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The story so far...
Storyline

Fallen enemies, conquered tribes, and curious allies abound. Click here to review the story.

Goblin Village
Goblintown

Your goblin tribe flourishes. Click here for details on population, training, tasks, and the village.

NPC Information
Notable NPCs

You have met many unique individuals in your journey. Click here to recap what you know of each notable NPC.

Communal Treasure
Plundered Loot

The supply carts are growing full. Click here to review the communal loot.

The story so far...

NPC List

Adam Wash
Arnold Tyver
Bandit Fighter
Bandit Rogue
Bandit Sorceror
Catfolk Druid
Catfolk Ranger
Dwarven Skeleton
Elven Cleric
Elven Druid
Elven Fighter
Elven Scout
Elven Wizard
Goblin Archer
Goblin Chieftan
Goblin High Priest
Goblin Infant
Goblin Matron
Goblin Monk
Goblin Shaman
Goblin Warrior
Grog Eyegouger D
Half-orc Barbarian
Half-orc Warrior
Half-orc Werebear
Hobgoblin Assassin
Hobgoblin Enforcer
Hobgoblin Warrior
Hobgoblin Witch
Kobold Necromancer
Kobold Shadow Guardian
Kobold Warrior
Lintara
"The Master"
Mokvara
Morlok
Mulgot D
Smeesmeg
Storn "Club" OreForger
Vampire Halfling Rogue
Vampire Half-Orc Fighter
Vampire Human Monk
Weenox
Wolf

Key
D: Deceased

Detailed NPC Information

Adam Wash

Class: Sorceror ?

Type: Medium Humanoid (human)

Hit Dice: Unknown

Initiative: Unknown

Speed: Unknown

Armor Class: Unknown

Base Attack/Grapple: Unknown

Attack: Unknown

Full Attack: Unknown

Space/Reach: 5ft./5ft.

Special Attacks: Unknown

Special Qualities: Unknown

Saves: Unknown

Abilities: Unknown

Skills: Unknown

Feats: Unknown

Challenge Rating: Unknown

Alignment: Unknown

Spells: Mirror Image, others unknown

Rail thin and taller than average, this man is wearing a fine suit and thick glasses. His short, brown hair has a sharp part and appears more than a little oiled. Everything about his appearance suggests sharpness and excessive attention to detail. He frequently pushes his glasses back up his nose.
The PCs first encountered Wash in Orkwall, where he was employed at a local School Arcana as a visiting Professor, when "The Master" sent the PCs to kidnap him.

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Arnold Tyver

Class: Barbarian 2

Type: Medium Humanoid (Half-Orc, Shapechanger)

Hit Dice: 2d12+2d8+2 (24 hp)

Initiative: +1

Speed: 40ft. (8 squares)

Armor Class: 15 (+1 Dex, +2 leather, +2 natural), touch 13, flat-footed 14

Base Attack/Grapple: +3/+7

Attack: Greataxe +7 melee (1d12+6)

Full Attack: Greataxe +7 melee (1d12+6)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft., Rage

Saves: Fort +5, Ref +1, Will +1

Abilities: Str 19, Dex 13, Con 14, Int 6, Wis 12, Cha 8

Skills: Intimidate +1, Survival +3

Feats: Weapon Focus (Greataxe)

Challenge Rating: 4

Alignment: Neutral Evil

This half-orc has a wide, pronounced nose and is covered in coarse, dark hair. When threatoned, Arnold has the ability to shape shift into a wolf, or into a human/wolf hybrid.
The PCs first encountered Arnold when they rescued him from a catfolk trap. Arnold then brought them back to his camp and introduced them to "The Master."

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Bandit Fighter

Class: Fighter 4

Type: Medium Humanoid (Human)

Hit Dice: 4d10+12 (34 hp)

Initiative: +6

Speed: 30ft. (6 squares)

Armor Class: 18 (+2 Dex, +5 Masterwork Breastplate, +1 Light Steel Shield), touch 12, flat-footed 16

Base Attack/Grapple: +4/+7

Attack: Masterwork Longsword +9 melee (1d8+3, 19-20/x2)

Full Attack: Masterwork Longsword +9 melee (1d8+3, 19-20/x2)

Space/Reach: 5ft./5ft.

Special Attacks:

Special Qualities:

Saves: Fort +7, Ref +3, Will +3

Abilities: Str 16, Dex 14, Con 16, Int 14, Wis 14, Cha 11

Skills: Climb +5, Intimidate +7, Knowledge (local) +5, Knowledge (nature) +5, Sense Motive +5, Swim +4

Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (longsword)

Challenge Rating: 4

Alignment: Neutral Evil

Armed with a longsword and murderous intent, this human bandit is looking for your gold.

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Bandit Rogue

Class: Rogue 4

Type: Medium Humanoid (Human)

Hit Dice: 4d6+12 (26 hp)

Initiative: +7

Speed: 30ft. (6 squares)

Armor Class: 16 (+2 Dex, +4 Masterwork Chain Shirt), touch 12, flat-footed 14

Base Attack/Grapple: +3/+5

Attack: Masterwork Rapier +6 melee (1d6+2, 18-20/x2) or Masterwork Dagger +6 melee/ranged (1d4+2, 19-20/x2)

Full Attack: Masterwork Rapier +6 melee (1d6+2, 18-20/x2) or Masterwork Dagger +6 melee/ranged (1d4+2, 19-20/x2)

Space/Reach: 5ft./5ft.

Special Attacks:

Special Qualities: Evasion, Sneak Attack (+2d6), Trapfinding, Trap Sense +1, Uncanny Dodge

Saves: Fort +3, Ref +7, Will +4

Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 16, Cha 11

Skills: Bluff +5, Disable Device +7, Disguise +5, Escape Artist +8, Gather Information +5, Hide +8, Intimidate +5, Knowledge (local) +7, Move Silently +8, Open Lock +8, Perform (acting) +5, Search +7, Sleight of Hand +8, Tumble +8

Feats: Combat Expertise, Improved Feint, Improved Initiative

Challenge Rating: 4

Alignment: Neutral Evil

This bandit is equally as likely to slit your purse-strings as she is your throat.

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Bandit Sorceror

Class: Sorceror 4

Type: Medium Humanoid (Human)

Hit Dice: 4d4+8 (18 hp)

Initiative: +7

Speed: 30ft. (6 squares)

Armor Class: 16 (+2 Dex, +4 Masterwork Chain Shirt), touch 12, flat-footed 14

Base Attack/Grapple: +2/+2

Attack: Masterwork Dagger +3 melee/+5 ranged (1d4, 19-20/x2)

Full Attack: Masterwork Dagger +3 melee/+5 ranged (1d4, 19-20/x2)

Space/Reach: 5ft./5ft.

Special Attacks:

Special Qualities: Summon Familiar (tiny viper)

Saves: Fort +3, Ref +4, Will +6

Abilities: Str 11, Dex 16, Con 14, Int 14, Wis 14, Cha 16

Skills: Bluff +13, Concentration +9, Knowledge (arcana) +9, Spellcraft +9

Feats: Improved Counterspell, Improved Initative, Scribe Scroll

Spells Per Day: 6/7/4

Spells: (0) Acid Splash, Detect Magic, Flare, Ray of Frost, Read Magic, Touch of Fatigue, (1) Mage Armor, Magic Missile, Ray of Enfeeblement, (2) Scorching Ray

Challenge Rating: 4

Alignment: Chaotic Evil

The wild look in this bandit's eyes alone mark her as a dangerous foe; the flames dancing about her fingers only amplify the effect.

