-Nate
Adventure Background
Recently the crew of a small merchant aethership became entangled
with a band of orc pirates who were preying on passenger-carrying
omas in the Asteroid Belt, and who were led by a coven of hags from a
sky island on the planet Freya that belongs to a djinni named
Khaleed. In defeating them, the heroes also rescued a paladin of Sol
named Lady Winifred. She'd been captured while en route to an
interstellar summit on Enceladus, a moon of Kronos, a voyage that
should have been secret. Because it seems that her mission was
betrayed by someone close to her, the paladin now seeks to recruit
new allies whom she can trust to help her safeguard the summit and
discover the traitor.
For
the Gamemaster
The truth of the matter is that Lady Winifred was betrayed by Sir
Galen, her brother. They come from a wealthy Homeworld family, and
for some time now he has objected to how she gives most of her
inheritance to the church, when she could—in his opinion—be
investing it in opportunities to generate more wealth. What is more,
Sir Galen has become involved with the Freebooters' Fellowship, a
group of affiliated pirate crews who operate throughout the Sol
System. They pressured him into betraying his sister because they
intend to disrupt the summit, a meeting that could unify the military
forces of the various planets and thus make the business of piracy a
lot more difficult.
In this plot, Sir Galen is assisted by Lord Kyodaina, an oni who
masquerades as the envoy from the Eastern Kingdoms. The oni, in turn,
is aided by an ogrekin diviner named Mr. Osoroshi and a human
enchantress named Lady Hasu, the latter of whom has thoroughly
charmed Sir Galen. Together their plan is to assassinate
Admiral Beryl, and to frame the shobhad envoy from Proxima as the
culprit. That should throw the summit into turmoil, thereby
preventing the creation of an alliance—that is, unless the PCs can
do something to stop them.
Part
1—Taking Stock of the Situation
This adventure begins while the PCs are helping take an
inventory of the goods stolen by the hags and their orc pirates on a
sky island of Freya, in order to determine ownership so that they can
be returned. As they are doing so, Lady Winifred approaches the PCs
with her proposition. Present the following details like a briefing,
or in a conversational manner.
- Lady Winifred is a paladin dedicated to Sol, and was on an important mission aboard her ship, the Luminous, when it was captured by the orcs.
- That mission was to help safeguard a secret meeting of interstellar dignitaries on a moon of the planet Kronos.
- Winifred believes that this interception was no coincidence, but rather a deliberate act intended to keep her from attending the summit.
- For that reason, she also suspects that someone intends to commit some foul deed at the meeting, and that her betrayer can be found there.
After telling what she knows, Winifred makes her pitch.
While she can't offer a monetary reward—she tithes most of her
money to the Church of Sol—she does believe that preventing an
atrocity at a summit of this importance would help the PCs gain
powerful allies throughout the Sol System and beyond, ones who might
be willing to provide compensation on their own behalf. What is more,
if the meeting is successful, then it should help create a coalition
of worlds that will make Aetherspace safer for all who wish to travel
and do business throughout it.
What Has Come Before
For more information about the
previous adventures mentioned above, please refer to these
scenarios.
|
Time
to Go
As
long as the PCs do agree to assist her, Lady Winifred has a plan for
reaching the summit quickly. Khalid the Djinni, who was being held
captive by the orcs until the PCs intervened, can use his plane
shift ability to take
them to another plane entirely, and then again from their to the moon
Enceladus. While that leaves them a fair distance from the summit
itself, the PCs have necklaces
of adaptation and thus
would be protected from the cold; what is more, Khalid can cast wind
walk to cut down the
travel time considerably. When the first arrive on Enceladus, read or
paraphrase the following description.
For a moment the very fabric of reality seems
to shift and shimmer around you, and then you return to the prime
material plane. The moon Enceladus is a desolate, frozen place,
with wind-swept plains and jagged peaks all covered in snow and
ice. Overhead, the deep black backdrop of Aetherspace is lit by
myriad stars, ones that are much brighter here than back on
Homeworld. While the system's primary is much dimmer than it was
back on Freya, the planet Kronos takes its place, with its
mottled, thick atmosphere and rings stretching out around it.
|
The
wind walk
spell carries the PCs over much of the terrain, but ends shortly
before they reach their destination. Shortly after they begin
trekking through the frozen wilderness, and as they approach the edge
of a patch of exposed sea, a pair of chardas rush out of the water to
attack.
