Hollow Last Hope
Hollow Last Hope
Hollow Last Hope
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HOLLOW’S
LAST HOPE
GAMEMASTERY MODULE D0
WILDERNESS AND DUNGEON ADVENTURE
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CREDITS
Design: Jason Bulmahn, F. Wesley Schneider
Development and Editing: Jason Bulmahn, Mike McArtor, Jeremy Walker
Cover Artist: UDON with Joe Ng and Espen Grundetjern
Interior Artist: UDON with Joe Ng and Espen Grundetjern, Vincent Dutrait
Cartographer: Christopher West, Robert Lazzaretti
Graphic Designer: James Davis
Senior Art Director: Sean Glenn
Brand Manager: Jason Bulmahn
Publisher: Erik Mona
Hollow’s Last Hope is a GameMastery Module designed for four 1st-level characters. By the end of this module, char-
acters should reach 2nd level. This module is compliant with the Open Game License (OGL) and is suitable for use
with the world’s most popular fantasy roleplaying game. The OGL can be found on page 16 of this product.
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T
he small village of Falcon’s a small spring on the edge of town, and a or they might encounter one another as
rare fungus called blackscour. By banning they’re individually drawn to seek a cure
Hollow is a wild place. Nestled the use of the spring, the town constabu- for the town’s affliction (likely either in line
in the shadow of Droskar’s Crag, the lary hopes to prevent further infection, but at Roots and Remedies or at Laurel’s sug-
such measures offer little respite to those gestion of cooperation).
people of Falcon’s Hollow are hearty already afflicted. If the PCs need encouragement to
While Laurel has attempted numerous become involved in the plot of the adven-
and stern. Theirs is a life of hardships, treatments, she has been unable to cure ture, a friend, relative, or possibly one of
broken only occasionally by a handful the disease. She lacks the reagents to brew the PCs themselves might come down with
one last unusual medicine, though all the blackscour taint. Alternatively, both herbal-
of festivals and the infrequent necessary elements can be found within ist Laurel and Sheriff Baleson could put out
nearby Darkmoon Vale. Thus far, though, calls for assistance, drawing on PCs’ specific
merchant caravan. no townsfolk have dared to venture into the talents, which might lead the PCs to learn
wooded reaches and secure the ingredients of Laurel’s more unusual cure.
They face constant adversity from for this potential cure. When you’re ready to begin the adven-
ture, read or paraphrase the following to
both the wilderness and the wiles of Adventure Summary the players.
man. Wolves nip at their heels and Charged by herbalist Laurel to cure the
afflicted town, the PCs venture into Dark- Perched at the edge of civilized lands, the small
cutpurses ply at their pockets. It is a moon Vale to secure the ingredients town of Falcon’s Hollow has always had to
required to cure Falcon’s Hollow of the rely on itself to solve its problems. Meanwhile,
testament to their strength that they blackscour taint. Along their path, the PCs the uncaring lumber barons squeeze the com-
even manage to survive at all. encounter numerous forest denizens, hints mon folk for every last copper, deaf to their
of growing dangers within the woodlands, pleas. Now the hacking coughs of the sick are
—Pathfinder Chronicles and the ruins of a dilapidated dwarven heard throughout town. The plague has come
holding—the domain of a ferocious, bes- to Falcon’s Hollow and the town’s leaders can’t
tial master. be bothered to stop it.
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Adventure Background
In the past week, numerous residents of
BEFORE THE KOBOLD KING
Falcon’s Hollow have fallen ill, each suf-
Aside from being its own adventure, Hollow’s Last Hope works well as a prelude to
fering from the same hacking affliction.
GameMastery Module D1: Crown of the Kobold King. GMs interested in running this
Local remedies prove as useless as prayers adventure as part of Crown of the Kobold King can remove all elements of the disease
at the Church of Iomedae, goddess of valor, afflicting Falcon’s Hollow and instead use the encounters in Darkmoon Vale and in the
justice, and honor, and already at least ruins above the kobolds’ lair as supplementary encounters. Containing its own com-
one town elder has been claimed by the plete adventure and extensive details on the town of Falcon’s Hollow, Nicolas Logue’s
wheezing death. Crown of the Kobold King is available now at your favorite local game store and online
Fortunately for Falcon’s Hollow, a canny at paizo.com.
local herbalist named Laurel has traced the
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a tenacious mix of greed, debauchery, and fourth day, with the death toll increasing lay their medical concerns at the feet of
stubborn self-reliance. an additional 1d4 every day until a total the local herbalist, a tough woman named
of forty villagers have perished. If the PCs Laurel (NG female human expert 3), whose
Falcon’s Hollow have acquaintances or loved ones afflicted income stems as much from her sale of
Town nonstandard (Lumber Consortium); AL NE by blackscour taint (and who lack full NPC snake oils and aphrodisiacs as from ques-
GP Limit 1,500 gp; Assets 40,550 gp statistics), roll 4d10 for each noteworthy tionable cure-alls and bitter teas. As quick
DEMOGRAPHICS relation. If the PCs do not return to town to suggest expensive remedies as she is to
Population 1,400 with a cure for the disease by the time the remind angry buyers that she is not, in fact,
Type isolated (human 94%, halfling 3%, half-elf death toll reaches the NPC’s number, the a physician, Laurel does her best to help
1%, elf 1%, other 1% ) specified character dies. those who come to her in need, but her tight
AUTHORITY FIGURES Once forty townsfolk die from blacks- income, need to survive, and pride prevent
Gavel Thuldrin Kreed, LE male human expert 3/ cour taint, the malady has run its course, her from admitting failure.
rogue 4 (Gavel of the Lumber Consortium), killing all those unable to In treating the blackscour taint, as in
Magistrate Vamros Harg, NE male most cases, Laurel has turned to her grand-
halfling aristocrat 2/sorcerer 5 mother’s tome of recipes, cures, and spells
(Magistrate-Elect), Sheriff for aid. Although the book contains no
Deldrin Baleson, LN male half- actual magic, it holds the rooted wis-
elf expert 3/fighter 3 (Sheriff of dom of generations of Laurel’s fam-
Darkmoon Vale), Boss Payden ily, including the teachings of the
“Pay Day” Teedum, LE male Witch of Darkmoon Vale, Ulizmila,
human monk 2/fighter 3 from whom Laurel’s grandmother
(Overboss of the Lumber learned in exchange for her sight.
