheanonymityofthe

    frontier. Still others, tiring of civilisations decadence,

    cometostartanew life.Adventurersarenormally intent

    onbattlingtheferocioushumanoidsofthe interiororon

    uncovering theancientruinsandhidden treasurecaches

    oftheOldPeoplelyingforgottenintheuntamedplacesof

    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.

  • 7/31/2019 The Lonely Coast_print

    7/33

    5

    H I S T O R Y

    Twentycenturiesagothefirsthumanstocreepforthfrom

    theforeststheTuath constructedagreathillfortatop

    TalansBluff.Builtasaplaceofrefugefromtheirancient

    enemies

    the

    goblins

    of

    the

    Tangled

    Wood

    the

    strongholdwastheirgreatest(andfinal)bastion.

    The Tuath also raised crude temples to venerate the

    primitivespiritsofearthandwatertheybelieveddwelled

    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

    Tuathsstrengthwasshatteredinafinalbattleofterrible

    carnageatTalansBluff.Thefewsurvivorsremnantsofa

    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

    telloftheTuathsholdupontheLonelyCoast.Nowthey

    are rememberedsimply as theOld People; subjects of

    fanciful,halfrememberedtalesoffallenglory.

    For centuries, the area was a lawless place; roving

    bandsofgoblinsandotherpredatorsdriftednorthwardas

    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

    theboaranddeeroftheforest.

    A century ago, one such expedition carrying a

    powerful noble noted the defensive properties of Din

    Kershal.ThenobleMabanLocherinstantlyrealisedthe

    potentialofsuchasitetoactasacheckagainstboththe

    piratesthatoftenpreyedontherealmsshippingandthe

    humanoids infesting the area. Claiming the area, he set

    aboutbuildingCaer Syllanand in theprocessdiscovered

    thevastquantitiesofslateandsomesmallerdepositsof

    tinburiedinthebaystoweringcliffs.

    Ten

    years

    later,

    Caer

    Syllan

    was

    complete

    and

    theLochers 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.

  • 7/31/2019 The Lonely Coast_print

    8/33

    6

    TH 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

    SitesofInterest: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.Muchofitisunexplored.

    Trails and Tracks: Meandering tracks link the main

    settlements with a patchwork of farms and the isolated

    farmsteadsofhuntersandcharcoalburners.

    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 thesummitofa highhillgiving impressive

    viewsover

    the

    Tangled

    Wood.

    AruisWatchtower:Aruinedtowerhiddendeepinthe

    Tangled Wood, the watchtower is famous for the

    powerfulconjurer who once dwelled within (and for the

    eldritchmannerofhisdisappearance).

    The Twisted Gorge: Many caves and passageways

    honeycombthesteep,overhangingcliffsofthisfoulplace.

    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 TI 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 andjourney 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

  • 7/31/2019 The Lonely Coast_print

    9/33

    7

  • 7/31/2019 The Lonely Coast_print

    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,thickhedgeofbrambles

    andthornsoraditchoftensurroundtheirhomes.

    TheCliffway linksthevillagesofSwallowfeld,Hosford

    andBossintoWolverton.

    B O S S I N [ VI 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.

    NofortificationprotectsthefolkofBossin,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

    bandoftoughskeepsthelocalsinline.

    CA E R SY 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,slickneckofland.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 [ VI 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 lurkjustbeneaththesurfacereadytoripthe

    hullapartofanysuchvesseldaringentry.

    OA K H U R S T [ VI 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 CY M E R [ C H U R C H ]

    A lonely outpost dedicated to the veneration of Darlen

    (Appendix1)thePrioryofCymerisaplaceoffadedglory

    andneglect.Onceasiteofpilgrimageandsanctuary,few

    travellersnowvisitthepriory.The temple isdilapidated;

    some areas are all but abandoned and everywhere the

    signsofneglectareevident.Wherescoresofworshippers

    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 MA G I C IT 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

  • 7/31/2019 The Lonely Coast_print

    11/33

    9

    S W A L L O W F E L D [ VI 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

    murderofseveralsmallchildrenhasthusfarbeenblamed

    onmaraudinghumanoidsorhuntingwolves.

