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The Moonshadow

Murders

An adventure compatible with the Pathfinder RPG

By: John Adams


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Adventure Summary buildings. The killer was eventually exposed as Dae-
thelin Moonshadow, a reclusive half-elven man that
Within the small town of Rivercrest, near the With- spent much of his time hunting in Witherbark.
erbark Forest, a terror has crawled from the dark-
ness of the past. The bodies of several townsfolk After his arrest, a search of his residence revealed
have been discovered in their homes with a dark- that the murders were a part of some sort of tran-
ened shadow emblazoned on the walls above where scendence ritual involving a powerful demonic entity
they lay depicting the horrific act. The killings dredge known as The Blood King. Once this was discovered
up memories of a person, long dead, that terrorized the local church ordered a cleansing of the home
the town over a decade ago. Now, the Mayor and and all other structures and remains that could have
Watch Captain of Rivercrest have decided to seek been tainted by this demonic force. Somehow, the
help from adventurers in order to stop whatever weapon used in these terrible rites was lost before it
creature is responsible. could be cleansed, and on the day that he was to be
executed, Daethelin proclaimed a curse upon the
The PCs are directed to the site of the latest murder town that his work would be finished when his blade
and allowed to investigate. Throughout the adven- was discovered.
ture they will question witnesses, and find clues to
the identity of the killer. Their investigations will draw Now, more than ten years later, it appears that Dae-
the attention of the creature responsible, a bugbear thelin’s curse may have taken root. Though no one
named Mowg, that feeds on the fear of the townsfolk has come forward claiming that the blade was found,
as well as their flesh. Eventually the PCs will track several townsfolk have been found dead, with a
Mowg to his home in the wilds and do battle with the strange red-tinted, shadowy image upon the walls
twisted creature. overlooking their corpse that depicts their final mo-
ments. Though some of the townsfolk have forgotten
Introduction the horrors of those slayings; the mayor, Ricard
Wesselin, and watch captain, Thrumbold Greystoke,
The town of Rivercrest is a rather small community recall them quite vividly and are on the lookout for
nestled against the Witherbark Forest. Over a dec- any passing adventurers that may be of assistance
ade ago, the normally quiet town was shocked by a in tracking down the killer. They hope to end this
series of sadistic murders. Victims were found in quickly before the fear that has taken root in the
shadowed alleys; the scene of their horrific end townsfolk turns to madness.
painted in their own blood upon the walls of nearby
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Entering Rivercrest cater to supplying the lumberjacks with their neces-
sary tools and equipment. A notable exception to
As the PCs move into town; they pass a small circle this is The Drunken Huntsman, a roadside inn near
of wagons adorned with rather flamboyant decor the main trade thoroughfare into town on the west-
marking them as belonging to northern gypsies. Any ern road. The Huntsman caters to caravan drivers
townsfolk they see are obviously made uneasy by and merchants that come to town to negotiate for
the appearance of newcomers even as they toil raw lumber or finished goods from the skilled car-
away at their daily chores. Even the beasts of bur- penters of Rivercrest. As such, this quaint inn has
den seem suspicious of any travelers as they watch services one would not expect from a town this size.
the PCs walk by. Magically heated baths are available in every room,
and the ale and wine selection covers a vast assort-
The structures of the town are simple affairs con- ment of libations including some dwarven stouts
structed mostly of wood. They show signs of age, from the Mountain Kings and select reserves from
but are mostly in good repair. The roadside inn, The elven vintners of the Forest Realm.
Drunken Huntsman, rests on the edge of town
across from Lorkin’s General Store. Continuing The temple of the Grand Vault rests at the center of
down the main street, the PCs can see other busi- town. The building doubles as a town hall and is
nesses mixed in with small cottage homes. At the used to host all major civic functions and festivals.
town center, a building constructed of carved stone The temple also serves as the town’s bank, with a
seems out of place amidst all of the woodwork of the rather extensive and secure vault built into the struc-
rest of the structures. A large bronze symbol in the ture. At the end of every month, Mayor Wesselin
shape of a key hangs above the marble doors of the holds town meetings at the temple wherein citizens
impressive edifice. can air their grievances and issues facing the town
can be discussed in a civil manner. Once all discus-
Before the PCs make their way too far into town a sion has ended, everyone in attendance is treated to
pair of watchmen approach them. Though they might a well-prepared dinner from Hannah Mistwillow, the
be suspicious of newcomers, the pair are relatively high priestess of the temple.
hospitable as long as the PCs don’t go out of their
way to be troublesome. The two guardsmen ask the The most significant structure of Rivercrest is actual-
group basic questions; where they’re from, what ly outside town, on the edge of the forest; the lumber
they’re doing in Rivercrest, things of that nature. It mill. This imposing wooden structure is most nota-
does not take long, however, before the subject of ble, perhaps, for the fact that it is also mobile. Dec-
the murders is brought up. ades ago, the mayor of Rivercrest struck a bargain
with a traveling wizard. In exchange for animating
“You folks really should think about moving on be- the mill (allowing for easy collection of felled lumber),
fore too long. There’s a killer that lurks about at a single white oak sapling must be planted at the
night. Wouldn’t want you to end up like that poor center of the forest near a trio of standing stones.
gypsy boy.” When that task was complete, the wizard worked his
magics, allowing the large structure to follow the
The two guardsmen don’t have much in the way of lumberjacks to new work sites.
information about the killings, just that there have
been five in total so far and that a strange shadow is Meeting with Greystoke
left on the walls overlooking the corpses. The
guardsmen mention that the PCs should speak with
Captain Greystoke if they wish to be of assistance. Thrumbold Greystoke is seated in his office at the
watch garrison on the north edge of town. He is an
Notable Features of Rivercrest aging dwarf with silver hair and a coppery tinge to
his skin from years spent working out in the sun.
Rivercrest is home to roughly five hundred citizens, The room itself is sparsely furnished; a single tall
many of which work in the lumber industry surround- bookshelf and armor rack with a battle-worn breast-
ing the forest. A fair few farms dot the southern edge plate are the only company for the sturdy oak desk
of town in to the plains, and most of the businesses in the center of the room.