Consortium). There’s one last treatment from
the cultic appendices of the
The Affliction tome—scribed in a hand that is
At the start of this adven- not Laurel’s grandmother’s—that
ture, several dozen people the herbalist has yet to try, as she
in Falcon’s Hollow have lacks three of the most impor-
contracted a fungal tant ingredients and would
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fill high shelves and tables doing double duty medicine.” Camp to the east and look for Milon Rhod- 4468694
as displays and workspaces. In the shop’s What’s in this medicine? “Some rare dam—the most experienced woodsman in
rear, a rail-thin woman with severe-looking roots and concentrations, most of which I the Lumber Consortium.
spectacles and hair pulled back tightly bus- have here, but there’s three I don’t. Elder-
ies herself between an overpacked rack of wood moss, which I’ve never heard of, but
herbs, a table covered in stray powders and granny says the stuff only grows on the old-
measuring equipment, and a pot loudly est tree in a forest. A specially pickled root MAPPING THE VALE
bubbling over with thick gray froth. Over called rat’s tail, again, sounds like hoojoo At some point, the PCs are going to need
the din of her work and without looking up, to me. And seven ironbloom mushrooms, to determine where in Darkmoon Vale
the woman impatiently shouts, “And what’s stunty little things that only grow in dark to search for the ingredients to create
Laurel’s cure. Of greatest interest are:
your problem?” places thick with metal, a favorite among
Ulizmila’s hut, the oldest tree in the vale,
dwarves, or so I hear.”
and the dwarven ruins. PCs familiar with
Do you know where we could find these the area might be able to make the fol-
The PCs are free to converse with Lau- ingredients? “Well, for the elderwood mold, lowing Knowledge checks to know where
rel as they please and she can tell them there’s gotta be an oldest tree in the vale. these sites lie. If they lack these skills, the
anything they need to know about the Damned if I know where it is, though. PCs can question Milon Rhoddam at the
blackscour outbreak, how many people are “The rat’s tail and mushrooms are even Consortium Lumber Camp.
afflicted, and—especially—how it’s not her longer shots. Way north, toward the moun-
job to treat every cut and scabbed knee the tains, people say there used to live a bunch Knowledge Check
daft people of Falcon’s Hollow come crying of dwarves. They’re not there anymore, Location and DC
to her about. but I’d bet their forges are. If you can find
Ulizmila’s Hut Geography DC 16,
Initially dismissive if the PCs don’t pres- ironbloom anywhere around here, that’d be
Local DC 20
ent themselves as customers or capable your best bet.
assistants, she eventually comes around “As for the rat’s tail, who knows? Well. Eldest Tree Geography DC 20,
and tells the PCs what she knows about Actually. Ulizmila, the witch that lives deep Nature DC 24
the taint. Even if the PCs seem honestly in the woods might. She’s a crafty, mean Dwarven Geography DC 16,
willing to help, she might not even think thing that knows all sorts of strangeness. Monastery Local DC 20
to mention the untried medicine until the She might even have one. I don’t know what
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PART 2: DARKMOON VALE Three sprite-like creatures, known as keld as a constrictor snake). During the day, the
The PCs should be compelled to plot their piskies, are pinned here, their exsangui- moorsnake is too lethargic to attack and
own journey to and through Darkmoon nated bodies turned to gnarled wood. A DC merely slithers away. At night, though, it
Vale, choosing their path as they see fit. 16 Knowledge (nature) check identifies these might slip into camp and attempt to con-
Unless a PC rolls high on a Knowledge creatures, while a DC 14 Knowledge (local) strict a sleeping PC.
(geography) or Knowledge (local) check, check recalls dubious stories about fairy 10. Wolves: Two wolves in the service of
it’s likely they’ll need to make a stop at the blood being used to turn lead into gold. Graypelt (see Part 3) patrol the far reaches
Lumber Consortium’s main camp (see the 3. Woodsmen: Three inexpert and of their master’s claimed territory. They
Mapping the Vale sidebar). slightly drunk human hunters travel the viciously attack the PCs on sight, but both
The entire journey, from Falcon’s Hol- forest, trapping rabbits and tracking larger flee if either is reduced to fewer than half
low to the lumber camp, to various forest game, specifically dunlied (see the Forest hit points, returning to the monastery to
locations and on to the old dwarven ruins, Fauna sidebar). If the PCs get lost or are inform their worg master.
is just over 37 miles in length. Assuming looking for directions, these woodsmen
the group moves at a speed of 30, the entire can point them back to their path with A: Lumber Consortium Camp
journey takes a little more than three days, somewhat questionable expertise.
plus any time spent exploring or days spent 4. Glowmold: The undersides of several The Lumber Consortium Camp cuts an ugly scar
resting. This time increases to five days if large rocks deep in the forest are covered in of stumps into a dense stand of proud dark-
the group’s speed is 20. Crossing the water rare, glowing mold. A character who makes wood trees. Five sturdy-looking log buildings—
on the return trip cuts it down to only 22 a DC 16 Survival check can harvest enough seemingly a bunkhouse, meal hall, office, barn,
miles but requires a treacherous swim or of the mold without destroying it to serve and smithy—stand with numerous wide carts
the construction of a crude raft. as a light source. Once removed from the and sleds amid the sawdust-covered clearing.
While the PCs are exploring the vale, roll rock, the mold continues to glow with the
on the following chart to generate a random brightness of a torch for 3 days.
encounter once per day. 5. Wyvern Sighting: Any character who Owned and operated by the local Lum-
makes a DC 20 Spot check notices an ber Consortium, the camp appears as cal-
ominous shadow and looks up quickly lous and unrelenting as the men who work
RANDOM ENCOUNTERS IN enough to see a hunting blue wyvern it. Visitors without direct business with the
soar low over the tree tops. Unless the camp foreman are typically sent packing
DARKMOON VALE
PCs specifically (and especially loudly) by the first band of surly loggers (CN male
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Roll Encounter EL attempt to attract its attention, the human warrior 1/expert 1) they encounter.
wyvern does not notice them. If the PCs come inquiring after woods-
1 Foul Tracks — 6. Kobold Shaman: Kolmokmurk was man Milon Rhoddam, their requests are
2 Dead Fey —
the former shaman of the kobolds who ignored by the workers unless they succeed
now lair beneath the dwarven mon- at a DC 16 Diplomacy or Intimidate check.
