Fan Adventure: Monsters of the Lost Coast


Homebrew and House Rules


Monsters of the Lost Coast Adventure

Complete the scenarios, in this order:

The Satyr
The Xulgaths
The Ghoul
The Attic Whisperers

Reward: Each character picks a non-named Ally of their choice from the box.

Something evil is stirring underneath the once peaceful town of Sandpoint, and the signs of it are everywhere: bandits are becoming bold under a new leader, a mild mannered alchemist has taken to making and selling poisons to ready buyers, and a dragon is feeding on the neighborhood livestock. But these are not the only signs of things to come. Monsters long absent from Sandpoint are making an appearance, and only the brave adventurer will be able to root them out and defeat them. Help the citizens of Sandpoint by ridding the Lost Coast of these new threats, or the town will never withstand the evils to come!

The Monsters of the Lost Coast adventure can be run before, after, or intermingled with the Perils of the Lost Coast adventure. It uses cards from the Base set and Character Add-On Pack, and a couple from Set 1. There is no need to mix Set 1 in the box, just pull out the few cards that are required for the adventure. If Set 1 is already mixed in, replace any Set 1 cards found in locations, which are not specifically called for in the adventure, with random pulls of the same type from the box. Note: there is only one of each of the Satyr, Xulgath, Ghoul and Attic Whisperer cards in the box, to this point.

The Satyr

Legends tell of a fey beast, with a human head and body, horns of a ram, and the lower legs of a goat. These mythical beings are said to have an unnatural charisma, and a penchant for seduction. From the tales being told by the young adults of the Lost Coast, one such creature has walked out of folklore and into the woods near Sandpoint. Can the brute be stopped, before more unfortunates fall to the power of its charms?

# of Characters: Location
1: Woods
1: Farmhouse
1: Wooden Bridge
2: Waterfront
3: Warrens
4: Academy
5: Treacherous Cave
6: The Old Light

Villain: Satyr – regular villain rules apply.

Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Satyr, then randomly add to locations as normal, to bring each location deck to ten cards.

During this Scenario: There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules.

Reward: Each character chooses a random blessing from the box.

The Xulgaths

The Xulgaths have been around since before the other races knew how to use tools, but failing to evolve, have been outdistance by their onetime slaves. They still exist underground, however, fighting amongst themselves, and keeping their race as a whole right where it’s always been; at the level of savages. At times a leader raises its reptilian head, and sets its sights on the world above, and one such has been called by the awakening evil under Sandpoint. Adventurers are needed to take down the upstart leader and his warriors, before they rally other tribes around themselves and become too much of a force for Sandpoint to stand against!

# of Characters: Location
1: Warrens
1: Woods
1: Treacherous Cave
2: Desecrated Vault
3: Shrine to Lamashtu
4: Throne Room
5: Thassilonian Dungeon
6: Deeper Dungeons

Villain: Xulgath (Check to Defeat +2) – regular villain rules apply.

Henchmen: Xulgath – regular henchmen rules apply.

During This Scenario: Place the Xulgath card by the blessings deck. Use Bandit cards for the Henchmen and Black Fang for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Xulgath card. After the encounter, place the Xulgath card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules.

Reward: Each character chooses a random weapon from the box.

The Ghoul

Sightings of a pallid, emaciated being have been reported by many who have travelled by the Sandpoint Cemetery in the past few weeks, with most instances occurring around midnight. The undertaker also reports finding graves that have been dug up, apparently by hand, with the bodies nowhere to be found. Father Zantus is all too familiar with the habits of ghouls, and is asking for help from anyone willing to hunt the creature to ground and end its cannibalistic ways, before it creates more of its kind!

# of Characters: Location
1: Desecrated Vault
1: Sandpoint Cathedral
1: The Old Light
2: Apothecary
3: Warrens
4: Thassilonian Dungeon
5: Treacherous Cave
6: Mountain Peak

Villain: Ghoul – regular villain rules apply.

Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Ghoul, then randomly add to locations as normal, to bring each location deck to ten cards.

During This Scenario: There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and shuffle an Ancient Skeleton henchman into each open location deck, treating them as Ghouls, without the ability to close locations upon defeat.

Reward: Each character chooses a random item from the box.

The Attic Whisperers

While Sandpoint has been peaceful for generations, life there has never been easy, and over the years some children have died before their time. The evil under Sandpoint has awakened several of these poor, unfortunate souls in the form of Attic Whisperers. A conglomeration of old toys, clothes, an animal skull and dust, these undead beings want eternal companionship, and they’re willing to do anything to get it. The children of Sandpoint are in danger, and at least one child has already succumbed to the monster in her house, making the Attic Whisperer she’s tied to even more powerful, in its desire to keep her under its spell. Adventurers are needed to put these vile abominations down, before they all grow stronger off the most helpless people in Sandpoint!

