Journey to Fort Rannick Fleshed out


Rise of the Runelords

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I've spent a bunch of time fleshing out a very detailed set of potential overland encounters for the journey to Fort Rannick and dividing the journey into various legs. I thought I'd post the work here in case anyone wants to make use of it.

Part #1, Trip Overview

Note: The times assume that characters are travelling on foot based on characters with a move speed of 30.' Random encounters are divided into two categories. The first are "traveller encounters," which are encounters with folk on the road during the day. For the most part they are intended as rp encounters. The second are the more standard monster type encounters, which will pretty much always result in combat. When an encounter is called for during the day the GM rolls to see if it is a traveler encounter or a monster encounter based on the percentage chance given for the specific leg of the journey, as described below. At night encounters are always monster encounters.

Journey to Turtleback Ferry Overview

Weather: Consult table on p. 439. Roll once and then roll 1d6 to determine how many days the weather stays the same before a new check on the table is required. It is late in fall when the party leaves. There are fewer folk travelling, as most people are settling in for the winter.

• Magnimar- Sandpoint (2 days)
2 chances of an encounter per day (25%), 1 chance per night
(15%). Use Varisian lowlands encounter table. During the day there is a 70% chance that an encounter is a traveler encounter.

• Sandpoint along the trade road to Wartle (4 days)
This portion of the journey is fairly safe. The trade road is well travelled and in fair condition. However, given that winter is approaching there are fewer travelers now than in the summer. 2 chances of an encounter per day (25%), 1 chance per night (15%). Use Varisian lowlands encounter table. During the day 70% chance of a traveler encounter.

• Wartle to Whistledown (5 days)
The first 3 days of this journey is the most dangerous as the trade road skirts the Sanos forest on one side and the Mushfens on the other (1 per day 25%, and 1 per night 25%) The second 2 days the trade road follows close to the river and the fens (1 per day 20% and 1 per night 20%). Use Sanos forest or Mush Fen encounter tables. During the day 40% chance of a traveler encounter.

• Whistledown north to the Sanos forest (4 days)
The trail here is not well used. The second two days the trail travels close to the Shimmerglens. There will be few encounters with travelers on the road for this leg of the journey. At the end of this leg of the trip they will arrive at a lumber camp that is in the midst of packing up for the season. (1 per day 20% and 1 per night 25%).
During the day 30% chance of a traveler encounter

• The Sanos Forest (2-4 days)
The trail here is not well used, and if they have a wagon they may encounter deadfalls that require clearing before they can move on.
(1 per day 25% and 1 per night 30%). During the day there is a 25% chance that an encounter is a traveler encounter.


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Traveler Encounters

These encounters can be used during any leg of the journey. They are intended to only be used once, so if one is rolled a second time re-roll until you get a new one.

1. Merchants: Aldo Ulster and his brother Vardo are two successful merchants from Magnimar that are making their way back to Magnimar for the winter. They have two wagons drawn by horse, 6 guards (on foot) and 2 outriders. They are transporting cloth, cheese, wine and some metal goods. They happen to have a magical cloak of resistance +2. They have had it for a while and have been having difficulty selling it. They are willing to part with the cloak for 3000 gp (instead of 4000), and may even be bargained down to 2,500 (opposed diplomacy). They paid 2000 for it, so they won’t go less than 2,500. They won’t offer the cloak for sale until they have a sense of whether they can trust that the heroes won’t try to rob them. They can tell them that the King of Korvosa is said to be ill, and may face death.

2. Peasants: This encounter will only occur within a day of a town. Otherwise reroll. Farmer Marcus and his son Wilber are taking a cartload of firewood to town to sell to the local Innkeeper. They don’t want any trouble, but the wagon wheel on the cart got stuck in a rut and they could use help getting it out. If the party helps them they will ask if they can travel the rest of the way to town with them, and Farmer Marcus will spread the word of their good deed, which will get them a free meal and drink at the Inn.

3. Fugitive: They will spot a man up the road. He will see them as well and run off to hide in a nearby copse of trees- about 50 m from the road. If the heroes call out to him or try to parlay. He will say his a name is Rosten (It is actually Samwell). He will claim to have been a peddler from Magnimar who was captured by slavers and escaped. He is lying. He is actually a fugitive from the nearest town. He is a blacksmith who killed a man named Gregor in a drunken barfight. After realizing what he’d done he fled into the night.

4. Mercenaries: These 11 men are on their way to Korvosa. The heroes see them taking lunch and getting water from a nearby stream. They call themselves the Heralds of Gorum. Their leader Kelmer of Taldor is a warpriest of Gorum (level 6). He rides a warhorse. His men are all 4th level warriors (use Hellknight Armiger stats) and they travel on foot. He will try to recruit any of the adventurers he can to join his band and travel to Korvosa.

5. Performers: This group of 5 halflings (3 females and 2 males) are acrobats and jugglers on their way to Magnimar. They are each level 3 experts with 16 dex and skill focus feats in perform and acrobatics (+12 to perform and acrobatics). They call themselves “The Famous and Amazing Wallingas". They travel with a human bodyguard named Borst (human warrior 6) and a human man named Damien who is their somewhat sleazy manager. They have two pack mules. Damien will offer to have the Wallingas perform a quick show for them for 5 silver. If they spend any time interacting with them they will note that Damien is not very nice to the halfings. One of the Wallingas (Corin) has a black eye (Damien recently punched him when he messed up a trick during practice), though he will say he was hit with juggling ball. The Wallingas don’t like being abused by their manager, but they also feel like they need Damien (they probably don’t but their self-esteem isn’t as a good as it could be).

6. Varisians: This band of Varisians consists of 5 families and 5 wagons. A pregnant Varisian woman (Iylsa) has taken quite ill with a high fever, and herbal remedies have failed to cure her. Iylsa’s husband Bardo (leader of the band) will wish to know if the party has a healer in the group that can cure his wife.

7. Hell Knight Armigers: These 4 hellknights are members of the Order of the Nail that have yet to be fully knighted. They are currently pursuing Samwell the fugitive and believe was travelling the road. They can tell them to keep a lookout for him. They are led by Sir Benedict Pelgrave. Each of the men is mounted on a warhorse. They have heard that the King of Korvosa has taken ill, and they anticipate that if he does die in the near future there will be unrest in the city and opportunities for mercenaries.

8. Con Artists: Shiela and her husband Rufus are a pair of con artists from Korvosa. They recently made a few enemies in that city and decided to make a hasty departure. They are on their way to Magnimar with the current intent of scamming more coin. They are in the process of selling false potions. Sheila is a level 2 sorceress who knows the Magic Aura spell and the skill focus bluff feat (bluff +8). Rufus is a level 5 rogue (bluff +9). She makes fake potions that she casts magic aura on and sells to adventurers, merchants and the like.

They claim that 1 day ago they came upon the body of traveller who had been ravaged been killed by arrows. His body had been looted, but they found a potion in a bush right near his body. They presume he had dropped it, and his attacker hadn’t noticed it. Rufus explains that his wife has some magical training and has been able to confirm that it is a powerful healing potion (cure serious wounds CL 5). Although it could be of use to them, they are trying to earn money for a voyage to Absolom to see find Shiela’s family. They offer to sell the potion for 100gp (standard price is 750). The potion is fake and has a magic aura spell cast on it. A caster trying to identify the potion with spellcraft cand detect magic can do so with a DC 20 check. A caster who uses an indentify spell will realize it is false. If they are caught they will claim ignorance (like we told you, we found the potion, we had no idea it was a fake). If they are caught in their lies they try to flee, and if that is not possible they surrender and beg for mercy. The won’t try to fight the heroes.

9. Dwarves from Janderhoff: This group consists of 9 dwarven warriors (level 3) and their leader Belgrin Ironmonger (expert 3/warrior 4). Belgrin is reputable dwarven merchant from Janderhoff who trades in metal goods. These dwarves are searching for Ronak’s father who they have heard is currently living in a town called Sandpoint. They bring news that Ronak’s grandfather has died.

10. Bard and son: They encounter a Varisian man named The Fabulous Rasputin (human, expert 5, age 33). He travels with his son Jorg (age 15). They are on their way to Sandpoint to see its playhouse and visit and entertain Madame Mvashti. Rasputin has travelled the region extensively. He has heard rumors of murders in both Sandpoint and Magnimar and wants to make sure that Madame Mvashti is well. He has also performed at the Paradise Barge in Turtleback Ferry and has met Lucrecia. He highly recommends it (just setting eyes on Lucretia is well worth it). He received Sihedron rune tattoo. He tells them to beware of the Sanos forest. On his journey back from Turtleback Ferry something happened to him- he believes he and his son were targeted by faeries and were each shot by a poison dart. They woke up missing several valuables (mostly jewelry and coin) and there was no sign of the trail (the fey had moved them). They spent several days lost in the woods and were almost killed by an owl bear whose den just “happened” to be very close to where they awoke.

