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Solo Adventures #2

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This document introduces the Pathfinder Roleplaying Game and provides an introductory solo adventure.

This document is introducing the Pathfinder Roleplaying Game ruleset produced by Paizo Publishing for playing in a fantasy world.

A typical session involves a group of friends playing characters led through a story by the Game Master, who also plays non-player characters.

!

An Avalon Games Product, All rights reserved, Version 1.0, 2012

All comments, suggestions and contacts can be made at…

Avalon Games Company, avalon@comstar-games.com

Or visit
Avalon Games at…

www.avalon-games.com

Written
by

Product design, some artwork and layout


by
Robert Hemminger

Some artwork by
Sade

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under
the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for
more information on the compatibility license.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

!
Avalon Intro to Pathfinder Solo Adventures Volume 2:
The Human Rogue

Have you ever wanted to try a tabletop roleplaying This scenario focuses on the Rogue Character Class
game (RPG); but were too intimidated by thick and is geared towards inexperienced players; that in
rulebooks, insider jargon, and experienced players to addition to having a full-fledged Character at the end,
bother? Well, now's your chance! You've come to many of the concepts and rules of the Pathfinder
the right place. Roleplaying Game are explained throughout (acting
as a sort of tutorial or demo of the game). You should
This Avalon Intro to Pathfinder Solo Adventure will feel more comfortable by the end when starting to
help introduce you to one of the most popular play a regular game with a group, due to having been
tabletop RPGs being played today: the Pathfinder exposed to some of its ideas already.
Roleplaying Game. Produced by Paizo Publishing
(paizo.com), Pathfinder uses one of today's leading The Rogue is the classic scoundrel antihero of
RPG rulesets to let you play in a fantasy world of countless stories; examples include Robin Hood,
danger and intrigue. Zorro, Han Solo, Indiana Jones, James Bond, Rhett
Butler, Captain Jack Sparrow (from the Pirates of the
A typical tabletop RPG is played much like a board or Caribbean films), Sawyer (from the TV show Lost),
card game-around a table with a group of friends, etc. Typical adjectives used to describe the Rogue
some drinks and some snacks. One of the Players include: fast, sneaky, clever, agile, or witty. A Rogue
acts as the Game Master (GM), who leads the game, can steal your wallet or your heart with equal aplomb,
drives the story, and adjudicates rules questions; can pick the lock of the sturdiest safe, and despite
while the other Players take on the role of Characters what George Lucas says, will ALWAYS shoot first
(also called Player Characters, or PCs) who help (and preferably from a concealed location). Their
shape the tale with their actions. The GM also plays strengths aren't always obvious or in your face like a
the role of all of the Non-Player Characters (NPCs), Warrior's or Wizard's are, but to underestimate them
including creatures, townsfolk, and the like that the can be a dangerous mistake.
PCs might encounter during the Adventure.
Future Adventures in the series will introduce the
This particular Adventure, however, is a solo affair; other core Character Classes (Wizard and Cleric). A
with the GM role taken on by the author, and you previous Adventure (Volume I) introduced the Fighter
controlling a Player Character that you create (and Class. This second Volume covers (while possibly
can use later if you decide to play Pathfinder with a delving more deeply into) many of the same
group). It is structured in a similar fashion to the Pathfinder concepts that Volume I did, including how
Choose Your Own Adventure gamebooks of old, to create a Character (Character Creation), how to
although instead of just making a decision and engage in Combat, and how to test you Character's
turning to the indicated page to see what happens, Abilities and Skills; while also introducing new
you roll dice (see below) to represent the element of ideas-Sneak Attacks (a Rogue Combat specialty),
chance present whenever you have your Character Cover, Flanking, Attacks of Opportunity, Alignment,
attempt a particular course of action. Difficulty Classes (DC), Carrying Capacity
(commonly known as encumberance), Armor Check
Penalties, Feats, and Saving Throws.

