28
A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 Pathfinder Modules (order #4922158) 1

A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

  • Upload
    hathuan

  • View
    331

  • Download
    8

Embed Size (px)

Citation preview

Page 1: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1

Pathfinder Modules (order #4922158) 190.214.66.189

Page 2: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

PRODUCT IDENTITYThe 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 CONTENTExcept for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing 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. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG  for 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 Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Carthica’s Pride is published by BlackStar Studios LLC under the Open Game License.

A VERY SPECIAL ‘THANK YOU’In October 2011, BlackStar Studios ran a Kickstarter Campaign to raise the necessary funds to bring the Shadowlands Campaign setting into being. This product would not have been possible without the generous support of our Kickstarter Backers. BlackStar Studios would like to honor our backers by recognizing their trust and support in us by recognizing them here.

A SPECIAL THANKS TOAndrew Bellury, Brian R. James, Ben Hall, Doug Bartholomew, Lawrence Palmer, Brian Kelly, Robin, Schmidt, Brenda Lamica, Rone Barton, Adam Masser, Rob Grealy, Matthew Lyvers, Patrick Halverson, Brenda Yagmin, Rick Merwin, Adam Easterday, Isaias Tirado-Flores, Scathaigh, Brett Easterbrook, Joe O’Brien, Robert L. Sistler Jr., Paco Garcia Jaen, Sam Paley, Ricardo Signes, Scott Maynard, James Worley, Andy Aiken, Gulo Peters, Teddy Miller, Matthew Wasiak, Rory Noble, Henry K. Wong, David Caldwell, Bastien Daugas, Mark Greenberg, Loye Greenaway Merwin, Stephen Khoury, Greg Bellevedere, Elizabeth Merwin, Sarah McLevy, Fergal Fitzpatrick, Monica Johnson, Denita Pruitt, Elizabeth Marron, Teresa VanWort, Rebecka M. Baum Luis at Twenty Sided Store in Williamsburg, NY, Luis at DragonsLair in Austin, TX, Angel May at Guardian Games in Portland, OR, Andy at Legend Games in Worcester, U.K.

A VERY SPECIAL THANKS TOBeau Barnett, David Headquist, & John Maki

Copyright © 2012

Pathfinder Modules (order #4922158) 190.214.66.189

Page 3: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

WORLD-BUILDERChris Merwin

WRITTEN BYJaye Sonia

COVER ARTISTAmbrose H. Hoilman

INTERIOR ARTISTBlake Henriksen Ambrose H. Hoilman

EDITOR-IN-CHIEFElizabeth Bauman

EDITING AND DEVELOPMENTBen CacchioneChris MerwinJaye SoniaJohn Maki

CARTOGRAPHERMichael Arrington & Acacia Games

ADDITIONAL DEVELOPMENTDavid Headquist

ART DIRECTORAmbrose H. Hoilman

LAYOUTJohn Cason

PLAY TESTERSBryan BundridgeDavid HeadquistMelissa Seeley Rick “Where are the Tieflings?” Wright

PUBLISHERChristopher Merwin

FINANCIAL & LEGALMary E. Marron

AN INTRODUCTORY ADVENTURE ARCSET IN THE SHADOWLANDSby Jaye Sonia

Pathfinder Modules (order #4922158) 190.214.66.189

Page 4: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

4

Pathfinder Modules (order #4922158) 190.214.66.189

Page 5: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

5

CARTHICA’S PRIDESynopsis ................................................................................................................................................................................................7Summary ..............................................................................................................................................................................................7Dramatis Personae ............................................................................................................................................................................8

ACT I: THE COLUMN’S SHADOW TAVERN ..........................................................................11

ACT II: LILIANNA’S DEN ..................................................................................................................................13

ACT III: AMBUSHED IN THE ALLEY ...............................................................................................15Act III, Part 2: The Hidden Courtyard .......................................................................................................................................17

ACT IV: FUN AND GAMES AT THE URGENT MESSENGER ............................19

CONCLUDING THE ADVENTURE ......................................................................................................23

TABLE 1: TARINA BACKSTREET ENCOUNTERS ............................................................25

COMING SOON FROM BLACKSTAR STUDIOS ................................................................26

Pathfinder Modules (order #4922158) 190.214.66.189

Page 6: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

6

Pathfinder Modules (order #4922158) 190.214.66.189

Page 7: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

CARTHICA’S PRIDE

7

“Aye, right again. This place is still a hole. Let’s cash in, grab some drinks, and have us a nice little weekend. No sense in letting all this good coin go to waste.” Atharius said. Then, with a sly wink, he looked away from his companion Jhaari and out over Tarina. His gaze betrayed nothing of his true intention. Dump or not, Tarina was always ripe with opportunity. That was important for a pair of thieves like Atharius and Jhaari. More importantly, both men called it home.

advantage of both their stupidity and their lucky success, has decided to look deeper into the situation. After the agent discovers the young noble is attempting to track down the two thieves, he lays out his own trap – one that will kill the player characters and leave the young noble at the agent’s mercy.

After returning from a series of jungle raids beyond the city, the thieves Atharius and Jhaari slipped back into Tarina to spend ill-gotten coin in some of the city’s lesser-traveled districts. Shortly after leaving their fence Vennius, the two surveyed a series of local taverns before retiring to the embrace of the local priestesses of Ialdabaōth. After leaving the local courtesans in one of the tribute halls in southern Tarina, the duo crossed paths with a stumbling noble – a man named Carthica Portenus. Believing him injured, the two quickly moved to administer aid, hoping to win his gratitude. They quickly discovered the man was uninjured and, to their amusement, heavily intoxicated. Sensing an uncommon opportunity, the two lifted his purse, his jewelry, and what little remained of his wine. They then placed him, quite gently, in a local doorway – sans his dignity – and continued on their merry way. When their mark awoke the next morning – at the gentle nudging of Imperial Guardsmen – he failed to produce his signet and was subsequently jailed. After a day of public embarrassment, the man finally convinced one of the guards to send for his family and quickly posted bail. After receiving his proper apology, he set out to locate those responsible for his predicament. With little to go on, he turned toward the Brotherhood of the Magus. After a small donation to the brotherhood, Carthica secured the divinatory skills of one of the junior adepti who named not only the two men, but another as well. He couldn’t locate them outright, but knew for certain they were with someone called The Urgent Messenger. Determined to embarrass the two fools personally, Carthica seeks out the aid of Natasha Corvina – a woman famed for placing the right swordsmen in the right jobs. She, in turn, introduces him to the player characters. After explaining the situation to the player characters, the young noble offers them the job – hinting at future sponsorship and more – if they can track down The Urgent Messenger and his allies, Atharius and Jhaari. His request is threefold; he wants his signet back, he wants to witness the two thieves embarrassed in public, and he wants the player characters to keep the nature of the stolen item secret. The two thieves, unaware of their victim’s plight or mounting anger, have continued to spend generous amounts their coin over the last two days in a haze of unhinged debauchery. Unbeknownst to them, however, their lucrative spending has attracted some uncommon eyes. An agent of The Black Hand, keen on taking

The adventure begins with Natasha Corvina, a private agent and fixer for the well to do, introducing the player characters to Carthica Portenus, a snobbish but desperate young noble who recently lost a small bit of gold to two local thugs. Uninterested in the gold they took, Carthica informs the player characters he is desperate to recover a valuable family signet that the two thieves took. He knows little about the thieves, but through divination, has secured their names and a mysterious ally – a man called The Urgent Messenger. He wants, quite simply, for the player characters to accompany him to the thieves’ location, recover his ring, and bring them to justice (or at least embarrass them in front of their peers). He’s willing to pay them up to 50 gold pieces each to do so, too. Assuming the player characters agree to his request, they escort Carthica to The Flower Shop – a villa in New City. Famous for both its beautiful courtesans and its parties, the player characters must gain entrance and then negotiate with its owner, the infamous informant known only as Lady Lilianna. After negotiating with her (see the side bar, “Starting with secrets”), the player characters learn the true nature of The Urgent Messenger and make their way there. On the way, agents of The Black Hand ambush the player characters, trying to kidnap Carthica. After the brief battle, the player characters learn they are not far from their destination. Only a secret passage (hidden door) stands between them and The Urgent Messenger. There, they confront Atharius and Jhaari, the men Carthica named as his attackers. Claiming innocence, the two men attempt to rally the bar against them. The player characters must then win a series of challenges and contests, embarrassing the two thieves whenever possible while impressing the bar’s patrons. If the player characters successfully complete the challenges, the two rogues produce the ring. If they win the bar over in the process, the patrons buy the player characters drinks and let them leave unharmed – with the strict understanding that knowledge of The Urgent Messenger never becomes public.