    ThesupplementSwallowfeld,providesmoredetailson

    thevillage.Checkoutragingswan.comformoredetails.

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

    The

    Lonely

    Coasts

    only

    town,

    Wolverton

    stands

    at

    the

    socialand industrialheartoftheLonelyCoast.Protected

    byahighearthenberm,dryditchandramblingstockade,

    thetownandtheattendantfortificationofCaerSyllanare

    thesafestplacesontheLonelyCoast.

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

    malodorousplace.Itsmuddystreetsramblealongbothof

    the Arisums steep banks, straddling the river bankjust

    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

    housesofafew

    welltodo

    merchants

    and other

    wealthy

    folk

    perchuponthebluffsoverlookingthetown.

    Notraditionalthievesguildcontrolstheillicitactivities

    of Wolvertons criminal fraternity. Instead, a loose

    confederationofmastersmugglersregulatestheircrews

    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

    ofthetown(andindeedtheentireLonelyCoast).Without

    theconstantflowofgoodsfrommorecivilisedstates,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

    clingstosomemeasureofinfluence.

    WO L V E R T O N : WH A T S I N A NA 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

    bypacksofwolvesdrivenfromthesurroundingforestsbyharsh

    winters and scarce game. The worst of these attacks came

    duringthesettlersfirstwinterwhenahugewolfpackemerged

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

    intelligence,thewolvesfelluponthevillagethatwouldbecome

    Wolvertoninanorgyofbloodshedanddeath.Thevillagersmet

    the

    wolves

    with

    spear

    and

    flame.

    For

    three

    confused

    andterrifying 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.

    Scoresoffrozenwolfcorpses laystark inthefieldsandhomes

    ofthesurvivorsandthefledglingtownhaditsname.

  • 7/31/2019 The Lonely Coast_print

    12/33

    10

    TH E TA N G L E D WO O D

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

    trees are hundreds of years old. Sprawling for miles on

    endoverarangeofsteepsided,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

    wildernessboasttreesofgreatageandsize.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.

    Analmostimpenetrablecanopyofthicklywovenbranches

    andboughs

    allows

    but

    alittle

    light

    to

    filter

    through

    to

    the

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

    packsofwolvesandthefearedshadowwolves(Appendix

    1)allhauntthewood.Smallercreaturesfoxes,rabbits,

    badgers,squirrelsandsoonlivehereinprofusion.

    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 WA 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.

    Ariuswasamightyconjureroflittlemorality,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

    wrestcontrolofthetowerfromsuchgroups,butattritionofthe

    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.

  • 7/31/2019 The Lonely Coast_print

    13/33

    11

    TR I B E S O F T H E TA N G L E D WO O D

    Manygoblintribeslurkwithinthedimshadowyconfinesofthe

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

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

    Thesetribesspendtheirtimeincessantlystrugglingagainstone

    anotherorcreepingforthtostealcattleorslaves.Occasionally,

    theybandtogethertobringbloodyruindownuponthehuman

    settlers.KnowngoblintribesincludetheBloodMoon,Dripping

    Skulls,BrokenSpear,BackStabbersandGutRippers.

    D E E P W A T E R LA 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

    combinationofviciouscurrents,alcoholanddarkness.

    Thetalesoftreasurehiddenbeneaththewatersofthe

    lakehavesimilarlynever ledtoanygreatfind.Theresult

    of wild speculation late at night in many taverns and

    alehousesthisdoesnotstoptheoccasionaladventureror

    recklesslocalexploringthelakesenvirons.

    TA 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

    humanplaceofstrengthtofallbeforethegoblinsmight.

    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

    believethattheshadesoftheancientfallenyethauntthe

    area.Duringtimesof trouble, thegarrisonatCaerSyllan

    postlookoutsatopthehillandsetgreatbonfiresuponthe

    forts ramparts to warn of marauders creeping from the

    hills.Mostrightmindedmenatarmshatesuchdutyasit

    isseen(rightly)asavirtualdeathsentence.

    TW 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

    tumbledmassofstonesandboulders inmute testimony

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

    desolationhangsovertheplacelikeaforebodingcloud.