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Catfolk Druid

Class: Druid 3

Type: Medium Humanoid (Catfolk)

Hit Dice: 3d8+6 (19 hp)

Initiative: +5

Speed: 40ft. (8 squares)

Armor Class: 21 (+5 Dex, +6 hide armor), touch 15, flat-footed 16

Base Attack/Grapple: +2/+4

Attack: +2 Spear +6 melee (1d8+4)

Full Attack: +2 Spear +6 melee (1d8+4)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Animal Companion (Medium Snake), Low-light Vision, Nature Sense, Trackless Step, Woodland Stride

Saves: Fort +5, Ref +5, Will +6

Abilities: Str 14, Dex 20, Con 14, Int 14, Wis 16, Cha 12

Skills: Concentration +6, Diplomacy +5, Handle Animal +5, Heal +7, Knowledge (Nature) +8, Listen +9, Move Silently +7, Spellcraft +6, Spot +7, Survival +9

Feats: Combat Casting, Leadership, Wild Empathy

Challenge Rating: 4

Alignment: Neutral Good

Spells: Barkskin, Cure Light Wounds, Entangle, Faerie Fire, Flaming Sphere, Light, Mending, Produce Flame, Purify Food and Drink, Read Magic, Tree Shape

This catfolk stands about five feet tall and is wrapped in hide armor. A number of small wooden figures are braided into her long orange hair. Several brown lines are painted on her face. In her right hand she holds a spear covered in symbols.

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Catfolk Ranger

Class: Ranger 1

Type: Medium Humanoid (Catfolk)

Hit Dice: 1d8+2 (6 hp)

Initiative: +5

Speed: 40ft. (8 squares)

Armor Class: 17 (+5 Dex, +2 leather armor), touch 15, flat-footed 12

Base Attack/Grapple: +1/+3

Attack: Composite 2 Longbow +7 ranged (1d6+2)

Full Attack: Composite 2 Longbow +7 ranged (1d6+2)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +4, Ref +7, Will +2

Abilities: Str 14, Dex 20, Con 14, Int 14, Wis 15, Cha 12

Skills: Climb +6, Craft (traps) +4, Heal +4, Hide +9, Jump +4, Knowledge (nature) +4, Listen +10, Move Silently +11, Search +6, Spot +6, Survival +4, Use Rope +7

Feats: Favored Enemy (orc), Low-light Vision, Track, Weapon Focus (Longbow), Wild Empathy

Challenge Rating: 2

Alignment: Neutral Good

These catfolk stand about five feet tall. They move in short, silent bursts. Their eyes frequently dart about them, as though they’re easily distracted. Each wears leather armor and carries a heavy longbow.

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Dwarven Skeleton

Class: -

Type: Medium Undead

Hit Dice: 6d12 (39 hp)

Initiative: +6

Speed: 20ft. (4 squares)

Armor Class: 23 (+2 Dex, +7 Half Plate, +2 Heavy Shield, +2 natural), touch 12, flat-footed 21

Base Attack/Grapple: +3/+6

Attack: +1 Flaming Battleaxe +7 melee (1d8+1d6+3, x3)

Full Attack: +1 Flaming Battleaxe +7 melee (1d8+1d6+3, x3)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Immunity to Cold, Damage Reduction (5/bludgeoning)

Saves: Fort +2, Ref +2, Will +5

Abilities: Str 16, Dex 15, Con -, Int -, Wis 10, Cha 1

Skills: -

Feats: Improved Initiative

Challenge Rating: 3

Alignment: Neutral Evil

Half-plate hangs loosely from the bones of this dwarf-sized skeleton, its empty eye sockets looming over the brim of a battered heavy steel shield. A finely crafted battlaxe is held at the ready.

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Elven Cleric

Class: Cleric 6

Type: Medium Humanoid (Elf)

Hit Dice: 6d8+6 (54 hp)

Initiative: +2

Speed: 30ft. (6 squares)

Armor Class: 19 (+2 Dex, +7 Mithral Chainmail), touch 12, flat-footed 17

Base Attack/Grapple: +4/+5

Attack: Morningstar +5 melee (1d8+1) or +2 Crossbow, Heavy +8 ranged (1d10+2, 19-20 x2)

Full Attack: Morningstar +5 melee (1d8+1) or +2 Crossbow, Heavy +8 ranged (1d10+2, 19-20 x2)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Low-Light Vision, Turn Undead, Immunity to magic sleep effects, +2 saves against enchantment spells or effects

Saves: Fort +6, Ref +4, Will +8

Abilities: Str 13, Dex 14, Con 13, Int 14, Wis 16, Cha 8

Skills: Concentration +9, Heal +10, Knowledge (arcana) +9, Knowledge (religion) +9, Knowledge (planes) +9

Feats: Augment Summoning, Brew Potion, Improved Turning

Challenge Rating: 6

Alignment: Chaotic Good

Spells: 0: Create Water, Detect Poison (2), Purify Food & Drink (2); 1: Cure Light Wounds, Detect Evil, Protection from Evil (D), Sanctuary, Shield of Faith; 2: Cure Moderate Wounds (2), Hold Person (2), Shatter (D); 3: Magic Circle Against Evil (D), Searing Ray (2), Summon Monster III

Domains: Chaos, Good

This elven female is clad in lightweight chainmail and hides behind a billowing green cloak. A morningstar and a pouch hang from her belt, and a heavy crossbow is slung across her back.

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Elven Druid

Class: Druid 6

Type: Medium Humanoid (Elf)

Hit Dice: 6d8 (27 hp)

Initiative: +2

Speed: 30ft. (6 squares)

Armor Class: 16 (+2 Dex, +5 hide armor), touch 12, flat-footed 15

Base Attack/Grapple: +4/+3

Attack: +1 Longbow +6 ranged (1d8+1) or +1 Spear +4 melee (1d8, x3)

Full Attack: +1 Longbow +6 ranged (1d8+1) or +1 Spear +4 melee (1d8, x3)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Immunity to sleep spells and effects; +2 saving throws vs enchantment spells or effects; low-light vision

Saves: Fort +4, Ref +6, Will +1

Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 14, Cha 8

Skills:Concentration +5, Handle Animal +4, Heal +7, Knowledge (nature) +6, Listen +4, Ride +6, Search +4, Spellcraft +5, Spot +4, Survival +7

Feats: Weapon Focus (Longbow), Animal Companion (dire bat), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Brew Potion, Resist Nature's Lure, Wild Shape (2/day), Combat Casting

Challenge Rating: 6

Alignment: Neutral Good

Spells Per Day: 5/3/3/2

Elven Druids support their scouting comrades from behind the lines. Typically, they will upset the battle plans of enemies by summoning additional creatures into combat and focusing offensive magics on the most dangerous combatants. Druids prefer to stay behind the lines and heal the wounds of their comrades, but will join the fight when absolutely needed.

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Elven Fighter

Class: Fighter 6

Type: Medium Humanoid (Elf)

Hit Dice: 6d10+6 (66 hp)

Initiative: +2

Speed: 30ft. (6 squares)

Armor Class: 18 (+2 Dex, +6 Mithral Chainmail), touch 12, flat-footed 16

Base Attack/Grapple: +6/+9

Attack: +1 Spell Storing Chain, Spiked +10 melee (2d4+4)

Full Attack: +1 Spell Storing Chain, Spiked +10/+5 melee (2d4+4)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Low-Light Vision, Immunity to magic sleep effects, +2 saves against enchantment spells or effects

Saves: Fort +6, Ref +4, Will +3

Abilities: Str 16, Dex 15, Con 12, Int 10, Wis 12, Cha 8

Skills: Handle Animal +9, Ride +9

Feats: Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip, Mounted Combat, Ride-By Attack, Weapon Focus (Chain, Spiked)

Challenge Rating: 6

Alignment: Neutral Good

Mounted on an armored heavy warhorse, this elven male wields a massive spiked chain. A heavy metal net is suspended from the military saddle.

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Elven Scout

Class: Ranger 5

Type: Medium Humanoid (Elf)

Hit Dice: 5d8 (22 hp)

Initiative: +2

Speed: 30ft. (6 squares)

Armor Class: 16 (+2 Dex, +4 studded leather), touch 12, flat-footed 14

Base Attack/Grapple: +5/+6

Attack: +1 Composite 1 Longbow +8 ranged (1d8+2) or +1 Rapier +7 melee (1d6+2, 19-20)

Full Attack: +1 Composite 1 Longbow +8 ranged (1d8+2) or +1 Rapier +7 melee (1d6+2, 19-20)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Immunity to sleep spells and effects; +2 saving throws vs enchantment spells or effects; low-light vision

Saves: Fort +4, Ref +6, Will +1

Abilities: Str 13, Dex 14, Con 10, Int 10, Wis 11, Cha 8

Skills: Craft (bowmaking) +4, Handle Animal +4, Heal +4, Hide +7, Knowledge (nature) +5, Listen +7, Move Silently +7, Ride +7, Search +2, Spot +5, Survival +5

Feats: Weapon Focus (Longbow), Favored Enemy (Orc, +4), Track, Wild Empathy, Combat Style (Archery), Rapid Shot, Point Blank Shot, Endurance, Animal Companion (light horse), Favored Enemy (Goblinoid, +2)

Challenge Rating: 5

Alignment: Neutral Good

Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.