SYNOPSIS

SUMMARY

Pathfinder Modules (order #4922158) 190.214.66.189

Page 8: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

8

Atharius is the classic cutthroat with little in the way of moral complications. A former acolyte of Iatho, he turned to mercenary work after losing the love of his life to another man; he cast away most of his faith in the process. Although he’s keen to take advantage of most situations, he’s generally weary of any that appear to be too easy – a trait that has kept him alive and well for 34 years. He travels with his long-time friend, Jhaari. Like many of his brothers, Jhaari is a native Raiton whose heart burns with a secret desire – to one day throw off the chains of the Tar Sequin Empire and return Tarina to its original glory.

Free to leave, the player characters escort Carthica back to the city proper, meeting him at Th e Column’s Shadow Tavern on the following day. Th ere, they close their business with Carthica, and start planning for their next foray into Tarina’s underbelly.

Starting with secrets

Whether players build a unique character for this adventure ormake use of pre-generated characters, GMs should encourage them to personalize them as much as possible.In doing so, each character should have 1-3 secrets that only they and the GM know – information that they will likely need to barter later on when they interact with Lady Lilianna, the Keeper of Hushed Words. Th is information doesn’t need to be dramatic, but it should be damning to some degree and should defi nitely serve to strengthen the character’s ties to both the Shadowlands and Tarina.

Examples include: • Th e character practice arcane magic, but is not registered with the Brotherhood of Magus

• Th e character knows of a Raiton plot to attack the Imperial Guard.

• Th e character has black market contacts among the Tainted.

• Th e character has a relative whose rings are believed to control other peoples’ minds.

Th e GM should discourage players from attacking these particular non-player characters.

If the player characters need a little discouragement, consider having them make a Knowledge (local) skill check (DC 10) to identify each NPC and their relative level of diffi culty. More detailed information might be acquired by making Knowledge (local) skill checks where the DC is equal to 10 + the NPC’s CR. Th e knowledge learned should not give detailed lists of their abilities, but should convey snippets of information that paint eff ective pictures of just how deadly they are in combat.

A number of non-player characters appear in this mini-adventure. Some of them are weak; some of them are quite strong. All of them are notable for their positions in the city and, should the GM so desire, could serve as excellent starting points for future adventures in and around Tarina. It should be noted, however, that the CR for several of these non-player characters is far beyond what a normal group of 1st

level characters could handle in combat. Th is is intentional.

DRAMATIS PERSONAE

Atharius CR 3Human (Raiton) male rogue 4 CN Medium (5’8”) Humanoid (human)INIT +3 SENSES Perception +8

AC 17, touch 14, fl at-footed 13 (+3 armor, +3 Dex, +1 dodge)HP 35 (4d8+8) FORT +2, REF +7, WILL +2DEFENSIVE ABILITY evasion, uncanny dodge

SPEED 30 ft.MELEE mwk short sword +7 (1d6/19-20) or mwk dagger + 7 (1d4/19-20)RANGED mwk dagger +7 (1d4/19-20)SPECIAL ATTACK sneak attack +2d6

BEFORE COMBAT Atharius moves to sneak attack or fl ank foes.DURING COMBAT Atharius will work with Jhaari to fl ank opponents unless overwhelmed, at which point he moves adjacent to Jhaari and uses the feat Back to Back to boost his AC +2. He may also fi ght defensively, eff ectively raising his AC to 21.MORALE Atharius surrenders if he drops below 8 hit points.

STR 11, DEX 17, CON 12, INT 10, WIS 13, CHA 14BASE ATK +3; CMB +3; CMD 16FEATS Back to Back,* Dodge, ToughnessTraits Child of the Streets, River RatSKILLS Acrobatics +10, Appraise +5, Bluff +6, Diplomacy +7, Disable Device +9, Disguise +6, Knowledge (local) +7, Knowledge (nature) +4, Perform (dance) +5,Perception +8, Sense Motive +8, Sleight of Hand +9, Stealth +10, Swim +5LANGUAGES ValiuntSQ rogue talent (fi nesse rogue, ledge walker), trapfi nding, trap sense +1GEAR mwk studded leather armor, mwk dagger, mwk short sword, 100’ silk rope, grappling hook, Lord Portenus’s signet ring, 34 gp

*This teamwork feat appears in Pathfi nder® Roleplaying Game: Ultimate Combat™

Pathfinder Modules (order #4922158) 190.214.66.189

Page 9: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

9

Accordingly, he has little love for the Raition nobility who helped the deliver his city to the Imperialists. Sadly, Jhaari is an impulsive man with a gambling problem that frequently finds him on the wrong side of the law; a fact that keeps him in constant need of his longtime companion, Atharius – and the work they do. Natasha Corvina is a commanding woman in her early forties and dresses the part. Born to a minor noble house in one of the poorer parts of Tarina, she broke from the family business in her late teens and spent a few years delving the ruins outside of the city. After building up a small fortune, she started a successful business finding work for mercenaries and sellswords in and around Tarina. With time, she built up a reputation for putting the right man in the right position. Today, she enjoys a wide range of clientele – rich and poor men alike. Lady Lilianna is a stunning woman with bright red hair and a striking figure. Known for her large parties and even larger collection of private courtesans, she is one of Tarina’s underworld celebrities – and as dangerous as she is infamous. Although some speculate Lilianna is in her late thirties, she maintains the appearance of a much younger woman – a boon that some whisper comes at an infernal price. Although she is highly regarded among Tarina’s elite, few know her business as an information broker. Known to some as the Keeper of Hushed Words, Lilianna has a knack for knowing far more than any single person should. Carthica Portenus is the pudgy, spoiled son of Marcus Portenus – a minor noble with shipping interests outside of Tarina. Born the last of three sons, he has none of his older brothers’ traits and is constantly

Jhaari CR 2Human (Raiton) male fighter 3 CN Medium (5’8”) Humanoid (human)INIT +6 SENSES Perception +3

AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)HP 33 (3d10+9) FORT +5, REF +3, WILL +2; bravery +1

SPEED 20 ft.MELEE mwk warhammer +8 (1d8+3/x3) or dagger +6 (1d4+3/19-20)RANGED light crossbow +5 (1d8)

BEFORE COMBAT Jhaari moves to take advantage of flanking positions with Atharius.DURING COMBAT Jhaari will work with Atharius to flank opponents unless overwhelmed, at which point he moves adjacent to Atharius and uses the feat Back to Back to boost his AC +2. He uses Power Attack to quickly bring down weaker foes.MORALE Jhaari surrenders only if Atharius does.

STR 16, DEX 15, CON 14, INT 9, WIS 12, CHA 10BASE ATK +3; CMB +6; CMD 18FEATS Back to Back,* Improved Initiative, Power Attack, Toughness, Weapon Focus (warhammer)TRAITS Bully, Eyes and Ears of the CitySKILLS Climb +4, Intimidate +5, Perception +3, Profession (gambler) +5, Ride +3, Survival +5LANGUAGES ValiuntSQ armor training 1GEAR mwk scale mail, mwk warhammer, (3) daggers, light crossbow with 20 bolts, 1 potion of cure light wounds, 22 gp

*This teamwork feat appears in Pathfinder® Roleplaying Game: Ultimate Combat™

Natasha Corvina CR 6Human (Raiton) female expert 5/ rogue 2 LN Medium (5’3”) Humanoid (human)INIT +7 SENSES Perception +9

AC 16, touch 15, flat-footed 12 (+1 deflection, +3 Dex, +1 dodge, +1 natural) HP 35 (7d8+7) FORT +1, Ref +7, Will +5DEFENSIVE ABILITIES evasion

SPEED 30 ft.MELEE mwk sickle +8 (1d6-1/x2) or mwk dagger +8 (1d4-1/19-20)RANGED mwk dagger +8 (1d4-1/19-20) or dagger +7 (1d4-1/19-20)SPECIAL ATTACKS sneak attack +1d6

BEFORE COMBAT If combat cannot be avoided, Natasha maneuvers into a position that offers some chance of escape. DURING COMBAT Natasha uses spring attack to disrupt spellcasters as she maneuvers to safety. She takes a full action to withdraw when the opportunity presents itself.MORALE Natasha flees if she drops below 15 hit points.