11. Mumford and sons: A grizzled ranger from Ilsurian named Mumford (human, ranger 6) travels the road with his sons Lorne (human ranger 1, age 17) and Deek (human ranger 1, age 16). They are keeping on eye out for dangers and wish to know if the characters have encountered anything dangerous in their travels.

12. Duelist: A lone swordswoman named Ryanna is travelling towards Magnimar. She has trained with Vencarlo in Korvosa and is eager to challenge anyone in the party who fancies himself as a skilled swordsman to a friendly duel. She will want to duel to first blood, and she will wish to make it interesting by placing a wager of 50 gp


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Varisian Lowland, Monster encounters

1. Goblin Pack: This pack of 12 goblins and 6 goblin dogs is led by 2 goblin commandos mounted on goblin dogs. Ideally they will ambush adventurers from a copse of trees. Attacking first with bows then sending in the dogs and moving in on foot. Their morale is not high and as soon as the battle starts to turn against them they flee. Any goblin or goblin dog that gets injured flees.

2. Worgs: a pack of 6 worgs catches the scent of the party and starts to hunt them. The worgs will keep their distance initially, howling and trying to intimidate their prey. Eventually they will close and try to encircle the heroes. Any worg reduced to half hp or lower flees, and if more than two of the worgs are killed the remainder flee. If it is night time they will try to stealth up to the camp. 2 will try to make a surprise attack against whoever is on watch while the remaining worgs leap out of the darkness to pounce on those who are asleep.

3. Bandits: A gang of 10 bandits attempts to ambush the party from a copse of trees and large rocks. 6 of the bandits have bows, but they will engage in melee if they must. The bandits are fairly desperate, but don’t want to die. They will flee or surrender if reduced to half hp or lower, and if more than 4 bandits are killed the remainder retreat regardless of their health. The bandits only attack during the day, so reroll if this encounter occurs at night. They have camp in the wilderness about 2 miles from where they ambush the party.

4. Trolls (1d6): A pack of 1d6 trolls attacks the party. The trolls are ravenous and relatively fearless. However if a troll takes 30 or more points of fire or acid damage it flees. They come howling out of the darkness (if at night) or the morning mist if the encounter is rolled during the day. They begin about 60' away from the party.

5. Bugbears: This gang of 6 bugbears only attack at night. They are more interested in terrorizing the party than overwhelming them right away. Two of bugbears attempt to sneak up on whoever is on watch. They will watch the camp from the darkness for some time, and wait until one of the physically weaker looking characters is on watch duty before they strike. If they make their stealth checks, one will attempt to grapple the character on watch from behind and put a hand over his mouth to keep him from shouting out. A second bugbear will aid him (aid other action). They will then attempt to pin him and then drag him away from the camp (about 80’) to where 4 more bugbears are waiting. At this point they will attempt to quietly murder the character- preferably by piling onto him and performing a coup-de-grace. They will then loot and mutilate the body- eating a bunch of it, and quietly return it to the camp for the victim’s companions to find. Next they spread out around the camp, and once they are in position they start approaching. They begin howling and yowling, and when the rest of the party awakes and sees their dead companion they charge in to kill the remainder of the party while they are distracted and likely unready for an assault. The bugbears will retreat as soon as the battle turns against them. They flee in different directions, but have set up a rendezvous spot near a big old tree about ¼ of mile from the party’s camp.

6. Wyvern(s): 1d2 wyverns attacks the heroes from the sky. The wyverns hunt during the day; reroll if this encounter is rolled at night. They are hungry and searching for food. Each one will attempt to carry a PC off and sting him to death in the air or drop him and then collect the body to eat back at their nest, which is located in the mush fens. They aren’t interested in fighting to the death and a wyvern will retreat if reduced to less than 40 hp.

7. Werewolves: 3 werewolves and 2 dire wolves attack the party’s camp at night. They try to sneak up on the adventurers. 1 of the werewolves and 1 of the dire wolves will attack whoever is on watch, while the rest try to take out the sleeping party members. Reroll if rolled during the day. A werewolf flees if reduced to less than 20 hp, and the dire wolves flee only if the werewolves do.

8. Wights: A pack of 2d4 wights attack the party’s camp at night. Reroll if rolled during the day. They attempt to use stealth to close in on the camp. They will all charge out of the darkness at once; two of them will target whoever is on watch duty, while the remainder lunge at the sleeping heroes (who are probably in their bedrolls, since it is cold). The wights fight to the death.

9. Hill giant(s): 1d2 hill giants see the party as they crest a hill. They throw rocks first, but will move to close into melee with their clubs. If a hill giant is reduced to less than 50 hp it flees. These hill giants are ill trained scouts that have been sent down into the lowlands to do recon for the giants of the storval plateau. They don’t, however, know the location of the giants main fortress.

10. Gorgon: As the PCs walk along the trail, they notice a small rocky to their left with a number of big boulders near it (60’ away). The gorgon emerges from behind the rocks, paws the ground, snorts and then charges to attack the nearest PC. It will retreat if reduced to fewer than 30 hp.


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Lost Coast Road Bandit, CR ½, 200 xp
Human warrior 2 CN Medium humanoid
Init +2; Senses Perception –1

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)
hp 11 (2d10)
Fort +3, Ref +2, Will –1

OFFENSE
Speed 30 ft.
Melee rapier +3 (1d6+1/18–20) or sap +3 (1d6+1 nonlethal)
Ranged composite longbow +4 (1d8+1/×3)

STATISTICS
Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Point Blank Shot
Skills Climb +4, Handle Animal +3, Intimidate +3, Ride +5, Stealth +2
Languages Common

Gear studded leather, buckler, composite longbow (+1 Str) with 20 arrows, rapier, sap, light horse (combat trained)


Hellknight Armigers, Warrior 3, LN or LE, medium humanoid (human)
Init +1, Senses: Perception +2 Languages: common

AC 18, touch 11 flat-footed 18 (+6 armour, +2 shield)
hp 24 (3d10+6)

Fort +4, Ref +2, Will +4
Spd 20’

Melee: +6 MW Longsword (1d8+2, Crit 19-20 x 2)
Mounted Melee: +7 (1d8+2, Cirt 19-20 x 2)
Mounted Lance Charge: +8 (1d8+3 damage doubled, Crit x3)
Ranged: Heavy Crossbow +4/1d10

Base Atk +3; CMB +5, CMD 16
Abilities Str 14, Dex 10, Con 13, Int 10, Wis 12, Cha 12
Feats: mounted combat, toughness, iron will
Skills: Intimidate (2) +6, Handle Animal (1) +5, Knowledge (Geography) (1) +1, Perception (1) +2, Ride (2) -2, Survival (2) +3
Possessions: chain mail, heavy steel shield, MW longsword, dagger, heavy crossbow, lance


Heavy Warhorse, N Large animal, CR 2 (600 xp)
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 18, touch 11, flat-footed 16 (+6 armour, +2 Dex, +1 natural –1 size)
hp 30 (3d8+15)
Fort +8, Ref +5, Will +2

OFFENSE
Speed 50 ft.
Melee: 2 hooves +7 (1d6+5) and bite +2 (1d4+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 14, Con 20, Int 2, Wis 13, Cha 8
Base Atk +2; CMB +8; CMD 20 (24 vs. trip)
Feats: Endurance, Run
Skills: Perception +6
Gear: Chainmail barding, saddle, horseshoes


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Mush Fen Encounters
As winter is rapidly approaching, many of the mush fens predators have dug in for the winter. Thus the fens are somewhat less dangerous than they would be in the summer. That being said…

1. (3d4 or 6) Boggards: As the cold of winter moves in boggards seal themselves in their mounds dig into the mud. They then go into a form of hibernation and thaw out in the spring. These boggards are out doing a last bit of hunting for their tribe before winter sets in. The boggards hide in the reeds alongside the trail. As the PCs come by they attack. Three of them use their croak power in the first round, while the other three hurl javelins. On the second round if there are still PCs who aren’t shaken or frightened they switch, and the second three croak while the first three hurl javelins. When in the reeds they have 20% concealment. They then emerge from the reeds to attack any PCs who have not fled. Once two or more of the boggards are killed the rest retreat back into the fens.

2. Goblin Pack: This pack of 12 goblins and 6 goblin dogs is led by 2 goblin commandos mounted on goblin dogs. Ideally they will ambush adventurers from the cover of reeds at the edge of the swamp. Attacking first with bows then sending in the dogs and moving in on foot. Their morale is not high and as soon as the battle starts to turn against them they flee. Any goblin or goblin dog that gets injured flees.

