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A Weighty Matter

An adventure for beginning characters

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Introduction………………………………………………………………………… 2
Background: The Land of Gathen…………………………………………………..3
Starting Out………………………………………………………………………… 5
The Journey to Claymore…………………………………………………………...7
Arrival in Claymore and Conflict with Annika Redshield………………………….9
About the Town: Main Attractions, Lodgings and Food…………………………...11
The Theft of the Nails………………………………………………………………13
The Authorities: Legal Proceedings and Intrigues………………………………….15
The Goblin Encampment……………………………………………………………20
The Return to Claymore…………………………………………………………….27
Concluding the Adventure…………………………………………………………..31
Appendix 1: NPCs in Claymore…………………………………………………….32
Appendix 2: Denizens of the Dire Wolf Encampment……………………………...46
Appendix 3: Random Encounters…………………………………………………...50

IInnttrroodduuccttiioonn

A Weighty Matter is an introductory intrigue-based adventure for 1st level characters. The
PCs should start out as recent arrivals to a newly discovered continent where they intend
to settle down (although it is also possible that they can have native connections). The
premise of the adventure is that the characters get hired for what appears to be a routine
delivery of carpentry nails to the frontier town of Claymore, but it quickly becomes clear
that the contractors who take them on have ulterior motives. The PCs are thrown into a
tense and unpredictable situation in which the people who sent them hope they will create
as much chaos as possible. The town authorities will initially distrust them and treat them
like smugglers (or worse), whereas the goblins (for whom the shipment is really
intended), although they seem to start out as enemies, actually have hopes that the PCs
will come to their aid.

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Players should be free to create whatever characters they want, with the proviso that their
background needs to somehow establish why they have come to the newly discovered
land. One character with a proficiency in Animal Handling, and one with some sort of
business acumen would be ideal, because those would be skills the contractors are
ostensibly looking for. Other characters can be hired simply because they are “muscle”.
However, it is acceptable for the delivery party to look haphazard, so as to have the PCs
question the veracity of the contractors at the outset. The latter have been watching the
PCs (or know of them somehow), and their real objective is to stir things up on the
frontier, which is even more important to them than ensuring that the goblins get their
nails.
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 Make sure you read the adventure through before attempting to run it.
Familiarizing yourself with the characters and abilities of key residents and
factions in Claymore, the White Hand plot to have the PCs serve as unwitting
suppliers of contraband, and the plans of the Dire Wolf goblins is indispensible to
creating a fast-moving and enjoyable experience for all.
 Avoid gratuitous combat. The party is composed of beginning adventurers who
initially lack the knowledge of who their enemies really are, and how best to
confront them. Let the party gain power and knowledge gradually, so that the
characters can make it to 2nd or 3rd level by the end without constantly facing life-
and-death situations.
 Let the characters find their own solutions to the predicament they find
themselves in. Perhaps they will side with the colonial authorities, try to prevent
the goblins from getting their hands on the nails, and work to bring those who
manipulated them to justice. But they could just as easily join forces with one of
the town’s rival factions, or even with the goblins, who regard themselves as
victims of human encroachment. Or they could become peacemakers who try to
work out a solution that all parties could accept.
 Encourage the PCs to make connections in town (and beyond) as they try to figure
out what is really going on. Perhaps their relatives, or other people relevant to
their background are among the residents in Claymore. Develop the town as the
base for the party’s subsequent activities, and give the characters a chance to
settle down there if they want.
 Use encounters with NPCs as opportunities to role-play unique personae that the
PCs might enjoy interacting with as partners, rivals, or friends long after this
adventure is over.

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Gaatthheenn

A quarter century ago, mariners sailing westward on the Sea of Ash discovered a new
landmass. Immediately, settlement of the new continent that came to be known as
Gathen, began. Seekers after gold, dreamers chasing legends of lost cities, god-drunk

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fanatics, desperadoes and vagabonds, skilled masters of sought-after arts, slaves, slavers,
and superfluous people of all kinds filled ships destined for the new towns that dotted the
eastern coast of the new land. With them came dwarf moneylenders and smiths, sensing
opportunities for great profit, and elf grandees from their sylvan strongholds, singing of
glory, but keeping their true aims secret. Rumors spread that even the Little People left
their burrows to try their luck in an expanding world.

But the New World was far from empty. Goblins, kobolds, and orcs, who heretofore had
dwelt only in myths and children’s tales, came out of their hollows, caves, and grottoes to
greet the new arrivals. For ten years, an uneasy truce, punctuated by trading missions,
parlays, and skirmishes, held. But a decade ago, a war broke out when fractious native
tribes overcame their differences and tried to throw the newcomers (or “brigands”, as
they named them) back into the sea. The coastal settlements held, and the colonists
pushed inland, forcing the goblins to sue for peace. The humans and their allies won the
right to settle the Open Lands, and to start mining the Strongbow Mountains. But the
winners of the Goblin War didn’t dare go further. Fear of another war with goblins now
armed with iron weapons, and of the strange chimeric creatures - the gargantuan insects,
prowling owlbears, ravenous bulettes, and phantasmagorical horse-pelicans that haunted
the dark woods and ravines of the frontier kept their gains limited. And some whispered
of a more ancient evil that slept uneasily in crypts left behind by a long-lost magical race.

Since the end of the Goblin War, the number of the colonists has grown threefold, and
their wealth has increased faster still. But divisions have opened between them, as
rumblings of an approaching Great War in the Old World, pitting the elf lords and their
vassals against ambitious rulers of younger human kingdoms are being heard with
increasing frequency. As factional jealousies sow suspicion among the settlers’ leaders,
the native peoples recover their strength, and seek to exploit the conflicts among the
newcomers. Heavily involved in the lucrative trade for fur and other precious materials,
they are nevertheless prevented by mutual agreement between the colonists from
acquiring the one thing they really want – metal weapons and armor. But always the
goblin and orc clans strive to find ways to neutralize the newcomers’ advantage, and to
regain the initiative along the frontier.

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SSttaarrttiinngg O
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Play begins in the port city of Whitehaven – a city of roughly 5000 people, and the
largest settlement on the new continent. The PCs have been contacted by representatives
of the Five Flames Group – a supplier of tools, instruments, and construction equipment
to the frontier town of Claymore and colonists who live in its environs. One of two
partners – the human Daler Nicklart or the elf Esteleth - has enlisted the character’s aid to
deliver 2000 pounds of nails, packed into 20 100 lb. crates, to the Redshield General
Store in Claymore - an expanding trading fort 13 miles upstream on the Whitehaven
River. The delivery is routine, the partners assure the PCs, and is usually done by ship,
but owing to the particularly brutal winter, the river has frozen over, and the Five Flames
must use land transport (that’s why they want people who are proficient in handling draft
horses and sleighs in particular). They say they expect no trouble – the goblins of the
Needleleaf Wood have been quiescent since the end of the Goblin War, but they want to
send a competent party that can confront any potential threat because they are a relatively
new enterprise, and want to instill confidence in their clients in a very competitive
commercial environment. If asked why they are sending such a large consignment, they

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will respond that Claymore is a fast-growing community that sold out its own supply
during the Winter Solstice holidays, and the Redshields now require exported nails to
keep up with construction demand.
The mission is therefore straightforward: transport the nails to Claymore by sleigh,
collect payment from Annika Redshield, proprietor of the Redshield General Store,
make sure the invoices are all properly signed and stamped (the partners underline the
importance of including a character who understands business, or at least one who
appears authoritative), and then return the horse, empty sleigh, and payment of 200
guilders (gold pieces) back to the Five Flames headquarters within a week. In return, each
party member will receive a wage of 10 gp, and if all goes well, special consideration for
future assignments the Five Flames require completed. If agreement is reached, the party
is given the transport, the supplies, and the invoices ordering the nails (signed by one
Mim Guildercrystal, Annika’s supply clerk).
Unfortunately, the entire mission is a ruse. The Five Flames are not a real trading
company, but a front organization for the White Hand – a secret society looking to
reverse the colonization of Gathen, and to reignite the war between the natives and the
settlers. The society has links to the Old World elvish elite, which is concerned that
colonization of Gathen will uncover knowledge or artifacts that humans cannot handle
responsibly, so they would prefer that the colonies vanish altogether. In addition, the
human kingdoms that patronize the new colonies have been fighting the forces of the Elf
High King for primacy in the Old World, and this struggle has now spilled onto the New.
Both the partners are White Hand agents. Esteleth is a spy connected to the temple of
supreme elven deity Gileadh, and he has recently activated a sleeper cell he has
assembled in Whitehaven. Daler is his main recruit, and plays the role of the Five
Flames’ frontman. He is an assassin who was instrumental in poisoning the previous
Director General of the New Wyrmmoors Colony (centered in Whitehaven), thereby
allowing the current head – Albert Bester – to take power.
The Five Flames Group’s real mission is to get the nails into the hands of the Dire Wolf
Goblin clan, who have established a hunting lodge half a day’s travel from Claymore, at
the edge of the Needleleaf Wood. According to the Colony’s bylaws, and by agreement
with all of the other colonies in Gathen, no iron implements are to be traded with the
native population for fear of the goblins and orcs using it to forge metal arms, thus
making them capable of matching human forces in battle, and reversing the settlement of
the Goblin War. If the operation works out as planned, the goblins will get their hands on
2000 pounds of iron (the details of accomplishing this are left to Elias Amando – the
White Hand agent in Claymore). If anything should go wrong and the plan is discovered,
the PCs will become the patsies who will likely get the blame for breaking the law. And
if news gets out that a shipment of nails was directed toward the goblins, other colonies
will become suspicious of New Wyrmmoors, and mutual suspicion between the various
colonies will increase. In truth, even if the plan fails, the White Hand may have
accomplished its objectives if the PCs foment a sufficient amount of disorder in
Claymore, or if they succeed in triggering a new war between the colony and the goblins.
The Five Flames have selected the party with care. Although they ostensibly want traders
and transporters, they are actually looking for the type of party that is most likely to

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create problems for the colonial administration. Characters who are most socially
disconnected - spellcasters, elves, half-orcs and individuals prone to violence are a
particular plus as far as Esteleth and Daler are concerned, and a racially mixed, motley
party that will attract a lot of attention is also desirable. Some characters will have been
pursued to make sure they take part in the mission – perhaps destitute characters were
offered the job as soon as they disembarked from the ship that brought them to Gathen, or
perhaps the Five Flames paid bail to free them from prison. The characters may be a little
suspicious of the Five Flames motives from the start, but the partners do their best to act
as real merchants. In a pinch, they will sweeten the pot.
Right after the party departs for Claymore, the Five Flames’ headquarters will be
disassembled, and the partners will disappear to another coastal town. If the party returns
to Whitehaven and tries to track their employers down, the PCs will find that no one has
ever heard of them, and that they never filed the necessary documents to establish their
enterprise legally. The authorities in Whitehaven will be particularly unhelpful – the
Director knows he owes his position to Daler, and any legal case against the Five Flames
will be buried. For their part, Daler and Esteleth are unconcerned about the property they
are giving away to the party for free – they are well funded, and have bigger fish to fry.
No statistics are given for Daler or Esteleth, as they are not intended to confront the PCs,
and will vanish from the adventure as soon as the latter depart Whitehaven. Assume that
both greatly outclass individual PCs in power. Roleplay Daler (who is more likely to
meet with the party) as a shrewd but polite businessman. Esteleth, if he appears, will be
more aloof and harder to read. As for Whitehaven, it is not the setting for the adventure,
but the town is likely the first glimpse the characters get of the New World. Describe it as
a bustling harbor town with a very diverse population, including humanoid races the PCs
have never encountered before, but if any of the characters are of urban origin, they are
likely to regard the city as small and shabby.

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The frozen Whitehaven River stretches before you. Tree-lined banks are occasionally
broken up by farmsteads on either side, though the winter has reduced activity to a
minimum. Your horse – a faithful if dour beast - makes its way ploddingly through the
knee-deep snow. Occasionally, groups of frolicking children flit by on skates, or
shivering ice-fishermen look up from their quarry to acknowledge you, but otherwise, the
landscape is barren, and biting cold urges you onward toward your destination.

Claymore is not very distant from Whitehaven, and can be reached by following the
Whitehaven River, which has frozen solid. There is no chance of falling through or
getting lost if the party simply guides the sled along the ice. The journey should take
most of a day’s travel, because the snow is deep, and the sled is loaded to near capacity.
An Animal Handling check (DC 10) and a proficiency check for utilizing a land vehicle
(DC 15) are required to make sure the horse-and-sleigh assembly move forward without

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difficulty. To increase the difficulty and the dramatic tension, assume that a blizzard
blows through on the day of the trip – it will make it harder to see the surroundings, and
likely, extend the trip by an hour or more. If the party decides to proceed along the banks,
which are lightly wooded, the journey will increase by an additional hour if the lead
character fails a Survival roll (DC 10).
About two hours after leaving Whitehaven, characters with Passive Perception scores of
14 or higher will begin to notice strange triangular signs carved into trees along the
riverbank. These are territorial markings of the Dire Wolf goblin clan, who make their
home to the west in Needleleaf Wood. A History check (DC 13) reveals that they are out
of place here, as the goblins have no claim to territory this far east ever since the end of
the Goblin War. By the terms of the treaty, all contact and trade with humans must go
through Claymore.
A few Dire Wolf trappers are out and about, though. They have been collecting whelk
shells along the coast (also illegally), but they are in touch with the Five Flames and
Elias Amando in Claymore, and are aware that the shipment of nails (intended for them)
is scheduled to pass on route to the trading fort imminently. The four beaver fur-clad and
snowshoe-wearing goblin hunters watching the route (#1-4 on the list in the Goblin
Encampment section, below) have no intention of attacking the sleigh. They want to
remain out of sight, but if they spot the party through the trees, they, along with their pet
wolf Sem will race west, with two goblins continuing to the encampment, and two
remaining behind at a designated rendezvous spot about 2 miles southwest of Claymore.

 If spotted by a party member (Perception roll vs. the goblins’ Stealth), they will
flee away from the riverbank, deeper into the wooded areas. If the party pursues,
the goblins will fire warning shots with their short bows; then, one of their party,
along with the wolf, will confront the party to cover their comrades’ escape. Any
shots coming near the sleigh will require another Animal Handling check from a
PC, or else the draft horse will bolt (with sleigh attached).

 If the goblins are chased off, they will not pursue the sleigh anymore, but will
continue on to the rendezvous point or to their encampment. If, while being
chased, they become separated from one another, a goblin will defend himself the
best he can, but he will surrender if he sustains damage equal to ½ his hit points
or more. Only one of the goblins (#4, Knaz) speaks Common, but whichever one
is captured, he will attempt to indicate that his band was following the sleigh in
hopes of getting something to eat. He will also attempt to exchange a two-foot
string of whelk shells for his freedom.

 If the party manages to capture all four goblins, the leader of the band (Knaz) will
order all the others to turn over all their valuables, and will present the party with
a magic healing mushroom (equivalent to a Potion of Healing), and will then
plead to be taken back to the encampment, in exchange for even greater rewards.

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 If the goblins kill or subdue a party member, they will flee, unless they have a
chance to loot the body. If they take a captive, they will trade him for valuables
(especially weapons), and then depart.

 If the goblins somehow manage to defeat the whole party, they will disarm
everyone, tie them up, and leave with the sleigh and horse, as well as one hostage.

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As the sun begins to dip toward the horizon, you finally catch sight of Claymore around
the river bend on the left bank. The trading fort – now grown to a walled town - rises up
over the frozen wharves, its surprising core of stone buildings and even a glass-domed
tower dominating the skyline at the center of the town. A snowy ramp leads up through
the trees to the town gate, watched over vigilantly by two pairs of armored, crossbow-
wielding soldiers up in a guard tower.