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Elven Wizard

Class: Wizard 6

Type: Medium Humanoid (Elf)

Hit Dice: 6d4 (24 hp)

Initiative: +3

Speed: 30ft. (6 squares)

Armor Class: 13 (+3 Dex), touch 13, flat-footed 10

Base Attack/Grapple: +3/+2

Attack: +2 Quarterstaff of Invisibility (1d6-1)

Full Attack: +2 Quarterstaff of Invisibility (1d6-1)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Low-Light Vision, Summon Familiar, Immunity to magic sleep effects, +2 saves against enchantment spells or effects

Saves: Fort +2, Ref +5, Will +6

Abilities: Str 8, Dex 16, Con 11, Int 16, Wis 12, Cha 10

Skills: Concentration +9, Knowledge (arcana) +12, Knowledge (nature) +12, Knowledge (planes) +12, Spellcraft +12

Feats: Eschew Materials, Improved Counterspell, Improved Familiar (Stirge), Maximize Spell, Scribe Scroll

Challenge Rating: 6

Alignment: True Neutral

Spells: 0: Ghost Sound (2), Message (2); 1: Grease, Mage Armor, Magic Missile (2); 2: Blur (2), Scorching Ray (2); 3: Magic Missile, Maximized (3)

This elven male wears a permanent look of intense concentration. He is wearing a loose-fitting, colorful robe and carries a heavy knapsack slung over his shoulder.

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Goblin Archer

Class: Warrior 1

Type: Small Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hp)

Initiative: +2

Speed: 30ft. (6 squares)

Armor Class: 15 (+1 size, +2 Dex, +2 leather armor), touch 13, flat-footed 13

Base Attack/Grapple: +1/-3

Attack: Shortbow (small) +3 ranged (1d6)

Full Attack: Shortbow (small) +3 ranged (1d4)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +3, Ref +1, Will -1

Abilities: Str 10, Dex 14, Con 12, Int 10, Wis 9, Cha 6

Skills: Hide +6, Listen +2, Move Silently +6, Spot +2

Feats: Alertness

Challenge Rating: 1/3

Alignment: Neutral Evil

Advanced goblin battle strategy involves firing volleys of arrows into melee. Sometimes, the enemy takes more casualties.

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Goblin Chieftan

Class: Warrior 4

Type: Small Humanoid (Goblinoid)

Hit Dice: 4d8+4 (22 hp)

Initiative: +1

Speed: 20ft. (4 squares)

Armor Class: 16 (+1 size, +1 Dex, +4 scale mail), touch 12, flat-footed 15

Base Attack/Grapple: +4/+1

Attack: Masterwork Morningstar (small) +6 melee (1d6+1)

Full Attack: Masterwork Morningstar (small) +6 melee (1d6+1)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +5, Ref +1, Will +1

Abilities: Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 6

Skills: Hide +5, Listen +4, Move Silently +5, Ride +4, Spot +4

Feats: Alertness

Challenge Rating: 2

Alignment: Neutral Evil

The goblin chieftan rules the tribe with an iron fist, until someone with a bigger fist comes along.

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Goblin High Priest

Class: Cleric 2

Type: Small Humanoid (Goblinoid)

Hit Dice: 2d8+4 (13 hp)

Initiative: -1

Speed: 20ft. (4 squares)

Armor Class: 15 (+1 size, -1 Dex, +4 scale mail), touch 10, flat-footed 15

Base Attack/Grapple: +1/-2

Attack: Masterwork Heavy Mace (small) +4 melee (1d6+1)

Full Attack: Masterwork Heavy Mace (small) +4 melee (1d6+1)

Space/Reach: 5ft./5ft.

Special Attacks: Rebuke Undead

Special Qualities: Darkvision 60ft.

Saves: Fort +4, Ref -1, Will +5

Abilities: Str 12, Dex 8, Con 12, Int 10, Wis 14, Cha 6

Skills: Concentration +2, Knowledge(Arcana) +4, Knowledge(Religion) +4

Feats: Alertness

Challenge Rating: 2

Alignment: Neutral Evil

Domains: Evil, War

Spells: Doom, Inflict Minor Wounds (x2), Protection From Good (D), Resistance

For every one hundred shaman, a single goblin is chosen to represent the will of the gods. Of course, the will of the individual priest takes precedant.

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Goblin Infant

A goblin infant is ten or fewer years old. Infants may be put to some degree of manual labor, but are insignificant in battle.

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Goblin Matron

A goblin matron is female and performs manual labors about the settlement, the most important of which is caring for the young. They are insignificant in battle.

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Goblin Monk

Class: Monk 1

Type: Small Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hp)

Initiative: +2

Speed: 30ft. (6 squares)

Armor Class: 15 (+1 size, +2 Dex, +2 leather armor), touch 13, flat-footed 13

Base Attack/Grapple: +0/-3

Attack: Unarmed Strike (small) +1 melee (1d4+1)

Full Attack: Unarmed Strike (small) +1 melee (1d4+1)

Space/Reach: 5ft./5ft.

Special Attacks: Flurry of Blows, Stunning Fist

Special Qualities: Darkvision 60ft.

Saves: Fort +3, Ref +4, Will +2

Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 6

Skills: Hide +4, Listen +4, Move Silently +4, Spot +4, Tumble +4

Feats: Alertness, Unarmed Strike

Challenge Rating: 1

Alignment: Lawful Evil

The goblin monk, while silly in thought and appearance, should not be underestimated. Experts of stealth, these brave combatants typically flank their enemies and fall upon the leaders.

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Goblin Shaman

Class: Adept 1

Type: Small Humanoid (Goblinoid)

Hit Dice: 1d6+1 (4 hp)

Initiative: +1

Speed: 30ft. (6 squares)

Armor Class: 13 (+1 size, +1 Dex, +1 padded robes), touch 12, flat-footed 12

Base Attack/Grapple: +0/-4

Attack: Short Spear (small) +0 melee (1d4)

Full Attack: Short Spear (small) +0 melee (1d4)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +1, Ref +1, Will +4

Abilities: Str 8, Dex 12, Con 12, Int 12, Wis 14, Cha 6

Skills: Concentration +4, Knowledge(Arcana)+4, Knowledge(Religion)+4, Heal +4, Spellcraft +4

Feats: Alertness

Challenge Rating: 1/3

Alignment: Neutral Evil

Spells:Cure Minor Wounds, Detect Magic, Ghost Sound, Protection from Good

Usually garbed in colorful robes, bones, and face paint, goblin shamans provide religious leadership and basic magical offense.

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Goblin Warrior

Class: Warrior 1

Type: Small Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hp)

Initiative: +1

Speed: 30ft. (6 squares)

Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14

Base Attack/Grapple: +1/-3

Attack: Morningstar (small) +2 melee (1d6) or javelin +3 ranged (1d4)

Full Attack: Morningstar (small) +2 melee (1d6) or javelin +3 ranged (1d4)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +3, Ref +1, Will -1

Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Feats: Alertness

Challenge Rating: 1/3

Alignment: Neutral Evil

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

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Grog Eyegouger Deceased

Class: Barbarian 1

Type: Medium Humanoid (Half-Orc)

Hit Dice: 1d12+1 (7 hp)

Initiative: +0

Speed: 40ft. (8 squares)

Armor Class: 13 (+3 studded leather), touch 10, flat-footed 13

Base Attack/Grapple: +1/+3

Attack: Battleaxe +4 melee (1d8+2)

Full Attack: Battleaxe +4 melee (1d8+2)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft., Rage

Saves: Fort +3, Ref +0, Will -1

Abilities: Str 14, Dex 10, Con 12, Int 8, Wis 8, Cha 10

Skills: Climb +4, Intimidate +4, Survival +4

Feats: Weapon Focus (Battleaxe)

Challenge Rating: 1

Alignment: Chaotic Evil

Grog's orcish blood far outweighs his human when it comes to his appearance. He stands just shy of seven feet tall, has grey skin with a greenish tint, and is covered in thick hair. His clothing and armor are of particularly poor quality.
The PCs first encountered Grog leading a band of goblins to the west of Birchbark. After he defeated them, the PCs joined him and were sent with Mulgot to the nearby goblin Hook tribe. After conquering the goblins, the PCs returned and killed Grog.