Chardas:
Refer to page 55 in Bestiary
2 for stats.
These beasts stalk the PCs using Stealth checks opposed
to the PCs' Perception efforts. Once in position, they open up with
their breath weapons before charging into melee. If reduced below 20
hit points, they try to flee back into the frigid water from which
they emerged. The same goes for a remorhaz, which attacks from the
land side.
Remorhaz: Refer to page 233 in the Bestiary
for stats.
Making
Contact
In addition to testing the PCs' combat abilities, these
encounters also draw the attention of an Elven Navy patrol traveling
in an aetherial longboat. The lieutenant and four soldier-sailors
sail in at a low altitude and hovers over the party. The lieutenant
calls out, “Who are you, travelers, and what is your business
here?” One or more of the PCs may wish to reply before the elves
recognize Lady Winifred, who explains that they are part of their
entourage for the impending summit. With that, the officer adds,
“You've arrived just in time, then, for it is about to begin.” It
is important to note here, however, whether or not the PCs want Lady
Winifred's arrival to be announced for all who are present. That
detail has implications for how wary her enemies are during the
opening ceremonies, as detailed below.
Part
2—Friends and Foes
The map above represents the terrain surrounding Star
Fort Station; area A is where the PCs arrive as Khalid's wind walk
power ends; B is the site of the charda attack, and C is the location
of the star fort itself.
As the PCs reach the summit, read or paraphrase the
following description.
True to its name, the elven outpost on this
moon is shaped liked an eight-pointed star, but with one of the
rays removed. Eight towers rise up from the corners. It sits atop
a shelf of exposed rock alongside the steaming waters of the rift.
An elven galleon hangs in the air above the fort, while numerous
other aetherships ride at anchor out in the water in front of it.
|
The elven escort delivers the PCs and Lady Winifred to
front gates of Star Fort Station, which—after a brief exchange of
information—open to admit them. As that happens, the PCs should
realize that they are present for an important moment in the history
of the Sol System, and one that could have tremendous repercussions
moving forward.
Star
Fort Station
Refer to the map above for the following location
descriptions. The front gates (1) open into a huge central courtyard
(3), with a pool in the middle for landing and mooring aetherial
longboats. Towers (2) rise up at seven corners of the fortress; each
is topped by a ballista, and has a garderobe at its base. Four of the
rays (4) are barracks, each housing an elven lieutenant and a score
of sailor-soldiers. Of the other three rays, one is a storage room
(5), while another is the mess hall (6) and kitchen (7). The final
one, opposite the entrance, is a meeting room (8) and quarters (9)
for two captains and Admiral Beryl, who is in command of the
facility.
The
Other Guests
As they arrive, PCs who succeed at a DC 15 Knowledge
(local) check can recognize the flags of the various groups who have
assembled for the summit.
- One vessel is a dhow of the Dwarven Mining Guild, the Artifice; it is captained by Rudrig, son of Ragnar.
- There is also a merchantman that flies the flags of the Royal Interplanetary Company as well as the Order of the Lion, the Majestic, commanded by Marshal Leomund.
- A junk, the Lotus, does not fly any flags, but because of its type indicates a captain and crew that hail from the Eastern Kingdoms of Homeworld. Lord Kyodaina is its master.
- Brother Ibrahim, who represents the church of Ptah in the Holy City, commands a bark, the Traveler.
- An elven galleon hangs in the air over the facility; it is the Sylvana, captained by Corwyn.
- Finally, aetherial longboats from the Sylvana deliver two more groups of envoys. One is an arborling from the planet Arborea, Mr. Akham. The second consists of kasatha monks and shobhad warriors, led by Gazh Thoon the Nomad and Superior Master Woru.
These guests land in their aetherial longboats on the
pond in the middle of the station, and disembark as they are
introduced to start the ceremony.