3 Woodsmen — astery. He was exiled after he drank a PCs who inquire after the camp foreman,
4 Glowmold —
potion that killed him and animated Jarlben Trookshavits, are taken to his filthy
him as a zombie. The zombie kobold office, thickly decorated with taxidermies
5 Wyvern Sighting — now wanders the forest, thoughtless and of fierce forest animals. The impatient
6 Kobold Shaman 1/4
aimless, attended by Creeper, his dutiful foreman sends for Rhoddam if the PCs
rat familiar (who now lives in his skull). succeed at a DC 14 Diplomacy check or pay
7 Giant Mosquito 1/2 He wears a crude wood sign bearing the the man 5 gp.
8 Hunter’s Snare 1
word “shaman” in Draconic. Milon Rhoddam (N male human expert
7. Giant Mosquito: A giant mosquito 2/ranger 2), a blunt, quiet man, is one of the
9 Giant Moorsnake 2 (with the same stats as a stirge) crosses the most experienced wanderers and woods-
10 Wolves 3
path of the PCs and attempts to sound- men in the region. His nephew has taken ill
lessly attach itself to the character walking with blackscour taint and, if the PCs explain
in the rear. The disgusting insect flees if it they’re trying to find reagents to brew a cure,
1. Foul Tracks: A DC 18 Spot check reveals takes any damage. he gladly sketches them a rough map of the
a set of deep, goat-like tracks. A character 8. Hunter’s Snare: Grung Knifetongue forest, marking the location of where he
with Track can determine that whatever (see area D) laid a number of dangerous believes Ulizmila’s hut, the oldest tree in the
made these depressions walks upright, and traps about the woods. Along an overgrown forest, and the dwarven ruins stand. Should
can easily follow them. The tracks only per- deer trail, he set a camouflaged pit trap (see more than thirty townsfolk die before the
sist for approximately 50 feet before myste- DMG, 70), covered in leaves and supporting PCs return, Rhoddam’s young nephew is
riously disappearing. the form of a dead rabbit. among the dead, and the canny tracker
2. Dead Fey: The PCs happen upon a dead 9. Giant Moorsnake: An ophidian preda- holds them responsible, possibly seeking
tree streaked with multicolored fairy blood. tor crosses the path of the PCs (same stats revenge at a future date.
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B. Bait (EL 1) and 20 feet from the forest. Knifetongue has while his razorcrows attack.
This encounter occurs the first time the set up his hiding spot 50 feet to the north- Morale If Grung takes any amount of damage
characters draw near the river or lake. east of his trap, just within the trees. or if the PCs close to within 20 feet of him,
PCs passing near this area must make PCs who attempt to remove the fox from he leaps from his perch (10 feet up in the
a DC 16 Listen check to hear an animal’s the trap can do so by succeeding at a DC 14 trees) and attempts to flee.
whimpering a short distance away. Strength check. The pitiful animal puts up
no resistance. Razorcrows (2) CR 1/3
Not far from the edge of the forest-shrouded Creatures: Grung Knifetongue, a gray- hp 4; MM 273 (hawk)
lake, a fox with large ears and bright orange skinned hobgoblin with a prodigious TACTICS
fur lies bleeding, its hindquarters caught fully cleft palate, lurks in the nearby tree line, Morale The razorcrows fight to the death.
in the jaws of a crude iron trap. watching over his catch with his bow and
waiting for greater prey. The fox is a Darkmoon firefoot, a spe-
cies of fennec unique to this region (see
Although the fox here has obviously been Grung Knifetongue CR 1/2 sidebar). The firefoot is badly injured, its
snared by a hunter’s cruel trap, the beast’s Hobgoblin War 1 hindquarters slashed by the hobgoblin’s
cries are part of a ploy meant to lure greater hp 6; MM 153 trap. If left alone, it dies in days. A charac-
prey. The hobgoblin poacher Grung Knife- TACTICS ter who saves and treats the fennec, though,
tongue lies in wait, hoping the fox’s cries Before Combat Grung hides nearby, taking 10 can nurse it back to health in two weeks
attract a Darkmoon wolf, one of the giant on his Hide check (for a total of 18 including (or one week with a DC 14 Heal check). If
moorsnakes from the lake, or other curious penalties for distance). Those who fail to the character attending to the firefoot has
passersby, like the PCs. spot him are surprised when he attacks. either wild empathy or succeeds at a DC 14
The fox lies on the grassy shore of the During Combat Grung has a shortbow instead Handle Animal check, the fox remains with
lake or river, some 10 feet from the water of javelins and fires every round at the PCs, the PC after it is healed.
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C: The Forest Elder (EL 2) a DC 14 Spot check to notice three bodies nearly all their flesh, the woodsmen’s equip-
hanging in the high limbs (see treasure). ment still dangles from their half-devoured
The dense trees and thick brush of the for- Despite its serene nature, the glade is not carcasses. Those who search the bodies find
est give way, parting seemingly in respect for without danger. the following items remain in useful con-
the titanic darkwood tree that dominates this Creature: A rare dragonkin known as a dition: two crossbows, two short swords, a
clearing. Several times taller than a temple tatzlwyrm makes its lair in the branches of suit of hide armor, a masterwork shortbow,
minaret, in one direction the obviously ancient the massive darkwood here. a signet ring with the image of a flaming
tree reaches into the sky with branches like a hawk (worth 5 gp), 9 gp, 12 sp, and eight days’
giant’s arms, while in the other it plumbs the Tatzlwyrm CR 2 worth of rations.
earth with roots thicker than a man’s waist. hp 22; see the appendix
Its limbs broad and strong, its bark thick and TACTICS D: The Hag-Haunted Hollow
so richly colored as to almost be black, and Before Combat When the PCs enter the (EL 2)
its leaves the size of bucklers, the giant thing glade, the tatzlwyrm is hiding amid the
is less a tree and more a cathedral of boughs tree’s leaves and branches near its trunk. It The sounds of the forest become suddenly dis-
and branches. should be considered to have taken 10 on tant as the trees part, opening into a small,
its Hide check and, thus, PCs must make a almost perfectly circular glade. The near-
DC 23 Spot check to notice the beast and est stands of pine, eyln, and darkwood—all
This elder darkwood tree is the most avoid surprise. typically sturdy woods—twist away from
ancient of its kind in Darkmoon Vale. Said During Combat When the PCs approach, it the clearing, as if bent by some impossibly
to have been carried as a sapling from the charges from the tree, using its pounce strong wind or seemingly in an attempt to flee
Hissing Jungle and planted here in the dis- ability and trying to grapple its victim. despite their paralyzed roots. At the glade’s
tant past by Deirzir, the Eagle of The First Morale If reduced to 7 or fewer hit points, the center squats an ugly cottage, little more than
Way, himself, the druids that once guarded tatzlwyrm attempts to flee. a pile of twigs, shoots, and ivy stacked upon
the forest claimed this darkwood to be the mud walls. From the thatched roof dangle
root from which all Darkmoon grew. Treasure: A DC 12 Search check focus- bundles of gnarled roots, old dried beast car-
The clearing is roughly ovular, 180 feet ing on the elder darkwood’s trunk reveals casses, and knucklebone bangles, all clattering
from north to south and 110 feet from west a small patch of elderwood moss Laurel together like gruesome wind chimes. A dozen
to east. The elder darkwood has a trunk 30 described. The growth is easily collected by small thatched fetishes—each shaped like
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branches (DC 12 Climb check) that extend Those who investigate the bodies in the propped in the yard, keeping guard before a
35 feet from the trunk in every direction. A elder darkwood find the corpses of three rickety plank door.