As long as the PCs arrive while it’s still light, the guards will question them about who
they are and what their business is in Claymore. Assuming the parlay proceeds
uneventfully, the guards will open the gates, provided the party pays the entry toll (1
stuiver, or silver piece, per person, 2sp/draft animal, and 1sp/wheel or runner). If the
adventurers have arrived after dark, they will be refused entry, but with a successful
Persuasion roll (DC 15), the guards can be convinced to allow entry at double the price. If
the party appears especially strange, the characters will receive funny looks from the
guards as they enter. Tain Beyert and three additional guardsmen will be on watch duty.

Beyond the gate, Center Street leads one block south to Traders’ Lane, where the General
Store is located, and beyond that, to the Main Plaza – the heart of the town. Claymore
itself is a town of roughly 700 people, though given its crucial place in the system of
trade, its amenities are of a quality befitting a much larger settlement. The town is laid
out as an east-west rectangle. Along the northern wall abutting the river runs the River
Row – the center of the currently dormant riverine trade and various fishing-related
enterprises. The venue along the southern wall is called Furrier’s Row – it is currently the
commercial hub of the trading post, and home of the Furrier’s Exchange, the town’s fur
merchants, haberdashers, taxidermists, tailors and other shops dealing in high-value
goods. The eastern end of the town houses the administrative center built around the
Main Plaza. A block south from the Main Plaza is the Furrier’s Gate, though which
native traders enter the town. Finally, the west end of town is residential, and also the
home of most of the non-human population as well as minority religious groups. Overall,
the town is just over half a mile long, and just under a third of a mile wide.

The General Store, as the guards or anyone else will tell the party, is located one block
south from the Riverside Gate, on the left-hand side of the intersection of Center Street
and Traders’ Lane. If the party left Whitehaven early in the morning and had few
incidents along the road, it is likely to arrive just before closing time.

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The Redshield General Store is a busy and sizeable establishment, offering all manner of
supplies and equipment other than martial gear, livestock, and foodstuffs. The proprietor
– a stocky, no-nonsense dwarf with small but noticeable whiskers stands on a crate
behind the counter, counting something out on her abacus, chewing tobacco, and carrying
on three simultaneous conversations with other customers and stock boys without lifting
her head. When she finally looks up and notices you, she asks gruffly what you need, and
informs you that the store is about to close.

When the PCs tell the proprietor – Annika Redshield – that they are making a delivery,
she sends them to the loading dock in the back, and orders two stock boys – the dwarf
Rill, and the human Ari to guide them there and to help them start unloading the cargo. In
a few minutes, she appears herself, and asks the stronger-looking characters to help with
the unloading. When about half the crates have been taken off the sled, she asks the most
authoritative-looking party member what they’re bringing, again. She then requests that
one or two of the crates to be opened, briefly inspects the contents, and then asks to look
at the invoice.

“I didn’t order this shipment. Two thousand pounds of nails? Are you crazy? How would
we be able to ever sell so many? We just got 500 pounds last month, and we ain’t sold
many of those. It’s slow this time of year. Anyways, our Gror – he’s the town blacksmith
- highly skilled - he provides us with what we need. Let me see that invoice. That’s not
my signature – it’s Mim’s. He’s my assistant, but he has no right to make orders.
Anyways, he’s not here – he’s out sick today. Who did you say you represent? The Five
Flames Group? Never heard of ‘em. Never had any dealings with ‘em. No – you gotta
take these back – I ain’t gonna pay for ‘em.”

 Annika is ready to close shop for the day, and she has a rather rude manner, but
she’s an honest businesswoman, and is telling the truth. If the PCs are not
confrontational, and seem like they’re at a loss about what to do, she will agree to
let them park their sleigh and their horse, along with the crates, in her stable until
tomorrow without charging them a storage fee.

 If the characters are rude, but not threatening, she orders them off her property,
and tells them to take their merchandise to the Sword and Satchel Inn across the
street, or to the Gathen Trading Company warehouse on the Main Plaza.

 If, however, the party forcefully demands their pay, she will send Rill and Ari to
the Arsenal to fetch the guards, and down Traders’ Lane to her husband Loni’s
masonry shop. If the characters continue to threaten Annika while her assistants
are gone, she complies with their demands, but attempts to stall as best she can
until help arrives. If they manage to extort the money before that, they will most
likely encounter authorities (four guards led by Petyr Elst) in the Main Plaza, or
by one of the gates (50% chance of either; at the gates, four guards are present
even if the contingent led by Elst has not arrived).

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 If the characters manage to flee Claymore after having extorted money from
Annika, they will certainly become outlaws in the New Wyrmmoors Colony, and
will have a hard time finding any legitimate employment from this point forward.

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Looddggiinnggss,, aanndd FFoooodd

Assuming the characters have not fled Claymore after a confrontation with the
authorities, they will at this point need to regroup, rest, and figure out what to do. If
Annika has not agreed to keep their shipment, they will need to find a place to stable
their horse and leave the sleigh and the merchandise.

Of Annika’s two suggested options, the Gathen Trading Company (hence, “Company”)
is by far the more difficult one. After nightfall, the Company offices are closed, so the
PCs will have to return in the morning in order to speak to its representatives. If the party
arrives at an earlier time, they will be directed to Klim Meerlinda, the Company
Manager, but he sees no one without an appointment, and the waiting time to actually
receive an audience is 1d4 hours. On the off chance the characters arrive early enough to
actually see Meerlinda, they will have to roll a Persuasion check (DC 15) to get him to
agree to store their property, but the fee will be 4 gp/day. In any event, they will need a
place to leave their things while they wait to meet with the Manager.

Leaving their things at the Sword and Satchel Inn will be significantly easier. The
attendant Ahn Olij is always on duty, and the storage price will be half that charged by
the Company. If the characters also choose to turn in for the night, the Inn (the only such
establishment in town) will charge them an additional 6+d6 sp each for lodging. As it is
likely that the characters are hungry, and will want to eat supper while they discuss their
predicament in light of the unexpected turn of events at the General Store, Olij will point
out their dining options: the Wyrm’s Staff – a tavern attached to the Sword and Satchel
(and under the same ownership), or the Eager Beaver – a pub located on Furrier’s Row
on the other side of town.

The Wyrm’s Staff is a quiet, respectable-seeming establishment that serves decent meals
for 2+d3 sp, and also has a wide selection of potables available. Currently dining there
are two out-of town liquor merchants who are looking to exchange their wares for beaver
pelts. If approached, the merchants are talking about how long they should wait for more
pelts to materialize before leaving. After work hours, there is a 50% chance each that
Bester, Meerlinda, and/or Vess are eating there (if more than one is present, they will be
sitting together). Two town guards will also sit nearby this group. If the PCs are listening
in on their conversation, they will hear that this group is gossiping about Elst’s ill-
treatment of his men, and his abuse of visiting goblins. When they are finished, Bester
will be off for a secret tryst with Pansy Sandyman Neerbos, Meerlinda goes home to
his apartment above the Company offices, while Vess will remain behind if there are
attractive-looking characters in the party, and will offer them 2 gp to spend the night, if
they seem amenable. The guards leave together with Bester. The greeter and maître d’ is

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the tavern proprietor, black-clad Anandas Wurf – a man of obviously military bearing.
Wurf will sit and briefly chat with all his customers about their business and impressions
of the town, paying special attention to any halflings or gnomes present. He will
eventually join Bester et al. at their table. Otherwise, the place is empty.

If the characters want to get to the Eager Beaver, the characters must first cross the Main
Plaza.

As you approach, you find yourself seemingly transported to a commercial capital back
in the Old World. In the northeast corner, stands the brickface town Arsenal – the original
fort, which now houses the town guard and the gaol tower. In the southeast corner is the
local branch of the world-famous Ammet Bank of Exchange – the financial lifeblood of
the New Wyrmmoors Colony. The southwest corner houses the baroque building of the
Gathen Trading Company, which, as the proprietor of the colony, also doubles as the
local administration. Most impressive of all, in the northwest corner is the Temple of
Zenj, with its glass dome reflecting the rays of the setting sun. A statue of the Joachim, a
saint of the sun god clad in furs and holding out a cornucopia gazes toward the sundial
located at the temple entrance. A large, black-furred, hyena-headed humanoid with white-
spots shovels snow near the Company entrance. Two smaller, pointy-eared humanoids
dressed furs stand near the town well located in the center of the plaza, shifting from foot
to foot and shivering from the cold. Strings of shells, satchels, copper tablets, and other
handicrafts lie on an overturned wooden crate in front of them, hopefully awaiting
customers, or at least curious gawkers.

The hyena-faced humanoid is Lhyr, a gnoll warrior of the Gaunt tribe. He is indentured
to Bester, and works both as a street cleaner and a bodyguard to the Director. Unless
approached, he will go about his business, but if asked a question, he will answer,
hesitatingly, in a surprisingly squeaky voice. He takes no offensive actions unless
attacked, or directed to do so by Bester personally.

The smaller humanoids – goblins Mrax and Dorenk (#5 and #6) are ostensibly in town
to trade furs and sell trinkets. However, they are really here to keep an eye on the nails.
Both speak broken Common, and if approached, they will try to interest the party in their
wares (which include mushrooms and other drugs, hidden on their person), while they try
to figure out who the newcomers are, and where their sled is. The goblins are only lightly
armed with concealed flint knives (they gave up their bows to the guards in order to gain
admittance to the town), but they try to avoid combat at all costs to keep their real
mission secret. Once they ascertain that the sleigh has been stolen, they will leave out the
Furriers’ Gate as soon as they can, and proceed to the goblin rendezvous point outside of
town. If the sled has not been stolen by nightfall, they will camp out in the barn behind
the Sword and Satchel.

Having passed the plaza, the party may proceed on to the Eager Beaver on Furrier’s
Row. The Beaver, as it is known to locals, is a more popular and raucous venue than the
Wyrm’s Staff. At any time, there are likely 6+4d6 patrons there, including 2d4 people
from the NPC list in Appendix 1. The haunt is particularly popular with Claymore’s non-

12
human denizens, and even Lhyr frequents it from time to time, sitting in a corner by
himself, usually under the careful observation of one of the members of the town watch.
Gayla Ironfoot, the garrulous and friendly proprietor, tends bar as she occasionally
wipes her nose with her fist or adjusts her glass eye. If the PCs behave themselves
properly, she will be glad to share a drink with them, and tell them what they want to
know (like her customers, she is aware of petty intrigues involving various townspeople
and administrators, but she knows nothing about the plot involving the nails, and nothing
about Bester’s secret affair. She does know that Mrax and Dorenk have been in town for
two days, but that they usually don’t stay longer than a day. Other notables at the Beaver
include Malva Mugwort, who entertains those present with halfling legends and songs
on her recorder. After eight in the evening, Gayla’s dwarven husband Gror – the town
smith, and his friend – Annika’s husband Loni show up. The sit at the bar, quietly
drinking liquor, but will fight anyone who looks at them wrong. The regulars will
probably have a good-natured laugh about the party’s composition, but they will elicit
surprise at the misunderstanding the party had at the General Store. They assure the PCs
that Gayla is on the level (if a little rough around the edges). They will confirm her story
that Claymore rarely imports nails, and attest to never having heard of the Five Flames. If
asked about suspicious characters, they will point to Balint Vossberg – a newly arrived
druid who has been studying the local fauna, and hobnobbing with the officials.

T
Thhee T
Thheefftt ooff tthhee N
Naaiillss

The main action at this point is happening behind the scenes. When the party arrives in
town, they will be spotted by Elias Amando’s raven familiar, who is perched atop the
Joachite temple dome in the Main Plaza. The raven will inform his master, who will
immediately leave his apothecary’s shop on Traders’ Lane, and head toward the center of
town, while ordering the raven to observe the PCs’ negotiations with Annika from a safe
distance. Once in range, he will stroll up and down the street, smoking his pipe (a habit of
his, according to town residents), but if he attracts any undue attention, he will slip into
an alley and make himself invisible.

 If the negotiations with Annika go very badly, and the PCs make to leave
Claymore immediately, Amando will use his Message spell to inform Mrax and
Dorenk of this. When the PCs pass through the Main Plaza, the goblins will
approach them, ask them if they’re interested in goblin handicrafts, and generally
engage them in conversation so as to bring up the question of what is contained in
the crates (they act as if they don’t know, and simply want to make a trade as
curious natives as wont to do). If the PCs tell the goblins, they will offer to buy or
trade for one crate (using coin, whelk shells, or other goods), and, if the party is
interested, they will offer to purchase other crates in the future. If any passers-by
witness this transaction, they will inform the party that trading iron with goblins is
illegal.

13
 If the party decides to leave immediately, and refuses to deal with the goblins,
they may depart the town unmolested. If they return to Whitehaven, they will find
the Five Flames Group headquarters shuttered, and any evidence (such as signs)
of their occupancy of the building removed. One of Amando’s contacts in the city
will seek the party out within a week’s time, and offer them ¼ of the value of the
horse, sled, and nails (he will go as high as ½ if he feels it would sway the PCs).
If the party decides the investigate the Five Flames, they will be stonewalled by
the Company administration, as the Director General fears Daler will expose how
he came to power if he moves against him. Adventure over.

 If, however, the party does not immediately depart, Amando and his raven
continue to watch them very carefully. If the party leaves the sleigh at the
Redshields’ General Store and goes to eat dinner, or turns in for the night, he will
cast Disguise Self or Alter Self to appear as Mim Guildercrystal, Annika’s dwarf
assistant. In this guise, he will approach the store, order or Charm the two
stockboys to throw a different-colored tarp on the party’s sleigh, yoke it to two of
the Redshield horses, and then summon the real Mim (who is not actually sick) to
drive the team out of town via the Furriers’ Gate. There, the dwarf will tell the
guards that he is making a late delivery of construction materials to a nearby
farmstead. In the unlikely event that the sleigh is being stored at the Company
headquarters, Amando will similarly charm Meerlinda in Mim’s guise, and then
proceed with using the dwarf as above. If the sled is being watched, Amando will
wait until nightfall to make his move. He will create a distraction, try to Charm or
Sleep one of the PCs disguised as Mim, and use his Tenser’s Floating Disk scroll
to move as many of the nails out of town as quickly as possible.

Assuming Mim does manage to make it out of town, the goblins Mrax and Dorenk will
also leave out the Furriers’ Gate within the hour. They will meet up with Mim and at
least half of the goblins watching the river route a few miles outside town, where they
have hidden a small toboggan-sized sled. They have also left another wolf – Zkodr –
prowling and hunting nearby, and will whistle for him when they return. Depending on
how much time they have, they will attempt to carefully bury most of the crates, and then
transport two crates by the sled dragged by Zkodr to the goblin encampment just inside
the Needleleaf Wood, approximately 12 miles southwest.

 If the goblins are interrupted in the act of burying the crates or loading their sled,
they will try to drive the PCs and any accompanying NPCs off by shooting arrows
at them, and ordering their wolf (or both wolves present) to attack. If the goblins
are already en route to their encampment, they will lay down fire to keep PCs
from pursuing them, and use the unyoked wolf (if available) to cover their escape.
Getting the nails to their encampment is their primary objective, and they are
willing to sacrifice a wolf, or a couple of their fellows, to accomplish this goal.
Keep in mind that the wolf-drawn sled will be loaded to capacity, and its
movement will be affected accordingly.