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As the PCs enter Thrumbold’s office, he appears The PCs are free to ask Captain Greystoke ques-
engrossed in several volumes which are spread tions about the murders, he will try to answer them
across his desk. He glances up briefly from his as best as he can. Below are some answers to
tomes, and questions the PCs on their business with questions that PCs are likely to ask. If they ask
him. When they explain that they are here to assist questions outside of those listed, the Captain’s an-
with investigating the recent killings, the Captain’s swers are almost always in the context of his experi-
face turns grim. ence with the killings from a decade ago so feel free
to embellish those tales as much or as little as you
“Aye, nasty piece of business that. Got everyone in like.
town shook up thinkin the Moonshadow has returned
from the grave. Mayor Wesselin and I have put up a Who is The Moonshadow?: “Daethelin Moonshadow
bounty of one hundred gold crowns for anyone that was a half-blood huntsman that set up a lodge just
might have information on the killings. If you can find outside of town around twenty years ago. Quiet fel-
whomever is responsible: I’ll double it.” low, spent a lot of time in the forest trapping small
game and hunting. Around ten years ago, he killed
Captain Greystoke is an aging dwarf originally hail- half a dozen townsfolk over the course of a month
ing from the Mountain Kingdoms. He left the toil of before we figured out it was him. He was executed
the mines in his younger years to explore the re- by hanging, but his last words were a curse upon
gions surrounding The lake of Terrors. His aspira- this town.”
tions were cut short, unfortunately, in the Witherbark
forest when his survey team was beset by an et- How were these people killed?: “Single slice across
tercap and its brood of massive spiders. Most of the the neck. Probably from a dagger or other short
team was able to retreat, but Thrumbold had to be blade. A few had bites taken out of them as well, but
carried away after receiving a bite to his leg and par- I believe those happened after they had died.”
tially succumbing to the ettercap’s venom.
Why does everyone think that Moonshadow has re-
The team found their way back to Rivercrest, but turned?: “Similar circumstances of the killings. A
they lost much of their equipment when they with- shadowy image of the murder appears on a nearby
drew from the forest and so were forced to return wall overlooking the bodies. The bodies are partially
home. Thrumbold elected to stay in Rivercrest to aid exsanguinated, and they have a rune carved into
the community that had shown compassion to him their forehead.” (The Captain is unwilling to repro-
and his team. Once he was able, Thrumbold swung duce the mark because of it’s accursed nature, but
his axe in service to the Morribund family lumber will instead direct the PCs to visit the mortuary.)
mill. Thrumbold went on to eventually join the watch
after a particularly savage series of goblin attacks. Is there anything different about these recent kill-
He has slowly risen through the ranks by the simple ings?: “Aye, some of the bodies have been partially
fact that he has outlived those that held rank before eaten. Almost looks like an animal bite. Some folks
him. He still prefers walking the streets to working in think Moonshadow might have come back as a
his office, but he knows his skills are better served ghoul or other foul creature.”
training others.
Are there any witnesses to the crime?: “No one has
The current situation has Thrumbold rattled. Much of seen it happen, but one of the caravaners, Sene-
the evidence in these killings appears to point to a scha, heard the screams. The creature she de-
supernatural origin. Even worse, the similarity to the scribed was a looming figure that seemed to collect
Moonshadow slayings is uncanny, not to mention shadows around itself and drowned out the light. It
the haunting echoes that are left once the deed is seemed to evaporate in the night after it made the
done. Thrumbold knows he has to keep his worries kill.”
concealed from the rest of the town or outright panic
could erupt. He views the PCs as a means to keep Was anyone working with Daethelin ten years ago?:
more of his men patrolling the streets while outsiders “Not that we are aware of. Daethelin kept to himself.
search out the killer to put an end to this nightmare. He had a bit of a relationship with Ecaterina Vinnick.
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We’ve questioned her about the recent events, but side their inn room win- Sidebar: Victims and witnesses
haven’t found anything to link her to them. She is dows, or even a whis-
certainly less distressed about the murders than an- pered message de- Victims:
yone else, though.” (The Captain obviously holds a scribing their impending 1. Henrich Willoughby (Human
great deal of suspicion towards Ecaterina. Several deaths could all be Male, 24 years old) Found in
townsfolk do as well as they believe her to be com- used to attempt to Woodcutter’s alley, Killed
plicit in the incident a decade ago.) frighten the new investi- during the new moon.
gators. As the PCs per- 2. Ilain Clifton (Human Female
When have the murders occurred?: “Always at night sist in their investiga- 30 years old) Found on Mar-
and during a new phase of the moon. The new tion, Mowg will attempt ket Street, killed during the
moon, crescent moon, half moon, gibbous moon, to divert their suspi- waning crescent moon.
and full moon.” (The most recent murder took place cions toward Ecaterina 3. Edmun Longstride (Halfling
during the full moon. There are only a few days be- Vinnick by planting evi- Male 36 years old) Found in
fore the moon reaches a proper crescent.) dence in the woman’s his home on Watchmen’s
home, a trophy taken Way, killed during the half
How many murders have occurred recently? “Five from his most recent moon.
so far; the most recent was one of the gypsies just victim. 4. Skjarl Drummond (Human
outside town. Fella by the name of Piotr. He was on male 28 years old) Found
watch at the caravan. Senescha, another gypsy, is Investigating these lo- near the lumber mill, killed
the young lass that heard it happen. Poor girl was cations should take at during the waning gibbous
scared daft.” least a couple of days. moon.
Mowg is likely to notice 5. Piotr Himloch (Human Male
Where have the murders occurred?: “First two were the PCs visiting some 20 years old) Found near the
on the streets after dark near the Drunken Hunts- of the sites of his work Varisian caravan, killed dur-
man. After that, folks stopped stayin out so late and I as he enjoys observing ing the full moon
put more of the watch on the streets at night. Didn’t the aftermath of his
help though, the next one was in their home. Fourth deeds and spends Witnesses:
victim was out by the lumber mill and the last one much of the afternoon 1. Senescha (Female Human
was at the caravan.” observing Rivercrest 17 years old) Varisian gypsy
from a nearby wooded heard muffled whimpers and a
The PCs can request the names of all of the victims hill. He sees in the PCs brief struggle just outside the
and witnesses as well as gain access to the loca- an interesting challenge caravan circle.
tions where the murders occurred. If they wish to and tries to frighten
enter private residences, however, Captain them in order to sweeten their flesh for when he
Greystoke insists on the PCs being accompanied by eventually moves in for the kill. As it is difficult for
a member of the watch. If the PCs would like to see Mowg to move around within the town during the
the bodies of the victims only the two most recent day, any actions he takes during that time will likely
have yet to be buried. Piotr and Skjarl’s bodies are in occur as the investigation moves beyond the urban
a magically chilled room at the temple of Abadar in locales. Below are some examples of actions that
town. Mowg might take to frighten the PCs:

The Investigation Writing on the window: The PCs awaken in the


morning to find bloody writing scrawled on their inn
Once the PCs have been given leave to begin their room window. The scrawls are crude but legible. The
investigation; they have a multitude of avenues message should be something vaguely menacing
ahead of them. There is no particular order that the like “I see you” or “Nowhere to hide”. Something that
PCs need to follow while investigating the murders, could spook the players.
but as they progress they will attract the attention of
Mowg. The bugbear prefers to use his abilities and Creeping shadows: Using his innate minor image
those of the weapon he wields to frighten the PCs ability, Mowg makes it appear as though the shad-
rather than outright kill them. Calling illusions of ows of nearby structures, trees, or people are claw-
shadowy demonic forms, leaving grisly trophies out- ing their way toward the PCs (Will save DC: 10 or
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become shaken). Note: This is a short range ability. If the PCs attempt to get the gypsy’s attention before
Mowg would have to be well hidden for the PCs to entering the caravan circle, the wagon master Ana-
not have a chance of spotting him. This could be tol, a large middle-aged man with a bushy black
combined with disguise self to appear as one of the beard exits his carriage to meet them. If they instead
townsfolk in order to get close enough, but percep- choose to investigate the circle without the gypsy’s
tive PCs may still be able to notice the bugbear, so knowledge, the caravaners will be finishing their
be cautious. prayers within several minutes before exiting their
wagons to continue their preparations to leave town
The gift: A grisly gift is placed on the outside window as they have no desire to tempt fate with the town
sill of the PCs inn room(s). Severed heads of small “curse”. They hope to be able to leave within the
animals equal in number to the size of the party are next few days.
placed with their hollow eye sockets facing toward
the room. Anatol is the wagon master and spokesperson for
the group and will be most likely to answer any
The doppelganger: The PCs discover a corpse that questions about the murder of their fellow, though he
looks exactly like one of their own group. The corpse does not know many specifics about what hap-
is a manifestation of Mowg’s minor image ability and pened. Senescha is the individual that can give the
has no solid substance so any investigation is likely most information, but she is suspiciously absent
to reveal the corpse as an illusion. If the PCs take from the caravan preparations. If the PCs ask about
more than a few days during their investigation, this Senescha, Anatol will simply say, “Senescha is una-
could be performed on Mowg’s next murder victim vailable.”. The PCs can try to press the issue with a
during the waxing gibbous moon. Again, Mowg DC:13 Diplomacy or Intimidate check. If successful,
would have to be nearby, so be cautious with this Anatol explains that Senescha is being blessed by
and have a good escape plan for Mowg in case he is their road guide to ensure that she is not somehow
discovered. marked by the town’s curse and that the ritual takes
roughly an hour to complete. If the PCs insist on
A. The Caravan Circle speaking with Senescha immediately, Anatol be-
comes rather gruff asking the PCs to leave since
Four large wagons painted a vibrant array of colors they cannot respect the caravan’s traditions.
form a rough circle near a copse of ash trees. A small
cooking fire at the center of the the circle sputters and The general atmosphere of the caravan is one of
coughs beneath a black iron cauldron whose contents fear with a touch of suspicion. Anatol has been
bubble and churn while eight sturdy draft horses shuf- around long enough to know that his people are not
fle and stamp their hooves nervously as they graze the most well thought-of outside of their homeland.
on nearby grasses. The aroma of cooking spices min- He does not want to believe that anyone in town
gles with the musty scent of beasts and a sharp, al- would be responsible but the alternative of a sadistic
most bitter, stench; to create a nearly nauseating bou- killer’s curse does not place his mind at ease either.
quet. An eerie silence covers the camp like a blanket.
Anatol is typically a jovial individual, quick to laugh or
joke, even in the most inappropriate of times. He is
understandably shaken by the loss his caravan has
The gypsies are currently inside the wagons offering suffered. The loss made even more personal be-
prayers to the Maiden of Roads for their fallen com- cause Piotr was Anatol’s son. Anatol does not men-
rade and asking protection against the evil spirit that tion this fact to the PCs, but it is possible to deduce
slew him. The PCs can hear the murmuring of these that the wagon master is hiding personal feelings
prayers with a DC 15 perception check. A regarding the victim with a successful sense motive
knowledge: religion check (DC: 12) is also possible check DC: 15. If the PCs attempt to coerce the infor-
to identify the bitter scent that mingles in the air as mation out of the wagon master, he relents and ex-
scornweed which is used in rituals to ward against plains his relationship to the victim.
vengeful spirits of the dead.
If the PCs do question Anatol about the murder, be-
low are the answers to some likely questions:
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would want their fortunes told by a whimsical, jubi-
Did anyone else see what happened?: “It was late, lant, blind woman, after all? She tries to see the best
only Piotr and Senescha were on watch. We awoke in those she meets but her many years on the road
when Senescha screamed, but saw nothing in the have made her wary of strangers.
darkness.”
Senescha is distraught from the loss of her friend
Where was Piotr found?: “He was not far from the and fearful that whatever creature slew Piotr will
circle, only a few paces outside of the fire light. We come for her next. This makes speaking with Sene-
don’t know why he would have left the safety of the scha about the night of the attack difficult as she
fire. Perhaps the curse addled his mind.” feels that reviewing the events could draw the atten-
tion of the demon that killed Piotr. The PCs can
Was there anything strange about the body?: “There soothe her with a diplomacy check DC: 15, to make
was a mark upon his forehead. I had never seen it the interrogation run more smoothly. Intimidate could
before, but I could draw it for you if you like.” also be substituted, but it would likely harm the the
already disturbed young woman and the rest of the
Had anyone from town visited the caravan within a caravan would soon put an end to the interrogation.
day or two prior to the murder?: “Just two visitors. I
had business with Celise Rayn, the town herbalist, Following are some answers to questions that PCs
and Ecaterina Vinnick came to see our road guide, are likely to ask. Should the PCs ask questions that
Mika.” are not listed, Senescha’s knowledge should
be fairly limited, but answers to any ques-
The mark on Piotr’s forehead is the demonic tions regarding the killer should be used to
rune for The Blood King. This can be deter- create a supernatural mystique surrounding
mined with a knowledge: planes or religion the monster. Use these questions to build up
check DC: 15. the killer in the eyes of the PCs as a mali-
cious force rather than an individual so that
If the PCs wait to speak with Senescha after when the PCs do encounter it, they may not
her blessing has been completed, the young woman know exactly what they face.
will exit out of a large wagon adorned with various
butterfly wood carvings and murals. Senescha is a Did you see what happened to Piotr?: “I couldn’t, it
young woman, around seventeen years of age; her was too dark. Even though he was holding a torch. It
skin is tanned from a life on the road and thick black looked like a black curtain was drawn between us. I
hair frames her round, childish, face. Herbal pig- could see the light, but it was so dim.”
ments adorn her features with spots of blues and
purples creating a form similar to butterfly wings Why did Piotr leave the caravan circle?: “Piotr heard
around her eyes. If any PCs observe her as she something rustling the grasses near the horses. He
leaves the wagon they can make a sense motive thought it might have been a lone wolf or goblin dog.
check with a DC: 13 to determine that Senescha is I told him it was probably nothing, but he went to
nervous and seems to avoid stepping in shadows look anyway.”
whenever possible.
Did you see what the killer looked like?: “It was a
Exiting the wagon behind Senescha is an older demon! Like it crawled out of some darkened pit!
woman just passing beyond middle aged; wearing a Shadows seemed to swirl about it as it moved. All I
vibrantly colored headscarf and an equally flamboy- remember is the shadows and those vivid glowing
ant dress. Bangles and beads clatter and clink as eyes; like those of a cat.”
she walks. In her hands is a white birch cane which
she taps in front of her as she walks, and her eyes Do you know of anyone that might want to harm Pi-
are a solid milky white. This is Mika (F Oracle 4), the otr? “Not that I know of. He liked to haggle with
road guide. shopkeepers more than he should, but he never
caused a problem with any of them. I guess he got in
Mika maintains a very stern demeanor, but this is to a bit of a spat with a mercenary or guardsmen at
just an act she performs in front of outsiders. Who
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the lumber mill when he went to order some roof Rounding the corner of the wagon furthest from the
slats for the wagons.” road, your eyes are drawn to a silhouette emblazoned
on the rear door to the carriage. Two dark humanoid
Were the horses behaving strangely before the at- shapes are emblazoned upon the flamboyant colors
tack?: “Not at all. Which is why I tried to tell Piotr that of the caravan wagon as if the shadows of these two
nothing was out there. They didn’t whinney or beat people were somehow ripped from their living anchors
their hooves at all. Not until after it happened. After- and placed upon the wooden frame. The first figure is
ward they all panicked and bolted.” smaller, it’s arms raised in defense...or shock; while
the second appears as a hulking brute at least a head
The road guide, Mika, stays with Senescha as the and a half taller than its companion with its right arm
PCs question the younger woman. She does not in- raised holding a vicious, curved blade.
terrupt unless she feels that the PCs are too harsh
or belligerent toward Senescha. The PCs are free to Haunt: Dread in the Dark (CR 1)
ask her any questions they like. Mika’s knowledge of XP: 400
the attack is limited, much like the rest of the cara- NE haunt with (10’ square surrounding crime scene)
van she was only roused by Senescha’s screams. Caster level: 1st, Notice: Perception DC 10 (To see
After the attack, however, she has used her abilities glowing yellow eyes in the shadow of the nearby
as an oracle to reveal that unquiet spirits exist at the wagon)
location where Piotr was killed. She has already HP: 3 Trigger: Proximity, Reset: 1 Day
shared this information with her caravan, but could
warn the PCs of the haunt provided they haven’t al- Effect: The light around the area begins to dim as a
ready stumbled upon it. If the PCs learned of Mika’s looming translucent form rises from the grass with
meeting with Ecaterina, they may wish to speak with flashing red eyes and bared yellowed fangs. All
the road guide about the purpose of that encounter those in the radius must make a DC: 10 Will save or
as well. become shaken for the next hour.

Ecaterina came to Mika because she had heard that Destruction: Daethelin’s blade must be submerged
gypsy road guides were granted abilities to foretell in holy water for 24 hours.
the future with tarot decks. She believes, much like
the rest of the townsfolk, that the recent murders are Because of the formation of the haunt, the area sur-
the work of her former lover, Daethelin, returned rounding Piotr’s death has been virtually undis-
from the grave to complete his work. As Mika read turbed. Searching the area could reveal some im-
the Harrow, she could not say with certainty that portant clues about the mystery. A perception check
Daethelin had returned. This seemed to upset DC: 13 of the ground near where Piotr was killed re-
Ecaterina who continued to demand the “truth” about veals a pair of large boot prints. Recent rains have
her lover from Mika. Eventually Mika tired of the un- washed the prints out making it difficult to determine
ruly behavior and forced the erratic woman to leave specifics about the creature they belong to, but a
with a command spell. DC: 18 survival (tracking) check will reveal that indi-
vidual is likely almost 7 feet tall and weighs over 300
The PCs will likely want to investigate the area pounds. These tracks can be followed easily enough
where Piotr was killed. The gypsies are willing to heading towards the north edge of town for approxi-
point out where Piotr was slain beyond the wagon mately one hundred feet. After this point, Mowg be-
circle, but none of them approach the location with gan to spend time covering his tracks and doubling
the PCs. As the PCs approach the scene, read the back to evade any pursuit. A DC: 26 (firm ground, 2
following: days have passed, 4 hours of rain, and hiding
As the PCs approach the area where Piotr was killed tracks) survival (tracking) check could allow the PCs
they begin to experience an unreasonable sense of to follow the tracks to the forest edge, but anything
dread. This is due to the haunt that has begun to beyond that becomes increasingly difficult as Mowg
form surrounding Piotr’s death. As this is the most knows the area well enough to keep to harder
recent slaying in Rivercrest the haunt is the weakest packed ground or stone to further hamper pursuit.
of all that have formed around the five victims,