    Attheheadofthegorge,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;alliancesshiftingwiththetideofwar.

    TheTwisted

    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.

  • 7/31/2019 The Lonely Coast_print

    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

    infestingtheclifftopsalsonesthere.

    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).

    Mostofthebeachesatthebaseofthecliffsareallbut

    inaccessible, and only good swimmers or those with a

    boatabletoreachthem.Someofthemoreadventurous

    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

    ThecliffsoftheLonelyCoastarelitteredwithabandoned

    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.

  • 7/31/2019 The Lonely Coast_print

    15/33

    13

    D I N KE R S H A L & CA E R SY 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

    portionofthepromontorybutseveralsmallwatchtowers

    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,

    thereisamplespaceforthepopulaceoftheLonelyCoast

    toretreatwithinthewallsoftheupperward.

    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(allcutoffathightide)

    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

    hiddenbeneathagreatjumbleofbramblecloakedrocks.

    Asmallgroupofneardowellsusetheminetohidetheir

    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

    barechunkofrockjuttingoutofthesearoughly500feet

    from shore. Cliffs encompass three of its sides with the

    fourthcomprisingaseriesofhighrockshelves risingout

    ofthesurrounding,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

    eastofWolverton. 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,

    halfforgottenrites.Remnantsofthosefolkdegenerate

    troglodytes yet linger in the tunnels and still faithfully

    servetheirabolethmaster.

  • 7/31/2019 The Lonely Coast_print

    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.

    Thedoomedplaguecarriercouldbeafollowerofthe

    godof

    disease

    seeking

    to

    spread

    his

    lords

    gift,

    adupe

    of

    those working against Family Locher or simply an

    unfortunatetraveller.Inanyevent,themansoondies(as

    likelydothosehewaslodgingwith).

    TheextentoftheinfectionisuptotheGMbutthePCs

    couldgetinvolvedenforcingthequarantine,searchingfor

    herbs, helping maintain law and order or hunting down

    thedoomedmansemployers.

    S H I P W R E C K

    Amerchantvesselhasgrounded insightofthecoastand

    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,

    lettersofcreditorasmallboxcontaininga fewtreasure

    mapsorconfidentialletters.

    RA I D E R S

    Goblinsraidavillage insearchofslavesandwealth.The

    militiaandCaerSyllansgarrisonfightthemoffbutasmall

    patroldespatchedtoharrythembacktotheir lair isnow

    overdue.ThePCsareaskedtoinvestigate.

    TH E TW 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,theydiscoverthatmanyofthe

    tribesdwellingtherehaveformedanuneasyallianceand

    arepreparingtosackWolverton.

    WH I S P E R S & RU 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,

    thepurviewoftheindividualGM.

    D20 RUMOUR

    14 Tracksdiscovered intheforestshowwherebandsof

    goblinshavebeenspyingonWolverton.

    56 Strange lights have been hovering in the air above

    AriusWatchtower.

    7 Ahunterdiscoveredastretchofforestaroundoneof

    theOldPeoplesmonolithsthathadbeguntowither

    anddie.Thecauseofthedeforestationisunknown.

    8 Huntershavereportedtheappearanceofseveralnew

    sinkholes at Tarans Bluff. The hunters have not

    penetrated the sink holes but believe they lead to a

    largechamber.

    912 AsmugglersshipwentdownofftheOrestoneafew

    nights ago. Fishermen and beachcombers have been

    findingwreckageeversince.

    1314 The Company of the Green Cloaks recently bested a

    groupofBloodMoongoblinsnorthofBossin.

    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 Anewbandofbanditsthoughttobetheremnants

    ofashipwreckedpiratecrewhavebegun tohaunt

    theareabetweenSwallowfeldandHosford.

  • 7/31/2019 The Lonely Coast_print

    17/33

    15

    APPENDIX1: NEW STUFF

    ManystrangeandterriblethingsdwellupontheLonelyCoast.

  • 7/31/2019 The Lonely Coast_print

    18/33

    16

    N E W RA C E : HA 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 halfgoblins haunts the forests deepest

    thickets. The mongrel descendants of a tribe of humans

    subjugated by goblins centuries ago halfgoblins 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, halfgoblins are

    scrawny creatures.