14
 Mim, for his part, will avoid combat, and will try to get away from any pursuit,
but he will give himself up if that appears unfeasible. If not magically compelled,
he will not reveal Amando’s hand behind this operation, because the wizard has
threatened his family. If forced to talk, he will reveal that he initially solicited
Amando’s services to help him deal with frequent migraines, but that he slowly
fell under the wizard’s control when the latter forced him to steal from the
Redshields in order to blackmail him. If Amando learns of Mim’s capture, he
will find a way to dominate him with a Suggestion to change his story, and accuse
someone else (likely, the Captain of the Guard or another authoritative figure in
Claymore), saying he fingered Amando under duress. Once Mim’s testimony has
been shown to be unreliable, Amando will take the opportunity to kill him (e.g.
by using his raven to deliver a Shocking Grasp) to prevent him from going back
to his original story.

 If Mim manages to return from the drop-off unmolested, he will bribe the guards
to gain entrance into town, return the sled to its original location, and go home. If
later confronted about his role in ordering the nails, he will simply claim that it
was a misunderstanding and a mistake made during the holiday rush. A successful
Insight roll will reveal that he is very nervous about explicating his role in the
affair.

T
Thhee A
Auutthhoorriittiieess:: L
Leeggaall PPrroocceeeeddiinnggss aanndd IInnttrriigguueess

Whether to make a claim against Annika, who refuses to purchase the nails, to accuse
Mim of theft, to investigate Amando if Mim exposed him, or to defend themselves from
charges of aiding and abetting the goblins, the PCs are likely to confront Claymore’s
authorities sooner rather than later. Any formal complaint will result in an audience with
Bertram Bester, the local Company Director, and therefore Claymore’s nominal chief
executive. Arranging an audience with Bester in his office on the ground floor of the
Company headquarters will also take 1d4 hours, and in any case, will not happen before
10 AM. Any petitioners will be disarmed prior to being admitted to an audience. If
Bester feels particularly nervous, Lhyr will be present at his meetings with the party as
well.

You are escorted into an oak-paneled cabinet. An attractive young man with shoulder-
length brown locks and a hint of a mustache, sporting an obviously polished breastplate
over his flowery doublet sits in a plush chair behind an imposing desk. A blaze roars in
the fireplace behind him. On the walls, expensive paintings of Company officials,
military heroes, and well-fed cows display the power and prosperity of the organization
he represents. The man rises slightly, and motions for you to sit on the plush armchairs,
which his secretary is even now bringing into the chamber. “Well met!” he exclaims with
enthusiasm, motioning for you all to sit. “Can I interest you in a brandy? I hear you have
arrived from Whitehaven – tell me news of the big city!”

15
Bester will continue on in this vein if the PCs let him. He would much rather converse of
Whitehaven or the Old World than to deal with the problem the party has brought before
him. There are several reasons for this. First, young Bester has a weakness for the bottle,
and even if the PCs don’t agree to partake, they can easily tell (Passive Perception 10 or
higher) that the Director, despite his impressive get-up, reeks of alcohol (he starts
drinking as soon as he gets up). His interest in city life stems from his being sent to
Claymore as Company Director by his father Albert – the Director General of the
Colony, in order to keep him away from Whitehaven, and away from various
temptations.

The problem is, young Bester has not managed to keep out of trouble. Bored with his
provincial surroundings and uninterested in his administrative duties, Bertram has not
only embraced booze with a vengeance, but he has also taken to womanizing. The current
object of his affections is Pansy Sandyman Neerbos, the stunningly beautiful (and
married) Reverend of the zealot Cantor sect, whose own temple of Zenj is located on the
west side of Claymore. Initially, Bester’s attentions were unrequited, but a solution to his
predicament unexpectedly arrived in the form of the town apothecary – Elias Amando,
who happened to know how to brew an elixir to make love bloom even in an austere
Cantor soul. With time, Pansy had come around to the Director’s attentions, and while
Amando’s Elixirs of Love were no longer necessary, they were still desired as a
stimulant. Amando also provided Bester Potions of Invisibility, allowing the Director to
sneak off to their trysts unseen. Bester also had Loni build a tunnel under the Cantor
shrine, leading outside the town walls, and allowing him to attend his paramour without
the use of magic. Still, Amando was now Bester’s confidant and enabler. For this reason,
the Director will stymie any investigation or evidence that points toward the wizard as the
main culprit – but not at the risk of turning the town’s entire administration against
himself.

Ultimately, the main complication with confronting Bester in his capacity as the supreme
executive and judicial authority in Claymore is that he is neither temperamentally suited
nor qualified for his position. In this matter, as in most others, any decision that requires
any technical competence (or one that compromises Bester) will be passed on to Klim
Meerlinda, who preceded Bester as the Director in Claymore, and who still de facto
fulfils that function under Bester’s figurehead leadership. Bester will assert that he
oversees the dispensation of justice while delegating other matters, including analyzing or
signing any documents or deputizing the PCs in any capacity to “underlings”).

Bester is likely to respond to specific situations in the following ways:

 If the PCs stand accused by the town guards of improper behavior toward Annika
Redshield, or are accused or suspected of being willing participants in the plot to
supply iron implements to the goblins, he will rule in their favor if they present a
clear case for their innocence (including e.g. Mim’s confession, or capture of the
goblins red-handed), so long as doing so will not compromise himself; if the case
is not clear cut, he will pass the buck to Meerlinda; but if for some reason, the

16
PCs do indeed appear guilty (or have in fact cooperated with the goblins), Bester
will not hesitate to imprison them in the Arsenal gaol tower.

 If there is no formal accusation against the party, Bester will address its claims
against Annika instead. He will first send Elst to the General Store to search for
the missing nails (Elst will also locate the previous shipment in the process,
confirming Annika’s assertion that she does not need more nails). Bester will
then move on to legal matters. Lacking competence in this sphere, he will
immediately refer the case to Meerlinda, who will first inspect the invoices, note
the signature, and then summon Annika to confirm that the signature is not hers.
He will then examine legal documents, which will ultimately establish that Mim
had no right to sign the invoices. Finally, Meerlinda will demand to see
documentation of the party’s employment by the Five Flames Group, and will
then state that it has no right to represent their employer in a legal suit absent such
forms (note also that “forms” is Meerlinda’s favorite word, and he will insert an
extra syllable every time he utters it). In the end, if the party is still in possession
of the cargo, he will proclaim that they have no legal recourse against the
Redshields, and will recommend that the PCs return to Whitehaven with their
merchandise to straighten matters out.

 If the nails have already been stolen, and any evidence against the PCs is sketchy
at best, Bester will refrain from arresting them, and direct Elst to open an
investigation. Initially, Mim will be the obvious prime suspect, and most will
most likely be taken and imprisoned in the Arsenal. When Mim starts talking, his
evidence will likely expose Amando. At this point, Bester will begin to stall and
misdirect. First, he will throw up a red herring by targeting the investigation
toward Balint – a Frondeur druid conducting research in Claymore (he is helped
by the fact that the regulars at the Eager Beaver find Balint suspicious as well).
The closer the investigation gets to finding proof of Amando’s guilt, the more
likely Bester is to order Balint arrested.

 Another tactic Bester will adopt is to direct suspicion outside of town (toward the
goblins) and to involve the PCs in the investigation. If there is clear evidence of
goblin involvement, Bester will allow that they may have had help in town. But
he stresses the complexity of negotiating the factional divide in town, and argues
that it would be better to deal with the goblins first. He will order Elst and his
men to search the rendezvous point, and allow the PCs (as the aggrieved party) to
accompany them. If it is clear that the goblins have taken at least some of the nails
to their encampment, Bester will pay each party member 10 gp to investigate (but
not attack!) it. If they discover the nails there, he will approve stealing the nails
back, but if the party fails, he will have the PCs arrested for violating the frontier
treaty (or even turn them over to the goblins).

 If the evidence pointing to Amando is unequivocal, Bester will do everything he


can to avoid a trial, where information about him can come out. He will agree to
pay the PCs even more money to have Amando taken out or “disappeared”

17
quietly. If the nails are still missing at this point, Bester may allow the PCs to raid
the apothecary’s shop to collect a reimbursement.

Once the investigation begins, Bester’s behavior, and the PCs fortunes in Claymore will
largely depend on the way factional struggles in the town play out, and the PCs’ skill in
learning about and navigating these struggles:

 Almost inevitably, the party will have to come into contact with Klim Meerlinda,
who makes most of Bester’s decisions and signs all of the documents. In his
youth, Meerlinda was a guerrilla fighter against the forces of the Elven High
King back in the Old World, but since coming to Gathen nearly two decades ago,
he has become an official in the Company, and sees all problems in the context of
Company profits and reputation. Though he is somewhat resentful of being placed
under Bester, his overriding concern is to make sure the fur trade with the goblins
continues, because it is the lifeblood of the Colony’s economy. Almost as
important to Meerlinda is avoiding news regarding a shipment of iron from
Claymore to the goblins from leaking out, since it will make the New
Wyrmmoors Colony look like a treaty violator to other colonies, which will cost it
politically. To this end, he will do his utmost to outmaneuver Claymore’s
“militarists”, led by Elst. If it looks like the PCs are becoming a part of the
investigation, he will suggest Bester employ them and use them as a
counterweight to the town guard, so long as the party understands the importance
of avoiding war and maintaining secrecy. Of course, he will still make them jump
through hoops to get all the papers copied in triplicate, signed, and stamped.

 Petyr Elst as the captain of the town guard will likely become involved in the
investigation if the PCs have caused any disturbance at Annika’s, or because he
set off in pursuit of the goblins to the rendezvous point if they have already taken
the nails. Elst is a no-nonsense veteran of the Goblin War, and he harbors few
illusions about the possibility of living side-by-side with the natives, or about the
Company’s ability to prevent the human settlers from expanding up to the
Needleleaf Forest and beyond. When it becomes clear to him that the goblins have
seized the nails, and that the PCs are not involved, he will do what he can to
convince the party to attack the goblin encampment. He will not cross Meerlinda
and do so himself, and he is effectively muzzled by Bester from revealing the
name of the chief suspect (Amando) once it becomes clear he is the culprit. But
Elst will make clear his unhappiness with the state of the investigation, and he
will try to use the PCs to expose what he believes to be the complete
ineffectiveness of Meerlinda’s policies.

 Orin Vess is the resident Manager of the Ammet Bank of Exchange. He does not
generally become embroiled in town politics, but he has everyone’s debts
memorized, and therefore knows the true extent of Bester’s mismanagement. He
knows as well that the Company is deeply indebted to the Bank on account the
Director’s spending on construction and on his paramour. He knows about Loni’s
tunnel, and as a result of observing that Bester’s secretive behavior is similar to

18
his own, he knows that the Director keeps a lover in town (though he has no proof
as to who it is). If he is intimately involved with a party member, he may divulge
some of this information under the right conditions. If a situation develops in
which Bester’s power looks shaky, Vess will form an alliance with Elst, and
declare the Company in Claymore insolvent until Bester is somehow removed
from power. He doesn’t approve of Meerlinda’s enabling of Bester’s spendthrift
ways, and he also thinks the days of the fur trade are numbered, and that there is
more money to be made by loaning money to homesteaders to expand beyond the
goblin frontier (and to the Company to conduct a war).

 The Cantors are a minority, foreign sect, and do not have a stake in the
administration of the town. However, many of the local enterprises – the
carpenters, fishmongers, chandlers, bakers and the like are owned by their co-
religionists, and this gives them, the second largest confession in town, a measure
of economic power. Among the main tenets of the sect is that Zenj has granted
them the land of Gathen, which they feel entitled to take by force from the natives
(minions of the nether powers, in their eyes). These tenets will be recalled if it
becomes public knowledge that the town’s Director has had an illicit relationship
with the Cantors’ own Reverend – Pansy Sandyman-Neerbos. If he learns of the
affair, her husband – the usually quiet and devout carpenter Mels Neerbos will
connect Bester’s activities with the rise of the mighty prior to their fall in his
apocalyptic thinking, and he will inform everyone who cares to listen about the
iniquity going on in town (usually in confusing riddles and mysterious hints). If
his babbling rouses the Cantor community, Elst will do what he can to placate
them by trying to engineer a coup, and instituting the expansionist policies that
the Cantors support.

 As the drama unfolds, Amando will try to remain in the background, but he will
carefully keep track of everything that happens. He will use his raven to spy on
any investigation, kill anyone (like Mim) who may compromise him, and inform
the goblins of possible dangers to them (the raven has the ability to talk, and may
fly to the encampment if necessary). Amando will also exploit existing
suspicions: he may take the guise of Balint if the investigation fingers him and, in
a pinch, use this disguise to reveal Bester’s affair to the Cantors (this will lead to
Balint’s immediate arrest). If the PCs appear to side with the war party in town,
he will not stand in their way, as war is what he wants. He will generally avoid
impersonating the PCs, as he has studied the appearance of the long-term
residents of the town very closely, and can engineer near-perfect disguises of
them, whereas his appearance in the form of a PC will not be flawless. Overall,
Amando is well aware that he may have to leave town suddenly, and has
prepared to do so at a moment’s notice (see the final section below).

19
T
Thhee G
Goobblliinn E
Ennccaam
mppm
meenntt

Unless the PCs end up in prison, return to Whitehaven, or simply fail to properly
investigate the theft (or attempted theft) of the nails, they will likely make an expedition
to the Dire Wolf goblin encampment at some point. The encampment is located 12 miles
southwest of Claymore, just past the tree line marking the edge of the Needleleaf Forest.
The encampment is a hunting lodge for goblin trappers usually engaged in trading furs
with Claymore buyers, though the hunters themselves spend the warm months in the
much larger Dire Wolf village of Toothymaw, located another 10 miles into the forest to
the southwest.

Although the goblins at the encampment are in fact engaged in the traditional enterprises
of trapping and trade, they have an additional reason to be there. Once it becomes clear
that the nails are stolen by the goblins, the authorities in Claymore immediately assume
that the Dire Wolves want them to manufacture weapons. The Dire Wolves do indeed
want the nails for military purposes, but they lack the skill or facilities for smithing, and
have another strategy in mind. Their chief established a camp at the present location
because it sits on top of an entrance to a large and interconnected complex of tunnels.
Drow elves, who live deep underground and are allied with the White Hand and are privy
to its plans to reverse colonial expansion in Gathen have captured a mating pair of rust
monsters, and have given them to the goblins in hopes of evening the military balance
between them and the humans. The goblins have been feeding the pair, which has now
produced a small brood, but in order for the young “rustlings” to survive to adulthood,
they need ever larger portions of iron. The White Hand thus took it upon itself to provide
cheap sustenance to the rust monsters by using the PCs as unwitting mules, but getting
the entire shipment of nails to the camp proved too difficult, and ensuring that the
rustlings grow to full size so they can be used in battle will take the better part of a year,
and possibly even more iron. Thus, the goblins need to keep their operation secret over a
long time period, and they also likely need allies to keep them supplied with iron until
they are ready to make their move. The dominant figure at the encampment – the goblin
shaman Nugast – has used his powers to look into the future, and he has concluded
(rightly or wrongly) that the party members are the allies they need to make their plan
succeed.

Given the deep snow, the way from Claymore to the goblin camp should take roughly
eight hours by foot (though shorter by sleigh), unless the PCs have snowshoes or another
way to handle the difficult terrain. The camp should be easy to find, as it is only 150 feet
inside the forest (though not visible from the outside), and has a sled track leading to it
from the goblins’ rendezvous point where they hid the rest of the nails (if the PCs have
waited long enough for more snow to fall, finding the camp will be significantly harder).
There are few dangers along the way, although the GM should roll a d6 for every four
hours the party is en route, and if the die roll results in a “6”, the GM should consult the
Wandering Monster Table (see Appendix 3). Aside from bizarre animals, the party will
also likely observe strange flora, such as trees that are simultaneously broadleaf and

20
evergreen (this will have no impact on the present adventure, but may become important
in the players choose to continue to play a full-scale campaign in Gathen).

