Pathfinder Module - Into The Haunted Forest

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A 3.

5/OGL ADVENTURE FOR LEVEL 1


TC1

SOME DEBTS ARE


IMPOSSIBLE TO PAY
GameMastery Module
TC1: Into the Haunted Forest
The Forest King is long dead and no one has
seen his priceless regalia in many years, lost as
it is to the depths of his haunted domain. Now
the objects must be found if justice is to be
served, but an eternal guardian stands watch,
ready to deal with all intruders.
Into the Haunted Forest is a wilderness
adventure for 1st-level characters and is
compatible with the world’s most popular
fantasy roleplaying game. This adventure
includes details on the haunted forest, the
lost regalia of the Forest King, and a group of
mercenaries bent on seeing the heroes fail.
This adventure is designed for optimal use
with GameMastery RPG accessories, including
GameMastery Flip-Mat: Woodlands, GameMastery
Map Pack: Inns, and GameMastery Item Cards:
Elements of Power, but can be used as a stand-
alone adventure.

paizo.com/gamemastery

PZO9500-TC1 US$5.00

Printed in China
Arthfell Forest Encounters

The Travelers Stop Inn

2 3

Spirit of the Wood Inn

4 5
Into the Haunted Forest GameMastery Module TC1
Treasure chest Adventure
CREDITS
Design: Greg A. Vaughan
Development and Editing: Jason Bulmahn, Mike McArtor, Jeremy Walker
Art Director: Drew Pocza
Managing Art Director: James Davis
Director of Operations: Jeff Alvarez
Brand Manager: Jason Bulmahn
Director of Sales & Marketing: Joshua J. Frost
Cover Artist: Andrew Arconti
Interior Artists: Vincent Dutrait, Drew Pocza, James Zhang, Wayne Reynolds
Cartographer: Corey Macourek
Paizo CEO: Lisa Stevens
Corporate Accountant: Dave Erickson
Staff Accountant: Chris Self
Technical Director: Vic Wertz
Publisher: Erik Mona

Into the Haunted Forest is a GameMastery Module designed for four 1st-level characters. This module is designed for
play in the Pathfinder Chroniclestm campaign setting, but can be easily adapted to any world. This adventure
incorporates several GameMastery RPG accessories included in the GameMastery Treasure Chesttm (or sold separately)
to help you maximize your play experience. By the end of this module, characters should reach 2nd level. This mod-
ule is compliant with the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy
roleplaying game. The OGL can be found on page 15 of this product.

Paizo Publishing, LLC


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Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.),
artwork, and trade dress.
Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are
Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game
License and the d20 System License, please visit wizards.com/d20.

GameMastery Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the
Coast, Inc. All other trademarks are property of Paizo Publishing®, LLC. ©2007 Paizo Publishing.
Printed in China.
into the haunted forest

he Travelers Stop Inn stands just off the main trade route on the fringe of

T
Treasure Chest
the Arthfell Forest. While it does not lie within any particular community, In addition to this adventure,
the GameMastery Treasure
it often becomes a small settlement in its own right when large caravans
Chest includes GameMastery Item Cards:
stop by and attract locals from the surrounding area to view the available wares. As such Elements of Power, GameMastery Flip-Mat:
Woodlands, and GameMastery Map Pack:
an important trade site, it falls within the jurisdiction of the nearby Shire of Elberwick and Inns. These products are also sold sepa-
rately. You can hand out the Item Cards to
is policed by that district’s sheriff to ensure the peace is maintained and taxes are collected.
the players when they obtain magic items,
Despite the Travelers Stop Inn’s long tenure in the area, locals tell of an even older inn giving them an easy way to keep track
of who has which items. Specific item
deeper in the Arthfell Forest that once served a now-abandoned trade route from the north. cards are designated as the magic items
Nothing has been heard of that inn or its occupants for several years. in this adventure, and they are referred to
in the text by their number as shown on
the upper right hand corner on the card’s
reverse side (e.g., 10/54). Additionally, you
can use GameMastery Flip-Mat: Woodlands
and GameMastery Map Pack: Inns as the
maps for the encounter locations in this
adventure. Specific instructions for how
to use each of the components in the
Adventure Background center of the Arthfell. The inn, called Spirit Treasure Chest are provided in sidebars
like this one throughout this adventure.
The Forest King Narven ruled over the of the Wood, was originally founded by a
Arthfell more than two centuries ago. half-satyr as a way to control the encroach-
Devoted to a druidic faith, this arboreal ment of civilization into the domain of the
kingdom left few traces upon the land fey in the wake of the forest kingdom’s col- destroyed and the local sheriff places both
when it collapsed in a bloody coup led by lapse, while maintaining friendly relations parties of adventurers under house arrest
the peoples of the southern moors, who with the races who sought to pass through within the inn. The sheriff also confiscates
sought to embrace the civilization of the the wood. Unfortunately, when Willowroot the magic dagger until he can sort out its
surrounding lands. The only survivor of the arrived at the inn he found a band of gob- ownership. During the night, however, the
forest king’s family fled to the depths of lin brigands attacking it. Willowroot called dagger is stolen from the sheriff’s room
the primeval forest after Narven was slain forth the powers of nature to defeat the and both groups become suspects the next
on the field of battle. Generations later, the attackers, summoning a wooden protector, morning. A short investigation to find the
last descendant of the forest king’s line, a but even its mighty power was insufficient thief follows.
druid named Willowroot, sought out the to the task, and the goblins slaughtered the After the dagger is recovered and the per-
ancient battlefield where his ancestor druid and his fey allies. Their sacrifice was petrator brought to justice, the sheriff and
fell. He hoped to recover five unique not entirely in vain, however, and they man- Doctor Krane task the PCs to recover the
items that once belonged to Narven—the aged to destroy all of the goblin raiders save Panoply of Narven from a local druid so the
regalia carried into battle by the last forest one. This last goblin fled from the inn, ter- professor can create a new relic to replace
king, crafted by his druid advisors and rified of the power of nature unleashed. For that which was destroyed in the brawl. Unbe-
supposedly imbued with the elements of years he maintained a low profile and honed knownst to the PCs, the rival adventuring
nature. These legendary elemental regalia his latent magical ability. Along the way, he party receives the same mission and the two
of the king were known collectively as the joined up with a group of mercenaries that groups find themselves in a race through the
Panoply of Narven. The panoply consisted he slowly manipulated into trusting him. forest to recover all of the pieces. This race
of the breastplate of the sacred fire, the wand of Now, he is finally ready to return to the lost ultimately leads to a three-way showdown
earth’s ire, the codex of the firmament, the vial inn and reclaim the loot he was forced to against both the rival adventuring party and
of pure water, and the spirit-staff of Narven. leave behind. a terrible spirit of nature within a haunted
Five years ago, Willowroot succeeded in his inn, where the final piece lies.
quest and unearthed the panoply and chose Adventure Summary
to re-consecrate it back to the elements After recovering a magical dagger on the Introduction (EL 1)
from which the items were formed, marking roadside, the PCs arrive at the Travelers
their locations on the monument he raised Stop Inn and quickly become embroiled The dark mass of the Arthfell Forest looms just
in remembrance of his ancestor. in a brawl with another party of adventur- to the north of the trade route, an ominous
After placing the other four items in ers who claim the dagger is theirs. During wall of unbroken green and shadow. Not far
appropriate shrines, Willowroot carried the course of the brawl, an expensive relic ahead is the famous Travelers Stop Inn, the
the spirit-staff to a small inn standing at the belonging to Professor Phineus Krane is only safe refuge in the area. Rounding a bend in