    Like their goblin

    kin,

    their

    heads

    seem oversized

    for their

    bodies.

    Theireyesareblackordarkbrownandhairissimilarlyof

    darkhuewhiletheirearsareslightlypointed.Roughlyone

    intencanpassforahuman(albeitafreakishlyshortand

    uglyone).

    HALFGOBLINRANDOMHEIGHTANDWEIGHT

    TITLE BASEHEIGHT

    BASE

    WEIGHT

    MODIFIER

    WEIGHTMODIFIER

    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, halfgoblins

    have learnt that personal survival and advancement

    dependsonthatoftheclan.

    Normally found in small enclaves of several family

    groups, halfgoblins dwell in wild, remote places. They

    often choose defensible caverns, but the elder places of

    the world places where ancient peoples raised mighty

    templesorhighfortressesalsoattractthem.

    HALFGOBLINARCHER C R 1 / 2 ( X P 2 0 0 ) Thisbald,scrawnyhumanoidwearsstuddedleatherarmourand

    carriesashortbow.

    Malehalfgoblinfighter1

    NEMediumhumanoid(goblinoid,human)

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

    Speed35ft.

    ACP 1;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)

    CombatGearpotionofcurelightwounds

    AbilitiesStr15,Dex16,Con13,Int10,Wis12,Cha8

    FeatsDodge,FleetB

    ,Mobility

    Skillsasabove

    LanguagesCommon,Goblin

    Gearasaboveplus20arrows,1d6sp

  • 7/31/2019 The Lonely Coast_print

    19/33

    17

    Relations:Halfgoblinshateallotherraces,viewingall

    as potential aggressors. In particular, they hate goblins

    (whohuntthem)andhumans(whotreatthemasnormal

    goblinstobekilledinsight).

    Alignment and Religion: Halfgoblins are sadistic,

    hate

    filled

    creatures

    concerned

    only

    with

    the

    survival

    and

    advancementoftheirclanattheexpenseofothers.Inthe

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

    revenge);afewworshipotherfellpowers.

    Adventurers: Most halfgoblins do not stray far from

    theirclanhome.Afewventurefurtherabroadonspecific

    missions while others fleeing some terrible punishment

    areforcedtoendurecivilisationsperils.

    NPC halfgoblins 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.

    HA L F - G O B L I N TR A I T S

    +2 to One Ability Score: Halfgoblins get a +2 bonus to

    oneabilityscoretorepresenttheirvariednature.

    Medium:HalfgoblinsareMediumcreaturesandhave

    nobonusesorpenaltiesduetotheirsize.

    NormalSpeed:Halfgoblinshaveabasespeedof30ft.

    Darkvision:Halfgoblinscanseeindarknessfor60ft.

    Goblin Blood: Halfgoblins count as both human and

    goblin

    for

    any

    effect

    related

    to

    race.

    Swift:At1stlevel,halfgoblinsreceiveFleetasabonus

    feat.

    Rider: Halfgoblins receive a +2 racial bonus on Ride

    checks.

    Stealthy: Halfgoblins receive a +2 racial bonus on

    Stealthchecks.

    Languages:Halfgoblinsbegin playspeaking Common

    and Goblin. Those with high Intelligence scores can also

    chooseAbyssal,Dwarven,Gnoll,Gnome,InfernalandOrc.

    HA L F - G O B L I N L O R E

    CharacterwithranksinKnowledge(local)checkcanlearn

    more about halfgoblins with a successful skill check. A

    successful check reveals all information revealed by a

    lessercheck.

    DC 15: This creature is a halfgoblin. A debased and

    twisted mongrel race they dwell in the secluded, wild

    placesoftheworld.

    DC20:Halfgoblinsarestealthyandfleetoffoot.They

    canseeinthepitchdarknessandareskilledriders.

    HALFGOBLINADEPT C R 3 ( X P 8 0 0 ) This tall but scrawny woman is bald; her eyes burn with a

    terriblemalevolence.

    Femalehalfgoblinadept(Braal)5

    NEMediumhumanoid(goblinoid,human)

    Init 1;Sensesdarkvision60ft.;Perception+3,SenseMotive+3Speed35ft.