Opening
Ceremonies
The assembled groups, then, perform a series of
demonstrations, each reflecting on the influence of each party. This
consists of the following elements.
- The three shobhad stage a twenty-one gun salute, with seven shots from each of the three.
- Next, the kasatha present a demonstration of martial arts prowess, in which their three envoys spar with each other.
- The arborlings, led by Mr. Akham, sing a traditional song of their people, which involves a lot of swaying from side to side.
- At the same time, the elves sing a song of their own, which is accompanied by harps.
- As that song concludes, the dwarves perform their own chant, which they accompany with the banging of hammers on anvils.
- At that point Marshal Leomund and his fellow cavaliers mount their horses and stage a display of their riding prowess, which includes much charging and prancing of mounter warriors, along with the blowing of trumpets.
- Finally, Brother Ibrahim—the cleric of Ptah—leads an invocation of his deity, in which he suggests that, while the ultimate purpose of the people throughout the universe cannot be fathomed by mortals, they can all work together in the hope of choosing the correct path.
Mixing,
Mingling and Magic
After the opening ceremonies are complete, but before
the actual meeting starts, the PCs have a chance to interact with
those who have gathered. The elves provide refreshments for everyone,
along with some music, while Admiral Beryl and Captain Corwyn make
the rounds to welcome their guests. At the same time, the PCs can try
to learn more about the situation, possibly including the following
options.
For one thing, they can make DC 12 Diplomacy checks to
gather information about the other attendees, as mentioned above. For
another, they can use divination spells to learn more details, as
adjudicated by the GM. Refer to the Appendix, below, to learn more
about the attendees. At the same time, of course, Mr. Osoroshi uses
his own spells to spy on the party. Once again, it is left up to the
GM to determine just what these enemies can learn about them.
Additionally, once the dignitaries retire to the meeting room for the
summit, the half-ogre has Mrs. Keirana deliver an arcane lock
on the door to make sure that there are no interruptions.
Finally,
the PCs—and Lady Winifred—can confront Sir Galen. He is quite
surprised to see her, of course, and seems pleased that she is still
alive. Even so, Sense Motive checks opposed to his Bluff attempt can
reveal that this is feigned. While the exact nature of his feelings
remains to be guessed, detect
magic reveals that he is
under the effect of a powerful charm
spell. What is more, if given time, Sir Galen soon makes his way to
the side of Lady Hasu, and his infatuation with her is plain to see.
Shipboard
Activities?
While
this action focuses on events inside Star Fort Station, the PCs might
want to visit one or more of the ships riding at anchor just off
shore. Such investigation should confirm the good intentions of most
of the dignitaries in attendance; the exception is the crew of the
Lotus,
a family of ogres that waits to wreck havoc on the station in the
event that Lord Kyodaina's plan runs into difficulty.
Part
3—The Plot is Revealed
Just as the dignitaries are finishing their meeting, and
ready to announce the formation of the Celestial Council, the oni
makes his move. To do so, he uses his change shape ability to
take on the form of a shobhad warrior, and thus to acquire one of
their longrifles. He then takes up a position atop one of the
towers—the one that stands between the mess hall and the barracks
adjacent to the meeting hall—and prepares to shoot and kill Admiral
Beryl. Depending on how the PCs have investigated the situation, they
might be prepared to intervene; alternately, they could be forced to
react to that effort. Whatever the case, chaos ensues in the
aftermath of that shot.
Once it is time to roll initiative, Lord Kyodaina tries
to make a quick and quiet exit, so as to claim no responsibility for
what has happened. Failing that, he hunkers down while his crew
brings the Lotus to his rescue. This should make for a big,
sprawling battle. For his part, Sir Galen tries to go with Lady Hasu,
unless freed from her charms or physically prevented from doing so.
Lord Kyodaina: Refer to page 221 in the Bestiary
for stats.
Lady Hasu: Refer to the Appendix below for
stats.
Mr. Osoroshi: Refer to the Appendix below for
stats.
Ogres: Refer to page 220 in the Bestiary
for stats.
Conclusion
If the PCs manage to stop this assassination, then they score an
important victory for the forces of law and order in the Sol System.
