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A Pathfinder compatible adventure that takes four to five 1st level PCs to 3rd level.

Author Mike Myler Cover Artist Holliday Interior Artists Jacob Blackmon, Storn Cook, Juan Diego, Leslie Ng Zhong Han, Indi Martin, Mike Myler, Ryan Rhodes Cartography Justin Andrew Mason, Mike Myler Layout Artist Mike Myler

A Longer Adventure...... 3 Chapter 4: It’s Just A Flesh Wound!...... 15 Veranthea Campaign Traits…………….....3–4 The Black (Urethiel) CR 4...... 15 Finding Grualroth’s Rot……..……...... 5 Development...... 15 Grethadnis Regional Map...... 6 Chapter 5: of Other Hues………...16 Villages in Yawvil's Realm...... 6 Tournament Map...... 16 Adventure Summary……………………….....7 Kind Folk and Monstrous Folk...... 17 Adventure Background……………………....7 Chapter 6: The Black Knight Chapter 1: A Game on the Road………..7–10 Always Triumphs!...... 18–19 Minor Quests...... 7 The Black Knight (Trectoyri) CR 5...... 18 Polysabie……………………………….....8–9 Black Helmet...... 18 Dante Taisykles, the Black Knight...... 10Sample fileEpilogue: What Now?...... 19 Chapter 2: None Shall Pass!...... 11–12 Chainsaw-Sword…………………………..19 The Black Knight (Grethadnis) CR 3.....11 PREGENERATED PCs Have At Thee!...... 12 Frederick Dandy...... 20 Development...... 12 Kear Mik-Nyyl...... 21 Roadway Encounter Combat Map...... 12 Halgee...... 22 Chapter 3: Unfamiliar Urethiel……...... 13–14 Psyche of Anto...... 23 Urethiel Regional Map...... 13 Gaspard Vanderbrult...... 24 Barn Encounter Map...... 14 42-Σ...... 25 Map Key...... 26

Throughout the book you’ll find several superscript references. A singular “B” stands for “bonus” but everything else references something in the Paizo library for the Pathfinder Roleplaying Game. ARG Pathfinder Roleplaying Game: Advanced Race Guide GMG Pathfinder Roleplaying Game: GameMastery Guide MC Pathfinder Roleplaying Game: Codex NPC Pathfinder Roleplaying Game: NPC Codex B1 Pathfinder Roleplaying Game: Bestiary B2 Pathfinder Roleplaying Game: Bestiary 2 B3 Pathfinder Roleplaying Game: Bestiary 3 Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/ pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 2 Radical Starts Welcome to Veranthea! This radical campaign setting began with my casual return to gaming after a hiatus while I went to college, and I think it’s part of that whimsy that informs the Exploring Veranthea world and makes it so engaging. Over the years my players This particular adventure is a brief introduc- have toppled kingdoms, manned the insides of a kaiju castle tion to each of the continents of Veranthea: monster, had dinner with the mythic vampires of Tian-Ti Ang, Grethadnis with its medieval fantasy and ste- rolled the entropic Polydracte, changed the course of history ampunk renaissance, Urethiel’s high fantasy with a maliciously interpreted wish, hijacked in-flight Gob- asian-inspired , and the Free Isle of Om- linvanian jets, and far more. What identifies all of their epic inara, the last bastion of free folk holding out achievements isn’t their scope, however, but the vivid reali- against the monstrous dieselpunk continent of zation and actualization of themes borne out to their fullest Trectoyri. For GMs and groups interested in extent and taken to the absolute extreme. fully exploring the Fair Continent of Grethadnis So with that in mind, please enjoy making my first as they play through the increasingly disturbing world your own. Remember that everything here should feel Grualroth’s Rot Adventure Path, the Veranthea bigger, be bolder, and leave an indelible mark on your games Codex has side quests and plot hooks for every that makes them stand out in the memories of the table for country and region (woven throughout Chapter decades to come. It’s my fervent hope that they do, and that 2: Grethadnis). you enjoy this place as much as I have. The 3 Continents of Veranthea Veranthea is a world of worlds—six unique geographical regions encompassing three continents, what’s beneath the surface (the Forever Dark), under the water (the Fifth World), and hidden in the planet’s poles (The Veil). Although all of these are touched upon by the pregenerated characters in the back of this module, The Black Knight predominantly involves Grethadnis, Urethiel, and Trectoyri. Below are short primers of each continent and they are greatly expanded upon in Veranthea Codex, but also have information available on the Veranthea Codex Tumblr.

GRETHADNIS, the Fair Continent: Of the many regionsSample in Veranthea this file is the most like a traditional medieval fantasy world—though even then its themes are frequently radical and extreme. The slavery of the Trekth and the jabberwock oppressors that followed have left deep divisions between the Kind Folk and Unwanted Folk that still resonate today, and though open violence between the races is frowned upon it is not uncommon. A few centuries of comparative peace and prosperity are coming to a close as steam-powered tech- nology spreads across the Fair Continent in a scientific renaissance, one led by the monstrous Red Fist army (a militant organization of Unwanted Folk in cahoots with the mage-lord Boris of Trianestra and Baron Privatend against traditional rulers). It is the home of the demigod wizard Yawvil and frequently manipulated by the Radical Pantheon but more lies behind the conflicts of these lands rife with wild magic and ensconced in national intrigue—the eventual return of the dread demon Grualroth.