As the PCs enter the woods in the designated place, they will catch the first glimpse of
the encampment:

An eight-foot high palisade fence surrounds a small compound just inside the woods. The
gate is ajar, seemingly in a sign of welcome, but the various humanoid skulls mounted
atop the sharpened poles on either side of the opening send a different message. A roof
made of bark peers over the palisade on the left, and the smoke that rises up from the roof
suggests that the structure underneath it is occupied.

Any attempt to get a better look at the compound by coming within 10 feet of the gate
will trigger the opening of a 10-foot deep pit (1d6 damage to anyone failing to make a
DC 12 Dexterity save). The goblins, obviously, know about the pit, and avoid it on the
way out of and into the compound.

 If a PC falls into the pit, the two goblins (#s 7 and 8, Skob and Goov) stationed in
the treehouse behind and above the roof visible from the outside will fire a couple
of warning shots with their bows, and then, address the party (in goblin), asking
what they want. The shooters have three-quarters cover, and therefore +5 to their
AC and Dexterity saves. If a longer parlay ensues, the sentries will summon their
comrades, particularly Brood and Nugast, to engage in negotiations.

 If the PCs manage to avoid the trap, they may confer, retreat, or enter the
compound by walking alongside the pit as they see fit. The goblin guards have a
50% chance of being asleep if the party arrives during daylight hours (and a 50%
chance of remaining asleep after the pit is triggered if the PCs remain quiet). If the
party tries to sneak in after arriving unexpectedly during daylight hours and the
sentries are awake, they will shoot to kill, and alert the goblins below to the
danger. Brood (#10) will then release the two wolves (Sem and Zkodr), if
available, to defend against the intruders. The defenders will continue to fight
until either the PCs call for a parlay, or until the PCs defeat the defenders (at
which time Nugast will order Brood to negotiate).

 If the PCs hail the goblins prior to walking into the compound, or if they arrive at
night, the goblins will hail them prior to attacking, and attempt to engage in
conversation first.

 If the PCs decide to search the surrounding area before walking into the
encampment, waking the goblins, or engaging in a parlay, they may make an
Investigation roll (DC 12) if searching for longer than five minutes. If successful,
they will locate a pile of very rusty nails under the eaves of an evergreen (Znuges
- #9 – dumped them there by mistake when ordered to dispose of them).

21
If cooler heads on both sides are able to stop any fighting and come to terms, Nugast
(speaking through Brood, who is fluent in Common) will invite the party into the
compound.

TToo JJaaw
w--JJaaw
w oorr W
Waarr--W
Waarr??

The encampment is an oval roughly 60 feet across. On your right stands a bark-covered
yurt-shaped roundhouse. A flap opens in the front, and a group of fur-clad goblins
emerge, with stone axes tucked into their belts. Among them is a larger, human-sized
figure with a blue-and-red tinged nose, carrying a very small, yellow-faced goblin
dressed in rags atop his shoulders. The little goblin shakes the rattle and howls at you as
his yellow eyes fall enviously upon your weapons and your armor, but another one
assures you, in the common tongue, that Nugast, shaman of the Dire Wolf clan, bids you
welcome. Behind the roundhouse stands a large tree draped in needles and incongruously
green leaves. A treehouse platform built into the tree is largely covered by the foliage: the
shooters you just faced were concealed behind a barrier built into the structure. Finally,
on the other side of the compound, to your left, is a smaller round structure, rising up no
more than three feet off the ground, and covered with hides, frozen mud, and ice.

Altogether, 11 goblins, one hobgoblin (Dradauf), and their two guard wolves live in the
roundhouse, where they also keep their supplies and their valuables. Dradauf rarely
speaks (and knows no common). He is not a trapper, but a warrior - Nugast’s bodyguard,
and takes orders only from the shaman, not from Brood – the chief hunter. The goblins
will likely respond to the party in the following ways:

 If the goblins and the party have established at least a tenuous understanding,
Nugast, speaking through Brood, will invite the PCs into the roundhouse. If the
goblins are already in possession of at least some of the nails, Nugast will offer
the party reimbursement in beaver pelts, and will offer additional pelts if the party
has reclaimed some of the crates in exchange for their delivery to the
encampment. If the goblins have not successfully seized any of the nails, Nugast
will initially offer an open-ended exchange. The goblins will trade for foodstuffs,
liquor, clothes, or technological implements, but of course they will always push
for metal items. Nugast may also attempt to sweeten by pot by offering the PCs
information they want (e.g. about a missing relative or friend, desired item, or
something else that resonates with a PC’s background). He will continue to try to
engage the party to achieve some sort of exchange, though he will act less
friendly to any spellcasters, howling and shaking his rattle if he feels threatened
by them.

 If the goblins have already seized at least part of the Five Flames’ cargo, or if the
party charges the goblins with attempted theft, Nugast will point out that the nails
don’t really belong to the PCs to begin with, as they were originally intended for
the Dire Wolves. In any case, no recent arrivals from across the sea should talk to
the goblins about theft, as it is the humans and others who have been stealing
goblin lands for 20 years. If party members ask whether the goblins mean to

22
revise or reverse the terms of the treaty, Nugast will answer evasively, saying
only that the number of humans keeps growing, that they will inevitably try to
expand westward, and that the goblins simply want to even the odds this time
around. He will also downplay any suggestion that the White Hand or anyone else
is manipulating the goblins into conflict with the colony. He will state that the
goblins have their own agenda, and that their fears at present are about colonial
expansion. Nugast will also not reveal that Amando is their agent in town unless
the party gives him what he wants first. However, the PCs may at some point
notice the presence of Amando’s raven familiar. In addition, the goblins will
bring up Amando’s name among themselves if they have no reason to suspect
any of the characters know their language.

 If the party appears swayed by Nugast’s arguments, he will press his advantage
the best he can. He will not seriously entertain offers of mediation between the
goblins and the town, always portraying the goblins as the aggrieved party.
Nugast will offer no information about what the goblins intend to do with the
nails unless more nails (or more iron of any kind) are forthcoming from the PCs
(or, better yet, if the PCs agree to help the goblins sneak “something” into
Claymore). He will simply deny that the goblins are making iron weapons, and a
look around the encampment seems to bear this out. If he succeeds in making any
sort of deal that makes his prophecy about the PCs coming to the goblins’ aid
seem valid, will invite the party to remain in the encampment for a feast in their
honor, followed by a vision quest that will reveal the path that lies before them.
The other goblins will talk up Nugast’s skill as a shamanic guide who opens
people’s eyes to many truths. If at any point the party offers any iron objects to
the goblins, Nugast will immediately send out four of them to feed the rust
monsters (he is concerned about the babies going hungry).

 If, however, the negotiations don’t go well, and the party seems determined to
fight, Nugast will argue that there is no reason to lose many lives over this matter.
He will instead offer a single combat to decide who owns the nails between
whomever the party considers as its champion and Dradauf the hobgoblin. If the
PCs agree to this, the goblins will form a circle around the combatants in the
center of the compound. As the contest proceeds, Nugast will shake his rattle to
give disadvantage to the PC fighter, and mutter an Enhance Ability spell for
Dradauf to ensure a favorable outcome. If a general melee breaks out, Nugast
will Wild Shape into a white wolf, and encourage his cohorts (who will then
attack with Advantage) forward. He may sic the male rust monster on the PCs, but
only as a desperation move.

 One thing to keep in mind during the negotiations is that Brood – the leading
hunter and translator is more practically minded than his shaman, and has much
less faith in the party’s usefulness to the goblins. He will occasionally augment
his translations of Nugast’s offers with his own more skeptical thoughts regarding
dealing with the PCs, and watchful negotiators (or better yet, ones that know the
goblin tongue) will notice that he is not merely translating. Brood will avoid

23
directly challenging Nugast, but he will remain wary, and put the other goblins on
alert if he thinks the party is trying to trick them.

T
Thhee V
Viissiioonn Q
Quueesstt

PCs that have received an invitation to a feast may, within limits, explore the
encampment. Inside the roundhouse, they will find a central fire pit directly underneath
the smoke hole, and a floor strewn about with skins and furs that serve as the goblin’s
sleeping mats. The goblins and wolves all sleep in here, and it is a tight squeeze, making
it difficult to conduct combat if the PCs are so inclined (Disadvantage on to-hit rolls with
any weapon longer than two feet if all or most of the goblins are present). If the PCs have
an opportunity to search the roundhouse, they will find, tucked under a bear skin in the
corner, a cavity in the bark floor, that contains the goblins’ valuables: multiple strings of
whelk shells (worth 50 gp total), 25 beaver pelts (2 gp each), 3 fox pelts (3 gp each), a
five lb. sack of tobacco (10 gp), 3 bottles of strong liquor (5 sp each), a 50 lb. sack of
potatoes (5 sp), and a 3 lb. sack of dried mushrooms.

The low structure fashioned of mud and skins serves as the goblins’ sweat lodge. If the
party strikes up an agreement with the goblins, a vision quest inside the lodge will serve
as the climax of the festivities. The lodge is partly dug into the ground, making the
ceiling somewhat higher than it appears to be from the outside, but it will be difficult for
a tall character to stand up straight once inside. A low wooden bench stretches around the
perimeter of the lodge, allowing all the goblins and 4-5 others to sit snuggly around the
rocks at the center (which Nugast will heat until they glow by using his Druidcraft
cantrip) at the center. Note that Dradauf, who does not fully trust the PCs, will arrange to
sit next to the strongest looking combatant in the party, and flash that character a smile as
he sits down. Directly across from the entry flap, the bench is broken up by an
incongruous-looking pile of small boulders. These stones block entry to the tunnel
directly underneath, and it is obvious to anyone looking at them that they have been very
recently disturbed. The tunnel serves as the home of the rust monsters, but they will play
no role in these proceedings unless a fight breaks out.

Once the lodge has been sufficiently heated, the goblins will remove their furs and
weapons, and invite the party to do the same (anyone who is foolish enough to keep their
armor on during the ceremony should be treated as a victim of the Heat Metal spell).
When everyone is seated, Nugast will pass around a bottle of liquor, a pipe, and a purple-
capped hallucinogenic mushroom, which all of the goblins, at least, will partake in. After
giving the intoxicants a little time to work their magic, the shaman begins the ceremony.

Nugast stands in the center of the circle, and begins howling at the top of his lungs as he
shakes his rattle. The howling is picked up by the other goblins, several of whom pick up
Nugast’s pattern rhythmically on their drums. Nugast begins to walk around the glowing
stones, still leading the lupine symphony. The howling and drumming build in volume.
The voices clash with one another, occasionally finding the same frequency and joining
into a powerful unison that explodes into a cadence of harmonics. The din becomes so
loud you want to shut down your senses to block it out, but the brandy you drank,

24
followed by the pipe-weed, and the mushrooms, one after the other, peel away your
defenses, leaving you naked before the audial onslaught.
Nugast begins to chant. As loud as the howling is, his spirit-song rises above it, drawing
your soul out of your body with every high note while the rattle rends it with each
shake...

At this point, add a personal vision for every character participating in the ritual. At your
discretion, this vision may include:

 Information sought after by the character in accordance with his/her background,


bonds, or flaws (e.g. location of relatives, mystic places or creatures, or artifacts,
enemy plans, etc.).

 Glimpses into what has been going on behind the scenes, especially involving
reasons a character has come to Gathen, the continent’s history (e.g. a cataclysm,
or some secret link to the Old World), or possible future events (e.g. the
destruction of Claymore, a war, White Hand manipulations, etc.). A GM may also
want to give some party members a foggy vision of what awaits them in the
tunnels under the sweat lodge, and beyond.

 A hallucinatory psychic journey that may involve travel, use of skills, or even
combat (decide ahead of time how changes and damage sustained during the
vision quest translates into reality).

Try to make the visions vivid, yet vague enough as to preclude an overly obvious
understanding of what a character has seen. Use symbolism (e.g. a lion stands for
someone strong, death stands for change, etc.) and scrambled or vague chronologies (did
what the character witness happen yesterday, last year, or 3000 years ago?). The purpose
of the vision quest is less to act as an information dump, and more to stimulate the PCs to
search for answers, weigh their options, and become more deeply involved in the
adventure or a longer-term campaign.

When the vision concludes, have each character make a Constitution check.
If the adjusted result is 5 or less, the character becomes catatonic, sustains 1d10 psychic
damage, and must attempt the save again in one hour; if the roll is between 6 and 10, the
character becomes catatonic, and must save again in one hour; if between 11 and 15, the
character awakens, retching violently; if between 16 and 20, the character feels nauseous
for 1d4 hours; and if over 20, the character is fine. Add a +1 cumulative bonus for each
additional time a roll is made.

Avoid the temptation to have the goblins attack or steal too much from the party while
certain members are incapacitated as a result of the vision quest. If the PCs have agreed
to participate in the ritual, they have already established a modicum of trust, and Nugast
in particular will be loath to violate it. He wants the PCs as suppliers and possible allies,
so he is trying to use the vision quests as an investment in a longer-term relationship with

25
them. Unless he or Brood have reasons to believe the party is not negotiating in good
faith, they will make sure that affected PCs wake up safely in the roundhouse. It is
perfectly fine for the characters to feel nervous and suspicious about the experience, and
for the goblins to lift a few (especially iron) items the party will not immediately notice,
but they should also come to ponder the fact that the goblins had them at their mercy, and
did nothing to harm them.

The vision quest will take a minimum of 3-4 hours in game time, and the PCs may want
to rest even after they have recovered from any ill effects of the ritual. When everyone
awakens, the goblins will provide nourishment if they are still on decent terms with the
party, and allow their guests, if they so wish, to remain for several more days if there are
still things to do or matters to discuss. After that point, the PCs will be free to go, or
return to Claymore, as they see fit.

TThhee SSeeccrreetteedd B
Beeaassttss

It is possible at this point, or perhaps somewhat earlier, that the party may wish to explore
what exactly the goblins are doing with the nails, and what lives underneath the sweat
lodge. If the goblins have given the party any indication, they will simply refer to the rust
monsters as “beasts” who must be fed. Nugast will certainly not show the creatures off
unless the PCs have been VERY accommodating to the goblins. Therefore, the only way
the party will be able to discover what lurks in the tunnel is by stealth (e.g. sneaking in
during the day, or luring many of the goblins outside the compound), or by force
(defeating or chasing the goblins away first). The fact that the boulders blocking the
tunnel are heavy (Athletics check at DC 13 to move each one) makes the stealthy
approach difficult to execute.

Once the characters have moved four of the boulders, the adult male rust monster
approaches them. He is not particularly aggressive, given his fairly good treatment at the
hands of the goblins, but he thinks he is about the get fed, so he approaches the most
heavily armored character, and begins to twitter his antennae and to twitch his tail as he
lays into his snack. If the party flees, the rust monster will follow, and continue to nibble
on the largest metal object. If he is harmed, he will begin to use his bite attack.

Aside from the adult male, the tunnel also houses 11 young in the larval stage (known as
rustlings), and one female monarch. The rustlings appear as tan-to-rust-colored sluglike
creatures about two feet in length, with stubby, segmented legs and blind, white eyes
below their still vestigial antennae; while the monarch is a much larger, medium-sized
version of the same, covered in a tough rust-to-orange exoskeleton, and with double-
length, feathery antennae. Two rounds after the male emerges from the tunnel, 1-2
rustlings will slither out, having smelled the presence of iron, with 1-2 coming out into
the sweat lodge each subsequent round. Once half of the rustlings have left the tunnel,
their mother follows suit (though she may not be able to fit through the opening right
away; if not, she will use the ferromagnetism feature to attract iron objects to her. The
monarch will not leave the roundhouse, and will attempt to gather up as many of her

26
rustlings as possible and herd them back into the tunnel after any external danger has
passed.