Once they've heard the whole story, the members of the newly formed
Celestial Council issue a proclamation thanking the Larks for their
act of service. What is more, based on testimony from the PCs and
Lady Winifred, they resolve to take action against the pirates who
inhabit the system. First, however, there is a grand celebration, one
at which the heroes are lauded for their deeds.
Further
Adventures
Although this business is now concluded, it could still lead into all
manner of additional adventures; detailed below are just a few of the
possibilities.
- Given the intention of the Celestial Council to eliminate piracy, they can extend letters of marque and reprisal to the party.
- What is more, each of the parties in attendance could have business of their own. For example, the Royal Interplanetary Company could recruit them to guard a vessel carrying a valuable cargo until it reaches its destination.
- The Church of Ptah strives continually to explore new worlds, and could ask the PCs to join an expedition—especially as they are gaining access to new star systems, such as those that are home to Arborea and Proxima.
Appendix
1—The Proclamation
The text of the Celestial Council's proclamation is as
follows.
By decree of the Celestial
Council, let it be known that,
on this, the 28th
day of Aquarius, in the year 846,
the crew of the ship Skylark
did foil a vile plot to disrupt
the establishment of this body
and its mission, to foster
peace and justice among the
worlds of the Sol System
and other planets from beyond
this star,
and for such deeds they have
earned our gratitude.
Appendix 2—NPCs
Presented below are stats for many of the people in
attendance at the summit.
Elf
Sailor-Soldier
CR
½
XP
200
Various
elf fighter 1
N
medium humanoid
Init
+2; Senses Perception +2; Low-light vision
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp
12 (1d10+2)
Fort
+3, Ref +2, Will +1
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Longsword +3 (1d8+1)
Ranged
Longbow +3 (1d8)
Special
Attacks Point Blank Shot
STATISTICS
Str
13, Dex 15, Con 12, Int 10, Wis 12,
Cha 10
Base
Atk +1; CMB +12; CMD 14
Feats
Point Blank Shot, Weapon Focus (Longsword)
Skills
Climb +5, Profession (sailor) +5
Languages
Elven, Common, one other
SQ
Low-light vision, elven immunities, elven magic, keen senses,
weapon familiarity
Combat
Gear Leather armor, longsword, longbow, 20 arrows
These
elves form the backbone of the Navy; they are competent sailors
and skilled in battle.
|
Elf
Lieutenant
CR
4
XP
1200
Various
elf fighter 5
N
medium humanoid
Init
+3; Senses Perception +2; Low-light vision
DEFENSE
AC
16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp
38 (5d10+10)
Fort
+6, Ref +5, Will +3
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Longsword +9 (1d8+6)
Ranged
Longbow +9 (1d8+1)
Special
Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str
13, Dex 16, Con 12, Int 10, Wis 12,
Cha 10
Base
Atk +5; CMB +6; CMD 20
Feats
Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus
(Longbow, Longsword), Weapon Specialization (Longsword)
Skills
Climb +9, Profession (sailor) +9
Languages
Elven, Common, one other
SQ
Low-light vision, elven immunities, elven magic, keen senses,
weapon familiarity, bravery +1, armor training 1, weapon training
1 (heavy blades)
Combat
Gear Leather armor +1, longsword +1, longbow
+1, 20 arrows, cloak of resistance +1, bosun's whistle
|
Refer to the
Aethernaut's Handbook to find deck plans and stats for the
elves' aetherial longboat and galleons.