2 module tci
the road, you see a trio of mangy dogs playing A DC 12 Spot check or a DC 7 Search check
a gruesome tug-of-war with some sort of detects a glint coming from a nearby bush, Treasure Chest
humanoid corpse. Their snarls and barks break which partially conceals the hobgoblin’s Feel free to let your players
the silence of the otherwise calm afternoon. dagger. The dagger’s tang, bolster, and blade’s use the GameMastery
center appear made of liquid flame. This +1 Critical Hit Deck included in the
The adventure begins with the PCs dagger provides its bearer with cold resistance GameMastery Treasure Chest box for their
traveling down the trade route on the 2. The word “Brightflame” is inscribed on its characters. Using it increases slightly
edge of the Arthfell Forest, not far from hilt in Draconic. The hobgoblin threw the the amount of damage a character deals
the Travelers Stop Inn. They might use dagger at one of the mercenaries, and it was with a critical hit, but more importantly it
creates numerous tactical effects that can
this fairly well-traveled route for whatever lost in the dark.
enliven an otherwise standard combat
reason fits your campaign, but just before
encounter. Only important NPCs, such as
reaching the inn they run across the a Part 1: the travelers Knu, should be allowed to draw from the
group of dogs fighting over the corpse of stop inn deck. Otherwise, you face a much greater
a hobgoblin. The Travelers Stop Inn is a modest public chance of killing PCs.
The corpse is a male hobgoblin bearing house situated just off the main trade route.
several slashing and piercing wounds, Owned and operated by Ostler Merinwaite
at least one of them clearly fatal. These (NG male human expert 3), the inn has a small
wounds are in addition to the chunks staff of cooks, serving girls, chambermaids, Treasure
ripped away by the dogs. The corpse still and stable boys, who all live on site or in Chest
wears an old-fashioned chain shirt and a nearby thorps and hamlets. The inn is The dagger Brightflame is depicted
sundered longsword lies nearby. His belt located in a spot where the road runs up on GameMastery Item Cards: Ele-
pouch has been turned inside-out and his almost to the edge of the Arthfell Forest ments of Power card 10/54.
belt bears an empty dagger scabbard. A and is hidden under the shady canopy of the
DC 9 Search check reveals the tracks of dark trees, sheltered from the worst of
three or four humanoids in the area. Their the weather that crosses the moors Evening is drawing on as the party
orientation indicates that their makers to the south. Game is plentiful arrives, and several curators are
might have fought with the hobgoblin. The in the area and local hunters and securing the tents for the night and
freshness of the corpse indicates that the trappers sell their bounty to Merinwaite to locking up their wares in large trunks.
fight occurred within the last day. supplement the foodstuffs bought from the The patrons of the exhibit are either
A mercenary band calling itself the caravans that come through. The inn is a dispersing to their homes or heading to
Company of the Black Banner ambushed well-built, brightly painted, two-story affair the taproom for dinner and drinks.
this hobgoblin scout in the dark hours of with an attic loft, where the staff resides.
the morning. They slew and looted him, Merinwaite keeps his private room on Business is brisk as the long shadows
leaving his body when spooked by sounds the first floor. The inn is sturdy and well- of evening slant through the taproom’s
in the woods they assumed came from allies insulated, with fireplaces and charcoal open windows. A bald, red-faced man
of his. No such allies existed, and his body braziers providing warmth in the winter wearing an apron works behind the bar
has lain abandoned for the past 16 hours. months and the shade of the forest and and several young girls carry platters of
Creatures: A trio of mangy dogs has many windows to capture cooling breezes food and drinks to various tables. Most of
since emerged from the nearby woods to during the heat of summer. the crowd seems to be local farmers and
feed on the corpse of the hobgoblin. They When the PCs approach the inn, read traveling merchants, although clustered
ignore the PCs entirely until they close or paraphrase the following. around one table sits a rough-looking
to within 15 feet or are attacked, at which group of mercenaries, one of whom is a
point the dogs turn to fight the threat to A well-built inn painted in cheerful colors is short, black-cloaked figure who might be a
their meal. tucked beneath the eaves of the forest. A stable goblin. They huddle over their drinks in quiet
stands nearby. A hitching post at the front of the conversation, occasionally raising a head to eye
Dogs (3) CR 1/3 inn has several mounts, and more than one farm the crowd. At a table nearby, a bespectacled
hp 6; MM 271 wagon sits in the yard. A large red sign above scholarly looking fellow discusses a piece of
Tactics the door proclaims in gilt letters, “Travelers Stop decorated linen spread across the tabletop with
During Combat The dogs move to attack the Inn.” Above this sign and stretching across the a small group of onlookers.
nearest foe each round, changing only to front of the building is a banner with artistic
attack foes who harm them. lettering stating “The Traveling Exhibition of In the taproom, the PCs find a modest
Morale The dogs flee if reduced to 2 or fewer Doctor Phineus Krane, Professor of Antiquities crowd but can claim a table or two to pull
hit points. and Master of Shroud Artistry.” A number of together for a place to sit.
colorful tents have been set up at the rear of the Currently in the taproom are Ostler
Treasure: The Black Banners looted the inn yard, apparently for this exhibition. Merinwaite, three serving girls, the
hobgoblin but left behind one valuable item. Company of the Black Banner (see

3
into the haunted forest
Appendix 1), Sheriff Cage Blunnde (N Blunnde immediately enters the fight with Defense
male human fighter 4), Doctor Phineus weapon drawn and demands those indi- AC 10, touch 10, flat-footed 10
Krane (CG male human expert 5), and viduals’ immediate surrender, using deadly hp 7 (2d4+2)
seven customers. Situate them at random force if necessary to subdue them. The PCs Fort +3, Ref +0, Will +0
around the room with Merinwaite behind need only fight Grelm Hammerlock, Pudge Offense
the bar, Sheriff Blunnde at the bar, the Whartley, and Nirashi Sylvanmede, as Knu Spd 30 ft.
Black Banners clustered around one table, finds himself accosted by a drunken farmer. Melee unarmed strike +2 (1d3+1 nonlethal)
and Doctor Krane at a table near the PCs. Tactics
Grelm Hammerlock CR 1 During Combat The brawlers use only unarmed
Rough Crowd (EL 4) hp 10; see Appendix 1. attacks during the barroom fight. Against a
Shortly after the PCs settle in, one of the Small opponent, they try to grapple.
Black Banners makes a Spot check and Pudge Whartley CR 1 Morale If weapons are drawn against a brawler,
catches a glimpse of the dagger Brightflame, hp 7; see Appendix 1. he immediately flees the inn.
maybe hanging in a scabbard or barely Statistics
p­oking from a backpack, as necessary. At Nirashi Sylvanmede CR 1 Str 12, Dex 10, Con 13, Int 8, Wis 11, Cha 8
this, Grelm Hammerlock approaches the hp 8; see Appendix 1. Base Atk +1; Grp +2
PCs’ table and demands its return. Feats Alertness, Great Fortitude
Sheriff Cage Blunnde CR 4 Skills Handle Animal +4, Listen +2, Profession
One of the mercenaries, clad in black scale Male human fighter 4 (farming) +5, Spot +2
mail and wearing a dark, travel-stained cloak, LN Medium humanoid Languages Common
approaches. He is careful to keep his hands away Init +1; Senses Listen +1, Spot +1
from the well-used pommels of the sword and Defense
dagger at his belt, but the look on his scarred AC 16, touch 11, flat-footed 15
Sheriff
face clearly shows a hostile intent as he thumps (+5 armor, +1 Dex)
Cage
his fists down on the table. “I killed that hob hp 34 (4d10+8)
Blunnde
in a fair fight, and the fiery dagger—” he indi- Fort +8, Ref +2, Will +2
cates the dagger that rested near the hobgoblin Offense
corpse—“is mine by right. Hand it over or face Spd 30 ft.
the wrath of the Company of the Black Banner.” Melee mwk longsword +9 (1d8+5/19–20/x2)
His companions push back their chairs from Melee unarmed strike +7 (1d3+3/x2)
their table and rise to watch the situation Ranged mwk longbow +6 (1d8/x3)
closely. They too keep their hands away from Tactics
their weapons. During Combat Sheriff
Blunnde attempts to take
Grelm is spoiling for a fight and takes a prisoners but does not hesitate to
swing at whomever has Brightflame or sticks take opponents down with lethal
up for that PC, even if the accosted character damage if they refuse to surrender.
hands over the dagger. Once the fight breaks Morale Sheriff Blunnde fights to
out, all the Company of the Black Banner the death in order to protect the
jump in to assist their leader, although citizens at the inn.
all rely on unarmed attacks and nonlethal Statistics
damage. They hope to pound the PCs into Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 9
submission and take Brightflame, but they Base Atk +4; Grp +11
don’t intend to commit murder in such a Feats Great Fortitude, Improved Grapple,
public place. The brawl quickly escalates to Improved Unarmed Strike, Weapon
the other patrons of the inn and turns into a Focus (longsword), Weapon
wild free-for-all in the taproom. The servers Specialization (longsword)
flee and Merinwaite ducks behind the bar. Skills Climb +10, Handle Animal +6
Doctor Krane immediately hides beneath Gear +2 studded leather armor, mwk
his table and Sheriff Blunnde backs out of longsword, mwk longbow, 20 arrows
the way to watch the proceedings. Languages Common
Creatures: Although there are at least
a dozen combatants in the melee, the PCs Brawlers (2) CR 1
need only face a portion of the Black Ban- Male human commoner 2
ners and two of the other customers. If any- N Medium humanoid
one draws weapons or casts spells, Sheriff Init +0; Senses Listen +2, Spot +2