2
Be aware of the Pathfinder Roleplaying Game
Reference Document (abbreviated PRD and available
to peruse for free at...

http://paizo.com/pathfinderRPG/prd/)
A Disclaimer Regarding Character Free Will
as an excellent resource for further exploring the This Adventure may seem constrained, as it offers a
game. Of course, having a copy of the Core (by necessity) limited amount of options to the Player
Rulebook might be helpful as well, and it's available when they're confronted with the various situations
fairly inexpensively (in PDF form at least) at inside. But the Pathfinder Roleplaying Game (and
paizo.com. Also, this Adventure includes a Glossary tabletop RPGs in general), when played normally
at the end to help further define the terms which are with a group, offers an almost unlimited amount of
used throughout. Finally, Paizo has more recently choice and freedom. If you can think it up, you can
released the Pathfinder Roleplaying Game Beginner have your Character attempt it. This is what makes
Box (http://paizo.com/beginnerBox), which is a great tabletop RPGs (in my opinion) superior even to video
introduction to Pathfinder and reinforces many of this games-they're the ultimate open-world experience, a
Adventure's precepts. form of storytelling bounded only by the Players'
imaginations. So playing in a group, especially one
This story has several different endings, depending on with a good GM, is the way to go-at least once you've
the choices you make throughout (and how much gotten a handle on the rules, which is what these
luck is on your side); and each time you play you Avalon Intro to Pathfinder Solo Adventures are
might end up with a different type of Character designed to do.
(though always a Human Rogue, of one sort or
another). Although unlikely, depending on the
choices you make and the vagaries of fate (aka the Before You Play…
dice) your Character could die (Pathfinder's fantasy
world can be a dangerous place); so try to act care- You'll need a full set of polyhedral dice (a 4-sided die
fully. The land is littered with the bones of would-be (d4), d6, d8, d10, d12, and d20) to play this
heroes who died early in their adventuring career; Adventure. If you don't already have these and can't
their tales untold. Think of what your Character acquire them (i.e. if you don't have a local game store
would do when confronted with a threat, and if you nearby) there are online dice roller websites that do
do decide to fight, fight smarter (not harder). the same thing for free (Wizards of the Coast, another
Especially as a Rogue-DON'T feel the need to be game company, has one at ...
honorable, face your enemy and look him in the
eye-stab him in the back instead! http://www.wizards.com/dnd/dice/dice.htm).

Enjoy your journey. We hope that it will both educate


you about the Pathfinder game as well as inspire you
to find a group (or form one yourself) to play it
!
regularly.

3
Lawful Good: A Lawful Good Character is a
Your First Step on the Road to Adventure: Goody-Two Shoes. They rescue cats from trees, help
Character Creation old ladies across the street, and spend every spare
minute helping out charitable organizations and
To start, you'll need to fill in the Character Sheet worthy social causes (and not just in an effort to get
found at the end of the adventure. Here's how to do laid, either). They obey the speed limit and wouldn't
that: DREAM of drinking alcohol before their 21st
birthday. Examples of historical LG individuals
Character Name: Make up a name for your include George Washington and Abraham Lincoln,
character. while fictional ones include Atticus Finch (from the
novel/film To Kill a Mockingbird), Superman, and
Alignment: Alignment describes a Character's moral any true knight from literature (the King Arthur tales
worldview. It is made up of two spectrums: the come to mind) that you can think of. Lawful Good
Lawful/Chaotic spectrum, and the Good/Evil may not be a good Alignment choice for a Rogue-it's
spectrum. The Lawful/Chaotic spectrum is a measure hard to break the law when you have moral
of a Character's truthfulness and respect for authority/ compunctions against doing so!
social laws/traditions vs. her penchant for free
spiritedness /individualistic /anarchic actions and Chaotic Good: Chaotic Good folks will break the
beliefs. The Good/Evil spectrum is obvious. Both of rules if they must, but usually to support a righteous
these spectrums have neutral as a middle point. Thus, cause. The obvious instance from folklore is stealing
a Character can choose one of nine Alignments: from the rich to give to the poor-Robin Hood.
Lawful Good (LG), Lawful Neutral (LN), Lawful CGood is a good Alignment to choose if you want to
Evil (LE), Neutral Good (NG), Neutral (N), Neutral play the “Rogue with a heart of gold”.
Evil (NE), Chaotic Good (CG), Chaotic Neutral
(CN), or Chaotic Evil (CE). NPCs may have Chaotic Neutral: The ultimate free spirit, they do
Alignments as well (which can help the GM roleplay whatever they want, when they want but without any
them), although animal NPCs usually don't, as they kind of recognizable moral slant (such as Good or
lack the capacity for moral judgment. Evil) to their actions. A good example in literature is
Meursault, the protagonist of Albert Camus novel The
Alignment is not a straitjacket-you can play your Stranger (L'Étranger). A good historical example are
Character anyway you want, making decisions for the hippies from the 60s-“if if feels good, do it”.
him as to what course of action to take in any given
situation. In general, depending on your GM and a Chaotic Evil: A right bastard. Not just a free spirit
few rules restrictions, you can change your with no respect for the feelings or beliefs of others,
Character's Alignment during the game. The real but one with a diabolical slant to their actions. A
purpose of Alignment is to help you roleplay your vicious sociopath, or monstrous psychopath (or both).
Character well. The fictional CE poster child is, of course, The Joker
in the film The Dark Knight (or the original Tim
Here are a few examples to help you choose your Burton Batman film as well, come to think of it).
Character's Alignment.

