Sunday, February 23, 2020

The Cabal

This article details the shadowy organization known as the Cabal, as featured in the Shadow Roads comic series.



Background
This shadowy organization has existed for centuries with one purpose—to find, acquire and exploit magical knowledge, relics and power. Sometimes it has been larger, and even maintained a more formal base of operations, while at others the members have been forced to meet in clandestine locations and be continually on the move. In either case, it has employed individuals with disparate abilities to achieve its ends.


Organization
Detailed below are three types of specialists who serve the Cabal—mercenaries, thieves and occultists—in their respectively different capacities.

Mercenary (Novice)
These tough individuals enjoy—and are good at—committing acts of violence, especially when they are paid well for doing so.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Boating d6, Fighting d8, Intimidation d6, Notice d6, Riding d6, Shooting d6
Pace: 6, Parry: 6, Toughness: 5
Edges: Brawny
Hindrances: Ruthless
Gear: Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy pistol (Range 12/24/48, Damage 2d6, RoF 1).

Mercenary (Seasoned)
Those mercenaries who demonstrate their abilities throughout multiple assignments eventually rise to positions of command over their fellows, similar to a sergeant in a formal military unit.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Boating d6, Fighting d10, Intimidation d6, Notice d6, Riding d6, Shooting d8
Pace: 6, Parry: 7, Toughness: 5
Edges: Block, Brawny, Brute
Hindrances: Ruthless
Gear: Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy pistol (Range 12/24/48, Damage 2d6, RoF 1).

Mercenary (Veteran)
Once they've sufficiently proven themselves, some of the mercenaries employed by the Cabal are trusted with command of their fellows during the most important assignments, as well as those secret locations from which their organization operates.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Boating d6, Fighting d10, Intimidation d6, Notice d6, Riding d6, Shooting d8
Pace: 6, Parry: 7, Toughness: 5
Edges: Block, Brawny, Brute
Hindrances: Ruthless
Gear: Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy pistol (Range 12/24/48, Damage 2d6, RoF 1).

Thief (Novice)
In order to acquire relics and lore from around the world, the Cabal employs numerous individuals who are quick-thinking, fast-acting, and not particular about how the law regards people and their rights of owning property.
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d8, Shooting d6, Stealth d8, Thievery d8
Pace: 6, Parry: 5, Toughness: 5
Edges: Alertness, Fleet-Footed
Hindrances: Greedy
Gear: Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy pistol (Range 12/24/48, Damage 2d6, RoF 1).

Thief (Seasoned)
Those thieves who prove their abilities through success in multiple assignments find themselves living very comfortably and being give even more important tasks on behalf of the Cabal.
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d10, Shooting d8, Stealth d10, Thievery d10
Pace: 6, Parry: 5, Toughness: 5
Edges: Alertness, Fleet-Footed, Thief
Hindrances: Greedy
Gear: Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy pistol (Range 12/24/48, Damage 2d6, RoF 1).

Thief (Veteran)
These individuals have earned the trust of their higher-ups and so are given only the most important assignments, for which they are handsomely rewarded.
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d12, Shooting d10, Stealth d12, Thievery d12
Pace: 6, Parry: 5, Toughness: 5
Edges: Alertness, Assassin, Fleet-Footed, Thief
Hindrances: Greedy
Gear: Clothing appropriate to the circumstances, knife (Str+d4), Colt Navy pistol (Range 12/24/48, Damage 2d6, RoF 1). 


Occultist (Novice)

Aspiring sorcerers who join the Cabal find themselves given supplementary tasks that involve research and similar objectives; as such, they are trained to assist their superiors.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Academics d6, Common Knowledge d6, Language d6, Notice d6, Persuasion d4, Research d8, Spellcasting d8
Pace: 6, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Connections
Hindrances: Curious
Special Abilities
  • Power Points: 10
  • Powers Known: Boost/lower trait, detect/conceal arcana, speak language
Gear: Clothing appropriate to the circumstances, magical trappings, Remington New Model Pocket Gun (Range 5/10/20, Damage 2d6, RoF 1).

