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Transcript of The Fall of Fairhaven
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THE FALL OF FAIRHAVENby Brian J. Fruzen
TABLE OF CONTENTS
Forward ... 2
Introduction .3
Part 1: The Journey to Fairhaven 4
Part 2: Fairhaven 11
Part 3: The Fall of Fairhaven . 25
Conclusion . 27
CREDITS
Maps, Editing and Layout:Brian J. Fruzen
Interior Art:Robb Mommaerts
Miniatures:Reaper Miniatures
Playtesters:Joseph Averkamp, Larry Behrendt II, David Ramstack, Will Ryan, David Socha, Mike Wisneski
Special Thanks:John Averkamp, Erich Bacher
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
Seehttp://paizo.com/pathfinderRPGfor more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does
not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the PathfinderRoleplaying Game Compatibility License. Seehttp://paizo.com/pathfinderRPG/compatibilityfor more information on the
compatibility license.
All images and product descriptions of Bones Miniatures are property of Reaper Miniatures and are used here with
permission for the purpose of creating The Fall of Fairhavenfree adventure. Seehttp://www.reapermini.com/for more.
Product Identity:The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.),
dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated
as Open Game Content are not included in this declaration.)
Open Content:Except for material designated as Product Identity (see above), the contents of this game product are Open
Game Content, as defined in the Open Game 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. The OGL may be
viewed on page 29 of this module.
email: [email protected]
http://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG/compatibilityhttp://www.reapermini.com/http://www.reapermini.com/http://www.reapermini.com/http://paizo.com/pathfinderRPGhttps://www.facebook.com/pages/Brian-J-Fruzen/435521109863511http://www.reapermini.com/http://paizo.com/pathfinderRPG/compatibilityhttp://paizo.com/pathfinderRPG -
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Whether crashing your stolen pirate ship into the front hall window of a local waterfront debutante ball or
diving into the open maw of a purple worm with sword in hand and hoping for the best, the life of an adventurer
is always best when theatrics come into play. Miniatures are some of the most widely used props in any GameMasters arsenal and can help elevate a series of opposed dice rolls into a desperate fevered battle to keep adracolich from ascending to godhood.
Im an avid gamer, either playing or running games as often as I can. That hasnt stopped one of my
shelves from accumulating painted miniatures I keep meaning to use. Boxes tucked beneath my desk continue tofill with miniatures I keep meaning to paint. Despite neither of these things happening as often as Id like, whenthe success ReapersBones Kickstarter took off, I did as Im sure many didand started thinking about ways to useall the new miniatures.
To commemorate the new line and to ensure that they saw use at my gaming table, I dedicated the
following adventure to using as many of the Bones Vampire level miniatures as I could justifiably include. Part-way into dreaming it up though, I decided it would be fun to share it with the community that has provided for theendearing success of our hobby.
Special thanks goes out to Robb Mommaerts for lending his talent to this project, and to my players whohelped to playtest the adventure knowing full well they would be missing out on having the miniatures in front ofthem. Of course, thanks goes out to Reaper Miniatures as well for giving us all a chance to be a part of such anincredible and fun event. I hope youll enjoyThe Fall of Fairhaven.
~ Brian J. Fruzen
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INTRODUCTIONThe Fall of Fairhavenis designed for four players, levels
4-5. It is recommended that the GM read the adventure
fully before beginning play. Unlike standard adventures,
read aloud text blocks have not been included, and it
will be up to the GM to paraphrase elements from the
descriptive text given. The Fall of Fairhaven is meant tobe an unfolding story that can be placed in any campaign
setting with little additional effort required by the GM.
Certain elements are meant to foreshadow a greater threat
that will be the focus of future adventures, though they
may be changed without affecting the overall adventure.
If you are a player who will be a part of The Fall of
Fairhaven, then dont tell yourGM if you decide to keep
reading. Also, dont ruin anything for your fellow players.
Seriously.
ADVENTURE SUMMARYA wounded messenger falls to the earth, and once saved
from his pursuers informs the PCs that they may well bethe town of Fairhavens best hope against the swelling
armies of the regional warlord, Ymial.
After gaining entry to Fairhaven, the towns
multitude of problems stands in the way of it presenting a
defense against Ymials army. The PCs will encounter a
grieving noblewoman hiding a demonic secret, a trio of
dwarf spirits holding the Hammers Rest staff hostage,
and an ancient necromantic threat thats feeding off the
few remaining healthy townsfolk. With these threats
aligned against them, the PCs will have to find time to
venture into the mountain depths and return with
Fairhavens militia, who were trapped in the mines
beneath the town. It isnt only tired, hungry miners thatwill greet them in the cavernous dark. Dark elf slavers
have found their way into the mines as well, and are ready
to make the PCs their next catch.
When Ymials strike against Fairhaven comes at last,
it comes in the form of a current that will threaten to wash
away the tranquil mountain town. Fairhaven is doomed,
but perhaps its people will live on to tell its story, should
the PCs prevail
ADVENTURE BACKGROUNDNestled on the edge of a vast mountain range, overlooking
a fertile forest is the idyllic mining community of
Fairhaven. Though forged out of conflict, Fairhaven hasknown peace for countless generations, but not without a
cost.
Goramial, an ancient red dragon laired nearby, was
content to let the settlement remain unmolested in
exchange for a monthly tribute in the form of art produced
from the mines gems and metals. Over the course of
many years, Fairhaven has become a refuge for the
artistically inclined, and has produced some of the most
fantastic pieces the realm has ever known, all of which
reside in the dragons private collection.
Goramials growing collection beckoned to Lomiria,
a succubus looking for a life of opulence. She found the
dragons nefarious personality to her liking and has
remained with him ever since. Their enduring relationship
produced a half-dragon offspring named Ymial, who
inherited the worst traits of his draconic and abyssal
parentage.
Beneath the unassuming town, a drow elf slaving
patrol was making its slow trek through the cavernous
dark with a newly captured clutch of goblin slaves. They
aimed to pass through the abandoned portions of the
Fairhaven mines and be on their way home, without an
incident that would cost them their catch.
Unattended for centuries, the original Fairhaven
crypts are home to the remains of heroes lost first to war,
and now to memory. An enterprising necromancer had
long coveted the ancient crypts as a place to practice his
craft but has recently found something of even greater
value. Investigating it would have aroused suspicion inthe town above, until now.
The earth is stirring.
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For weeks, gentle rumblings have shaken the region.
Fairhaven had suspended mining operations for as long as
it could, and used stockpiled materials to meet the
dragons demands. With those stockpiles nearly depleted,
and the rumblings continuing, Fairhavens best trained
citizens were forced to enter the mine to procure enough
riches to keep the artisans of the town busy, and able to
meet the dragons insatiable desire for riches.
Then, a devastating earthquake ripped through the
region, collapsing the entrance to Fairhavens mines and
trapping most of the towns best defenders underground.
Unknown to all but Ymial and his mother, the earthquake
also claimed the life of the ancient dragon, collapsing
Goramials lair and trapping his body, and his hoard,
beneath the mountain. Ymial and his mother both have
designs for the entombed hoard, and are prepared to go to
war for it.
Lomiria has an influential role in Fairhaven under the
guise of a wealthy noblewoman, and planed to use her
charms to enthrall key members of the city. She planned
to use the towns resources to secure Goramialstreasures, but her son has forced an alteration of her plans.
Ymial seeks to make his fathers wealth his own as
well, and possesses enough influence with the monsters in
the region to secure their loyalties. He only needs to keep
Lomiria from challenging him. Knowing she would look
to Fairhaven for aid, Ymial is marching his army to
Fairhaven, where hell ensure neither the town, nor his
mother, will present any further threat to his dominance in
the region.
Blocked from their path through the underworld, the
drow slavers have entererd the Fairhaven mines in hopes
of finding a new route to their homeland. Taking
advantage of the earthquake, they release their goblinhorde and set their sights on more valuable slaves, the
miners of Fairhaven.
Fairhaven now stands alone against dark elf slavers, a
cadre of goblins, an army of the dead, a demonic dragon
offspring and his mother, as well as the earth itself.
PART ONE: THE JOURNEY
TO FAIRHAVEN
The PCs are deep in the Peaks Path Wood. Though the
reasons for their presence here can vary, they are
currently waking from camping that night, having takenshelter against a newly formed rock ledge, the results of
the earthquake about a week ago. The rays of the sun have
not yet crested the mountains to the east, and the sky is
painted in deep purple hues.
Against the faintest morning light, the tiny silhouettes
of thousands of birds can be made out against the morning
sky. Theyre too far off to hear, but a DC 15 Knowledge
(nature) check will tell the PCs that their numbers and the
direction of travel are unusual for the season.
IT CAME FROM ABOVE (CR 5)As the PCs rouse themselves for the day, the trees burst
outward into the clearing, their foliage exploding into the
air leaving bits of splintered wood, leaves and other plant
matter to settle to the forest floor. With a thunderous
crack, two of the impacted trees fall toward the PCs,
crashing to the ground between them. Avoiding thefalling trees requires a DC 14 Reflex save, with failure
resulting in 3d6 damage.
