Thursday, September 29, 2011

Stockholm Fun

This is a rewrite and review of a Module produced for Path Finder. The Original name is "A Face Only Stolkholm Could Love!" and was produced by Little Red Goblin Games. It is free on RPGNow and is covered under the OGL. I would like to say thank you to these folks for offering such a wonderful product and for offering the inspirations for free. On to my version.


I did a bare bones version to outfit this Module for S&W. I removed a lot of the checks and filler that S&W does not need for its  game system. Here is my musings up to the point as to where my group is now.



INTRODUCTION
Emenmal(Wizard)
It has been almost a year since Lady Alissa Aspin was taken from her home in the night by Maverick Wildclaw the local goblin chieftain. Since then, the hamlet of Ettinreach has been plagued by the constant fear that one of the other fair maidens in the town might fall victim to a similar fate.

The Aspin family has held sway over the local politics for the last eight generations in Ettinreach. Beginning with Sir Hedrick Aspin whom was granted the estate of Ettinreach for his military servitude.Their lineage is proud and has earned a great deal of renown. Since the founding years of the Barony of Haden the Aspin family has been involved in all military conflicts. Ettinreach is a subsidiary of the Barony of Haden. Lord of the Hunt, Sir Caleb Aspin is the current title holder of Ettinreach. It is him that has offered a sizeable reward for the safe return of his daughter.  He is a shadow of his former self and thus can not make the adventure himself.

Arrival in Ettinreach
Emenmal
This is where I am going to leave you. This is Jeffrey’s Bridge just on the other side is Ettinreach. Poof he disappears in a cloud of smoke and is gone. Just before he disappears he throws an item at the group. You instantly recognise it as a signia of the secret group you are now a part of. Even though you have yet to figure the name of it. On the back it says show this to Lord Aspin.

1. Jeffrey’s Bridge
The bridge leading to the Northaven highroad was funded by travelers from Northhaven who wanted to avoid traveling through the Wilting Woods. The wooden bridge creaks with the disrepair as you walk across it. It is short but wide with no guard rails. Its bottom is flat to the water, having no arch but a slightly elevated surface.

2. Scott’s Mill
Scott Henderberg
I closed up the mill some years ago. Just wasn’t profitable any more. Much more coin to be had helping folks to go up river. This is now Scott’s Boat Launch. A trip up river ill cost ya 5 gold per passenger. Other n that I aint got nothin else to be saying.  
Decommissioned after years of service to the town, Scott’s Mill is a decrepit old mill that now serves as a launching place for boats. The old mill’s owner, Scott Henderberg, has long since forgotten his miller days and now offers passage towards Northhaven by way of a daily ferry that ends its journey half way up White River.

3. Saitta Residence
A farming family that owns land to the north of town resides here. Old man Saitta is blind in both eyes but his two sons have long since taken over his fields. They live in a small, but well maintained shack on the edge of town.
Thaus Saitta
HD 5
HP 30
AC 5
ATT 1D6
ST 13
Movement 12
He is just old enough to be able to head out advinturing. His father does not want him to go, but he is more than willing and ready to disobey his father and seek fame and glory.

4. Town Hall
A two story town hall also serves as the town’s jail and courthouse. It is presided over by Sir Caleb Aspin, as he holds a noble title. A large room serves as a gathering place for all the hamlet’s social events. It is constructed of stone with a high thatched roof.

5. Church of Erastil
A church sits just outside the main street. A small hill elevates it up a little bit above the rest of the town, appearing to be keeping a watchful eye on the inhabitants of Ettinreach. The preacher, a kindly old female cleric by the name of Arielle Windlethrop acts in the name of Erastil and can be found here at all hours.
Erastil (pronounced eh-RAS-til)[1] is one of the oldest gods still worshiped in Avistan. His religion dates back to before the Age of Darkness when small farming communities and hunter-gatherers prayed to him for bountiful harvests and successful hunts. He is a god of the hunt and of farming, leading his followers by example and good deeds rather than flowery rhetoric.[2]
Arielle Windlethrop
HD 7
HP 42
AC 6
ATT 1D8
ST 9
Movement 12
Spells per day
2 cure light wounds, detect evil, light, protection from evil, bless, hold person, cure disease, prayer, remove curse, speak with dead

6. Rosenberg Residence
Henry Rosenberg is the town’s smith. He lives alone in this small hovel with only his forge to keep him company.