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A perception check DC: 15 of the area near the wag- PCs will want to speak with Ecclesiarch Mistwillow if
on is enough to discover several scratch marks in they have questions regarding the curse or the vic-
the wooden wheel facing away from the camp. The tims. The PCs can make a sense motive check DC:
scratches appear to have been made by a small 13 to notice that Priscilla’s change in demeanor
bladed weapon. Anyone looking at the scratches could be due to a trauma associated with the mur-
that has ranks in linguistics can make a DC: 18 ders or the curse. In fact Priscilla is actually an or-
check to notice that the scratches form very crude phan taken in by the church a decade ago when her
runes of the abyssal alphabet. Anyone with Abyssal parents were slain by Daethelin Moonshadow. The
as a language could translate the runes as “The current incidents hold too many similarities for the
Blood King Calls”. young acolyte’s liking and she believes that Dae-
thelin may indeed have returned. She hasn’t been
XP Award: If the PCs successfully gather information brave enough to investigate the Moonshadow Lodge
from the camp, award them 300 xp. While the gyp- herself, but after the PCs meet with the Ecclesiarch
sies may not have much information about who the she could mention the lodge as a possibility for the
killer is they do provide some insight to the villains killer’s refuge.
capabilities.
Once Priscilla knows the reason that the PCs wish to
B. The Temple Mortuary speak with the Ecclesiarch, she will lead the PCs to
the Priestess’ chambers on the upper floor of the
The imposing grey stone edifice of the temple looms temple.
before you. Great stained glass windows line the out-
er walls depicting a man in golden robes performing
various miracles over throngs of worshippers in great The Ecclesiarch’s chambers are smaller than you
walled cities. The heavy marble doors of the temple would expect considering the size of the temple it-
stand open, beckoning you inside. self. Light pours in to the room through two large
stained glass windows. Two massive bookshelves
dominate the southern wall brimming with assort-
As the PCs enter the temple; they should be greeted ments of religious texts and treatises. A grand oak
almost immediately by a young acolyte named desk sits as the centerpiece of the room an ornate
Priscilla Holstead. Priscilla is a boisterous young golden key inlaid upon its surface.
woman enthusiastic about her faith in the Grand
Vault and very unlike the typical stoic adherents to
the faith. As she has never seen the PCs before, she Ecclesiarch Mistwillow is currently seated at her
assumes they are newcomers to town and immedi- desk adjusting the banking ledger of the temple.
ately begins to explain the various services that the Hannah Mistwillow (F Cleric 4) appears to be a
church performs in town unless the PCs stop her. woman in her mid-thirties with long black hair that
curls toward the end. Her slender frame is hidden
“Good day to you folks! The servants of The Grand beneath the many layers of her religious vestments
Vault welcome you to our temple. We hold sermons and a pair of golden spectacles frame her bright
nightly led by Ecclesiarch Mistwillow and host town green eyes. Though she appears to be quite young
meetings on the first Moonday of every month. We she is, in fact, over a hundred years old. Her long
also offer full banking services to all citizens so if hair hides the slightly pointed ears that betray her
you’re looking store valuables or require a personal elven heritage.
loan we would be more than happy to assist. We al-
so make daily trips to the lumber mill to offer butter Hannah arrived in town almost eight years ago as a
rolls and water to the workers and welcome any vol- replacement for the previous Ecclesiarch that had
unteers to join us. How can the Servants of the Vault died. She is aware of the murders that happened
assist you folk today?” prior to her arrival through notes and journals left by
her predecessor Reginauld Holbruth, but has no
If the PCs explain that they are here investigating first hand knowledge of the events. She believes that
the recent murders, Priscilla’s jovial demeanor di- the current predicament facing the town is nothing
minishes slightly. The acolyte then explains that the more than the work of a deranged vagabond that
9
has yet to reveal themselves. She has worked with way to escape the cold while still being able to keep
Watch Captain Greystoke casting auguries to help an eye on the PCs.
focus the investigation, but too many answers have
been unclear to be of much use. As the PCs examine the bodies, they easily notice
both have long slashes across their throats which is
As the PCs enter her chamber the Ecclesiarch is ad- likely what resulted in their deaths. It is also easy
justing the temple’s banking ledger. She addresses enough to notice that Piotr is missing his right ear
the party without looking up from her work: while Skjarl is absent a thumb on his left hand. Skjarl
is also missing a large chunk of flesh on his right leg
“Greetings, to what do I owe this intrusion?” that appears to have been torn out rather than cut.
Each corpse also has a jagged rune burned in to
If the PCs explain that they are assisting the watch their foreheads.
with investigating the recent murders, Hannah as-
sumes that they have come to either inspect the The PCs can use various skills to determine more
bodies that have yet to be buried or cremated or that exacting details about the bodies and their deaths.
they are here to request more auguries about the For Piotr: a perception check DC: 15 reveals a stab
case. She has kept augury prepared in the event wound to the throat covered up by the wide slash.
that Captain Greystoke returned with more questions The puncture is at a rather extreme angle indicating
so the PCs could convince her to use those magics that the assailant was likely much taller than Piotr. A
if they have questions. heal check DC: 14 shows advanced necrosis around
If the PCs wish to examine the bodies of Piotr and the wound on Piotr’s throat indicating that Blue
Skjarl, Hannah will escort them to the mortuary in Whinnis poison was used on the weapon.
the cellar of the temple. She is not fond of the idea of For Skjarl: A perception check DC: 16 reveals small
showing the cellar area to non-clergy as that is also tufts of fur beneath his fingernails that indicate he
the location of the temple vault. The vault is hidden tried to fight off his attacker. The fur itself is coarse
behind a secret door, however, so spotting it is likely and brown a knowledge nature check DC: 18 re-
to be difficult (DC: 23). The Ecclesiarch does keep a veals that it is likely fur from a bugbear. A heal check
sharp eye on the PCs while they are in the cellar to DC: 15 determines that the bite wound on Skjarl’s
ensure that they do not attempt anything nefarious. leg was inflicted before he died; his thumb was like-
wise removed before his death. For both: A
Read the following when the PCs arrive at the Mor- knowledge planes or religion DC: 15 reveals the jag-
tuary: ged rune on their foreheads to be the symbol for The
Blood King.
The air of the white stone chamber is sharp and
cold. Lining the walls of three sides are three foot XP award: If the PCs discover any of the hidden de-
square iron hatches. Soft, blue, light bathes the tails about the bodies award them 200 xp.
chamber, emanating from the maws of snarling
brass lions mounted in to each wall. Two solid mar- C. The Lumber Mill
ble tables sit on either side of a wash basin at the
center of the room. The mill currently rests approximately half of a mile
outside of town. Despite Skjarl’s murder only , the
The air in the room is cold enough that without cold atmosphere around the mill is still bustling with activ-
weather gear the PCs will have to make fortitude ity. The foreman (and owner) of the mill is Natalie
saves after an hour or suffer non-lethal damage from Crobthorn, a rather crass woman of advancing age
frostbite as per the cold weather rules. There are two but remarkable business sense. Natalie cares for the
sets of heavy wool robes hanging beside the door well-being of her workers and was deeply upset by
that function cold weather clothing. Skjarl’s death. She knows that the mill is the life-
blood of the town so she has kept it open and run-
Hannah will open two hatches set in the wall oppo- ning but she now sends all of her workers home an
site the entry door that contain the bodies of Piotr hour before sunset making sure that no one leaves
and Skjarl; then retreat to the other side of the entry- alone. Natalie has also hired a pair of mercenaries to
be on hand throughout the working day.
10
Nestled beyond a low hill where the plains give way swarming together in to a Carrionstorm as they
to Witherbark Forest, a structure of mingled stone begin attacking the PCs.
and wood rests upon stilts resembling the legs of a
gigantic beast. Intricate carvings along the exterior Carrionstorm (CR 1)
walls give them the illusion of girding the body of a HP: 11 AC: 12 Spd: 40’ fly
massive ox. Jutting out from the roof facing the trees, Attack: swarm (1d6 plus distraction)
a bull’s head carved from dark wood with polished Fort: +1 Ref: +0 Will: +5
bronze horns casts its gaze down toward a triangu- Special: Undead and swarm traits
lar stack of trees. Every few minutes a high pitched
whine erupts from within the mill followed by a show- The carrionstorm was created by the necromantic
er of sawdust erupting from a chute at the rear. energies of the haunt surrounding Skjarl’s death.
Over the past two weeks birds came to light on the
trees and those who were not quick enough to flee
the haunt, died. As the numbers of dead grew, the
One of the mercenaries, a dark skinned tribal wom- energy suffusing the area animated the birds into the