At this point, unless the party is very well prepared and very lucky, the PCs will likely
flee, as the monarch especially is a very formidable foe. If any goblins are present and the
PCs entered the sweat lodge without their approval, they will attack and chase their party,
and imprison any survivors in the tunnel with the rust monsters. If any characters manage
to get away, they will have likely have a good idea as to the goblins’ plans, though if the
male and the rustlings manage to get out of the sweat lodge, they will escape into the
woods if there is no one to corral them.

If the characters somehow manage to defeat the rust monsters, or to enter the tunnel with
no metal objects (the monsters will not bother them unless the PCs attack first), they will
find that the tunnel has no sources of light, extends 60 feet northeast, and ends in another
pile of boulders (which the goblins piled up to keep the monsters from escaping into a
wider network of underground passages). Inside the tunnel, party members will discover
remains of iron objects the rust monsters have already consumed (which will be so
thoroughly oxidized as to fall apart into a rusty powder if handled). They will also find
pieces of debris resembling rusty steel wool – pieces of eggshell from which the rustlings
hatched not so long ago.

T
Thhee R
Reettuurrnn ttoo C
Cllaayym
moorree

At some point, the party will return to Claymore, whether to recuperate, to fetch nails to
trade to the goblins, or because they have learned enough to make substantive accusations
against Elias Amando in front of the town authorities.

 Whatever decision is made, the party will have to proceed carefully. If the PCs
have undertaken to work with the goblins, they must figure out a way to avoid the
suspicion of the town authorities, especially given the fact that the goblins will
always push for more (e.g. a way to sneak the rust monsters into the Arsenal,
especially if they come to know of the secret tunnel from beyond the town walls
to the Cantors’ shrine). In such a case, the characters may choose to ally with
Amando, and even to join the White Hand (if this happens, the apothecary will
act as if he knew the whole time that the PCs would “come around” and justify
the orders’ decision to recruit them).

 Attempting to reach some sort of compromise between the goblins and the town is
also not without difficulties, as both sides are divided between more moderate and
more militaristic factions (Nugast versus Brood at the Dire Wolves encampment,
and Meerlinda versus Elst in Claymore). The “militarists” will always look for
ways to expose the “moderates” as traitors. Additionally, as long as Amando has
freedom of action, he will always work to foment chaos and conflict (e.g. by

27
exposing Bester’s affair to the Cantors, compromising the PCs as “smugglers”,
etc.).

 It is of course entirely possible that the party returns to Claymore with solid
evidence of the goblins’ activities. If the PCs side with Elst, he will give them
covert support to take out the goblin encampment, and to destroy the rust
monsters, since he cannot become directly involved. This will likely lead to war
between Claymore and the Dire Wolves, which will obviously affect the PCs if
the players and GM choose to continue the campaign beyond this adventure.

 The party may return with at least strong circumstantial evidence against
Amando, and ready to take him down. If the PCs can build a solid case for his
involvement with supplying the goblins with iron, using spells to manipulate town
officials, or perhaps even murdering Mim and others, Bester will finally wash his
hands of the apothecary, and give the party the green light (and possibly some
funds) to get rid of him (again, he has no interest in arresting Amando, because it
may compromise his own position).

C
Coonnffrroonnttiinngg tthhee A
Appootthheeccaarryy

Though the apothecary’s shop is not hard to find (it is the only such establishment in
Claymore), Amando has likely stayed in the background and not challenged the party
directly. The party may establish his links to the raven by catching it spying on them, or
by watching its movements between their location, the Central Plaza, and the proximity
of the apothecary’s shop. If the PCs haven’t caught on to the raven’s troublemaking, they
may learn of its presence from Balint Vossberg, perhaps as a result of helping to free
him from prison and clearing his name. Balint has long been aware that there is a strange
raven that other birds in town avoid, though he has never followed it because he is
preoccupied with his own research.

Amando is careful with his familiar, making sure the raven is never seen entering his
shop by having it land on other roofs in the neighborhood before dismissing it into a
pocket dimension, but anyone investigating the apothecary’s bedroom upstairs from the
shop will find his perch, with obvious raven claw marks, near the window. Otherwise, the
raven will remain on duty, spying on the PCs and the authorities, and alerting its master if
the party or the guards are approaching his store.

Assuming he knows the party is coming for him, Amando will be ready. He will alert his
mastiff, who stand behind closed shop door, prepared to attack, and then race upstairs,
quaff his potions of invisibility and flying, and open up the cage with six stirges that he
keeps by his upstairs window that faces the River Row. Now invisible, he will fly out of
the window and across the river before continuing to the city of Shining, or some other
location where he has already made arrangements with local White Hand operatives. If he
is stopped and forced to remain visible, he will attempt to stir the pot one last time by
appearing in the guise of Bester, Meerlinda, or one of the other town notables.

28
If Amando is surprised in his shop, he will try to stall for time and gauge the PCs plans,
while he watches for an opportunity to rouse his servitors, drink his potions, and make his
escape.

When the PCs approach or enter the shop, read the following descriptions, but be aware
that the situation is fluid, and the descriptions may change as a result of different
conditions or Amando’s actions.

The shop is located in the middle of a block on Trader’s Lane. A sign hanging above the
door depicts the customary mortar and pestle, and the name embossed over the door
indicates its proprietor.

Typically, the windows onto the street allow a passerby to watch the apothecary go about
his usual activities, but if Amando has reason to believe the party is coming for him, he
will have the shutters drawn.

The store is lined with shelves containing glass jars with herbs of various kinds.

Amando has been based here for seven years, so his stock of remedies is quite extensive,
and, considering he is the only apothecary in town, so is his customer base.

On the north wall opposite the door is Amando’s counter…

Behind the counter, he keeps empty containers, mortars and pestles, scales, and his more
valuable medicines and potion-making materials, as well as writing implements. Back
here in a cabinet is also his locked strong box, where he keeps his valuables (175
guilders’ equivalent in coins, and, if he is surprised, two Elixirs of Love, potions of
Flying, Invisibility, and Water Breathing, and a scroll of Tenser’s Floating Disk and
Magic Missile).

A spiral staircase behind the counter leads up [to his upstairs bedroom]. On either side of
the counter are two large clay pots containing six-foot tall gnarly saplings [these are
awakened shrubs that Amando has acquired in order to help cover his escape.] A black
mastiff is peacefully asleep in front of the counter [but if Amando orders, it will
vigorously rise to his defense]. Finally, there is a workbench with open jars of herbs and
other supplies in front of the fireplace on the west wall. Three cauldrons – iron, copper
and brass – hang from chimney cranes in the fireplace, [and Amando likely has the
makings of another Elixir of Love in the pots when the PCs enter.]

Upstairs, a sole bedroom overlooks River Row [the building being a rowhouse, the rest of
the floor is taken up by the apothecary’s neighbors on the other sides of the walls]. A
single window overlooks the north town wall and the Whitehaven River. The vaulted
chamber is sparsely furnished, with a wooden bed, a chair, a bureau, and a vertical
wooden structure [a perch for his raven next to the window], from which a large iron
cage hangs [most likely, the stirges Amando kept in this cage have already flown away

29
by the time the PCs ascend to the bedroom]. Several piles of dirty dishes stand on the
floor, pointing to this room having been the habitation of a bachelor with things other
than housekeeping on his mind.

On the bureau is Amando’s modest book collection, consisting of an Herbalist’s Guide,


a Wyrmmeers to Common Dictionary and a Common to Elvish Dictionary, a Frondeur’s
Manifesto (a political pamphlet put out by a magical society called the Frond which
proclaims the dawn of a New Age and a New Man), and a book in elvish called the Tome
of Clarity. The Tome is the manual of the White Hand. Its contents are up to the GM, but
it likely contains three sections, one relating the history of the organization and justifying
its practices as a defense of Elvish Civilization, one containing guidelines for spiritual
and mental exercises for its adherents, and one relating practical guidelines for finding
new recruits, instructing pupils, resisting torture, and extracting information. Finally,
there is a blank sketchpad. Whether he is successful in getting away or not, Amando’s
spellbook, with a White Hand on its leather-bound cover, will be on his person.

Perhaps more significant than the books themselves are what they conceal inside. The
Herbalist’s Guide contains gloss next to the entries on particular plants and fungi that
instruct the reader in the art of potion making. If any PCs choose to undertake this
activity in the future, they will find a lot of the supplies mentioned in the store (though
this is up to the GM’s discretion). Examining the dictionaries will reveal several folded-
up sheets from the sketchpad containing very competently executed drawings of NPCs
whose guise Amando assumed during the adventure (likely including Mim, Tain
Beyert, Meerlinda, Elst, Balint, and Bester). There are also more crudely executed
images of the PCs, with whom Amando is less familiar (if he ever tried to assume the
guise of a party member, the chances of someone familiar with them seeing through the
disguise would be greater). There are also sketches of the city defenses, and Bester’s
secret tunnel from the Cantors’ shrine, so if the PCs were not previously aware of it, they
would find it in the dictionaries if they flip through them.

Finally, inside one of the dictionaries there are two letters. The first one, stuffed into an
envelope addressed to the Starlight Foundation in the city of Bangani, is from Amando
to Esteleth. It reads:

“Esteemed Esteleth! The associates you have sent out have arrived, and are predictably
stirring things up. They have [have not] traced our hardware to the goblin encampment,
and are currently on their way there [continuing to conduct their investigation]. I am
prepared for my discovery, and have made plans to abscond to Shining in the near future.
You will next hear from me once I have arrived and established myself there. Yours, in
sacred purpose, Elias Amando.”

The letter is signed with a White Hand symbol. A second letter addressed to Amando
and written in a difficult-to understand form of elvish (actually, in the drow dialect; for
characters who read elvish, DC 15 for a vague sense, DC 20 for full comprehension),
reads:

30
“Esteemed Elias Amando! Please advise regarding hardware shipment, and development
of situation in Claymore and environs. Hoping to hear good news.”

This letter is mysteriously signed with a spider sigil.

It is up to the GM to decide from whom the second letter comes, and whether the address
on the envelope of the first letter information, and Amando’s purported destination, are
accurate (it is entirely possible that the wizard is leaving this letter behind deliberately to
throw the party off track).

C
Coonncclluuddiinngg tthhee A
Addvveennttuurree

Since the PCs have relatively free choice regarding how to proceed once they find
themselves in possession of apparently unwanted cargo in Claymore, A Weighty Matter
can end in several different ways. Depending on which strategy the party chooses, and on
the degree to which the strategy is successful, the characters should be rewarded in the
following manner:

 If the party manages to facilitate the escape or destruction of the rust monsters,
award each character 100 XP, and an additional 100 XP if they manage to shut
down Amando’s operation in Claymore by chasing him out of town, bringing
him to justice, or otherwise defeating him.

 If the party sides with the goblins, award each player 100 XP for ensuring that the
entire shipment of nails makes it to the Dire Wolves’ encampment, and an
additional 100 XP for helping to sneak the rust monsters into the Arsenal.

 If the party succeeds in establishing a new modus operandi between the colonial
authorities and the goblins that satisfies both sides (e.g. getting the goblins to
release the rust monsters in exchange for access to metal weapons, or more
territory), award each PC 250 XP. Doing so will be very difficult, as powerful
forces on both sides militate against concluding this sort of deal.

Keep in mind that these bonus awards would be in addition to any normal XP given for
defeating enemies in combat, investigation, overcoming traps, etc., but qualifying for a
full bonus award should be challenging.

In addition to experience awards and likely progression to 2nd or even 3rd level, consider
the position of the PCs in Claymore at the conclusion of the adventure. If the party has
been focused on capturing Amando or driving him out of town, it is likely that town
authorities will have an interest in rewarding the PCs for doing so (unless Bester is not
apprised of the party’s reasons and movements, and retains a strong hold on power at the
end of the adventure). The party has been doing the town’s dirty work; one of the factions
has probably used it as an auxiliary force, and has an interest in continuing to do so in the

31
future (e.g. Elst directed it against the goblins without explicitly placing himself at odds
with established policies).

Moreover, having exiled or imprisoned (or killed) Amando, there will be a need to have
someone take over the apothecary’s shop. It is likely that certain PCs will have an interest
in getting their hands on its potion making facilities, and, if the campaign continues,
taking over the shop will give the party a base in town and a source of income. For their
part, if the town’s authorities have been using the PCs as auxiliaries, letting them take
over Amando’s shop is a way to control them. The wily Orin Vess comes up with a
scheme to transfer Amando’s bank debt to the PCs, which will make them stakeholders
in the town’s social order, and debtors to the Bank (which is a way to pressure the party).
To sweeten the deal, Vess will likely compromise on the terms of repayment (specifics to
be determined by the GM). Forming a formal business partnership will also provide a
long-term reason for the PCs to stick together.

If the party ends up setting itself up as the goblins’ agent in town and/or makes an
alliance with Amando, the PCs can also maintain a long-term relationship with one
another (perhaps, as new recruits of the White Hand). Keep in mind, however, that (aside
from Bester) the town authorities are no fools, and will definitely increase their vigilance
if the PCs engage in suspicious activity. If the party joins forces with Amando, he will
certainly strive remain in the background, being the mastermind of the operation, and he
will do his best to get the party to protect him at all costs.

If the campaign continues, some ideas for subsequent adventures may include:

 the pursuit of Amando, as well as his allies Esteleth and Daler in order to learn
what the White Hand is really up to;

 having another band of goblins (or orcs, gnolls, or other creatures) get hold of the
rust monsters, and aggressively move to make use of them against Claymore;

 Balint’s solicitation of the party’s in helping him track down the mysterious
horse-pelican – a creature that lives in the nearby Arame Pond, and reputedly has
the power to raise the dead;

 the rising of undead creatures from a burial ground across the river from
Claymore.

A
Appppeennddiixx 11 –– N
NPPC
Css iinn C
Cllaayym
moorree

G
Geenneerraall IInnffoorrm
maattiioonn::

The town of Claymore has roughly 700 inhabitants, of whom 10% are non-human. Non-
human residences generally cluster toward the western end of town, but there are no

32
restrictions toward interracial mixing of any kind. Almost everyone speaks the Common
Tongue, although both the dominant Wyrmmeers and the minority Cantors have their
own languages they use among themselves (as do various nonhumans). Though they both
venerate the solar deity Zenj, the Wyrmmeers are very money- and work-oriented, while
the Cantors want to establish a theocracy.

The majority of people dress in ways that are not fundamentally dissimilar to the attire of
most standard fantasy-type settings, save that the wintry conditions force people to wear
heavy furs (widely available, given the town’s dominant trade). The administrative elite
and the wealthy, however, wear more distinctive attire when indoors: white ruffs around
the neck, capotains for men atop heads, and bonnets for women.

There are 15 members of the town guard, employed by the Company. When on duty, the
rank-and-file town guard are dressed in chain shirts, and bear halberds and light
crossbows.

There is no specific legal prohibition against the use of magic, but magic employed in the
commission of a crime is very severely punished. Aside from Amando, Balint, Kasmyr
Ratatosk, and Lainel Coronnim, there are no other spellcasting characters in Claymore.
There are nine members of various priesthoods, though they either have access only to an
odd cantrip, or have no spellcasting ability whatsoever.

Unless otherwise indicated, all of the NPCs listed below are 0-level characters.

11)) A Olliijj –– H
Ahhnn O Huum
maann M
Maannaaggeerr ooff tthhee SSw
woorrdd aanndd SSaattcchheell

Ahn is a young man whose face was horribly disfigured as a result of a fire set by
raiding goblins. He was rescued by Anandas Wurf, who became his patron. Ahn
is very loyal and protective of his master, though he is aware of his strange
predilections, and remembers everything that happens around him. He is very
polite and friendly in an understated way, and runs a good, clean establishment,
but he is a bit arrogant about his great piety. Sometimes he flashes guests a
nervous smile.