Occultist (Seasoned)
More experienced agents are eventually sent out into the field, and as such are prepared to protect themselves when going into harm's way.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Academics d6, Common Knowledge d6, Language d6, Notice d6, Persuasion d4, Research d10, Spellcasting d10
Pace: 6, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Concentration, Connections, New Powers, Power Points
Hindrances: Curious
Special Abilities
  • Power Points: 15
  • Powers Known: Armor, boost/lower trait, detect/conceal arcana, grave speak, speak language
Gear: Clothing appropriate to the circumstances, magical trappings, Remington New Model Pocket Gun (Range 5/10/20, Damage 2d6, RoF 1).

Occultist (Veteran)
More experienced agents are eventually sent out into the field, and as such are prepared to protect themselves when going into harm's way.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Academics d8, Common Knowledge d6, Language d8, Notice d6, Persuasion d4, Research d10, Spellcasting d12
Pace: 6, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Concentration, Connections, New Powers(x2), Power Points (x2), Power Surge
Hindrances: Curious
Special Abilities
  • Power Points: 20
  • Powers Known: Armor, bolt, boost/lower trait, detect/conceal arcana, dispel, grave speak, speak language
Gear: Clothing appropriate to the circumstances, magical trappings.

Occultist (Heroic)
Rather than spending their time out in the field, these occultists are tasked with helping others by creating magical items for them to use.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Academics d8, Common Knowledge d6, Language d8, Notice d6, Persuasion d4, Research d10, Spellcasting d12+2
Pace: 6, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Artificer, Channeling, Concentration, Connections, New Powers(x3), Power Points (x3), Power Surge
Hindrances: Curious
Special Abilities
  • Power Points: 25
  • Powers Known: Armor, banish, bolt, boost/lower trait, detect/conceal arcana, dispel, elemental manipulation, grave speak, speak language
Gear: Clothing appropriate to the circumstances, magical trappings.

Occultist (Legendary)
The individuals who lead the Cabal are among the most powerful occultists in the world; their abilities are only matched by their aspirations.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Academics d8, Common Knowledge d6, Language d8, Notice d6, Persuasion d4, Research d10, Spellcasting d12+4
Pace: 6, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Artificer, Channeling, Concentration, Connections, Followers, New Powers(x4), Power Points (x4), Power Surge, Soul Drain
Hindrances: Curious
Special Abilities
  • Power Points: 30
  • Powers Known: Armor, banish, blast, bolt, boost/lower trait, detect/conceal arcana, dispel, drain power points, elemental manipulation, grave speak, speak language
Gear: Clothing appropriate to the circumstances, magical trappings.


Meeting Places
Rather than maintaining their own base of operations, agents of the Cabal use public locations in which to conduct their business. An example of such is the typical London coffeehouse, in which people from all kinds of backgrounds gather to drink strong beverages and share news and information. It has a broad bar in the middle, surrounded by stools, with slightly more private booths with tables and benches along the outside walls.


Plot Hooks
This organization can become involved in all manner of adventures and campaigns, including the following possibilities.
  • First and foremost, this organization presents a group of rivals who might compete with the PCs in their pursuit of magical relics and lore.
  • Agents of the Cabal are also known to employ underhanded tactics in their efforts to acquire more power, such as is detailed in the adventure “Truth or Consequences.”
  • Items likely to attract their interest include the Clavicula Salmonis from the scenario “Buried but not Dead” and the obsidian mirror from “South of the Border.”
  • The same goes for entrances to the Winding Way, such as those depicted in “Beyond the Veil” and Diablerie.”
  • As such, the PCs could be hired to steal back an item that was taken by Cabal agents from an unwitting victim.
  • It's always possible that Cabal agents might infiltrate another organization, such as the Invisible College in England, the Knights of Solomon, or the Black Stars in the United States.


Friday, February 21, 2020

The Wages of Sin

This if the first of two scenarios that I ran at Con of the North this year; it follows upon events from last year's adventures.

-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.

No Prey, No Pay”—https://d20pirates.blogspot.com/2019/02/adventure-no-prey-no-pay.html

Soldiers of Fortune”—https://d20pirates.blogspot.com/2019/02/adventure-soldiers-of-fortune.html


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.