Creatures: Amidst the PCs is a haggard looking
griffon, clearly injured from the fall. It rolls to its feet,
scattering the remnants of the PCs fire in a cloud of
sparks and ash.
Its still for a moment, its great chest heaving as it
tries to reclaim its breath. A poorly hafted arrow held
together with twine and fletched with chicken feathers
protrudes from its left wing. An elaborate saddle of
exquisite craftsmanship is buckled to the beasts back, but
no rider is to be found. As soon as the PCs get close
enough to touch it, it stirs to action.Fatigued and injured, the griffon is shaken as well
and will attack any who approach it. A round after
engaging the griffon, a band of goblins appears, all armed
with short bows. At the time they enter the scene though,
each is guiding a pair of dire rats, collared to chains they
carry in each of their hands.
ZARAFIR CR 3
XP 1200
Fatigued shaken griffon (Pathfinder RPG Bestiary)
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Perception +12
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6
natural)
hp 29/42 (5d10+15)
Fort +7, Ref +6, Will +4
OFFENSE
Speed 30 ft., flight (80 feet, average)
Melee Bite +8 (1d6+3) and 2 claws +7 (1d6+3) plus rake
(1d4+3)
Space 10 ft.; Reach 5 ft.
Special Attackspounce
TACTICS
During Combat The griffon is hostile toward the PCs
until the goblins appear, at which point it willrandomly attack anyone within range. The griffon
will realize the PCs are trying to defend it if they
make an effort to and will stop attacking them,
though it stops attacking the rats as well and attempts
to put the PCs between it and the goblin archers.
Morale If for any reason the griffon is reduced to fewer
than 10 hit points, it will make an effort to flee
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through the woods, though it cannot fly while the
arrows protrude from its wing.
STATISTICS
Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Base Atk +5; CMB +9; CMD 21 (25 vs. Trip)
Feats Iron Will, Skill Focus (Perception), Weapon Focus
(Bite)Skills Acrobatics +10, Fly +6, Perception +12, Stealth -2
Languages Common (cannot speak)
Gear Masterwork riding saddle, Rations (10 days), +1
woundingarrows (2)
GUB CR 1
XP 400Goblin warrior 3
CE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1
size)
hp 19 (3d10+4)
Fort +4, Ref +5, Will +1
OFFENSE
Speed 30 ft.
Meleeshort sword +4 (1d6+1/19-20)
Ranged mwk composite short bow (Str +1) +9
(1d4+1/x3)
TACTICS
During CombatAfter letting loose his dire rats, Gub will
first attempt to injure each of the PCs with one of his
wounding arrows, and then will turn his attention to
killing the griffon if his companions havent already.
Morale Gub will heroically order his goblin friends to
fight to the death, but will run back to the main patrol
that is waiting in the next encounter as soon as hes
the last one standing.
STATISTICS
Str 12, Dex 19, Con 12, Int 8, Wis 10, Cha 11
Base Atk +3; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot
Skills Fly +6, Handle Animal +5, Ride +8, Stealth +12,
Survival +5
Languages Goblin
Combat Gear Leather armor, Masterwork Composite
shortbow (Str +1), +1 wounding arrows (6); Other
Gear 29gp
SPECIAL ABILITIESPoint Blank Shot +1 to attack and damage rolls with
ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or
throwing into melee.
GOBLINS (2) CR 1/3
XP 135 each
hp6 each (Pathfinder RPG Bestiary)
TACTICS
During Combat On the first round, they gleefully set
loose their dire rats and draw their bows as they
move to an elevated position, either at the top of the
rock outcropping or on top of one of the fallen trees.
On the next round theyll fire into the melee
attempting kill the griffon, and then the PCs.Moral Theyll fight to the death as long as Ded-is is
around.
DIRE RATS (6) CR 1/3
XP 135 each
hp5 each (Pathfinder RPG Bestiary)
Development: If the PCs successfully calmed the
griffon and made an effort to protect it from the goblins, it
will attempt to lead them back to where its rider fell. It
cannot fly while the arrow protrudes from its wing. If the
PCs remove the arrow with a DC 15 Heal check, or with
magical healing, the griffon will be able to fly, but will
not accept an unknown rider. It can be persuaded to assist
in combat with a DC 20 Diplomacy or Intimidate check.
GETTING THE MESSAGE (CR 4)Following the trail of the goblins is relatively easy with a
DC 10 Survival check, and will lead the PCs northward
about a mile before they hear a tortured scream. Here, a
second set of tracks diverges from the goblin rat patrol.
Some of them are goblinoid, but there are also tracks of
something much bigger, with clawed feet and a broad
sweeping tail.
If the PCs were not able to follow the trail, they will
still be able to locate the area by following the agonizing
scream that pierces the forest walls. Following the sound
is easy and will lead the PCs to a pair of lizardfolk
warriors and a cadre of goblins, who are interrogating the
man who fell from the griffon. One of the lizardfolk is
attempting to open a scrollcase while the goblins busying
themselves torturing the messenger.
LIZARDFOLK (2) CR 1
XP 400 each
hp11 each (Pathfinder RPG Bestiary)
GOBLINS (4) CR 1/3
XP 135 eachhp6 each (Pathfinder RPG Bestiary)
TACTICS
During CombatOnce the goblins are aware of the PCs,
three will aid the Lizardfolk in combat while the
other takes up a position adjacent to the human.
Moral If the PCs win in battle against his comrades, the
lone surviving goblin will try to bargain for his life.
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Regardless of how the negotiation goes, hell stab the
tortured messenger and then make a break for it.
If the PCs successfully followed or tracked the goblin
here, then the messenger will survive the goblins last
attack. If they had to rely on his tortured screams to find
him, the parting blow will be enough to kill him.
If saved, the messenger reveals himself as Daren
Velese (NG male human aristocrat 3), a messenger of
Fairhaven charged with reaching the nearest settlement to
the south in hopes of obtaining aid in the form of armed
troops. He goes on to ask if the PCs are heading to
Fairhaven in response to the other messengers the town
has sent. If the PCs admit to knowing nothing of the other
messengers, he grows increasingly distraught, saying that
someone should have returned by now, and that he fears
Ymials agents must have prevented the other messengers
from leaving the Peaks Path Wood.
Hell plead with the PCs to try to assist the town, as
every able bodied man, woman and child is needed in
Fairhaven. The recent earthquakes have collapsed the
mines, trapping most of the militia below, the dragons
ransom is nearly due, and there is evidence to suggest that
Ymial will move to strike the city if it isnt made.
Though hesitant after enduring torture at the hands of
Ymials troops, Daren insists on continuing his mission,
on foot if necessary. He appreciates the return of his
griffon though, and will tell the PCs to seek a reward from
the guildmasters when they arrive in Fairhaven.
If Daren has died, the PCs will have to succeed where
the lizardfolk failed in opening the scrollcase. The
messenger case is an ornately built scrollcase with
gorgeous metalwork that secures the contents. A DC 20
Disable Device is needed to open it, though a DC 15
Strength check can break the case open.
Treasure:Engraved scrollcase worth 75g.
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Player Handout #1
To our most esteemed neighbors,
Fairhaven will soon be under siege, if it is not already.
Recent movements within the earth have made procuringmaterials suitable for Goramials tastes difficult. It was withgreat reservation that our most capable miners delved into thetrembling depths to find those materials. Most unfortunately,
they were entombed when the most recent earthquake struck.Now, Goramial has sent his son, the half-demon Ymial to takehis tribute in blood.
He raises an army of savages as I write this, and I fear theprice hell extract will be too much for Fairhaven to bear. It isnot easy to ask this of you, and I know the price for taking uparms against Goramial will be steep, but Fairhaven has manyriches, and we are prepared to share them. If Fairhaven mustshed blood, let it be with allies at our side, and a hope thatvictory can be achieved.
The messenger who delivered this has been authorized torepresent me in negotiating for your assistance.
-Unais Pratt
Guildmaster of Fairhavens Metalshapers
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--- TAKING PRISONERS ---If any of Ymials troops are captured and interrogated,
theyll make every effort to stay silent. If persuaded to
talk by some means, theyll disclose that Ymial is indeed
making preparation to attack the city of Fairhaven.
Theyll describe in great detail how Ymial will destroy
the PCs if they attempt to interfere. If forced into givingup a location, theyll say the army is forming up at the
base of Goramials mountain lair, where Ymials red
dragon father is personally putting fire into the heart of
the troops, readying them for battle with the insignificant
whelps of Fairhaven. This is a lie, but if it is discovered as
such, the captured patrol cannot answer to Ymials true
location, as his orders come down a chain of command
that doesnt include them.
ENCOUNTERS IN
PEAKS PATH WOODThough dangers are typical of such a place, the recent
earthquake has stirred many creatures of the Peaks Path
Wood from their usual routines, making the forest even
more hazardous.
In addition to the local fauna, Ymial is organizing
forces loyal to him and has patrols seeking out citizens of
Fairhaven who have attempted to escape the city, with
instructions to kill anything they encounter. It will take
about two days to reach Fairhaven on foot, and a quiet
journey is unlikely.
Roll percentiles twice per day and once per night
while navigating the Peaks Path Wood. There is a 20% of
encountering one of the woods denizens with each roll.
Consult the table below to determine what is encountered.