4
Ability Scores, and How to Determine Them
Player: This is you.
Your Character's six Abilities (Strength [STR],
Dexterity [DEX], Constitution [CON], Intelligence
Gender: Your Character can be either male or
[INT], Wisdom [WIS], and Charisma [CHA]) are a
female; there are no penalties or bonuses for either in
measure of his raw aptitude and potential in those
Pathfinder. The game's default assumption is a
areas of his life-and Ability Scores assign a numeri-
gender-neutral, (not gender-biased like our own)
cal value to each one.
fantasy world; where women can be knights or
blacksmiths just as easily as a man can.
There are several different ways to generate your
Character's Ability Scores, as detailed in the
Age: You start as a young adult, just coming into
Pathfinder Roleplaying Game Core Rulebook, the
your own and ready to take on the world. Pick an
Pathfinder Roleplaying Game Reference Document
Age, somewhere around 15-18 or so.
(http://paizo.com/pathfinderRPG/prd/gettingStarted.ht
Height, Weight, Hair and Eye Color: You choose.
ml#ability-scores)
Race: This is pre-filled in as Human. In the full
and/or the Pathfinder Roleplaying Game Beginner
Pathfinder game, you can also play other fantasy
Box. The following method was detailed in the
Races such as Dwarves, Elves, Gnomes, Halflings,
previous Volume (Volume I: The Human Fighter)
Half-elves, and Half-orcs; but this Adventure keeps
and is called the Standard method:
things simple and has you play as a Human (playing a
Human Character should be easy for you to relate to,
Roll 4 six-sided dice (4d6) and discard the lowest
as you are one in real life).
one. Add the remaining three together. Do this six
times, writing each total down on a piece of scrap
Character Class: This is also pre-filled in for
paper as you go. You will be left with six numbers,
you-Rogue. The all-around scoundrel Class of the
each ranging from 3 to 18 (10 or 11 is considered
Pathfinder world, it encompasses such classic
average, with higher better and lower worse). These
archetypes as the thief, the smuggler, the devious
represent your Ability Scores, and can be assigned to
merchant, the heartbreaker, and the assassin.
your Abilities in any way you wish. Note that, since
your Character is a Rogue, it may be wise to put the
Character Level: All characters start at 1st Level.
highest Score into your Dexterity (typically a Rogue's
Characters increase their Level by overcoming
most important Ability), although the choice is
challenges and gaining adventuring experience
ultimately up to you, and is partly based on your
(numerically represented in-game as Experience
Character's concept. For example, want to play a
Points or XP). Experience Points are rewarded
really good-looking, suave ladies' man, who'd rather
throughout the course of the game by the Game
charm his prey out of her inheritance rather than pick
Master (GM). Note that in this Adventure, the GM is
her pockets for some coins? Put your highest Score
“played” by the author, while in a normal Pathfinder
in Charisma. And so on.
game another person would take on that role and give
out the XP to Players.
In this Volume we'll introduce an alternate way to
generate Ability Scores, called the Heroic method.
You can use this method or the Standard method
! above; it's your choice. Roll 2d6, add them together,
and add 6. Do this a total of six times, and write
down each total. When finished you'll have six
numbers, each ranging from 8 to 18. Again, assign
these Scores to your Abilities in any way you see fit.