URETHIEL, the Enchanted Continent: Tradition and history are more important in Urethiel than anywhere else, the story fashionings of wu xia omnipresent with its ancient dynasties, mysterious ninjas, and honorable samurai, all steeped in high fantasy with the overwhelm- ing presence of magic everywhere. The Scarring of 424 AV had repercussions in the Enchanted Continent, the shattered peak of Mount Nestraka infusing power into the very people of the land. Their descendants wield this power still and though they too knew a period of peace, forces of Unwanted Folk led by hobgoblins seeking revenge for the genocide against their peoples in Urethiel’s recent past. Despite the looming threat of Hesstrickia on the whole Kind Folk and Unwanted Folk respect one another here as etiquette and honor are paramount. The longstanding authority of the dynasties is waning as the magic throughout the Enchanted Continent spawns dangers and hazards beyond counting, leaving its peoples to rely on the good will of adventurers more than their sovereigns.

TRECTOYRI, the Monstrous Continent: In Trectoyri it is the Unwanted Folk that have all the power, their mastery of technology far superior to those of the other continents. While the gods were distracted by The Scarring the darker elements of the Radical Pantheon struck, leading their followers to decimate the Kind Folk rulers of the once pristine lands. Since then an unchecked drive for technological advancement under the leadership of Goblinvania has decimated and polluted Trectoyri, its populations of elves, dwarves, and the like enslaved to monstrous masters everywhere save for the island of Ominara. The conflict between races is far and away the bloodiest on the Monstrous Continent and any sign of a goblin on the Free Isle or a masterless slave on the mainland is reason enough to draw pistols, and suspicious paranoia is a constant companion for everyone but fools. Desperation can be felt no matter which side one is allied with—the Kind Folk are outnumbered, outmatched, and fighting a losing battle for their freedom while the Unwanted Folk have stretched the limits of their resources to the breaking point, forcing their hand in ever more overly-aggressive attempts to quash the last bastion of liberty. 3 A Longer Adventure This module is as much an introduction to the three broadest settings within Veranthea as it is an adventure. GMs meaning to take their time bringing the world’s most radical Pathfinder Roleplaying Game campaign setting to life (a fine goal indeed!) are encouraged to increase the delay between Polysabie encounters by as many as 5 days, filling the time in between with obstacles, quests, and enemies appropriate for the region the PCs are in. So long as the doings of the adventurers are suitably radical, impactful, and memorable, they are right at home in Veranthea.

Grethadnis: Page 5 has a few seeds for The Black Knight but standard adventuring obstacles are well at home: an upstart ogreB1 near Pantako Canyon, a pair of bugbearsB1 making trouble near the Moon Glade, or any of the random encounters listed elsewhere in Chapter 1 are appropriate for lengthening this module.

Urethiel: The PCs land in the proverbial middle of nowhere on the Enchanted Continent—the reach of Verentai’s military is stretched to the limit this far south and all but the loudest dangers to society are left to be dealth with by adventurers of one stripe or another. Near the coast the party are likely to encounter a monster or two (either a sharkB1, devilfishB2, or 1d4+1 reefclawB2), further inland they might come across other adversaries (1d6 tenguB1 nomads or 1d2 foo dogsB3 and 1 shikigamiB3), and in either case a sortie of soldiers from Hesstrickia (1d4+1 hobgoblinsB1 led by a Hobgoblin SergeantMC) make good sense for an encounter. The ratfolk bandits are not without allies either and the GM can make use of less obtrusive bandits (such as those found in the NPC Gallery of Pathfinder Roleplaying Game: Gamemastery Guide or the Bard or Rogue sections of Pathfinder Roleplaying Game: NPC Codex) to foreshadow the immediate area’s recent troubles with thieves in the night and foreshadow the gang in the barn.