persistent character could eventually scale hunters who went missing from Falcon’s
the tree’s nearly 300-foot height, gaining a Hollow months ago, killed by the tatzl-
commanding view of the entire forest. Any wrym when they happened upon the grove. Years ago this cottage was home to the
character who climbs the tree may make Although the bodies have been stripped of witch Ulizmila, a wise woman, practitio-
ner of the old ways, and local boogieman.
While some said she was a monstrous hag
and great, great granddaughter of Baba
FOREST FAUNA Yaga herself, the deathless Witch Queen of
the North, others knew her as a harsh but
A number of unusual or unique creatures dwell in the region around Falcon’s Hollow
and in Darkmoon Vale. Listed here are but a few PCs might encounter along their trav- wise sage willing to share her wisdom for
els. A DC 12 Knowledge (nature) check identifies any of these creatures. strange and often morbid prices. Although
Dunlied (Brush Colt): A particularly stout breed of small-antlered deer, often trained her works still spoil in this glen, Ulizmila
by foresters as mounts (same stats as light horse). is long since gone.
Giant Moorsnake: Gray and brown patterned aquatic snakes, skilled at hiding amid This clearing is roughly 120 feet in diam-
debris and floating foliage at the edges of rivers and lakes (same stats as constrictor eter, with a dilapidated, circular, 15-foot cot-
snake). tage at its center. Fourteen unnerving but
Firefoot Fennec: Small foxes with large ears and wispy patches of flame-colored fur harmless 3-foot-tall scarecrow-like effigies
around their paws (same stats as dog) are propped-up throughout the glade. Any-
Razorcrow: Over-large rooks with distinctive, jagged beaks and unkempt, oily black
one who approaches the cottage can see that
feathers (same stats as hawk).
its moldering door has rotted off its hinges
Saingrist’s Crawler: A breed of angry red and black centipede capable of growing to
monstrous size (same stats as any monstrous centipede). Their bites are said to burn but still blocks the way within. Any charac-
like fire. ter who makes a DC 10 Strength check can
Slurk: Disgusting, pale subterranean frogs that secrete powerful adhesives (see D1: easily heft aside the barrier.
Crown of the Kobold King). Inside, the cottage is dank, reeking, and
filled with shadows. Haphazardly hung
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vision; Listen –5, Spot –5 Hardness (Ex) Ulizmila’s cauldron has hardness
DEFENSE 5 due to its deteriorated condition.
AC 14, touch 10, flat-footed 14
hp 31 (2d10+20) Treasure: Due to the volume and dis-
Fort +0, Ref +0, Will –5 organization of the cottage’s contents,
Defensive Abilities hardness 5; Immune it takes 10 minutes and a DC 14 Search
construct traits SOULSPEAKER check to locate the rat’s tail. Those who
OFFENSE attempt to Search without touching any
Spd 30 ft. Aura Faint illusion; CL 3rd of the shelves’ contents—thus avoiding
Melee bite +2 (1d8+1) Slot amulet; Price 2,400 gp activating the guardian cauldron—can do
Special Attacks improved grab (grp +2), swallow DESCRIPTION so, but the Search then takes 20 minutes
whole This grotesque, amulet-like shrunken head to perform.
TACTICS is said to contain the enslaved soul of its Besides the rat’s tail, there are several
Before Combat Ulizmila’s cauldron appears former owner. Forced to obey whomever other items of hidden value in the hut.
to be a perfectly normal cauldron until the carries it, once per day a soulspeaker can Any character who spends a minute and
objects within the cottage are disturbed, at repeat a message as if the spell magic mouth succeeds at a DC 14 Appraise check uncov-
which point it attacks. were cast upon it. The owner must merely ers statuettes and rare stones worth 30 gp.
During Combat Ulizmila’s cauldron pursues hold the 6-inch-in-diameter head and speak A character who makes a DC 14 Knowl-
would-be thieves to the edge of the clearing his message and the conditions under which edge (arcana) check also uncovers a pouch
(it can squeeze through the cottage door). the soulspeaker should repeat it. While it containing essential salts useful in sum-
If its opponents flee beyond the glade, carries a message, the eyes of the stitched moning a familiar. If burnt in such a sum-
the cauldron returns to its place within head stretch open, closing as soon as its moning ritual, these minerals decrease
the cottage and remains inactive until the message has been delivered. the rite’s required gp by half. Detect magic
cottage’s contents are again disturbed. CONSTRUCTION reveals a few traces of previously pres-
STATISTICS Requirements Craft Wondrous Item, magic ent magical auras, but the only magic
Abilities Str 12, Dex 10, Con —, Int —, Wis 1, mouth; Cost 1,200 gp, 96 XP item that remains here is a disgusting,
Cha 1 shrunken head known as a soulspeaker.
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PART 3: THE RUINED 1. Approaching the Ruins (EL 0 opponent and attempt to set up a flank, both
MONASTERY or 3) using their trip ability as often as possible.
After exploring Darkmoon Vale, only one Morale Each wolf flees into the wilderness if
ingredient remains to be found: ironbloom Sitting squat at the foot of an imposing moun- reduced to fewer than 5 hp.
mushrooms. These small toadstools are tain, a ruined monastery comes into view
known to be a dwarven delicacy, and while between ancient gnarled trees. Made of simple 2. The Yard
there are no dwarves living in the area, an stone blocks, worn smooth with the passage
old crumbling dwarven monastery sits at of time, the stout building is falling apart. Sec- Tall grasses and chunks of stone debris have all
the foot of Droskar’s Crag. As such, the PCs’ tions of the slanted shale roof have collapsed but overtaken this small yard. Off to one side,
only hope of retrieving these mushrooms is and portions of the outer wall have crumbled. a wooden stable has collapsed into a mound
to search the ruins on the other side of the Weeds and wild thorn plants run rampant of rotting timbers and moldy straw. The outer
Darkmoon Vale. across the field leading up to the place, leaving wall on the east side has also collapsed, leaving
Unfortunately, predators and worse only the slightest indication of a path that ends a ragged hole. Three doors exit into this yard—
have taken up residence in the ruined at the ruined front doors. Beyond, an over- a pair of double doors to the east, a single door
building. One such beast, a rather old and grown yard sits in shadow. to the north, and a lone door leading into the
powerful worg named Graypelt, has taken squat tower in the southeast corner.