    ACP0;Ride+1,Stealth+1

    AC10,touch9,flatfooted10;CMD10

    (1Dex,+1armour[bracersofarmour+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

    0detectmagic,

    ghost

    sound

    (DC

    13),

    stabilise

    Combat Gearpotion of curemoderate wounds, 3 screaming

    bolts,scrollofprotectionfromgood

    AbilitiesStr8,Dex9,Con10,Int11,Wis16,Cha12

    SQsummonfamiliar

    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

    andcarriesabattleaxe.

    Malehalfgoblinfighter2

    NEMediumhumanoid(goblinoid,human)

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

    Speed35ft.

    ACP 1;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)

    CombatGear2potionsofcurelightwounds

    AbilitiesStr16,Dex15,Con13,Int10,Wis12,Cha8

    Feats Dodge, FleetB

    , Improved Initiative, Weapon Focus

    (battleaxe)

    Skillsasabove

    LanguagesCommon,Goblin

    Gearasaboveplus 20arrows,2d6gp

  • 7/31/2019 The Lonely Coast_print

    20/33

    18

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

    Theprogenyofancientdruidicmagics, 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

    oftheoldestandmostdeadlyindividualsgrowasbigasa

    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 & TA 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.

    Ifapack ishuntingmen,andthemenhavehorsesor

    otheranimalswiththem,thewolvesfirstuseholdanimal

    orcharmanimal in conjunction with speakwithanimals

    toslowdowntheirtargets. Inbattle, theypreferhitand

    runtactics,darting inandoutofcombatuntiltheytripa

    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

    viciouslyprotectiveoftheirmateandyoung.

    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 WO 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.

    DC14:

    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,powerfulwolfhasmottledgreyandblackfuraswell

    asamouthfullofsharpfangs.

    NLargemagicalbeast

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

    Perception+6,SenseMotive+2

    Speed50

    ft.;

    Nimble

    Moves

    ACP0;Acrobatics+6(+14jumping),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

    provokinganattackofopportunity.Iftheattemptfails,the

    shadowwolfisnottrippedinreturn.

    SpellLikeAbilities(CL4th;+7concentration)

    1/daycharmanimal(DC13),holdanimal(DC14),speakwith

    animals

    AbilitiesStr19,Dex14,Con17,Int9,Wis14,Cha8

    FeatsNimbleMoves,SkillFocus(Stealth),WeaponFocus(bite)

    SkillsasaboveplusSurvival+3(+7trackingbyscent)

    RacialModifiers+4toStealth,+4toSurvivalwhentrackingby

    scent

  • 7/31/2019 The Lonely Coast_print

    21/33

    19

    N E W D E I T I E S

    TheGMcanusethesedeitiesperhapsaslocalpowers

    orcanreplacethemwithgodsfromhisowncampaign.

    B R A A L

    NEgodofHate,MaliceandRevenge

    Epithets:TheHated,theWreaker,DwellerinShadows

    Symbol:Aclovenskull

    Domains:Destruction,EvilandTrickery

    FavouredWeapon:Morningstar

    Raiment: Braals faithful wear cowled black cloaks

    smearedwiththebloodoftheirsacrifices.Adherentsalso

    shavetheirheads.

    Teachings:Strikefromtheshadows;punishthosewho

    have wronged you and show no mercy. Take what you

    wantand

    destroy

    that

    which

    you

    cannot

    take.

    HolyTexts:TheworshipofBraal isnotasprescriptive

    asotherreligions.Nouniversallyagreedupontextexists,

    butseveraldarktomesarepreferredbyvarioussects.

    C O N N

    LNgodofCommunity,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 importantunitofsociety; itsprotection isthemost

    sacredduty.

    Holy Texts: Law and Duty a dense, legalistic text

    setting

    out

    Conns

    teachings

    and

    the

    place

    and

    duties

    of

    eachcommunitymember.

    DA R L E N

    LGgodofLaw,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

    ScriptureofLawavasttomecontainingteaching,stories

    and lessons by some of his early, prominent followers.

    DivineOrder andOnDarkness Rise are important early

    commentariespennedbylegendaryhighpriests.