Trectoyri: So long as the PCs can talk their way out of the imposed borders placed by the knights of the tour- nament (requiring a DC 15 Diplomacy check and a solid argument) they might venture beyond Lord Agresta’s event to explore the nearby environs of Ominara. There are still some natural beasts in the woods nearby (such as the old grizzly bearB1 that considers the eastern glades its territory) and of course there’s trouble from Gob- linvania doing reconnaissance among the crowds (2 Goblin FirestartersMC[rogue 5]). Even on the Free Isle there are those with more greed than love for liberty however and after the party makes their attention-drawing appear- ance some bandits (1d4+3 Traitorous BrigandsNPC[fighter 3]) see easy marks, attacking the adventurers in the night and taking at least one back to their campSample to the southwest file (along the wooded shore of Spirabilis River). Veranthea Campaign Traits Each in The Black Knight should select one of when an attack would deal enough damage to kill the following campaign traits upon creation: you, you may force the attacker to reroll their attack Attunement Attuned: The Uchoyo Decree from cen- roll. At 10th level this increases to twice a month, and turies past limits how many magic items most Veran- at 20th level it increases to three times a month. Ad- theans are able to wield and utilize at the same time ditionally, should your death be the result of a spell but through ritual, arcane regimens, or exposure to wild or other damaging effect rather than weapon attack, magic, you’ve inherited a capacity to use just a wee bit there is a 50% chance you inexplicably survive un- more enchanted gear than everyone else. Increase your damaged by it but the Destined for Adventure trait attunement value at every level by +5%. If your game becomes inactive afterward for a duration of 60 days. does not use the attunement rules, once per month you Forever Dark Survivors: Where your family once receive a 5% discount when buying one magic item. hailed from is far less important than how it is they Destined for Adventure: Some folk in Veranthea are traveled to Grethadnis: through the mysterious ve- simply touched with a natural affinity for survival, as if horo and across the winding passages of the Forev- the world itself willed them to live on. These luminaries er Dark. There’s a good chance that a generation or often become the chosen of the gods, but the more of your forefathers lived and walked through subtlest touch of the divine accompanies them the subterranean network, perhaps never leaving from birth until death whether or not they its confines to see the light of the surface again. realize this full potential. Once per month Eventually your family rose from the depths, but the 4 mark of the Forever Dark remained upon them as it does you. You gain a +1 trait bonus to Knowledge (dungeoneering), Knowledge (geography), and Survival checks made underground. Additionally, you gain 1 bonus power point and the ability to manifest detect psionics (at the cost of 1 pp; ML equal to hit dice). Luck of the Allgod: Verahnus is a sleeping deity and never has a single chosen, but spreads his divine touch to all of his children across Veranthea instead. Prov- idence delivers to them the occasional fateful strike, fortuitous leap, and unlikely success. Once per day you may reroll an attack roll, combat maneuver check, skill check, saving throw, caster check, or caster lev- el check. You must decide to reroll before the results are revealed. Alternatively, you may choose to reroll a damage roll for a weapon attack or spell, but after doing so the Luck of the Allgod trait becomes inactive Finding Grualroth's Rot afterward for a duration of 2 weeks. The Black Knight and Spring of Disorder are prequel Trectoyri Ancestry: While it is rare, there are the very adventures to the Grualroth’s Rot Adventure Path few that manage to survive the journey between Ver- (which truly begins with a very ugly, evil frog in The anthea’s continents. Your great grandmother or great Clockwork Wonders of Brandlehill—the first official grandfather came from the monster-ruled lands of Trec- adventure published in Veranthea.) For GMs intend- toyri, and the fear and paranoia from their childhood ing these adventures to eventually lead to facing off echoes still in the mannerisms of your family. You gain against the dangers of Grethadnis’ primordial demon, a +1 trait bonus to Bluff, Disguise, and Sense Motive below are two hooks to introduce the larger plot even checks opposed by monstrous humanoids, as well as before introducing the Vyrystavya gypsies, the Polysa- creatures with the goblin or orc subtype. At 10th level bie, and the Black Knight. this bonus increases to +2, at 15th level the bonus in- Dreams of the Feylves: The nearby Korokah Forest creases to +3, at 20th level the bonus increases to +4. is home to the ever-dreaming feylves, a small-sized Urethiel Ancestry: Though you are not yourself offshoot of elves that appeared after the Eclipse of from Urethiel, one of your great grandfathers or great the Elves just over 400 years ago in 609 AV. One of grandmothers was and a little bit of their knowledge their number, Zestra Halfggen, has been unable to and magical power passed onto you. You receive Koé rest for weeks, wandering aimlessly in fear of a dark as a bonus language, and when making a Knowledge and terrible secret. She bore witness to the rebirth of check related to Urethiel you receive a +1 traitSample bonus. Grualrothfile in a vision, and after adventurers slay the Additionally, you gain the use of one 0th-level spell of trio of quasitsB1 that call the cesspit in the northern your choice a number of times per day equal to 1/2 tip of the Grondov Mountains home, the feylf can your level (minimum 1). At 10th level you gain the use dream safely once more. Her visions tell of the great of a 1st-level spell-like ability of your choice a number evil to come and that its focus is in a place far from of times per day equal to 1/3 your level. At 20th level where the abomination first rose in the Black Moun- you gain the use of a 2nd-level spell-like ability of your tains, but can reveal nothing more. choice a number of times per day equal to 1/4 your Phot Fangjaw’s Travels: There was a beloved ad- level. Your caster level for these spell-like abilities is venturer who journeyed from the area not too long equal to 1/2 your level and you have no caster attribute ago, leaving many to wonder how he fared and to for these spell-like abilities. where he traveled. The barkeep in Hertmie will pay Wild Luck: You are descended from a feytouched, a 10 gold for such