an with studded leather armor named Mussa (F malicious swarm.
Warrior 2), approaches the PCs to ask what busi-
ness they have at the mill. As long as the PCs are Once the carrionstorm is dealt with, the PCs can in-
upfront and truthful about their reasons for coming to vestigate the site of Skjarl’s murder. As they draw
the mill, Mussa allows them access. The PCs are closer to the trees, however, the haunt awakens.
free to investigate as they see fit, but without know-
ing precisely where Skjarl was killed it will be ex- Haunt: The Beast (CR 1)
tremely difficult to locate any remaining evidence as XP 400
the area has seen a lot of traffic over the last several NE haunt (20’ square surrounding the crime scene)
days. Talking to Natalie or some of the other workers Caster level: 1st Notice: Perception DC: 13 to hear
is likely their best recourse to find out where to start. the angry growling of a vicious beast
HP: 5 Trigger: Proximity, Reset: 6 hours
Natalie can be found inside the mill overseeing the
operation. She’s not particularly fond of interruptions, Effect: The growling grows louder as the shadows of
but Skjarl’s death weighs heavily on her mind and the trees begin to crawl towards the victim. As the
she is willing to help any way that she can. Unfortu- shadows touch anyone in the area they feel sharp
nately all she knows about the murder is that some searing pain in their leg:followed by the sensation of
of her workers talked about seeing lights drifting hot blood pouring from an open wound. Everyone in
about in the forest a few days before it happened the area must make a DC: 12 Will save or suffer 1d6
and where the body was discovered. The lumber mill negative energy damage.
has moved about a quarter mile north along the tree
line, but the site is still visible from here. Natalie Destruction: Daethelin’s blade must be submerged
points to a trio of small, gnarled trees at the edge of in holy water for 24 hours.
the forest to indicate where Skjarl was found. She
will also warn the PCs that she had to move the mill While much of the evidence from the night of the
because too many workers became frightened or murder has been destroyed by time, some still re-
irrational when they came to close to the trees, mains. A perception check DC: 14 reveals a scrap of
claiming to hear Skjarl screaming in agony. blue cloth torn by one of the lower branches. Anyone
with the profession or craft skill of tailor would be
As the PCs approach the trees that were pointed out able to recognize the pattern of the cloth as likely
by Natalie, they begin to see what appears to be belonging to a woman’s garment. If revealed to any-
scores of birds lying dead in the grass surrounding one in town, they will recognize the pattern on the
the trees. The birds are in various states of ad- cloth from a shawl belonging to Ecaterina Vinnick.
vanced decay but a perception check DC: 15 reveals
that the corpses occasionally twitch. If the PCs con- The shawl was torn when Ecaterina inspected the
tinue toward the trees or move to investigate one of location to see if the killer (whom she believes is
the birds, the entire field erupts with the birds Daethelin) might have left her any messages. The
11
woman discovered a piece of red quartz in a boot ther, a sense motive DC: 12 shows that Seamus is
print that has long since vanished that she believes obviously quite smitten with his employer while mak-
is a clue to her lover’s whereabouts due to the ing a DC:15 on the same check reveals that Ecateri-
stone’s rarity in this region. Her excitement at this na is aware of the affection, but does not return
discovery distracted her from her torn shawl causing these feelings.
her to leave the cloth at the scene. This clue is
meant to be a red herring as Ecaterina has nothing Ecaterina is a middle-aged woman in her late thirties
to do with the current spree of murders. that is beginning to show signs of her age, but still
retains a measure of her youthful beauty. She inher-
D. The Vinnick Farm ited the family farm at a young age when a bout of
filth fever swept through the town killing her parents.
Approaching the farm, you are greeted with the sight She is no stranger to the hardships of the world and
of desolation. Vast fields that should be filled with became fascinated with the more macabre aspects
corn or grain are nothing more than an expanse of of existence on the frontier. While she did not neces-
loose dirt. Closer to the house, a small pen of grunt- sarily delight when forced to slaughter one of her
ing pigs abuts what appears to be a small vegetable livestock for meat or due to illness, she did treat the
garden. A parade of goats prances about the front of task with a certain reverence. It was during one of
the darkened wood barn. The house itself is rather these moments that Daethelin Moonshadow stepped
small in relation to the land upon which it rests. The in to her life and a bizarre and twisted courtship be-
windows have been shuttered and a single rocking gan to take place. While the two never officially mar-
chair sits idle on the front porch. A faint wisp of ried, they were often seen in each other’s company.
smoke rises from the soot-stained chimney. Many thought them to be a strange couple, but were
happy that Ecaterina was achieving a semblance of
normalcy.
Situated on the western edge of town, Ecaterina
Vinnick’s farm is a lonely place. The belief of many When Daethelin was revealed to be a demon cultist
of the townsfolk that she was aware of Daethelin’s in service to The Blood King, the town’s view of
activities caused a rift to form. Now that the killings Ecaterina’s relationship took on a much more harsh
have begun again, some believe it may actually be tone as she was all but exiled for her relationship
Ecaterina who is performing these horrific acts. As with the murderer. The town watch suspected that
such, her farm has few visitors and is unable to sell Ecaterina knew of Daethelin’s activities, but could
her surplus crop in town which has led to a large never prove it so instead the townsfolk simply re-
portion of her land remaining fallow as she has no fused to do business with the young woman, hoping
need of producing more than she can use herself. A she would eventually be forced to leave. Ecaterina
lone farmhand has stayed on to help Ecaterina. refused to sell her farm, more out of spite than any-
Many in town surmise that the young man is under thing. She did, of course, know what Daethelin was
some kind of enchantment, such is not the case, Se- doing. He would frequently tell her of his exploits be-
amus Morribund is simply infatuated with the older cause he knew it excited her. Daethelin was trying to
woman and has been for some time. nurture a wickedness in Ecaterina, but he was dis-
covered before he could truly complete the process
Ecaterina is in no mood to entertain questions, espe- and drive her to kill.
cially when those questions involve her former lover
or the recent murders. If the PCs arrive at the farm Ecaterina is likely to be adversarial in her interac-
during the morning hours, Ecaterina is either working tions with the PCs regardless of how benign the PCs
in the garden or feeding her livestock. In the late af- intentions are. If the PCs attempt to search her prop-
ternoon or evening she is most likely inside the erty she will make every effort to stop them including
house preparing evening meal, patching damaged using force. If it comes to a fight, Seamus will leap to
articles of clothing, or pining over old letters from Ecaterina’s defense seeing this as his opportunity to
Daethelin. Whatever the case, Seamus is likely not prove his love. The PCs can attempt to improve
far away; eagerly awaiting whatever command Ecaterina’s attitude toward them with a diplomacy
Ecaterina has for him. If the PCs take time to ob- check DC: 22 or intimidate DC: 15 to avoid any
serve the pair before investigating the property fur-
12
physical confrontation and comply with their ques- ered tucked behind a cracked board near the wood
tioning. stove with a DC: 12 perception check. This ear was
taken by Mowg as a trophy from his most recent kill.
Ecaterina knows little about the recent murders ex- The bugbear planted it in Ecaterina’s home the night
cept that they are very similar to Daethelin’s work a of the murder in an effort to frame the woman for the
decade ago and when the next killing will happen. deed.
Assume that when the PCs began the adventure
that the next murder would take place in four days to If Seamus is separated from Ecaterina he is much
coincide with the changing of the moon’s phase. less malign to the PCs answering any questions they
Ecaterina can’t say who the victim will be just that may have as best he can. The young man is igno-
she knows when it will happen. If the PCs search the rant of anything involving the murders, but he can
cottage, a perception check DC: 14 reveals a loose answer almost any question about Ecaterina, where
board in the floor of the bedroom where Ecaterina she was and what she was doing on specific days.
stashed letters from Daethelin as well as the small He even knows about Ecaterina’s stash in her bed-
red quartz that she found while she was searching room under the floorboard with the letters and the
the lumber mill scene. She believes the quartz is a quartz stone.
clue to how to find the killer that she believes to be
her lover. She is not entirely wrong in this assump- If the PCs do end up provoking Ecaterina; she will
tion as a knowledge: geography or local check DC: try to separate the weakest character from the rest
13 imparts that this particular type of quartz is found of the group before she initiates any kind of attack.
in a creek near the edge of Witherbark forest. Else- When she does attack, she prefers to incapacitate
where in the kitchen; a shriveled ear can be discov- rather than kill. If Ecaterina does manage to over-