4 module tci
Development: Regardless of the outcome outside the sheriff’s room at different times
of the brawl involving the PCs and the Black last night as she made the rounds ch­ecking Treasure Chest
Banners, Sheriff Blunnde finally breaks it the locks and windows. A DC 10 Sense For the floor plan of the
up before it gets too out of hand. As he does Motive reveals the truth of her statements. Travelers Stop Inn, use the
so, however, Doctor Krane shrieks from the Grelm claims he was nowhere near there, wealthy hotel map from the GameMas-
corner. He stands by the table upon which although a Sense Motive check opposed by tery Map Pack: Inns, with the addition of
he had displayed his shroud, beating franti- Grelm’s Bluff (+8) reveals his lie. Huckaby a 5-foot-wide stair rising to the second
cally at the flames upon it with his hands. claims he was drunk and looking for a privy, floor of the inn in the back entry room
A lamp tipped over during the fight and which a dried, odorous stain in the corner next to the door leading to Ostler Mer-
ignited the shroud, reducing it to no­thing near the sheriff’s door supports. inwaite’s private quarters. A single blue
chair and wall sconce are depicted in the
more than ashes in less than a minute. • Doctor Phineus Krane: The doctor claims
three squares that make up the stairwell.
Sheriff Blunnde is unsure of exactly how he stayed up late in the taproom trying to
The second floor is identical in size and
the fight started but immediately fingers salvage his shroud when he saw the PC you shape to the first, with the taproom actu-
the PCs and the Black Banners for it. He chose walk in from outside, covered in blood ally serving as a large common room with
confiscates Brightflame as evidence and and holding the stolen dagger. A DC 15 Sense straw tick pallets on the floor for rent to
places the two parties of adventurers under Motive check reveals the professor seems travelers who can’t afford a private room.
house arrest in their rooms for the night unsure of his own story. If a PC changes The large room above the innkeeper’s
until he can sort things out. his attitude from unfriendly to friendly quarters is a luxury room. A ceiling hatch
Choose whatever rooms you like for the with Diplomacy or Intimidate he admits he with a fold-down ladder is situated in the
two parties, although they should be near imbibed quite a bit of elderberry wine and storeroom next to the common room and
one another. Mattresses are brought in and consumed a number of pickled crows’ eggs provides access to the servants’ attic loft
(not shown). Most of the action inside the
laid on the floor to allow for multiple occu- and might have just dreamed the entire thing.
inn takes place in the first floor taproom,
pants per room. Sheriff Blunnde takes the This is further supported by a complete lack
so the details of the upper floors should
luxury room on the second floor as his own. of physical evidence matching his tale. not be necessary to play the adventure.
No guards stand watch on the PCs’ doors, • Jobe Flint (LN male human expert 2):
so they are free to leave if they wish. Fleeing This traveling merchant claims he caught the
makes them look guilty in the eyes of the innkeeper hiding in the storeroom next to the • Tiny dark marks made up of short,
Sheriff Blunnde, who then posts a reward for sheriff’s room. Merinwaite hotly denies hiding straight lines cover the sheriff’s bed near
their arrest throughout the shire. and states he was stocking clean linens. A DC his pillow. These marks are slightly tacky
12 Diplomacy or Intimidate check gets Jobe to to the touch and appear in pairs and
The Usual Suspects (EL 1/4) sheepishly admit he doesn’t really know what groups of three. A creature with the scent
The next morning, the party is brought down the innkeeper was doing and had forgotten ability automatically recognizes the smell
to the taproom, where Sheriff Blunnde holds about the whole incident until he learned of of the marks as mud with a hint of dung,
an audience. The PCs quickly learn that the crime this morning. while other creatures can smell the same
someone stole Brightflame from the sheriff’s • Tab (CG human male commoner 1): thing with a DC 15 Wisdom check. A DC
room during the night. He states he went One of the stable boys, Tab states he saw 13 Knowledge (nature) check correctly
to sleep with it under his pillow and found the gnome tinker, Lorkyhay Ganderhoddle, identifies the marks as the footprints of
it missing when he awoke. Lined up in the creeping about beneath the sheriff ’s a bird, while beating a DC 18 Knowledge
room are the suspects for the crime. These windows during the night while Tab made (nature) check narrows the species to a
include Grelm Hammerlock, a local farmer his rounds of the stables. Ganderhoddle relatively large bird of prey.
named Huckaby Trent (CG male human claims he was merely taking a late night • Bits of the same kind of mud appear
commoner 1), a traveling tinker named constitutional, although a Sense Motive on the sheriff’s windowsill. These small
Lorkyhay Ganderhoddle (CN male gnome opposed by his Bluff (+8) detects that he is dollops of the stuff contain a few strands
expert 2/sorcerer 2), Ostler Merinwaite, a not telling the whole truth. of hay.
local witch named Estle Winterbloom (CG • No witnesses come out against Estle The clues should lead the party to the
female human adept 3), and a PC of your Winterbloom. Sheriff Blunnde merely stables, where they immediately spot an
choice. The sheriff is stumped and allows included her because the locals believe she interior half-wall covered on top with hay-
the PCs to interview the witnesses (in his is a witch and therefore a suspect in any infused mud. If the PCs investigate the area,
presence) and investigate the crime, so long nefarious doings that occur. they find bird foot marks in the mud, as
as they do not leave the premises. well as bird droppings all around.
Physical Evidence
Witnesses The existing physical evidence (and the Scutter, Owl CR 1/4
The witnesses are as follows. means to find it) is as follows. hp 4; MM 277
• Sara (N female human commoner 1): • The tracks of a Small humanoid exist Tactics
One of the inn’s serving girls. She claims beneath the sheriff’s window (DC 12 Search During Combat When anyone begins searching
she saw both Huckaby and Grelm in the hall check outside below the windows). the area of the half-wall, a gray owl silently

5
into the haunted forest
swoops down to attack with surprise (unless Scutter (who used the half-wall as a second- former master. Advise Willowroot that for the
noticed with a DC 13 Spot check). ary perch) to fly up, retrieve the dagger and use of the panoply the items will, of course,
Morale The owl fights to the death to defend drop it down to the waiting gnome, who be returned and that I will create a second
its master. then concealed it with the owl until he could shroud for him to keep, finally giving the burial
make his escape. A DC 10 Search check of honor to King Narven that has been denied
Development: Lorkyhay Ganderhoddle the area around the half-wall quickly locates him for 200 years. I leave it to you to find
is secretly a sorcerer who uses his abilities Brightflame, which Sheriff Blunnde just as a way to convince the druid of my proposal.
to steal from customers. The owl, named quickly confiscates again, although express- “The five items are the breastplate of
Scutter, is his familiar. If the owl is slain, ing sincere gratitude to the party. sacred fire, the wand of earth’s ire, the
Lorkyhay arrives on the scene screaming. Ad Hoc XP Award: If the PCs solve the codex of the firmament, the vial of pure
He immediately breaks down and con- mystery and recover the dagger, award them water, and the spirit-staff of Narven. I
fesses to waiting until the sheriff woke in XP for a CR 3 encounter. have here a map to the druid’s grove and
the night to use the chamber pot (he had sketches of each of the five items. Bring them
seen him imbibe quite a bit at the bar) and The Proposal back to me and you are free to go, our deal
then cast sleep on him through the open Not long after the sheriff recovers Bright- completed, and you avoid debtor’s prison
window. It was then a simple matter for flame, the PCs are called into Sheriff for the next 40 years. The choice is yours.”
Blunnde’s chamber. “Just to sweeten the pot,” Sheriff Blunnde
adds, “and so I don’t have to post wanted
Professor Krane sits at a small, round table. notices all across the shire, upon your return
A large parchment roll lies tied on the table with the items I’ll give you the magical
before him. Sheriff Blunnde still has the dagger—no questions asked.”
magical dagger tucked into his belt. He begins
by saying, “I appreciate your assistance and After they finish their proposal, Blunnde
cooperation up to this point. I know that you and Krane look at the party expectantly.
have a legitimate claim to this dagger. However, If the party refuses the offer, Blunnde
I also know that due to your conduct in the attempts to arrest them. If they escape,
taproom last night you are at least partially the sheriff sends out arrest notices, after
responsible for the destruction of some of which they are wanted men in the Shire of
Doctor Krane’s extremely valuable property.” Elberwick. In addition, they forfeit any right
He holds up a hand to forestall any arguments to Brightflame. If they agree, the professor
and motions for the professor to continue. provides them with a map from his roll
Doctor Krane clears his throat and says, “The of parchments showing the location of
subject of my exhibits here at the Travelers Stop the druid’s grove, six miles northeast of
is a form of artistry called shrouding. By using the inn in the forest. He also shows them
certain reagents and magical properties, this sketches of the five pieces of the panoply,
art allows the image of a corpse or mummy to although the PCs cannot keep these. Show
be captured orthographically—that is to say, the party the five Elements of Power cards
with height, width, and depth—on the linen that correspond to the items.
shroud in question. It was once a common If the party asks about the Company of
technique among the burial practices of the Black Banner and succeeds on a DC 15
certain ancient cultures but has largely been Diplomacy check, Sheriff Blunnde admits
lost today. The shroud in question that was that he gave the same offer to the rival
destroyed carried the image of the Chelish party, which left about an hour earlier. He
King Haliad III. It was over four hundred states matter-of-factly that he considers
years old and the centerpiece of my exhibition. them to also be partially responsible
“The good sheriff here has agreed to not and that whomever returns with all of
jail you if you can pay off the lost shroud’s the panoply first gets Brightflame. If both
value—something you will most certainly groups bring back part of the panoply,
be unable to do. I do, however, have another the sheriff keeps the dagger himself. It
Professor proposition for you. Five years ago, a druid quickly becomes apparent that the sheriff
krane named Willowroot located and recovered five does not care who is at fault so long as
artifacts that once belonged to a forgotten the proper reparations are made and the
king named Narven. I want you to travel to disruption in his jurisdiction is put to
his home in the forest and secure the five items rest. The sheriff makes it clear that if the
on loan and bring them to me here at the entire panoply is not recovered, he will
inn. With them I can create a shroud of their hold both groups responsible.