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Half-orc Barbarian

Class: Barbarian 1

Type: Medium Humanoid (Human, Orc)

Hit Dice: 1d12+1 (7 hp)

Initiative: +2

Speed: 40ft. (8 squares)

Armor Class: 15 (+2 Dex, +3 studded leather), touch 12, flat-footed 13

Base Attack/Grapple: +1/+3

Attack: Greataxe +3 melee (1d12+3)

Full Attack: Greataxe +3 melee (1d12+3)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft., Rage

Saves: Fort +3, Ref +2, Will +1

Abilities: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8

Skills: Listen +2, Spot +2

Feats: Dodge

Challenge Rating: 1

Alignment: Chaotic Neutral

The half-orc barbarian is the standard mercenary of the "civilized" world. Half-orcs, being discriminated against due to their heritage, often have few other career options.

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Half-orc Warrior

Class: Warrior 1

Type: Medium Humanoid (Human, Orc)

Hit Dice: 1d8+1 (5 hp)

Initiative: +2

Speed: 30ft. (6 squares)

Armor Class: 15 (+2 Dex, +3 studded leather), touch 12, flat-footed 13

Base Attack/Grapple: +1/+3

Attack: Greataxe +3 melee (1d12+3)

Full Attack: Greataxe +3 melee (1d12+3)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +3, Ref +2, Will +1

Abilities: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8

Skills: Listen +2, Spot +2

Feats: -

Challenge Rating: 1/2

Alignment: Chaotic Neutral

The half-orc warrior is standard-fare for personal guard within the human cities. Often trained from birth, their innate passion for violence is reigned in, only to be loosed on command.

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Half-orc Werebear Barbarian (Hyrbid Form)

Class: Barbarian 2

Type: Large Humanoid (Half-orc, Shapechanger)

Hit Dice: 2d12+6d8+16 (50 HP)

Initiative: +6

Speed: 50ft. (10 squares)

Armor Class: 19 (+2 Dex, +5 natural, +2 leather), touch 12, flat-footed 17

Base Attack/Grapple: +6/+18

Attack: Claw +18 melee (1d8+12)

Full Attack: 2 claws +18 melee (1d8+12) and bite +13 (2d6+6)

Space/Reach: 10ft./10ft.

Special Attacks: Curse of lycanthropy

Special Qualities: Alternate Form, Bear Empathy, Damage Reduction 5/silver, Darkvision 60ft., Fast Movement, Low-Light Vision, Orc Blood, Rage, Scent, Uncanny Dodge

Saves: Fort +13, Ref +6, Will +7

Abilities: Str 34, Dex 14, Con 22, Int 8, Wis 16, Cha 6

Skills: Listen +2, Spot +2

Feats: Endurance, Improved Initiative, Iron Will, Run, Track

Challenge Rating: 6

Alignment: Chaotic Neutral

This lumbering tower of claws and fur is a veritable force of nature.

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Hobgoblin Assassin

Class: Rogue 4

Type: Medium Humanoid (Goblinoid)

Hit Dice: 4d6+4 (18 hp)

Initiative: +3

Speed: 30ft. (6 squares)

Armor Class: 18 (+3 Dex, +5 chain shirt), touch 13, flat-footed 15

Base Attack/Grapple: +3/+4

Attack: Masterwork Rapier +7 melee (1d6+1) or Masterwork Short Bow +7 ranged (1d6)

Full Attack: Masterwork Rapier +7 melee (1d6+1) or Masterwork Short Bow +7 ranged (1d6)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft., Evasion, Sneak Attack +2d6, Trapfinding, Trap Sense +1, Uncanny Dodge

Saves: Fort +2, Ref +7, Will +3

Abilities: Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 8

35

Skills: Disable Device +4, Disguise +2, Gather Information +2, Hide +9, Knowledge (local) +4, Listen +6, Move Silently +13, Open Lock +6, Spot +6

Feats: Dodge, Weapon Finesse

Challenge Rating: 4

Alignment: Lawful Evil

Hobgoblin assassins are rarely seen on the battlefield. Instead, they act as scouts and spies. Assassins will often blend in with an enemy tribe for days or weeks, memorizing all they can about the layout and power structure of the enemy, before silently eliminating the leader(s) and returning home with their findings.

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Hobgoblin Enforcer

Class: Fighter 3

Type: Medium Humanoid (Goblinoid)

Hit Dice: 3d10+6 (22 hp)

Initiative: +5

Speed: 30ft. (6 squares)

Armor Class: 15 (+1 Dex, +5 chainmail, +2 heavy steel shield), touch 11, flat-footed 17

Base Attack/Grapple: +3/+4

Attack: Masterwork Longsword +5 melee (1d8+1)

Full Attack: Masterwork Longsword +5 melee (1d8+1)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +5, Ref +2, Will +0

Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8

Skills: Handle Animal +1, Intimidate +2, Move Silently +5, Ride +3, Survival +2

Feats: Combat Reflexes, Dodge, Improved Initiative, Track

Challenge Rating: 3

Alignment: Lawful Evil

The Enforcers are the elite warriors of the hobgoblin forces. They keep the warrior regiments in order and, off the battlefield, act as the personal guard of the chief and combat instructors of the tribe.

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Hobgoblin Warrior

Class: Warrior 1

Type: Medium Humanoid (Goblinoid)

Hit Dice: 1d8+2 (6 hp)

Initiative: +1

Speed: 30ft. (6 squares)

Armor Class: 15 (+1 Dex, +3 studded leather, +1 light steel shield), touch 11, flat-footed 14

Base Attack/Grapple: +1/+2

Attack: Longsword +2 melee (1d8+1) or Javelin +2 ranged (1d6+1)

Full Attack: Longsword +2 melee (1d8+1) or Javelin +2 ranged (1d6+1)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +4, Ref +1, Will -1

Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8

Skills: Hide +3, Listen +1, Move Silently +8, Spot +1

Feats: Alertness

Challenge Rating: 1/2

Alignment: Lawful Evil

Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speak Goblin and Common.

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Hobgoblin Witch

Class: Sorceror 3

Type: Medium Humanoid (Goblinoid)

Hit Dice: 3d4 (7 hp)

Initiative: +5

Speed: 30ft. (6 squares)

Armor Class: 12 (+1 Dex, +1 padded robes), touch 11, flat-footed 11

Base Attack/Grapple: +1/+2

Attack: Longspear +0 melee (1d8-1)

Full Attack: Longspear +0 melee (1d8-1)

Space/Reach: 5ft./10ft.

Special Attacks: -

Special Qualities: Darkvision 60ft., Summon Familiar (fiendish tiny viper snake)

Saves: Fort +1, Ref +2, Will +4

Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 12, Cha 14

Skills: Concentration +4, Knowledge (arcana) +4, Move Silently +5, Spellcraft +4

Feats: Improved Familiar, Improved Initiative

Spells Per Day: 6/6

Spells: (0) Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic, (1) Mage Armor, Magic Missile, Summon Monster I

Challenge Rating: 3

Alignment: Lawful Evil

Hobgoblin witches awe the enemy with fantastic displays of magical ability. Usually this ability is manifested as intricate light shows, but witches can be a decisive asset on the battlefield. Magic missiles and summoned creatures can create all manner of confusion within the enemy ranks. The witches are often sought out by their chieftan for advice and council.

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Kobold Necromancer

Class: Cleric 8

Type: Small Humanoid (Reptilian)

Hit Dice: 8d8+8 (44 hp)

Initiative: +2

Speed: 20ft. (4 squares)

Armor Class: 22 (+2 Dex, +8 Mithral Full Plate, +1 size, +1 natural), touch 13, flat-footed 20

Base Attack/Grapple: +6/-4

Attack: Staff of Necromancy +6 melee (1d6-1)

Full Attack: Staff of Necromancy +6/+1 melee (1d6-1)

Space/Reach: 5ft./5ft.