13
power the entire party with Seamus’ help, she will tie
them up while she decides what to do. Eventually
she may come to the conclusion that killing the PCs
is the only option, but that is entirely up to the type of
story you want to tell.

Ecaterina Vinnick
Human Middle Age Female Expert 2
HP: 10 AC: 12
Attack: Improvised sap +3 1d3 non-lethal

Seamus Morribund
Human Male Commoner 1
HP: 4 AC: 10
Attack: Club +2 1d6+2

E. The Longstride Home

A thin layer of dust coats the front porch of this


small cottage home. The front door is decorated
with the carving of a forest starling flanked by twist- House of terror (CR 2)
ing grape vines; below this rests a small brass XP 600
plaque. The shuttered windows of the house rattle NE haunt (affects the entire house)
erratically as wind passes over them, and a wafting Caster level: 3rd Notice: Perception DC: 13 to hear
scent of moldy rot issues from the house. the faint creaking of floor boards
HP: 6 Trigger: Entering the home, Reset: 1 day

The haunt in the Longstride home has been allowed Effect: This haunt has several stages taking place
to fester for some time; though the people of River- over consecutive rounds and increasing in intensity.
crest are as yet unaware of how dangerous the Round 1: The front door closes and locks as the light
haunt has become. Neighbors have occasionally in the house becomes dim.
heard strange sounds or spotted shadowy move- Round 2: Heavy footfalls can be heard approaching
ment through an open window, but no one has en- the bedroom If any PCs are in the bedroom at this
tered the home since the body was found to fully time, one of them sees a shadowy form with glowing
awaken the haunt. yellow eyes moving towards them. That character
must make a fortitude save DC: 12 or begin suffocat-
The plaque on the front door reads: “A hearth well ing; this continues for the remaining duration of the
kept, is a life well-lived”. The carving is the family haunt.
crest of the Longstride halfling family and the phrase Round 3: Blood begins to bubble up from the stain in
is their motto. Anyone with knowledge:local can the floor as a diminutive, shadowy form claws its
make a check with a DC: 15 to know that the Long- way from the bedroom doorway. The beings gaping
stride family runs one of the most successful toothless maw emits a horrible a gurgling moan as
meaderies on the outskirts of Canorate that also thick black ooze dribbles from its throat. Everyone
serve as freelance information brokers. witnessing this apparition must make a will save DC:
14 or become frightened and suffer 1d4 points of
The front door to the house is, surprisingly, unlocked wisdom drain.
allowing the PCs to enter with little difficulty. If the Round 4: Loud rattling issues forth from the kitchen
PCs wish to find another way to enter the house, the intermixed with gurgling cries and and the unmistak-
windows can be opened from the outside with a dis- able coppery aroma of blood. A massive hooded fig-
able device check DC: 12. No matter which method ure looms over the bloodstain in the center of the
of entry they choose, however, awakens the haunt. kitchen. The figure suddenly lurches toward the PC
that is closest to it; seizing the PCs shoulders as it
14
clamps down over their throat with a maw of jagged sonal effects have all been removed according to
yellow teeth. The PC must make a fortitude save his wishes and shipped to his sister in Canorate.
DC: 15 or suffer 1d4 wisdom drain and lose their If the PCs search the footlocker they find it emp-
voice for a week. A successful save negates the loss ty, but a perception check DC: 16 reveals a small
of the character’s voice and they suffer only 1 point compartment on the inside of the lid that holds 3
of wisdom drain. platinum pieces and a small bronze key (The key
opens the hidden lockbox in the cellar). If the
1. Reading Room - PCs investigate the stain, a perception check
DC: 12 reveals it to be blood that is soaked in to
This small room contains two undersized chairs the wood floor (and walls) as in the reading
flanking a small end table and a pair of pair of book- room. Further a heal check DC: 13 shows that
shelves that nest in the northern wall. The central with the amount of blood that was pooled around
focus of the room, however, is a grand stone fire- the bed, Edmun’s throat was likely cut while he
place that takes up much of the western wall, in was in bed.
front of which a reddish black stain streaks across
the floor from an eastern doorway to another that 3. Kitchen-
leads north next to the bookshelves. A putrid stench
permeates the entire room. Despite the room’s diminutive size, it feels quite
spacious. The short wood-burning stove, prepara-
tory counter, and pantry are all pushed back
against the walls leaving the floor open for some-
The reading room serves as the entry chamber
to the small cottage. The front door rests in the one to move about. A dark reddish stain streaks
the floor from the southern doorway eventually
south wall while the exits to the north and east
terminating in a sizable amorphous blotch at the
lead in to the kitchen and bedroom, respectively.
center of the kitchen. A ghastly figure gazes down
The room is very tidy even though no one has
from the eastern wall above a descending stair-
set foot in the house for the past several days.
case, a wicked knife clutched in it’s clawed hands.
The bookshelves have been emptied of their
contents and either shipped off or sold according
to Edmun’s will. A shallow pile of ash still rests in The kitchen is the area where Mowg eventually
the fireplace. The room is, for the most part, bar- finished off Edmun in a rather gruesome manner
ren save for the two small chairs and end table. by tearing out the halfling’s throat with his teeth.
An investigation of the stain on the floor Some of the stains that remain on the floor are
(perception DC: 14) reveals a set of narrow foot- boot prints from Mowg alongside the large discol-
prints mingled in the stained wood that follow the oration that marks where Edmun’s body came to
bloodstained path through the home. A survival rest. A survival (tracking) check DC: 15 can de-
(tracking) check DC: 17 could be used to deter- termine that the individual that created the boot
mine that the tracks belong to a woman, but prints is quite large. If the PCs have already visit-
were made after the murder was committed. ed the varisian caravan and spotted the tracks at
the crime scene it is a simple enough matter to
2. Bedroom- conclude that these were made by the same per-
son. Any PC that has ranks in the profession skill
A single tiny bed rests opposite the shuttered win- for city watch or something similar can roll
dow with a small footlocker tucked underneath. Next against a DC: 15 to deduce that the killer was
to the door; a plain dresser, stained and lacquered a tormenting his victim. The initial wound was
dark shade of auburn, is coated with a thin layer of meant to cause panic rather than kill quickly.
dust. Dark specks dot the walls near the bed and a
tenebrous stain pools beneath before streaking to- If the PCs spend time searching the kitchen, sev-
wards the door. eral small pieces of knobthorn bark could be dis-
covered near the top of the staircase with a DC:
14 perception check near a bloody boot print.
The blood-soaked bedding was removed shortly Anyone local to the area or with ranks in
after Edmun’s body was discovered and his per- knowledge: nature would know that the knob-
15
thorn trees grow in Witherbark forest near creeks during his survey trips. The map plainly shows
rich in iron sediment that the trees use to harden the location of Moonshadow Lodge as well as
their thorny bark. If they bring this information to the cavern entrance with notes regarding the po-
Captain Greystoke or Natalie Crobthorn they tential use as a mining concern.
know of a copse of knobthorn near a spring close
to the edge of the forest. This copse is only a half F. Moonshadow Lodge
mile from the cavern entrance in which Mowg
currently resides. Tucked away beneath the boughs of an enormous
witherbark tree rests a squat cabin constructed of thick
dusky logs. The front door hangs open connected to
4. Cellar- the frame only by the lower hinge, and the window
Faint shafts of light filter down the stairway to shutters are missing nearly all of their wood slats. A
illuminate two rows of casks that line the far massive branch juts out of a hole in the roof, it’s
wall. Lumps of refuse lie strewn across the leaves thin and shriveled. Carved in to the sides of the
hard packed dirt floor and an unlit lantern structure are crude messages likely left by angry
swings from an iron hook in the ceiling. The townsfolk creating a sort of memorial wall to the atroci-
air is thick with the sweet scent of fruit and ties of the former resident.
the musty stench of mold.

The cellar has become the nest of a pair of dire The lodge is only a couple of miles from town to the
rats that burrowed in behind the casks on the east along a game trail half of a mile inside the tree
western wall. The beasts do not immediately at- line of Witherbark Forest. If the PCs mention that
tack anyone that enters the cellar. Instead they they are planning to investigate the lodge to any of
remain hidden unless someone approaches the the townsfolk they are likely to be bombarded with
casks. At which point they move to defend their folktales and stories of demons and twisted fey lurk-
nest and the babies inside. ing in and around the home. While these tales are
meant to keep the players on edge feel free to play
Dire rat (2) up the menacing atmosphere of the forest as you
HP: 5 AC: 14 Spd: 40’ see fit or even add a few fiendish encounters if you
Attack: Bite +1 (1d4 plus filth fever DC: 12) feel that your players need more of a challenge.
Fort: +3 Ref: +5 Will +1
(see page 232 of the Bestiary)
The carved writing on the wall are messages from
If the PCs search the cellar, a hidden compart- the townsfolk wishing all manner of afterlife unpleas-
ment can be discovered with a perception check antries upon Daethelin Moonshadow. If the PCs in-
DC: 13. The lower, central cask is empty and can spect the wall they can discover a few messages
be opened by twisting the spigot. Inside of the that were obviously created much more recently with
cask contains an ornate spyglass and a diminu- a perception check DC: 16. Two of these messages
tive locked strongbox. The strongbox can be are requests for a rendezvous while the third seems
opened with a disable device DC: 20 or the key more of a declaration with a single word
hidden within the footlocker inside the bedroom. ‘vengeance’. The declaration was the first to be
carved, a DC: 15 knowledge: nature check could be
Contained within the strongbox is a fairly detailed used to deduce that the message was carved ap-
map of the region in the Witherbark forest near proximately a month ago while the requests were
the Moonshadow Lodge and Mowg’s lair; as well considerably more recent and were carved only one
as survey information of the area, soil, and water and two weeks ago.
samples. Edmun believed that the caves may
contain mineral wealth beyond what was known 1. Sitting room-
in the region. He was preparing to send the sam-
ples back to his family in Canorate to have them Shattered wood furniture and a crumbling stone
examined for trace minerals when he was killed fireplace dominate much of the room. Towards the
by Mowg who had been watching the halfling
16
back of the room, situated between a doorway
and hall are three small piles of refuse that exude The three piles against the wall opposite the
an acrid, moldy, stench. An unnatural cold per- main entrance are the remains of books that
meates the room. rested upon, now broken, shelves. A decade of
exposure to the elements has allowed brown
The sitting room has been utterly demolished by mold to fester on the books. Anyone moving
a combination of time and angry townsfolk. What within five feet of the mold suffers 3d6 non-lethal
remains of the chairs, tables, and bookshelves cold damage. If any PC carries a torch or lantern
are recognizable as being of high quality crafts- near the mold, it instantly spreads to fill the five
manship, but the reliefs and images contain an feet around the character.
incomprehensible air of malevolence in the
scenes or figures that they depict. Searching the room reveals little beyond the fer-

Shattered wood furniture and a crumbling stone


fireplace dominate much of the room. Towards the
back of the room, situated between a doorway and
hall are three small piles of refuse that exude an
acrid, moldy, stench. An unnatural cold permeates
the room.