RANDOM ENCOUNTER TABLE
d% Creature CR Source
1-9 Aftershock 1 See below
10-19 Goblin Patrol 1 Pathfinder Bestiary
20-29 Refugees 2 See below
30-49 Orc Patrol 2 Pathfinder Bestiary
50-55 Quickling 3 Pathfinder Bestiary 2
56-65 Lizardfolk
Patrol
3 Pathfinder Bestiary
66-72 Hell Hound 3 Pathfinder Bestiary
73-79 Owlbear 4 Pathfinder Bestiary
80-94 Looters 5 See below95-100 Medusa 7 Pathfinder Bestiary
Aftershock: The earth continues to tremble, albeit with
far less impact than the earlier earthquake. The effect
lasts for 1 round. Creatures on the ground must make
a DC 10 Reflex save or fall prone. Spellcasters must
make a Concentration check (DC 10 + spell level) or
lose any spell they are attempting to cast. If the PCs
are in a structure, heavily wooded area, or
mountainous region, falling debris will cause 3d6
bludgeoning damage. A DC 15 Reflex save will
reduce this by half.
Refugees: PCs encounter 1d4+1 humanoid refugees from
Fairhaven. They are attempting to navigate the
Peaks Path Wood without encountering Ymials
patrols. Some may not even be aware of the danger
theyre in.
Goblin Patrol: Three goblins leading a single dire rat are
searching the woods for humans who may have
escaped Fairhaven.
Orc Patrol: Five orcs are pursuing their bloodlust
through the woods and will pit their skills at combat
to the test against anything they encounter. Theyre
convinced their god has told them the end of the
world is near.
Quickling: A solitary fey creature has been disturbed by
the increased activities in the Peaks Path, and is
gleefully interfering in a murderous fashion.
Lizardfolk Patrol: Three lizardfolk warriors are on a
mission to recruit additional forces for the invasionforce.
Hell Hound: Ymial tended to a litter of hell hound pups
as a past time in his youth. Now that theyre old
enough, he lets them roam the woods surrounding his
fathers lair.
Owlbear: The mate of the owlbear that makes its home
near the old crypt. See page 17.
Looters: 1d4+1 humanoid level 3 rogues are encountered
as they are making the trek through the woods. They
are hauling ill-gotten gains in the form of looted
goods from Fairhaven. See Persey Pendersnup as an
example.
Medusa: The PCs stumble upon the abode of a medusa.Shes already been asked to join Ymials army, but
had no interest as evident by party of stone lizardfolk
and goblins just outside of her doors. Shes not
particularly happy to see the PCs either.
NO REST
FOR THE WICKED (CR 2)As the PCs make their way closer to Fairhaven, theyll
encounter Persey Pendersnup who is on the bank of a
river, covered in mud and doing his best to break the lock
on sturdy chest. Hes breathing heavily, and stops
periodically to wipe his eyes of tears and sweat. When he
sees the PCs, hell back away, having already had more
than enough strife thanks to his ill-gotten gotten gains.
He had two other companions, both of whom fell to
an encounter with a harpy that was watching the mountain
pass that leads out of Fairhaven.When he last saw them,
they were being eaten alive by the winged woman and he
hadnt the heart or courage to try to save them.
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If the PCs succeed with a DC 14 Diplomacy or DC
18 Intimidate check, hell succumb to the guilt he feels
for his lost friends and leave the chest and everything in
it, muttering to himself as he goes. If the PCs realize hes
a looter and insist on bringing him in for justice, hell
become angry and lash out at them with his dagger.
PERSEY PENDERSNUP CR 2
XP 600
Male human rogue 3
CN Medium humanoid (human)
Init +2; Senses Perception +6
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 22 (3d8+6)
Fort +2, Ref +5 (+1 bonus vs. traps), Will +1
Defensive Abilities evasion, trap sense +1
OFFENSE
Speed 30 ft.
Melee dagger +2 (1d4/19-20) and
mwk shortsword +3 (1d6/19-20)
Special Attacks sneak attack +2d6
STATISTICS
Str 10, Dex 15, Con 12, Int 8, Wis 11, Cha 9
Base Atk +2; CMB +4; CMD 14
Feats Agile Maneuvers, Two-weapon Fighting, Weapon
Finesse
Skills Acrobatics +7, Climb -1, Disguise +5, Escape
Artist +7, Fly +1, Perception +6 (+7 to locate traps),
Ride +1, Sense Motive +6, Sleight of Hand +7,
Stealth +7, Swim +5
Languages Common
SQ rogue talents (resiliency [1/day]), trapfinding +1
Other Gear studded leather armor, dagger, masterworkshort sword, 71 GP
SPECIAL ABILITIES
Resiliency (1/day) (Ex) When brought to 0 Hp or less,
gain 3 temporary hp for 1 min.
Treasure:On his way out, Gaelin had little time to
be particular about what he was going to steal. He
grabbed the biggest chest he could find that was still small
enough to carry, and hide. The chest is locked, but a DC
20 Disable Device can open it. Inside the chest is an
assortment of documents and paperwork, mostly detailing
accounts and tax information for an establishment called
The Hammers Rest, an apparently lucrative inn andtavern in Fairhaven. Included in the documents is a deed
to the property, signed by the owner, Warl Bernington
and a notary. Another stack of papers is bound in twine
and appears to be printed vouchers for free drinks at the
establishment. There is also a beautiful wooden box worth
50gp that, when opened, reveals four neatly packed rows
of gold pieces, totaling 400gp.
ROOSTING EVIL (CR 4)There is one major road that leads to the south from
Fairhaven and to the nearest other major city. To reach
Fairhaven, the PCs must leave the Peaks Path and follow
the road up the mountains. Theyll come across a bridge
that has no railings, and is about 40 feet from one end to
the other and is 15 feet wide. Its built about 30 feet fromthe forest floor and spans the breadth of a ravine that digs
deep into the mountain. While on the bridge a PC can see
into the ravine where a large nest is visible in the cliffs
above.
Creature:Ymial has placed an agent here, a clever
harpy that has been on the watch for messengers leaving
Fairhaven.
She has slain a few looters making their escape, as
well as the first messenger the town attempted to send.
She is somewhat dour about the griffon outpacing her and
will try to incapacitate the party as fast as possible so she
can finish what she started. If the PCs are willing to
betray the whereabouts of the griffon or its rider, she willallow them access to the city and flies off to reacquire her
lost prey.
HARPY CR 4
XP 1,200
hp42 (Pathfinder RPG Bestiary)
Treasure:Scaling the cliff face to reach the harpys
nest 60 feet above requires DC 15 Climb checks. The
rocks are slick with blood that is seeping through the
sticks and mud of the harpys nest, increasing the last
check by +5 if climbing up from directly below it. Once
above the nest, two partially eaten corpses are revealed.
Beyond the nest are bones from at least four more
corpses, in varying states of decay. Rummaging through
the refuse, the PCs can find an ornate messenger
scrollcase worth 75 gp. It is the same as the one Darin
had, and contains the same message. Other loot to be
lifted from the corpses includes a spyglass of exceptional
quality worth 1500gp, 6 smokesticks, 2 tanglefoot bags, a
potion of invisibility, a climber's kit, a pouch containing
dust of tracelessness, a coin purse containing 35pp, and
another 150gp from amongst the remains.
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PART TWO: FAIRHAVEN
Though not enormous in size, the buildings of Fairhaven
are dwarfed only by the mountain that rises behind them
in terms of majesty. Fairhavens structures are built in
fashions that make even the richest foreigners sick with
envy, the product of expert craftsmen obsessing for yearsand even centuries on their labors. It would be a mistake
to think of Fairhaven as simply a mining town. In fact,
Fairhavens mines are not industrial in nature, and serve
only to supply the community with stone, metals and
gems for the creation of great artistic masterpieces.
Citizens and guests alike are encouraged to nurture
their talents in the arts, both for themselves and for the
dragon overseer that demands regular tribute. Threat of
the Goramials reprisal against any who disrupt the flow
of finely crafted goods has kept the town safe for
hundreds of years, though many say that Fairhaven has
been flirting with disaster. Oddly enough, the disaster
came not in the form of an angry dragon, but from thevery earth beneath them.
Fairhaven is nearly in ruins. Much of its outer walls
have collapsed, and a large fissure has opened through the
center of town. Walls upon which once stood some of the
most grandiose sculptures ever made by mortal hands lie
crumbled in the lakebed bellow. Where segments of the
wall remain, large ornately carved effigies stare in silent
vigil over broken paths. They almost appear to breathe, so
lifelike are their renditions, a testament to the skill of the
artisans that dwell in Fairhaven.
The town is built on three relatively flat plateaus on
the side of a mountain, overlooking the lake formed by
the water runoff from the mountains peaks. Craftsmanlong ago tamed the rivers flow, creating a dam deeper in
the mountains to form the idyllic water flow for
Fairhavens four waterfalls.