6 module tci
Part 2: arthfell forest Treasure: A search of the area along the
The party can attempt to locate traces of the trail (Search DC 10) reveals a leather scroll
Treasure Chest
Black Banners’ passage while heading into the case carelessly dropped in the brush. This
For this encounter, use the
forest. A DC 9 Search check locates the tracks holds an arcane scroll of comprehend lan-
reverse side of the GameMastery Flip-Mat:
of one Small and three Medium humanoids. guages. It was dropped by Pudge Whartley Woodlands, which depicts a simple forest
A DC 9 Survival check made each mile follows in his haste to leave the area. trail. Place the trap somewhere near the
these tracks, but the checks are mostly unnec- middle of the map.
essary as they follow the same trail. 2. The Druid’s Grove (EL 3) The scroll of comprehend languages is
depicted on GameMastery Item Cards: Ele-
1. Treacherous Trail (EL 2) At the location marked on Doctor Krane’s ments of Power card 30/54.
The trail leads the party into a trap hastily left map, a clearing opens in the wood ahead.
by Grelm Hammerlock. The Black Banners A sudden thrashing noise coming from the
passed this point and doubled back in the clearing breaks the silence of the forest. A
foliage nearby to set the trap, so following crude stone altar constructed as a dolmen—a
their tracks leads the party right to it without stone slab supported at either end by smaller
giving away its presence beforehand. stones—sits in the center of the clearing.
Trap: Grelm strung a snare from a tree and Flanking it are two rough stone monoliths,
camouflaged its loop in the dust of the trail. lines of writing rudely chiseled into their sur-
The first person to step in the loop is swept faces. The altar and entire floor of the clear-
off his feet and suspended upside down, a ing is covered in a growth of thick, brown
few feet above the trail. To add to the danger, vines. The thrashing noise comes from a full-
Grelm left the slaughtered carcass of a rabbit grown wolf that lies entwined within the
he was lucky enough to shoot nearby, in hopes grasp of these vines, feebly struggling as the A DC 16 Spot check or a DC 18 Intel-
of attracting some of the wolves known to last of its breath is squeezed from its body ligence check (both automatic if a player
inhabit the area to prey upon anyone caught by the plant. asks about it) reveals that a tree growing at
in the trap. A DC 12 Search check of the the edge of the clearing has a large limb
surrounding area reveals the dead rabbit. The This altar, dedicated to the forces of that hangs over the clearing directly above
trap deals 1d3 points of nonlethal damage. nature, marks the former sacred grove of the two monoliths. Anyone c­limbing out
The suspended victim must make a DC 15 the druid Willowroot. Willowroot carved on this bough (Climb DC 5) is close enough
Escape Artist check to get free without help the writing on the monoliths, in Sylvan, to to the inscriptions on the inner sides
or his comrades can use a bladed weapon to mark where he planned to consecrate and of the monolith to read them without
cut the rope as a standard action. place the various parts of the Panoply of co­ming into range of the plants below. A
Narven. The writing on the outermost faces fall from the 15-foot limb deals 1d6 points
Snare Trap CR 1 of the two monoliths is visible from the of damage and places the victim within
Type mechanical; Search DC 15; Disable Device concealing tree line, but a character must the plant’s clutches.
DC 10 be within 5 feet (or using a spyglass) to read The inscriptions on the outside of the
Effects the writing on the inner faces. stones contain two riddles. The first riddle
Trigger touch; Reset repair The Company of the Black Banner says, “Two miles toward the sun’s first fire,
Effect DC 15 Reflex save avoids (1d3 nonlethal arrived in the clearing only about 15 the earth’s embrace will still its ire.” This
damage, snare); DC 15 Escape Artist minutes prior to the PCs. Nirashi reads refers to a cave to the east where Willow-
Sylvan and translated the writing on the root placed the wand of earth’s ire. The second
Creature: A hungry wolf, attracted by the outside of the monoliths to learn the riddle states, “A league to the south in sacred
scent of the dead rabbit, prowls the area. It hiding places of the wand of earth’s ire and mother’s home, the royal water is returned to
arrives 1 round after the trap has been acti- the vial of pure water. The Company of the its own.” This refers to the forest pool where
vated or avoided and attacks, driven into a Black Banner dared not enter the clearing he took the vial of pure water.
frenzy by the smell of blood. for fear of the deadly flora growing here. The inner faces of the monoliths hold
The arrival of a wolf that had tracked them three rhyming hints. The first declares,
Wolf CR 1 since they laid the snare on the trail forced “Southeast four miles the image flies, atop
hp 13; MM 283 them to flee before they could formulate a forest giant in azure skies.” This refers to
Tactics plan. A DC 15 Search check (made higher the tree to the southeast from which Wil-
During Combat The wolf prefers to attack due to the concealing foliage) through the lowroot hung the codex of the firmament. The
someone caught in the snare, ignoring surrounding undergrowth reveals four second says, “Lofty stone reaching higher,
anyone else. Anyone in the snare is sets of humanoid footprints running in holds in its grasp the sacred fire.” This
considered to be entangled. three different directions. Attempts to refers to the breastplate of sacred fire atop one
Morale The wolf is ravenous and pursues its follow them are foiled by the density of of the monoliths. Finally, the third states,
quarry until slain. the foliage. “Six miles and some at forest’s heart, where

7
into the haunted forest

name and namesake no longer part.” This Assassin Vine CR 3


refers to the spirit-staff of Narven, hidden at hp 30; MM 20
Treasure Chest the old Spirit of the Wood Inn twelve miles Speed 0 ft.
For this encounter, use the to the north. Space/Reach 10 ft./5 ft.
portion of the GameMastery
Creature: Since Willowroot abandoned Tactics
Flip-Mat: Woodlands that depicts an altar
this grove, an assassin vine took root During Combat The vine grasps and attempts
flanked by two stone monoliths. Fold the
flip-mat so only that section is showing. beneath the altar stone. While it has the to constrict the first creature to come in
The ring of swimming is depicted on full abilities of a standard assassin vine, it range, releasing those that it kills or that
GameMastery Item Cards: Elements of has not yet fully matured and has a reach become unconscious or play dead.
Power card 28/54. of only 5 feet with its vine, meaning it can Morale The vine fights until destroyed.
reach anywhere within the clearing but not
effectively into the surrounding tree line Treasure: Anyone perched upon the tree
and not to the tree branch or tops of the branch above the altar easily notices the
monoliths above. It is not mobile. The wolf breastplate of sacred fire placed in a concavity
following the Black Banners wandered into atop the stone where sacred fire once
its reach only moments before the party’s burned during druidic rituals. A bowl in
arrival, and the vine only just finished con- the top of the other stone monolith holds
stricting it to death. a ring of swimming made of stained silver