STR 8, DEX 16, CON 10, INT 13, WIS 12, CHA 16BASE ATK +4; CMB +3; CMD 17FEATS Dodge, Improved Initiative, Mobility, Spring Attack, ToughnessTRAITS Rich Parents, World TravelerSKILLS Acrobatics +13, Appraise +5, Bluff +13, Diplomacy +13, Disable Device +10, Disguise +13, Knowledge (local) +12, Knowledge (nobility) +11, Perception +9, Sense Motive +8, Stealth +9, Use Magic Device +9LANGUAGES Raitan, ValiuntSQ trapfinding, rogue talent (finesse rogue)GEAR +1 Ring of Protection, +1 Amulet of Natural Armor, Elixir of Hiding, Elixir of Tumbling, (2) Potions of Cure Light Wounds, (1) Potion of Cure Moderate Wounds, mwk sickle, mwk dagger, (3) daggers, house sigil (Corvina family)

Carthica Portenus CR 4Human (Tar Sequin) male aristocrat 6 NE Medium (5’2”) Humanoid (human)INIT +1 SENSES Perception +11

AC 15, touch 13, flat-footed 13 (+2 armor, +2 deflection, +1 Dex) HP 24 (6d8-6) FORT +3 REF +3, WILL +9

SPEED 30 ft.MELEE +6 mwk quarterstaff (1d6+1/x2) or +5 dagger (1d4+1/19-20)RANGED +5 dagger (1d4+1/19-20)

BEFORE COMBAT Carthica expects the PCs to fight on his behalf. If the PCs fall, he looks for exits while trying to defuse any potentially violent situation. DURING COMBAT Carthica will fight defensively while attempting to bribe his attackers.MORALE Carthica flees at the first opportunity.

STR 12, DEX 12, CON 8, INT 14, WIS 15, CHA 15BASE ATK +4; CMB +5; CMD 16FEATS Alertness, Great Fortitude, Iron Will, Weapon Focus (quarterstaff )SKILLS Appraise +7, Bluff +11, Diplomacy +8, Disguise +8, Handle Animal +6, Intimidate +6, Knowledge (local) +7, Knowledge (nobility) +9, Knowledge (religion) +7, Linguistics +7, Perception +11, Perform (gamble) +10, Ride +5, Sense Motive +12, Survival +5LANGUAGES 5SQ noneGEAR Ring of Protection +2, mwk leather armor, (2) daggers, mwk quarterstaff, noble’s outfit, (2) gems (each worth 100 gp), 300 gp

Pathfinder Modules (order #4922158) 190.214.66.189

Page 10: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

10

reminded of such. His few attempts to prove his worth in the family business have ended in disaster, furthering his sense of abandon. Once a good son, he cares little for anyone except those who help him achieve his only three goals – his family’s fortune, intoxication, and the knowledge that one of Ialdabaōth’s many priestesses keeps a bed warm for him. Born to savages in lands far beyond Tarina, Mærticus came to the city by way of one of its foreign trading vessels and, like so many before him, decided he liked the city more than he liked shipboard life. Gifted with a natural strength, tenacity, and the will to summon more in but a moment’s notice, Mærticus found plenty of work as a guard before he caught Lady Lilianna’s eye. Charmed by her wit as well as her beauty, he entered her service several years ago and remains faithful to the day.

Lady Lilianna CR 9Human (Raiton) female ninja 10 LE Medium (5’9”) Humanoid (human)INIT +3 SENSES Perception +12

AC 17, touch 15, flat-footed 13 (+2 armor, +1 deflection, +3 Dex, +1 dodge) HP 54 (10d8+10) FORT +3, REF +10, WILL +5DEFENSIVE ABILITIES improved uncanny dodge

SPEED 30 ft.MELEE +1 wakizashi +11 (1d6+1/18-20) and +1 wakizashi +6 (1d6+1/18-20) or mwk punching dagger +11 (1d4/x3 plus poison) and mwk punching dagger +6 (1d4/x3 plus poison)RANGED dagger +10 (1d4/x2)SPECIAL ATTACKS sneak attack +5d6, poison (DC 14*)

BEFORE COMBAT If combat cannot be avoided, Lilianna applies poison to her throwing daggers and readies them.DURING COMBAT Lilianna focuses on spellcasters and heavy fighters, trying to poison them, and if staggered, finish them off with a coup de grace. Otherwise, she stays mobile.MORALE If brought to below 20 hit points, Lilianna uses her ninja trick to disappear and escape. She will then use Master Disguise to disappear into the crowd if possible.

STR 10, DEX 16, CON 10, INT 12, WIS 14, CHA 17BASE ATK +7/+2; CMB +7; CMD 20FEATS Dastardly Finish, Deceitful, Dodge, Step Up, Toughness, Weapon FinesseTRAITS Canter, Wisdom in the Flesh**SKILLS Acrobatics +15, Bluff +13, Climb +12, Diplomacy +14, Disable Device +9, Disguise +18, Escape Artist +10, Intimidate +8, Knowledge (local) +12, Knowledge (nobility) +12, Linguistics +7, Perception +12, Sense Motive +10, Sleight of Hand +11, Stealth +11, Swim +7, Use Magic Device +12LANGUAGES Valiunt, Raitan, Garao, Sylvænar, DæriniSQ ki pool (8), light steps, master trick (Master Disguise), ninja tricks (Acrobatic Master, Fast Stealth, Featherfall, Sudden Disguise, Vanishing Trick), no trace +3, poison useGEAR Lamellar cuirass, +1 wakizashi, mwk punching dagger, (4) daggers, 3 doses of Rainbow Jellyfish Toxin*, Ring of Revealed Truths***, Ring of Protection +1, 400 gp

* Save Fort DC 14, Frequency 1/round for 2 rounds, Effects Initial: staggered for 1d6 rounds; Secondary: paralyzed for 1d6 minutes ** Applied to Swim *** please see the sidebar

Mærticus CR 2Human (Garao) male barbarian 3 CN Medium (6’3”) Humanoid (human)INIT +3 SENSES Perception +6

AC 13, touch 11, flat-footed 10 (+1 armor, +2 Dex, +1 dodge, +1 shield, -2 rage) HP 36 (3d12+12) FORT +6, REF +3, WILL +4; +2 vs spells, spell-like abilities, and supernatural abilities while raging.DEFENSIVE ABILITY uncanny dodge; DR 3/ — vs arrows & bolts

SPEED 40 ft.MELEE khopesh +9 (1d8+5/19-20) or dagger +8 (1d4+5/19-20)RANGED dagger +5 (1d4+5/19-20)SPECIAL ATTACK rage (9 rounds/day), rage power (Superstition)

BEFORE COMBAT Mærticus uses Intimidate to demoralize his biggest opponent and then immedi-ately begins to rage.DURING COMBAT Mærticus focuses on the most threatening opponent. If possible, he moves to threaten obvious spellcasters.MORALE If reduced to 7 hit points or less, Mærticus surrenders.

STR 21, DEX 14, CON 17, INT 8, WIS 12, CHA 10BASE ATK +3; CMB +8; CMD 20FEATS Dodge, Exotic Weapon Proficiency (khopesh), ToughnessTRAITS Suspicious, Veteran of BattleSKILLS Acrobatics +8, Climb +8, Intimidate +6, Perception +6, Ride +6, Sense Motive +6, Survival +5, Swim +9LANGUAGES Garao, ValiuntSQ fast movement, rage, trap sense +1GEAR mwk quilted cloth*, mwk buckler, mwk khopesh*

BASE STATISTICS When not raging, the barbarian’s statistics are: AC 15, touch 13, flat-footed 12 HP 30 FORT +4, WILL +2 MELEE mwk khopesh +7 (1d8+3/19-20) or dagger +6 (1d4+3/19-20) RANGED dagger +5 (1d4+3/19-20) STR 17, CON 13 CMB +6 CLIMB +7, SWIM +7

*See the Pathfinder® Roleplaying Game: Advanced Player’s Guide™

Ring of Revealed TruthsAura moderate enchantment CL 3rd

Slot ring Price 9,516 gp Weight -

DESCRIPTIONThis ring, made of twisted platinum and silver, bears a single diamond set inside an etched circle, which is then set inside a square. Faint, blue runes glow gently when it is active. When the wearer activates this ring, she forces anyone speaking in her presence to speak the truth – anyone attempting to speak a deliberate falsehood must make a Will save (DC 12) to do so. Targets affected by this enchantment are aware of such and may tailor their speech accordingly. Additionally, the wearer may command a single affected target, once per activation, to answer a single question in a language she understands. This ring may only be activated three times per day, for three minutes per activation.