FAIRHAVEN
N small town
Corruption+4; Crime+3; Economy-4; Law-5; Lore
+2; Society-3
Qualitiesacademic, insular
Danger+20; Disadvantagesanarchy
DEMOGRAPHICS
Governmentcouncil (anarchy)
Population1,250 (895 humans, 192 dwarves, 110 elves,
53 other)
Notable NPCs
ActingMilitia CaptainRegina Garin(LN female
human aristocrat 3/fighter 1)
Tobias Shortwall(LG male dwarf expert 6)
GuildmasterUrick Frostwarden(LG male dwarf
fighter 5)
Miranda Aramil (CE female succubus)
MARKETPLACE
Base Value1,000gp; Purchase Limit5,000gp;
Spellcasting2nd
Minor Items3d4; Medium Items1d6; Major Items
NOTES
Leaderless: With the two ruling guild masters missing,
one in the mines and the other dead, Fairhaven iseffectively leaderless. If Regina is made aware of
Guildmaster Pratts fate, order canbe restored.
F1. THE GATES
OF FAIRHAVEN (CR 2)A path runs steeply upward along the base of the
mountains edge until it reaches the city gate. It is on this
path that the colossi can be seen carved directly into the
side of the mountain. The massive stone guardians are in
poor shape however, with one severely cracked, and the
other laying in pieces across the mountain path.
The great oaken doors that marked the citys entrance
are still standing, though not much of the surroundingwall is. When the PCs approach, a team of laborers are in
the process of erecting wood palisades where the sections
of the wall collapsed. They work to hoist trees from the
side of the lake below up onto the path, where they are
worked into the segments of the new wall. Little more
than half of the broken wall has been filled in. At their
current pace, it could take days to close the gaps, and the
fires of Ymials army can be seen sending smoke through
the canopy of the Peaks Path Wood.
Regina Garin(LN female human aristocrat 3/fighter
1) is in charge of the work detail, and shell immediately
mount her horse and move to intercept the PCs as they
approach the gate. Third in command of Fairhavensmilitia, she hasnt been in charge of much more than
paperwork until now. With the head of the militia trapped
in the mines, and the second in command lost to Ymials
approaching army, the defense of the city has fallen to
her. She is covered in mud and sweat, and her hands are
bloody with burns from long hours of helping to hoist the
timber.
At first, shes wary of the PCs, and questions them
outright about their knowledge of Ymial and Goramial.
Her initial attitude is unfriendly unless presented with
evidence the PCs met with Daren. If she starts unfriendly,
a DC 22 Diplomacy check is needed to gain entry into the
city. If she is presented with evidence of the PCsgoodwill, shell allow them entry, but a DC 17 Diplomacy
check will endear the PCs to Regina, improving her
attitude to helpful. She can impart that help in a number
of ways, but the most basic is a +2 bonus to Diplomacy
checks made within Fairhaven, as word of the PCs
involvement and aid will spread faster with her influence.
Shell direct the PCs to the Guildhall to speak with
Guildmaster Pratt.
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FAIRHAVEN DIPLOMACY RESULTS0-5:1d4+1 rumors, 6-10:1d6+1 rumors, 11-15:1d8+1 rumors, 16-20:1d10+1 rumors, 21+:2d6+1 rumors
EXTRA FLAVOR
Gillian is helping the Stoneshapers dig out the mines,so dont expect to be able to get into his studio for thenext few days.
Its easy for people to lose track of one another in allthe tragedy, but there are some people are going
missing and no one knows where theyve gone.
Warls been teaching himself and his staff dwarven.Who know one man could have so many talents!
Guildmaster Pratt sent Darin and his griffon out witha message as soon as they got back from scouting for
Ymials army. I dont know why they bothered. Im
sure my son is already on his way back with a host oftroops to help us out.
The Bonerattle tribe of lizardfolk has long covetedthe clear waters that run through Fairhaven.
Ymial killed a messenger of Fairhaven once-dismounted him from his griffon en route back to
Fairhaven. For his disobedience, Goramial tore his
wings off. I doesnt seem right that Goramial would
let him do this to us.
People from the farms around the lake below havecome to the city for safety, though for many, it meansliving in the streets.
ENCOUNTER FORESHADOWING
The peaks around Fairhaven wont allow for a fullarmy to move through them, but small bands of
soldiers could probably navigate the narrow trails.
Ymial won the allegiance of the Bonerattle lizardfolkby calling lightning from the heavens and then
standing calmly in a lake of fire that erupted around
him.
I helped Gillian move a crate into his place a fewmonths back. I dont know what was in it, but I think
it was alive. We stashed it in a hidden crawlspace at
the back of the studio.
Over a century ago, when the deepest tunnels of themines were in use, the miners found many natural
tunnels. Some say they led into the lands ruled by the
underfolk, which is why those sections of the mines
had to be closed.
At least the earthquake hasnt damaged the dam upthere. If that reservoir broke...
FALLACIOUS
Many young men of Fairhaven claim to have hadliaisons with Lomiria, the succubus consort of the
dragon, Goramial. They say their prowess in the art
of love saved their souls from being claimed by the
demon.
Goramial is just an old kobold wizard thats finallyfound a way to make it in this crazy world.
ENCOUNTER HOOKS
Gillian tried his luck getting out of town. No onesseen him for days. Guildmaster Pratt is in charge of Fairhaven while
Krenna is stuck in the mines, but no ones seen him
since the last messenger left.
The Hammers Rest closed its doors for the first timein years.
Whenever someone tries to go into the HammersRest, the staff start throwing things at them!
Cherish Brayburn is such a nice young girl. I hopethat adventurer spirit of hers hasnt gotten her into
trouble.
Late last night, I swear I saw someone pokingaround by the fissure in front of the Hammers Rest. I
went back there with a lantern, and saw beady yellow
eyes staring back from deep below. It ran off,
whatever it was.
Goramial didnt get so old by broadcasting hiswhereabouts. Only one representative of Fairhaven
knows the location of his lair at any given time, and
poor Ergan was trapped in the mines with the others.
DETERRENTS
Ymials horde is as plentiful as the trees of the Peakspath. The Fairhaven militia rode out tomeet him aweek back, and their heads came back to us in
bags.
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F2. THE RISEFairhavens mainroad is a clay tiled, gently sloping path that
connects the citys three tiers. The hardened clay tiles form
intricate mosaics that colorfully depict dragons in varying
states of grandeur. While all of the known dragons are
represented in the mosaic, the largest of the images, placed at
the top tier, depicts a massive red dragon with its wings spreadwide.
F3. TOWN SQUAREFairhavens town square is in a pitiable state. Where the
wagons of visiting merchants or the bright colors of festival
tents normally dominate the square, it is now full of displaced
citizens whose homes have been damaged or outright
destroyed. The towns primary concerns are with digging out
the mines and repairing the walls, leaving many townsfolk to
fend for themselves. Hastily erected shanty homes and burning
piles of refuse now litter the square. The PCs will draw some
ireful glares from envious townsfolk, while others will look tothem for news, or help.
F4. GUILD HALL (CR 3)Fairhaven exists under the governance of two influential
guilds, the Stonecutters Guild and the Metalshapers Guild.
They, in combination with other minor guilds, form the ruling
entities of Fairhaven. They meet in the guildhall, a marvelous
tower of glossy marble arches and stained glass windows.
There are two entrances, one that opens to into the town
square, where most of the public traffic enters and exits, and
another entrance on the upper tier that gives easy access to the
upper offices of the tower, including the residential quartersthat house the guild leaders.
The leader of the Stoneshapers Guild, Urick
Frostwardens quarters are vacant now, as he went into the
mines with the towns best miners on the search for materials
suitable for the dragons ransom. The Metalshaper leader,
Unias Pratt is an aging man, and while he is generally well
loved, recent events have started to turn the peoples will
against him. He has refused to leave his chambers since the
day after the earthquake, having taken to the counsel of
Miranda Aramil, an influential widow that he has been known
to have frequent liaisons with. Miranda is actually the late
Goramials succubus consort, who wears the face of Miranda
to influence the local politics of Fairhaven.When Goramial perished in the earthquake, Lomiria
devised a plan to eliminate competition for the hoard he left
behind. She aimed to both murder her son, Ymial, the only
other creature currently aware of the unguarded treasure, and
utilize Fairhavens easily seduced leaders to dig out and secure
the fortune. Following the earthquake, she doubled her
attentions on Guildmaster Pratt and convinced him to send the
remaining militia to preemptively strike at Ymial, a tactic that
proved disastrous. The militias failure has presented a hurdle
to her plan, and shes been looking for an alternative to bring
about her offsprings demise. As the PCs have presented the
best chance of bringing that about so far, shell aim to put on a
show that will convince them to help her.
The doors to the Guildhall are locked, and there is no
response to any attempts to hail those residing within. If the
PCs attempt to force their way in, the doors on either level are
a pair of ornate, sturdy wood doors, bound in brass and iron.
(AC 3; hardness 7; hit points 37; Break DC 27) and locked
(DC 30 Disable Device). Windows are built at regular
intervals high into the side of the building, and can be reached
with a climb DC 25. The windows are ornamental however,
and do not open. They can easily be broken however, which
will alert those within.
Attempting to knock the doors down will result in
attracting attention from citizens in the town square, many
who are angry at their current state of homelessness, or
inability to assist with defending the town at the gate or in the
mines. Theyll see storming the guildhall as a viable
alternative and be quick to join the PCs in attempting to gain
entry. It should be quickly apparent that theyre workingthemselves into a frenzy. A DC 14 Diplomacy check is
required each minute to steer their intentions away from
rioting. A DC 21 Diplomacy check will convince them to
disperse.