17
vor with which the townsfolk destroyed Dae-
thelin’s home. If the PCs can successfully re-
move the brown mold and search the pile of
books they will find a single page from one of the
books has survived intact. This page acts as a
scroll of the spell daylight. The doorway to the
southwest opens in to the kitchen while the hall
leads to the latrine and bedroom.

2. Kitchen-
A black iron stove has toppled just in front of the
doorway, it’s chimney pipe twisted and mangled
from whatever force tore it down. Cabinet doors
and shelving lie strewn about the floor as though a
cyclone manifested inside the room. A single door
hangs slightly ajar in the northwest corner of the
room, and an oak table coated in nebulous dark
stains are the only components of the kitchen left
unmarred.

The kitchen, much like the sitting room, was the


victim of the outrage of the people of Rivercrest.
Hatchets and hammers were brought to bear on
furnishings while most of the utensils were taken
back to the smithy and melted down. A single
item managed to escape the town’s fury. A mas-
terwork shortsword tucked away beneath a loose
floorboard can be found with a perception check
DC: 13. The shortsword is a fairly ornate piece
with a slightly curved blade engraved to look like
the bill of a bird while the handle has the appear-
ance of a stylized stork’s head.

The door to the northwest leads to the pantry.


There are no other exits to the room.

3. Pantry-

Rows of shelves line the walls of this small cham-


ber while bits of shattered clay and glass lay
4. Latrine/Midden-
strewn about the floor. The sour taste of vinegar
fills your nostrils. Midway down the short hallway, a cracked and
warped door opens to reveal a diminutive room
The food that was left to rot in the pantry has not much larger than a closet. Opposite the en-
long since rotted away or been devoured by the trance, the floor raises up to form a bench. At the
multitudes of insects common to the area. The center of which is a hole that evacuates in to a
noxious stench that lingers is not powerful small pit. A cool draft whirls upward from the
enough to cause more than a passing discomfort opening.
to anyone that inspects the room.

18
The wardrobe contains little of value as the gar-
This room serves as both the latrine and midden ments contained within have been removed,
for the small lodge. Not much remains of whatev- shredded, and scattered across the floor. While
er refuse was tossed through the hole save for the bed conceals a masterwork shortbow buried
several bones too large to be dragged off by the beneath it’s rotted remains. If the PCs spend any
small scavengers that could gain access to the time examining the bed they notice that a hidden
pit. A small grate that exits to the outside is the compartment in the frame was smashed open
source of the draft. This grate can be accessed when the branch fell through the roof. The com-
from the outside of the lodge, but anyone larger partment has a red velvet interior with an imprint
than small size category would have to crawl on in the form of a curved dagger.
their hands and knees. Even those of small size
would have to stoop their heads low. A concealed trap door leading in to the attic is in
the southeast corner of the ceiling in close prox-
The pit is home to a large nest of rats. The ani- imity to the point where the branch crashed into
mals are not hostile unless provoked by investi- the room. The DC to discover this trap door is
gating the collection of sticks and refuse that only 12 as the branch warped the construction as
make up the nest. Then the rats will swarm and it penetrated the house. It could also be possible
attack. to climb the branch itself in to the attic with a DC:
10 climb check.
Undersized rat swarm
HP: 8 AC: 13 Attack: swarm (1d4 plus disease) 6. Attic-
Fort: +2 Ref: +3 Will: +0
The sloping walls of the attic, much like the roof
5. 5. Bedroom- of which they are composed, adjoin in the mid-
point of the room. Skins and hides of all manner
The end of the short hallway opens into a chamber
of beast stretch between structural supports with
ravaged by the elements. A massive tree branch
white, ceramic, pots placed directly below them.
lodged in to the floor climbs upward through the
The rims of these pots are stained a disturbing
ceiling, an upper attic chamber, and eventually the
shade of crimson. At the far end of the chamber,
roof. Pieces of the wood slat roof stab downward
an altar carved of bleached white ash perches
from the hole alongside bits of hanging moss. Be-
atop a pair of support beams. Two sinister stork-
yond the branch, the head of a great stork is carved
like creatures carved from the same wood stand
in relief along the far wall overlooking the shattered
poised on either side, their feathered wings join-
remains of a simple bed and down mattress. A
ing at the tips as they embrace the ritual table,
wardrobe stands off to the side of the door, with its
their bills nearly touching its blood-stained sur-
doors splintered open with bits of leather and cloth
face.
arrayed in front of it.

The bedroom fared better than the rest of the The attic was undiscovered in the initial raid of
lodge when villagers came to vent their anger. Daethelin’s lodge. Had the watch found it, they
Unfortunately nature had other ideas and several would have likely burned the entire structure to
years ago, a branch snapped off of the enor- the ground. The attic is where Daethelin per-
mous witherbark tree sheltering the house and formed his daily sacrifices of blood to the demon
sheared through the top of the structure. Dirt and lord Shax. Mostly comprised of small forest crea-
grime covers nearly every inch of the room in a tures, the occasional lone wanderer or weak fey
thin, wet, film. The carving of the great stork is met their end on the altar.
meant to be a depiction of the demon lord Shax.
Anyone that inspects it closely will note a disturb- The entire attic is under the effect of a perma-
ingly sinister appearance, while a knowledge: nent desecrate spell, and all worshippers of good
planes check DC: 15 exposes that it is created to -aligned deities suffer a -1 penalty to their skill
honor the Blood Marquis. checks while in the room because of the abyssal
energies that have been focused here.
19
prey. His nights are spent either hunting in the forest
Should the PCs investigate the area they find a or in town. Mowg utilises a pack of goblin dogs to
copy of the Sanguine Scriptures, A holy text of keep watch over the cave (and himself) while the
The Blood King, and a sacrificial knife (it does bugbear is away or resting.
not fit the opened compartment in the bedroom)
A break in the forest canopy allows shafts of
on top of the altar. A small table nestled against
light to pierce through; illuminating the mouth of
the sloping wall has a detailed map of the sur-
a cavern. The tenebrous maw is tucked in to
rounding environs including the cavern that now
the side of a hill. A grand tree rests above, it’s
houses Mowg. The cavern is labeled as a refuge
roots dangling over the upper arch giving the
should his nefarious activities be discovered, and
appearance of a massive fanged mouth.
several small caches of supplies are likewise
marked along with dates of when they were last
replenished. The last date written down is ap- The cavern itself does not run very deep, consisting
proximately ten years ago. of only two chambers with just a few smaller hollows
and alcoves scattered through the intervening tun-
It is distinctly possible that the PCs could miss the nels. Two of the goblin dogs are always posted out
clues that highlight where to continue the investiga- front to warn of approaching intruders and attack any
tion. If this is the case feel free to have some of the that get too close.
townsfolk or other NPCs come to the characters with An alarm tripwire is also placed in the entrance that
accounts of shadowy figures escaping in to the dumps a sack of bones sending them clattering to
woods in the direction of Mowg’s lair. Perhaps it the hard, stone ground. A perception check DC: 15
could be a detail that the witness remembers after spots the trap while a disable device DC: 12 disarms
their initial interrogation and returns to give that infor- it. It is also possible to simply step over the tripline
mation to the PCs. Perhaps Mowg himself lures the once it is spotted. If the PCs alert the goblin dogs out
PCs in to the forest, anxious to taste the fear of more front, the three remaining beasts will come charging
worthy adversaries. through the entryway in one round and crash
through the tripline setting off the alarm trap.
It is also possible that the PCs could take more than
a few days during the course of their investigation, Snarl and Cruncher
allowing Mowg to kill again. If this happens, they Goblin Dogs (2)
have a fresh crime scene to investigate and you HP: 9 AC: 13 Perception: +1 (scent)
should be more liberal with clues to Mowg’s wherea- Attack: Bite +2 (1d6+3 plus allergy)
bouts. Perhaps Mowg was wounded and leaves a Fort: +4 Ref: +4 Will: +1
more obvious trail than he typically would. (See page 157 of the Bestiary)

Hunting the Killer Snarl and Cruncher are trained to start hissing and
growling as soon as they sense an intruder to alert
Once the PCs have completed their investigation, the other goblin dogs inside as well as rouse Mowg.
they should have a good grasp of where to look for
the murderer, as well as an idea of what they might 1. Entry Passage-
be facing. The PCs should have little trouble finding
Mowg’s lair as long as they have one of the maps Roots and moss coat the walls of this darkened
that shows the location of the cave. Without these passage giving it an organic appearance like the
maps it is more difficult requiring a survival check inside of some beast’s gullet. A trickle of rancid
DC: 15 and 1d4 hours of searching the forest near water flows through a depression in the center of
Moonshadow Lodge. the tunnel creating a faint gurgle that echoes
throughout. The gut-wrenching stench of rotten
Once the cave is located, the PCs have only to con- meat and excrement fills the passage.
front Mowg at his lair. This could prove difficult as
Mowg spends little time actually inside his lair. He
sleeps in the morning hours while afternoons are There are no lamps or torches anywhere
spent observing the town from a hillside to find new throughout this cavern. Characters with low-light
20
Roots and moss coat the walls of this dark-
ened passage giving it an organic appear-
ance like the inside of some beast’s gullet.
A trickle of rancid water flows through a
depression in the center of the tunnel creat-
ing a faint gurgle that echoes throughout.
The gut-wrenching stench of rotten meat
and excrement fills the passage.