information, which the PCs can in wild magic sorcerer or wizard, or otherwise are espe- turn learn from Tim the Enchanter. Finding the eclec- cially well-adjusted to the chaotic element. For what- tic hermit wizard is a simple task but reaching him is ever the reason, something about the entropy of Ver- another matter entirely: two monitor lizardsB1 fiercely anthea is inherent to your being and you are naturally protect the territory around his isolated home. Once attuned to the wild magic that roams across the planet they are defeated it is a simple thing to knock on his (most especially in Grethadnis). Once per day when door. Though strange and prone to causing random rolling to determine the effects of a magic item or ar- explosions nearby for entertainment, Tim is happy to tifact that has randomized effects (like the Polysabie, share what he knows of Phot (that the Polydracte, rod of wonder, or bag of tricks), you may roll twice and take the result you like best. You may half-orc ranger has passed away and his decide to use this trait ability after rolling. At 10th level spirit is trapped in an abandoned fort in you may do so twice per day, and at 20th level the Zeranoth Swamps). 5 you may do so three times per day. Villages in Yawvil's Realm HERTMIE VILLAGOKO NG village NG small town Corruption –1; Crime –6; Economy –1; Law +0; Corruption +2; Crime –6; Economy +0; Lore –3; Society +5 Law +4; Lore +1; Society –1 Qualities insular, superstitious SampleQualities file rumormongering citizens, supersti- Danger 0 tious DEMOGRAPHICS Danger 0 Government council DEMOGRAPHICS Population 180 (60 humans; 20 dwarves; 20 elves; Government overlord 20 half-elves; 20 halflings; 20 gnomes; 10 half-orc; Population 375 (100 humans; 50 dwarves; 50 10 other) elves; 40 half-elves; 40 halflings; 40 gnomes; 35 Notable NPCs half-orc; 20 other) Hector Grimme of the Resting Pick Tavern Notable NPCs (NG Male human expert 4/warrior 1; BarkeepGMG) The Apprentice (LN Male human commoner Caprico Carrab of the Carrab Prospecting 2/wizard 3; Hedge WizardGMG) Company (CN Female dwarf commoner 3; Head Official Resdra Ankwell (N Female MinerNPC) human expert 3; ShopkeepGMG) MARKETPLACE Lieutenant Mayor Gadri Gabrall (N Male Base Value 500 gp; Purchase Limit 2,500 gp; human commoner 1/warrior 2; DrunkardGMG) Spellcasting 0th MARKETPLACE Minor Items 2d4; Medium Items —; Base Value 1,000 gp; Purchase Limit 5,000 gp; Major Items — Spellcasting 2nd Minor Items 3d4; Medium Items 1d6; Major Items — 6 Adventure Background The Black Knight is the manifestation of an an- cient warrior that died in the throes of wild magic, Adventure Summary transformed into a bizarre creature of dismember- Yawvil’s Realm in Grethadnis is an idyllic land of tilled fields, ment cursed to spread strange misfortune across rolling hills, and light forests populated by kind and gener- the land every century. Yawvil is of course aware ous peasantry that generally live rather humdrum lives. The of the anomalous aberration but it always finds peaceful tableau is soon to be ripped asunder, however, as some adventurers that undo it before causing a local myth is about to disrupt the countryside: the Black too much trouble, and one of the few standing or- Knight. The powerful die that summons it, the Polysabie, ders for The Apprentice in Hertmie is to insure the is in the unknowing hands of a gypsy troupe destined to scourge of the Black Knight comes to a quick end unleash the horror on the realm. The PCs come across whenever it arises. Not only does the accursed the accursed die and after seemingly defeating the ebony thing persist until it has been destroyed thrice, the warrior are transported to the plains of Verentai in Urethiel, wild magic that sustains it drags anyone unlucky forced to find the relic once more (this time in the hands enough to be nearby all across the world of Ver- of ratfolk bandits) before battling their assailant a second anthea. The Black Knight is tied to a dubious black time. Again they are teleported to another continent—this twenty-sided die, currently in the possession one time to a knights’ tournament on the Namiriti Plains of Trec- of the gypsy caravans of The Traveling Show. It is toyri’s Ominara—where the Black Knight’s full power is re- while a party of adventurers is commiserating with vealed in an epic battle that rips a hole in space that returns these friendly folk on the road that the magic of the the adventurers to their home lands, albeit far to the west in Polysabie, and thus the Black Knight, strikes… the village of Feiknstafir. Chapter 1: A Game on the Road The game begins as the PCs are traveling on the The Great Road that runs through much of central Grethad- nis—in this case, within the borders of Yawvil’s Realm. Here inside of the ancient wizard’s territory there are no truly great threats, making it an ideal place for adventurers to begin their careers. That is not say that there aren’t any dangers in these lands however, and there are still many perils amid the peaceful forests and fields! In addition to the various encounters listed under “Finding Grualroth’s Rot” and “Minor Quests”, the party is bound to have one encounter each day as they travel through this area. Roll 1d100 to determine what the adventurers come across: 1-20—boarB1, 21-40—constrictorSample snakeB1, 41-60— file giant spiderB1, 61-80—wolverineB1, 81-100— 1d4+1 bandits (CN human warrior 2; BanditGMG). Minor Quests The following minor quests can be completed throughout The Black Knight. Ghost in the Mines: The Apprentice has become aware of a ghost that wanders the Carrab Mines southeast of Hertmie in the Grondov Mountains. A DC 10 Diplomacy check to gather information makes the adventurers aware that the head of the local government is in need of someone to take the undead to task, and a DC 11 Knowledge (religion) check recognizes that the creature’s attributes resemble a quite different monster: a shadowB1. Caprico Carrab is inebriated in the Resting Pick Tavern and can be convinced to help with clearing out the mines with a DC 7 Diplomacy check (or a night of shared drinks). Orc Raiders in the Hills: A smattering of orc warriors have staked out a small territory in the hills leading to the Grondov Mountains, not far from the Carrab Mines. All told they aren’t too great in number, but the 6 orcsB1 (CE orc warrior 1) aren’t the real threat, their leader is: Booga (CE Female orc fighter 3; Orc Sergeant- MC) is overly aggressive and downright reckless but makes up for her brashness with prodigious strength. Hertmie and Villagoko reward the adventuring group that routs the monstrous threat with 200 gold each, and The