Elf
Captain
CR
8
XP
4800
Various
elf fighter 9
N
medium humanoid
Init
+3; Senses Perception +2; Low-light vision
DEFENSE
AC
18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp
64 (9d10+18)
Fort
+9, Ref +8, Will +6
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Longsword +15/+10 (1d8+7)
Ranged
Longbow +15/+10 (1d8+5)
Special
Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str
14, Dex 16, Con 12, Int 10, Wis 12,
Cha 10
Base
Atk +9; CMB +11; CMD 25
Feats
Far Shot, Improved Critical (Longbow and Longsword), Point Blank
Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor),
Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow,
Longsword)
Skills
Climb +14, Profession (sailor) +16
Languages
Elven, Common, one other
SQ
Low-light vision, elven immunities, elven magic, keen senses,
weapon familiarity, bravery +2, armor training 1 & 2, weapon
training 1 & 2 (heavy blades and bows)
Combat
Gear Studded leather armor +2, longsword +2,
longbow +2, 20 arrows, cloak of resistance +2
|
Elf
Admiral
CR
12
XP
19,200
Various
elf fighter 13
N
medium humanoid
Init
+3; Senses Perception +2; Low-light vision
DEFENSE
AC
18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp
64 (9d10+18)
Fort
+14, Ref +13, Will +11
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Longsword +20/+15/+10 (1d8+8)
Ranged
Longbow +20/+15/+10 (1d8+8)
Special
Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str
14, Dex 16, Con 12, Int 10, Wis 13,
Cha 10
Base
Atk +13; CMB +11; CMD 25
Feats
Critical Focus, Far Shot, Great Fortitude, Improved Critical
(Longbow and Longsword), Iron Will, Lightning Reflexes, Point
Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Profession:
sailor), Weapon Focus (Longbow, Longsword), Weapon Specialization
(Longbow, Longsword)
Skills
Climb +18, Profession (sailor) +20
Languages
Elven, Common, one other
SQ
Low-light vision, elven immunities, elven magic, keen senses,
weapon familiarity, bravery +2, armor training 1 & 2, weapon
training 1 & 2 (light and heavy blades and bows)
Combat
Gear Studded leather armor +3, longsword +3,
longbow +3, 20 arrows, cloak of resistance +3
|
Refer to page 242 of
Bestiary 4 to find stats for the shobhad envoys,
and to page 174 to
find stats for the kasatha.
Cleric
of Ptah (Initiate)
CR
½
XP
200
Various
human cleric 1
LN
medium humanoid
Init
-1; Senses Perception +3
DEFENSE
AC
9, touch 9, flat-footed 9 (-1 Dex)
hp
9 (1d8+1)
Fort
+3, Ref -1, Will +7
Resist
None
OFFENSE
Spd
30 ft.
Melee
Warhammer +0 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 8, Con 12, Int 16, Wis 16, Cha
10
Base
Atk +0; CMB +0; CMD 9
Feats
Iron Will, Skill Focus
Skills
Craft (writing) +10, Heal +7, Knowledge (any three) +7,
Linguistics +7
Languages
Common, three more
SQ
Aura, channel energy 1d6, orisons, domains (artifice, knowledge)
Combat
Gear Warhammer, chain shirt, light steel shield, clothing,
holy symbol, books and writing materials, healer's kit (most of
this is not carried during normal daily activities)
Spells
per Day: 3/2+1
Spells
Prepared: Detect magic, guidance, read magic; animate rope,
comprehend languages, sanctuary
These
clerics lead privileged lives, having been chosen to worship the
Universal Architect and study what lore they can obtain from this
world as well as others. They are well fed, meaning that they are
generally robust, but somewhat awkward when it comes to social
situations.
|
Brother
Ibrahim, Cleric of Ptah
CR
6
XP
2400
Various
human cleric 7
LN
medium humanoid
Init
-1; Senses Perception +4
DEFENSE
AC
9, touch 9, flat-footed 9 (-1 Dex)
hp
42 (7d8+7)
Fort
+6, Ref +2, Will +10
Resist
None
OFFENSE
Spd
30 ft.
Melee
Warhammer +5 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 8, Con 12, Int 16, Wis 19, Cha
10
Base
Atk +5; CMB +5; CMD 14
Feats
Improved Iron Will, Iron Will, Scribe Scroll, Skill Focus
Skills
Craft (writing) +16, Heal +14, Knowledge (any three) +13,
Linguistics +13
Languages
Common, three more
SQ
Aura, channel energy 4d6, orisons, domains (artifice, knowledge)
Combat
Gear Warhammer, chain shirt, light steel shield, clothing,
holy symbol, books and writing materials, healer's kit, headband
of inspired wisdom +2 (most of this is not carried during
normal daily activities)
Spells
per Day: 4/5+1/4+1/3+1/2+1
Spells
Prepared: Detect magic, guidance, read magic, resistance;
comprehend languages, detect evil, detect magic, endure elements,
protection from evil, sanctuary; augury, make whole, owl's wisdom,
spiritual weapon, wood shape; dispel magic, invisibility purge,
magic circle against evil, stone shape; divination, minor
creation, tongues
These
clerics are every bit as entitled and coddled as their
lower-ranking brethren, only more so. They enjoy extra privileges
due to their seniority, including being able to call on initiates
for help with their research and other projects.