CONSTRUCTIONRequirements Forge Ring, command, zone of truth, creator must be lawful; Craft (jewelry) 5 ranks; COST 4,758 gp

Pathfinder Modules (order #4922158) 190.214.66.189

Page 11: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

ACT I: THE COLUMN’S SHADOW TAVERN

11

Allow the player characters an opportunity to make Knowledge (local) or Knowledge (nobility) skill checks (DC 12) to determine if they’ve heard of the Portenus Family (a minor noble house with interests in politics and shipping). If they succeed on this check by 5 or more, inform them that Carthica is the youngest of three sons and quite spoiled. After Natasha and Carthica fi nish their greeting, Natasha introduces Lord Carthica Portenus to the group and invites each of the player characters to address him. If they seem a little shy, she’ll step in and speak briefl y about their skills, but only to avoid any

awkward moments of silence. Once the introductions are concluded, the player

characters may each make a Diplomacy skill check (DC 17) to improve Carthica’s attitude

from indiff erent to friendly. If the player characters mention something positive about his family (or otherwise display

knowledge of his house name), give them a +2 to that check. Alternately, you may allow the

player characters to role-play this scene. Good role-playing that includes obvious attempts at fl attery

should automatically improve his attitude to friendly. Once Carthica is friendly, he sits down and addresses the group and

explains his situation.“What shall I say? In short, I was caught unawares and robbed by two

lowborn dogs, fi lthy men with no dignity or sense about them whatsoever. Were it only coins they took from me, I’d leave this matter to the imperial guard. But they took something more – an item I would like recovered with some discretion – while still publically shaming the two scoundrels. Natasha informs me that you are the sort for the job, and if you’re willing, I’d like you to help me fi nd these two men. If you recover my item and publically humiliate them, you’ll earn not just coin, but my favor as well.” If the player characters seem interested, he informs them that his conditions are simple. He requires their swords and their silence. If they are agreeable, Carthica off ers each of them 40 solins and the spoils of combat. If the player characters seem hesitant but polite, he off ers them 50 solins each. He will go no higher. Obvious attempts to drive up the price will be met with a curt look from Natasha (directed at the

Th e Column’s Shadow Tavern is a coarse tavern that sits in the shadow of Oscela’s Column. Although dated – it was built during the early days of the Empire’s invasion of Tarina – the tavern is clean and well lit. Its patronage is primarily commoners and local craftsmen, with several tables of off -duty guards constantly in the back playing cards. Its hourly drink specials keep it particularly crowded and its barmaids incredibly busy. It’s also exceptionally loud. Player characters making Perception skill checks suff er a -5 penalty due to the noise. Otherwise, the tavern is relatively safe and, unless the player characters go about making a scene, they are left alone with Natasha. If they do make a scene or otherwise cause trouble, the guards in the back (2d6 2nd level warriors) are more than happy to ask them to leave.

Th e woman across from you, Natasha Corvina, isn’t the sort you would normally see in a tavern like this. Dressed in a fi ne, white stola with a red palla draped over her shoulders, you’d expect to see her in one of the fi ner markets with a hoard of servant girls trailing behind her. As you study her, she smiles briefl y and speaks. “Normally, I wouldn’t soil my sandals in a place like this, but my cur-rent client is a man of discretion and he believes, and possibly with good reason, this is not the sort of the place his betters would frequent. So, we meet here. Oh, and once again, thank you for coming on such short notice. It’s not hard to fi nd help in Tarina, but it is hard to fi nd good help.” Natasha lets the last sentence hang in the air, the silence that follows is all the emphasis you need. “When my client arrives, pay him the proper re-spects and let him speak fi rst. He is a vain man. Once he has made his off er, remember, this is only the beginning. Do not barter overmuch with him – but don’t come cheaply, either. If he off ers you too little, I’ll make your case. Th is is why each of you hired me, after all. If he is happy with your service, he’ll call on you again. Th at’s good for business – for both of us.”

Like many young and confi dent adventurers, each of you sought out the famed Natasha Corvina several weeks ago. After a se-ries of extensive interviews and some demanding challenges, she brought you together – suggesting that you form your own com-pany. She insisted that your talents were compatible and, within a few short seasons your group could bring in ample coin. It was her immediate need and her charisma that brought you here today. Suddenly, Natasha snaps her fi ngers, leans in, and quickly whispers, “Th e man walking in is Carthica Portenus. Address him as Lord Portenus when he speaks to you.” Th en, with a devilish grin, she stands and em-braces the pudgy man that walks up to your table. “Oh, my dear Lord Portenus, you seek out my services again…” Portenus is a round, short man that stands a few inches over 5 feet. He’s dressed in a noble white toga and sandals. He carries a leather satchel around his waist and wields a fi nely crafted staff .

READ ALOUD

Pathfinder Modules (order #4922158) 190.214.66.189

Page 12: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

12

most outspoken member of the group). Once everyone comes to an agreement, Carthica tells the group about his family signet ring.

“It’s really a matter of security. The two rakes – Atharius and Jhaari – took my signet ring. Not only is it incredibly valuable, it also bears my mark. In the hands of a clever forger, it could do considerable damage to my family. I cannot allow this to pass. Sadly, I don’t know where the two men are. I only know they are associated with someone called The Urgent Messenger. I need to find this man and, through him, these two rogues. We must make haste. I don’t want to lose their trail.”

Unbeknownst to both Carthica and the player characters, The Urgent Messenger is not a person, but a place. Crafty player characters may guess at this – but even if they do, they should not confirm this without first succeeding on a Knowledge (local) skill check (DC 20). Exceptionally lucky player characters may succeed on an additional Knowledge (local) skill check (DC 25) to learn the general whereabouts of The Urgent Messenger, but not its precise location. Should they decide to search the local area for it without consulting Lady Lilianna first, allow them a Diplomacy skill check (DC 15) to learn about The Flower Shop – a place known for its informants. Then, proceed to Act 2.

Alternatively, the player characters may ask who might know whom or what The Urgent Messenger is. In that case, use the same skill checks – a Knowledge (local) or Diplomacy skill check (DC 15) – to learn about the information broker named Lady Lilianna. Then, proceed to Act 2.

The Wrong Boat

Enterprising GMs who want to add an additional encounter before Act 2 may consider the following option.

Anyone attempting to locate The Urgent Messenger who fails their Knowledge (local) skill check by 10 or more is convinced that The Urgent Messenger is a seagoing vessel, not a place, and suggests heading to the docks to find it. This check may be countered with a successful Profession (sailor) skill check (DC 20), but the party still loses valuable time. If this occurs, the player characters waste 1d4 hours as they search the docks. Subsequently, Carthica’s attitude worsens to unfriendly and he threatens to fire them. Worse, he threatens to soil their names. If the player characters are considerably difficult or obstinate, GMs may require that Carthica’s attitude remain at indifferent for 1d4 hours before allowing them a chance to improve it to friendly. Otherwise, allow the player characters to work together to improve his attitude. Offers to reduce their cost automatically sooth Carthica’s anger and improve his attitude by one step.

Pathfinder Modules (order #4922158) 190.214.66.189

Page 13: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

ACT II: LILIANNA’S DEN

13

they mention The Urgent Messenger, she smiles slightly, indicating she knows precisely what they are looking for. She does not, however, interrupt the player characters. Instead, she listens to everything they say. She only speaks when they finally address her directly. She responds according to what the player characters know (and communicate to her). If the player characters do not know The Urgent Messenger is a place, she says, “Of course, my dears. I know precisely where The Urgent Messenger is. But he is not a man, or even a woman. The Urgent Messenger is a hidden tavern one of the Tegan districts, favored by rogues and rakes alike. It’s no place for a lady like myself. If it is only its location you seek, I believe I can assist you – for a favor, a secret, or a fee,” If the player characters know The Urgent Messenger is a place, she says,

“I see you turned over a few rocks before you sought me out. That’s good. If it is only the location of this place you seek, I can assist you – for a favor, a secret, or a fee.” Carthica immediately offers to pay, but Lilianna holds up her right hand in protest. “This is knowledge that each of you will possess and each of you must

Lilianna’s Den – which is also known as The Flower Shop to the locals – is a discreet villa with a low wall and an iron gate shaped like creeping vines. It opens into a large courtyard that sports two fountains and a large garden that runs the length of the house. A single bare-chested sentry named Mærticus guards the front door. He blocks each person’s entrance until they produce either an invitation or pay the tribute – a single solin. Although Carthica will pay for the player characters, he does not immediately offer to do so, instead paying and walking inside. Once he does, the guard waits for each of them to pay before stepping aside. Dedicated to Lilianna, he does not accept bribes, nor does he barter. Persistent player characters are told, “A single solin keeps the trash out.” If the player characters do not pay, Carthica eventually returns to ‘gather them up.’ He hands each of them a solin to pay the sentry and then waves them inside. Once inside, the player characters are immediately led to a waiting chamber where a pair of silent servants – one boy, one girl – wash their feet and offer them wine and fruits. The player characters wait here for several minutes before another servant – obviously older and wrapped in loose-fitting silks – leads them out and into a Lilianna’s parlor. Lilianna’s parlor is a circular chamber with a bar in the center. Several large couches and hundreds of pillows decorate the room, accented by long, purple and red silk curtains.