Special Attacks: Death Touch (1/day), Rebuke Undead (9/day as CL12)

Special Qualities: Darkvision, Light Sensitivity

Saves: Fort +7, Ref +4, Will +9

Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 16

Skills: Concentration +9, Heal +10, Hide +3, Knowledge (religion) +7, Search +5

Feats: Craft Wand, Extra Turning, Improved Turning

Challenge Rating: 8

Alignment: Neutral Evil

Spells: 0: Detect Magic (x3), Inflict Minor Wounds (x3); 1: Cause Fear (D), Detect Undead (x2), Inflict Light Wounds (x2), Obscuring Mist; 2: Death Knell, Desecrate (x2), Hold Person (x2); 3: Animate Dead (x2), Inflict Serious Wounds, Speak With Dead; 4: Death Ward (D), Inflict Critical Wounds, Lesser Planar Ally

Domains: Death, Evil

This kobold is encased in darkly colored full plate, accented with a rough brown cape. The kobold's leathery flesh is pale and taught, his bony fingers wrapped around a skull-topped staff. A pink and green sphere revolves in a slow orbit above his head. A strange, jagged bone is affixed to his forehead by a tight leather band. He is surrounded by four skeletal dwarves.

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Kobold Shadow Guardian

Class: Rogue 4

Type: Small Humanoid (Reptilian)

Hit Dice: 4d6 (14 hp)

Initiative: +8

Speed: 30ft. (6 squares)

Armor Class: 19 (+1 size, +4 Dex, +1 natural, +3 studded leather armor), touch 15, flat-footed 14

Base Attack/Grapple: +3/-2

Attack: Masterwork Shuriken (small) +8 ranged (1 damage)

Full Attack: Masterwork Shuriken (small) +8 ranged (1 damage)

Space/Reach: 5ft./5ft.

Special Attacks: Sneak Attack (+2d6)

Special Qualities: Darkvision 60ft., Evasion, Light Sensitivity, Trap Sense +1, Trapfinding, Uncanny Dodge

Saves: Fort +1, Ref +8, Will +3

Abilities: Str 8, Dex 18, Con 11, Int 12, Wis 14, Cha 8

Skills: Craft (trapmaking) +3, Disable Device +11, Hide +15, Listen +9, Move Silently +11, Open Lock +11, Profession (miner) +3, Search +11, Spot +9, Use Magic Device +6, Use Rope +11

Feats: Exotic Weapon Proficiency, Improved Initiative

Challenge Rating: 4

Alignment: Neutral Evil

Kobolds can, when properly trained, perform complex tasks and operate seamlessly in groups. The Shadow Guardians are a good example of what this training can create. Stealthy mercenaries clad in tight leather, these kobolds are also experts in locks, traps, and magical devices. These ruthless mercenaries are rarely seen in groups of less than six.

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Kobold Warrior

Class: Warrior 1

Type: Small Humanoid (Reptilian)

Hit Dice: 1d8 (4 hp)

Initiative: +1

Speed: 30ft. (6 squares)

Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather armor), touch 12, flat-footed 14

Base Attack/Grapple: +1/-4

Attack: Spear (small) +1 melee (1d6-1) or sling +3 ranged (1d3-1)

Full Attack: Spear (small) +1 melee (1d6-1) or sling +3 ranged (1d3-1)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft., light sensitivity

Saves: Fort +2, Ref +1, Will -1

Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Skills: Craft (trapmaking) +2, Hide +7, Listen +1, Move Silently +3, Profession (miner) +2, Search +1, Spot +1

Feats: Alertness

Challenge Rating: 1/4

Alignment: Lawful Evil

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

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Lintara, Hobgoblin Fighter

Class: Fighter 6

Type: Medium Humanoid (Goblinoid)

Hit Dice: 6d10+18 (51 hp)

Initiative: +1

Speed: 30ft. (6 squares)

Armor Class: 18 (+1 Dex, +7 Banded Mail), touch 11, flat-footed 17

Base Attack/Grapple: +6/+10

Attack: +1 Flail, heavy +12 melee (1d10+6, 19-20/x2)

Full Attack: +1 Flail, heavy +12/+7 melee (1d10+6, 19-20/x2)

Space/Reach: 5ft./5ft.

Special Attacks:

Special Qualities: Darkvision 60ft.

Saves: Fort +8, Ref +3, Will +4

Abilities: Str 18, Dex 13, Con 17, Int 13, Wis 11, Cha 14

Skills: Hide +3, Intimidate +9, Knowledge(local) +3, Knowledge(nature) +3, Move Silently +4

Feats: Cleave, Combat Reflexes, Dodge, Improved Iniative, Power Attack, Weapon Focus (heavy flail), Weapon Specialization (heavy flail)

Challenge Rating: 7

Alignment: Lawful Neutral

Lintara is the Captain of the Guard in Mokvara's Outpost, a hobgoblin trading post in the western forest. She has expressed a desire to leave the Outpost for a time and travel the world.

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"The Master"

Class: Unknown

Type: Medium Humanoid (Unknown)

Hit Dice: Unknown

Initiative: Unknown

Speed: Unknown

Armor Class: Unknown

Base Attack/Grapple: Unknown

Attack: Unknown

Full Attack: Unknown

Space/Reach: 5ft./5ft.

Special Attacks: Unknown

Special Qualities: Unknown

Saves: Unknown

Abilities: Unknown

Skills: Unknown

Feats: Unknown

Challenge Rating: Unknown

Alignment: Unknown Evil

Spells: Unknown

This short man appears to be in his late fifties or early sixties. Short, curly grey hair obscures his slightly pointed ears and his long, pale face is clean shaven. Strangely, you notice he never blinks. He is wearing a sharply cut, darkly colored suit. He very frequently wrings his hands.
The PCs first encountered "The Master" after rescuing the werewolf Arnold from a catfolk trap. Arnold brought the PCs back to the lycanthrope camp and they were introduced to "The Master," for whom the lycanthropes act as guard. "The Master" supplies his "pups" with prey, and in exchange they guard him and his hilltop castle.
"The Master" seems to have an aversion to light, as all the windows of the castle are bricked shut. He seems to delight in torture and has an expansive room dedicated to the art. Rumors collected in Orkwall suggest that "The Master" is an elf, and is very old.

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Mokvara - Hobgoblin Chieftan

Class: Fighter 6 / Rouge 1

Type: Medium Humanoid (Goblinoid)

Hit Dice: 6d10+1d6+14 (50 hp)

Initiative: +1

Speed: 30ft. (8 squares)

Armor Class: 19 (+1 Dex, +6 breastplate, +1 natural, +1 deflection), touch 12, flat-footed 18

Base Attack/Grapple: +6/+1, +9

Attack: Masterwork Spiked Chain +10 melee (2d4+3)

Full Attack: Masterwork Spiked Chain +10/+5 melee (2d4+3)

Space/Reach: 5ft./10ft.

Special Attacks: -

Special Qualities: Darkvision 60ft., Sneak Attack (+1d6), Trapfinding

Saves: Fort +7, Ref +5, Will +3

Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 13, Cha 8

Skills: Bluff +7, Handle Animal +4, Knowledge (local) +6, Intimidate +8, Move Silently +5, Ride +6

Feats: Combat Expertise, Exotic Weapon Proficiency (Spiked Chain), Dodge, Improved Feint, Mobility, Spring Attack, Whirlwind Attack

Challenge Rating: 7

Alignment: Lawful Evil

This hobgoblin stands tall and proud, his armor oiled and polished. He carries himself with a great sense of confidence. His skin is a deep red (though his nose fades to blue) and his piercing eyes are bright yellow. A fetish of pointed ears hangs from his neck, and a gold ring adorns his right hand.