# of Characters: Location
1: Village House
1: Town Square
1: Temple
2: General Store
3: Waterfront
4: The Rusty Dragon
5: City Gate
6: Prison

Villain: Attic Whisperer (Check to Defeat +2) – regular villain rules apply.

Henchmen: Attic Whisperer – regular henchmen rules apply.

During This Scenario: Place the Attic Whisperer card by the blessings deck. Use Ancient Skeleton cards for the Henchmen and Pillbug Podiker for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Attic Whisperer card. After the encounter, place the Attic Whisperer card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and add two to the Check to Defeat of all Attic Whisperer henchmen.

Reward: Each character chooses a type of boon, other than loot, and draws a random card of that type from the box.

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Looks pretty solid.

Only issue I saw was with The Ghoul scenario. With only on Ghoul card (being used as the villain) it will be difficult to treat the Ancient Skeletons as the Ghoul. I would suggest using another proxy for the villain and keep the ghoul next to the blessing deck like you have done for The Xulgaths and The Attic Whisperers scenarios.


1970Zombie wrote:
I would suggest using another proxy for the villain and keep the ghoul next to the blessing deck like you have done for The Xulgaths and The Attic Whisperers scenarios.

Yeah, I probably should have used the proxy mechanic for The Ghoul scenario as well. It can definitely be played that way, if you want to give it a shot. Thanks for the feedback!

Silver Crusade RPG Superstar 2014 Top 16

Dotted. Will try it out sometime this week.


2 people marked this as a favorite.

Monsters of the Lost Coast Adventure

Complete the scenarios, in this order:

The Satyr
The Xulgaths
The Ghoul
The Attic Whisperers
The Hell Hounds

Reward: Each character picks a non-named Ally of their choice from the box.

Something evil is stirring underneath the once peaceful town of Sandpoint, and the signs of it are everywhere: bandits are becoming bold under a new leader, a mild mannered alchemist has taken to making and selling poisons to ready buyers, and a dragon is feeding on the neighborhood livestock. But these are not the only signs of things to come. Monsters long absent from Sandpoint are making an appearance, and only the brave adventurer will be able to root them out and defeat them. Help the citizens of Sandpoint by ridding the Lost Coast of these new threats, or the town will never withstand the evils to come!

The Monsters of the Lost Coast adventure can be run before, after, or intermingled with the Perils of the Lost Coast adventure. It uses cards from the Base set and Character Add-On Pack, and a couple from Set 1. There is no need to mix Set 1 in the box, just pull out the few cards that are required for the adventure. If Set 1 is already mixed in, replace any Set 1 cards found in locations, which are not specifically called for in the adventure, with random pulls of the same type from the box. Note: there are only one of each of the Satyr, Xulgath, Ghoul, Attic Whisperer and Hell Hound cards in the box, to this point.

The Satyr

Legends tell of a fey beast, with a human head and body, horns of a ram, and the lower legs of a goat. These mythical beings are said to have an unnatural charisma, and a penchant for seduction. From the tales being told by the young adults of the Lost Coast, one such creature has walked out of folklore and into the woods near Sandpoint. Can the brute be stopped, before more unfortunates fall to the power of its charms?

# of Characters: Location
1: Woods
1: Farmhouse
1: Wooden Bridge
2: Waterfront
3: Warrens
4: Academy
5: Treacherous Cave
6: The Old Light

Villain: Satyr – regular villain rules apply.

Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Satyr, then randomly add to locations as normal, to bring each location deck to ten cards.

During this Scenario: There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules.

Reward: Each character chooses a random blessing from the box.

The Xulgaths

The Xulgaths have been around since before the other races knew how to use tools, but failing to evolve, have been outdistance by their onetime slaves. They still exist underground, however, fighting amongst themselves, and keeping their race as a whole right where it’s always been; at the level of savages. At times a leader raises its reptilian head, and sets its sights on the world above, and one such has been called by the awakening evil under Sandpoint. Adventurers are needed to take down the upstart leader and his warriors, before they rally other tribes around themselves and become too much of a force for Sandpoint to stand against!

# of Characters: Location
1: Warrens
1: Woods
1: Treacherous Cave
2: Desecrated Vault
3: Shrine to Lamashtu
4: Throne Room
5: Thassilonian Dungeon
6: Deeper Dungeons

Villain: Xulgath (Check to Defeat +2) – regular villain rules apply.

Henchmen: Xulgath – regular henchmen rules apply.

During This Scenario: Place the Xulgath card by the blessings deck. Use Bandit cards for the Henchmen and Black Fang for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Xulgath card. After the encounter, place the Xulgath card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules.

Reward: Each character chooses a random weapon from the box.