FAIRHAVEN TOWNSFOLK (VARIES) CR 1/2
XP 200 eachHuman Commoner 2
N Medium Humanoid (human)
Init +0; Senses Perception +3
DEFENSE
AC 10, touch 10, flat-footed 10
hp 9 each (2d6+2)Fort +1, Ref +0, Will -1
OFFENSE
Speed 30 ft.
Melee Club +2 (1d6+1)
Rangedstone -3 (1d2+1)
TACTICS
Morale A townsperson flees as soon as he or she takes any
damage.
STATISTICS
Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 10
Base Atk +1; CMB +2; CMD 12
Feats Skill Focus (Craft [any]), Skill Focus (Profession [any])
Skills Climb +6, Craft (any) +5, Perception +3, Profession(any) +7, Swim +5
Languages Common
Gear club, stones
AUDIENCE HALL (CR 4)If alerted to someone attempting to gain entry, the guards
within will set up for an attack, taking cover behind the stone
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benches in the audience chambers (town square entrance) or
behind ornamental pillars in the foyer of the residential
(upper) tier entrance. If the PCs attempt to reason with them,
they say that no one is to enter by order of Guildmaster Pratt
and that they are authorized to bar entrance to the building
with lethal force.
Townsfolk who see combat break out between the PCs
and the guards will attempt to storm the tower with the PCs.
Some will attack the guards, while others will start looting,
tearing the tapestries from the walls and stripping paintings
from their frames.
During each round of combat, 1d4+1 townsfolk appear to
join the attack on the guildhall.
GUILDHALL GUARDS (2) CR 2
XP 600 each
Human Fighter 3
LN Medium Humanoid (human)
Init +0; Senses Perception +4
DEFENSE
AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
hp 27 each (3d10+7)
Fort +4, Ref +1, Will +0 (+1 vs. fear)
Defensive Abilitiesbravery +1
OFFENSE
Speed 20 ft.
Melee mwk longsword/ +7 (1d8+2/19-20)
Ranged mwk repeating hvy crossbow +4 (1d10/19-20)
TACTICS
During Combat As soon as anyone enters the building,
theyll fire at them with their crossbows, then switch to
sword and shield when engaged in melee.
MoralThe guards have all been charmed by Lomiria, and will
fight to the death.STATISTICS
Str 15, Dex 11, Con 12, Int 8, Wis 9, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Alertness, Exotic Weapon Proficiency (Repeating heavy
crossbow), Quick Draw, Shield Focus, Weapon Focus
(Longsword)
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3,
Handle Animal +4, Intimidate +5, Perception +4, Ride
+2, Sense Motive +1, Stealth -3, Swim -1
Languages Common
Combat Gear Masterwork Scale mail, Masterwork Heavy
steel shield, Masterwork Repeating heavy crossbow,
Masterwork Longsword, Silken ceremonial armor
HALL OF RECORDSThis large circular room is lined with shelves of books from
floor to ceiling, with reading stands arranged in two rows at
the center. Around the outer wall are six doors, all of which
lead to moderately sized chambers on the exterior of the
building. A DC 10 Perception will glean the historical nature
of the texts, and details of the towns history can be found
within the tomes around the room.
Research in the library and a DC 15 Knowledge (local)
check will uncover an old brittle tome, which reveals the last
days of the ancient mines deep beneath Fairhaven. It includes
one of the last detailed maps of the area before they were
abandoned, and mentions the intersecting of the mines with
the old crypt. The miners sealed the breach in reverence of the
deceased.
Possessing the map will provide a +4 circumstance bonus
to avoid getting lost while navigating the mines.
GUILDMASTER QUARTERS (CR 7)Lomiria spends most of her time waiting in her chambers,
puzzling out her next strategy for the oncoming confrontation
with Ymial. The lush, richly adorned room has a large draped
bed against one wall where rests the corpse of Guildmaster
Pratt. Hes gone cold, but does not yet show any visible signs
of rot. An empty cup sits at the side of his bed, a pungentsticky residue lines the inside of the cup. A DC 15 Knowledge
(nature) or Alchemy check is needed to know it is the
remnants of crushed hemlock.
When the PCs enter the room, a pale, dark haired woman
(Lomiria guised as Miranda) dressed only in a delicate robe is
on her knees at the side of the bed. Her eyes are red with grief
and her breaths come in ragged sobs. The robe is parted, and
her torso is slick with blood seeping from a deep cut just
below her left breast. Her hands are at her side. In one, rests a
bloody dagger.
LOMIRIA CR 7
Succubus (Pathfinder RPG Bestiary)
XP 3,200
hp42
Lomiria will attempt to convince the PCs that she and
Pratt devised the preemptive strike against Ymial (true) and
that the devastation and shame of their failure drove them to
attempt suicide before the imminent fall of the city (half true).
She was going to join Unais by drinking the rest of the
hemlock, (false)but found that she couldnt bring herself to do
it. When she heard the sounds of fighting, she figured an angry
mob was coming for her, and attempted again to finish the
deed (false), still without success.
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If the PCs suspect her of anything, she plays the desperate
victim, owning to her and Pratts grave error in judgment. If
the party detects her evil alignment, she confesses her desire to
have a ruling interest in Fairhaven, and her willingness to
resort to unconventional means to secure it. She points out that
their goals can be congruent for now though. The PCs arrival
presents Fairhavens best chance at finding the other militia
members lost to the mine collapse, and presenting a better
defense against Ymial and his army. Secretly, she hopes it will
be a defense that will prove fatal to her offspring. Shell make
an effort to ensure the PCs follow this course, extending a
reward on behalf of the city to secure the PCs assistance.
During the course of the encounter, shell make no special
effort to hide the knife she used to cut herself, though she
wont do anything more to draw attention to it. A DC 20 Craft
(metalsmithing), or similar skill, is needed to recognize that
the blade is made of cold iron.
Development:Shell offer the PCs a place to stay at the
guildhall, though the unrest of the people outside might
convince them to seek lodgings elsewhere. If the PCs contact
Regina with information of what has occurred withGuildmaster Pratt, she can work with Miranda and the PCs
to restore order to Fairhaven by addressing the crowd that has
gathered in the town square. If the PCs are successful in
restoring order under Reginas leadership, use the adjustments
to Fairhavensstat block below.
Treasure:The reward Lomiria speaks of is the personal
effects of Unais Pratt. She says that he would want them to
have his belongings if the PCs can help to save the city he
loved, the city he had thought beyond saving. Among those
belongings are two noble outfits, masterwork artisans tools
purposed for metalcrafting, a set tungsten tongs that can be
used to heat metal per the spell on any metal object within
their grasp and 350gp. Additionally, with the GuildmasterPratt now deceased, Regina will reward the PCs a sum of
300gp each for their assistance in helping Darin.
FAIRHAVEN
Corruption+0; Crime-1; Economy+0; Law-1; Lore+0;
Society+5
Danger+0; Disadvantagesnone
Demographics
Governmentcouncil
--- AN UNHOLY GIFT ---If any of the PCs seem like they would be open to it, and
if she can arrange to be alone with them, Lomiria willvisit said PC in the night and offer to perform a ritual that
would help them to find the militia and defeat Ymial. If
the PC agrees, she grants them her profane gift. If
questioned about the ritual, shell say that her family has
long been tainted by a pact with infernal masters, but will
admit that she finds the powers they bargained for useful.
When Ymial reaches the city, shell use her suggestion
ability with the PC to help ensure Ymials demise.
F5. NEGLECTED TALENT (CR 4)Gillians Studio of the Study of Form is a place where artists
have gone to draw, paint and sculpt a wide variety of subjects.
Benton Gillian is known for hiring the best talent in the land to
model for his students. Unknown to all but a few, one of the
ways Horace has been able to find such incredible pieces for
his still life classes is that he has trained a mimic to adoptforms on command.
Benton had been helping to remove stone from the
entrance to the collapsed mine, and in doing so neglected to
procure a meal for the aberration. Upon returning to his studio
for the evening, he was ambushed and eaten by his pet.
A DC 22 Perception check reveals minute splatters of
blood across one of the works in progress, a painting of a dark
haired, fair skin noble woman sending ripples across an
otherwise tranquil pond by tracing her finger across it. The
buildings of Fairhaven are sketched like ghostly vapors behind
her, but the painter has not yet filled the details in.
Creature:The mimic has hidden itself among the props
Horace had been accumulating for a piece that would depictGoramials fabled horde. Against a cavernous backdrop is
arrayed a wide assortment of gems, gold and other precious
treasures. Picking any of the treasure up reveals it to be made
of plaster and painted to resemble the real thing. Doing so also
triggers the hidden mimic.
Treasure:Gillian was a skilled painter, and three of his
completed pieces are set at the rear of the shop. The three
paintings together are currently worth 500gp, but word of
Gillians demise will entice serious collectors to pay far more
for them.