S 11 C 9 D 11 I 15 W 10 Ch 9 HP 3 AC 10 PP 10
Skills: Accounting proficiency +4, Animal Handling +2

22)) A
Annaannddaass W Wuurrff –– 33 H Huum maann FFiigghhtteerr ((B
Baattttllee M
Maasstteerr)),, pprroopprriieettoorr ooff tthhee W m’’ss SSttaaffff
Wyyrrm
aanndd tthhee SSw
woorrdd aanndd SSaattcchheell

Wurf is a veteran of the Goblin War who used to serve under Elst. He always
dresses in black, and likes to give of an air of taste, sophistication, and kindness.
He talks quietly, often pausing between certain words in a way that, despite his
best efforts, appears to bear a hint of threat. He keeps a goblin slave, whom he
tortures regularly, and is especially sadistic toward creatures of low stature (which
is why he tries to treat them with special care when he encounters them as his

33
customers). Because of his proclivities, he is especially despised by Elst (who
released him from the town’s service). To get back at his former superior, Wurf is
working on buying up as much of Claymore as possible. In any factional fight, he
will always take sides against Elst if his help is sought. He is typically unarmored,
but owns a full suit of mail and a rapier.

S 13 C 12 D 14 I 13 W 12 Ch 12 HP 21 AC 12/18 PP 11
Skills: Intimidation +3, Athletics +3, Survival +3, Deception +3; Proficient in
poison use
Weapons: Rapier +4 to hit, +4 damage
Class Features: Dueling Fighting style, Second Wind, Action Surge, 4
Superiority Dice Maneuvers (Saves DC 12): Distracting Strike, Riposte, Trip
Attack
33)) A Reeddsshhiieelldd –– H
Annnniikkaa R Hiillll D
Dwwaarrff PPrroopprriieettoorr ooff tthhee R
Reeddsshhiieelldd G
Geenneerraall SSttoorree

A no-nonsense dwarf businesswoman, Annika is blunt, intrudes on people’s


personal space, chews and spits tobacco, but she is honest to a fault, and very
observant of her people’s religious traditions. She is good with numbers, and is
always clicking away on her abacus as she orders her assistants about, and takes
orders from customers. Annika is married to Loni Redshield – the town mason
and her business partner. She sports small but noticeable whiskers above her
upper lip.

S 11 D 14 C 13 I 12 W 10 Ch 8 HP 7 AC 12 PP 10
Skills: Proficient in Abacus, bookkeeping and brewing (+3)
Racial abilities: Speed 25 ft., 60-ft. Darkvision, Advantage, Resistance vs.
Poison, Stonecunning, Axe and Hammer proficiencies

44)) B Voossssbbeerrgg –– 33 H
Baalliinntt V Huum
maann D
Drruuiidd ((C Moooonn)) –– aaddvveennttuurreerr
Ciirrccllee ooff tthhee M

Balint is an amateur naturalist interested in the study of Gathen’s unique flora and
fauna. He also belongs to the Frond – a scholarly secret society that proclaims a
new dawn in history, and vaguely connects its onset with the discovery of the
New World. Balint is a fervent believer in the liberty of all living beings, and
believes himself fated to play a key role in the transformation that will make it
possible. He is incredibly lucky, as he gained passage across the ocean after he
replaced another passenger who decided to stay in the Old World, and then was
killed by supporters of the White Hand. From this person, Balint inherited a
strange artifact – an ancient bone carved with characters that are similar in
appearance to Druidic. Balint believes it comes from a wondrous New World
animal, and contains clues to understanding the Frondeur Manifesto. In
appearance, Balint is a bit of a dandy, and exhibits rather urban and cosmopolitan
behavior for a druid, but is otherwise quite friendly. He makes a living by writing
a history of the Company’s role in the Goblin Wars, and although Company
officials have commissioned him to do so, and granted him access to its archives,

34
they are still suspicious of him, since they have learned of his membership in the
Frond. Balint spends some of his free time in the Eager Beaver.

S 12 C 12 D 15 I 13 W 15 Ch 13 HP 21 AC 11/14 PP 12
Skills: History +3, Nature +3, Arcane +3, Religion +3, Animal Handling +4
Weapons: Sling +4, Scimitar +4
Class Features: Druidic, Combat Wild Shape (common forms: brown bear, white
mink)
Spell Slots and Casting Data: 2 Cantrips, 4 1st level, 2 2nd level; Spell save DC
12, Spell Attack Bonus +4
Typical spells: Cantrips: Guidance, Shilelagh; 1st level: Animal Friendship,
Detect Magic, Goodberry, Speak with Animals; 2nd level: Beast Sense, Hold
Person, Locate Object
55)) B
Beerrttrraam
mBBeesstteerr –– 11 H maann FFiigghhtteerr –– C
Huum Coom
mppaannyy D
Diirreeccttoorr,, C
Cllaayym
moorree

Good-looking and privileged, Bester has been placed in his position by his father,
the Director General in Whitehaven, mostly to have him learn the ropes and to
keep him out of trouble in the big city. Nevertheless, Bertram is still prone to
heavy drinking, and he is romantically involved with Pansy Sandyman-Neerbos.
He also embezzles Company funds, which he spends on his paramour, on
construction, and on expensive brandy. Bester seeks glory, but he thinks it can’t
be achieved in Claymore, and this makes him bored and depressed. He is always
eager to learn about what’s happening in Whitehaven and beyond the sea. Bester
leans on Meerlinda and Elst to help him run the town, and on Amando to help
him conduct his affair with Pansy and keep it secret. He usually dines with
Meerlinda and Vess at the Sword and Satchell.

S 13 D 12 C 12 I 11 W 9 Ch 14 HP 11 AC 11/15 PP 9
Skills: Acrobatics +3, Athletics +3, Deception +3; History +2
Weapons: Rapier +3 to hit; wears ornate breastplate
Class Features: Dueling Fighting style, Second Wind
Drinking: thought rarely inebriated unless he is depressed, Bester is usually tipsy.
That effectively gives him +2 to his Constitution, but -2 to Dexterity

66)) E
Elliiaass A
Ammaannddoo –– 33 H
Huum
maann W
Wiizzaarrdd ((EEnncchhaanntteerr)),, A
Appootthheeccaarryy

Amando is the resident agent of the White Hand in Claymore. He came seven
years ago and established himself as the town apothecary, dealing primarily with
everyday maladies. Until about a year ago, he did not engage in any subversive
activity, waiting for the activation order by his superiors. Since then, he has
focused on entrapping Bester and Mim in a relationship of dependence based on
blackmail and magic, communicating with the goblins, as well as learning to
impersonate other town notables. Amando is well-trained, controlled, and totally
dedicated to his cause. The persona he projects in town is the complete opposite
of his real character – he comes across as a hothead, and has even engaged in
fights with Gror Ironfoot (losing a few teeth as a result). He also appears

35
frequently in public – whether at the Eager Beaver (where he is a regular), or at
the Joachite Temple – until he becomes a suspect in the various activities
surrounding the nails. This makes it difficult for some to believe that he is capable
of engineering sophisticated plots. He also sings in public and during temple
services, though when being himself, he communicates in whispers. Amando has
also taught himself to draw and draft well, which aids him in conjuring up
believable disguises.

S 11 C 14 D 12 I 16 W 14 Ch 14 HP 18 AC 11 PP: 19
Skills: History +5, Nature +5, Perception +9 (Perceptive Feat), Deception +5;
Proficiency in Herbalism (+4)
Class Features: Talking Raven familiar, Arcane Recovery, Hypnotic Gaze
Spell Slots and Casting Data: 3 Cantrips, 4 1st level, 2 2nd level; Spell Save DC
13, Spell Attack Bonus +5
Spells: Cantrips: Friends, Message, Mage Hand, Shocking Grasp; Spellbook: 1st
level: Disguise Self, Charm Person, Detect Magic, False Life, Find Familiar,
Mage Armor, Sleep; 2nd level: Alter Self, Detect Thoughts, Invisibility, Suggestion
Magic Items: Elixir of Love (x2), Potion of Flying, Potion of Invisibility, Potion
of Water Breathing, Scroll containing Tenser’s Floating Disk and Magic Missile
Wealth: 175 gp equivalent

A
Ammaannddoo’’ss G
Guuaarrddiiaannss::

R
Raavveenn FFaam
miilliiaarr::

S2 D 14 C 8 I 10 W 12 Ch 6 HP 1 AC 9 PP 13
Racial Abilities: Speed 10 ft., Fly 50 ft., Speak Common, Share Vision with
Master within 100 ft., Deliver touch spells, Disappear into Pocket Dimension
Combat: Beak +4 (1 damage)
Challenge: 0 (10 XP)

M
Maassttiiffff::

S 13 D 14 C 12 I 3 W12 Ch 7 HP 7 AC 12 PP 13
Skills: Perception +3
Racial Abilities: Speed 40 ft., Keen hearing and smell (advantage on Perception
checks), Knock enemies prone if DC 11 Strength check is failed after successful
attack
Combat: Bite +3 (1d6+1 damage)
Challenge: 1/8 (25 XP)

SSttiirrggeess ((66))::

S4 D 16 C 11 I2 W8 Ch 6 AC 14 PP 9
HP 4/4/4/4/3/4

36
Racial Abilities: Speed 10 ft./Fly 40 ft., Blood Drain (1d4+3 damage) when
attached after successful hit, detach after sucking 10 HP worth of blood
Combat: Proboscis +5 (1d4+3 damage)
Challenge: 1/8 (25 XP)
A
Awwaakkeenneedd SShhrruubbss ((22))::

S3 D8 C 11 I 10 W 10 Ch 6 AC 9 PP 10
HP 11/13
Racial Abilities: Speed 20 ft., False Appearance, Resistance to Piercing Damage,
Vulnerability to Fire Damage
Combat: Rake +1 (1d4-1 damage)
Challenge: 0 (10 XP)

77)) E
Em Avveennss –– H
meerriicc A Huum
maann lleeaatthheerrw Avveennss’’ FFuurrss aanndd H
woorrkkeerr//ffuurrrriieerr,, pprroopprriieettoorr ooff A Hiiddeess

Avens may come into play if the PCs engage in any fur trading, or enquire him
about goblin visitors to Claymore (as they are his suppliers). His store is located
on Furriers’ Row, closer to Furriers’ Gate than the shop of his competitor,
Kasmyr Ratatosk. Emeric’s looks are quite off-putting - he is bald, with scars
on his head, after having nearly been scalped during the Goblin Wars. He has also
lost most of his teeth, and whistles annoyingly as he talks. His life experience has
made him very rude, but he has golden hands, and knows his trade (he specializes
in luxury furs). Emeric has been married three times, and all his wives have left
him (the latest is now married to Sidar Sprangers). He is also very religious and
a Wyrmmeer chauvinist.

S 10 C 10 D 14 I 13 W 10 Ch 9 HP 6 AC 12 PP 10
Skills: Proficient in furrying and leatherworking tools (+4)

Bllaacckkbbuurrnn –– H
88)) FFiinnllaayy B Huum
maann ccoobbbblleerr

One of Claymore’s two cobblers with shops on Traders’ Row, Finlay is the bitter
rival of the other – Simo Lang, who gave him a scar across his cheek in a fight
long ago. Finlay is the more successful of the two, and dreams of taking over
Lang’s shop, and converting him to his Cantor religion. He is zealously pious,
thinking that with prayer, all is possible, and he speaks in riddles as he stares off
distractedly into space. He will accuse his neighbor Amando of theft, though no
one else will back him up on his story. Finlay also has a fetish for women’s
footwear.

S 11 C 10 D 12 I 13 W 10 Ch 11 HP 2 AC 11 PP 10
Skills: Proficient with cobblers’ tools (+3)
Gaayyllaa IIrroonnffoooott –– H
99)) G Huum
maann PPrroopprriieettoorr ooff tthhee EEaaggeerr B
Beeaavveerr

37
One of the best-informed people in town, Gayla is the owner, cook, and bartender
at the Eager Beaver tavern. She is completely unself-conscious about her one
glass eye and her habit of wiping her nose with her fist, and the regulars have
stopped noticing, too. Gayla is gregarious, chatty, honest, and likes to quaff down
occasional drinks with her customers. She knows about all the petty rivalries
between the townspeople, the factional divide in the town administration, and a
bit about the fur trade, but she is not aware about Amando’s real activities, and
would voice surprise if she were told – she thinks of him as an argumentative
hothead who once got into a fight with her husband Gror. Gayla originally came
to town as a kind of mail-order-bride for her dwarven husband, but she seems to
like that they have polar opposite characters, and praises him as a good provider.

S 11 C 13 D 9 I 10 W 11 Ch 12 HP 5 AC 9 PP 10
Skills: Persuasion +3, Local History +2, Cooking tools +1

Grroorr IIrroonnffoooott –– D
1100)) G Dwwaarrvveenn bbllaacckkssm
miitthh

Gror is Gayla’s dwarven blacksmith husband. He is dedicated to his work and to


his wife, but he is a phenomenally heavy drinker, and is prone to rage when
drunk. Until 8PM every night, Gror is hard at work in his shop on Traders’ Row.
He is especially good at making nails, and has been known to produce nearly
3000 an hour. On occasion, he manufactures weapons as well. After 8, he appears
at the Eager Beaver, and drinks in silence with his best friend Loni Redshield. He
hardly ever says a word (regulars at the Beaver frequently bet on whether he will
speak that night), and when he does say something, it is usually an insult. The
next day, he is back at work shortly after dawn, even if his clothes are inside out,
and his shoes worn on the wrong feet. After their fight two years ago, Gror still
holds a grudge against Amando, though everyone else has forgotten what the
fight was about, and laughs about it.

S 15 C 14 D 12 I 10 W 9 Ch 9 HP 10 AC 11 PP 9
Skills: Proficiency in smithing tools (+4),
Weapons: +2 to hit, with fist (3 damage) or hammer (1d4+2);
Racial abilities: Speed 25 ft., 60-ft. Darkvision, Advantage, Resistance vs.
Poison, Stonecunning, Axe and Hammer proficiencies
Special Ability: high tolerance for alcohol - no physical effects
1111)) K
Kaassm Raattaattoosskk –– 11 FFoorreesstt G
myyrr R Gnnoom
mee SSoorrcceerreerr ((C Maaggee)) –– FFuurrrriieerr
Chhaaooss M

Kasmyr is the outrageous and exuberantly friendly proprietor of the Highmoon


Furrier’s Exchange on Furriers’ Row. He is nearly incomprehensible when he
speaks, partly due to his lisping accent, partly due to his infectious and wheezing
laughter, and partly because of the wooden pipe he never lets out of his mouth.
Adding to his bizarre appearance is the large sewing needle he has decided to use
as a nose piercing. Unlike his competitor Emeric Avens, Kasmyr is more of a
bulk dealer, and this, along with his more easy-going personality and his magical
abilities, has made him more economically successful. He is quite knowledgeable

38
about the goblin trappers at the encampment, knows who lives there and who
spends the most time in town, but he knows nothing about their nail scheme.
Kasmyr had originally intended to train further as a sorcerer, but his woodland
home in the Old World suffered in the war, and his family sent him across the sea
to make enough money to allow them to set up a new home in Gathen. He is very
protective of his daughter Niza, who lives with him in a room above the
exchange, and will suddenly grow very serious if he feels she is threatened.
Kasmyr will react similarly if anyone insults her cooking, or makes attempts to
buy him out or drive him out of business. His other weakness is the fact that he is
rather partial to other people’s valuables, if they are left unattended.