8 module tci
with a repeating wave pattern around its (+3) with a Spot check. He fights to the
circumference. death. Cachee remains hidden in the pool Treasure Chest
Ad Hoc XP Award: If the PCs recover the during the combat. Two miles to the east of the
breastplate and the clues of the inscriptions grove is the shallow cave
without having to fight the assassin vine, award Pudge Whartley CR 1 depicted on the GameMastery Flip-Mat:
full XP as if they had defeated the plant. hp 7; see Appendix 1. Woodlands. Fold the flip-mat so that only
that section is showing.
3. The Earth’s Embrace (EL 2) Cachee CR 1
hp 3; MM 235 (nixie)
The trees part, revealing a small clearing before Tactics Treasure Chest
a steep embankment. A dark, eight-foot-diam- During Combat Cachee readies a charm person Three miles south of the
eter opening breaches the small rise. before battle to create a new protector in the grove is the pool depicted
first round and then retreats to the bottom on the GameMastery Flip-Mat: Woodlands.
Willowroot hid the wand of earth’s ire of her pool to hide. Fold the flip-mat so that only that section
within this natural cave. A DC 10 Search is showing.
check reveals a set of Medium and a set of Development: The nixie cares nothing
Small humanoid footprints leading into and for the fate of Pudge, having only charmed 5. The Forest Giant (EL 2)
back out of the cave. The Company of the him when he and Nirashi threatened her.
Black Banner split up after it left the grove. Once the battle ends, she cautiously reveals The trees of the forest are older and grow
Grelm and Knu have already been here and herself without leaving the water to see much taller in this area. Carried softly on the
stolen the wand of earth’s ire. Their tracks what the newcomers want. Her initial breeze is a strange thumping noise. A massive
disappear in the foliage. A small shelf at the attitude is indifferent unless threatened, hollow tree trunk towers above the surrounding
back of the cave holds an open wooden cof- in which case she becomes hostile. If woodland—once truly a forest giant. Upon one
fer with a musty velvet cushion. An imprint made friendly she admits that Willowroot of its remaining upper limbs dangles a bone
of the wand still rests in the velvet. gave her the vial of pure water, but she only scroll case, swaying in the wind and thumping
Creature: A black bear recently took up agrees to part with it if given some other against its hollow side.
residence in this cave. While Knu snuck in, magic item attuned to her element, such as
Grelm distracted it and wounded it in the the ring of swimming. If made helpful, she The scroll case holds the codex of the
process. The angry bear is still within and turns over the vial without payment. firmament and is sealed against the weather.
attacks anyone who enters. Treasure: A DC 20 Search A DC 15 Climb check is necessary to climb
check reveals the vial of pure the 25 feet to retrieve the scroll.
Black Bear CR 2 water hidden at the bottom Creature: Unfortunately for the
hp 19 (currently 14); MM 269 of the pool. It is sealed and PCs, a giant bombardier beetle
Tactics holds a potion of cure light resides in the hollow trunk of this
During Combat The bear focuses its attacks on wounds with two doses.
one individual. Since the PCs need
Morale The enraged bear fights until slain or only return the vial
somehow calmed. It is currently hostile. to Doctor Krane,
they can use its con-
4. Forest Pool (EL 1 and 1) tents if necessary.

A thicket of tall rushes surrounds a pool formed


from a crystalline, bubbling spring.

The tall rushes conceal any tracks and


are considered undergrowth (DMG, 87).
The center of the pool is 12 feet deep.
Creatures: The pool is the home of
Cachee, a nixie to whom Willowroot gave
the vial of pure water. When Nirashi and
Pudge arrived here, Cachee managed to
charm Pudge, who drove off Nirashi and
is now under orders to slay anyone who
approaches. Pudge hides in the rushes
and surprises the PCs with a magic missile Cachee
unless one of them beats his Hide check

9
into the haunted forest
with that of a band of goblinoid brigands. that it relentlessly attacks any creature who
During the fight, Willowroot called upon uses fire to harm it.
Treasure Chest the powers of nature to defend the inn, Morale The wooden protector fights and
Four miles to the southeast conjuring a powerful guardian. While the pursues until destroyed. It does not leave
from the grove is the hollow tree depicted
battle was ultimately lost, and everyone the inn unless a living creature that fought
on the GameMastery Flip-Mat: Woodlands.
at the inn was slaughtered, the guardian against it possesses any piece of the panoply.
Fold the flip-mat so that only that section
is showing. still remains, standing silent vigil over the
site. Of the goblins, only one survived the Development: Once the wooden protector
melee to flee in terror from the wrath of attacks, the Black Banners immediately see it
the forest. The inn and its slain inhabitants as the greatest threat and turn their resources
Treasure Chest have lain undisturbed ever since. to the side of the PCs to fight against it.
Twelve miles north of the For the most part, the rooms of the inn Knu, who guided the Black Banners to this
grove on an old overgrown road stand are dark and empty, save for the rotting moment all along, takes this opportunity to
the ruins of an inn. Use the Run Down remains of rough tables and chairs. In the Hide and maneuver to a defensive position,
Flophouse Map from GameMastery Map common room, a ghostly, colorless fire letting the others worry about the guardian
Pack: Inns for this location. The inn fits burns in the fire pit, creating weird shad- plant. He uses the wand of earth’s ire to get as
right atop the path on the backside of the ows around the room. Scattered about are many opponents as possible in its b­urning
GameMastery Flip-Mat: Woodlands. the skeletal remains of a half-dozen goblins, hands, including his own party members.
the half-satyr innkeeper, and a centaur, all He then continues to Hide and move to
tree. Anyone attempting to climb the tree locked in the throes of their violent deaths. make other attacks when possible. Grelm
or making noise around its base provokes Beside the fire pit is the gleaming skull and and Nirashi gladly assist the PCs in slaying
the creature into emerging from a hollow spinal column of Willowroot. The rest of the treacherous goblin. The battle should
beneath the tree and attacking. his remains long ago moldered away. be frantic and nerve-wracking, as the PCs
Creatures: After their close calls at face both the wooden protector and the fire-
Giant Bombardier Beetle CR 2 the bear’s cave and the nixie’s pool, the throwing goblin while fighting side-by-side
hp 13; MM 284 surviving Black Banners chose to let the with the untrustworthy Black Banners. Once
Tactics PCs recover the rest of the panoply and Knu and the wooden protector are defeated,
During Combat The beetle uses its acid spray plan to waylay them afterward. To this end, any truce with the Black Banners ends and
on the first round of combat to catch as they hide 90 feet from the inn, watching they immediately turn on the PCs.
many enemies as possible before moving in from the foliage and wa­iting for the PCs to Treasure: The spirit-staff of Narven rests
to attack with its bite. enter. The Black Banners become impatient under the remains of Willowroot. A DC 12
Morale This tree is the beetle’s home and it and enter after the PCs, confronting them Search check uncovers it.
fights to the death to protect it. in the common room and demanding they
lay down their arms and surrender. The Concluding the
6. Spirit of the Wood Inn (EL 5+) inn itself, however, is not unoccupied. The Adventure
wooden protector still guards it against all Once the PCs possess all five pieces of
An ancient road winds its way through the intruders. It emerges from a pile of detritus the panoply, they can return to the Trav-
trees, some of which encroach upon the in the back corner the same round that the elers Stop Inn to clear their names. The
road itself. Dimly visible in the green gloom Black Banners enter the inn. PCs might choose to just take the pano-
ahead is an old ramshackle building. It is so ply themselves and depart, willing to risk
overgrown and encrusted with moss and ferns Grelm Hammerlock CR 1 being wanted in the shire. If they return
among its shingles as to almost seem to be hp 10; see Appendix 1. to the Travelers Stop Inn, they find Sher-
a part of the forest itself, a fey hillock here iff Blunnde and Professor Krane waiting
at the heart of the primeval wood. Closer Knu CR 2 for them. Professor Krane is ecstatic upon
examination reveals gaping windows and hp 8; see Appendix 1. receiving the panoply. He forgives them
an open doorway, the door hanging by the the debts they owed him even as Sher-
remains of one leather hinge. Nirashi Sylvanmede CR 1 iff Blunnde formally clears them of any
hp 8; see Appendix 1. wrongdoing and gives them possession of
Run by a half-satyr friend of Willowroot’s, Brightflame. The PCs can continue on with
the inn was built to peacefully accommodate Wooden Protector CR 3 their travels or perhaps even plumb the
the intrusions of outsiders along the hp 45; see Appendix 2 depths of the mysterious Arthfell Forest
forest road while preserving the woods Tactics some more, looking for traces of Narven’s
themselves. The druid thought the inn, During Combat The wooden protector attacks lost forest kingdom and any treasures it
a meeting place of civilization and the whomever is closest. It is easily distracted, might still hide. Doctor Krane knows of
wild, a good place to hide the spirit-staff of switching targets and attacking whomever other antiquities and might hire the PCs
Narven. Unfortunately, his arrival coincided attacked it last. The only exception being to recover them as well. Whatever the case,