7. Langholdt Residence
Alistair Langholdt is the town’s resident artist. After earning a fair wage in the city he retired here. Now he mostly pesters the children with the stories of his youth.

8. Shear Residence
John Sheer at the young age of twenty is an accomplished carpenter and family man. He tells you he can make just about anything out of wood. He is also a master fletcher. He can produce +1 arrows all day long. His wife takes care of his two small sons that you see running around and playing games out in front of his shop that also serves as his home.

9. Aspin Manor
Two stories tall, the Aspin Manor is a luxury amongst the run down backdrop of Ettinreach.
Once inside, you notice that everything in the house shows its age but has been expertly preserved. Gruesome trophies line the wall, some from war and some from hunts , and it is clear that Sir Aspin has some clout amongst the nobility.
He warns you that the Goblin chief carries an appearance closer to warg than a goblin. He also tells you that ever since Wildclaw has taken over the tribe the goblins have become more aggressive and careless.
Lord Aspin tells you about the Elflords House. He says that the house is on the edge of the town proper. The Elves have a small two story hall that houses the thirteen children of the late Elflord who was exiled from the Isle of Rel’Sem. They were exiled because they made a pact with the Wilting Wood fey. When the leadership of the kingdom of Rel’Sem made a pact with an opposing House of Fey, they fell out of favor. A brief and bloodless conflict left them on the outside of society and soon they found themselves ridiculed by the other nobles. To escape
the mockery, they broke their pact with the house of the Wilting Wood and took up residence across the bay. All who live in the hall are skilled warriors. He also tells them that you may be able to trick the Elves into free passage through the woods. All you have to do is go with them on a hunt and keep steering them towards the other side of the woods. Most of the time, he warns, they can see through this ploy and will charge you coin.

9. Exiled Elflord House- House of Kel’Sem
You elected to talk with the exiled Elflord’s house. You find them a short walk beyond the edge of the town proper. They invite the players to go with them on a hunt. If they players show any sympathy towards the fey or reveal that their goal is beyond the forest, the Elves grow less receptive. We ask for 10 gold per day to have a ranger accompany you. We are normally hired out by travelers from Northhaven to get through the Wilting Woods for that much.
Kel’Sem Ranger Elf
HD 8
HP 48
AC 6
ATT Long sword 1D8, Composite Long Bow 1d8+1
ST 9
Movement 12 +2 in the forest.

Beyond the town proper lay the Wilting Woods and the adventure begins.

PASSAGE THROUGH THE WILTING WOODS
It takes the players 2d8 hours to traverse the Wilting Woods. The forest is cursed by the Wilting Woodsmen, a House of Fey who enjoy misleading travelers. Every 1d4 hours the party must make a save or be found lost. Only one character has to succeed the check to see the forest subtlety shifting to mislead them and guide them on the correct path. If they are lead through the wood by one of the exiled Elflords, they automatically pass save.

Every 6 hours of travel there is a chance for an
encounter.
d% Encounter
Max
CR
1  2d6 Hobgoblins 4
2 1d3 Dryads 5
3 1d3 Satyrs 5
4 1d4 Dopplegangers 5
5 1d4+2 Wilting Woodsman 6
6 1d10 Mites 4
7 1d3+2 Bugbears 6
8 Treant 8

1.Hobgoblin Hunt
The players have stumbled upon a group of hobgoblins. They are on a yearly ritualistic hunt to kill the Wilting Woodsmen. The hobgoblins have been hunting their foes for years and they have traveled all the way from a far land to do so.

2.Doppelganger Encounter
The doppelgangers presented on the encounter table appear to the players as either themselves or NPCs they might expect to see. (Such as Sir Aspin or Arielle) This is especially disorienting if they players encounter this after a rest.
Roleplaying Tip:If a player is mimicked by a doppelganger, allow them to play both the doppelganger (with the GM’s help) and their own character until combat begins.