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Morlok, Vampire Mind Flayer

Class: -

Type: Medium Undead (augmented aberration)

Hit Dice: 8d12 (52 hp)

Initiative: +8

Speed: 30ft. (6 squares)

Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19

Base Attack/Grapple: +6/+10

Attack: Tentacle +10 melee (1d6+4) or Slam +10 melee (1d6+4)

Full Attack: 4 tentacles +10 melee (1d6+4) or Slam +10 melee (1d6+4) and Tentacle +5 melee (1d6+4)

Space/Reach: 5ft./5ft.

Special Attacks: Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain, Extract, Improved Grab, Mind Blast, Psionics

Special Qualities: Alternate Form, Damage Reduction 10/silver and magic, Fast Healing (5), Gaseous Form, Resistance cold 10 and electricity 10, Spell Resistance 25, Spider Climb, Telepathy 100ft., Turn Resistence +4

Saves: Fort +2, Ref +8, Will +10

Abilities: Str 18, Dex 18, Con -, Int 21, Wis 19, Cha 21

Skills: Bluff +21, Concentration +10, Diplomacy +9, Disguise +5, Hide +20, Intimidate +11, Knowledge (any) +13, Listen +22, Move Silently +20, Search +12, Sense Motive +16, Spot +22

Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Finesse

Challenge Rating: 10

Alignment: Lawful Evil

This strange humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and greenish, glistening with slime. The creature's head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes.

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Mulgot - Goblin Rogue Deceased

Class: Rogue 1

Type: Small Humanoid (Goblinoid)

Hit Dice: 1d6-1 (2 hp)

Initiative: +1

Speed: 30ft. (6 squares)

Armor Class: 15 (+1 size, +1 Dex, +3 studded leather), touch 12, flat-footed 14

Base Attack/Grapple: +1/-3

Attack: Masterwork Dagger (small) +1 melee (1d3-1)

Full Attack: Masterwork Dagger (small) +1 melee (1d3-1)

Space/Reach: 5ft./5ft.

Special Attacks: Sneak Attack (+1d6)

Special Qualities: Darkvision 60ft., Trapfinding

Saves: Fort +1, Ref +3, Will +3

Abilities: Str 9, Dex 13, Con 8, Int 14, Wis 12, Cha 12

Skills: Bluff +5, Diplomacy +5, Hide +9, Move Silently +9, Sense Motive +5, +4 Sleight of Hand, +5 Use Magic Device

Feats: Alertness, Iron Will

Challenge Rating: 1

Alignment: Lawful Evil

The PCs first encountered Mulgot as one of Grog Eyegouger's henchmen. Grog ordered Mulgot to accompany the PCs to the Hook tribe camp to negotiate for recruits. Unfortunately, Mulgot fell into a pit trap outside of the Hook camp and was killed.

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Smeesmeg - Goblin Warrior

Class: Warrior 3

Type: Small Humanoid (Goblinoid)

Hit Dice: 3d8+3 (16 hp)

Initiative: +1

Speed: 30ft. (6 squares)

Armor Class: 17 (+1 size, +1 Dex, +4 chain shirt, +1 light shield), touch 12, flat-footed 16

Base Attack/Grapple: +3/-1

Attack: Masterwork Morningstar (small) +4 melee (1d6)

Full Attack: Masterwork Morningstar (small) +4 melee (1d6)

Space/Reach: 5ft./5ft.

Special Attacks: -

Special Qualities: Darkvision 60ft.

Saves: Fort +4, Ref +4, Will +0

Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills: Hide +6, Listen +2, Move Silently +6, Ride +4, Spot +2

Feats: Alertness

Challenge Rating: 1/3

Alignment: Neutral Evil

Smeesmeg is an ambitious goblin warrior, seizing every opportunity to advance his position. He is dressed in a wrinkled courtier’s outfit, and values his masterwork morningstar above all else.

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Storn "Club" OreForger

Class: Fighter 6, Rogue 1

Type: Medium Humanoid (Duergar Dwarf)

Hit Dice: 6d10+1d6+28 (75 hp)

Initiative: +1

Speed: 20ft. (4 squares)

Armor Class: 22 (+8 adamantine spiked dwarven full plate, +2 heavy spiked mithral shield, +2 natural), touch 13, flat-footed 22

Base Attack/Grapple: +6/+14

Attack: +1 Flaming Silver Elfbane Warhammer +12 melee (1d8+1d6+4) or Heavy spiked mithral shield +10 melee (1d6+4) or Armor Spikes +10 melee (1d6+4)

Full Attack: +1 Flaming Silver Elfbane Warhammer +12/+7 melee (1d8+1d6+4), or +1 Flaming Silver Elfbane Warhammer +12 melee (1d8+1d6+4) and Heavy spiked mithral shield +5 melee (1d6+4) or +1 Flaming Silver Elfbane Warhammer +12 melee (1d8+1d6+4) and Armor Spikes +5 melee (1d6+4)

Space/Reach: 5ft./5ft.

Special Attacks: Sneak Attack +1d6

Special Qualities: Darkvision 120ft., Immunity to Paralysis, Immunity to Phantasms, Immunity to Poison, +2 saves versus spells, Enlarge Person (1x/day), Invisibility (1x/day), Light Sensitivity, Trapfinding

Saves: Fort +9, Ref +5, Will +2

Abilities: Str 18, Dex 13, Con 18, Int 14, Wis 11, Cha 8

Skills: Craft (armor) +9, Craft (weapon) +9, Intimidate +9, Knowledge (local) +10, Use Magic Device +6

Feats: Improved Grapple, Improved Unarmed Strike, Power Attack, Weapon Focus (grapple), Weapon Focus (warhammer), Weapon Specialization (grapple)

Challenge Rating: 8

Alignment: Neutral Evil

This dwarf stands nearly five feet tall and has grey skin. His arms are disproportionally large for his build, and his hands are heavily calloused. He has a shaved head. Unlike the full beards worn by most dwarves, Strom wears a very thin braided beard that sprouts from his chin.
The PCs first encountered the dwarf in Orkwall, where Strom owns a private, low-profile blacksmith shop. Strom admits to having paid off the town guard, dealing with the black market, and hating elves. Strom has told the PCs that he also goes by the name "Club." Though initially he offered no origins for the name, he does seem to favor his left leg, suggesting a malformed or "club" foot. Later, Storn revealed that a group of elves ambushed him, permanently damaging his left foot with poison.

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Vampire Halfling Rogue

Class: Rogue 5

Type: Small Undead (augmented humanoid)

Hit Dice: 5d12 (32 hp)

Initiative: +8

Speed: 20ft. (4 squares)

Armor Class: 28 (+6 Dex, +1 size, +5 chain shirt, +6 natural armor), touch 17, flat-footed 22

Base Attack/Grapple: +3/-1

Attack: +2 Rapier +9 melee (1d4+5) or Slam +7 melee (1d4+3 + energy drain)

Full Attack: +2 Rapier +9 melee (1d4+5) or Slam +7 melee (1d4+3 + energy drain)

Space/Reach: 5ft./5ft.

Special Attacks: Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain, Sneak Attack (+3d6)

Special Qualities: Alternate Form, Damage Reduction (10/silver and magic), Evasion, Fast Healing 5, Resistance Cold/Electricity 10, Spider Climb, SR13 (armor), Uncanny Dodge, Trap Sense +1, Trapfinding, Turn Resistance +4

Saves: Fort +2, Ref +14, Will +5

Abilities: Str 16, Dex 23, Con -, Int 16, Wis 14, Cha 21

Skills: Appraise +7, Balance +10, Bluff +20, Climb +9, Disable Device +10, Escape Artist +10, Hide +22, Jump +5, Knowledge (local) +9, Listen +18, Move Silently +20, Open Lock +10, Search +14, Sense Motive +9, Sleight of Hand +12, Spot +16, Tumble +10, Use Magic Device +9, Use Rope +8

Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Initiative, Lightning Reflexes

Challenge Rating: 7

Alignment: Chaotic Neutral

At a distance, this small figure could easily be mistaken for a child. Upon closer examination, however, the long stare of hatred in his unblinking eyes reveals the undead halfling for what it truly is.