The Ghoul

Sightings of a pallid, emaciated being have been reported by many who have travelled by the Sandpoint Cemetery in the past few weeks, with most instances occurring around midnight. The undertaker also reports finding graves that have been dug up, apparently by hand, with the bodies nowhere to be found. Father Zantus is all too familiar with the habits of ghouls, and is asking for help from anyone willing to hunt the creature to ground and end its cannibalistic ways, before it creates more of its kind!

# of Characters: Location
1: Desecrated Vault
1: Sandpoint Cathedral
1: The Old Light
2: Apothecary
3: Warrens
4: Thassilonian Dungeon
5: Treacherous Cave
6: Mountain Peak

Villain: Ghoul – regular villain rules apply.

Henchmen: None – Add random cards from the monster deck instead of henchmen and mix in the Ghoul, then randomly add to locations as normal, to bring each location deck to ten cards.

During This Scenario: Place the Ghoul card by the blessings deck. Use Black Fang for the Villain. When the Villain card turns up, set it aside, and replace it with the Ghoul card. After the encounter, place the Ghoul card by the blessings deck again, until needed. If it was undefeated, shuffle the Villain card that was set aside back into the location deck, per the normal rules. There are no henchmen, but locations can be attempted to be closed once, when there are five or less cards left in the location deck. If this check fails, you can’t attempt again, accept as allowed per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and shuffle an Ancient Skeleton henchman into each open location deck, treating them as Ghouls, without the ability to close locations upon defeat.

Reward: Each character chooses a random item from the box.

The Attic Whisperers

While Sandpoint has been peaceful for generations, life there has never been easy, and over the years some children have died before their time. The evil under Sandpoint has awakened several of these poor, unfortunate souls in the form of Attic Whisperers. A conglomeration of old toys, clothes, an animal skull and dust, these undead beings want eternal companionship, and they’re willing to do anything to get it. The children of Sandpoint are in danger, and at least one child has already succumbed to the monster in her house, making the Attic Whisperer she’s tied to even more powerful, in its desire to keep her under its spell. Adventurers are needed to put these vile abominations down, before they all grow stronger off the most helpless people in Sandpoint!

# of Characters: Location
1: Village House
1: Town Square
1: Temple
2: General Store
3: Waterfront
4: The Rusty Dragon
5: City Gate
6: Prison

Villain: Attic Whisperer (Check to Defeat +2) – regular villain rules apply.

Henchmen: Attic Whisperer – regular henchmen rules apply.

During This Scenario: Place the Attic Whisperer card by the blessings deck. Use Ancient Skeleton cards for the Henchmen and Pillbug Podiker for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Attic Whisperer card. After the encounter, place the Attic Whisperer card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Place an unused location card after the 20th card in the Blessings Deck. When you get to this card, remove it, and add two to the Check to Defeat of all Attic Whisperer henchmen.

Reward: Each character chooses a type of boon, other than loot, and draws a random card of that type from the box.

The Hell Hounds

As if having a dragon feeding off their livestock wasn’t enough, now something new is draining the lifeblood of Sandpoint’s herders. But whereas the dragon was just a shadow, a flash of wings, and one less cow or sheep at the end-of-day count, this is something far more gruesome. Herders have reported finding bits and pieces of once large animals, with what little remained scorched and crispy, like the grass around the scene of attack. There have also been sightings of giant wolf-like creatures, with flaming eyes and fiery pelts. Whatever they are isn’t of this world, and Sheriff Hemlock is asking for help tracking them down, and ending the threat they pose, before they start feeding on the population of Sandpoint!

# of Characters: Location
1: Woods
1: Treacherous Cave
1: Wooden Bridge
2: Farmhouse
3: The Old Light
4: Shrine to Lamashtu
5: Desecrated Vault
6: Warrens

Villain: Hell Hound (Check to Defeat +2) – regular villain rules apply.

Henchmen: Hell Hound – regular henchmen rules apply.

During This Scenario: Place the Hell Hound card by the blessings deck. Use Bandit cards for the Henchmen and Jubrayl Vhiski for the Villain. When a Henchman/Villain card turns up, set it aside, and replace it with the Hell Hound card. After the encounter, place the Hell Hound card by the blessings deck again, until needed. If it was undefeated, shuffle the Henchman/Villain card that was set aside back into the location deck, per the normal rules. Whenever a Hell Hound is encountered in a location deck, every other character summons and encounters a Hell Hound of that type (Henchman/Villain) also.

Reward: Each character chooses a type of boon, other than loot, and draws two random cards of that type from the box. Keep one and return the other to the box.


Reposted the adventure, since I added a fifth scenario and tweaked the rules for The Ghoul scenario (thanks 1970Zombie).


Thank you for another adventure! We will be trying this one very soon and I will let you know how it goes. It is very much appreciated. =)


Akasma wrote:
Thank you for another adventure! We will be trying this one very soon and I will let you know how it goes. It is very much appreciated. =)

You are welcome! I look forward to hearing how they went for you. If enough people enjoy them, I'll probably write some more, when inspiration strikes again. :)

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