Finally, add +2 to one Ability Score of your choosing.


This is a Racial bonus for being Human.

5
To determine what to fill in for your Ability Modifiers !
(used for a variety of in-game purposes), use the
following table:
Ability Score Ability Modifier
3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20 +5

That's enough for now. We'll fill in the rest as we go


along.

Onward…to adventure!

Initiative Modifier, Hit Points, and Armor Class


Fill in your Initiative Modifier (which is the same as
your Dexterity Ability Modifier) on your Character
Sheet. This number helps to determine how soon
your Character acts in a Combat situation (it's added
to your Initiative Roll: positive numbers are good,
negative numbers are bad).

Write in your starting Hit Points. For a Rogue, this is


equal to 8 plus your Constitution Ability Modifier.
Hit Points are an abstract way to represent a
Character's ability to keep standing and fighting;
when they reach 0, the Character is incapacitated and
may die.

Armor Class is your ability to avoid getting hit or


being hurt in a fight. It includes both any armor
you're wearing, as well as how nimble you are at
avoiding strikes directed against you. To calculate
your Armor Class, add 10 to your Dexterity Ability
Modifier plus 2 for your Leather armor (under Gear
on your Character Sheet, write Leather armor-all the
cool kids are wearing leather these days. Not only
that, but it's by far the most popular kind of Rogue
armor, due to it giving decent protection while still
being relatively quiet and lightweight).

That's enough for now. We'll fill in the rest as


we go along.
6
Severan 1

Our tale unfolds in Severan, the City by the Sea, You have grown up on the streets of Severan, an
bordered on the east by the Nedrasi Forest and on the orphan with little memory of your early past and no
west by the Great Sea. Severan and the surrounding blood relations (as far as you know) to speak of. Your
lands are ruled locally by Lord Nellis, known as a fair family are the other street kids, your father Pagin of
and just leader by some and as hard, inflexible, and the Shadows. Pagin runs the Thieves' Guild, and uses
lacking imagination by others. The King's Road, as children and the rest of the underclass as his network
well as the River Naga, both of which wind through of cutpurses and spies, stealing and selling valuables
the land, either begin or end here (depending on your as well as information (which is sometimes worth a
perspective). lot more).
From a Player's eyes, Severan is a pretty typical Normally on a job you go out as one member of a
medieval city. Of note are its winding, haphazard and pair; the thought being that one of you can keep an
confusing streets; emblematic of its history beginning eye on the situation (the lookout) and report back to
as a small seaside settlement (from there, residents Pagin if the other (the one actually performing the
just built out as was needed wherever they could find deed) is captured or otherwise fails. But some in
space). Oldtown is the area surrounding the castle, Pagin's employ, who show particular promise,
and contains the oldest stone buildings in the city, graduate on to solo work. This can be more lucrative,
including the cathedral (many of the original wooden as you don't need to split your take with a partner
structures having been destroyed by fires). (after giving Pagin his share, of course). In addition,
you can freelance and take on work other than that
prescribed by Pagin (as long as you remember that he
still gets his cut-many have learned this lesson the
hard way, and show the scars to prove it, as Pagin will
accept “a cut for a cut” as payment instead).

The time has come for your graduation. But any


graduation comes with a test. Your test is a solo job.
As Pagin lays it out: “A simple snatch-and-grab.
Break into a mansion and steal a noblewoman's
! precious gem broach. Should be easy as pie.”

Go to 2.