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Vampire Half-Orc Fighter

Class: Fighter 5

Type: Medium Humanoid(half-orc)

Hit Dice: 5d12 (32 hp)

Initiative: +6

Speed: 20ft. (4 squares)

Armor Class: 25 (+1 Dex, +8 half-plate, +6 natural armor), touch 11, flat-footed 24

Base Attack/Grapple: +5/+13

Attack: +2 Vicious Bastard Sword +16 melee (1d10+2d6+16, 19/20 x2) or Slam +7 melee (1d6+8 + energy drain)

Full Attack: +2 Vicious Bastard Sword +16 melee (1d10+2d6+16, 19/20 x2) or Slam +7 melee (1d6+8 + energy drain)

Space/Reach: 5ft./5ft.

Special Attacks: Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain

Special Qualities: Alternate Form, Damage Reduction (10/silver and magic), Fast Healing 5, Resistance Cold/Electricity 10, Spider Climb, Turn Resistance +4

Saves: Fort +4, Ref +5, Will +3

Abilities: Str 26, Dex 14, Con -, Int 13, Wis 14, Cha 18

Skills: Bluff +12, Craft (weaponsmith) +9, Hide +10, Intimidate +12, Listen +10, Move Silenty +10, Search +10, Sense Motive +10, Spot +10

Feats: Alertness, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)

Challenge Rating: 7

Alignment: Chaotic Neutral

Towering above most on the battlefield, this half orc is clad in half-plate and carries a savage-looking weapon. The blade of his bastard sword is sheathed in a black mist. The orc appears less an intelligent combatant and more a weapon to be unleashed.

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Vampire Human Monk

Class: Monk 9

Type: Medium Humanoid (augmented humanoid)

Hit Dice: 9d12 (58 hp)

Initiative: +10

Speed: 60ft. (12 squares)

Armor Class: 26 (+6 Dex, +3 Wis, +1 Insight, +6 Natural), touch 20, flat-footed 20

Base Attack/Grapple: +6/+12

Attack: Unarmed Strike +12 melee (1d10+6 plus energy drain)

Full Attack: Unarmed Strike +12/+7 melee (1d10+6 plus energy drain) or Flurry of Blows +12/+12/+7 melee (1d10+6 plus energy drain)

Space/Reach: 5ft./5ft.

Special Attacks: Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain, Flurry of Blows (+6/+6/+1)

Special Qualities: Alternate Form, Damage Reduction 10/siler and magic, Fast Healing 5, Fast Movement, Ki Strike, Improved Evasion, Purity of Body, Resistance cold 10 and electricity 10, Slow Fall (40ft.), Spider Climb, Still Mind, Turn Resistance +4, Wholeness of Body

Saves: Fort +6, Ref +12, Will +9

Abilities: Str 22, Dex 22, Con -, Int 15, Wis 16, Cha 17

Skills: Balance +13, Bluff +11, Climb +13, Concentration +6, Heal +8, Hide +14, Intimidate +9, Jump +13, Listen +13, Move Silently +14, Search +11, Sense Motive +18, Spot +13, Tumble +13

Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lightning Reflexes, Mobility, Spring Attack

Challenge Rating: 11

Alignment: Lawful Evil

Clad in expensive leisure clothes, the old man initially appears harmless. The movements of his feet and eyes betray a cold calculation and sharp mind, both standing in sharp contrast to his wrinkled flesh and gray hair.

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Weenox - Half-Devil Goblin Monk

Class: Monk 3

Type: Small Humanoid (Extraplanar, Goblinoid)

Hit Dice: 3d8+2d6 (20 hp)

Initiative: +4

Speed: 40ft. (8 squares)

Armor Class: 18 (+1 size, +4 Dex, +2 Wis, +1 dodge), touch 18, flat-footed 13

Base Attack/Grapple: +2/+5

Attack: Unarmed strike (small) +6 melee (1d4+3)

Full Attack: Unarmed strike (small) +6 melee (1d4+3)

Space/Reach: 5ft./5ft.

Special Attacks: Flurry of Blows

Special Qualities: Devil-blooded, Immunity to Fire, See in Darkness

Spell-like Abilities: Produce Flame (2/day), Commune (1/day)

Saves: Fort +3, Ref +7, Will +5

Abilities: Str 16, Dex 18, Con 10, Int 12, Wis 14, Cha 8

Skills: Balance +2, Diplomacy +4, Hide +4, Listen +4, Move Silently +4, Sense Motive +2

Feats: Alertness, Combat Reflexes, Dodge, Evasion, Improved Grapple, Unarmed Strike, Weapon Focus (unarmed strike)

Challenge Rating: 4

Alignment: Lawful Evil

Weenox is a half-breed, the bastard child of a goblin shaman and her devil lover.

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Wolf

Type: Medium Animal

Hit Dice: 2d8+4 (13 hp)

Initiative: +2

Speed: 50ft. (10 squares)

Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple: +1/+2

Attack: Bite +3 melee (1d6+1)

Full Attack: Bite +3 melee (1d6+1)

Space/Reach: 5ft./5ft.

Special Attacks: Trip

Special Qualities: Low-light vision, scent

Saves: Fort +5, Ref +5, Will +1

Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1

Feats: Track, Weapon Focus (bite)

Challenge Rating: 1

Wolves are pack hunters known for their persistence and cunning. A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

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Locations

Birchbark
Goblintown
Lycanthrope Camp
Mokvara's Outpost
Orkwall

Location Description

Birchbark

Description: The thorp of Birchbark was settled three years ago, near the outskirts of the human settlements in the region. The thorp is situated deep in a forest and along side a small lake, roughly an hour from a minor trade road. With an adult population of barely thirty, Birchbark is easy prey for any organized, intelligent creatures.

Birchbark has an adult population of 28 (16 men, 12 women) and nine children. The racial make-up of the town is almost exclusively human, with one elven male serving as a hunter/fletcher and two halflings (a commoner and his wife). Birchbark is self-sufficient with respect to food (the majority of the town being farmers), building materials (three craftsmen), basic tools (one blacksmith), and basic healing (one female cleric of Ehlonna). Most finished goods, however, must be acquired from outside sources. The market consists of a general store, a blacksmith, and the temple.

Birchbark is governed by the town sheriff. Decisions made by the sheriff can be overturned by a majority vote of land owners. Law enforcement consists of the sheriff and one militiaman. The militiaman position is rotated weekly between all able-bodied farming men. Supplementing the guard in times of emergency is the local hermit, a wizard.

Contacts: None.

Resources: None.

Outstanding Quest: Save the village from goblin raids. Successful

Outstanding Quest: Return Billy's jeweled dagger.

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Goblintown

Description: Goblintown is situated on the long-abandoned ruins of a human settlement deep in eastern Oakwood forest. Formerly controlled by the LongTooth goblin tribe, the town has become a melting-pot of conquered goblin tribes from the western forest. As their orcish masters expand their influence, the population and technology of Goblintown swells. The crumbling ruins of several buildings have been converted into goblin housing. Tents are strung up between trees, and huts cover the outer limits of the village. Only the village center is unhindered by permanent structure; instead it is overwhelmed by the constant traffic of unsettled goblins. Roughly a dozen trees tower over the campsite, but appear diseased and poorly cared for. The downstream river is growing noticably polluted with goblin waste material. A rancid smell is quickly becoming prevalent in and around the settlement.

The goblin village sits at the base of a steep hill within Oakwood forest. Due to an early attempt at mining that pre-dates the goblin settlement, the rocky base of the hill has been cut to form solid vertical walls, bordering the town on the north and east. The south and west are bordered by a thin river spanned by a single, southern bridge. Pit traps have been constructed on the southern side of the river. Simple wooden barricades are situated on the northern side of the bridge, as well as two simple stone towers for an elevated defense. Wooden posts dot the inner border of the river, forming a very rough defensive wall.

Within the base of the hill are a series of old mining tunnels. The furthest reaches of the tunnels have been appropriated by the goblin matrons and infants, while the immediate corridors and cubbies have become lodging for the goblin warriors. The unstable remains of a stone temple have been claimed by the shamans. Along the northern wall, the remains of a tavern have been converted into a makeshift trading post.

Contacts: Smeesmeg, Weenox

Resources: Entire tribe of goblins; trading post; copper

Outstanding Quest: Investigate hobgoblin visits.