|
Delve
Captain Rudrig, son of Ragnar
CR
8
XP
4800
Male
dwarf fighter 9
LN
medium humanoid
Init
+0; Senses Perception +2; Darkvision, 60 ft.
DEFENSE
AC
13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp
72 (9d10+18)
Fort
+8, Ref +2, Will +5
Resist
Hardy, bravery +2
OFFENSE
Spd
20 ft.
Melee
Dwarven waraxe +14/+9 (1d10+7)
Ranged
Heavy crossbow +11 (1d10+3)
Special
Attacks Hatred, weapon training 1 (axes) and 2 (crossbows)
STATISTICS
Str
14, Dex 9, Con 14, Int 10, Wis 14, Cha
6
Base
Atk +5; CMB +6; CMD 15
Feats
Critical Focus, Improved Critical, Point Blank Shot, Precise Shot,
Rapid Reload, Skill Focus (Profession (miner), Weapon Focus
(dwarven waraxe, heavy crossbow), Weapon Specialization (dwarven
waraxe, heavy crossbow)
Skills
Climb +14, Knowledge (dungeoneering) +12, Profession (miner) +17
Languages
Dwarven, Common
SQ
Slow and steady, defensive training, stability, stonecunning,
weapon familiarity, armor training 1
Combat
Gear Clothing, chain shirt, dwarven waraxe +1,
masterwork heavy crossbow, case of twenty quarrels, backpack,
masterwork mining tools (pick, shovel, sacks, rope, hammer, iron
spikes, lantern, etc.), miscellaneous personal items, potion of
cure critical wounds, stash of 300 gp
Rudrig
is the son of Ragnar, one of the dwarves who accompanied the first
expedition into the Asteroid Belt. He has an iron sense of loyalty
and desire to see all of them find success—something he regards
as a legacy inherited from his father.
|
Dwarf
Asteroid Miner (Rookie)
CR
½
XP
200
Various
dwarf fighter 1
LN
medium humanoid
Init
+0; Senses Perception +1; Darkvision, 60 ft.
DEFENSE
AC
13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp
12 (1d10+2)
Fort
+4, Ref -1, Will +1
Resist
Hardy
OFFENSE
Spd
20 ft.
Melee
Dwarven waraxe +3 (1d10+1)
Ranged
Heavy crossbow +0 (1d10)
Special
Attacks Hatred
STATISTICS
Str
13, Dex 9, Con 14, Int 10, Wis 13, Cha
6
Base
Atk +1; CMB +2; CMD 11
Feats
Skill Focus (Profession (miner), Weapon Focus (dwarven waraxe)
Skills
Climb +5, Knowledge (dungeoneering) +4, Profession (miner) +8
Languages
Dwarven, Common
SQ
Slow and steady, defensive training, stability, stonecunning,
weapon familiarity
Combat
Gear Clothing, chain shirt, dwarven waraxe, heavy crossbow,
case of twenty quarrels, backpack, mining tools (pick, shovel,
sacks, rope, hammer, iron spikes, lantern, etc.), miscellaneous
personal items, potion of cure light wounds, stash of 5d6
gp
Each
of these miners is a daring and hearty soul, one who accepts the
risks of life in aetherspace in the hope of becoming comfortably
wealthy from the profits that can be had in asteroid mining. While
the typical dwarf miner is all business during a delve, he can
relax and share a good story or song over a cup of ale once the
day's work is finished. These dwarves can be fierce foes, too,
when they think that their territory or livelihood are threatened.
|
Superior
Master Woru, Kasatha Monk
CR
6
XP
2400
Kasatha
male monk 7
LN
medium humanoid (kasatha)
Init
+8; Senses Perception +3
DEFENSE
AC
19, touch 19, flat-footed 13 (+4 Dex, +2 Dodge, +3 Wis)
hp
10 (1d8+2)
Fort
+6, Ref +9, Will +8
Resist
Evasion, still mind, purity of body, wholeness of body
OFFENSE
Spd
50 ft.