10 module tci
the party should be off to a good start in its Grelm Hammerlock CR 1 possible. He always attacks humans first.
adventuring career. Male human ranger 1 Morale As long as at least one other member
CN Medium humanoid of his party remains in the fight, Grelm does
apppendix 1: Company Init +7; Senses Listen +5, Spot +5 not retreat except to drink his potions.
of the Black banner Defense Statistics
The Company of the Black Banner gets its AC 17, touch 13, flat-footed 14 Str 13, Dex 16, Con 14, Int 9, Wis 12, Cha 10
name from the soot-stained banner carried by (+4 scale mail, +3 Dex) Base Atk +1; Grp +2
Nirashi Sylvanmede. Grelm Hammerlock is hp 10 (1d8+2) Feats Improved Initiative, Track, Weapon Focus
the leader, although Knu subtly manipulates Fort +4, Ref +5, Will +1 (greatsword)
the members from behind the scenes. In Offense Skills Climb +0, Craft (trapmaking) +1, Hide +4,
addition to their normal equipment, each Spd 20 ft. Listen +5, Move Silently +4, Spot +5, Survival +5
carries a backpack with a bedroll, a waterskin, Melee mwk greatsword +4 (1d10+1/19–20) or Languages Common
and 5 days’ trail rations. punching dagger +2 (1d4+1/x3) SQ wild empathy +1 (–3 magical beasts)
Ranged longbow +4 (1d8/x3) Combat Gear oil of bless weapon, 2 potions
Grelm Hammerlock Special Attacks favored enemy +2 (humanoid of cure light wounds; Other Gear 50-foot
Grelm wears all black, including his scale [human]) hempen rope, explorer’s outfit, flint and steel,
mail and cloak. His belt has tiny skulls Tactics longbow, 20 arrows, mwk scale mail, mwk
embossed upon it. Grelm specializes in Before Combat Against an obviously evil foe, greatsword, punching dagger, whetstone,
fighting humans and always chooses to fight Grelm anoints his sword or his bow with oil carnelian (50 gp), 13 gp, 3 sp, 8 cp.
them over other races. He is something of of bless weapon.
a coward, preferring to attack from hiding During Combat Grelm prefers to hide and Knu
with his bow, but he has a volatile temper attack from ambush and weaken opponents Knu subtly manipulates Grelm for his own
that compels him to approach and land the with his bow. He likes to finish his wounded ends. He wears a dark, hooded cloak that
killing blow with his greatsword. foes in hand-to-hand combat whenever covers his face to avoid notice and tries to

11
into the haunted forest
+6, Hide +10, Listen +3, Move Silently +10, falls nearby, she attempts a coup de grace
Treasure Chest Open Lock +6, Ride +6, Search +4, Sleight of or spontaneous inflict spell to finish him
Hand +6 if possible.
Now that you’ve completed
the adventure, your players undoubtedly Languages Goblin, Common Morale Nirashi fights to the death for the glory
want to know what happens next. Keep track SQ summon familiar, trapfinding of Urgathoa.
of your next and future adventures with Combat Gear wand of earth’s ire (wand of Statistics
the red-covered GameMastery Campaign burning hands, 38 charges) [not available Str 14, Dex 8, Con 10, Int 12, Wis 16, Cha 13
Workbook included in the GameMastery until Spirits of the Woods Inn]; Other Gear Base Atk +0; Grp +2
Treasure Chest box. With the GameMastery black hooded cloak, leather armor, ring of Feats Martial Weapon Proficiency (scythe)
Campaign Workbook, you can keep track of protection +1, Small dagger (2), Small mwk Skills Concentration +4, Heal +7, Knowledge
everything from the most vital plot points to rapier, spell component pouch, traveler’s (religion) +5, Listen +5, Search +2, Spot +5
the name of the least-important NPC stuck outfit, 6 sp. Languages Common, Elven, Sylvan
in a forgotten tavern.
SQ magic item use
Nirashi Sylvanmede Combat Gear 2 flasks of unholy water, potion of
not let on that he is a sorcerer until battle Nirashi is a thin and pale elven woman with shield of faith +2; Other Gear 50-ft. silk rope,
is joined. He despises melee combat and nearly white hair worn long and loose. As banded mail, black banner emblazoned
avoids it at all costs unless he can make a a cleric of Urgathoa, the Pallid Princess, with symbol of Urgathoa, courtier’s outfit,
sneak attack and retreat. Nirashi focuses on the goddess’s seductive healer’s kit, 3 javelins, mwk scythe, spell
aspect of strength and magic. She rarely component pouch, wooden holy symbol of
Knu CR 2 speaks other than to cast spells or utter vile Urgathoa, small spinel (75 gp), 6 gp, 4 sp.
Male goblin rogue 1/sorcerer 1 curses in the name of her goddess and she
CE Small humanoid (goblinoid) absolutely despises half-elves. Pudge Whartley
MM 133 Extremely lazy, Byron “Pudge” Whartley
Init +2; Senses darkvision 60 ft.; Listen +3, Spot –1 Nirashi Sylvanmede CR 1 chose magic as the path of least physi-
Defense Female elf cleric 1 (Urgathoa) cal labor. He has a large paunch and is in
AC 16, touch 14, flat-footed 14 NE Medium humanoid poor physical condition, earning him his
(+2 leather armor, +1 deflection, +2 Dex, +1 size) Init –1; Senses low-light vision; Listen +5, Spot +5 nickname. He holds his place in the group
hp 8 (2 HD; 1d6+1d4) Aura evil through magic alone and whines constantly
Fort +0, Ref +4, Will +1 Defense about the rigors of adventuring. He neither
Offense AC 15, touch 15, flat-footed 15 likes nor is well-liked by the others but finds
Spd 30 ft. (+6 armor, –1 Dex) it easier to stay with them than quit their
Melee mwk rapier +4 (1d4–1/18–20) hp 8 (1d8) group. He wears gold-trimmed robes with
Ranged dagger +3 (1d3–1/19–20) Fort +2, Ref –1, Will +5; +2 racial bonus against fake mystical symbols.
Special Attacks sneak attack +1d6 enchantment spells and effects
Spells Known (CL 1st, 10% spell failure): Immune magic sleep effects Pudge Whartley CR 1
1st (4/day)—obscuring mist, sleep (DC 12) Offense Male human wizard 1
0 (5/day)—daze (DC 11), detect magic, disrupt Spd 20 ft. NE Medium humanoid
undead (+3 ranged touch), read magic Melee mwk scythe +3 (2d4+3/x4) Init +1; Senses Listen +2, Spot +2
Tactics Ranged javelin –1 (1d6+2) Defense
Before Combat Knu prefers to Hide before Special Attacks command undead 4/day (+1, AC 15, touch 11, flat-footed 14
battle and casts obscuring mist if necessary 2d6+2, 1st), feat of strength 1/day (+1 (+1 Dex, +4 shield)
to do so. Strength), spontaneous casting (inflict spells) hp 7 (1d4+3)
During Combat Knu casts sleep on likely Spells Prepared (CL 1st): Fort +0, Ref +1, Will +2
fighters and rogues. He likes to make sneak 1st—cure light wounds, enlarge personD (DC Offense
attacks from concealment, even if it means 14), magic weapon Spd 30 ft.
moving out of his obscuring mist to do so. 0—cure minor wounds (x2), virtue Melee club –2 (1d6–2)
Once he obtains the wand of earth’s ire, he D: Domain spell Domains Magic, Strength Ranged mwk light crossbow +2 (1d8/19–20)
remains concealed and attacks with it rather Tactics Spells Prepared (CL 1st):
than expose himself to danger. Before Combat If there is time, Nirashi casts 1st—magic missile, shield
Morale Once he loses half his hit points, Knu magic weapon on her scythe and enlarge 0—daze (DC 12), ray of frost (ranged touch +2)
attempts to flee. person on herself, in that order. If a major Tactics
Statistics battle seems imminent, Nirashi drinks her Before Combat Pudge always casts shield
Str 8, Dex 15, Con 10, Int 10, Wis 9, Cha 12 potion of shield of faith +2. before combat. If outnumbered, he drinks
Base Atk +0; Grp –5 During Combat Nirashi prefers to fight in his potion of blur.
Feats Weapon Finesse melee with her scythe in hopes of getting During Combat Pudge stays at range using his
Skills Bluff +5, Concentration +2, Escape Artist a devastating critical hit. If an opponent rays, magic missile, and crossbow. If multiple