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Lycanthrope Camp

Description: Deep within the forest, at the foot of a jagged and sudden cliff, sprouts a steep, pillar of earth. Sitting mere yards from a waterfall and encircled by a twisting path from foot to peak, this pillar is the home to a tribe of lycanthropes and their mysterious Master. Wooden posts, the tips sharpened to skewering points, crown the pillar and surround an old, stone fortress. The sheer height of the camp provides a view for miles, though the thick canopy of the forest obscures most of the ground.

The Lycanthrope camp is home to over a dozen orcish lycanthropes (2 werebears, 1 weretiger, 4 wererats, and 7 werewolves) as well as their mysterious Master. The camp is typically guarded by a single lycanthrope at the gate. The compound boasts no merchant booths or services, nor are visitors welcome except under extraordinary circumstance.

Contacts: None.

Resources: None.

Outstanding Quest: Survive being hunted by lycanthrope tribe.

Outstanding Quest: Kill the "Master" for his betrayal.

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Mokvara's Outpost

Description: Mokvara's Outpost is a trading post deep in the forest, frequented by the "wild" races and run by a hobgoblin tribe. Mokvara, chief of the Sell Sword tribe, controls the trading post and has the final word in any disputes. The outpost is built on the stone ruins of a former keep. The trading area, as well as Mokvara's home, are within the stone walls of the keep and are defended by a team of hobgoblin "enforcers." The remainder of the tribe, nearly one hundred strong, live in long barracks and farm houses behind the keep. In times of conflict, the tribe will retreat to the keep.

The Sell Sword tribe has established their territorial boundaries, and sells their mercenary services to other tribes or other races. Other races have established permanent residence within the keep and maintain profitable merchant fronts. Gnomish inventions, Duergar metalworks, Gnoll mercenaries, Human magics, and all manner of slaves can be found within the outpost. Mokvara demands a tax on all merchant activities, collected from the merchants directly on a weekly basis.

Contacts: Zook

Resources: None

Outstanding Quest: Maintain contract with gnomish inventors.

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Orkwall

Description: Orkwall is a large human city on the eastern border of the Great Forest. The city houses several hundred residents and features dozens of merchants and nearly any service. The city is fully integrated, with most races coexisting without issue. A separate section is, however, set aside in the northwest for the half-orc population.

The city employs a healthy number of guards to patrol the streets, man the walls, and garrison the barracks. Merchants and visitors alike are allowed free passage throughout the city, though the guards reserve the right to inspect any person or vehicle entering or exiting the city. There are no laws specifying how weapons may be carried. Area of effect spells are banned within city limits, and mind-reading or alignment-detecting magics are banned within the marketplace.

Contacts: None

Resources: None

Outstanding Quest: None

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Goblintown

Town Features
Population
Shop
Map

Goblintown Features

Description

Goblintown is situated on the long-abandoned ruins of a human settlement deep in eastern Oakwood forest. Formerly controlled by the LongTooth goblin tribe, the town has become a melting-pot of conquered goblin tribes from the western forest. As their orcish masters expand their influence, the population and technology of Goblintown swells. The crumbling ruins of several buildings have been converted into goblin housing. Tents are strung up between trees, and huts cover the outer limits of the village. Only the village center is unhindered by permanent structure; instead it is overwhelmed by the constant traffic of unsettled goblins. Roughly a dozen trees tower over the campsite, but appear diseased and poorly cared for. The downstream river is growing noticably polluted with goblin waste material. A rancid smell is quickly becoming prevalent in and around the settlement.

Power Structure

Inhabited almost exclusively by goblins, Goblintown is governed very much in a "might-makes-right" form of theocracy. In the absence of their orcish masters, the goblins are commanded by Weenox, the half-devil goblin monk. If Weenox is unavailable, control defaults to the most powerful goblin high priest or goblin shaman.

Defenses

The goblin village sits at the base of a steep hill within Oakwood forest. Due to an early attempt at mining that pre-dates the goblin settlement, the rocky base of the hill has been cut to form solid vertical walls, bordering the town on the north and east. The south and west are bordered by a thin river spanned by a single, southern bridge. Pit traps have been constructed on the southern side of the river. Simple wooden barricades are situated on the northern side of the bridge, as well as two simple stone towers for an elevated defense. Wooden posts dot the inner border of the river, forming a very rough defensive wall.

Structures

Within the base of the hill are a series of old mining tunnels. The furthest reaches of the tunnels have been appropriated by the goblin matrons and infants, while the immediate corridors and cubbies have become lodging for the goblin warriors. The unstable remains of a stone temple have been claimed by the shamans. Along the northern wall, the remains of a tavern have been converted into a makeshift trading post.

Goblintown Population

Creature TypeClass/LevelType/SubtypeQuantity
Goblin ArcherWarrior 1Humanoid (Goblinoid)10
Goblin ChieftanWarrior 4Humanoid (Goblinoid)1
Goblin High PriestCleric 2Humanoid (Goblinoid)1
Goblin Infant Humanoid (Goblinoid)12
Goblin MatronCommoner 1Humanoid (Goblinoid)15
Goblin MonkMonk 1Humanoid (Goblinoid)4
Goblin ShamanAdept 1Humanoid (Goblinoid)5
Goblin WarriorWarrior 1Humanoid (Goblinoid)68
Half-orc BarbarianBarbarian 1Humanoid (Human, Orc)3
Half-orc WarriorWarrior 1Humanoid (Human, Orc)12
Kobold WarriorWarrior 1Humanoid(Reptilian)20
Wolf Animal12
Smeesmeg, Goblin WarriorWarrior 3Humanoid (Goblinoid)Unique
Weenox, Goblin MonkMonk 3Humanoid(Extraplanar,Goblinoid)Unique

Goblintown Shop

Shop Inventory

Item DescriptionValueQuantity
Courtier’s Outfit30g16
Goblin Moonshine2c
Healer's Kit50g6
Javelin (small)1g13
Javelin of Lightning1500g1
Leather Armor (small)10g12
+1 Light Mace, Masterwork2305g1
Longspear5g1
Longsword, Masterwork Silver405g1
Merchant's Scale2g1
Morningstar (small)8g23
Potion - Cure Light Wounds50g7
Potion - Protection From Good50g5
Shield, Light Wooden (small)1g17
Shield, Spiked Heavy Steel70g1
Splint Mail200g1
Tobacco, one pound5s3
Torch1c19
Waterskin1g7

Available Wealth

CoinQuanitityCoinQuanitity
Platinum0Gold45
Silver106Copper209

Goblintown Map

Goblintown Map

Category

Party Loot
Special Loot

Total Party Loot

ItemQuantityValueTotal
Elixir of Firebreath1550g550g
Keoghtom's Ointment12000g2000g

Special Loot

Axe of the Covenant

Axe of the CovenantCrafted by an orc warchief and enchanted by an elder shaman, this +1 greataxe was passed from warchief to warchief (usually through less than diplomatic means) for generations. It was eventually stolen by goblins, where it again regularly changed ownership. The axe, once per day, responds to the command-word Absu. Upon the wielder uttering this word, the axe will summon forth a monster at random, according to the table below. This fuctions as the spell Summon, with a duration of 1d6 rounds.

1d20 resultMonster Summoned1d20 resultMonster Summoned
1 - 12Quasit18 - 19Bearded Devil (Barbazu)
13 - 17Hellhound20Erinyes

Marrow Blade

Marrow BladeVxythcixlyx, a black dragon, was a tyrant even amongst his kin. The dragon would infiltrate a settlement by taking the shape of one of its population, then slowly murder and eat as many individuals as he could before he was detected. He remained in his assumed form, even while feating on his victims. The Marrow Blade was forged from his bones. This +2 Wounding dagger, upon dealing a death blow to a target, allows its user to assume one of the target's special qualities (example: damage reduction, darkvision, spell resistance). If the dagger deals a death blow to another creature, the wielder may choose to exchange this stolen ability for a new one. The wielder retains the ability as long as (s)he carries the dagger. The Marrow Blade is sentient, able to speak, and sometimes demanding. On occasion, it will demand the death of a certain creature or creature type, refusing to function until the demand is met. Marrow Blade: +2 Wounding dagger; AL CE; Int 10, Wis 14, Cha 18; speech, telepathy, 120ft darkvision, hearing; Ego score 19.