S 12 D 14 C 12 I 12 W 11 Ch 14 HP 7 AC 12 PP 10
Skills: Nature +4, Sleight of Hand +4, Persuasion +3, Insight +2; Proficiency in
Furrier’s tools (+4).
Racial abilities: Speak with animals, Minor Illusion Cantrip
Class Features: Wild Magic Surge, Tides of Chaos
Spell Slots and Casting Data: 4 Cantrips (+ Minor Illusion), 2 1st level; Spell
Save DC 12, Spell Attack Bonus +4
Spells: Cantrips: Dancing Lights, Friends, Mage Hand, Mending; 1st level: Color
Spray, Expeditious Retreat

1122)) K
Klliim
mMMeeeerrlliinnddaa –– 22 H
Huum
maann R
Roogguuee,, M
Maannaaggeerr,, N
Neew
wWWyyrrm
mmmoooorrss C
Coom
mppaannyy

Meerlinda is the former, and still de facto Director of the Company (and
therefore, the person who really runs Claymore). Once a guerrilla fighter for the
Wyrmmeers against the forces of the Elf High King, he has been an administrator
since he was spirited away by the Company to the New World almost 20 years
ago to avoid execution. He still keeps a memento of his old life – a ceremonial
elvish dagger - as a trophy, mounted in glass over his desk. Now in his fifties, he
is a pear-headed, droning functionary who does not like to take chances. His
overriding concern is to keep the fur trade alive, and he is very averse to
undertaking any action that ratchets up conflict with the natives. This concern
takes precedence over his resentment at Bester for being displaced by such an
obviously unqualified Director, but Meerlinda’s loyalty to the Company keeps
from acting against the Besters in any way. Though he is no longer a combatant,
Meerlinda still has a good eye, and plays a mean game of darts at the Beaver
from time to time.

S 10 D 12 C 10 I 12 W 10 Ch 8 HP 10 AC 11 PP 12
Skills: Perception +2, Stealth +3, Persuasion +1, Investigation +5, Insight +2,
Nature +5, History +3, Proficiency in thieves’ tools (+3), proficiency in
bookkeeping (+7)
Weapons: Darts +3 (1d4+1 damage)
Class Features: Thieves’ Cant, Sneak Attack, Cunning Action, Sharp Shooter
Feat

39
1133)) L
Laaiinneell C m –– 22 H
Coorroonnnniim Hiigghh EEllff C
Clleerriicc ((K
Knnoow
wlleeddggee D
Doom
maaiinn)),, PPrriieesstteessss aatt tthhee SShhrriinnee
ooff B a n g
Bangani an i

The only priestess in town exhibiting any real skill, Lainel serves at the small
shrine of the goddess of fate that doubles as the elvish community center. The
slight, albino Lainel operates her house like a salon, where all seeking aid,
nourishment, news, and conversation on any topic are always welcome. She has
medical skill, and is also an embroiderer and poet of some note. Although
welcoming, Lainel is protective of her congregation, and will not stand to see
elves and other non-humans slandered and baited. Though she is not a supporter,
she feels that some of the White Hand’s actions are justified considering the
actions of those who oppose the Elf King. She may be a good source of
information about them, and about elvish history in general. Amando paid her a
visit about a year ago, and borrowed a book of elvish history (which he never
returned). She is also looking for a romantic companion, though, given her long
lifespan, she prefers taking things slow.

S9 C7 D 16 I 12 W 15 Ch 15 HP 10 AC 13 PP 14
Skills: Medicine +4, Perception +4, Religion +3, History +3, Insight +4, Arcane
+3, Nature +3
Racial Abilities: 60-ft. Darkvision, Advantage vs. Charm, Resistance to Sleep,
Trance
Class Features: Channel Divinity (Turn Undead; Knowledge of Ages)
Spell Slots and Casting Data: 3 Cantrips (+ Friends), 3 1st level; Spell Save DC
12, Attack Bonus +4
Typical Spells: Cantrips: Friends (High Elf), Mending, Guidance; 1st level:
Command (Domain), Identify (Domain), Cure Wounds, Detect Magic, Healing
Word, Sanctuary

Leennnnoo SStteeeennss –– H
1144)) L Huum
maann PPrriieesstt ooff ZZeennjj,, JJooaacchhiittee

Lenno is the chief priest in the Joachite Temple of Zenj, the main religious
establishment patronized by the Wyrmmeers and the majority of Claymore’s
population. The Joachite cult is famously oriented to discipline and hard work,
and regards economic achievement as signs of the god’s pleasure, but Lenno was
handpicked by Meerlinda for the Claymore temple to be a priest who causes no
trouble for the Company. Steens has no concerns other than praising the greatness
of Zenj, singing hymns, and putting as many messages from the faithful into the
brazier during weekly services as possible. On regular days, the gold-toothed,
bald-pated Lenno can be seen strolling through town with hands folded behind
his back and a self-satisfied smile on his face, haranguing his parishioners.

S 10 C 11 D 10 I 12 W9 Ch 12 HP 1 AC 10 PP 9
Skills: Religion +3
Lhhyyrr –– 22 G
1155)) L Gnnoollll B
Baarrbbaarriiaann,, ssllaavvee

40
Lhyr is Bester’s gnoll slave who combines his duties as the town’s street cleaner
with those of Bester’s bodyguard. He was traded by his Gaunt tribe to win the
release of his family, which was being held hostage by the Company, and he now
owes Bester six more years of service. Despite his fearsome appearance, Lhyr is
shy, trusting, and rarely speaks (when he does, his voice comes across
unexpectedly high-pitched and squeaky). Lhyr believes that Bester will hold up
his end of the agreement, and if ordered, will defend his master to the death. To
prepare for his release, he has been secretly stashing pelts, coins, and whelk shells
in a hollow nook in the town wall. He is regarded with great suspicion by the
xenophobic Elst, who occasionally follows Lhyr to the Beaver to keep an eye on
him. The dark-furred, white-spotted gnoll wears a necklace made of his mother’s
teeth that he will not part with under any circumstances. He occasionally
entertains people by doing animal calls.

S 17 C 16 D 13 I 10 W 10 Ch 10 HP 29 AC 13 PP 10
Skills: Animal Handling +2, Athletics +5, Survival +2, Perception +2 (advantage
with scent)
Racial Traits: Speed 35 ft., 60 ft. Darkvision, Club Proficiency, Claw proficiency
(1d4 damage), Rampage (bonus move and claw attack when enemy reduced to 0
HP)
Combat: Axe Attack +5, 1d8/1d10+ 3 (+5 if raging); Hide Armor
Class Features: Rage, Unarmored Defense, Reckless Attack, Danger Sense
Wealth: 15 gp, 25 gp worth of whelk shells, 40 gp worth of furs hidden in town
wall

1166)) L Reeddsshhiieelldd –– H
Loonnii R Hiillll D
Dwwaarrff M
Maassoonn

Loni is Annika’s husband and business partner, and the town mason, based in
Traders’ Lane. His work is in high demand in this growing boomtown, but like his
friend Gror, Loni is also a heavy drinker, and can often be seen pacing around
the Beaver with a glass of fine brandy. He is even more partial to chewing
tobacco than Annika, and his tobacco-stained teeth have started to rot. Loni is
obsessed with family honor and security, and is very protective of all Redshield
employees, becoming very aggressive if anything goes wrong at the General
Store. Having built the secret tunnel under the Cantors’ temple, he obviously
knows about it, but won’t discuss it with anyone unless it’s a matter of life and
death.

S 14 C 14 D 13 I 12 W 14 Ch 12 HP 7 AC 11 PP 12
Skills: Masonry tools +4, Brawling proficiency (+4 to hit)
Racial abilities: Speed 25 ft., 60-ft. Darkvision, Advantage, Resistance vs.
Poison, Stonecunning, Axe and Hammer proficiencies

1177)) M
Maallvvaa M woorrtt –– SSttoouutt H
Muuggw Haallfflliinngg ttaaiilloorr

41
One of the town’s two tailors, the plump but stylish Malva regards herself as an
artiste, but she has no patience for sloppy customers or assistants. Along with
Lainel, she is a bit of an activist, always rising to the defense of non-humans,
particularly her large brood of nieces and nephews. When not working or
advocating, she can be found at the Beaver, showing off her new scarves and
berets, entertaining the crowd with her recorder-playing and storytelling,
inventing nicknames for the regulars, and laying into Gayla’s pies.

S8 C11 D 13 I 11 W 12 Ch 13 HP 5 AC 11 PP 11
Skills: Performance +3, Tailor’s tools +3
Racial Traits: Speed 25 ft., Lucky, Brave, Nimble, Advantage and Resistance vs.
Poison

Meennnnoo SSlliinnggeerrhhaanndd –– H
1188)) M Huum
maann O
Ossttlleerr

The town ostler is a fairly young man who has gone prematurely grey. Menno is
well-suited for his work, loves his animals, and is also a good carpenter who built
the horse corral with his own hands. He gets along with everyone and is
particularly friendly with Amando, who always sends along a treat for his horses
along with any prescriptions for Menno. However, there are rumors floating
around the Beaver that he once killed a man for mistreating one of his animals. At
any given time, Menno will have five horses available for lease or purchase.

S 12 C 10 D 14 I 12 W 12 Ch 13 HP 4 AC 12 PP 11
Skills: Animal Handling +3, Carpentry tools +4
1199)) M Neeeerrbbooss –– H
Meellss N Huum
maann C
Caarrppeenntteerr,, hhuussbbaanndd ooff PPaannssyy SSaannddyym
maann--N
Neeeerrbbooss

Mels the Carpenter converted to the Cantors’ religion when he met Pansy five
years ago, and ever since, he has become as ardent an adherent of the new faith as
his priestly wife. He spends a lot of time at work and with the couple’s children,
and knows nothing of his wife’s affair with Bester. He is meek and believes in
self-sacrifice, but is agitated by his sect’s doomsday predictions, and is convinced
that the end of the world is nigh. Should he ever come to learn of the affair, he
will wander all over town castigating the mighty and preaching doom. If pressed,
he will eventually suspend his ranting and reveal that Balint (actually, Amando
disguised as Balint) told him he saw the adulterers together. Doing so will rouse
the Cantors to confine Pansy and to demand a public explanation from Bester
(else, they will camp out in the Main Plaza until the authorities accede to their
demands). When he is agitated, Mels’ rough, blistered hands will nervously flip
through a Cantor prayer book.

S 11 C 13 D 12 I 9 W 9 Ch 11 HP 7 AC 11 PP 9
Skills: Carpentry tools +3, Religion +1

2200)) M
Miim
mGGuuiillddeerrccrryyssttaall –– H
Hiillll D
Dwwaarrff,, A Reeddsshhiieelldd’’ss A
Annnniikkaa R Assssiissttaanntt

42
Mim became Annika’s right hand man by virtue of being Loni’s cousin. He is a
very nervous, blinking dwarf prone to migraines, which is what first drew him to
the apothecary. Amando quickly discovered that Mim is easy to manipulate, and
he became the key patsy in Amando’s scheme to transport a large shipment of
nails to the goblins. Until Amando started to threaten his family, Mim was most
scared of Annika finding out that he has been stealing from the store (though
Amando dominated him into doing that as well). If Mim is pursued outside of
town, he will do his best to get away, but he will not physically resist anyone, and
will break quickly under psychological pressure and reveal everything he knows
(though Amando will charm him into changing his story anyway).

S 12 C 12 D 10 I 11 W 8 Ch 10 HP 5 AC 10 PP 9
Skills: Deception +2, Animal Handling +1, Bookkeeping +2
Racial abilities: Speed 25 ft., 60-ft. Darkvision, Advantage, Resistance vs.
Poison, Stonecunning, Axe and Hammer proficiencies

2211)) O Veessss –– M
Orriinn V Maannaaggeerr,, A
Ammm
meett B
Baannkk ooff EExxcchhaannggee

The portly, dark-skinned Vess occasionally claims to be the scion of a distant


monarch, though he dislikes anyone prying into his past and private affairs. He
was sent to study in Ammet, but his scholarly career was derailed by the lure of
lucre. Vess ended up being sent overseas when his relationship with a clerk
became public knowledge, but he has not changed his lusty ways, and is likely to
proposition an attractive visitor of either sex. His own extracurricular activities
make him particularly adept at sniffing out those of others, and while he is not
certain who Bester’s paramour is, he is convinced the Director keeps one. Vess
has all of Claymore’s balance sheets committed to memory, and is fully aware of
Bester’s spending and Meerlinda’s mismanagement. He also knows that the
profits from the fur trade are declining, and won’t buoy the colony economically
for too much longer. This knowledge, and an obsession with securing the bank
records and keys in the Arsenal vault has drawn him closer to Elst, who also
believes the Company must expand territorially to survive. Although he doesn’t
entertain ambitions of taking over, any disruption of the balance of power in
Claymore can easily make Vess the most powerful man in town, and a potential
kingmaker. To take the edge off his stressful life, Vess supplements his sexual
escapades with singing in the temple choir.

S 10 D 9 C 13 I 17 W 12 Ch 11 HP 4 AC 9 PP 11
Skills: Accounting Proficiency +5, History +5, Nature +5, Insight +3
2222)) PPaannssyy SSaannddyym Neeeerrbbooss –– O
maann--N Caannttoorrss’’ TTeem
Offffiicciiaanntt PPrriieesstteessss ooff tthhee C mppllee

Pansy married Mels shortly before she volunteered to become the officiant of the
Cantors’ new temple in Claymore, because she wanted to spread the faith and
make a difference on the frontier. The quiet but intense preacher steadfastly led
her community and raised a family, but her beauty proved to be her downfall.
Originally a victim of Amando’s potions, she now flees from Mels’ rough hands

43
into Bester’s soft embrace quite willingly. If confronted with the truth about her
affair, she will pace and bite her lower lip, but she will not deny anything, and
will accept any punishment stoically.

S 10 C 11 D 14 I 10 W 12 Ch 16 HP 3 AC 12 PP 11
Skills: Performance +5, Religion +2, Deception +5

Ellsstt –– 44 H
2233)) PPeettyyrr E Huum
maann FFiigghhtteerr ((C mppiioonn)) –– C
Chhaam Coom
mmmaannddeerr ooff tthhee TToow
wnn W
Waattcchh

Elst earned his position by being the hotheaded staff sergeant who rescued his
commander from certain death on the battlefield and won the deciding battle of
the Goblin War. Though he has since tempered his temper somewhat, and will not
openly go against Bester or Meerlinda, he never accepted the treaty in his heart,
and feels that sooner or later, a return to war against the natives is inevitable. He
thinks Meerlinda’s management is incompetent, and will share his views on town
politics in his inimitable basso profundo with anyone who will listen (though he
will obey any order that keeps him from sharing information about the
investigation that protects Amando or anyone else). Elst discharged Wurf, whom
he regards as a coward and degenerate from the Watch immediately after
becoming Commander, and he despises Bester and Meerlinda all the more for
keeping company with the innkeeper. Though now well into middle age, Elst
remains in combat shape, and still worries about looking fashionable – closely
cropping his beard, wearing an earring, and always keeping his armor polished. In
his spare time, he designs and builds the town’s ballistae.

S 15 D 12 C 13 I 10 W 9 Ch 13 HP 33 AC 17 PP 9
Skills: Athletics +4, Intimidation +3, Survival +1, Animal Handling +1
Equipment: Rapier +5 (1d8+3 damage), Long Sword +4 (1d8+4 or 1d10+2
damage), Light Crossbow +3 (1d8+1 damage); Breastplate armor
Class Features: Dueling Fighting Style, Second Wind, Action Surge, Improved
Critical

2244)) R Brreennnnaann –– H
Reeeeccee B Huum
maann FFiisshhm
moonnggeerr

A lapsed Cantor, Reece is Claymore’s principal fishmonger. His shop on River


Row is always bustling with customers, and his earnings have given Reece a
degree of independence from his religious community. He has become eccentric –
sporting a red wig around town, making colorful lures, mounting his catches on
the wall, and developing somewhat of an obsession with goblin jewelry. He
usually buys something from goblin traders visiting town, and this may make him
a suspect in any investigation seeking to find out what happened to the nails. He
can sometimes be found competing against Meerlinda at darts in the Eager
Beaver, and under some circumstances, Amando might use this to foment chaos.