over a large portion of the surface ruins
and finds the mushrooms to be a deli- The old path that leads up to the ruins
cious treat. To save the people of Falcon’s ends about 50 feet from the monastery. This yard was once used by the dwarves
Hollow, the PCs must brave the ruins of Before entering the yard, the path passes for physical training, but now it lies in
the dwarven monastery and deal with between a pair of old stone statues. While ruin. Searching the tall grasses reveals
Graypelt and his minions. one of them is little more than rubble, a few interesting clues. A well hides in
Unless otherwise noted, none of the the other is relatively intact. The 5-foot- the northwest corner of the yard, with 10
chambers inside the monastery are lit. All tall statue is incredibly worn but it can feet of rope dangling into it. The water
of the rooms have 10-foot-tall ceilings at a still be made out as a dwarf holding aloft is more than 30 feet down and is brack-
minimum, but since most open up to the a great stone hammer. Moss and creeper ish but potable. Lying next to the well is
sloped roof above, many reach a height of vines cover most of its surface. Removing the body of an explorer who came here
up to 20 feet. The walls are all stone, with the vines around the base uncovers an just one year ago. A DC 15 Heal check
the interior walls being 1 foot thick and old dwarven inscription that reads “All reveals that this explorer was devoured
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the exterior walls measuring at least 3 feet praise, [this part is defaced].” Unfortu- by a rather large animal. This explorer fell
thick. All of the doors are strong wooden nately, the missing name was scratched prey to Graypelt’s hunger while trying to
doors, and while many are swollen stuck, off a long time ago and is no longer leg- retrieve some water.
few are locked. ible. A DC 15 Knowledge (history) check The ruined stable hides a few ancient
notes that this statue is from the time of bones, but little else of value. A DC 10
Monastery History the last great dwarven kings, many cen- Knowledge (nature) check reveals these to
What is not generally known to the peo- turies ago. be the bones of a pony.
ple of Falcon’s Hollow is that the dwarves Creatures: If the PCs approach the Although the tall grasses obscure most
of this monastery turned to depravity ruins during the day they find the sur- trails, a DC 15 Survival check made by a
and evil long ago. During the fall of their rounding area free of hazards. A few lone character with the Track feat reveals faint
people, these recluses turned to the wor- razorcrows roost atop the tower and caw signs that some creatures do enter the
ship of Droskar, a vile dwarven god of toil. at any who enter their domain. At night, main building through the double doors.
Renaming their enclave Droskar’s Crucible, however, a pair of Graypelt’s wolf min- Some of these tracks look reptilian while
the dwarves toiled until their end, leaving ions can be found wandering the area in others are clearly made by four-legged
behind a ruined monastery and a sprawling search of an easy snack. These wolves do mammals. The reptilian trail always leads
dungeon underneath. Today, little on the not sleep in the ruins during the day, as to the main entrance and then out into
surface shows any evidence of this vile wor- the other wolves do, and are only encoun- the wild while the mammal tracks leave
ship, as the dwarves kept their true devotion tered outside at night. by either the main entrance or through the
a secret. hole in the eastern wall.
This adventure occurs entirely on the Wolf (2) CR 1 Treasure: Hiding inside a rotting back-
surface level. The dungeons immedi- hp 13; MM 283 pack at the base of the well are the remains
ately below are detailed in D1: Crown of TACTICS of a week’s worth of trail rations, a set of
the Kobold King. Even more insidiously, Before Combat If the wolves spot the PCs thieves tools, 50 feet of silk rope, a small
another foul presence has taken root in before combat, they howl loudly as they coinpurse with 42 gp in assorted coins, and
the deeper dungeon levels. The source of charge, so as to alert Graypelt of the a small blue vial containing a potion of cure
this evil and its greater plans are beyond intruders. light wounds. All of this adventurer’s other
the scope of this adventure. During Combat The wolves single out one gear was taken long ago.
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3. Watchtower (EL 1) Creatures: A rather aggressive mon- Treasure: While the supplies in most
The door leading into this tower is stuck strous spider dwells in this room, of the crates and barrels in this room
and requires a DC 13 Strength check to ma king it one of the chambers that have long since rotted away, one small
open and close. Atop the 30-foot-tall Graypelt avoids. The moment the door crate contains a masterwork shortsword
tower is an open trapdoor that leads into opens, the spider drops down to attack. wrapped in oilcloth.
the interior. Its webs allow it to move throughout the
tower without using the stairs, but do 4. Entry Hall
Thick webs cover much of the ancient crates not hinder the PCs movement .
and barrels stored inside the base of the tower. Beyond the double doors is a small dark hall.
A rickety wooden staircase ascends along one Medium Monstrous Spider CR 1 Littered with mounds of debris and a year’s
wall to reach an open trapdoor above. hp 11; MM 288 worth of dead leaves, it is clear that a narrow
TACTICS path winds inside.
Before Combat The spider is hiding in its webs,
The wooden staircase leading to the requiring a DC 15 Spot check to notice.
roof of the tower is not safe. Any Medium During Combat The spider always attacks the Both wolves and kobolds from down
or larger creature that attempts to climb nearest foe, without regard to tactics. The below occasionally use this chamber to
the stairs must make a DC 10 Balance spider chases PCs outside the tower, but enter or exit the monastery. A DC 20 Sur-
skill check. Failing this check means that not outside the yard. vival skill check made by a character with
the character cannot ascend. Failing this Morale If in its lair, the spider fights to the the Track feat reveals that most of the traf-
check by 5 or more results in the staircase death. If in the yard, the spider flees back fic through this area heads north. There
collapsing, dealing 2d6 points of damage into the tower if it takes any amount of is nothing of interest in the piles of dirt
to the unfortunate character. damage. and leaves.