Melee
sai +10 (1d4+1) or
unarmed
strike +9 (1d6+1) or
flurry
of blows +9/+9/+4 (1d6+1)
Special
Attacks flurry of blows, stunning fist (1/day, DC 13),
Scorpion Style
STATISTICS
Str
13, Dex 18, Con 12, Int 10, Wis 16,
Cha 8
Base
Atk +5; CMB +6; CMD 27
Feats
Combat Reflexes, Defensive Combat Training, Gorgon's Fist,
Improved Initiative, Improved Unarmed Strike, Scorpion Style,
Stunning Fist, Weapon Finesse
Skills
Acrobatics +14, Climb +11, Escape Artist +14, Survival +10
Languages
Kasatha, Common
SQ
desert runner, desert stride, jumper, multi-armed, stalker, fast
movement, maneuver training, ki pool (magic) 5, slow fall
30 feet, high jump
Combat
Gear Light clothing, two masterwork sais
Superior
Master Woru is the epitome of calm and determination. Very few
circumstances can shake his composure, and he runs his
caravanserai with gentle but firm instructions for his trainees.
While he feels a debt to the elves because they supply the place
with water, he remains aloof from their political ambitions.
|
Mr.
Akham the Arborling
CR
2
XP
600
Arborling
ranger 3
CG
medium humanoid (arborling)
Init
+0; Senses Perception +8; low-light vision
DEFENSE
AC
10, touch 10, flat-footed 10
hp
30 (3d10+9)
Fort
+6, Ref +4, Will +3
Resist
+2 racial bonus on saves vs. mind-affecting effects, paralysis,
poison, polymorph, stunning, exhaustion or fatigue
OFFENSE
Spd
30 ft.
Melee
Unarmed +4 (1d4+1)
Ranged
None
Special
Attacks Two-Weapon Combat
STATISTICS
Str
13, Dex 13, Con 16, Int 8, Wis 14, Cha
10
Base
Atk +3; CMB +4; CMD 15
Feats
Endurance, Improved Grapple, Improved Unarmed Strike, Two-Weapon
Combat
Skills
Climb +7, Heal +8, Knowledge (nature) +7, Perception +8, Survival
+10, Swim +7
Languages
Arborling, Common
SQ
Growth, plant traits, rooted, slam, sunlight dependent; favored
enemy (outsider, fire), track, wild empathy, favored terrain
(forest)
Combat
Gear Phylactery of faithfulness
When
the Elven Navy first made contact with his homeworld, Akham
volunteered to return with them to their own planet so that he
could serve as an ambassador and learn of their culture. He did
not anticipate coming to live on this icy moon, but has come to
enjoy working with Mr. Lemuel. Akham is modest and moderate in his
way, but can become very loyal to those who demonstrate their good
qualities and thus win his trust.
Note:
This character is created using the Player's Toolbox:
Arborlings supplement from Clockwork Gnome Publishing. It is
available from online distributors such as rpgnow.com.