MIMIC CR 4
XP 1,200
hp56 (Pathfinder RPG Bestiary)
F6. THE HAUNTING OF THE
HAMMERS REST (CR 4)Even in its current state, with cracked walls and debris
littering the front lawn, the Hammers Rest appears more
richly adorned and well preserved than most inns. But as you
get closer, the solid oaken doors that seemed invitingly open
from afar feels more akin to a long abandoned ruin than a
comforting place to rest. An oppressive darkness lies beyond
the threshold
The Hammers Rest is Fairhavens sturdy inn, consistingof three levels, an attached stable and a spacious garden area
that overlooks the first of Fairhavens four waterfalls. The
bottom floor is accented with beautiful wood cuts fit into
stone, masterfully carved, and depicting scenes of travelers,
festivals and other forms of revelry common to taverns and
inns.
Until recently, it was often the busiest place in Fairhaven,
especially with the mine workers prevented from accessing the
mines during the first rumblings of the impending earthquake.
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Now, the building has a few broken sculptures and a crack
here and there on the exterior stonework. While the Hammers
Restcould have fared worse in terms of the damage, especially
considering the gaping fissure that opened in the street out
front, the same cannot be said for the staff of the revered
establishment.
When the earthquake struck, a powerful undead creaturewas released from a prison that predates even the dwarf crypt.
A necromancer, looking to lure the creature from the
mountains depths began to abduct townspeople in the hopes
that a dark ritual or two would entice it. His dabbling roused
the spirits of the dwarf warriors, who soon fell prey to the
ancient undead creatures maddening attacks.
Confused, and unsure of what is happening, the dwarf
spirits, Haedrick Silverspinner, Barl Giantbaneand Undir
Spellweaver have found purchase in the bodies of the three
Hammers Restemployees, and are prepared to go to war with
any who try to send them back into the dark pit.
When entering the Hammers Rest, the PCs will be
greeted by Warl Bernington (LN male human expert 5),
Madam Ava Brayburn (N female human aristocrat 4/rogue2) and Cara Brayburn(NG human commoner 3), who are the
three who have been possessed by spirits of the ancient
dwarven warriors. When encountered, theyre hovering in the
air at the center of the inns common area. Their eyes glow
with a pallid unearthly light. Around them floats a field of
utensils, furniture and other goods from around the inn.
Though the dwarf spirits speak both dwarven and
common, they do so in an ancient dialect that is difficult to
understand. A common speaking character will need to
succeed at a DC 15 Linguistics check to understand them
correctly, while a dwarf speaking PC can communicate with
the spirits with a DC 10 Linguistics check. If they can find a
way to communicate with the spirits, they can be persuaded toreturn to their tombs if the undead creature and the
necromancer are dealt with.
If the PCs attempt to fight the possessing spirits, each of
them is similar to a poltergeist. While in the bodies, the
poltergeists lose their natural invisibility, yet retain the use of
their frightener ability by distorting and twisting the flesh of
their victims. While this does no harm to the human subject, it
is unsettling.
Attacking them will harm the host, who will die as normal
if enough damage is dealt to them. Losing the host body is
enough to disperse the spirit until its rejuvenation ability
restores it. Forcing the poltergeists from their hosts by other
means restores their normal statistics as detailed in Pathfinder
RPG Bestiary 2.
POSSESSIVE POLTERGEISTS (3) CR 2
LN Medium Undead (corporeal)
XP 600 each
hp19 each (Pathfinder RPG Bestiary 2)
TACTICS
During Combat Theyll fly above the offending characters,
hurling pieces of debris indiscriminately until they leave
the building.
F7. THE FISSURE (CR 4)The fissure that opened outside the inn leads into the deep of
the mountain where the tomb resides. The walls are jaggednatural stone and loose broken earth that has become mud in
places thanks to water seeping in through the first of the pools
behind the inn. In some areas, the water runs freely into the
depths of the fisher, creating a spray that is making the rock
walls slick.
If PCs use a rope in their descent, add +5 to the normal
DC due to the water spray clinging to the rope. Scaling the
fissure is a DC 25 climb check, where failure results in the PC
falling 1d4x10 feet before being allowed a DC 15 climb check
to catch themselves on a jagged outcropping or piece of debris
lodged in the crevice. If they fail the check, they will fall
another 1d4x10 feet, counting each interval as a separate fall.
The fissure extends to about 160 feet beneath the surface, with
a pool of water 10 feet deep at the bottom.
A DC 20 Perception reveals that a small tunnel has
opened at the bottom of the pool. Swimming through it leads
to the old dwarf crypt (see Mr. Bones Cometh on page 19).
Treasure: Numerous buildings have collapsed into the
fissure, some of which rest precariously between the fissure
walls, poised to careen into the depths below. As the PCs
make the climb down, theyll find all manner of debris, some
of which includes the contents of a deceased jewelsmiths
home. Searching the waters below will turn up a silver
bracelet worth 50gp, a ruby amulet worth 250gp, a single
sapphire earring worth 100gp, a spool of mithril wire worth
150gp, a mithril ingot worth 250gp, and a gold ring worth
250gp.
Another way exists to reach the tomb as well, the old
crypt entrance built into the side of the mountain, reachable by
following the mountain trail in area F10.People of Fairhaven
are only vaguely aware of the tombs entrance these days, but
can direct the PCs to it if theyre asked.
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F8. THE GARDENSThe gardens of Fairhaven are lush, beautiful and dominate the
lowest tier of the city. The waterfalls are diverted into two
small rivers that feed the flora, all of which is tended to a
meticulous degree. While many of the citys buildings have
suffered greatly from the earthquake, the gardens growth
seems unimpeded. A cracked path here and there is all thatthere is to indicate a calamity ever transpired here.
The current state of the gardens is largely owed to Nelbin
Jameson (NG male human expert 6), who has made it his
duty to tend them. Hes made it a point to open the gardens to
people whose homes were destroyed, and numerous tents can
be found in amidst the flora. Nelbin is a master herbalist, and
is busying himself using the gardens resources to produce
healing poultices and ointments to relieve some of those less
seriously injured during the earthquake. He can provide the
PCs with most alchemical items.
F9. COLLAPSED MINE ENTRANCEThe mountain walls part for a finely crafted brick path that
leads past four massive statues, much like the ones that stand
vigilant on the path leading into the city. The two that were
built into the west side of the path have suffered greatly in the
earthquake. One has fallen from its base and hangs between
the two sides of the path. The other is in pieces. Dozens of
capable Stoneshapers and Metalsmiths who werent in the
mines when the collapse occurred are located here, attempting
to clear the debris to reach their entombed brethren.
Tobias Shortwall (LG male dwarf expert 6) is directing
the efforts here. When encountered, hes angrily shoeing away
one of his students that is urging him to get some sleep. Tobias
has been awake for days, and while he still seems clearheaded,his movements and betray a lack of dexterity that accompanies
exhaustion. The going is agonizingly slow, but hes a patient
dwarf that wont risk causing an additional collapse by rushing
the job. When the PCs declare their intention to help, hell
shake the dust and stone debris from his beard and greet them
cordially,but hell make it clear he doesnt have much time to
answer questions. If the PCs are sincere in helping, hell
suggest they try to find another way into the mines. Hell
suggest they go to the guildhall to search through mining
records, or brave the fissure to see if it connects with any of
the old tunnels. They sent a crew to survey the fissure a few
days ago without any success, but the aftershocks might have
opened up a new passage.
F10. THE MOUNTAIN TRAILAn old winding trail snakes its way through the rocky slopes
behind Fairhavens gardens and leads deeper into the
mountains. About nine miles out of Fairhaven exists the nearly
overgrown tomb entrance (area M4). It has been quite some
time since anyone has visited the tomb to revere the forgotten
dead though.
CRYPT ENTRANCE (CR 4)
There isnt much on the outside that betrays the existence of a
dwarven crypt, with the old stone arches having weathered
down to a shadow of their former glory. The surrounding area
is thick with overgrowth, over which the stone wall of the
mountain rises. Evidence of the old dwarf door is barely
perceptible in the rock face, the impressions of ancient runes
having been worn down by centuries of exposure to the
elements.
As the PCs approach, a DC 15 Perception check will
reveal the presence of bits of bone and fur matted in clumps in
the underbrush as they near the door. A DC 10 Knowledge
(nature) check can confirm these are giant owl pellets, and aDC 15 Knowledge (arcana) check can further identify them as
owlbear droppings.
The old stone doors of the crypt were long ago broken
from their pivot points. One door yet remains upright, though
it is slightly ajar. The other has fallen inward, and is cracked
in multiple places. Each door consists of a slab of stone about
5 feet high, 3 feet wide and 6 inches thick, weighing about
1,300 pounds.
Numerous bits and pieces of the ceiling and walls have
broken off and form the rubble that litters the floor. Plant life
has reclaimed some of the stone floor near the entrance,
pushing up through the tiles cracked by the door when it fell.
Creature:Dried leaves scatter the area, and are clumpedin a heap at the back of the chamber, where stirs an angry
owlbear.
OWLBEAR CR 4
XP 1,200
hp52 (Pathfinder RPG Bestiary)
TACTICS
During CombatWhile not really a tactic, the hulking owlbear
will charge any creature that enters its lair, striking the
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standing stone door in the process, causing it to topple
over and do 2d6 damage to any in the square it fell into. A
DC 15 Reflex save will halve the damage.