3. Bandits: A gang of 10 bandits attempts to ambush from the cover of reeds growing at the edge of the fens near the trade road. 6 of the bandits have bows, but they will engage in melee if they must. The bandits are fairly desperate, but don’t want to die. They will flee or surrender if reduced to half hp or lower, and if more than 4 bandits are killed the remainder retreat regardless of their health. The bandits only attack during the day, so reroll if this encounter occurs at night. They have a camp in the wilderness about 2 miles from where they ambush the party.

4. 2d6 Ghouls: As dark approaches and the PCs look to make camp, the heroes come across a pack of 2d6 ghouls who are busy feasting on a dead deer near the edge of the fens. The PCs will be about 120’ away from the ghouls when they spot them, and they will have a round to try to hide before the ghouls notice them. Once the ravenous ghouls notice the party they surge forward to attack. A ghoul will retreat if reduced to less than 10 hp

5. Ettercap and 2 giant black widow spiders: The trail makes its way through an area surrounded by tangled trees. Up ahead, sheets of silky giant spider webbing block the trail. More webbing can be seen in the woods. At first it will be difficult to tell what it is, and characters will have to move closer, putting them at risk of falling into a hidden pit trap dug into the trail.

The Pit Trap (CR 5): A DC 25 perception check for anyone not checking the ground for traps will allow a character to notice a concealed pit trap (10’x 5’) dug into the trail (DC 15 for anyone who declares they are looking for that kind of thing) about 10’. Stepping on the pit trap requires a DC 20 reflex save to avoid a 10’ fall onto poisoned stakes. Anyone who falls lands on 1d4+2 poisoned stakes each one has a +8 to hit (flat footed AC) and does 1d6+5 damage. In addition the stakes are poisoned with giant black widow spider venom (DC 17, 1d3 Con and staggered, 1 per round for 6 rounds, 2 consecutive saves). Reminder: multiple failed saves against the initial poison attacks for landing on multiple spikes result in poison stacking (+2 to DC and +3 rounds to duration per failed save)

The Ambush: Once a victim has fallen into the Pit trap the spiders and ettercap initiate their ambush. 2 giants black widow spiders hide in the tree canopy 20’ above the trail with the ettercap (perception DC 20 to not be surprised). The spiders and ettercap retain the concealment (20% miss chance) of the canopy and fire webbing down at the remaining PCs. Each one targets a different character. Once most of the PCs are webbed they will drop down to the ground on their web lines and attack in melee.

Morale: As long as the ettercap remains alive the spiders continue to fight. If the ettercap is killed or retreats the spiders retreat. The ettercap retreats if it is reduced to less than 15 hp.

6. Faceless Stalkers: 4 faceless stalkers disguised as travelers are lurking near the road. 1 is disguised as a young man and pretends to be wounded (shortsword on the ground beside him), while a second, disguised as his father (armed with a spear), pretends to be tending to the wounds. The remaining 2 hide in amongst nearby bushes (DC 25 check to spot) The two in disguise try to lure the characters in close to help. As soon as the heroes close in the pair in the bushes leap out and attack, as do the two in disguise- likely gaining a surprise round on the PCs.

7. Scrags: The trail is about 50’ from the fens when 1d6 scrags (aquatic trolls) emerge from the rushes and water to charge forth and savage the party. The scrags only regenerate in water, so if a scrag is reduced to less than half hp it retreats to the water to heal, and may rejoin the fight once it has regained 20 hp.

8. Shambling Mound(s): 1d2 shambling mounds sit near the edge of the trail. They appear to be wet mounds of moss and leaves. They attack as the characters pass by (DC 20 perception check to not be surprised).

9. Marsh Giant(s): 1d2 hungry marsh giants emerge from the trees and rushes about 90’ up the trail from the heroes. They move forward. One speaks some common and demands they surrender, throw down their weapons, strip off their armor and lay down on the ground. If they comply the giant(s) comes forward and kicks their weapons to the side. It then selects one of the heroes to be a prisoner and puts his foot on that character’s back to hold him down. It then runs another through with a weapon and basically tries to kill the rest of the party while keeping this character pinned. If the party runs off it lets them go and takes his prisoner back into the swamp. Of course it is more likely that the PCs don’t surrender, in which case the giant(s) charges forward to engage in melee. It fights until reduced to less than 30 hp, at which point it retreats into the swamp, which is about 60’ from the trail.

10. Wyvern(s): see Varisian lowlands


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The Sanos Forest Encounters:

1. Deadfall: The trail through the forest is blocked by a fallen tree. If the party has a wagon it will require 1d4 hours to clear the Deadfall to get the wagon through; otherwise they can detour around it. During this time roll an extra encounter check.

2. Goblins: See Varisian lowlands

3. Worgs: See Varisian lowlands

4. Bugbears: See Varisian lowlands

5. Owlbear (s): About an hour before this encounter takes place, the characters start to notice extensive damage to the trees (claw marks, sundered tree branches and trees) as well as foul smelling spore on the ground, and possibly foot prints belonging to the bears. In the distance, but beyond their sight they hear the creatures howling. Finally the creatures close on the party. As the heroes are passing through a small gully/valley and in the midst of crossing a shallow, but 20’ wide stream, 1d3 advanced owl bears come crashing down into the valley before them. Appearing 80’ away (with a number of trees between them and the party). The owl bears are hungry and vicious and will fight until reduced to 20 hp or less.

6. Dryads: A pair of attractive, fey women scantily clad in leaves and moss emerge from the nearby trees. They are armed with their longbows, and their names are Elyssia and Samirra. The two dryads have their sacred oaks in the woods about 100 yards from the trail. Normally they don’t show themselves to travellers (assuming they aren’t causing any harm to the woods), but on this day they are concerned about a nearby threat that has recently manifested. In this case the threat is one of the other encounters on the list (DMs choice). They wish to be rid of the intruder and hope to convince the heroes to do their dirty work for them. They describe the nearby danger as best they can and ask for help. Unfortunately they have nothing in the way of treasure to offer as a reward, so they resort to their enchantment magic if necessary. They don’t want a fight, and they will use tree stride to retreat if they are attacked. They will only fight if for some reason a PC finds their sacred trees and try to harm them.

7. Ettercap and Spiders: See Mushfens

8. Quicklings: A pair of malicious quicklings attack the characters from hiding They move onto the trail about 50’ behind the PCs (DC 35 Perception to notice the quicklings move onto the trail. As soon as they are in position they stop moving and are invisible. The next round they rush forward and use the spring attack feet to move their speed and make an attack against a PC near the back of the group. They each target the same PC and they veer off the trail into the woods to hide after the attack. They gain sneak attack damage with the attack. They also have their weapons coated with Blue Whinnis poison (Type poison (injury); Save Fortitude DC 14 Frequency 1/round for 2 rounds Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save).

After making their first attack they spend time reapplying doses of poison to their weapons, and then they look to make additional hit and run attacks on another target. Ideally they’d like to see each PC knocked unconscious from their poison, so that they may slit their throats at their leisure. They may take time to perform a coup-de-grace on any PCs that is knocked out by the poison.

The quicklings aren’t interested in a stand up fight, and will retreat if they are injured, though they may return at a later time to further harass the heroes once they have recovered.

9. Trolls: See Varisian lowlands

10. Young Green Dragon (Rythax): As the characters pass through a particularly dark, dense, and tangled part of the forest they are set upon by a green dragon. Here the trail is obscured by tangled roots and the canopy closes over top of the PCs, creating a veritable tunnel through the woods. Rythax approaches with a stealth check and once he gets within 60’ he casts an entangle spell, and while the characters are struggling he reveals himself by dropping out of the canopy and landing on the trail. He will ready a breath weapon, but first he will parlay with the characters. He will introduce himself and explain that this entire forest belongs to him, and that the PCs are trespassing. He will offer them the chance to leave with their lives if they give them all their weapons and armor and other treasure, and if they give him the gnome. If they refuse or take any hostile action towards him, he unleashes his breath weapon (characters who are still entangled will have to make concentration checks to cast spells and lose 4 to their dex, giving them a -2 to reflex saves). If Rythax is reduced to fewer than 40 hp, he uses the withdraw action to fly up into the canopy and flee combat. He may seek out the characters later in their journey once he has healed. In this case he will prefer to attack their camp at night.

Dark Archive

Wow, keep up the good work!


So, after all this prep, your playes went by river? ;-)


yep

darkwarriorkarg wrote:
So, after all this prep, your playes went by river? ;-)


Cool stuff. Thanks!

Ruyan.


Simply awesome. Thanks for sharing.


PH, I'm totally going to steal this.

But in return I will add some of what I've been using up to this point.

CJ


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Magnimar to Wartle

The trip from Magnimar to Wartle is 182 miles by boat up the Yondabakari River – pretty much through the Mushfens (which lie to the south). Following along the north bank of the river is the Dry Way. The southern bank of the river is largely non-existent consisting mainly of marshy tributaries flowing southward into the Mushfens.