Lady Lilianna’s parlor is nothing short of indulgence given a location. This large, circular chamber is draped in purple, red, and black curtains – all but covering its marble walls. An army of pillows covers the floor and numerous couches, barely exposing the large central bar. The smell of sweet incense fills the air, giving the room an almost intoxicating aura. A single woman dressed in dark silks, with hair the color of the setting sun, lounges on one of the larger couches. When you make eye contact, she smiles and beckons you over with but a wave.

Lilianna is a pale woman with bright red hair and a voluptuous figure. She is dressed in black, provocative silks and sips wine from a crystal chalice. When the player characters enter, she silently points to a couch several feet from her and, once they are seated, lies down on a couch opposite of them. “So, my dears, who are you and how can I help you today?” Lilianna listens to Carthica (or the player characters, if they choose to speak in his stead), nodding slightly as they tell their story. When

Known to locals as The Flower Shop, the villa before you is a masterpiece of architectural design constructed in the Tarsequin style. Its low walls reveal a massive garden bisected by a single footpath, with marble columns that flank each side of the path. At each corner of the villa, almost out of sight, two fountains spray water gently into the air, creating almost a tropical mist. A single, barrel-chested sentry armored only in exotic, folded silks stands guard. He rests his hand easily on his khopesh, blocking the dark oak doors that lead inward.

LADY LILLIANA

Pathfinder Modules (order #4922158) 190.214.66.189

Page 14: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

14

pay in kind. You may pay, noble sir, but so must your friends – each in their own way. If you insist in paying for them, my price is 300 solins per head. A stiff fee, I know. But I am a broker in secrets and prize them as most men do gold. If each of your companions would but whisper a single secret into my ear, I will give them this information in kind. But before you think to deceive me, know this. I wear potent charms – gifts from magi and nobles alike – that reveal lies when they are spoken. And I am no fool.”

Crafty player characters are likely to tell Lilianna something common and true. When they do, she laughs and replies, “That is no secret and not worthy of one in kind.” Player characters who choose not to pay or share a secret have a final option; they can offer to do Lilianna a favor. If they choose this, she says, “A favor then? Are you sure you would put yourself in my debt, not knowing the price. A brave choice, but some might question your wisdom.” She then takes down the individual’s name and says, “When I call on you, answer in a timely fashion. I have many knives.” Once each of the player characters and Carthica has paid, Lilianna tells them the location of The Urgent Messenger. She says, “The Urgent Messenger rests in The Hidden Courtyard. Seek out the broken column at the end of Septre Street in the Tegan Quarter. Black Varius keeps his forge there. Travel armed and be weary of dark hands.” Lady Lilianna, however, does not elaborate on the cryptic meaning of her last warning. If the player characters persist in asking, she politely tells them such warnings normally come at a much higher cost and she’s suddenly feeling generous. Her business conducted, Lilianna sits up and directs the group out.

Future secrets revealed: Although the player characters have multiple options to pass this encounter, it is intended to provide the GM future ties to individual player characters and their particular story. The secrets, for instance, might be pieces of the character’s back-story or intriguing facts learned about the other members in the adventuring group. In effect, what the player characters tell Lilianna should be personal and known to only them (or within their group). As suggested earlier, GMs might consider having each player character, at the beginning of the adventure, write down a couple of secrets their character knows – things about their past or their goals that no one else has access to. Not only will this give them a nice tie into the city of Tarina, it will also give the GM future plot hooks.

Pathfinder Modules (order #4922158) 190.214.66.189

Page 15: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

ACT III: AMBUSHED IN THE ALLEY

15

left side, all but flanking the cul-de-sac on the right. Beyond, you can make out a large courtyard, surrounded by tall, dark buildings. As you reach the midsection of the alley, you hear the twang of a crossbow as it lets a bolt fly. You look up to see a man standing behind some boxes, dressed in black chain armor, aiming at your group. The location that Urie, a Black Hand agent, and his assistant have se-lected is the narrow passageway leading to the Hidden Courtyard – which itself holds the door to The Urgent Messenger. The alley is sandwiched be-tween a cul-de-sac and a trash heap. While the cul-de-sac is relatively free from debris, it offers little room to move and no easy escape routes. The garbage heap is knee high and is treated as difficult terrain. Worse, mov-ing through any of the trash stirs up the filth in the area and forces anyone that enters a garbage-covered square to gain the sickened condition for 1d3 rounds unless they make a Fortitude saving throw (DC 10). The pas-sageway offers little more than a five-foot path that extends between the main street and the hidden courtyard (see map).

The agents begin tracking the player characters shortly after they leave The Column’s Shadow Tavern. They follow the group to The Flower Shop, resting in the main lounge (posing as ‘additional guests’ while gathering information) until the player characters leave. They continue to follow the player characters, pretending to be normal citizens, until they enter the Tegan Quarter. If the player characters make an effort to observe their surroundings (once leaving The Flower Shop), a Perception skill check (DC 18) is enough to notice these two men have been following them since they left The Flower Shop. If the group notices the two agents, the agents pretend to ignore them and act normal. A Sense Motive skill check (DC 14) is enough to notice that they are paying far more attention to the player characters than they let on. If confronted at any point before reaching the ambush site, the two agents flee, double back around, and rush to the ambush site. They hide there, waiting for the player characters. If the player characters do not make an effort to observe their surroundings (they do not, for instance, initiate a Perception skill check), the agents automatically follow them to the ambush site, surprising them. Shortly before entering the alley, allow the player characters a chance to make a Perception skill check. If the player characters rushed, the DC is 13. If they took their time and weren’t very observant, the DC is 18. If the player characters notice they are being tailed, read the following: Following the directions given to you by Lady Lilianna, you cross between two wider side streets – turn left at the broken column – and into an alley about 100 feet long. A heap of garbage is piled high on the left side, all but flanking the cul-de-sac on the right. Beyond, you can make out a large courtyard, surrounded by tall, dark buildings. Suddenly, you notice a pair of men behind you. When you look back, one of the men breaks off quickly. The other, hands up and palms out, steps into the alley behind you. He smiles as he walks up to your group. If the player characters do not notice they are being tracked, read the following:

Following the directions given to you by Lady Lilianna, you cross between two wider side streets – turn left at the broken column – and into an alley about 100 feet long. A heap of garbage is piled high on the

Carthica’s efforts to recover his signet ring have not gone unnoticed. While the player characters have been collecting information on The Urgent Messenger – and by extension, Atharius and Jhaari – a criminal organization known as The Black Hand has been collecting information of their own. Having overheard the tale of the two bragging thieves, a local agent has decided to take advantage of the situation and aims to press Carthica into service. After dispatching word to his seniors, he begins collecting information on both the nobleman and his new guardians. Once he determines that the player characters are relatively inexperienced adventurers, he and one of his thugs set out to track them and ambush them – killing them and taking Carthica hostage.

Letters From The Future, Part 1

Another Black Hand agent, known as Pictor, appears in a future Shadowlands adventure called The Gates of Tarina. Enterprising GMs who want to tie this adventure arc to that adventure should include this letter on the agent’s person (or, alternatively, have him drop it while fleeing). Connecting the two adventures should give the players a greater sense of continuity. It will also place them in an interesting moral predicament – a common theme that will appear in Shadowland’s adventures – by giving The Black Hand more than one face (they help the PCs in the future adventure). If you elect to include this letter, read the following to the player characters.