4.Wilting Woodsman CR4
NE Small Fey
HD 5
HP 30
AC 2 Because of speed
ATT 1D8 -1, Dusk Darts
ST 9
Movement 12
Spells Invisibility, Faerie Fire, Mystic Glob
1.Environment temperate forests
2.Organization solitary, band (2-4), hunt (5-10), or tribe
(20-60)
3.Treasure standard, plus 1d3 vials of bloodroot poison
4.Dusk Darts (su): A wilting woodsman’s darts are not of mortal construction, and are of a special blend of dream, shadow and mistletoe twisted together until it is a hard, gray material like wood. Any creature struck by one of these darts must make a Will save (DC 14) or
take 2 points of Wisdom damage. These darts are often poisoned with bloodroot poison as well, making for a very potent weapon against mortal minds.
5.Illusionist (ex): A wilting woodsman spends
their time crafting delicate illusions and leading others
astray.
6.Shifting Leaves (su): The forest exists as an
ally of the wilting woodsman, as well as his servant. The wilting woodsman is unaffected by normal or magical difficult terrain, as the forest floor and fallen leaves come up to meet him and guide him over such obstacles. The wilting woodsman may also choose to have any squares that he leaves during his turn be considered difficult terrain until the beginning of his next turn. When this ability activates, the affected ground bends out of place and leaves become more
solid at odd angles. This ability only functions in a forested area.
7. Any chance they get they will torment and chastise the party.


4. RED WATER CAY
The water surrounding the delta of the White River is a deep red. It’s due to a persistent algal bloom. The sand is soft to the touch and nearly white. Many ships have crashed along the coast due to the abundance of coral in the area. In fact the delta is literally littered with parts of trading vessels that the goblins have turned into makeshift dwellings. That you can see on Cay Island, 100 yards away. It has no foliage other than a few palm trees and is otherwise flat. If it is day You see several Goblins out fishing and sun bathing. If it is night You notice that the Goblins have lite several torches and have posted centuries. When the group goes to cross they realize that the current is very strong. Alissa Aspin is held in Drew-Drew’s which is farthest from where the players enter. There are 50 goblins in the tribe. At night the goblins on watch is 1d10. During the day 1d20 are on watch. Pygmy Goblin Warriors CR4 Goblin Rogue 4 HD 6 HP 36 AC 4 ATT Short Sword 1d4x3 ST 9 Movement 12 If they surround an enemy. The enemy can not make any more attacks until they break free.

5. THE BOSS FIGHT Lady Alissa Aspen Alissa will be a total pain in the ass and will refuse to leave. If they fight with Drew Drew she will join on his side and try to protect him. If at any time the battle gets too crazy and Marverick will tell the group it is not worth it and that if they take the girl and leave they will not bother Ettinreach any longer. Lady Alissa Aspin HD 1 HP 4 AC 9 ATT Rapier 1d6 ST 13 Movement 12 1.Possessions Amulet of Glamerseeing Slot Neck; Price 800 gp; Weight 1lb. This amulet is crafted to appear like the silver eyes of an owl set atop a dim amethyst. It grants a +2 resistance bonus on Will saves vs illusions. In addition, the wearer may make a Will save to disbelieve an illusion when entering within 10 feet of it, even if he has not otherwise interacted with it. Drew-Drew [Barghest] Extremely cocky and loves to boast. Sees Alissa as his greatest trophy. All though lately she has been driving him mad. HD 5+1 HP 41 AC 5 ATT Shadow Sword 1d8 This sword does an aditional 1d8 damage if target that is hit does not save. This damage is considered to be shadow damage. This sword also grants a plus four to attack if in the hands of a Barghest. ST 12 Movement 12 Special Eat Souls When a Barghest kills a mortal it will absorb its soul in 1d6 turns. Once this happens that mortal may not be resurrected or saved. Treasure Shadow Sword and 1d6 gold times ten. Maverick Wildclaw [Greater Barghest] Extremely conniving and intelligent. Can not stand Alissa and her bitching. HD 7+1/soul eaten HP 63 AC 0 ATT Shadow Sword 1d8 This sword does an aditional 1d8 damage if target that is hit does not save. This damage is considered to be shadow damage. This sword also grants a plus four to attack if in the hands of a Barghest. ST 9 Movement 12 Special Eat Souls When a Barghest kills a mortal it will absorb its soul in 1d6 turns. Once this happens that mortal may not be resurrected or saved. Treasure Shadow Sword and 1d6 gold times ten. 6. ENDING & AFTERMATH If Alissa is still alive after the battle. She will kick and scream the hole way back. Every chance she gets she will try to excape. If they get her all the way back, her father will be utterly grateful and will reward them well. If not they need to explain her death and will not receive the reward. Lord Aspin hands you a letter from the Wizard telling you to stay put until he arrives. He tells you that he has another important mission for you. See The Waxening

All of my material posted here is and can be used under the OGL.