  • 7/31/2019 The Lonely Coast_print

    22/33

    20

    RE A D I N G ST A T B L O C K S

    TheLonelyCoast 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. Ifmore

    thanonecreature isencountered,abracketednumber lists

    howmanyappear.

    Appearance:TheGMcanreadaloudorparaphrasethissection.

    Ifapicturedepictsthecreature,thissectionmaybeomitted.

    Sex,Race,ClassandLevel:Ifthemonsterhasclass 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:Ifthecreaturehas immunity,

    resistance or a vulnerability to an affect or condition it

    appearshere.

    Fort,RefandWill: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.Iftheattack

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

    includesattackbonusanddamageinformation.Iftheattack

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

    informationisomitted.

    Ranged:Thissectionliststhecreaturesrangedattacks.Italways

    includes the attacks range. Each attack includes attack

    bonusanddamageinformation.Iftheattackhasthedefault

    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. Ifoneormoreofthe

    creatures spells require a touch attack, its relevant attack

    bonus is included. Spells available appear in reverse order

    from highest to lowest. Spells notedD 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:Analphabeticallistingofallthecreaturesfeats.

    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.Theaffectsofabilitiesthatfactor intoacreatures

    normal attacks or defences have already been included in the

    relevantcalculations.

  • 7/31/2019 The Lonely Coast_print

    23/33

    21

    APPENDIX2: ON THE ROAD

    FivereadymadeencounterstodropintoplaywhileadventuringontheLonelyCoast.

  • 7/31/2019 The Lonely Coast_print

    24/33

    22

    DA N G E R I N T H E S H A D O W S

    EL3;XP800

    Neartothetrack,intheveryfringesoftheTangledWood,

    a

    ferocious

    black

    bear

    surprises

    a

    lone

    hunter

    and

    his

    dogs.Read:

    Fromdeepwithinthetrees,yousuddenlyhearthesound

    ofsnappingbranches,theroarofalargecreatureandthe

    barkingofdogsquicklycutoff.Shoutsandtheclamourof

    battlefillthedimspacebelowthetightlypackedtrees.

    PCsenteringthewoodeasilyfindthecauseofthenoise.

    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.

    TA C T I C S

    Thebearispowerful,butstupid.Itattacksthenearestfoe

    damagingitandfightstothedeath.Davyaidshisrescuers

    withrangedattacks,butdoesnotmeleewiththebear.

    A R E A F E A T U R E S

    Thewoodlandshaveseveralfeaturesofnote:

    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 twosquaresofmovement 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.Healsotellsthemofan

    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(XP200)Dirtyandmuddy,thisinjured,darkhaired,blueeyedmanwears

    leatherarmourandcariesalongbow.

    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 ispowerfullymuscled. Itsopenmouth reveals

    manysharpteeth.

    NMediumanimal

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

    Motive+1

    Speed40ft.;Run

    ACP0;Acrobatics+3(+7jumping),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

  • 7/31/2019 The Lonely Coast_print

    25/33

    23

    G O B L I N RA 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

    advancetowardyou.

    ADC15Knowledge(local)revealsthatthegoblinsareof

    theBloodMoontribe.AcharactermakingaDC20check

    also knows that the tribe claims a rambling network of

    cavernsintheTwistedGorge.

    TA 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 ) Thisbaldandskinnyhumanoidsheadseems too largefor its

    body.Itwearsdirtyrobes

    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[bracersofarmour+1],+1dodge)

    Fort+2,Ref+3,Will+4

    hp19(3HD)

    Space5ft.;BaseAtk+1;CMB 2

    Meleecoldirondagger+0(1d32/1920)

    Rangeddart(range20ft.)+4(1d32)

    AdeptSpellsPrepared(CL3rd;concentration+4)

    1stburninghands(DC12),curelightwounds(2)

    0detectmagic,ghostsound,touchoffatigue(DC11)

    Combat

    Gearpotion

    of

    cure

    moderate

    wounds,

    scroll

    of

    invisibility,scrollofbless

    AbilitiesStr6,Dex15,Con12,Int10,Wis13,Cha7

    SQsummonfamiliar

    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

    shortbowandshortsword.