Agent Urie, your report is not without merit and I believe that this arrogant fool, Lord Portenus, could potentially be a valuable bargaining tool. I’m sure, with he and his signet in hand, we could convince his family to ship some valuable items for us – free of charge, of course. Take him and I’ll have some of my boys pick up the two thieves when they visit their fence, Vennius. Oh, and just kill his bodyguards. They’re only hired swords. ~Pictor

Pathfinder Modules (order #4922158) 190.214.66.189

Page 16: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

16

Pathfinder Modules (order #4922158) 190.214.66.189

Page 17: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

17

Once the battle is initiated, The Black Hand soldier will attempt to draw the group towards him, giving his ally – the agent – a chance to sneak attack flat-footed or lightly armored opponents. If the players speak with Urie, he’ll try and intimidate the biggest looking opponent slightly before attacking. Neither the agent nor the soldier will attack Lord Portenus, as both men realize how important he is. If the player characters begin to defeat the Urie and his co-conspir-ator, the two assailants will break for the Hidden Courtyard and dis-appear through a secret door (see map). Unless the player characters maintain constant visual contact, end the combat with Urie dropping some of his gear (to make an easy escape) and his accomplice block-ing the player character’s pursuit. Of course, should the player char-acters kill the two agents outright, they’ll need to hide the two bod-ies. Lucky for them, there is a rather large pile of very smelly garbage close by. Once this combat is complete, give the player characters a brief chance to rest (and heal) before they wander into the Hidden Courtyard.

Urie, Agent Of The Black Hand CR 2Human (Raitan) male rogue 3 NE Medium (5’7”) Humanoid (human)INIT +6 SENSES Perception +6

AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) HP 26 (3d8+9) FORT +3, REF +5, WILL +1 (+2 vs illusions)DEFENSIVE ABILITIES evasion

SPEED 30 ft.MELEE mwk short sword +5 (1d6+1/19-20) or dagger +4 (1d4+1/19-20)RANGED dagger +4 (1d4+1/19-20); 10 ft.SPECIAL ATTACKS sneak attack +2d6

BEFORE COMBAT The agent will try and intimidate a foe, preferably one that looks capable of casting spells or who wears heavy armor.DURING COMBAT The agent will move to flank opponents. He will use his potion of cure light wounds if he drops below 14 hit points.MORALE The agent flees combat if brought below 8 hit points and cannot use his potions.

STR 13, DEX 15, CON 14, INT 12, WIS 10, CHA 10BASE ATK +2; CMB +3; CMD 15FEATS Dodge, Improved Initiative, ToughnessTRAITS Skeptic, Vagabond ChildSKILLS Acrobatics +8, Appraise +5, Bluff +4, Climb +5, Diplomacy +5, Disable Device +7, Disguise +5, Escape Artist +8, Intimidate +4, Knowledge (local) +6, Linguistics +5, Perception +6, Sense Motive +5, Sleight of Hand +8, Stealth +8, Swim +5, Use Magic Device +4LANGUAGES Raitan, Valiunt, SylvænarSQ rogue talent (Finesse Rogue), trapfinding, trap sense +1 GEAR mwk studded leather, (4) daggers, mwk short sword, mwk thieves’ tools, (2) potions of cure light wounds, black cloak, Black Hand signet ring, a letter from Agent Pictor*, 34 gp

*see sidebar “A letter from the future...”

Soldier Of The Black Hand CR 1Human (Raiton) male warrior 3 CE Medium (5’5”) Humanoid (human)INIT +1 SENSES Perception +1

AC 17, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 dodge, +1 shield) HP 27 (3d10+6) FORT +3, REF +1, WILL +1

SPEED 30 ft.MELEE heavy pick +6 (1d6+2/x4) or dagger +5 (1d4+2/19-20)RANGED heavy crossbow +4 (1d10/19-20)

BEFORE COMBAT Blackhand soldiers await combat orders from their agents. Otherwise, they remain alert.DURING COMBAT Blackhand soldiers move to flank heavily armed opponents. They always defend their assigned agent.MORALE Blackhand soldiers retreat when ordered or when reduced to less than 4 hit points.

STR 15, DEX 12, CON 13, INT 10, WIS 11, CHA 10BASE ATK +3; CMB +5; CMD 16FEATS Dodge, Toughness, Weapon Focus (Heavy Pick)SKILLS Climb +4 Handle Animal +5, Intimidate +6, Perception +1, Ride +3, Swim +2LANGUAGES Raitan, ValiuntSQ noneGEAR chain shirt, heavy pick, (3) daggers, heavy crossbow, (10) bolts, black cloak, traveling gear, Black Hand Signet ring, 15 gp

The Hidden Courtyard is named appropriately for a number of reasons – some of which will quickly become apparent to the player characters once they enter it. For one, it’s home to a number of run down, dubious pawn shops that cater to a fair share of Tarina’s more questionable citi-zens. Secondly, the courtyard is shrouded – due to the higher buildings that surround it – in a perpetual half-light (treat as dim light). Finally, the Hidden Courtyard is home to Black Varius’s Forge, which itself pours out its share of noxious, smelly smoke. Between the filth, built up carbon, and its obscure location, it’s the absolute perfect place for a bunch of thieves to gather. The Hidden Courtyard contains the following pawn-shops; Borrowed Denarin, The Ardvark’s Eye, and Sauli’s Shop. As the player characters enter the Hidden Courtyard, read the following:

As soon as you enter this courtyard, you’re all but positive you’ve found the Hidden Courtyard Lady Lilianna described. The courtyard’s walls, black with soot and grime, tower around you – encasing the whole area in a shadowy half-light. A single iron forge rests in the corner of the courtyard, only a few feet in front of an old shop whose dilapidated sign reads, ‘Black Varius’s Forge.’ Several figures, wrapped in old blankets and battered cloaks, huddle around a simple fire and speak in hushed tones.

The eastern wall of the courtyard also has a hidden door that leads to an alley beyond – and The Urgent Messenger. Finding this door requires a Perception check (DC 20), but players looking for it will obviously stand out, inviting some of the other people in the courtyard (typical thieves; 1d4 1st level rogues dressed as bums) to call out to them, taunting them. If the player characters approach them, however, they all demand some coin. Once the player characters have donated at least 3 gp to them, they point out the door. If the player characters ignore them and successfully find the door, the thieves promptly grow silent.

ACT III, PART 2THE HIDDEN COURTYARD

Pathfinder Modules (order #4922158) 190.214.66.189

Page 18: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

18

Pathfinder Modules (order #4922158) 190.214.66.189

Page 19: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

ACT IV: FUN AND GAMES AT THE URGENT MESSENGER

19

ters to leave peacefully. Should the player characters fail to win the tavern over, even if they beat Atharius and Jhaari, they are collectively tossed out. The player characters can acquire TPPs one of the two ways. First, they can win over the patrons by entertaining them. Each successful Per-form skill check (DC 15+1 per cumulative check) yields 1 point. Sec-ondly, each time the player characters win one of the challenges against Atharius or Jhaari, award them 2 points. Alternately, each time the player characters fail a Perform skill check (or Atharius and Jhaari beat them in challenge), they lose 1 point. Allow player characters to make a single Perform skill check only once per skill challenge. In order to win back Carthica Portenus’s signet ring, the player characters must win three of the following five challenges. The first challenge is a test of strength. Jhaari challenges the strongest looking player character to an arm wrestling contest. The player must win three opposed strength checks (Jhaari’s modifier is +3). If the player characters win this, award them 1 TPP. Player characters who successfully intimidate Jhaari gain a bonus tavern popularity point. The second challenge is a test of balance. Atharius challenges the

As you step inside The Urgent Messenger, your senses are immediately assaulted, the scent of stale ale and sweat mixing easily with a cacophony of laughter, music, and boasting. The tavern itself is a split two-level, its bottom floor occupied by a long bar and half a dozen tables with chairs. Several doors along the back wall lead to privies and, you can only assume, the kitchen. A single flight of stairs hugs the far left wall, leading up to a second floor that contains a dozen more tables, all packed with patrons.

Having finally reached The Urgent Messenger, the player characters are probably in dire need of a drink. Once they walk in, however, their presence is immediately noted and a hush falls over the bar. If the players have taken care to hide Carthica’s identity with one of the cloaks from the fallen Black Hand operatives (or with one of their own), this pause is only momentary and things return to normal as soon as the player characters take a seat at a nearby empty table. If the player characters have not taken care to hide Carthica’s identity, then this pause should be a lot longer –and far more noticeable. GMs should take a cue from some of the classic westerns here – to the point of even stopping the music – to reinforce the player characters sense of alienation. Not only are they in the wrong place at the wrong time, they’ve brought a noble with them – which a great deal of Raitons view as no more than traitors. If the player characters demand a drink or make a witty remark, the mood will ease slightly, but most of the patrons will view the player characters in a dim light. If the player characters remain silent (and do not demand Atharius and Jhaari right away), then Lord Carthica Portenus steps up, clears his throat, and speaks, “My men and I come seeking the dogs Atharius and Jhaari. Send them out immediately!” Not only does this result in a burst of laughter from the whole tavern, it also worsens the taverns overall attitude toward their group. Both Atharius and Jhaari are upstairs (see map) and upon hearing their names (either from Carthica or the player characters), Artharius jumps up onto the second floor railing and replies, “Whatcha want with us? Ya come seeking a black eye or an empty purse. Both we can deliver.” Once the player characters demand the item (or, if they remain silent, Carthica does in their stead), Atharius laughs and replies,

“Well, if ya want that lil’ gem back, ya gonna need to win it fair and square an’ round this joint, har’ working men deserve a lil’ entertainment. Ya want it, ya got ta win it. We got traditions ‘round these parts.”