It is going to take a sizeable boat to get the party and their mounts through the Mushfens. The party has four choices:

1. The Scarlet Lamprey. Owned and operated by Captain Eismarche Oman (CN, Male Human), the “Lampy” is a narrow, shallow-drafted steam-powered river boat. An alchemical engine drives a stern-mounted paddlewheel at a rate of up to 30 miles a day (depending on the force of the downstream current) – for a roughly six day journey to Wartle. She is a fast boat and her crew is capable, however she doesn’t have nearly the room to accommodate any sort of large beast. The alchemical engine that drives the Lampy is also a bit finicky – each day of travel there is a 5% cumulative chance of a malfunction that will slow progress for 1d8* hours (there is a further 1% cumulative chance of a spectacular malfunction that will halt progress for 1d8* days – in both these cases a roll of an “8” explodes. Any mishap resets the malfunction percentage to half the previous value). Passage along the Yondabakari is chancy – for each day of travel there is a 5% chance of some sort of snag, sand bar, underwater boulder or log, or other hazard delaying passage by 1d8* hours. The crew of the Lampy is experienced and well equipped in dealing with hazards along the Yondabakari.

Best Speed: 30 miles per day
Cost: 200gp per person for "Medium Passage"
Magnimar to Wartle (182 miles): 6 days
Wartle to Whistledown (113 miles): 4 days
Whistledown to Ilsurian (64 miles): 1-1/2 days
Ilsurian to Tutleback Ferry (82 miles): 3 days
Total Duration: 14-1/2 days

2. The Rambling Bee. The “Bee” is a more typical river trader, operated by Captain Iva Stoneroller (LN, Female Dwarf) for the <insert trade company>. She is a shallow-drafted keel boat drawn upriver by a team of oxen, or by pole & paddle in some areas. A small square sail provides some additional propulsion. The Bee has cargo space and deck space enough to accommodate several large beasts (cost of transporting a beast is 250gp, not including fodder or care – though an experienced stock keeper can be hired for 1gp/day + Low Passage). Passage along the Yondabakari is chancy – for each day of travel there is a 5% chance of some sort of snag, sand bar, underwater boulder or log, or other hazard delaying passage by 1d4* days. The Dry Way is also not always the “dry way”. For each day of travel along the Dry Way there is a 5% chance of encountering mud, flooding, or some other weather induced impediment to travel (movement is slowed by to ¾ of normal. During fall, winter, and spring the chances increase by 5% per half-month.).

Best Speed: 10 miles per day
Cost: 50gp per person for "Low Passage"
Magnimar to Wartle (182 miles): 18-20 days
Wartle to Whistledown (113 miles): 11-14 days
Whistledown to Ilsurian (64 miles): 6-8 days
Ilsurian to Tutleback Ferry (82 miles): 8-12 days
Total Duration: 43-56 days

3. The Dry Way. The most commonly used overland route from Magnimar to Turtleback Ferry is the Dry Way which runs along the northern bank of the Yondabakari River. The Dry Way stretches from Magnimar to Ilsurian (360 miles). For the most part the road lives up to its name – it is dry. But for a goodly portion of the year (any time but summer), portions of the road are flooded or mired in mud. For each day of travel along the Dry Way there is a 5% chance of encountering mud, flooding, or some other weather induced impediment to travel (movement is slowed by to ¾ of normal. During fall, winter, and spring the chances increase by 5% per half-month.).

Best Speed: 28 miles per day
Magnimar to Wartle (182 miles): 6-1/2 days
Wartle to Whistledown (113 miles): 4 days
Whistledown to Ilsurian (64 miles): 2 days
Ilsurian to Tutleback Ferry (82 miles): 3 days
Total Duration: 15-1/2 days

4. Sanos Trails. It is possible to take the Dry Way overland from Magnimar to Wartle and then follow the New and Old Sanos Trails northward through the fringes of the Sanos Forest to Turtleback Ferry. The Sanos Trails are less likely to be encumbered by mud or flooding though there are other hazards. The usual chance for bad roads along the Dry Way are still in play – but along the Sanos Trails the chances of road hazards decrease to 1% per half-month since the start of fall.

Best Speed: 28 miles per day
Magnimar to Wartle (182 miles): 6-1/2 days
Wartle to Tutleback Ferry (200 miles): 7 days
Total Duration: 13-1/2 days

CJ


I realized after posting this that I probably should have edited a bit more thoroughly. Anyhow, I'm running this session tonight, so it will be interesting to see which encounters come up. The party is a bit behind in xp, so that was part of the reason for expanding this portion of the adventure. I don't usually do much in the way of random encounter charts like this, since a lot of the material ends up not getting used, but I thought it would be fun for a change. Hopefully that will prove to be the case. I also wanted to emphasize the frontier nature of the region, but having plenty of opportunity for danger during their journey.


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Along the way...

Smokewood (2 miles from Magnimar) A very tame deciduous woodland south of Magnimar – more of a park than anything else. The wood is inhabited by a particularly tame werewolf.

Orsova. Village 8 miles south of Magnimar nestled in the Smokewood – surrounded by vineyards and close to the apple orchards of the Fog Shoulders. Several inns, guest houses, and taverns frequented by the wealthy of Magnimar: The Crayfish, The Smoking Crane Arms, The Goblet & The Lizard Tavern, and The Angel’s Rest.

Mournwood (15 miles from Magnimar along the Dry Way)
This is a mixed woodland of maple, oak, alder, and evergreen hemlocks and spruce.

Perceptive PC’s can smell wood smoke (and something else) in the distance. If they investigate they will discover a burned area in the wood (about 50’ across) strewn with fragments of ceramic flasks and bottles and the residue of alchemical substances. There are obvious goblin footprints around from very early this morning, but generally they disappear into the undergrowth. The local goblins, a tribe known as the Grey Foxes, have been up to something, but who can guess what it might have been.

Halma (approximately 26 miles along the Dry Way from Magnimar)
Read Aloud: Riding through the fields of ripening pumpkin, squash, and beans evening approaches. The turning leaves of the maple, oak, and alder amid the evergreen hemlocks and spruce reach out from the Mournwood to wrap around a large steeply roofed building. Supporting a prodigious growth of hanging green moss, the building is easily identifiable as a Shrine of Erastil by the numerous sets of deer, moose, and elk antlers adorning the front. A massive pair of curling antlers, easily ten feet across adorn the front peak of the roof. Except for the roof, the rest of the shrine is open to the elements from all four quarters. Beyond the shrine, nestled down along the Yondabakari, the cedar shingled roofs of the village of Halma can be seen.

OOC:
Halma is a small farming village. Most of the produce from the village (pumpkins, squash, beans, and sunflower seeds) is sent downriver to the markets in Magnimar. There are numerous dairy farms in the area and a sizeable cheese-works (the Halma Cheesery). Halma sports two inns, the more prestigious Five Antlers (owned by Horace Shae), and the rowdier Sign of the Mastiff & Cock. Halma is overseen for Magnimar by Lord Sheriff, Cantwell Prufrock (Human, Ari 7) and his able Men O’the Green Stag (Human, Ftr 5). For all appearances the village of Halma is stable, calm, and orderly. Under the surface, the situation is quite different. The true power in Halma is the Red Eyes, a gang of vicious, bloodthirsty wererats. The leader of the Red Eyes is Artemis Snakroft, a charming and prosperous cheese maker, whose benign exterior belies his cold and cruel heart. Through Snakroft the Red Eyes have extorted, blackmailed, and otherwise threatened anyone in the village and surrounding area that might disrupt their operations. The Red Eye’s operations primarily consist of banditry and smuggling with some forays into kidnapping and theft. This gives the otherwise picturesque village a sinister quality. It is quite likely that the players will notice nothing.

END of DAY ONE


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Salonta (approximately 44 miles from Magnimar)

Read Aloud: Having spent the last several hours making your way through the ripening bean, sunflower, squash and onion fields south of Halma, the worn bluffs of the Bakku Bakari are a stark contrast with the golden brown dressed alder and maple. Snug in among the bluff and the alders and hard-by the Yondabakari are the stone-stacked buildings of the village of Salonta. The building style is more reminiscent of that found among the Shoanti tribes of the Storval Plateau – for that is the antiquity of this village. Through the ages the terraced bean fields, squat round stone dwellings and fish weirs have stood beside the cattails and rushes. The far side of the village is dominated by a collection of five conjoined stone huts in a circle supporting a broad patched canvas roof over their center; this is the Inn of the Wheel; a combination hostelry, marketplace, and public meeting house.