At the rear of the cave is set of dilapidated stone doors
(DC 24 to break, Hardness 4, hp 45). Unlike the exterior doors
though, these ones remain closed, with a lock still intact,
though completely rusted over. A chunk of the door has
broken off near the top of the right door though, and is large
enough for a small character to squeeze through with a DC 10
Escape Artist check. From the other side of the door, the
locking mechanism can be reached and easily bypassed with a
DC 15 Disable Device check.
INTO THE DARKNESS (CR 4)The long tunnel that leads to the old crypt originated as a
result of following a vein of mithril that dwarves say was how
the gods led an exhausted people to the site that would become
Fairhaven, for they would come to build the town above thecrypts. Undisturbed for centuries, hundreds of thousands of
bats made their home here following the crumbling of the
tunnel entrance. During the earthquake, a vent of natural gas
was routed into the tunnel and the bats began to die. While
some of them have found breathable air deeper in the cave,
most lie dead and are scattered upon the floor upon thick
layers of guano.
When the PCs enter, theyll notice the dead bats, and
while guano is dried on its upper most layers, it still presents a
slick surface to walk upon and can reach two feet deep in
places. Treat the floors of the tunnel as dense rubble (half
movement, +5 to acrobatics checks and +2 to stealth checks)
due to large portions of the ceiling and the walls breaking and
falling on the floors. In addition to this, the earthquake hascaused stretches of the floor to become even more uneven than
they already were. Creatures moving more than half speed are
required to make a DC 15 Acrobatics check at the start of their
movement or fall prone. This DC is increased by 5 when
running or charging.
The air is thick with a heavy ammonia smell in areas
where the guano is particularly deep, and helps further mask
the virtually odorless natural gas. Detecting the gas is a DC 25
Survival check. Each hour the PCs remain in the tunnel
prompts a Fortitude save (DC 15 + 1 per previous check).
Failure results in the PC becoming fatigued. Once fatigued,
slow suffocation sets in and the character takes 1d6 points of
nonlethal damage every 15 minutes. When reduced to zero,this becomes lethal damage.
If an open flame is used within the tunnel, it will ignite
the gas, causing 4d6 points of damage (Reflex save DC 15 for
half) to all within the tunnel, or within 5 feet of the entrance.
After the explosion, the air will not be breathable for 2d4
minutes.
The path reaches deep into the mountains back towards
Fairhaven, approximately nine miles. Moving at half speed, it
will take the average party four hours to traverse the gassed
area of the tunnel.
DONT BREATHE THIS (CR 1)A large section of the tunnel has sunken deeper into the earth,
creating a pit 30 feet deep and 10 feet across, and spanning 20feet to the left and right of the dwarf-made passage. A
successful DC 20 Acrobatics check is needed to attempt a long
jump via a running start, and the jump itself is DC 15. If the
PCs explore the crevice, they can find the source of the natural
gas leak with a DC 10 Survival check, which is a 2 feet wide
crack near the bottom of the crevice. A swift current of natural
gas can be felt moving through the area.
Treasure: When investigating the current, a DC 15
Perception check will reveal a glimmering surface in the
broken rock at the base of the fissure. Its an uncut chunk of
tanzanite worth 1,200gp.
BATS! (CR 3)The tunnel moves upward and the PCs will come upon a
section high enough to escape the worst parts of the natural
gas. Its also where the rest of the living bats have gone .
Theyre starving and easily excitable, forming into a swarm
and attacking the PCs as soon as they make their way into the
area. The tunnel leading into the area is still filled with
dangerous natural gas. If the PCs havent dealt with the vapors
yet, they will threaten an explosion if the right conditions are
presented.
BAT SWARM CR 2
XP 600hp9 (Pathfinder RPG Bestiary)
END OF THE LINE (CR 5)When the PCs reach the end of the tunnel theyll find hanging
from the tunnel ceiling numerous stringy clumps containing
the dried husks of bat corpses. Theyll also see a door thats in
much better condition than the ones theyve bypassed
previously. This one is a sturdy stone door set on a central
pivot and carved to the likeness of a shield bearing dwarf. The
features of the statuesque door is mostly obscured beneath
thick layers of webs, and a DC 14 Perception check reveals a
shifting stringy substance writhing just beneath the surface.The door is not locked, but is a massive block of stone
that is fitted expertly into the door. Rotating it to gain entry
requires a DC 12 Strength check.
Creatures: Two giant spiders make their home in the
webs, and can be spotted with a DC 22 Perception check. The
two giant spiders have spawned a brood that makes its home
on the door beneath the webbing there. If disturbed, two spider
swarms will burst through the webs and attack the PCs.
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SPIDER SWARMS (2) CR 1
XP 400 each
hp7 each (Pathfinder RPG Bestiary)
GIANT SPIDERS (2) CR 1
XP 400 each
hp16 each (Pathfinder RPG Bestiary)
MR. BONES COMETH (CR 6)
Entering the main hall of the dwarf crypt reveals a large
central chamber with four rows of sarcophagi at the center,
and small antechambers on each corner of the room. The
northeastern corner of the room has been collapsed by the
earthquake, and is the entry point to the scene should the PCs
decide to find their way through the fissure.
Creatures:At the farthest end is a large ornately detailed
sarcophagus, upon which is a woman fighting against
restraints that are holding her to the lid. Above her floats a
large cloud of black vapors, from which extend numerous
boney arms that are stretching forth to caress her face. Skulls
ebb and flow through the vapors, a stream of cacophonous
babble emanating from them. When the PCs hear it, they areaffected by the babble ability of the giant allip.
A robed figure, wearing a bloody bone mask looks up
from the captive girl with knife in hand as the PCs enter. He
orders the undead horde surrounding the coffin to form a
barrier between the coffin and the PCs, but the commotion
disturbs the vaporous entity which briefly envelops the
sarcophagus and the girl as it descends into the floor, its
incorporeal form disappearing beneath the stone tiles.
MR. BONES CR 4
XP 1200Male dark slayer necromancer 2 (Pathfinder RPG Bestiary 2)
CE Small humanoid (dark folk)
Init +5; Senses detect magic,see in darkness; Perception +3
DEFENSE
AC 19, touch 19, flat-footed 16 (+3 Dex, +1 size, +4deflection)
hp 44 (4d8+2d6+18)
Fort +4, Ref +9, Will +3
Weakness light blindness
OFFENSE
Speed 20 ft.
Melee +1 kukri +11 (1d3+2/18-20 plus poison)
Special Attacks death throes, poison use, sneak attack +2d6,
soul harvest
Spell-Like Abilities(CL 6th; concentration +8)
Constantdetect magic
At will bleed (DC 12), chill touch (DC 13), darkness,
spectral hand3/daydaze monster(DC 14), death knell(DC 14), inflict
moderate wounds(DC 14)
Wizard Spells Prepared (CL 2nd; concentration +4):
1st -- cause fear (DC 13), ray of enfeeblement (2) (DC 13)
0 (at will) -- ray of frost, touch of fatigue (DC 12),
open/close (DC 12)
TACTICS
Before Combat Before making his most recent and successful
attempt to lure the allip, Mr. Bones took the precaution of
casting mage armorupon himself.
During CombatMr. Bones will first attempt to bolster his hit
points for the battle ahead by ordering his undead to block
the PCs entry into the room while he uses his soul harvestability on Cherish. Once the PCs gain entry into the room,
hell unveil the skull of a crypt thing that he carries with
him. At the time he exposes the skull, all present within
the room must make a DC 14 Will Save or be randomly
relocated around the room. Mr. Bones will then make use
of the confusion to flank the PCs, utilizing undead from
his robe of bonesto create additional troops if necessary.
Moral Mr. Bones has spent weeks devising a strategy to lure
the allip to him. The PCs interruption will send him into a
rage and hell realize only too late that he should have
fled.
STATISTICS
Str 12, Dex 20, Con 16, Int 15, Wis 9, Cha 15
Base Atk +4; CMB +4; CMD 18
Feats Combat Casting, Scribe Scroll, Skill Focus (Use Magic
Device), Command Undead (5/day) (DC 13), Weapon
Finesse
Skills Acrobatics +2 (-2 jump), Climb +2, Escape Artist +2,
Fly +4, Heal +6, Linguistics +9, Perception +3, Ride +2,
Spellcraft +11, Stealth +10, Survival +8, Swim -2, Use
Magic Device +14
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Languages Aklo, Common, Dark Folk, Draconic, Dwarven,
Goblin, Undercommon
SQ arcane bonds (+1 kukri), death throes (dc 15), grave touch
(5/day), magical knack, opposition schools (enchantment,
illusion), poison use, soul harvest, specialized schools
(necromancy)
Combat Gear +1 kukri, robe of bones,large scorpion venom
(3 doses); Other Gear wand of gentle repose (16 charges),
potion of hide from undead (2), scroll of speak with dead,
210gp.
SPECIAL ABILITIES
Arcane Bond (+1 kukri) (Sp) Cast any spell in spellbook
1/day. Without it, Concentration required to cast spells
(DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on
the defensive.