12 module tci
Panoply of Narven Power of the Panoply
These ancient items served as the regalia Legend holds that the items that make up
for the forest king Narven. Lost in battle the Panoply of Narven were very powerful
at the time of his death, they only recently magic items, but over the years, these powers
were recovered by his druidic descendant have waned. With effort, these items might,
and re-consecrated to the natural elements over time, regain their former glory.
that formed them. The method of advancement for these
Breastplate of Sacred Fire: This mas- objects is left up to you, but possibilities
terwork breastplate has an orange and red include consecrating the items at various
flame at its center that dances and con- druid sites scattered across the globe or
stantly gives off heat as if made of actual taking each relic to its respective Elemen-
fire, although it causes no damage. The fire tal Plane to recharge it. Regardless of the
is the result of a permanent image cast on the method employed to invigorate the pano-
breastplate (caster level 14th). poly, the items should increase in power
GameMastery Item Cards: Elements of Power, as the PCs do. At 10th-level, for example,
01/54 the breastplate of sacred fire might become a
Codex of the Firmament: This scroll is +3 breastplate that allows the wearer to cast
all that remains of a bound collection once fire shield once per day. The spirit staff of
dedicated to the skies and the element of Narven might become a fully charged staff
air. It is a long scroll with simple wooden of fire, while the vial of pure water might
dowels at each end. A bright-burning sun allow one person to drink from it each
illuminates its face. On the reverse side are day to receive the effects of both a water
scribed the divine spells daylight, gust of wind, breathing and freedom of movment spell. In
and shillelagh (caster level 5th). The entire the end, these new powers are left up you
scroll has been treated with a permanent and should be suitable to the power level
endure elements (caster level 15th) that only of your campaign.
affects the scroll itself (but not its bearer).
GameMastery Item Cards: Elements of Power,
28/54
Spirit-Staff of Narven: This is a fiery,
ruby-studded masterwork quarterstaff. A
pair of burning gold wings decorates its
top, and the other end is capped with a red
iron claw. It is worth 550 gp for its work-
manship alone. A permanent magic aura
spell makes it appear to be a staff of fire.
GameMastery Item Cards: Elements of Power,
34/54
Vial of Pure Water: This vial is made of
green glass and clay and is sealed with a
speckled cork. A water motif of wave designs
decorates the container. The vial is nonmag-
ical but remains airtight when sealed.
GameMastery Item Cards: Elements of Power,
42/54
Wand of Earth’s Ire: Crafted of red
clay, the handle of this wand is made to
appear like an eruption of lava before
tapering roughly to a rounded point at
the tip. This is a wand of burning hands
with 38 charges remaining.
GameMastery Item Cards: Elements of Power,
38/54

13
Offense
Spd 30 ft.
OPEN GAME LICENSE Version 1.0a
Melee spear +8 (1d8+6/x3)
The following text is the property of Wizards of the Coast, Inc. and is Copyright
Ranged shortbow +5 (1d6+4/x3) 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark own-
Special Attacks create weapon, grasp of wood ers who have contributed Open Game Content; (b) “Derivative Material” means
copyrighted material including derivative works and translations (including into
Spell-Like Abilities (CL 3rd): other computer languages), potation, modification, correction, addition, exten-
At will—wood shape SUBSCRIBE TO sion, upgrade, improvement, compilation, abridgment or other form in which an

GameMastery
existing work may be recast, transformed or adapted; (c) “Distribute” means to re-
1/day—warp wood (DC 14) produce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise

Tactics Modules distribute; (d) “Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not
Before Combat A wooden protector typically As a subscriber, every month you’ll embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor,
lies in wait, hiding in a wooded environment receive in your mailbox a 32-page, full- and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) “Product
until enemies are within 30 feet before color adventure module written by one Identity” means product and product line names, logos and identifying marks

moving to attack. of the best adventure designers. As a including trade dress; artifacts, creatures, characters, stories, storylines, plots, the-
matic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
During Combat A wooden protector uses its bonus, you’ll receive a free electronic PDF tions, likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters, spells,
grasp of wood ability on any character using version of each module, downloadable enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural
fire against it. It otherwise uses is create from your account on paizo.com. abilities or effects, logos, symbols, or graphic designs; and any other trademark
weapon ability to craft a spear or bow to Stay on top of the latest events in the or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f )
attack nearby foes. Pathfinder Chronicles campaign “Trademark” means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contrib-
Morale As a creature summoned to protect setting—subscribe today! uted to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and otherwise create
an area, a wooden protector typically fights Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee
until destroyed. Visit paizo.com/gamemastery for details. in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
Statistics a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
Str 18, Dex 11, Con 16, Int 7, Wis 14, Cha 9 escape with a successful DC 17 Strength or that you Use. No terms may be added to or subtracted from this License except as
Base Atk +4; Grp +8 Escape Artist check. The branches last for described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
Feats Alertness, Power Attack, Weapon Focus 1d6 rounds before becoming brittle and 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
(shortbow) breaking. The DC is Strength-based. 4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive li-
Skills Hide +0 (+8 in wooded settings), Listen Natural Movement (Ex) A wooden cense with the exact terms of this License to Use, the Open Game Content.
+7, Spot +10 protector may move through any sort 5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
Languages sylvan of undergrowth at its normal speed original creation and/or You have sufficient rights to grant the rights conveyed
by this License.
SQ natural movement without taking damage or suffering any 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
Ecology other impairment. This ability extends to tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must
Environment Any forest or jungle magically manipulated undergrowth such add the title, the copyright date, and the copyright holder’s name to the COPY-
RIGHT NOTICE of any original Open Game Content you Distribute.
Organization Solitary, pair, or bunch (3–5) as entangle and wall of thorns. 7. Use of Product Identity: You agree not to Use any Product Identity, includ-
ing as an indication as to compatibility, except as expressly licensed in another,
Treasure None Regeneration (Su) Fire deals lethal damage to a independent Agreement with the owner of each element of that Product Identity.
Alignment Always neutral wooden protector. You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
Advancement 7–12 HD (Medium), 13–19 HD Undying guardians of forests, wooden pro- except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
(Large) tectors form when druids call upon nature Game Content does not constitute a challenge to the ownership of that Product
Special Abilities to defend itself, when the druids’ own per- Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
Create Weapon (Ex) A wooden protector can, sonal power cannot hope to defend the 8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
as a free action, use its body to fashion any wilds from what opposes them. As tireless 9. Updating the License: Wizards or its designated Agents may publish updated

simple or martial weapon composed almost defenders, wooden protectors frequently versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
entirely of wood (such as bows, quarterstaffs, outlive their callers, but never stray far from any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
and spears). Weapons created in this way where they were created. copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
cannot be sundered or disarmed. If the Game Content using the name of any Contributor unless You have written per-
weapon created requires ammunition (such Ecology mission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
as bows), the wooden protector takes 1 point A wooden protector has as much impact terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
of damage each time the weapon is fired. on a forest’s ecosystem as a young tree. Open Game Material so affected.

This damage can be regenerated as normal. It feeds off sunlight and minerals its 13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
Created weapons can be reabsorbed as a rootlike vine legs glean from the earth aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforce-
free action or used to create a new weapon. when it stands still. Like a tree, a wooden able, such provision shall be reformed only to the extent necessary to make
it enforceable.
Grasp of Wood (Su) As a standard action, a protector also sheds leaves, bark, and 15. COPYRIGHT NOTICE
wooden protector can focus its gaze on a other plant matter that contributes to the Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Au-
single target within 30 feet. The target must health of the forest. thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
make a DC 17 Reflex save or be encased in GameMastery Module TC1: Into the Haunted Forest, Copyright 2007 Paizo Pub-
lishing, LLC. Author: Greg A. Vaughan.
a web of wooden branches. Those who fail
are entangled and cannot move, but can

15
Offense
Spd 30 ft.
OPEN GAME LICENSE Version 1.0a
Melee spear +8 (1d8+6/x3)
The following text is the property of Wizards of the Coast, Inc. and is Copyright
Ranged shortbow +5 (1d6+4/x3) 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark own-
Special Attacks create weapon, grasp of wood ers who have contributed Open Game Content; (b) “Derivative Material” means
copyrighted material including derivative works and translations (including into
Spell-Like Abilities (CL 3rd): other computer languages), potation, modification, correction, addition, exten-
At will—wood shape SUBSCRIBE TO sion, upgrade, improvement, compilation, abridgment or other form in which an

GameMastery
existing work may be recast, transformed or adapted; (c) “Distribute” means to re-
1/day—warp wood (DC 14) produce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise

Tactics Modules distribute; (d) “Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not
Before Combat A wooden protector typically As a subscriber, every month you’ll embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor,
lies in wait, hiding in a wooded environment receive in your mailbox a 32-page, full- and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) “Product
until enemies are within 30 feet before color adventure module written by one Identity” means product and product line names, logos and identifying marks

moving to attack. of the best adventure designers. As a including trade dress; artifacts, creatures, characters, stories, storylines, plots, the-
matic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
During Combat A wooden protector uses its bonus, you’ll receive a free electronic PDF tions, likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters, spells,
grasp of wood ability on any character using version of each module, downloadable enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural
fire against it. It otherwise uses is create from your account on paizo.com. abilities or effects, logos, symbols, or graphic designs; and any other trademark
weapon ability to craft a spear or bow to Stay on top of the latest events in the or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f )
attack nearby foes. Pathfinder Chronicles campaign “Trademark” means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contrib-
Morale As a creature summoned to protect setting—subscribe today! uted to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and otherwise create
an area, a wooden protector typically fights Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee
until destroyed. Visit paizo.com/gamemastery for details. in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
Statistics a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
Str 18, Dex 11, Con 16, Int 7, Wis 14, Cha 9 escape with a successful DC 17 Strength or that you Use. No terms may be added to or subtracted from this License except as
Base Atk +4; Grp +8 Escape Artist check. The branches last for described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
Feats Alertness, Power Attack, Weapon Focus 1d6 rounds before becoming brittle and 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
(shortbow) breaking. The DC is Strength-based. 4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive li-
Skills Hide +0 (+8 in wooded settings), Listen Natural Movement (Ex) A wooden cense with the exact terms of this License to Use, the Open Game Content.
+7, Spot +10 protector may move through any sort 5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
Languages sylvan of undergrowth at its normal speed original creation and/or You have sufficient rights to grant the rights conveyed
by this License.
SQ natural movement without taking damage or suffering any 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
Ecology other impairment. This ability extends to tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must
Environment Any forest or jungle magically manipulated undergrowth such add the title, the copyright date, and the copyright holder’s name to the COPY-
RIGHT NOTICE of any original Open Game Content you Distribute.
Organization Solitary, pair, or bunch (3–5) as entangle and wall of thorns. 7. Use of Product Identity: You agree not to Use any Product Identity, includ-
ing as an indication as to compatibility, except as expressly licensed in another,
Treasure None Regeneration (Su) Fire deals lethal damage to a independent Agreement with the owner of each element of that Product Identity.
Alignment Always neutral wooden protector. You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
Advancement 7–12 HD (Medium), 13–19 HD Undying guardians of forests, wooden pro- except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
(Large) tectors form when druids call upon nature Game Content does not constitute a challenge to the ownership of that Product
Special Abilities to defend itself, when the druids’ own per- Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
Create Weapon (Ex) A wooden protector can, sonal power cannot hope to defend the 8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
as a free action, use its body to fashion any wilds from what opposes them. As tireless 9. Updating the License: Wizards or its designated Agents may publish updated

simple or martial weapon composed almost defenders, wooden protectors frequently versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
entirely of wood (such as bows, quarterstaffs, outlive their callers, but never stray far from any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
and spears). Weapons created in this way where they were created. copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
cannot be sundered or disarmed. If the Game Content using the name of any Contributor unless You have written per-
weapon created requires ammunition (such Ecology mission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
as bows), the wooden protector takes 1 point A wooden protector has as much impact terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
of damage each time the weapon is fired. on a forest’s ecosystem as a young tree. Open Game Material so affected.

This damage can be regenerated as normal. It feeds off sunlight and minerals its 13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
Created weapons can be reabsorbed as a rootlike vine legs glean from the earth aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforce-
free action or used to create a new weapon. when it stands still. Like a tree, a wooden able, such provision shall be reformed only to the extent necessary to make
it enforceable.
Grasp of Wood (Su) As a standard action, a protector also sheds leaves, bark, and 15. COPYRIGHT NOTICE
wooden protector can focus its gaze on a other plant matter that contributes to the Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Au-
single target within 30 feet. The target must health of the forest. thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
make a DC 17 Reflex save or be encased in GameMastery Module TC1: Into the Haunted Forest, Copyright 2007 Paizo Pub-
lishing, LLC. Author: Greg A. Vaughan.
a web of wooden branches. Those who fail
are entangled and cannot move, but can

15
offense skills
Valeros Melee longsword +4 (1d8+2/19–20) Climb +2
Male human fighter 1
Melee longsword +2 (1d8+2/19–20) Intimidate +4
align NG  Init +2  speed 20 ft.   shortsword +1 (1d6+1/19–20) Ride +6
Ranged shortbow +3 (1d6/x3) Swim –2
abilities defense
HP 11
14 str feats
AC 17
15 dex Combat Expertise, Two-Weapon
touch 12, flat-footed 15
Fighting, Weapon Focus
12 con
Fort +3, Ref +2, Will –1 (longsword)
13 int
8 wis
10 cha

Combat Gear alchemist’s fire; Other Gear backpack, chainmail, longsword, rations (2), shortbow with 20 arrows, shortsword, silk
rope, 1 gp

offense skills
Seoni Melee quarterstaff –1 (1d6–1) Bluff +6
Female human sorcerer 1
Ranged dagger +2 (1d4–1) Concentration +8
align LN  Init +2  speed 30 ft. Spells Known (CL 1st, +2 ranged touch): Spellcraft +4
1st (5/day)—mage armor, magic missile
abilities defense
HP 5
0 (6/day)—acid splash, detect magic, daze feats
8 str (DC 12), read magic Dodge, Skill Focus (Concentration)
AC 12
14 dex
touch 12, flat-footed 10
12 con
Fort +1, Ref +2, Will +3
10 int
13 wis
15 cha

Combat Gear smokestick, tanglefoot bag; Other Gear backpack, dagger, quarterstaff, rations (4), sunrod (5), 27 gp

offense skills
Kyra Melee scimitar +1 (1d6+1/18–20) Concentration +6
female human cleric 1
Ranged lt crossbow –1 (1d8/19–20) Heal +6
align NG  Init –1  speed 20 ft. Special Attacks greater turning 1/day, turn Knowledge (religion) +4
undead 4/day (+1, 2d6+2)
abilities defense Spells Prepared (CL 1st): feats
HP 10
13 str 1st—bless, cure light wounds*, shield Iron Will, Martial Weapon
AC 16 of faith
8 dex Proficiency (scimitar)
touch 9, flat-footed 16 0—detect magic, light, read magic
14 con
Fort +4, Ref –1, Will +6 * domain spell (healing, sun)
10 int
15 wis
12 cha

Gear backpack, chain shirt, heavy wooden shield, light crossbow with 10 bolts, rations (6), scimitar, silver holy symbol, 12 gp

offense skills
Merisiel Melee rapier +1 (1d6+1/18–20) Balance +5
female elf rogue 1
Ranged dagger +3 (1d4+1/19–20) Climb +3
align CN  Init +3  speed 30 ft. Special Attacks sneak attack +1d6 Disable Device +3
Hide +7
abilities defense Jump +5
HP 7
12 str Listen +5
AC 16
17 dex Move Silently +7
touch 13, flat-footed 13 Search +5
12 con
Fort +1, Ref +5, Will +1 Spot +5
8 int (+2 vs enchantment) Tumble +7
Immune sleep
13 wis feats
10 cha Dodge

Combat Gear acid, alchemist’s fire (2), thunderstone; Other Gear backpack, daggers (6), grappling hook, hooded lantern, leather
16 armor, oil (5), rapier, rations (3), silk rope, thieves’ tools, 25 gp
Arthfell Forest Encounters

The Travelers Stop Inn

2 3

Spirit of the Wood Inn

4 5
A 3.5/OGL ADVENTURE FOR LEVEL 1
TC1

SOME DEBTS ARE


IMPOSSIBLE TO PAY
GameMastery Module
TC1: Into the Haunted Forest
The Forest King is long dead and no one has
seen his priceless regalia in many years, lost as
it is to the depths of his haunted domain. Now
the objects must be found if justice is to be
served, but an eternal guardian stands watch,
ready to deal with all intruders.
Into the Haunted Forest is a wilderness
adventure for 1st-level characters and is
compatible with the world’s most popular
fantasy roleplaying game. This adventure
includes details on the haunted forest, the
lost regalia of the Forest King, and a group of
mercenaries bent on seeing the heroes fail.
This adventure is designed for optimal use
with GameMastery RPG accessories, including
GameMastery Flip-Mat: Woodlands, GameMastery
Map Pack: Inns, and GameMastery Item Cards:
Elements of Power, but can be used as a stand-
alone adventure.

paizo.com/gamemastery

PZO9500-TC1 US$5.00

Printed in China

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