7
This is a good opportunity to discuss Carrying
Capacity in Pathfinder. This is a way to determine
2 how much Gear your Character can carry (and/or how
heavy a suit of armor she can wear) before being
affected by it. The effects of Carrying Capacity are
Pagin gives you more details on the mission. threefold:

“Lady Serange is a rich widow who inherited her 1. Your Character's Dexterity bonus to her Armor
husband's lands and titles upon his death. But lands Class might be limited if she's carrying too
and titles aren't easy to fence; while her sapphire much weight (she can't move out of the way of a
wedding gift will be considerably easier. I've solid blow as fast).
information that in one week she will be absent for an
entire night while attending the Masquerade Ball.” 2. If the Character's load is too heavy, she might
receive an Armor Check Penalty to Strength
He goes on to tell you of the mansion's layout and and Dexterity Ability Checks (as well as Strength/
grounds, as well as information on the Lady's guard Dexterity-based Skill Checks).
(usually only one on the premises at any given time).
3. A Character's maximum movement speed will
You spend the week casing the joint and plotting. be limited by her burden.
Finally, the appointed day arrives. Tonight, the
Masquerade Ball. And while the rich (including Lady Leather armor in Pathfinder is considered to be
Serange) party the night away, far removed from the Light armor and thus doesn't impose these
cries and suffering of the majority, a few will sneak limitations on a Character. For the purposes of
into the shadows and try to readdress the balance. this Adventure, instead of adding up the weight of
You are one of them. You try to sleep during the day all of your Character's Gear, instead your
on your straw mat, but find it difficult; the excitement Character must choose 4 of the items listed above
of your first solo job keeps you awake, tossing and to take on the job with them (this is all of the stuff
turning. Darkness falls, and you listen to the bells they can take without being overburdened-the
ring, hour-by-hour. Finally the bell rings twice-2 calling card of the Rogue is speed, after all, and it's
a.m. has come, and you rise to begin your hard to dash about when you're dragging a heavy
preparations. pack full of items down the street with you). Write
these items down on your Character Sheet under
Go to 3. Gear (unless they're Weapons, in which case write
them under Weapons).

3 If you're taking along a Weapon (or several), go to


4.

Dressing in your Leather armor, you throw a dark Otherwise, if your Character is going unarmed, go
cloak over it (write cloak under Gear on your to 5.
Character Sheet) and eye the Gear laid out on a piece
of burlap on the stone floor in front of you. It
consists of the following items: a Dagger, a Short
sword, a Light crossbow with 10 crossbow Bolts
(ammunition) in a case, a set of Thieves' tools
(lockpicks, etc.), a Torch, a common Lamp, a hooded
Lantern, a bullseye Lantern, a 2-pint flask of Oil,
Flint and steel, a Climber's kit (crampons, pitons,
ropes, tools, etc.), and a 50 ft. hemp Rope with
Grappling hook attached.

8
4 5
Depending on which weapon(s) you decide to arm
You're standing next to the wall surrounding Lady
your Character with, write the following information
Serange's mansion. It's about 4 a.m.; you figure that
under Weapons on your Character Sheet:
most people (the Lady, her house staff) will be fast
asleep, with maybe a guard or two patrolling the
Dagger
grounds (at best-more likely; they'll be playing dice,
Attack Bonus (equal to your Strength Ability
or asleep, in the guardhouse, or shtupping a serving
Modifier)
girl in a broom closet). Your target, you remind
Damage (equal to 1d4 + your Strength Ability
yourself, is the Lady's sapphire broach. Pagin is
Modifier)
uniterested in anything else; perhaps it has some
special significance somehow? Anyway, focusing on
Short sword
the problem at hand…
Attack Bonus (equal to your Strength Ability
Modifier)
How to get over the wall? It completely surrounds
Damage (equal to 1d6 + your Strength Ability
the mansion's grounds, with only a single (currently
Modifier)
barred) gate which opens to the front yard. There are
two ways you can think of: climb the wall, or sneak
Light crossbow
in through a drainage culvert which cuts through the
Attack Bonus (equal to your Dexterity Ability
bottom in one section (it'll be a tight fit, but you think
Modifier)
you might be able to swing it).
Damage = 1d8
Ammunition = 10 Bolts
To try to climb the wall, go to 6.
Go to 5.
To try to squeeze through the drainage culvert, go
to 7.