OOC:
The Shoanti heritage of Salonta has not survived in the ethnicity of the populace. The buildings of the village are ancient but their inhabitants are much more recent émigrés – most are settled Varisians with some slight trace of Shoanti heritage. The dwellers are largely unaware and dismissive of the role the Shoanti played in establishing this village – the available building materials have rooted the village in the past. Salonta is plagued by the Sczarni. The local Sczarni hetman, Ciano “Chino the Knee” Bartoli runs all vice within the village and local area. His gang, the Willow Men, specializes in extortion, prostitution, trafficking stolen goods, and of course evading local tariffs (smuggling).


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Bakku Bakari Hills (wherever convenient)
An innocuous wolf encounter – basically a lone wolf checks out the party and pretty much leaves them alone. To make it more interesting the wolf in question does radiate “magic” of a transformation nature. Years ago this fellow was turned into a wolf by a witch’s curse. He no longer retains any memory of this event or of his human heritage.

Sluggy Morning
A giant slug sits on the southern bank of the river casually consuming the corpse of monstrous catfish. Its boggard “handlers” are attempting to get it to move along – without much success. They don’t seem terribly interested in the party passing by – though the eyestalks of the slug will taste the scent of any horses in the party. At this point the party would need to instigate aggression in order to elicit a response from the boggards and their slug – though if the party stops (or their vessel gets delayed here – something could happen). If the party is here long enough, a boggard slug-piper will arrive to guide the slug away from the river bank and back into the safety of the Mushfens.

Southspires
This is a spruce, hemlock, cedar, and fir forest with a thick undergrowth of native heathers and ferns. Moored to a large wooden pylon is a broad beamed river boat. A boarding plank has been extended to the shore and several locals and travelers have gathered to conduct business with the merchant aboard the vessel. The vessel is named the Toray Ba’Drad (no one seems to know what language this is) and the merchant-captain is a giant gnome (fully 5’ tall) named Espindrageldrue Mundleholly topped by a huge head of frizzy pale blue hair. He claims to be selling antiquities (of dubious origin), novelties (of questionable worth), and trinkets from far away Kaer-Maga. His crew numbers several of Kaer Maga’s more colorful sorts of denizens: an augury troll (Baradur), some Twice-Born (wight & ghoul) – Carvey (the Barber), and three Sweettalkers. The vessel also offers several services that can be purchased: horse shoeing, minor smith work (certainly armor or weapon repair), prostitution (four whores, 3 female, one male), laundry, letter writing and legal services, healing, and religious rites & ceremonies. Two thoroughly charmed marsh giants provide most of the security for the vessel.

As the trees of the Southspires come to end is a faded sign post pointing westward up the trail to the ruined village of Hattersfield (wherein can be found the Skunkworks).

Not far from the banks of the Slensor River the party is greeted by an astounding sight. The road tops a small rise to descend into a shallow gully on the far side before the road winds toward the Slensor Bridge in the distance. Uphill from the road and partially screened by several small hemlocks is an area of churned earth, trampled scrub, snapped trees and large amounts of drying black blood. In the center of this destruction is a badly savaged bulette. Something bit and clawed the crap out of this thing and it crawled here to die (it is barely alive at this point and bleeding out quickly – these things are damned tough though). A quick scan of the terrain and tracks will reveal that there is another bulette in the area. The dying creature’s mate is scouting around (looking for the creature that its mate ran into) and will return soon. It is pissed and is likely to attack anything it encounters (Advanced Savage Bulette). Following the bulettes’ trail back into the Copper Hills and Southspines is relatively easy – the dying bulette bled the whole way.


Valden (approximately 67 miles from Magnimar along the Dry Way)

Read aloud: About a half-a-mile upstream of where it joins the Yondabakari a wide wooden bridge spans the Slensor River. For a bridge of rope and wood this looks pretty sturdy. Thick ancient cedar trunks were driven into the Slensor’s riverbed and the rope lashings are reminiscent of the hawsers used on large warships. The planks of the bridge are cedar trunks sawn in half, their gaps stuffed with thick oakum. Before the bridge stands a four-story wooden tower, atop this flies the pennant for the Baron Valder (Vert and Azure, a wood bridge proper). Across the bridge are the wooden palisades of the village of Valden. Notably three structures are visible over the walls – the local Church of Abbadar (denoted by a stately slate roof topped by a brass symbol of Abadar), an inn, and the towers and turrets of the keep of Baron Valder. Over the gate hang three crow cages – two contain rotting corpses, the third holds Bansark Few, a ruffian and brigand, bemoaning the cruelty of the sheriff and his sad fate.

OOC:
The large wooden and stone inn is the Sign of the Five Sisters, and is a fairly reputable establishment. The innkeeper, Naslefsky Bentdoily (Male Half-Gnome) is very competent and constantly experimenting with new recipes and menu offerings. His clientele consists mostly of travelers and members of the village’s merchant class. The Church of Abadar is built like a bank (mini-fortress). Father Obadiah Stenorous (Male Garundi Human) ministers to the faithful with the flair of a very martial accountant. More interesting by far however, is the local Baron, Seigfried Valder (Male Chelaxian Tiefling, Paladin/Black Guard of Asmodeus – and Fallen Paladin of Iomedee). The Baron is cruel and often callous – he brooks no challenges to his dominion or authority. His relationship to Magnimar is tenuous at best, though the Council of Ushers gives him quite a bit of latitude to govern as he sees fit – provided he continues to turn a profit for the City-State. He is zealous in his dedication to law and order; to an unwholesome degree. A small contingent of Hellknights of the Order of the Nail is garrisoned in Valden and assist in the enforcement of his edicts. Above all else Lord Valder keeps order. His methods are often harsh (and bloody), but not without cause. The criminals on display at the front gate are but one reminder that the Dry Way is a dangerous road.


Valden Countryside
(~76 miles from Magnimar)The fallow farmlands of the Barony of Valden showcase the frosted remnants of the year’s harvest: poles for peas and beans, grapevines, and the tangled vines of squash and pumpkin. The countryside is dotted with tiny thorps and farmsteads. The people are industriously engaged in handicrafts and making what improvements to their patch the weather allows. In a wide-spot of the road sits a tarp covered cart. In the lee of the cart burns a small campfire. Before the fire sits a fat smiling fur-bedecked merchant roasting rats, squirrels, and frogs on sticks. He will offer to sell said wares to the party.

(~88 miles from Magnimar) A naked minstrel, Swidbin Osmert, asks for a lift to the nearest Inn where he left his clothes and money to pay for your troubles.

Vése
The village of Vése is 93 miles from Magnimar and lies within the demesne of the Baron of Valden. The village is small an inn at The Sign of the Wolf & Sheaves, a potter, and a village grange that serves as a village hall for gatherings and religious ceremonies. As the party approaches they will note a crowd gathered before the inn and a knight perched on the roof. This is Master Gremoard ab-Sodoc (LN, Ftr 10, called the Black). He is continually blamed for heinous crimes that happen wherever he goes. The crowd has gathered to wait for him to come down. He stands accused of the slaughter of a farm family – the Fulons. Among the crowd, and vehemently calling for his blood, is his manservant, Iswulf.

OOC:
Gremoard is cursed and afflicted. He is a master-at-arms and a very capable and skilled warrior with nearly any weapon. By and large he is a goodly fellow. However he is prone to “black-outs” where he doesn’t remember what happened. Gremoard is in possession of a curse scabbard which holds his bastard sword. The scabbard appears to all scrying non-magical, but it is the soul-cage for a particularly nasty demon, calling himself Red Scourge. Red Scourge has particular dominion over space and time – but his ability to affect his freedom is rather limited. He does however love to commit foul atrocities – he accomplishes this by temporarily putting Gremoard, and any who travel with him, in stasis while he has his fun. He then rapidly advances time to put Gremoard well away from the scene – but still close enough to cast blame.

Badda Bakari Hills
(~100 miles from Magnimar) The road narrows and climbs through an area of hills alongside the Yondabakkarri. Ahead it would appear recent rains have weakened the hillside and caused a rock-fall blocking the road. A giant stands by the roadside helping passers-by over for a modest fee. This is Karnz, a half-hill/half-stone giant of prodigious size (Huge Jotenblood Giant).

What is in the cart: machine parts (from the golem works in Magnimar), pickled herring, and industrial grease (made from black bull slugs).

Dezoir
Nestled in the hills, hard by the river is the thorp of Dezoir (population ~72 humans and dwarves). Dezoir lies 111 miles from Magnimar and is largely independent. For the most part Dezoir is controlled by Falko Drem, who holds deed to the High Horn Mine not far distant in the hills. Dezoir is largely a place for the miners to congregate in their off-hours and spend their hard earned wages on ale, liquor, games of chance, and women of easy virtue (all supplied by Drem). Pretty much the only commerce in Dezoir is at the Sign of the Twisted Branch – which neatly combines all the vices sought by the miners under one (actually several conjoined) roof.