Death Throes (DC 15) (Su) When a dark slayer is slain, its
body implodes violently into nothingness, leaving its gear
in a heap on the ground. All creatures within a 10-foot
burst take 1d8 points of sonic damage and must make a
DC 13 Fortitude save or be deafened for 2d4 rounds.Grave Touch (5/day) (Sp) Melee touch attack, shakes then
frightens target.
Poison Use (Ex)Large Scorpion Venominjury; save Fort
DC 17; frequency 1/round for 6 rounds; effect 1d2
strength; cure1 save.
See in Darkness See perfectly in darkness of any kind,
including magical darkness.
Soul Harvest (Su) When a dark slayer damages a flat-footed
foe or a foe it is flanking with a melee touch spell or spell
like ability that deals hit point damage, the spell does an
additional 1d6 points of damage and the dark slayer gains
an equal amount of temporary
SKELETONS (4) CR 1/3
XP 135 eachhp5 each (Pathfinder RPG Bestiary)
ZOMBIES (2) CR 1/2
XP 200 each
hp12 each (Pathfinder RPG Bestiary)
The girl is Cherish Brayburn (CG female human
commoner 2), the sister of Madam Ava and Cara from the
Hammers Rest. She was exploring the fissure, against her
sisters advice, when Mr. Bones abducted her. Shes been held
here for three days now, and knows nothing about what ishappening at the Hammers Rest. If the PCs prove themselves
to be heroes and rescue her from the allip, and the PCs
bypassed the Hammers Rest encounter, shell seek them out
later to request their assistance in exorcising the spirits. For
now, shes thankful to be alive and will take her chances
climbing out of the fisher. Shes a capable climber and wont
have trouble making her way slowly to the surface. If the PCs
entered the fissure, shell attempt to leave by way of the
constructed entrance, triggering the encounter with the spiders
upon opening the door. Shell then change her mind and climb
out.
In parting, shell mention a curious creature she met when
Mr. Bones would leave in search of the allip. On her first day
of imprisonment, the creature came out of the mine entrance,
to explore the room. It took great care not to attract attention
by the skeletons and zombies, but on subsequent visits worked
up the courage to bring her some meat it had picked off a dead
rat. When it brought her food, she noticed the bloody bands
around its wrists and ankles. She asks the PCs to treat it gently
should they chance upon it later. She isnt sure where it came
from though. The door into the mines is well hidden, and can
be found with a DC 25 Perception check.
-- MINE ENTRANCE --If the PCs dont yet know to look for the mine entrance
have one of the skeletons or even one of the PCs get
transported randomly behind the covered entrance.
From the other side, you can see the light in the main
chamber. If a skeleton is used, have the PCs hear itscratching against the stone in an effort to reach them
again. Alternatively, what remains of the crypt thing
could prove useful by disclosing the location of the
mines breach into the crypt. Hes mostly decayed
though and cannot speak unless through the use of
magic. If taken from the crypt, the skull wastes away
into dust.
ENTERING THE MINES OF
FAIRHAVEN (CR Varies)Finding the trapped miners will mean traversing a section of
the mine that has been long abandoned and also ravaged bythe recent earthquake. The tunnels of the ancient section of the
mine were abandoned precisely because they had become too
difficult to navigate, and getting lost here is easy. Areas in this
section of the mine are broken by natural cave systems and
collapsed tunnels. The PCs will have to make survival checks
to stay on course. It will take two hours of travel to traverse
the old mines.
The tunnels themselves are only about 5-feet wide in most
places. The mines of Fairhaven were never industrial in
nature, and they are only meant for one or two miners
traveling together, often in single file.
The crudely mined tunnels are often broken by natural
caverns that, in addition to being difficult to traverse, are alsodangerously unstable in places. A DC 20 Knowledge
(engineering) or DC 20 Craft (stonemasonry) check will
reveal unstable areas.
If such an area is subject to a major impact or concussion
it will have a 10-foot bury zone radius and a 5-foot-wide slide
zone around it. Being caught in the bury zone causes 4d6
damage, or half that with a successful DC 15 Reflex save,
though they are still buried. Creatures in the slide zone take
1d6 damage, or no damage on a successful DC 15 Reflex save.
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Buried creatures incur 1d6 points of nonlethal damage per
minute of being buried. Once unconscious, the creature must
make a DC 15 Constitution check each minute or take 1d6
points of lethal damage each minute until freed or dead.
Many of the natural tunnels are unworked stone, and
narrow, requiring characters of average size to squeeze
through them. Each of these squares counts as 2 squares when
moving through them. Additionally creatures suffer -4 to
attack rolls and -4 to AC while squeezing through one of these
tunnels.
Creatures: While traversing the tunnels of the ancient
mines, the PCs will hear the soft ramblings of a drow warrior,
driven quite mad by repetitive attacks of the allip. When
encountered, hell be virtually oblivious to the PCs presence,
feeling his way through their midst and unsteadily walking
back into the dark. If the PCs can understand undercommon,
theyll hear him whisperdisconnected words and phrases for
the most part. Very briefly, hell mention that hes trying to
get away, and that itseems to come for him less often now.
DROW WARRIOR CR 1/3XP 135
hp 5 (Pathfinder RPG Bestiary)
TACTICS
During Combat Hell put up no fight if the PCs attack,
almost relieved that death will end his madness.
HARRASSED FROM BEYOND THE
GRAVE (CR 5)The allip is an insatiable creature, and having departed the
scene of their last encounter, will use the narrow tunnels of the
natural caverns to its advantage. As the PCs traverse the
mines, the allip will periodically drift through the walls,attacking one of the PCs, and then drifting back into the rock.
Moments before an attack, the PCs will have a chance to
hear the undead monster with a DC 14 Perception check, as
the walls will begin to reverberate with its unearthly
cacophonic babbling.
ALLIP CR 4
XP 1200Giant allip (Pathfinder RPG Bestiary 3)
CE Large undead (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +8
Aurababble (60 ft., DC 17)
DEFENSEAC 16, touch 16, flat-footed 14 (+2 Dex, -1 size, +5
deflection)
hp 46 (4d8+20)
Fort +6, Ref +5, Will +5; +2 bonus vs. channeled energy
Defensive Abilities channel resistance +2, incorporeal
Immune ability drain, bleeds, critical hits, death effects,
disease, energy drain, exhaustion, fatigue, mind-affecting,
non-lethal damage, paralysis, physical ability damage,
poison, precision damage, sleep, stunning, undead traits
OFFENSE
Speed 0 ft., flight (30 feet, perfect)
Space 10 ft.; Reach 10 ft.
Meleeincorporeal touch +3 (1d4 Wisdom damage)
Special Attacksbabble,touch of insanity (dc 17)
STATISTICS
Str, Dex 15, Con, Int 14, Wis 13, Cha 20Base Atk +3; CMB +6; CMD 23
Feats Improved Initiative, Lightning Reflexes
Skills Fly +15, Intimidate +12, Perception +8, Stealth +5
Languages Aklo, Common
SQ madness
SPECIAL ABILITIES
Babble (Su) An allip constantly mutters to itself, creating a
hypnotic effect. All sane creatures within 60 feet of the
allip must succeed at a DC 17 Will save or be fascinated
for 2d4 rounds. While a target is fascinated, the allip can
approach it without breaking the effect, but an attack by
the allip does end the effect. Creatures that successfully
save cannot be affected by the same allip's babble for 24
hours. This is a sonic, mind-affecting compulsion effect.
The save DC is Charisma-based.
Madness (Su)Anyone targeting an allip with a thought
detection, mind control, or telepathic effect makes direct
contact with its tortured mind and takes 1d4 points of
Wisdom damage.
Touch of Insanity (Su)The touch of an allip deals 1d4 points
of Wisdom damage (DC 17 Will negates). A successful
critical hit causes 1d4 points of Wisdom damage and 1
point of Wisdom drain (instead of double Wisdom
damage). With each successful attack, an allip gains 5
temporary hit points. The save DC is Charisma-based.
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PROFESSOR PODUM (CR 1)In the quiet dark of the ancient mines wanders a solitary
kobold named Podum. Once a prisoner of the drow slavers
who recently passed through here, he was set free on the
condition that he assists in capturing the Fairhaven miners in
the areas above. He has bloody rings around his wrists and
ankles to prove it. Unlike many of his fellow slaves, Podumknew what would come of drow promises, and so he
engineered a tunnel collapse and escaped into the maze of
ancient mining passages.
Hes been getting water from the allips tomb and
catching a rat here and there for food . Hes also been doing his
best to avoid drow patrolling the area, as well as the allip that
has been moving between the lower mines and the ancient
crypt. In one case, he was able to route a drow patrol into the
allip, letting that particular problem resolve itself.
Podum isnt interested in staying in the mines, but hasnt
yet found a way past the drow encampment (See Denizens of
the Dark below) or Mr. Bones. He became quite familiar with
much of the mining network and can assist the PCs innavigating them if they promise to protect him and let him go
once they reach the surface. His aid will negate the need to roll
survival checks to avoid getting lost in the mines.
Hell guide them down a deep fissure to show them the
chamber where he believes the allip came from as well (See
Forgotten Guardian below). Hes observed that the allip
remains close to the area, but will not e