Apprentice even gifts the victors with a minor wondrous itemUE or lesser magic ringUE. Villagoko’s Politic: While The Apprentice (LN Male human commoner 2/wizard 3; HedgeWizardGMG) runs the day-to-day operations in Yawvil’s Realm and generally sees that the region runs smoothly, the bureau of officials in Villagoko have chafed under his leadership for too long and want a measure of independence. The PCs can take either side in the mounting conflict—either as peaceful mediators for The Apprentice, or to help the bureaucrats of Villagoko in an insurrection 7 against entrenched rule. POLYSABIE (Artifact) After some time journeying through Yawvil’s Realm Aura overwhelming universal; CL 20th the PCs come upon a small caravan of gypsies ei- Slot none; Weight 1 lb. ther on or on their way to The Great Road. DESCRIPTION This curious metallic black die has twenty sides, each of The lightly plucked strings of a lute carry across which is etched with a backwards numeral. It is surpris- the wind and to your ears, followed soon after ingly heavy for its size and the faces of it often change, by the lilting pitch of a flute joined by a cymbals shifting in both contrast and saturation. and a growing coterie of instruments. You can The Polysabie is activated as soon as a creature rolls see the source of the music before too long as its fateful roll (which occurs on the roll after being rolled a wagon rises over the crest of a nearby hill, its 1d20+5 times) at which point they consult Table: Polysabie brightly colored flags and gaudily painted walls Effects as a wave of gray energy roils out in a 100-ft.-ra- trailed by three similarly garbed vehicles. Hu- dius. The permanent and irreversible effects bestowed mans, half-breeds, and even a few small folk by this artifact are put upon the very soul of the creature ride atop and within them, waving to you with that rolls it, as well as 2d10+5 creatures in a 100-ft.-radius mirthful smiles as they notice your party. (though the GM rolls in secret individually for what effects each creature suffers; creatures with the highest hit dice This particular troupe are the Vyrystavyas, famed are affected first). for their generosity and love of gambling. A DC Any attempt to attack the Polysabie or stop the roll 9 Knowledge (local) check is enough to know from occurring (such as grabbing it out of the air or catch- that not only are they incredibly fond of games of ing it in one’s cap) requires a melee touch attack roll with chance, but also that the current generation are a natural roll of 20. No amount of magic, or even death, notorious suckers with terrible luck. Regardless, can alter the outcome of the Polysabie in any way (either the Vyrystavyas still insist upon sharing food and during the act of using it or afterward, save for the excep- drink with the adventurers, and to roll a few dice. tion of defeating the Black Knight). Any effect with a caster Unfortunately for everyone nearby, one of the level uses the creature’s hit die as its caster level. gypsies unknowingly carries the Polysabie and its After its fateful roll, the Polysabie‘s weight increas- fateful roll finally comes only once the party gets es to 20 lbs. and the Black Knight is conjured somewhere involved. within 3 miles. When the Black Knight is defeated, the Polysabie disappears to another continent and teleports As you settle down to enjoy an evening playing all creatures within 100 ft. of it, as well as any creature dice the gypsies, one of them exclaims, “BySample the who has file dealt damage to the Black Knight’s latest incar- light of Aleana, what’s that?!” As she cries out, nation, to another continent (no save). one of the dice poured out onto the table rocks Note When using the Polysabie with an explosion of gray energy, bowling into near large numbers of you and your companions with enough force to NPCs, the GM knock you back and set your teeth chattering. should simply assign them When the Polysabie activates, the artifact wash- effects from es the area nearby in a wave of foreboding gray the energy that chills everyone within a 100-ft. radi- Polysabie us to the bone and causes them to visibly shiver. Effects The eldest member of the Vyrystavya gypsies (an table old man named Vorski) cries out, warning that his rather grandfather had seen such a thing and that the than unstoppable Black Knight must be nearby! He be- roll seeches the PCs to stop the legendary terror, of- for fering each of them a potion of cure light wounds each for taking on the task. Whether or not they accept NPC in the challenge, they’ll meet the myth soon enough the area as he seeks the party out instead. The of effect. gypsies refuse to move from the spot, gathering together inside their wagons for safety until they know the danger has 8 passed. TABLE: POLYSABIE EFFECTS d20 Effect 1 Whenever the opportunity presents itself, you are compelled to capture birds of flight and test their carrying capacity us- ing exotic fruits. A DC 15 Will save allows you to resist the temptation, though it never overwhelms you more than once in a day. 2 You must make a DC 15 Will save each day upon waking or be compelled to spend at least 1 hour looking for a shrub- bery. 3 When you reach a settlement new to you, there is a 33% chance that the populace believe you are a witch (depending on locale, this may or may not lead to persecution or discrimination). 4 A troupe of 1d4+2 amateur performers (NG human commoner 1; Perform +1) appear from thin air and follow you around as you travel, singing your praise as well as what you are doing at any given time. A DC 20 Bluff, Diplomacy, or Intimi- date check convinces them to stay away from you or stop performing for 10 minutes. 5 When you walk or run, an explicable noise of galloping hooves (or perhaps percussionist coconut shells) accompanies you (DC 15 Will save negates for a number of minutes equal to CL). 6 When you hear the word “knee” you are stunned for 1 round (Fort DC 15) and visibly frightened (no save). 7 You become obsessed with the distribution of political power in Grethadnis, erupting into a tirade of how to properly im- plement a rotating executive role within an anarcho-syndicalist commune every 1d6 hours should you fail a DC 15 Will save. Each rant lasts at least 20 minutes plus your character level. 8 No matter how impressive your accomplishments are, you are never initially credited for them (almost as though you were never there). Upon insistence or sharing physical evidence, you can easily convince someone of your part in the deeds in question. 