OOC:
Currently holding forth in drunken splendor at the ‘Branch, is Fenrad Arghost, one of Drem’s “gentleman investors”. Fenrad believes that the canny Drem is cheating him but has little in the way of proof. He would gladly pay for actual proof of Drem’s deceit – proof that would hold up in court in either Korvosa or Magnimar (he doesn’t care which).

They mine lead at the High Horn – galena with deposits of silver, lead, and zinc. This is shipped to Magnimar for smelting.

Cytherwood (~118 miles from Magnimar)
Mixed deciduous and conifer forest. Large areas of the Cytherwood are growing back from a series of wildfires several years ago. There is very little brush or bracken.

OOC:
Ogre bandits led a hill giant: Gorzub Bloodhand, Morgarn Foultooth, Gharog No-Legs, and Kruthe the Hammer. The bandits lie in wait, uphill from the road and through the trees enough so as not to “spook” their targets.

Polegg Heath (~124 miles from Magnimar)
Pilgrims of Abadar (accountants) headed to Magnimar for a conference – The Conclave of the (Ink) Wells which takes place every five years. They are currently packed into four oxen drawn wagons and are drinking heavily. They are guarded by ten (well-paid and well-equipped) dwarven men-at-arms from the Hammer Arms Group of Janderhoff. The members of this particular troupe hail from all points east: Korvosa, Janderhoff, and Ilsurian. The leader is Raulthufar Poinsetti, from Korvosa.

Mouse Wood (~130 miles from Magnimar)
Mixed deciduous and conifer forest heavily overgrown with thorny briar and bracken. The Mouse Wood is overdue for a fire and the undergrowth is thick and tangled. Hidden pathways cut through the woods – almost like dungeon passages. The natural order in the Mouse Wood is maintained by a very militant sect of druids called the Black Mice, led by Enard Gonnel (a bleached, gnomish human druid). They are especially opposed to human encroachment into the woods and actively discourage hunting and woodcutting in the forest.

OOC:
Ahead on the road a gaudily painted wagon has been stopped by a trio of local guardsmen (men-at-arms in the service of the Waldgraffine of Thaur). The proprietor of the wagon is Adragon Emlung, a purveyor of various alchemical and medicinal tonics, elixirs, potions, and concoctions. The guards are interested in shaking down the merchant for whatever they can get.

Thaurish (149 miles from Magnimar)
Population 650, mixed human, elf and half-elf. On one side of the village is an arm of Lake Thaur on the other side is the Yondabakari River. Lake Thaur is home to a flourishing fishery – carp, catfish, eel, and trout. The village is dominated by a single tall tower. It is governed by a noble aristocrat, the human lady Her Grace, Eladad Kerz, the Waldgraffine of Thaur.

OOC:
Thaurish is the home of a legendary hero, a mage named Hardo Iron-Eyes. Hardo lives on a very elaborate barge. There is a single inn, The Sign of the Eel-In-Grasp (also called the Fistful of Eels). The ‘Eels is run by Bensgira Grön, a haughty courtesan. While in the ‘Eels, one of the PC’s is accused of abusing one of the working girls.

Shrine of Saint Amkor (temple of Abadar) – Amkor is the patron saint of fishermen, river travel and trade. He is very popular along the Yondabakari.


The Cytherwood Bandits...

Gorzub Bloodhand:

CR 12, XP 19200
Male Half-Fiend Hill Giant Barbarian 3
CE Large outsider (humanoid, giant, native)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +17
Defense
AC 28, touch 8, flat-footed 27 (+6 armor, +1 Dex, -1 size, +14 natural)
hp 190 (3d12+10d8+117)
Fort +19, Ref +5 (+1 bonus vs. traps), Will +7
Defensive Abilities rock catching, trap sense, uncanny dodge; DR 10/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 23
Offense
Speed 35 ft., fly 100 ft. (good)
Melee +2 furyborn greatclub +21/+16 (2d8+29/×2) and
bite +13 (1d8+9/×2) and
2 claws +13 (1d6+9/×2) and
2 slams +13 (1d8+9/×2)
Ranged rock +10 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rage, rage powers (knockdown [1/rage]), rock throwing (120 ft.), smite good
Spell-Like Abilities
3/day—darkness, poison, unholy aura
1/day—blasphemy, contagion, desecrate, unhallow, unholy blight
Statistics
Str 35, Dex 12, Con 29, Int 8, Wis 12, Cha 13
Base Atk +10; CMB +20; CMD 32
Feats Cleave, Great Cleave, Improved Initiative, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Climb +21, Craft (stonemasonry) +13, Handle Animal +9, Intimidate +26, Perception +17, Survival +17.
Languages Giant, Common
SQ fast movement, furyborn
Other Gear +2 Fire resistance Hide armor, +2 Furyborn Greatclub
Special Abilities
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage. Kills, paralyzes, weakens, or dazes nonevil subjects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage. Infects subject with chosen disease.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Acid (10), Cold (10), Electricity (10), Fire (10) You have the specified Damage Resistances.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage. 20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage. Fills area with negative energy, making undead stronger.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furyborn Increase enhancement bonus by +1 every time you damage opponent (max of +5)
Immunity to Poison You are immune to poison.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (3/day) (Sp) Granted by Half-Fiend heritage. Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Smite Good (1/day) (Su) +1 to hit, +13 to damage, +1 deflection bonus to AC when used.
Spell Resistance (23) You have Spell Resistance.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Unhallow (1/day) (Sp) Granted by Half-Fiend heritage. Designates location as unholy.
Unholy Aura (3/day) (Sp) Granted by Half-Fiend heritage. +4 to AC, +4 resistance, and SR 25 against good spells.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage. Harms and sickens good creatures (1d8 damage/2 levels).

Gharog No-Legs:

CR 6, XP 2400
Half-Ogre Ogrekin Barbarian 5
CE Medium humanoid (giant)
Init +0; Senses darkvision 60 ft.; Perception +14
Defense
AC 21, touch 8, flat-footed 21 (+6 armor, +7 natural)
hp 102 (5d12+2d8+42)
Fort +12, Ref +6 (+1 bonus vs. traps), Will +9; +2 morale bonus vs. illusion spells, +1 resistance bonus vs. confusion, insanity, polymorph, and [lawful] effects
Defensive Abilities uncanny dodge, trap sense
Offense
Speed 30 ft.
Melee +2 miserly greataxe +14/+9 (1d12+20/×3)
Special Attacks rage
Statistics
Str 23/27, Dex 10, Con 18/22, Int 6, Wis 15, Cha 6
Base Atk +6/+1; CMB +12; CMD 22
Feats Alertness, Cleave, Power Attack, Toughness
Skills Climb +6, Diplomacy -4, Heal +6, Knowledge (nature) +3, Perception +14, Sense Motive +4, Survival +9
Languages Common
SQ fast movement, ogre blood, rage powers (chaos totem, lesser +1, scent)
Other Gear Masterwork Chainmail, +2 Miserly Greataxe, Cloak of resistance +2, Amulet of Iron Will
Special Abilities
Chaos Totem, Lesser +1 (Su) While raging, +1 AC vs. lawful creatures and +1 save vs. Lawful spells
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Ogre Blood (Ex) For all special abilities and effects, a half-ogre is considered an ogre.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) While raging, you gain the scent ability.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deformed (Ex) Like all ogrekin, Gharog is deformed. Gharog’s legs are short and stunted – he seems more torso and arms than anything else. He also has a particularly thick carapace covering the back of his head, neck, and across his shoulders. Gharog’s carapace gives him +2 natural armor. His short legs reduce his movement rate.