vision should have little trouble seeing opens to the right midway down the pas-
while in the main passage, but the two sage that leads to the kennel. The end of
chambers do not receive any direct light the passage opens up into a large cham-
from the entrance and are completely ber that Mowg uses as his personal sleep-
dark. Any characters without low-light vi- ing quarters. Approximately five feet be-
sion treat the entry passage as dim light. fore the entrance in to Mowg’s chamber is
another tripline which is cleverly con-
The passage is only about twenty feet cealed with the roots and moss that have
long, curving to the left at the end, and fallen to the floor. A perception check DC:
close to ten feet wide. A smaller aperture 17 can discover the trap if one of the PCs

21
is actively looking. The tripline causes a grid of beasts.
wooden spikes to swing down from the ceiling in
an attempt to impale any interlopers. Gnash, Ripper, and Chops
3 Goblin dogs
Ceiling Spike Trap HP: 9 AC: 13 Perception: +1 (Scent)
Detection DC: 17 Reflex: DC: 12 Attack: Bite +2 (1d6+3 plus allergy)
Effect: 2d6 piercing damage Fort: +4 Ref: +4 Will: +1
(See page 157 of the Bestiary)
2. Kennel-
The floor of this chamber is strewn with bits of
bone and torn hide. A thick metal chain coils hap- 3. Mowg’s Chamber-
hazardly in the center of the room secured to the A curtain of bones draped across the tunnel
floor with a trio of iron spikes driven into hard opens into a larger chamber with walls the color
stone. An enormous pile of detritus and rotting of dried blood. To the left of the entryway a thick
vegetation is mounded against the wall opposite of vein of reddish crystalline quartz marbles the
the entryway. Several thin columns of dark reddish floor. At the rear of the chamber a crude altar
stone are scattered throughout the room. constructed of a grisly assortment of bones with a
massive bird skull resting atop the remains of a
humanoid torso gazes hungrily upon its surface.
A large mound of hides, some of a sickening non-
This chamber is the kennel for Mowg’s pack of
bestial nature, sits just to the right of the altar.
goblin dogs. At any one time only three of the
mangy beasts are present while the two others
are on guard out front. If the PCs alert the guard
dogs outside, the three remaining animals from As mentioned previously, Mowg is rarely found in
the kennel will rush to join the battle and will ar- this chamber, only staying here to rest before contin-
rive one round after it begins; otherwise they will uing his observations of the townsfolk and hunting
be found in this room wrestling over whatever for food in the forest. If the PCs do manage to get
scraps of meat or bone remain from their last past all of Mowg’s defenses without causing any sort
meal. of alarm, then the bugbear can be found resting on
the hides toward the back of the room. The curtain of
The chain in the middle of room is used to keep bones at the entrance to Mowg’s chamber is his final
live prey from escaping as the goblin dogs con- alarm should anyone manage to find his lair. Anyone
stantly dart in and around the columns torment- that passes through the curtain causes the bones to
ing and exhausting their prey before eventually clatter together creating a distinctive rattling sound
killing and devouring it whether it be man or that instantly rouses Mowg. It is possible to move
beast. carefully through the curtain without causing it to rat-
tle with a successful stealth check DC: 20.
The mound of rotted filth at the back of the
chamber is the sleeping mat for the goblin dogs. If the alarm was raised at any point prior to the PCs
If anyone searches the pile, they need to roll a reaching the bone curtain, Mowg quickly arms him-
fortitude save DC: 12 to resist contracting filth self and dons his armor before slipping into the
fever. A small pouch could be discovered with a shadows and creating an image of himself still sleep-
DC: 14 perception check. The pouch contains ing on the hides. If the PCs are carrying any light
fourteen silver pieces, five gold pieces, and a sources with them, Mowg will use the darkness abil-
signet ring belonging to a minor merchant house ity of his dagger to cast the area in to shadows and
worth 25 gp. The pouch and it’s contents be- dim light.
longed to a member of the house that came to
Rivercrest to strike a deal for some lumber. He Mowg will always attempt to attack from surprise and
was captured by Mowg on his way back to Cano- targets characters that are physically weaker (like
rate and devoured by the bugbear and his sorcerers or wizards) first in an effort to remove

22
them as quick as possible. The darkness effect that The weapon acts as a standard +1 dagger but has
surrounds him from the dagger allows him to regain the ability to cast darkness as a swift ac
stealth even after combat is engaged to reposition tion three times per day. The dagger is possessed
on another target. This is also useful if Mowg needs by the malevolence of its former wielder, Daethelin
to retreat because the PCs are too strong or he be- Moonshadow, and anyone holding the weapon must
comes grievously wounded. succeed at a Will save DC: 12 to resist the urge to
kill a sentient humanoid during each phase of the
Scattered atop the altar are the trophies Mowg has moon (New, Waxing, Half, Waning, or Full). For eve-
taken from his victims: A tongue, a scalp, and two ry phase of the moon that passes without killing in
thumbs. Stashed behind the mound of hides is a this manner, the DC increases by +1.
container made from the skull of a dwarf that Mowg
uses to stash whatever treasures he pilfers from his Concluding the Adventure
victims. The skull contains assorted coins worth 50
gp, a turquoise worth 12gp, and a set of masterwork If the PCs are able to slay Mowg and return with
thieves tools. Daethelin’s blade, Captain Greystoke and Mayor
Wesselin gladly reward the PCs for their efforts with
Mowg the agreed upon two hundred gold. They also re-
NE Male Bugbear (Kardan) quest that the blade be taken to the temple of Aba-
Init: +1 Senses: Darkvision, scent, Perception: +8 dar so that it can be properly destroyed and the un-
AC: 18 (+4 armor, +1 Dex, +3 natural) quiet spirits that haunt the town can be put to rest. If,
HP: 21 (3d8+3) for some reason, the PCs are unwilling to part with
Fort: +2 Ref: +4 Will: +1 the weapon, The Mayor is prepared to offer another
Speed: 30 feet five hundred gold pieces in order to appeal to the
Attacks: Daethelin’s blade +6 (1d4+4 plus poison) more mercenary minded of the group. If they still
Javelin +3 (1d6+3) decline, then they are asked to leave town as soon
Morale: If brought below 10 HP Mowg attempts to as possible so that the taint of the weapon can at
flee, using the darkness to re-enter stealth. He will least be removed.
use his ability of minor image to make it appear as
though he leaves the cave to lure the PCs outside With the murderer found and dealt with, the Mayor
and away from the cavern entrance giving him an declares a week long celebration in the town of
easier chance of escape. Rivercrest to commemorate the occasion. If the PCs
Str: 16 Dex: 13 Con: 13 Int: 10 Wis: 10 Cha: 9 turned in the blade to be destroyed then they are
Base Attack: +2 CMB: +5 CMD: 16 hailed as heroes and treated to as fine a celebration
Feat: Scent of Fear, Skill Focus (Perception) as the town can muster. All businesses in town will
Skills: Intimidate +4, Perception +8, Stealth +14 Ra- offer a discount on purchases and the Drunken
cial Modifiers: +4 Intimidate, +8 Stealth Huntsman allows them to stay for free.
SQ: Stalker (Perception and Stealth are always
class skills) If Mowg was forced to retreat and escaped he is not
Spell-like abilities: 3/day disguise self, minor image likely to remain nearby instead moving off to torment
Languages: Common, Goblin another village. He is not likely to immediately seek
Combat Gear: Daethelin’s blade (unique dagger +1), revenge on the PCs, but he may eventually set his
hide armor, 3 javelins, 5 doses of Blue Whinnis ven- sights on the only prey to elude him thus far.
om

Daethelin’s Blade
Unique +1 dagger
Aura: Minor evocation and evil CL: 8th Weight: 1 lb
Price: 4700gp
This dagger has a curved blade composed of crim-
son steel and a handle engraved with the form of a
malevolent humanoid with the head of a stork.

23
Thank you for your support purchasing this adventure. If you didn’t purchase it,
well, I hope you at least enjoyed it.

Written by: John Adams


Edited by: John Adams, Geoffrey Etaugh, Brian Kissack
Layout by: John Adams
Cover Art: Hablot Browne (public domain)
Map Art: John Adams using the Dungeon Painter Studio software by
Pyromancer. ( www.pyromancer.com/dungeon-painter-online/ )

Thank you again, and I look forward to more adventures in the future.

24
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