If you brought along a Climber's kit, or a Rope


! with Grappling hook, and want to try using one of
them, go to 8. Otherwise, to free climb the wall, go
to 9.

9
7 9

You begin inching your way through the culvert. It's Under Skills on your Character Sheet, write down
slow going, using your elbows and knees to push Climb. As a Rogue (and a child of the streets),
yourself forward. And it's dirty, smelly work-some of you've honed this ability quite well over the years.
the “water” flowing under you is full of waste from In Pathfinder, Climb is known as a Class Skill for
the mansion. What does the Lady eat, anyway? Rogues-they (like all Character Classes) are most
Ahead, you hear scratching, getting closer. It's very proficient in using Skills that relate to what they
dark in here. do most often during the course of their careers.
For Rogues, this would also include Skills like
Suddenly, a loud squeaking erupts right in front of Stealth, Disguise, Disable Device (e.g. picking
you. A large (cat-sized!) rat rears up, just as surprised locks), etc.
as you are! It attacks, furiously scratching its claws
and biting at your face! Also, we should briefly mention Feats here.
Human Rogues start at 1st Level with 2 Feats that
It's time to address Combat in Pathfinder. you can choose. Feats represent a Character's
Combat takes place between combatants over a special talents that are mostly irrespective of their
series of Rounds, and opponents take turns going Race and Character Class-some people are just
back and forth until one side wins (or the battle naturally good at certain things. If you want to
otherwise ends). Turn order (who strikes take the Skill Focus Feat and apply it to your
first-which can be CRITICAL in Pathfinder, as in Climb Skill (which makes you a REALLY good
life) is decided by Initiative. climber), write down Skill Focus [Climb] under
Feats.
Make an Initiative Roll (roll a d20) and add your
Initiative Modifier. Is the result > 14 (the rat's Next to Climb, you must write down your Total
result)? Then you win Initiative, and get to make Bonus. This is calculated in the following way:
the first move. If it's < 14, the rat moves faster Total Bonus = 1 (we'll say you've put one Skill
and gets the first shot in. If it's = 14, ties are Rank into it) + 3 (since Climb is a Rogue Class
broken by Initiative Modifiers (the rat's is +3). If Skill) + your Strength Ability Modifier + another 3
you're STILL tied, re-roll your Initiative Roll. (IF you selected the Skill Focus Feat for Climb
above).
If you win Initiative, go to 11. If the rat wins, go to
12. Finally, time to climb that wall! Climbing the
mansion's surrounding wall requires a Difficulty
Class (DC) 15 Skill Check. In other words, you
roll a d20 and add your Climb Skill's Total
8 Bonus-if the total is >= 15, you succeed (go to 10).
Otherwise, you fail, and can't seem to climb the
Having brought along the right Gear should make this wall no matter how hard you try-you'll have to try
easier, you think. You ready your supplies and face squeezing through that culvert (go to 7).
the wall, sizing up the best way to go about this.

Did you bring a Climber's kit? Go to 21. 10


Did you bring a Rope with attached Grappling
hook? Go to 22. You quickly scramble up the wall, effortlessly finding
foot- and handholds, almost vaulting it. You land
(If you brought both items along, pick with a quiet THUMP! on the ground inside
one-you can't use both-and go to the the wall. Like Pagin said, easy as pie.
appropriate section). 10 Go to 17.
11 13