Mogarn Foultooth:

CR 7, XP 3200
Ogre Barbarian 5
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 20, touch 8, flat-footed 19 (+4 armor, +1 Dex, -1 size, +8 natural)
hp 107 (5d12+4d8+47)
Fort +12, Ref +3 (+1 bonus vs. traps), Will +6
Defensive Abilities uncanny dodge, trap sense
Offense
Speed 35 ft.
Melee masterwork greatclub +14/+9 (2d8+21/×2)
Ranged rock +8/+3 (1d6+8/×2)
javelin +8/+3 (1d8+8/×2)
Space 10 ft.; Reach 10 ft.
Special Attacks rage, rage powers (powerful blow +2 [1/rage], strength surge +5 [1/rage])
Statistics
Str 26, Dex 12, Con 19, Int 6, Wis 10, Cha 7
Base Atk +8; CMB +14; CMD 26
Feats Cleave, Iron Will, Power Attack, Toughness, Weapon Focus (greatclub)
Skills Acrobatics +2, Climb +13, Handle Animal +2, Intimidate +3, Perception +7, Survival +6, Swim +9
Languages Giant
SQ fast movement
Other Gear Hide armor, Javelins, Masterwork Greatclub, Rocks
Special Abilities
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Strength Surge +5 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Kruthe the Hammer:

CR 7, XP 3,200
Male ogrekin human fighter 8
NE Medium humanoid (giant)
Init +1; Senses low-light vision; Perception +1
DEFENSE
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 natural)
hp 112 (8d10+64)
Fort +12, Ref +3, Will +3; +2 vs. fear
OFFENSE
Spd 30 ft.
Melee +1 warhammer +17 (1d8+9/19- 20/x3), claw +13 (1d8+5)
Space 5 ft.; Reach 5 ft.
TACTICS
During Combat Kruthe is loud and unimaginative but still deadly in combat, prone to calling out his targets as he attacks them with crude and simpleminded threats, like "Die you dumb metal person!" when fighting an armored warrior, or "You go squish now on Kruthe's hammer, little girly!" when facing an unarmored sorcerer.
Morale Kruthe sees this battle as another chance to impress Chammady, and fights to the death as a result.
STATISTICS
Str 21, Dex 12, Con 22, Int 8, Wis 13, Cha 6
Base Atk +8; CMB +13; CMD 24
Feats Greater Weapon Focus (warhammer), Improved Bull Rush, Improved Critical (warhammer), Power Attack, Throw Anything, Toughness, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Intimidate +9, Survival +12
Languages Common
SQ armor training +2, bravery +2, deformed, weapon training (hammers +1)
Combat Gear potion of cure serious wounds (2); Other Gear +2 spiked banded mail; +1 warhammer; shrunken head pouch with 13 gp, 25 sp, and a cracked ruby worth 800 gp
SPECIAL ABILITIES
Deformed (Ex) Like all ogrekin, Kruthe is deformed. His right wrist ends in an ugly, fleshy lump of cartilage and bone from which protrude two hook-like spurs, giving his hand the appearance of a claw hammer. This hand cannot wield weapons or shields, but the misshapen club grants him a natural weapon that deals 1d8 points of bludgeoning and piercing damage on a successful hit. Kruthe gains a +2 bonus on attempts to grapple, trip, and disarm foes with this claw.


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I ended up running this session last night. Now that I've given it a go, I think I should probably lower the encounter percentage chances a bit, as encounters came up a bit more often than I had wanted.

The characters ended up having several of the traveler encounters- first met the duelist on the road, but no one accepted her challenge. They also ran into the farmer, the convict (who hid and they left alone), the merchant (who they bought the magical cloak from), and the ranger and his sons.

For combat encounters they first were attacked by a wyvern (only rolled one). Next was the bugbear encounter. They then rolled the worg encounter. While travelling near the Mushfens they ran into big trouble when they rolled the troll encounter and rolled 6 trolls. Luckily the bard cast haste on the party and they fled. Finally they were attacked in the night by 7 wights, but they handled that quite well. They still have the Sanos forest leg of the journey left.

They lost two horses and their wagon. The first horse they lost to the wyvern's sting and the second was devoured by trolls.

In the end, I got some good use out of my encounter tables. I had the PCs take turns rolling for encounters, and that seemed to work well to keep the group focused- we managed to get through 5 monster encounters and 4 traveller encounters in one 4 hour session.

Grand Lodge

Very awesome work, you guys!


The random weather table ended up being more fun and interesting than I had thought it would be to use. They got a cold snap for several days that caused them to spend some extra time in Wartle. Around Whistledown there was a snow storm, so they spent a few extra days as well (they also needed to replace a horse). Because of the snow storm the trail north to Turtleback Ferry was covered with snow. They were concerned that they might get lost, so they ended up hiring a guide in Whistledown. Their guide only agreed because he wanted to go to the Paradise Barge again (he'd been there during the summer). He also has the Sihedron tattoo, which will give the characters a chance to learn about that part of the story.

Grand Lodge

Nice!


P.H. sounds like a good time.

I will have to check out the weather table -- I usually just go with what is interesting or amusing (or messes with the party the most).

My party are kind of bad-a**es, so they demolish most combat encounters. I also use the PC's level when needed by the plot/story system, so I don't have to worry about tracking XP's -- which is nice. I also tend to err on the high side when planning the CR of encounters -- but so far they haven't backed-down from much (I'm looking forward to some of the giant encounters and Black Magga).

For the Sanos I plan on stealing some stuff from Tales of the Old Margreve.

So...a matter of geography, what do the various folks on the board think is east of the Sanos? There is that big open area south of the Shimmerglens and west of the Skull River...I'm thinking there should be some reason the road runs through the Sanos rather than straight through this "open country".

CJ


I think that there would be a trail running along the east bank of the Skull river heading north from Ilsurian to Turtleback Ferry. It wouldn't run on the west bank because of the Shimmerglens. As a result it goes through the Ashwood which is quite a dangerous forest (based on its description).

I also think there is a second trail that would go straight up to the Sanos Forest form Whistledown and likely a trail from Illsurian heading northwest that would meet up with this trail. My PCs took this route- heading north from Whistledown to the Sanos forest. I figure that there are like a few isolated but fortified farm type steadings in the fairly open land. They aren't necessarily on the trail, so unless you know the area you might miss them. If you do know the area (say a successful knowledge check) you could find one and use it as a possible safe camp area instead of camping in the wilderness.

Where the trails meet the Sanos forest and Ashwood respectively there are probably some seasonal logging camps.

Grand Lodge

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There are major trade routes shown on a map in the back cover of Varisia: Birthplace of Legends, in case you were interested. It has been of tremendous help in my campaign...


You guys Rock! Well done, that is invaluable content. :)

P.H: How much real time did you spend solely on the journey? And did your players enjoy spending so much game time on the journey itself or did they want to get to Fort Rannick sooner. Your players probably enjoy that sort of thing but I'm not sure mine would like to spend so much time on tangent encounters and might prefer to just "get there already".

Dark Archive

Thanks peeps and great timimg, my party sets off from Magnimar next Tuesday! hurrah...


Thanks everyone for the hard work on this! I'm definitely going to incorporate this when we get that far.


CrazyOzzy wrote:

You guys Rock! Well done, that is invaluable content. :)

P.H: How much real time did you spend solely on the journey? And did your players enjoy spending so much game time on the journey itself or did they want to get to Fort Rannick sooner. Your players probably enjoy that sort of thing but I'm not sure mine would like to spend so much time on tangent encounters and might prefer to just "get there already".

My players have a lot of patience and know that I will provide a fun game no matter what is going on.

They have been on the road in "real time" since September and are just now in the Sanos Forest. In general we play once a week -- though we missed some games over the holidays. It will probably be a couple more weeks before they get to Turtleback Ferry.

There have been a number of distractions along the way. *grin* Right now they are trying to find this green dragon that has been chewing his way through gnome-steads along the edge of the Sanos. Thanks P.H. for the suggestion.

CJ


dot!


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We spent one session on this. If you interested in the details you can check out my campaign journal in the campaign journals section "PH Dungeon runs Rise of the Runelords." I ended up not using a lot of the content I prepared, but that was expected. I could have done a bit more of the journey the following, as they weren't quite a Turtleback when we ended, but I really just wanted it to be a kind of one session thing. I don't like to spend too much time on stuff that isn't really moving the story forward.

Dark Archive

Pathfinder Adventure Path Subscriber

Don't worry, P.H., we'll use it for you.


Misroi wrote:
Don't worry, P.H., we'll use it for you.

Haha, we shall indeed.

One session on the journey sounds good to me. Even if it was fun I think my players wouldn't enjoy more than that. To be honest This campaign is taking so much time I'd rather move on quite quickly.

Cheers guys.


Agreed, with these adventure paths you can't afford to spend too much time on stuff that isn't moving the story forward.


P.H. Dungeon wrote:
Agreed, with these adventure paths you can't afford to spend too much time on stuff that isn't moving the story forward.

?

Why would you say that?

My PCs have spent 6 months (RW) and still aren't to TBF yet. Now they have been side-tracked by a dragon in the Sanos Forest.

The timelines as presented in the AP are very malleable. Even those things that seem time bound don't have to be. How long would it really take Teraktinus and company to get to Sandpoint? Overland. Through the Churlwood and Fogscar Mountains... Yes they are giants...but armies don't march very fast.

I advise GM's to spend as much time outside of the AP as they want and the players desire.

CJ


Dotting
Awesome stuff, guys.


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The reason I said that is because for a lot of gaming groups it's a challenge/big accomplishment to see an entire AP through to completion, so the more time you spend doing side quests and the like the less probability you will have of actually finishing the AP, as most already require a minimum of around 40 game sessions to complete (without side quests). I've heard countless mentions on different threads of groups starting APs and not finishing them.

thelesuit wrote:
P.H. Dungeon wrote:
Agreed, with these adventure paths you can't afford to spend too much time on stuff that isn't moving the story forward.

?

Why would you say that?