9 Every night when you sleep you dream of being a guest at a castle filled with creatures of a form and manner you are attracted to, all of which insist on being “punished” in a fashion you would actually find most enjoyable. However, just before you can make good on any such activity, you wake up. The whole thing weighs heavily on your mind and you take a -1 penalty to Will saves. 10 Every 1d4 days, a crazy, dirty old man randomly appears nearby and strikes up an odd, cryptic conversation with you before inexplicably disappearing immediately thereafter. 11 Every 1d6 hours you must make a DC 15 Will save or break out into song. 12 You appear to be on the verge of death at all times. This has no effect on you physically or mentally, but you take a -1 circumstance penalty to all social skill checks against anyone who can see you. 13 When you are attempting to infiltrate or assaultSample a fortification fileor settlement, you are compelled to do so by crafting an enormous wooden animal and hiding yourself or your forces within it (DC 15 Will save negates). Should you fail a DC 12 Intelligence check, you and your forces forget to hide inside it when you push it up to the target of your operation. 14 No matter how often or rigorously you clean yourself and your equipment, you are perpetually dirty and smell ever so slightly of feces (Cleaning with at least one gallon of water negates this effect for 10 minutes per CL). 15 When a fight breaks out there is a 30% chance that you miraculously grow 2 extra heads, each of which argues with every action you take. These heads have no in-game effects other than being very annoying, though they cannot be removed any more safely than your normal head could. 16 When you would be reduced to exactly 1 hp by a weapon attack, the damage from the attack that lowered your hp is negated but one of your limbs is hacked off and you take 1d4 bleed damage instead. If this was a leg you take a -10 ft. penalty to base speed. 17 Whenever you hear the phrase “her ring” you are stunned for 1 round (Fort DC 15) and visibly frightened (no save). 18 When referring to past events, deeds, and accomplishments, you refer to them as numbered scenes (no save). For example: “In Scene 12 when we entered the tavern in Hertmie, the bard there played a fine tune.” 19 You gain the ability to impose a -1 penalty on any attack roll, saving throw, or skill check made by one creature within 30 ft. as an immediate action once per day. The next attack roll, saving throw, or skill check (made by that creature or one of its allies) gains a +1 luck bonus. 20 You gain a +1 luck bonus on any attack roll, saving throw, or skill check made by you as an immediate action once per day. The next attack roll, saving throw, or skill check (made by you or an ally) takes a -1 penalty. DESTRUCTION The Black Knight must be defeated on each of the three continents of Veranthea, causing the Polysabie to crumble to dust and permanently ending the effects it imposes on creatures that have rolled it. However, both the cursed creature and the Polysabie are conjured once more 100 years 9 later and no force in the universe can truly bring an end to either. Dante Taisykles, the Black Knight Dante Taisykles had earned the title of the Black Knight early in his career on the battlefield, the only warrior other than Yawvil to strike a killing blow on a jabberwock and live to tell the tale, named for the scorched helmet he continued to wear long after the creature charred it ebon. Born in Grethadnis centuries ago in 390 AV the noble knight witnessed atrocities by creatures and men in the Jabberwar’s decline but as more visitors from other continents arrived on the Fair Continent’s shores he found his mettle to continue shedding blood had waned—replaced instead by an adventurous need for discovery. Forsaking the throne of the Radross Empire to his younger sister Parriana and abandoning the glories he’d earned in battle, Dante took to the Doryhanna Ocean aboard a merchant vessel, reaching Urethiel on his 20th birthday. The Enchanted Continent was in a state of prosperity and more mundane than it is today yet even so far from home, the Black Knight could not escape conflict. All over Urethiel he confronted evil, righted wrongs, and otherwise became embroiled in fighting for just causes for 3 years of violence as he walked the land from end to end. As he returned from the lands of pengu in the distant north, at the base of the Wheels of Wunai he witnessed a vision from his ancestors. They bid Dante to travel to yet another of Veranthea’s continents, a distant realm called Trectoyri—but to journey beneath the ocean, not across it. It took less than a year of searching for the Black Knight (a popular figure what with his strange armor and weaponry) to find a suitable guide for subterranean travel, hiring a dwarf named Taro Grinflask for the expedition. Dante, the stout spelunker, and a dozen other adventurers set off beneath the surface for what became a decade long trip through the hell known as the Forever Dark. Over the years theSample horrors of the file world beneath Veranthea claimed every other member of the group—the widely traveled Fesko Brandlehill was transformed into a freakish monster and lost in the Fleshmazes, a forever crow petrified the Ba-Rao Brothers during a shortcut through the Deep Tunnels, Eskari the dragonii sacrificed herself to distract a mongreldragon, and a host of others found in the endless passages but doomed never to escape—save for the Black Knight and Taro Grinflask. Dante and his guide emerged in Trectoyri near the elven forests of Imoen. Seeking answers he remained with the high mages of the forest and bid the dwarf farewell, but the the Black Knight’s research came to a quick and brutal end in 424 AV as The Scarring tore into Grethadnis. Ensconced in a divining ritual as mythic power surged a font of wild magic across the planet from Arcanalus’ strike to part the raging bout between Wealbrens and Herastreath. Dante’s body, memories, and soul fused with his armor and contracted into the Polysabie (a resonant artifact that parallels the Fair Continent’s Polydracte) as assassins of the Unwanted Revenge murdered his minders, destroying any chance of his salvation. The powerful trinket was taken by one of the despicable killers and the Black Knight along with it, emerging in Grethadnis upon its first fateful roll and trapped in exactly what Dante spent his life trying to overcome: a repeating cycle of 10 violence destined to never truly end. Chapter 2: None Shall Pass! 1d4 hours after the party experienced the Polysabie’s fateful roll, the party comes across or is approached by a lone warrior covered in chainmail, an ebony helmet covering everything but his eyes: the Black Knight.

