Thornkeep map key:
1. Town green (the main square)
2. Greenforest inn
3. Thornkeep bindery
4. Tardin's trading post
6. The Blue Basilisk hall (guild)
8. Greenfoot provisions
9. Echo woods arms
10. Igmar Dusthelm's (armory)
11. Haric's saddlery
12. Serianna's livery stable
14. Fraston Orchard
15. Shrine of Battle (temple of Gorum)
16. The Thirsty Ogre (tavern)
17. The Briarwarren (goblin town)
18. Goblin Bazaar
20. Arno's sawmill
21. House of the River Lord (temple of Hanspur)
24. Thornkeep mercantile
28. Hunter's lodge
29. Harley's mill
32. Wolfmane encampment
34. Goldenfire tower (guild)
36. Keep barracks
37. The Baron's tower
38. The Accursed Halls entrance
Excerpts from the Journal of Pathfinder Choamski Polyphonus
Holy Irez writes that civilization at its heart is language. She also writes that a culture cannot persist by spoken word alone. If a culture is to survive the passage of time and master the ways of magic, it must acquire the arts of writing, runes, and calligraphy.
I have always taken that message to heart, even before I became aware of the Most Holy Calligrapher. Long have I struggled to understand the written word in its many dynamic forms while questing after the universal symbols that underlie those forms. It has been a difficult road, one I have been on for over 40 years. Yet it remains a fascinating one! Words can be written in so many forms and manners, but in all cases they can be rendered into a simple symbolism that belies the underlying principles and magic that ties the words together.
Of course, once I learned of Holy Irez it was only natural for me to wish to do her good work. Unlike many would believe, Irez will task Those Who Write with challenges no less difficult then those of Sarenrae tasking her holy folk to fight the undead. You see, while the undead may truly vile and powerful, illiteracy is everywhere and results in the death of whole cultures.
Several decades gone by I was inspired by the word of Irez and I took it upon myself to travel to Kaer Maga from my home of Almas. There I began to teach writing to those cultures most threatened by the passage of time, those that most colloquially refer to as "monsters". Centaurs, trolls and orcs all reside in Kaer Maga, and to the most enlightened of these folk I have labored to teach the written word. In this endeavor I have taught classes composed of orc shamans, troll seers and being more exotic yet. Sadly, I never have made much headway with the goblin population of that town. In tutoring all of these folk Irez challenges me to my upmost and keeps me young.
Yet the world is vast, and most of it is without access to the magic of writing. Kaer Maga was a fine starting point for my efforts, but it could not contain them. Over a glass of spiderberry tea one day Miss Feathers suggested that I travel to Absalom and apply with the Pathfinders, as their reach across the world and annals of lore are unparalleled. Besides, the stories Miss Feathers told me of some of their clients were most enthralling.
So here I find myself, emerging from the storied halls of the Pathfinder Society: well trained, well equipped, and ready to teach all folks the mysteries of symbols on paper and stone.
Special Attacks judgment (1/day)
Gnome Spell-Like Abilities
Inquisitor Spell-Like Abilities
Domain Spell-Like Abilities (CL 1st, concentration +4)
Spells Known (CL 3rd, concentration +8)
Base Atk +2, CMB 0, CMD 13
Feats armor proficiency (light, medium, shield), point-blank shot, precise shot, shake it off (teamwork), spell focus (enchantment), weapon proficiency (simple, bows, repeating crossbow)
Traits etymologist, focused mind
Blast Rune (Sp) As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cunning Initiative Gains Wisdom modifier as bonus to initiative, as well as Dexterity
Etymologist You gain a +1 bonus on Linguistics checks, one bonus language, and Linguistics is always a class skill for you.
Focused Mind +2 concentration checks
Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.
Magical Linguist Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Solo Tactics At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Teamwork Feat At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Handy Haversack 2 pouches, 20 lbs, 1 pouch 80 lbs
air crystal (1 minute breathable air, cannot speak)
acid flask x2
alchemical grease x2 (4 hours, +5 CMD vs grapple, +5 CMB/escape for grapple)
antiplague (+5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.)
antitoxin (+5 alchemical bonus on Fortitude saving throws against poison for 1 hour.)
bloodblock (Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit and grants the +5 bonus stated above).
bodybalm (+5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease. (+5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.)
clear ear x2 (This green gel is poured into the user’s ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.)
smelling salts (Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.)
smog pellet (When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet. The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.)
stillgut (+5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in stages of rot or decay.)
tanglefoot bag (A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.)
Potion of feather step
2: Confirmed Field Agent: Free Wayfinder
3. Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle
Scenario Thornkeep: Accursed Halls
Gold Earned 1398
Day Job 10
Access Potion of Lesser Restoration (300), Scroll of Invisibility (150), Sleep Arrow (132)
Wealth 1413 gp, 7 sp, 5 cp
Play Notes Predictions of Future Peril
Journal Entry The Pathfinders made entry into Thornkeep, fighting shadows, wights, infected giant bugs, and goblins trying to establish the lost goblin kingdom of Zog.