The player characters, through the course of this encounter, how-ever, will need to win not only the majority of the challenges, but win over the tavern’s patrons, as well. To do so, the player characters will need to ac-quire a total of 7 TPPs (tavern popularity points). Doing so wins the tavern over and, at the end of the act, results in them allowing the player charac-

Rings on Black Hands

If the player characters defeated and took the signet rings of The Black Hand operatives shortly before this encounter, they are in a position to use them to their advantage. If any of the player characters are wearing one of these rings, the staff immediately notices and addresses them as sir or madam, all but ignoring Carthica and deferring to that member above the rest of the party. Word will quickly spread throughout the bar. GMs are free to adjust the overall attitude of the bar to indifferent, but it should never move to hostile as most of the patrons know messing with The Black Hand is both dumb and dangerous. As a result, GMs are free to ignore the tavern popularity point requirement at the end of the adventure. Instead, the results of what happen when the “agents” either best or are bested by Atharius and Jhaari reflects directly on The Black Hand – a fact that is surely to bring unwanted attention to the player characters in the future.

Pathfinder Modules (order #4922158) 190.214.66.189

Page 20: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

20

Pathfinder Modules (order #4922158) 190.214.66.189

Page 21: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

21

nimblest looking player character to a balancing act. He hops up onto the

second fl oor railing and dares the player character to match him, step for step,

in distance. In eff ect, each contestant makes an Acrobatics skill check (DC

15) to move forward one foot. Once they fail a check, they stop progressing. Th e

contestant to move the furthest without faltering (failing the skill check) wins the

round and gains 1 TPP. Player characters who successfully taunt Atharius or otherwise

entertain the tavern by telling some story about Atharius (matching a DC 15 skill check

with either Bluff or Diplomacy), earns an additional tavern popularity point.

Th e third test is one of accuracy. Atharius challenges one of the player characters to a dagger-tossing contest.

Each player is given three daggers – and must throw all three at an old wooden target on the back tavern wall. Winning this challenge requires one of the player characters to acquire more points than Atharius. To determine the winner, simply add the points from both contestants’ turns; the one with the most points wins. Th e target’s diffi culty (and assigned point value) are; the bullseye (AC 20 – worth 3 points), inner ring (AC 17 – worth 2 points), or outer ring (AC 13 – worth 1 point). Winning this challenge earns the player characters 1 TPP. If the player characters manage to embarrass Atharius with a well-placed joke or a successful Perform (oratory) skill check (DC 15), award them an additional tavern popularity point. Th e fourth test is one of courage. Each contestant is taken outside, blindfolded, and hung, upside down from the second fl oor of an adjacent building. Jhaari and one player character each take turns making Will saves (starting with DC 12), each save getting cumulatively harder, until one of them fails. If the player character wins this challenge, award them 1 TPP. If the same player character manages to impress the crowd by making a successful Diplomacy skill check (DC 15 + the number of tavern popularity points Atharius and Jhaari have been awarded), then grant them an additional tavern popularity point. Th e fi nal test is simple. Jhaari, a being a bit of a gambling man, chal-lenges one of the brighter looking player characters to three hands of cards. Th e player character needs to make an opposed skill check (us-ing Bluff , Diplomacy, or Profession (gambler) against Jhaari’s Profession (gambler) skill check (+5). Th e fi rst contestant to win two of the three hands wins the round and gains 1 TPP. Player characters who joke about Jhaari’s bad luck and make a successful skill check using Perform (ora-tory) or Diplomacy (DC 15) gain an additional tavern popularity point. Given the number of rounds, the player characters can potentially win up to 15 tavern popularity points. If they win at least 7, they can count on leaving the tavern unmolested – with or without the signet ring. If they do not, however, they are all but thrown out and only given the ring if they beat Atharius and Jhaari in three of the fi ve rounds of challenges (who honor their agreement and, laughing, warn the player characters against treading too deeply into Tarina’s darker corners).

Pathfinder Modules (order #4922158) 190.214.66.189

Page 22: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

22

Pathfinder Modules (order #4922158) 190.214.66.189

Page 23: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

CONCLUDING THE ADVENTURE

23

Th e location that Urie, a Black Hand agent, and his assistant have selected is the narrow passageway leading to the Hidden Courtyard – which itself holds the door to Th e Urgent Messenger. Th e alley is sandwiched between a cul-de-sac and a trash heap. While the cul-de-sac is relatively free from

debris, it off ers little room to move and no easy escape routes. Th e garbage heap is knee high and is treated as diffi cult terrain.

Worse, moving through any of the trash stirs up the fi lth in the area and forces anyone that enters a garbage-covered square to gain the sickened condition for 1d3 rounds unless they make a Fortitude saving throw (DC 10). Th e passageway off ers little more than a fi ve-foot path that

extends between the main street and the hidden court-yard (see map).

Once the battle is initiated, Th e Black Hand soldier will attempt to draw the group towards him, giving his ally – the

agent – a chance to sneak attack fl at-footed or lightly armored op-ponents. If the players speak with Urie, he’ll try and intimidate the biggest looking opponent slightly before attacking. Neither the agent nor the soldier will attack Lord Portenus, as both men realize how important he is. If the player characters begin to defeat the Urie and his co-con-spirator, the two assailants will break for the Hidden Courtyard and disappear through a secret door (see map). Unless the player characters maintain constant visual contact, end the combat with Urie dropping some of his gear (to make an easy escape) and his accomplice block-ing the player character’s pursuit. Of course, should the player char-acters kill the two agents outright, they’ll need to hide the two bod-ies. Lucky for them, there is a rather large pile of very smelly garbage close by. Once this combat is complete, give the player characters a brief chance to rest (and heal) before they wander into the Hidden Courtyard.

Th e agents begin tracking the player characters shortly after they leave Th e Column’s Shadow Tavern. Th ey follow the group to Th e Flower Shop, resting in the main lounge (posing as ‘additional guests’ while gathering information) until the player characters leave. Th ey continue to follow the player characters, pretending to be normal citizens, until they enter the Tegan Quarter. If the player characters make an eff ort to observe their surroundings (once leaving Th e Flower Shop), a Perception skill check (DC 18) is enough to notice these two men have been following them since they left Th e Flower Shop. If the group notices the two agents, the agents pretend to ignore them and act normal. A Sense Motive skill check (DC 14) is enough to notice that they are paying far more attention to the player characters than they let on. If confronted at any point before reaching the ambush site, the two agents fl ee, double back around, and rush to the ambush site. Th ey hide there, waiting for the player characters. If the player characters do not make an eff ort to observe their surroundings (they do not, for instance, initiate a Perception skill check), the agents automatically follow them to the ambush site, surprising them. Shortly before entering the alley, allow the player characters a chance to make a Perception skill check. If the player characters rushed, the DC is 13. If they took their time and weren’t very observant, the DC is 18. If the player characters notice they are being tailed, read the following:

Following the directions given to you by Lady Lilianna, you cross between two wider side streets – turn left at the broken column – and into an alley about 100 feet long. A heap of garbage is piled high on the left side, all but fl anking the cul-de-sac on the right. Beyond, you can make out a large courtyard, surrounded by tall, dark buildings. Suddenly, you notice a pair of men behind you. When you look back, one of the men breaks off quickly. Th e other, hands up and palms out, steps into the alley behind you. He smiles as he walks up to your group.

If the player characters do not notice they are being tracked, read the following:

Following the directions given to you by Lady Lilianna, you cross between two wider side streets – turn left at the broken column – and into an alley about 100 feet long. A heap of garbage is piled high on the left side, all but fl anking the cul-de-sac on the right. Beyond, you can make out a large courtyard, surrounded by tall, dark buildings. As you reach the midsection of the alley, you hear the twang of a crossbow as it lets a bolt fl y. You look up to see a man standing behind some boxes, dressed in black chain armor, aiming at your group.