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5. Waiting Room Resting atop the table is a half-eaten crow next LE Small humanoid (reptilian)
The door to this room is stuck and requires to a crude knife and a cracked mug. Init +7; Senses darkvision 60 ft.; Listen +6, Spot +6
a DC 13 Strength check to open. DEFENSE
AC 17, touch 14, flat-footed 14
With a loud crack, the door finally gives way This room is used by Gurtlekep, the (+2 armor, +3 Dex, +1 natural, +1 size)
and opens, shattering an ancient wooden kobold scout stationed up here on the sur- hp 9 (2d6)
chair propped against it on the other side. face, as a place to rest and take meals. Gur- Fort +0, Ref +6, Will +1
The room beyond is dark and smells deeply of tlekep has prepared a relatively simple trap Defensive Abilities evasion
dust and decay. for anyone entering his room, as he is quite Weakness light sensitivity
paranoid about the worg and his minions. OFFENSE
The crow was the kobold’s most recent meal Spd 30 ft.
This chamber was once used as a waiting and he is quite distressed if anyone disturbs Melee mwk shortsword +3 (1d4/19–20)
room for the monastery’s guests. When his leftovers. Ranged dagger +5 (1d3/19–20)
the end finally came for the dwarves, Trap: A net strung up near the ceiling Special Attacks sneak attack +1d6
one of them went into this chamber and holds a number of stones and a small metal TACTICS
imbibed a great deal of poison. His mum- anvil, rigged to fall on anyone walking Before Combat If aware of the PCs,
mified remains rest in the center of the through the door without noticing the trip Gurtlekep hides under the bed, gaining
chamber. Wearing the garb of a black- rope (the door opens out). Each character total cover. The PCs can make opposed
smith, the dwarf has the shattered shards entering the room must make a DC 10 Listen checks to hear Gurtlekep before
of a glass vial in one hand and a scrap of Reflex save or set off the trap. Those who he strikes, allowing them to act in the
ancient parchment in the other. Written make it do not necessarily notice the trap. surprise round.
in dwarven, the parchment reads, “Forgive If set off this trap not only harms intruders, During Combat Gurtlekep uses the cramped
me, dark father of the forge, my toils shall but the noise also warns Gurtlekep (area 8) space to his advantage whenever possible,
never be enough.” of their presence. preventing others from entering the room.
Treasure: Tucked into the belt of the He focuses all of his attacks on the PC
long-dead dwarf is a silver light hammer Falling Debris Trap CR 1 with the least armor first.
with a religious symbol carved into the Type mechanical Morale If dropped to 3 or fewer hit points,
head. The symbol can be identified with a Search DC 10; Disable Device DC 15 Gurtlekep attempts to flee through a hole
DC 15 Knowledge (religion) skill check as EFFECTS in the wall leading into the hallway. This
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that of Droskar, dwarven god of toil and Trigger touch; Reset none hole is 5 feet above the bed, requiring a
suffering. The hammer is worth 21 gp, but Effect Atk +5 melee (1d6, debris); multiple single DC 10 Climb check to scale. Once
to a collector it might be worth as much targets (drops 1d4 pieces of debris on each outside, Gurtlekep attempts to flee to
as 200 gp. target in the room) warn Greypelt and the kobolds below.
STATISTICS
6. Cloak Room 8. Gurtlekep’s Room (EL 2) Abilities Str 10, Dex 17, Con 11, Int 10, Wis 12,
This small chamber was used to store the Cha 8
traveling cloaks, coats, and hats of visitors to This small cramped chamber holds two beds Base Atk +1; Grp –3
the monastery. Now only a few moth-eaten (one of which is covered in bird bones), a small Feats Improved Initiative
rags hang on the pegs and a single soiled sack, and an array of old tools. The other bed Skills Climb +5, Craft (trapmaking) +5, Hide
hat rests on the table. looks recently slept in. +12, Jump +2, Listen +6, Move Silently +8,
Treasure: Hiding in the southeast corner Open Lock +5, Search +7, Spot +6, Survival
of the room is a single ironbloom mush- +1 (+3 following tracks), Tumble +8
room. While not enough to save the entire Creature: This chamber is the home of Languages draconic
town, the lone mushroom is a promising Gurtlekep, a kobold scout sent up from SQ trapfinding
start. The mushroom can be found with a the dungeon below to keep a lookout on Combat Gear potion of cure light wounds; Other
DC 15 Search check. the surface. Gurtlekep is here sleeping Gear daggers (4), mwk shortsword, leather
during the day and is usually out roaming armor, thieves tools
7. Guest Quarters (EL 1) the halls of the monastery at night. If the
The door leading into this chamber from PCs come here during the day, Gurtlekep Treasure: On the spare bed is a com-
the hallway is locked. The device is quite is unprepared for them unless they set off plete set of masterwork artisan’s tools
ancient and easy to pick, requiring only a the trap in area 7. If it is night, Gurtlekep useful for making Craft (stonemasonry)
DC 20 Open Lock check. can be found in area 11, keeping watch on skill checks. In addition, there is a small
the courtyard. sack containing 62 gp in assorted coins
This small chamber appears to be some sort of and a single ruby gemstone worth 300
sitting room, complete with a single table and a Gurtlekep CR 2 gp. Although not magical itself, the gem-
pair of chairs, both in relatively good condition. Male kobold rogue 2 (MM 161) stone radiates faint conjuration magic if
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checked and is one of the missing stones lore and history. It has long since been The book is beautifully illuminated and
from the altar in area 10. plundered of nearly anything of value is worth 100 gp, but might fetch as much
Development: If Gurtlekep is allowed and fungus has claimed nearly all the as 300 gp if sold to a dwarven collector or
to flee, he quickly warns Graypelt of the books that remain. cleric. Folded into the last page of the book
intruders, who dispatches wolves to hunt Hazard: The fungus that lines the is a scroll of spiritual weapon.
them down. See area 15 for more details. shelves in this room is hazardous if dis-
turbed. If any of the books are moved 10. Desecrated Shrine (EL 3)
9: Ruined Library (EL 1) or destroyed the fungus lets off a puff
of spores that acts like an inhaled poi- Pews of darkwood lie tipped over and covered
The double doors leading into this chamber son affecting everyone within 10 feet in dust on either side of this ancient shrine. At
are shattered and broken, one of them lying (inhaled; DC 12; initial 1d2 Con, second- the far end sits a large ceremonial anvil, but
on the floor. The room beyond is in an equal ary 1d2 Con). In addition, anyone who its surface is defaced and ruined.
state of disrepair. What was once a library is takes damage from the spores has strange
now a shattered mess with one corner being shadows and flittering movement appear
completely collapsed and dominated by a wide in the corners of their vision causing This shrine was once dedicated to
pool of stagnant water. Thick fungus grows them to take a –2 penalty on Spot checks Torag, the god of the forge, but when the
on most of the books that still remain on the for 1 hour. monastery turned to Droskar’s worship,
shelves lining the walls. Treasure: Atop one of the bookshelves this chamber was defaced and left to rot.