|
Lady
Hasu
CR
6
XP
2400
Female
human wizard 7
NG
medium humanoid
Init
+1; Senses Perception -1
DEFENSE
AC
12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
hp
34 (7d6+7)
Fort
+4, Ref +4, Will +5
Resist
None
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +3 (1d6)
Ranged
Light crossbow +4 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 13, Con 12, Int 16, Wis 8, Cha
16
Base
Atk +3; CMB +3; CMD 14
Feats
Combat Casting, Eschew Materials, Scribe Scroll, Spell Focus and
Greater Spell Focus (enchantment), Silent Spell, Still Spell
Skills
Craft (writing) +6, Knowledge (arcane) +7, Knowledge (geography)
+7, Linguistics +7, Spellcraft +7
Languages
Common, Dwarven, Elven, Draconic
SQ
Arcane bond (amulet), arcane school (enchantment), cantrips
Combat
Gear Clothing, spellbook, quarterstaff, light crossbow, case
of 10 bolts, amulet, pouch with writing materials, cloak of
resistance +1, ring of protection +1, elixir of love
Spells
per Day: 4/5/4/3/1
Spells
Known: All cantrips; charm person, comprehend languages,
hypnotism, identify, mage armor, shield, sleep; daze monster,
eagle's splendor, invisibility, touch of idiocy; arcane sight,
dispel magic, hold person, suggestion; charm monster, lesser geas
Lady
Hasu was once a Navigator, but now she is the courtesan of Lord
Kyodaina. Her task is to beguile his enemies, winning their
confidence and thus causing them to lower their defenses, thereby
allowing her allies to take exploit them.
|
Mr.
Osoroshi
CR
7
XP
3600
Male
ogrekin wizard 7
CN
Medium humanoid (giant)
Init
+0; Senses Perception +0; low-light vision
DEFENSE
AC
16, touch 11, flat-footed 16 (+5 natural, +1 deflection)
hp
55 (7d6+28)
Fort
+7, Ref +3, Will +4
Resist
None
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +8 (1d6+5)
Ranged
Light crossbow +3 (1d8)
Special
Attacks Spells
STATISTICS
Str
20, Dex 10, Con 18, Int 16, Wis 10,
Cha 5
Base
Atk +3; CMB +8; CMD 18
Feats
Greater Spell Focus (divination), Greater Spell Penetration,
Improved Familiar, Scribe Scroll, Skill Focus Spellcraft), Spell
Focus (divination), Spell Penetration
Skills
Appraise +13, Knowledge (arcane) +13, Linguistics +13, Profession
(sailor) +10, Spellcraft +16
Languages
Common, Draconic, Giant
SQ
Deformities (thick skin, weak mind); arcane bond (familiar);
arcane school (divination)
Combat
Gear Clothing, cloak or resistance +1, ring of protection +1,
spellbook, component pouch, writing materials, quarterstaff, light
crossbow, case of 10 bolts, elixir of vision
Spells
per Day: 4/5/4/3/1
Spells
Known: All cantrips; comprehend language, detect secret doors,
feather fall, identify, mage armor, shield, true strike; detect
thoughts, fox's cunning, locate object, see invisibility; arcane
sight, clairaudience/clairvoyance, dispel magic, tongues; locate
creature, scrying
Mr.
Osoroshi is a diviner, navigator for the Void Spirit. His
service is valuable, he is mistreated by the others—by Lady Hasu
because he is ugly, and the ogres because he is not as strong.
|
Mrs. Kireina, the Cat
CR --
XP --
N Tiny animal
Init +2; Senses low-light vision,
scent; Perception +5
AC 18, touch 12, flat-footed 16
(+2 Dex, +2 size, +4 natural)
hp 27 (half of Mr. Osoroshi's)
Fort +1, Ref +4, Will
+6
Speed
30 ft.
Melee 2 claws +4 (1d2-4), bite +4
(1d3-4)
Space 2½ ft.; Reach 0 ft.
Str 3, Dex 15, Con
8, Int 9, Wis 12, Cha 7
Base atk +0; CMB +0; CMD
6 (10 vs. trip)
Feats
Weapon Finesse
Skills
Climb +6, Perception +7, Stealth +14; Racial Modifiers
Climb +4, Stealth +4
SQ
Alertness, improved evasion, share spells, empathic link, deliver
touch spells, speak with master, speak with animals of its kind
While
most people think of Mrs. Kireina as nothing more than a comforting
pet kept by a lonely and unhappy person, she is in fact Mr.
Osoroshi's secret weapon. In her feline way, she often rubs herself
against people's legs; what they don't know is that this allows the
ogrekin to deliver touch spells against them. Given her small size
and natural stealth, too, she can spy for him on situations in which
he would not be so secretive.
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