Striking an imposing figure with his shoulders squared is a warrior carrying a sword in one hand and large steel shield in the other. Both its accouterments and the chain shirt it wears are black as night, but most stunning is the deep ebony of the simple visored helmet atop its head. He sets the sword standing on the ground, point- down, and says in a deep and disturbing voice that echoes all around you, “None shall pass!”

The Black Knight is compelled to fight the PCs (or anyone affected by thePolysabie ), and should they choose to simply go around it or in the opposite direction, the Black Knight follows after them (all the way to the coast of the continent if required) until it is engaged in combat. THE BLACK KNIGHT (Grethadnis) CR 3—XP 800 N Medium aberration Init +2; Senses darkvision 60 ft., scent; Perception +9 DEFENSE SPECIAL ABILITIES AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 Challenging Glare (Ex) As an immediate action, the shield) Black Knight stares down one creature within 100 ft., hp 30 (4d8+12) forcing them to only take only a move action each Fort +3, Ref +3, Will +6 round they are not attacking the Black Knight. A DC Defensive Abilities moving target; DR 2/magic; 14 Will save negates this effect until the beginning of Immune bleed, disease, poison; Resist cold 5, fire 5; the creature’s next turn. This is a mind-affecting effect. SR 9 The saving throw DC is Charisma-based. Weaknesses dismembering body Dismembering Body (Ex) As the Black Knight takes OFFENSE damage, it gradually loses limbs. When reduced to 23 Speed 40 ft. hp, one of its arms falls off (lowering its AC by -2 and Melee mwk longsword +8 (1d8+4, Crit 19-20/x2) or leaving it only with a longsword attack), when reduced mwk longsword +6 (1d8+4, Crit 19-20/x2) and shield to 15 hp another arm is lost (leaving the Black Knight bash +6 (1d4+2) or headbutt +7 (2d6+6) Samplewith file only its headbutt attack), when reduced to 10 hp Special Attacks challenging glare (DC 14 Will save), one of its legs is removed (lowering its base speed to exceptional reach, teasing insults 25 ft.), and when reduced to 5 hp the last of its legs is Spell-Like Abilities (CL 4th; concentration +6) removed (lowering its base speed to 10 ft.). At 0 hp, 1/day—bane, see invisibility the Black Knight dies. TACTICS Exceptional Reach (Ex) On any turn the Black Knight Before Combat The Black Knight (Grethadnis) stands does not make any attacks, its reach increases by impassively, barring any movement forward and insist- +15 feet. ing that, “none shall pass.” Moving Target (Ex) The Black Knight’s reflexes are During Combat The Black Knight (Grethadnis) lashes incredible; it may deflect two ranged attacks per round out at the nearest opponent, using its sword and shield as though using the Deflect Arrows feat (though the attacks until (literally) disarmed. Black Knight does not require any free hands when STATISTICS doing so). Str 18, Dex 15, Con 14, Int 12, Wis 15, Cha 11 Teasing Insults (Ex) The Black Knight endlessly be- Base Atk +3; CMB +7; CMD 18 rates enemies that have caused it to lose one or more Feats Improved Shield Bash, ToughnessB, Two-Weap- limbs. Each round as a free action, the Black Knight on Fighting chooses one creature within 50 ft. who has caused its Skills Acrobatics +9, Intimidate +11, Perception +9, dismembering body to activate and calls them offen- Sense Motive +10, Survival +9; Racial Modifiers +4 sive things or insults their combat ability, imposing a Intimidate, +4 Sense Motive -2 morale penalty to attack rolls, damage Languages Common rolls, skill checks, saving throws, CMB, SQ no breath CMD, and AC for 1 round. Combat Gear mwk chain shirt, mwk heavy steel 11 shield, mwk longsword, black helmet Have At Thee! As is appropriate for Veranthea, the Black Knight is a truly lethal opponent and parties that find the dice have it in for them may not fare well against him if they aren’t careful (and sometimes even if they are). The GM should be wary of interfering in these fights but if it looks like a PC is about to die the various NPCs in any given encounter (be it the Varystavya gypsies in Grethadnis, the farmers or ratfolk in Urethiel, or the knights and spectators in Trectoyri) can briefly provide just enough indirect assistance—not engaging the Black Knight—to deliver apotion of cure light wounds, cause a distraction to catch the cursed warrior’s attention, or otherwise help the adven- turers. Note that this should only occur as a last resort; PCs that think the world will fall into their lap become reckless, lose focus, and have diminished interest in the game the more the dramatic tension of the combat dissolves. For the game to be as big as it ought to be for Veranthea, the group truly needs to feel like they have overcome an incredibly difficult obstacle so if they need an extra hand-up, give it to them, but only do so if you have to. Besides, what’s glory without a fair bit of danger and risk? Development After the party has finally “killed” the creature, it and thePolysabie tear open a hole in space that drags all crea- tures nearby to Urethiel.