Letters From Th e Future, Part 2

If the player characters looted the letter off of Urie at the end of Act 3, they know that Th e Black Hand was targeting both Carthi-ca and his family (alongside the two thieves). If they informed Lord Portenus about this, then he’s incredibly grateful to them and awards them additional gold, granting each player character another 35 solins. Additionally, award each player character bo-nus experience points as if they had defeated a CR 1 encounter.a

Pathfinder Modules (order #4922158) 190.214.66.189

Page 24: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

24

Pathfinder Modules (order #4922158) 190.214.66.189

Page 25: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

25

TABLE 1: TARINA BACKSTREET ENCOUNTERS

1. A rat scurries across your path with what appears to be a human index finger in its tiny jaws. 2. A Brotherhood Adept questions a nervous merchant in hushed tones.

3. A couple of dirty children poke a three-legged dog with a stick. The dog, barely moving, moans but does not move.

4. A young man dashes past the party with a roasted chicken in hand. Imperial guardsmen round a corner a few seconds later in pursuit.

5. A drunken man laughs hysterically into a dark bottle. As the player characters pass by, he seems to sober for a moment, looks at one of them, and says, “You’re not so lucky! You’re not so lucky!” He returns to drinking.

6. A young girl latches onto one of the player characters and tries to sell them day-old flowers. If the player character refuses, the girl follows them for a several blocks singing, “too cheap for a flower, too cheap for a friend” over and over.

7. A harlot propositions one of the player characters.

8. A street side preacher calls out to Cavatha, his arms raised toward the sun.

9. A man in an old grey cloak follows the player characters for a few blocks, mumbling, “maybe these are the ones,” before breaking off and walking down another street. If the player characters address him, he says, “Nope, you’re not the ones,” and then walks off.

10. A boy and a girl play tag. The girl is missing one of her fingers.

11. A horn sounds in the distance. Another horn, not far from the player characters, responds a few minutes later.

12. The smell of fresh baked pies wafts into the street. Several people around the player characters comment, “Lady Sulliana’s cooking again.”

13. A mangy cat jumps down from a wall as the player characters round the corner. It ducks into some bushes.

14. An older woman feeds a flock of small, chirping blue birds seed from her purse. A younger man, dressed in polished armor, stands guard over her.

15. A couple of young adults, dressed in white togas, kiss on a bench.

16. Two men in dirty, brown clerical robes argue over a package. Suddenly, one man slaps the other violently across the face.

17. A woman pokes her head out of a second story apartment window and calls out for “Marvius.”

18. One of the player characters finds a sack of coppers tied with a piece of old string.

19. A single, unmarked key shines from beneath a sewer grate.

20. An imperial guardsman stops a man in front of the player characters and asks him for his papers.

21. Two bare-chested acolytes, each branded with Arac’s holy symbol, spar with sticks in a small yard. Several younger men eagerly watch them.

22. A dog chases a cat into some bushes, barking excitedly.

23. Two older women, each dressed in soft blue peplos, talk over tea. A young man stands quietly behind each, serving them without question.

24. An older, scholarly-looking man leads a group of young men into a park. He holds several large tablets. Each of the young men following him carries a pitcher of dark liquid. Several of the men young laugh.

25. One of the player characters notices a man dressed in all black at the back of an alley. When they look at him, he smiles and winks. If the players walk into the alley looking for him, they can’t locate him.

Pathfinder Modules (order #4922158) 190.214.66.189

Page 26: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

COMING SOON FROM BLACKSTAR STUDIOS

26

THE GATES OF TARINA ADVENTURE MODULE After a shipwreck near the coast of Tarina, some valuable enchanted swords have gone missing, and everyone seems to want them. The question is: Who can help you track them down? Who will tell the truth? And what do they want in return? This adventure is a rough and tumble romp through the seedy underbelly of Tarina — a chance to make friends and enemies and to uncover a secret, forgotten danger to the whole of Raetia province.

TARINA GUIDEBOOK: SPIRAL OF SIN ADVENTURE SUPPLEMENT Step into a den of vice, desire, greed, and adventure with the guidebook to the city of Tarina! An ancient port-city at the edge of the dinosaur infested jungles of the Empire of Tar Sequinus, Tarina will delight and frustrate your characters. A haven for black-market magical items, exotic and illegal substances, and five of the most powerful criminal families in the Empire, Tarina is a gateway to a whole new realm of adventuring. Written by Pathfinder veterans Clinton Boomer and Jaye Sonia, the Tarina Guidebook provides everything you need to know to get your party started in this exciting new landscape whether you are running your own campaign or the newly published Tarina Adventure Arcs!

CARTHICA’S PRIDE ADVENTURE ARCCarthica’s Pride is a quick, jump into the action introduction to the Shadowlands Campaign Setting and Tarina, one of its nastier port cities. Intended for a single session of play, this single session mini-adventure takes 4-5 players on a day trip into some of the rougher parts of town in pursuit of a noble’s lost dignity and the token he associates with it. With little in the way of allies or resources, this adventure culminates in an exciting test of skills with a pair of the city’s favorite rogues.

SECRETS OF THE TAINTED ADVENTURE ARCDeep beneath the streets of Tarina dwell those of mixed races or tainted bloodlines, military deserters, escaped slaves and criminals, refugees, the disabled, the disfigured, and the cursed – all may find shelter and a purpose as one of The Tainted. A device with everlasting magic power becomes the target of competing factions, leading to a race to prevent the device from being smuggled out of the city. Intended to be played over two long sessions, Secrets of the Tainted provides a rough and tumble look at Tarina’s actual underworld.

THE TEMPLE OF THE SHINING PATHA ship’s log prompts the Brotherhood of Magus to investigate the source of banned magical items being brought to the black market in Tarina. The voyage leads to the discovery of mystical island ruins and evidence of an ancient, possibly advanced, society in The Temple of the Shining Path. This full-length adventure module begins in the city of Tarina and leads the players on a seafaring voyage off the shores of Gnyr Shalorn. Designed for 4-5 players over three to four full-length sessions, this journey into a mysterious unknown for the sea will give players edge of the seat action and mystery.

SÆMYYR WORLD MAPS Designed by acclaimed Game of Thrones cartographer, Jonathan Roberts, these gorgeous maps will transport GMs to the world of the Shadowlands campaign setting. The Sæmyyr World Maps provide high- resolution large digital images (JPEG and PNG) of the world of Sæmyyr in both stunning color and printable black and white; provide GM’s the ultimate visual reference for the world.

TARINA ULTIMATE MAP PACK Get all of three of the beautifully rendered Gates of Tarina battlemaps, the Tarina City Map, and the Tarina Area Map in this specially priced bundle. Maps come in PDF and high-resolution JPEG in both color, black and white, with grid, and without grid, so that you can easily print out or display all of these breathtaking maps for your Tarina based adventures!

BE SURE AND JOIN OUR COMMUNITY ON FACEBOOK!https://www.facebook.com/BlackStarGames

Pathfinder Modules (order #4922158) 190.214.66.189

Page 27: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

27

Pathfinder Modules (order #4922158) 190.214.66.189

Page 28: A PATHFINDER RPG COMPATIBLE ADVENTURE FOR …dnd.rushland.eu/Telecharge/ScenarioA/DD35-1_Shadowlands-Carthica… · A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1 ... raise the

facebook.com/BlackStarGames Twitter: @BlackStarGames

A PATHFINDER RPG COMPATIBLE ADVENTURE FOR LEVEL 1

What happens when a pair of lackluster thieves with a fondness for intoxicants, courtesans, and easy coin leaves one of Tarina’s betters in the gutter?

A game of vengeance and intrigue happens, that’s what!

CARTHICA’S PRIDE is a mini-adventure set in the port city of Tarina that invites the player characters to serve a very spoiled noble: a noble with a missing item of value that is not accustomed to being told “no.” Assigned to the job by the famous handler Natasha Corvina, the player characters, new to both adventuring and Tarina’s seedier side, must fl atter, fi ght, and con their way through a series of challenges in search of a Th e Urgent Messenger – a mysterious rogue believed to be traveling with the two thieves. With their reputation and fortune on the line, the party races to fi nd the two missing rogues before outside forces – agents of Th e Black Hand – close in for the kill.

Like all of the Shadowlands accessories, this mini-adventure uses the Pathfi nder Roleplaying Game® core rules and requires use of the Pathfi nder Core Rulebook.

Th is adventure is suited for 4-5 1st level characters.

Pathfinder Modules (order #4922158) 190.214.66.189