My PCs have spent 6 months (RW) and still aren't to TBF yet. Now they have been side-tracked by a dragon in the Sanos Forest.

The timelines as presented in the AP are very malleable. Even those things that seem time bound don't have to be. How long would it really take Teraktinus and company to get to Sandpoint? Overland. Through the Churlwood and Fogscar Mountains... Yes they are giants...but armies don't march very fast.

I advise GM's to spend as much time outside of the AP as they want and the players desire.

CJ


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P.H. Dungeon wrote:

The reason I said that is because for a lot of gaming groups it's a challenge/big accomplishment to see an entire AP through to completion, so the more time you spend doing side quests and the like the less probability you will have of actually finishing the AP, as most already require a minimum of around 40 game sessions to complete (without side quests). I've heard countless mentions on different threads of groups starting APs and not finishing them.

Yeah, I thought about this a bit more -- and you are probably correct.

So far we've been playing for 19 months and are only just starting Chapter 3.

I'm hoping AP fatigue doesn't set in.

Chapter 3 and 4 both seem pretty flexible in terms of staying on track. And so far my players have enjoyed the diversions I've given them. But there have been signs that perhaps I should speed things along.

Point well taken.

CJ

Dark Archive

I ran parts one, two and three straight out of the book. No distractions and no side treks (remember when that was an article in dungeon?) all in an effort to complete the AP. It has still taken us just over a year to do, the problem for me was that it was all starting to become a little too familiar. I missed adding my own little sparkles and twists, it drives me to do more as a DM. I’ve used the trek from Magnimar to TBF to recapture some of that, it’s taken three sessions so far and I’m having a ball. it feels like I’m recharging my Dming batteries! My party still has to encounter Mytarlacoraxithryl before I’m done.


Yeah it can be a little boring just to run an AP right out of the book with no real modifications of your own. I'm currently running RotRL and Age of Worms. I alternate between them. For the most party I'm running RotRL by the book just to keep my DMing work load manageable, but with my AoW I've been adding in a lot of homebrew content and making a lot of changes. It's the one that is more fun for me to run since I'm more creatively involved with it.


We're about to finish the AP, probably in the next 2-3 sessions, so let's say mid-March. We started July 21, 2012, so that's roughly 20 months of weekly play to finish the AP. Subtracting my month for moving and the six sessions in Absalom on a side quest, the "core" AP was about 76 sessions, far greater than P.H. Dungeon's minimum of 40.

So yeah, I can definitely see it being hard to finish an AP, but I'll also argue that the *reason* we finished this one was strong roleplaying, spending lots of downtime with NPCs, and otherwise making the world "come alive" so everyone WANTED to meet once a week for 20 months straight...

In other words, I'm fundamentally disagreeing with the whole, "Don't do stuff that doesn't move the story forward," statement, because if I hadn't done a HUGE amount of "non-essential" roleplaying, I don't think my players would have made it to the end. On the other hand, yes, we had to have a group that was willing and able to meet every week for nearly 2 years to get it done...


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Thanks for sharing this stuff, I hope to use some of it in my campaign as well.

Regarding burnout, I plan to take a 2-4 session break between books 2 & 3 and again between 4 & 5. This will be to primarily give me a break to recharge but to let the players do something else to scratch those itches you get after playing the same character for a while.

JD


We have about 2-3 sessions left in Hook Mountain Massacre and then I think we're going to take a break and play an adventure or two in some other system before starting up with the second half of the campaign.


Huge thanks for the material guys, I'm running Night Below in Varisia and the encounter tables are a life saver.

Worried about burnout as well...though it might be more system burn out than AP burnout. Like I said, I'm running NB, with sessions every other week, then on the off week a friend of mine is running Dragon's Demand and will be running Wrath of the Righteous when that's done. Been considering running Shadowrun, as me and the guy running DD are both huge SR fans...but the rest of the group consists of people either completely new to gaming, or completely new to Pathfinder ('cept for one guy who's been a player in several PF games), so we're worried about switching gears too drastically.


I love Shadowrun, but it is not a game that I would consider newbie friendly. I find it a little daunting to GM, though I have run plenty of shadowrun sessions.


Rottiglem Dam:

158 miles from Magnimar is the Rottiglem Dam. The Rotti Run empties into a broad lake before a large earthen and stone damn. The Dry Run is built across the crest of the dam. Atop the dam sits a stout stone gate control house which manages the spillway. The dam falls within the remit of the Waldgraffine of Thaur.

The Dam Master is Rivilas Wellner (human, Expert) – who has overseen the Rottiglem for thirty-odd years. Rivilas’s wife, “Mother Wellner” sells pies, fish stew, and strong ale to travelers. A small contingent of the Waldgraffine’s men-at-arms are stationed here under the command of Knight-Sergeant Zemund Vongammann (Chelish human, Ftr 6).

Recently arrived before the dam is Marlbloth, a vicious female scrag. She is very canny for a scrag and still trying to figure out exactly what she wants to do (presumably eat something tasty with minimal effort). She finds boggards distasteful and wants nothing to do with the Mushfens.

Hrownen:

Hamlet, 171 miles from Magnimar. Population 160, primarily human, some other civilized races. The village is defended by a wooden palisade and ditch. It is governed by a mayor, Nother Schaeger (Chelish human, Sorcerer 5/Aristrocrat 3). Hrownen was devastated by warfare long ago, and many buildings are empty or in ruins.

Scattermere and the Scattermere Bridge:

The Dry Way winds down out of the Oldath Hills and then for two miles runs along the thin high ground between the Scattermere and the Yondabakari River. 176 miles from Magnimar the Dry Way crosses the Scattermere Bridge: a large mossy stone bridge over a narrow arm of a small lake (the Scattermere).

Wartle -- detailed elsewhere.

Wartle Ferry:

A tower of massive timbers marks the location where the Wartle Ferry crosses the Yondabakari. The timber tower supports a massive iron chain. A capstan powered by two oxen on the mossy old ferry threads through the chain. The ferry itself is a moldy old barge capable of transporting 2 wagons and their teams across the river at one go. On the far side of the Yondabakari is the village of Grout, which much like Wartle is built entirely upon timbers sunk into the swamp. Beyond the swamps the Dry Way threads along the banks of the Yondabakari among the trees of the Sanos Forest. This is the only area of the Sanos where it is safe to harvest wood – and even here there is a hesitancy to harm any growing trees.

Grout is fairly insignificant, being little more than an inn and tavern, aptly called the Grout Inn, catering to those that missed the day’s last ferry. The ferry generally runs every 2-3 hours, the duration of the crossing plus a quick change of the oxen.

Spoiler:

[spoiler=Joplin]
The village of Joplin is little more than a wide spot in the road. It is dominated by an open-air shrine to Erastil (wtf, can’t remember his name). A trio of local reprobates and miscreants gathers before a mossy statue of a man and his bear to watch passersby. These are Neil Groats-of-Joplin (a folksy ignoramus), Hamsore (a caricature of an ancient Shoanti), and Tibbitt (a Chelish churl of uncertain parentage and certain deviation). Joplin has absolutely nothing of interest – not even this.

[spoiler=New Sanos Trail]
Three days and several seemingly insignificant villages (Mijarra, Issandirra, and Joplin) after leaving Wartle the Dry Way forks as the New Sanos Trail heads northward. The Sanos is an old dark hardwood forest that has not been actively logged since the Age of Darkness. It is dominated by ancient oaks, maples, and beeches – the natives know it as the Svartmark, or Black Forest, for sunlight rarely reaches the forest floor. The New Sanos Trail winds along the fridges of the forest among lesser trees and rocky tumbled heath and moor.

Wyrmcheater:

Snow crunches underfoot amid the shorn ash and oak. To the east is a large frosted meadow where a few shaggy cattle graze. A cloying sweet scent fills the air. Nestled in among the trees is a large building of stone and wood – four chimneys top it from which waft light colored smoke. Two large oak doors face the road – carved with scenes of The Hunt. Atop the lintel a sign reads “Wyrmworks Spirits” in the gnomish runes. Beyond crouches a ramshackle building of dark wood – a sign appears to hang above its doors. Other buildings peek out amid bare shrubs and from behind numerous prodigious trees.

The dark building is The Sign of the Cheated Wyrm – a rustic woodland inn. The hamlet of Wyrmcheater is at the heart of Wyrmdale – an area of wooded downs, small lakes, and meadows outside the domain of the Sanos Margreve. Mainly gnomes, changelings, and “civilized” fey folk they are an independent lot. The village “court” is overseen by the Schultz, Mungafarn Chollyoak, a bespectacled near-gnome (and probably also something else, as he is nearly 8 feet tall and looks more than a little ogrish) with a fine burgundy beard. “Munga” is also the foreman at the Wyrmworks and well respected by the labor force.

--CJ

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