As the ranting tirade of the Black Knight comes to an abrupt end and it gurgles its last breath, the body dissipates into a gray-blue mist. The vapor rapidly flows outward in all directions before snapping back in, drawing everything nearby into a rift in space!

Sample file

12 Chapter 3: Unfamiliar Urethiel The Polysabie and Black Knight are nowhere to be found when the PCs are teleported to Urethiel, but as the Enchanted Continent is no stranger to the peculiarities and anomalies magic can cause, none of the farmers or peasants in the fields of Verentai pay the party any mind when they appear from out of nowhere.

With a snap of thunder and flash of light, your body briefly exits and reenters existence. Immediately you notice that this part of the realm is unfamiliar to you and though there are witnesses to your strange arrival, none of them pay you great mind. The language they casually speak to one another in is strange as well, and you get the unnerving sense that you may be quite far from home.

The party lands in the realm of His Golden Per- sonage of Fortitude, southwest of Gao Feng (across the Wu Ha Sea) in the middle of a large plot of rice paddies. Though it is imme- diately clear that the technology here is old and culture markedly different (particularly by the meticulous arrangement of fields, clothing of the locals, and their strange but familiar and understandable tongue) it could otherwise be Grethadnis. A DC 8 Knowledge (geography) or Knowledge (nature) check reveals that it is certainly not the continent of their birth, though any druid or ranger immediately automatically makes the check.

Living in a prosperous country, the local farmers are sympathetic to the PCs and explain where they are. Unexpected teleportations are not un- heard of, and it is customary to offer shelter and sustenance to displaced travelers. The partic- ular folks the party intrudes upon are Jiro and Sample Haitsufile Sakautta (CN Male human commoner 2; Pig FarmerNPC), and though they are generous and polite regardless of how the adventurer’s behave themselves, in the morning their hosts ask the PCs for help with some local trouble- makers: the Shadouratto. The gang of thieves has been skulking across the region by day, extorting farmers at sunset and fleeing in the night to rest in the farmhouses of less scrupulous commoners willing to take a bribe and im- munity from the scheme. Recently one of the Sakauttas’ close friends, Keiko Roddu (NG Female human commoner 5; PilgrimGMG), has worked herself into the confidence of the Shadouratto and the vagabonds are soon to utilize her farmstead as a place of hiding. With how slow to act the soldiers of Verentai have been in the past, Jiro and Haitsu want the adventurers to rout the bandits and put an end to their troubles. They have little more to offer than old family heirlooms (a light wooden shield and a dagger), but promise their eternal gratitude as well. What the farmers don’t realize is that the bandits are cunning ratfolk! Their leader Niszuhas been us- ing a cap of human guiseARG to put the ruse on and their natural affinity for hiding has let her lackeys remain a mystery (all 3 ratfolk use the same statistics: N Male ratfolk rogue 2; Ratfolk TinkererMC). An hour after sunset Jiro and Haitsu lead the PCs to Roddu’s farm, utilizing light and negate aroma as spell-like abilities (acting as though it were as natural and normal as breathing or riding a horse. Unfortunately for the adventurers, the Shadouratto have obtained the Polysabie and its fateful roll comes when the PCs approach the farm house. 13 The bandits within this modest barn speak quickly to one another, making their hushed and muffled voices loud enough to hear from just outside the building’s walls. There’s a curious percussion of some kind between them, and concentrating, you quickly realize that the most likely source of the sound is a die roll! Before you can retreat or stop the artifact from its fateful roll, a gray explosion and wave of energy slams into each of you, filling you with a sense of dread for what may come next.

After the combat has ended the PCs reach 2nd level and regardless of how the encoun- ter with the Shadouratto resolves (the ratfolk begin with a Hostile attitude, aside from Niszu who is Unfriendly, so it is possible to talk them into leaving this area of Verentai with- out bloodshed), the Black Knight returns once more. If the ratfolk have been won over they distract the ebon warrior and offer the party aid, but they do not engage him directly.

Sample file

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