    Goblinwarrior1

    NESmallhumanoid(goblinoid)

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

    Speed30ft.

    ACP 1;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,thissmallskinnyhumanoidlooksvaguelyridiculous.

    Goblinexpert1

    NESmallhumanoid(goblinoid)

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

    Speed30ft.

    ACP 1;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;CMB 2

    Meleelightmace+0(1d41)

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

    CombatGeartanglefootbag

    AbilitiesStr9,Dex17,Con10,Int9,Wis12,Cha6

    FeatsImprovedInitiative

    SkillsasaboveplusSurvival+5

    LanguagesGoblin

    Gearasaboveplus20bolts,backpack,beltpouch,2d6sp

  • 7/31/2019 The Lonely Coast_print

    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(+10jumping)

    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

    Melee2hooves 2(1d4+1)

    AbilitiesStr16,Dex14,Con17,Int2,Wis13,Cha7

    SQdocile

    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

    dangerousjourneybetweenthesettlementsoftheLonely

    Coast, carrying finished items not normally found in the

    smaller villages. Such folk always travel with guards and

    areausefulsourceofgossip,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 mailclad

    warriorsbringuptherear.

    At sight of strangers, Captain Perdyr rides forward to

    investigate.UnlessthePCstakehostileactions,Kerraand

    therestofherguardsmakenospecialpreparations.

    TA 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.

    IfeitheraguardorCaptainPerdyrisreducedtobelow

    onequarter hit points he retreats from battle. Kerra is

    similarly pragmatic; if combat goes against her she

    retreats,abandoninghertradegoodsifnecessary.

    TR 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.

    KE R R A TE R R I L L

    Background: Kerra came to the Lonely Coast to escape

    thestigmaofhermixedheritage.

    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)

    Init 1;Sensesdarkvision60ft.;Perception+8,SenseMotive+8

    Speed30ft.

    ACP 2

    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,

    Kerracancontinueactingforonemoreroundasifdisabled.

    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

    CombatGearwandofsleep(25charges),potionofinvisibility

    AbilitiesStr12,Dex8,Con12,Int15,Wis12,Cha15

    SQbardic

    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

    Gearasabovepluscloakofresistance+1,masterworkpipe,37

    sp,13gp,2pp

  • 7/31/2019 The Lonely Coast_print

    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.

    TH 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

    ofinferiority and selfdoubt 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

    mayasktojointheirgroup.

    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

    thiswarriorlookstoughandcapable.

    Malehumanwarrior2

    LNMediumhumanoid

    Init+0;SensesPerception+0,SenseMotive+0

    Speed20ft.,basespeed30ft.

    ACP 5;Acrobatics 5(10jumping)

    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 bandedmail and carrying a large

    warhammerthis

    black

    haired

    warrior

    is

    an

    imposing

    sight.

    Severalscarscrosscrosshisface.

    Malehumanwarrior4

    LNMediumhumanoid

    Init+1;SensesPerception+2,SenseMotive+2

    Speed20ft.,basespeed30ft.

    ACP 5;Acrobatics 4(8jumping),Ride 1

    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)

    CombatGear2potionsofcurelightwounds,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)

  • 7/31/2019 The Lonely Coast_print

    28/33

    26

    PA 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 halfdozen soldiers led by amounted sergeantmarch

    downthetrack.Eachofthesoldierswearschainmailand

    carriesabuckleremblazonedwiththeLochercrest.

    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.

    TA 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.

    CA 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.

    ACP 6;Acrobatics 6(10jumping),Ride 4

    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 andwith an impressively broken nose, this

    womans brown hair is cut short and her hands and

    forearmsbearawarriorsscars.

    Femalehumanwarrior3

    LNMediumhumanoid

    Init+0;SensesPerception+0,SenseMotive+0

    Speed20

    ft.,

    base

    speed

    30

    ft.

    ACP 6;Acrobatics 6(10jumping),Ride 3

    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

    CombatGear4potionsofcurelightwounds

    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 powerfullymuscled, this warhorse has a dappled,

    darkbrowncoatandwearshidebarding.

    NLargeanimal

    Init +4; Senses lowlight vision, scent