is a single tome that has managed to avoid The anvil can be identified as an object
the destructive fungus. This book is written devoted to Torag with a successful DC 10
This room was once the library of the in Dwarven and contains hymns to Torag, Knowledge (religion) check. Of particular
monastery, filled with books on dwarven the god venerated here before Droskar. note is a space atop the altar containing
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five small depressions. These depres- 12. Infested Ruins (EL 2) 14. Secret Prison (EL 1)
sions once held five rubies. While most
of these stones are long gone, one still This chamber is entirely shattered, with The secret door swings open to reveal a short
remains and can be found among the much of the outer wall and ceiling com- corridor with a wall of bars running down one
other relics in Gurtlekep’s room (area 8). pletely crumbled. side. Four rusted doors open in this wall into
If the ruby is placed in one of the depres- four cramped cells.
sions, a wave of positive energy washes
out from the altar, h i tting everyone This chamber was once a study for the
in the room and causing an unearthly monks of the monastery. Today it is only This chamber was built after the monas-
dwarven choir to spring up from the home to a swarm of bats that roosts in tery’s conversion to the worship of Droskar.
darkness before fading away. All crea- the remnants of the ceiling above. Note It was used to house all of the members who
tures in the room receive the benefits that most of this room is difficult ter- did not convert. These unfortunate dwarves
of a cure light wounds spell and a gain +1 rain due to the large chunks of stone and were left here to die. The locks on the cell
morale bonus on attack rolls for 1 hour. debris that litter the floor. doors have rusted away, making them easy
While this drains the ruby of its magic, Creature: The bat swarm that lives in to open.
it still retains its intrinsic value. this room is relatively harmless unless
Creatures: A pair of darkmantles has disturbed. If the PCs make any loud noise
taken up residence in this chamber and in the chamber (such as disturbing the
roosts on the ceiling above. rubble), the swarm descends to attack.
The swarm can be spotted beforehand
Darkmantle (2) CR 1 with a successful DC 15 Spot check.
hp 6; MM 38
TACTICS Bat Swarm CR 2
Before Combat On the round before the hp 13; MM 237
darkmantles drop down to attack, each TACTICS
one casts darkness on a small stone it During Combat The bat swarm spreads itself
is holding in one of its tentacles. They out to occupy the space of as many PCs as
wait until the entire group is inside the possible each round.
chamber before dropping down to strike. Morale The bat swarm flees from the
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During Combat Each darkmantle targets a monastery if reduced to fewer than 5 hit
different foe, attempting to grapple and points. It returns the next dawn to roost in
constrict as quickly as possible. the rafters once more.
Morale The darkmantles are in their lair and
fight to the death. 13. Armory
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This small study looks like it has been lived nearby corner, giving the room an earthy scent DEFENSE
4468704
in recently. Gnawed bones litter the floor and that is barely noticeable above the stench of AC 15, touch 13, flat-footed 12
tufts of gray fur can be seen here and there. An wet fur. (+3 Dex, +2 natural)
old stone desk sits in the center of the cham- hp 43 (4d10+2d8+12)
ber, scratched and cracked in many places. The Fort +9, Ref +7, Will +4
stench of wet fur hangs heavy in the air. This chamber is the home of Graypelt, OFFENSE
the sinister worg who sees himself as the Spd 50 ft.
ruler of the surface ruins. Long before Melee bite +8 (1d6+3)
This was once the study of the high priest, Graypelt came to this place, the dwarves Special Attacks trip (+2)
where he wrote his upcoming sermons and used this chamber for storage, along with TACTICS
met with foreign visitors. Today, it is the the basement below. When the dwarves Before Combat If the PCs are helping Graypelt
den of a pair of female wolves, the consorts turned to Droskar, the basement below was rid the monastery of monsters, they must
of Graypelt. greatly expanded into a dungeon where the make Sense Motive checks, opposed by the
Creatures: The wolves usually sleep dwarves worshiped in secret. This dungeon worg’s Bluff, to act in the surprise round
behind the desk during the day and is described in D1: Crown of the Kobold King. when he attacks them.
are active at night. If Graypelt has been If you are using this adventure alone, the During Combat Graypelt singles out the
warned of intruders, these two wolves are mushrooms are the sole reason the PCs weak in any combat situation, targeting
sent out to find and kill them. In either have for coming here and the basement spellcasters first. He uses Power Attack
case, the pair attacks the moment they below is just a small empty chamber, save when attacking such foes but never for
spot intruders. for cobwebs and dust. more than 3 points. He does not attack
Creatures: Graypelt is a cunning foe prone foes unless he has no other choice or
Wolf (2) CR 1 and recognizes the PCs for a serious threat they try to stand.
hp 13; MM 283 the moment they enter. With his consorts Morale This is Graypelt’s home and he fights to
TACTICS wounded or dead, he is cautious in dealing the death to protect it.
Before Combat If the wolves spot the PCs with the intruders. His first act is to spring STATISTICS
before combat, they howl loudly as they up from out of hiding atop the ruined Abilities Str 15, Dex 17, Con 15, Int 8, Wis 12,
charge, so as to alert Graypelt of the column, baring his teeth and making an Cha 10
intruders. Intimidate check to demoralize them. If the Base Atk +6; Grp +8
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Feats Iron Will, Power Attack, Track gasp, pounce, rake +4 (1d2+1) racial bonus on Hide checks made in area of
Skills Bluff +5, Hide +5, Intimidate +4, Listen TACTICS dense vegetation.
+5, Move Silently +7, Spot +5, Survival +1 (+5 Before Combat Tatzlwyrms attempt to SPECIAL ABILITIES
when tracking by scent) remain hidden before attacking their prey, Improved Grab (Ex) To use this ability, a
Languages Common preferring areas of dense vegetation. tatzlwyrm must hit a Medium or smaller
During Combat Tatzlwyrms attempt to charge foe with its bite attack. It can then attempt
Treasure: Tucked behind the pillar are as often as possible, using their pounce and to start a grapple as a free action without
a few things of value hidden by Graypelt, rake abilities. Given the opportunity, they provoking an attack of opportunity. If it wins
including a bag with 354 gp, a masterwork grapple their foes and use their poison gasp. the grapple check, it establishes a hold.
light crossbow, a potion of bull’s strength, Morale If reduced to 7 or fewer hit points, Poison Gasp (Ex) A tatzlwyrm’s breath is
and a wand of light (CL 1st, 28 charges). In tatzlwyrms attempt to flee. poisonous, but not very powerful. While
the dark corner of the room grows a small STATISTICS grappling, instead of making a bite or
patch of ironbloom mushrooms, six in all. Abilities Str 14, Dex 15, Con 12, Int 5, Wis 11, rake attack, a tatzlwyrm can breathe its
Cha 10 poison into its victim’s face (contact;
CONCLUSION Base Atk +3; Grp +5 DC 12; initial 1 Con; secondary —; note
After retrieving all the ingredients needed, Feats Alertness, Lightning Reflexes that the initial damage is equal to the
the PCs can rush back to Falcon’s Hollow Skills Climb +10, Hide +7*, Listen +6, Move tatzlwyrm’s Con modifier). The save DC is
without much delay. Laurel is glad to see Silently +5, Spot +8; *tatzlwyrms have a +6 Constitution-based.
them and immediately sets out to brew the
remedy. By that same evening, many of the
locals are well on their way to recovery. Lau-
rel pays the characters their due and offers
them a discount on any future services. Oth-
ers in the town take notice of their heroics
as well, including Boss Teedum.