S12 C 13 D 14 I 10 W 10 Ch 8 HP 8 AC 12 PP 10
Skills: Fishmonger’s tools +4, Animal Handling +2, Survival +2

44
Weapons: Knife +1 (1d4+1 damage), Darts +2 (1d4+2 damage)

2255)) SSiiddaarr SSpprraannggeerrss –– H


Huum
maann TTaaiilloorr

The second of Claymore’s two tailors (along with Malva Mugwort), Sprangers
is an excellent designer and snappy dresser. He is currently recovering from the
death of his wife by taking on a new one – the former Katha Avens, who has
recently divorced her husband Emeric. He is too busy building additions to his
house and shop on Traders’ Lane to notice Emeric’s enmity. As a great
Wyrmmeer patriot, Sidar designed and sewed the flag with Claymore’s sword
and fur pelt coat of arms. Though he is also intensely xenophobic, he is very
friendly to everyone he has no reason to suspect of being a dirty foreigner or
native.

S 11 C 10 D 14 I 9 W 9 Ch 14 HP 7 AC 12 PP 9
Skills: Tailor’s tools +4, Religion +1, Perception +1

2266)) SSiim Laanngg –– H


moo L Huum
maann C
Coobbbblleerr

The less successful of Claymore’s two cobblers, Simo is malnourished,


disheveled, badly dressed, and fidgety. Nevertheless, he remains arrogant both on
account of his natural talent, and his dedication to professional and religious
traditions. He is committed to driving Finlay out of town, and will befriend
anyone who promises to help him in this regard, but he is deeply in debt to the
Company, and is thus hated by Meerlinda, who sides with Finlay in any dispute.

S9 C 12 D 12 I 10 W 11 Ch 10 HP 8 AC 11 PP 10
Skills: Cobblers’ tools +3, Religion +2, History +2

2277)) T Beeyyeerrtt –– 22 H
Taaiinn B maann FFiigghhtteerr –– Q
Huum Quuaarrtteerrm
maasstteerr ooff tthhee A
Arrsseennaall

Beyert is Elst’s lieutenant placed in charge of running the Arsenal. Though he


served in Elst’s unit in the Goblin War, he does not share his commander’s
outlook on the natives of Gathen. At one point, he was captured by the Dire
Wolves, and though sustained permanent injuries during the fight and subsequent
interrogation, he came to respect the goblins’ culture. Beyert eventually escaped
with the aid of a hobgoblin princess, whom he has sought in vain ever since.
Beyert likes to use colorful oaths and blusters when in the company of his men,
but he is generally friendly, a good storyteller, and may be a good informant for
PCs seeking to learn about the Dire Wolves. He is envious of Elst, thinking him a
fool, and as a result he is likely to cooperate with Meerlinda in any factional
fight.

45
S 13 D 9 C9 I 11 W13 Ch 12 HP 11 AC 14 PP 11
Skills: Intimidation +3, Athletics +3, Performance +3, History +2
Weapons: Long Sword +5 (1d8+4 or 1d10+2 damage), Light Crossbow +3
(1d8+1 damage); Chainmail shirt
Class Features: Dueling Fighting Style, Second Wind, Action Surge
A
Appppeennddiixx 22:: D
Deenniizzeennss ooff tthhee D
Diirree W
Woollff E
Ennccaam
mppm
meenntt

G
Geenneerraall rreem
maarrkkss::

The encampment has been used for winter hunting for decades, or perhaps longer. Every
year, a group of trappers led by a huntmaster leaves the village of Toothymaw, and lives
separately in places where fur-bearing animals are plentiful. The present encampment is
particularly strategic because its location at the edge of the Needleleaf allows easy access
to Claymore, which is currently the Dire Wolves’ main customer. The encampment
usually comes alive at night, as the goblins are nocturnal creatures.

The goblin trappers are roughly four feet tall with yellow to orange skin, sharp facial
features, red eyes, pointy ears, and long, straight black hair. This being winter, they dress
in wolf hides (with deerskin vests underneath), and wear wolves’ teeth necklaces, with
the number of teeth symbolizing their achievements. When outside, they wear
snowshoes, which allow them to move normally through what is effectively difficult
terrain. They are armed with short bows and stone-tipped arrows, stone hand axes, and
flint knives.

L
Liisstt ooff ggoobblliinn ttrraappppeerrss::
#: Name HP role

1 Guk 8 watcher (of the river route)


2 Tor 8 watcher
3 Mozd 9 watcher
4 Knaz 9 watcher
5 Mrax 10 Claymore trader
6 Dorenk 9 Claymore
7 Skob 10 daytime tree house sentry
8 Goov 9 sentry
9 Znuges 2 village idiot
10 Brood 11 leader

This year, because the goblins have an ulterior motive for being there, the authority of the
huntmaster (Brood) is partly superseded by that of the shaman (Nugast). Brood is also
the only goblin who speaks fluent common, although Mrax, Dorenk and Knaz have a
rudimentary knowledge as well. Znuges was taken along to provide amusement for the
rest of the goblins, who slap him around, and make him cook and do other odd jobs
(which may be a mistake, as he once stupidly dumped rusty nails he outside the
encampment).

46
G
Goobblliinn ttrraappppeerr ssttaattbblloocckk::

S8 D 14 C 10 I 10 W8 Ch 8 AC 14 PP 11
Znuges: S6 W 6 Ch 6
Brood: S10 W 12 Ch 12
Skills: Stealth +6, Perception +1, Survival +1, Animal Handling +1
Racial Abilities: Nimble Escape (Disengage and Hide are bonus actions), 60 ft.
Darkvision, Disadvantage on sight Perception and combat rolls in direct sunlight
Weapons: Hand Axe +1/+4 thrown (damage 1d6-2), Flint knife +4 (damage
1d4+1), Short bow +4 (damage 1d6-1)
Treasure: Each goblin carries 2d4 gp worth of whelk shells on his person
Challenge: ¼ (50 XP)

Stone weapons:

Aside from not being fully functional in sunlight, the goblins’ biggest
disadvantage is their stone weapons. For all stabbing and slashing stone weapons,
the damage is reduced by 1 compared to their metal (i.e. “normal”) counterparts.
Additionally, on a to-hit roll of 1, the weapon automatically breaks and becomes
useless, while on a 2, it becomes dull (treat as bludgeoning weapon), and all
damage it doles out becomes halved.

T
Thhee w
woollvveess::

The goblins have two wolves with them that act as pets, guard dogs, and, occasionally,
transport. The first, Sem (HP 11), accompanies the scouting party watching the river, the
second, Zkodr (HP 14), is the designated sled dog if the goblins have nails to move to
their encampment.

W
Woollff SSttaattbblloocckk::

S 12 D 15 C 12 I 3 W12 Ch 6 AC 13 PP 13
Skills: Perception +3, Stealth +4, Survival +4
Racial Abilities: Speed 40 ft., Keen hearing and smell (advantage on Perception
checks), Pack tactics (advantage on attack if ally is within 5 feet), Knock enemies
prone if DC 11 Strength check is failed after successful attack
Combat: Bite +4 (2d4+2 damage)
Challenge: ¼ (50 XP)

T
Thhee bbooddyygguuaarrdd::

Nugast’s hobgoblin bodyguard, Dradauf, is attired similarly to the goblins, but he


towers two feet above them (hobgoblins are referred to as “giants” by the goblins
themselves). His facial features are less sharp, and have a distinctly red and blue hue.

47
Dradauf wears eagle feathers in his hair – a mark of his more elevated status as a
warrior. He answers only to Nugast, and rarely speaks.

S 16 D 12 C 12 I 10 W10 Ch 9 HP 17 AC 15 PP 12
Skills: Athletics +5, Survival +2, Perception +2, Animal Handling +1
Racial Abilities: 60 ft. Darkvision, Martial Advantage (+2d6 additional damage
to any enemy within 5 feet of an ally), Disadvantage on sight perception and
combat rolls in direct sunlight
Weapons: Spear +5 wielded or thrown (1d6+3 damage, 1d8+3 if wielded two-
handed), Short bow + 3 (1d6 damage), small leather feathered shield (+1 AC)
Treasure: 2d4 worth of whelk shells; Medicine pouch (see below)
Challenge: ½ (100 XP)

Dradauf’s Medicine Pouch:

Over his shoulder, the hobgoblin wears a magical medicine pouch, from which he never
parts. The pouch was created for him by Nugast, who enchanted it after having placed
into it six items – the scalp of a defeated orc, some owlbear fur, a warg tooth, a piece of
giant snapping turtle shell, a dried hallucinogenic mushroom, and a lucky stone. The item
is attuned to Dradauf, and imparts the following benefits: +1 to Perception checks, +1 to
all saves, +1 to AC, and -1 from each die of damage against the wearer. The item can be
reattuned to a character who defeats Dradauf in battle, and then places an item that
symbolizes the hobgoblin into the pouch. A Detect magic spell cast on the pouch
registers a strong Abjuration dweomer emanating from it.

T
Thhee SShhaam
maann::

If Dradauf is a “giant”, Nugast is a “dwarf” - significantly smaller than a regular goblin,


with short legs and an enlarged head. As befits a shaman, he dresses unusually, in rags
that used to be skins of different animals, and wears a white wolf’s head as a headdress.
Nugast has been given leave by the Dire Wolf chieftain to set his plan in action, and the
other goblins at the encampment will not challenge “that which has been foretold”, unless
it’s obvious that the plan is turning into a disaster. Nugast wields a magic rattle, which he
frequently shakes to no discernible effect, but which nevertheless has powers that he can
access if he so wishes.

Nugast is effectively a 3rd level Land Circle Druid, but with access to certain Cleric and
Warlock spells, and the totem ability to give allies within 5 feet advantage on attack rolls.

S7 D 12 C 8 I 13 W 15 Ch 13 HP 11 AC 11 PP 14
Skills: Medicine +4, Nature +3, Perception +4, Animal Handling +4
Racial Abilities: Nimble Escape (Disengage and Hide are bonus actions), 60 ft.
Darkvision, Disadvantage on sight perception and combat rolls in direct sunlight
Weapons: Flint knife +3 (damage 1d4+1)

48
Class Features: Wild Shape (usually transforms into a white wolf), Natural spell
recovery (one 1st or 2nd level slot) Wolf Totem feature (allies within 5 feet get
advantage on attack rolls when Nugast is in wolf form)
Spell Slots and Casting data: 2 Cantrips, 4 1st level, 2 2nd level; Spell Save DC 12,
Attack bonus +4
Typical Spells: Cantrips: Druidcraft, Mending; 1st level: Goodberry, Hex, Charm
Person, Detect Magic; 2nd level: Enhance Ability, Blindness/Deafness, Augury
Treasure: Shamanic rattle (see below), magic mushrooms (three red – as Healing
Potion; one grey – as Potion of Spider Climb; two purple – create hallucinations
of the type used on vision quests – see main section above).

Nugast’s Shamanic Rattle:

If shaken in a particular way, the rattle gives disadvantage to any enemies within hearing
range. The rattle has four charges per day, and will recharge automatically at nightfall of
the following day if all the charges aren’t used up. The rattle requires attunement.

T
Thhee R
Ruusstt M
Moonnsstteerrss::

The adult rust monsters will initially only seek to use their corrosive abilities, and can be
distracted if party members throw iron objects to them. They will use damage-causing
attacks if struck first (the monarch will also do so if any of her young are damaged). The
rustlings will try to latch themselves onto any intruders that smell like iron, because it is
the only thing they know.

T
Thhee A
Adduulltt M
Maallee::

S 13 D 12 C 13 I 2 W13 Ch 6 HP 26 AC 14 PP 11
Skills: Perception +1
Racial Abilities: Speed 40 ft., Darkvision 60 ft., Iron Scent within 30 feet, Rust
Metal (any weapon hitting monster corrodes, -1 for each strike, weapon destroyed
if penalty reaches -5); Antennae corrode nonmagical ferrous metal within 5 feet
(if worn or carried, DC 11 to save vs. effect, armor gains -1 penalty for each
failure until AC 10, weapons – as Rust Metal, above)
Combat: 2 Actions: Bite +3 (1d8+1 damage), Antennae (see effect above);
Attacks against metal armor made vs. AC 10 (+ Dex bonus)
Challenge: ½ (100 XP)

T
Thhee R
Ruussttlliinnggss ((1111 iinn aallll))::

S6 D 15 C 10 I 2 W12 Ch 6 HP 5 AC 13/11 PP 11
Skills: Perception +1
Racial Abilities: Speed 20 ft., Climb speed 10 ft., Iron Scent within 30 feet, Rust
Metal (any weapon hitting monster corrodes, -1 for each strike, weapon destroyed
if penalty reaches -5); -2 penalty to their AC if attacked with non-iron weapons
(can’t sense), or if attached

49
Combat: Bite +0 (1d3-2 damage), latch on if successful, 1 damage/turn unless
grappled off; Corrode -1/AC or weapon bonus per turn while attached; Attacks
against metal armor made vs. AC 10 (+ Dex bonus)
Challenge: 0 (10 XP)

T
Thhee M
Moonnaarrcchh::

S 12 D 17 C 14 I 6 W 14 Ch 13 HP 60 AC 16 PP 12
Skills: Perception +2
Racial Abilities: Speed 40 ft., Climb speed 10 ft.; Darkvision 60 ft.; Iron Scent
within 90 feet; Ferromagnetism 30 ft.; Corrosive Aura; Rust Metal with
successful Antennae attack (reach 10 ft.); Disease with successful bite
Combat: Select 2 Actions/round:
 Bite +5 (1d8+1 damage, DC 13 save vs. tetanus, see below)
 Antennae (see effect above; reach 10 ft., attacks against metal armor made
vs. AC 10 + Dexterity bonus)
 Ferromagnetism (character rolls Strength check vs. DC 14, or loses
weapon; or, character must save vs. DC 14, or be slowed, and suffer a -2
penalty to AC)
 Corrosive Aura (-1 to all iron weapons and armor/round within a 10 ft.
radius, an additional -1 when successfully struck with antennae by any rust
monster)
Tetanus: Incubation: 1d8 days, then loss of 1d4 Strength, Constitution Save at
DC 14 daily, or 1d4 hours paralysis if fail
Challenge: 3 (700 XP)

A
Appppeennddiixx 33:: R
Raannddoom
mEEnnccoouunntteerrss

When the party is travelling through the wilderness, you may roll a d6 every four hours.
On a 6, and encounter occurs. Random encounters are entirely at the discretion of the
GM: if the party seems goal-oriented, or is in desperate need of rest, you may forego
random encounters altogether; if, on the other hand, the party seems directionless, or is
having a much too easy time of it, you may increase the frequency and/or potency of
random encounters, as you see fit. If you decide that a random encounter does occur, roll
2d6, and consult the following table:

Roll Encounter Notes

2 1 owlbear Non-hibernating female defending eggs


3 1d4 orcs Hunting; will be curious to learn what party is doing
4 2d4 needle blights Terrorizing travelers for sport
5 2d4 goblins Trappers from another encampment going to trade
6 1d4+1 wolves Will attempt to kill livestock or scavenge food
7 1 giant weasel or giant owl, looking for food

50
8 2d6 twig blights Will waylay a camping party or follow
9 1 giant badger Too hungry to hibernate, foul-tempered
10 1d2 vine blights Grabbing a passer-by, defending lair
11 1d4 zombies Risen from abandoned village opposite Claymore
12 1 giant boar Ill-tempered, thinks party is stalking it

51

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