4. Fuentes y Metodolog´ıa
5.6. Siniestros de Tr´ ansito
success and bounty for her people.
Base Atk +4; CMB +4; CMD 15
Feats Brew Potion, Combat Casting, Lightning Reflexes Skills Intimidate +8, Knowledge (planes) +3, Perception +5,
Perform (oratory) +7, Spellcraft +5, Stealth +5 (+9 in rocky
areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Terran
SQ oracle’s curse (tongues), revelations (crystal sight,
shard explosion)
Combat Gear feather token (bird), feather token (tree),
potion of cure moderate wounds (2), potion of shield of faith (2), wand of hold person (9 charges); Other Gear
mwk morningstar, bandages of rapid recoveryAPG, bracers
of armor +1, aquamarine necklace (150 gp)
The Children of Stone tribe rose from the Darklands to dwell near Golarion’s surface two generations ago, following the guidance of their oracles and shaman. When a child hatched in their nest and was found already curled around a small glittering gem, it was taken as a sign of coming prosperity and strength.
Emboldened by this omen, the Children of Stone became more aggressive in patrolling and hunting around their lair, eventually pillaging a small human lumber town that fell within their advancing territory. The raids grew into a long conflict with the Chernasardo Rangers, which finally sputtered to a halt when both sides were too weakened to fight. Though Ighiz herself was merely a child during this conflict, she never forgot the cruel efficiency of the surfacers or their weapons.
Like the tribe’s previous oracles, Ighiz could hear the stones speak, and as soon she learned to speak as well, she relayed the wisdom of the earth. Unlike her teacher, however, the child could never hear the whispers from the Excavator, the fossilized remains of an ancient creature known as a xiomorn, and taken as a powerful spirit by the Children of Stone. Though formed of rock and minerals and filled with brilliant secrets her master could glean, the Excavator remained silent for young Ighiz. Even after her teacher perished—killed by a grick that crawled
FOREWORD
TRAIL
OF THE
HUNTED
PART 2:
BENEATH THE
HEMLOCK
BANNER
PART 1:
NIGHT OF THE
IRON FANGS
PART 3:
CRADLED IN
STONE
PART 4:
CAMP OF THE
RED JAW
NPC GALLERY
THE NESMIAN
PLAINS
NFANG
OLBOX
NFANG
CAMPAIGN
OUTLINE
TIARY
up from the Darklands tunnels deep below—and Ighizstepped in to lead the tribe, this ancient guidance has remained beyond her reach. Although she’s the spiritual leader of her people, she feels achingly empty inside.
Even without the Excavator’s guidance, Ighiz’s gift still proves useful. She guides her followers to new caverns and resources hidden within the soil, helps coax along the fungus that nourishes them, and tames subterranean beasts that would otherwise threaten her people. The stones still whisper things, even unguided by the powerful creature entombed within—visions of a powerful woman standing atop the land like a queen and birthing vast armies from the earth. The stone speaks of a terrible, wonderful future, and Ighiz fully believes it speaks of her.
Ighiz still feels guilt over her master’s death, and over those troglodytes killed by surfacers, but she also believes their ends were inevitable. She was always meant to lead the tribe, and the place of the tribe is to die enacting her vision. She has delved into secrets and tonics to help her people become more fecund and even imbue their children with power over stone, just as she holds. She knows the Children of Stone must vastly increase their numbers if they are to bring about the prophecies she hears, and compels her people to squeeze every morsel of nourishment from the surface to feed their growing family.
Ighiz still struggles to hear the Excavator, though, and spends much of her time in meditation, trying to broaden her gifts. She knows she is destined for glorious things—she must be, to justify all the death and pain that surrounded her upbringing—and will not pause to let any savage beasts of the surface steal that future from her.
CAMPAIGN ROLE
Ighiz resents the PCs’ intrusion into her domain and their obstruction of her people’s fate. Even if the PCs could initiate conversation with her, Ighiz would never fully forgive them for the deaths of her people.
It’s entirely possible the PCs may opt not to clear out and claim the troglodyte caverns as a stronghold, in which case the Children of Stone become more traditional antagonists as the PCs and their refugees wind up within the troglodytes’ ever-shifting territorial claims. The troglodytes launch raids and stage ambushes much like the Ironfang Legion do, and if they’re not eliminated by the end of the adventure, several troglodytes—including Ighiz herself—bolster Scarvinious’s numbers at his camp in Part 4.
If PCs are more interested in a diplomatic resolution with the Children of Stone, some options still exist. Once the PCs discover that the Ironfang Legion intends to ally with the troglodytes, they may realize the troglodytes are
open to negotiation and alliance. Convincing the tribe to grant an audience with Ighiz requires a successful DC 25 Diplomacy check, plus a gift worth at least 250 gp. If the PCs do speak with Ighiz, they must offer her something substantial in order to secure the troglodytes’ aid, such as a portion of all the treasure they find and a promise to support the troglodytes if they are threatened, for at least a few months. Ighiz is also interested in food and new territory to support what she hopes will be an expanding tribe.
Ighiz knows the combination to the Vault of the Excavator. However, as she believes a god of stone sleeps behind the metal door, she refuses to share this, and nothing short of magical compulsion can force her to speak on the matter.
SCARVINIOUS
SCARVINIOUS CR 7
XP 3,200
Bugbear slayer 5 (Pathfinder RPG Bestiary 38, Pathfinder
RPG Advanced Class Guide 53)
NE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex,
+3 natural, +1 shield)
hp 85 (8 HD; 3d8+5d10+45) Fort +7, Ref +11, Will +4
Defensive Abilities fortification 25%
OFFENSE
Speed 30 ft.
Melee +1 short sword +11/+6 (1d6+5/19–20), +1 short
sword +11 (1d6+5/19–20)
Range mwk composite shortbow +12/+7 (1d6+4)
Special Attacks sneak attack +1d6, studied target +2 (2nd,
move action)
TACTICS
Before Combat If Scarvinious expects combat, he takes
2 rounds to apply a dose of greenblood oil to each of his swords (if being attacked), or to two arrows (if stalking prey), then drinks his potion of bear’s endurance.
During Combat Scarvinious begins combat by firing arrows,
targeting obvious arcane spellcasters (having inherited the hobgoblin disdain for “elf magic”), but he ultimately looks to close to melee and confront the biggest and toughest- looking opponent. He expects defeating any obvious group leader will break his enemies’ spirits, and pauses to intimidate any nearby creatures after his first kill.
Morale Scarvinious fights to the death.
Base Statistics Without a potion of bear’s endurance,
Scarvinious’s statistics are hp 69, Fort +7, Con 15.
STATISTICS
Str 18, Dex 18, Con 15, Int 8, Wis 14, Cha 8 Base Atk +7; CMB +11; CMD 25
Feats Double Slice, Toughness, Two-weapon Defense, Two-
weapon Fighting, Weapon Focus (short sword)