If this adventure was used as an intro-
duction to D1: Crown of the Kobold King,
the characters are free to explore deeper
into the ruins beneath the monastery after
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APPENDIX
This module presents a brand new monster,
the tatzlwyrm, a smaller wingless cousin of
true dragons.
Tatzlwyrm
Slithering like a large snake, this creature has the
head of a dragon and a pair of clawed arms to
help it move along and grasp prey. A sickly green
mist wafts from its open maw.
Tatzlwyrm CR 2
N Medium dragon
Init +2; Senses darkvision 60 ft., low-light
vision; Listen +4, Spot +3
DEFENSE
AC 15, touch 12, flat-footed 13
(+3 armor, +2 Dex)
hp 22 (3d12+3)
Fort +4, Ref +7, Will +1
Immune paralysis, sleep
OFFENSE
Spd 30 ft., climb 30 ft.
Melee bite +5 (1d6+3)
Special Attacks improved grab (grp +5), poison
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a bite attack plus two rake attacks. pearance of hunters or travelers to “The copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, exten-
ECOLOGY tatzlwyrms getting’ em.” sion, upgrade, improvement, compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted; (c) “Distribute” means to re-
Environment Any forest Several breeds of tatzlwyrms exist. The produce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d) “Open Game Content” means the game mechanic and includes the
Organization Solitary or nest (2–5) most-commonly encountered—although methods, procedures, processes and routines to the extent such content does not
Treasure Standard still quite rare—variety lurks amid the tan- embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor,
Alignment Always neutral gled hearts of ancient forests, while more and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) “Product
Advancement 4–6 HD (Medium), 7–13 HD elusive wyrms purportedly dwell within Identity” means product and product line names, logos and identifying marks
(Large) mountain crags, treacherous shoals, and including trade dress; artifacts, creatures, characters, stories, storylines, plots, the-
matic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
Level Adjustment +3 deep underground. Although seemingly tions, likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters, spells,
not intelligent enough to discern the enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural
A whelp race of dragonkind, tatzlwyrms historic importance of such sites, tatzlw- abilities or effects, logos, symbols, or graphic designs; and any other trademark
lurk amid the deepest wilds of the natu- yrms are oddly attracted to natural places or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f )
ral world. Although they lack many of the of great age and primeval strength. What “Trademark” means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contrib-
qualities of true dragons—most notably connection these strange dragons might uted to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
wings and powerful breath weapons—their have to these locations, however, remains means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee
instinctual cunning and innate ferocity a mystery. in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
is not diminished by their size. Feral yet a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
patient hunters, tatzlwyrms spend most of that you Use. No terms may be added to or subtracted from this License except as
their time lying in wait for prey, uncaring described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
of whether it takes the form of deer, wolves, THE TATZLWYRM 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
or men. A creature of Austrian, Bavarian, and 4. Grant and Consideration: In consideration for agreeing to use this License,
original creation and/or You have sufficient rights to grant the rights conveyed
by this License.
hunts, the eldest accumulating morbid yrm (“clawed worm” in German) as a giant 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
troves of bones and debris. Incidentally, salamander lacking rear legs and some- tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must
heavily gnawed equipment and forgotten times exhibiting a feline head. Widely add the title, the copyright date, and the copyright holder’s name to the COPY-
treasures often lie littered among these believed in throughout the Middle Ages RIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, includ-
due to the proliferation of corroborating
grim hoards, even although the dragonkin ing as an indication as to compatibility, except as expressly licensed in another,
descriptions and, later, artistic depictions independent Agreement with the owner of each element of that Product Identity.
have no use for such wealth. You agree not to indicate compatibility or co-adaptability with any Trademark or
(though the verbal and illustrated reports Registered Trademark in conjunction with a work containing Open Game Content
Innately stealthy and uncomfortable in hold little in common), even Marco Polo except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
open areas, tatzlwyrms are rarely seen, and described the beast in the account of his Game Content does not constitute a challenge to the ownership of that Product
in many regions are thought to be little travels, Il Milione. Although far less com-
Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
more than local legends. As such, folkloric mon than centuries ago, sightings of tat- 8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
rumors persist of their weird abilities and zlwyrms are still reported today. 9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written per-
mission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforce-
able, such provision shall be reformed only to the extent necessary to make
it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Au-
thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
GameMastery Module D0: Hollow’s Last Hope, Copyright 2007 Paizo Publish-
ing, LLC. Author: Jason Bulmahn and F. Wesley Schneider.
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Written by fantasy veterans like Wolfgang Baur, Richard Pett, Nicolas Logue, and Erik Mona, GameMastery
Modules are 32-page, full-color, OGL adventures that promise unforgettable game play in the world’s
most popular fantasy roleplaying game.
GameMastery Module D1: Crown of the Kobold King kicks off the line this month with a low-level adventure
that pits four-to-six players against an evil Kobold King and his minions who’ve spilled forth from their
dungeon to menace a local village. Written by Nicolas Logue with cover art by Matt Cavotta.
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paizo.com, Filip Adamski <[email protected]>, Jan 5, 2022 20628418
THE TOWN OF
FALCON’S HOLLOW
NEEDS A MIRACLE
GameMastery Module D0: Hollow’s Last Hope
The plague has come to the town of Falcon’s Hollow, and
not even the town’s priest can abate its wretched course.
With the coughs of the sick and the wails of the dying
echoing through town, the local herbalist uncovers a cure,
but she needs some brave heroes to retrieve the ingredients.
Finding the cure means risking the dangerous Darkmoon
Vale, infiltrating a witch’s haunted hut, and delving the
ruins of an abandoned dwarven monastery.