Are you armed with a Dagger or Short sword? (A You draw your blade and furiously stab out at the rat.
crossbow isn't feasible to use in such tight,
awkward quarters). Go to 13. Otherwise, to at- Make a Melee Attack Roll (roll a 20-sided die and
tack the rat with your bare hands, go to 14. add your Strength Ability Modifier). If your total
>= 14 (the rat's Armor Class) then your blade hits
home-go to 15. Otherwise, if you miss, go to 16.
12
14
The rat is just that much faster than you are. He bites
at your face, going right for your nose.
Make an unarmed Melee Attack Roll (roll a
(Game play-wise, the rat makes an Attack Roll,
20-sided die and add your Strength Ability
coming up with a 12). Is this < your Armor Class?
Modifier). The rat's AC is 14. Did your total
If so, it misses, its jaws snapping past your ear
equal or exceed 14? If so, go to 18. Otherwise, go
with a loud CLACK! If 12 is >= your Armor
to 16.
Class, though, the rat's bite hits home. It doesn't
take off your nose, exactly, but tears off a nice
strip of flesh from your cheek, just missing your 15
eye. Subtract 1 Hit Point for Damage.

Of course, the problem with rats isn't just their


sharp little teeth-it's also that they're disease You skewer the rat on your blade.
vectors. Pathfinder actually has a way of dealing
with whether or not your Character can fight off Normally, you would roll Damage here (1d4 + your
the potential infection caused by the germs sown Strength Ability Modifier if you're using a Dagger,
into your flesh by the rat. It's called Saving 1d6 + your Strength Ability Modifier if you're
Throws. using a Short sword). But this rat wasn't such a
fearsome opponent after all-it gives an
In this case, your Character must make a interrogatory SQUEAK?, as if it can't quite
Fortitude Saving Throw against the rat's disease believe this is the end, before dying. You shake it
potential. This is a DC (Difficulty Class) 11 Save. off your blade, cringing in disgust as you wipe its
So roll a d20 and add your Fortitude (Modifier). filthy innards off the metal, and crawl over/past
In this case, your Fortitude = your Constitution the rat towards the culvert opening.
Ability Modifier. (Write his number down on your
Character Sheet for Fortitude). Did you get >= Go to 17.
11? Great! Your immune system will successfully
fight off the infection. Otherwise, if you failed the 16
Fortitude Save, write down Filth fever under
Notes on your Sheet. It won't take effect
immediately (diseases take a few days to take Your blow misses the rat. It springs backwards,
hold), and how to cure/overcome it is outside the surprised by your ferocity, before turning and scurry-
scope of this Adventure (your GM, when you join ing away from you, its tail literally tucked in between
a Pathfinder Game group, will explain further) its hind legs. Carefully, you make your way to the
-but eventually, your Character will sicken from end of the culvert, keeping a wary eye out for any
the little bastard's bite. more surprises.

It's time for some pay back! Go to 17.


Go to 11 to attack the rat. 11
17

Also, we should briefly mention Feats here.


You've passed the first part of your test, crossing the Human Rogues start at 1st Level with 2 Feats that
outer border of Lady Serange's private estate. You you can choose. Feats represent a Character's
see two ways forward-make a (quiet-as-possible) run special talents that are mostly irrespective of their
for the mansion itself, hoping to quickly cross the Race and Character Class-some people are just
yard before possibly being spotted; or else hide in naturally good at certain things. If you want to
some nearby bushes and observe the grounds for a take the Skill Focus Feat and apply it to your
while, attempting to learn guard patrol patterns and Stealth Skill (which makes you REALLY sneaky),
anything else useful you can glean, before your write down Skill Focus [Stealth] under Feats.
stealthy assault on the house. Another option is the Stealthy feat-this gives you a
bonus on both Stealth AND Escape Artist (another
To hit the house now, go to 19. Rogue Class Skill) Skill Checks. Keep in mind you
can take up to 2 Feats (total) as a 1st Level Rogue.
To wait and observe for a time, go to 20.
Next to Stealth on your Character Sheet, you must
write down your Total Bonus. This is calculated in
the following way:
18
Total Bonus = 1 (we'll say you've put one Skill
Rank into it) + 3 (since Stealth is a Rogue Class
You grab the rat in your hands and wring its stringy Skill) + your Dexterity Ability Modifier + another
neck. Its eyes bulge and tongue extends, as if to get 3 (IF you selected the Skill Focus Feat for Stealth
just a lick of air as it expires. It doesn't even get to let above) and/or another 2 (IF you selected the
out a final SQUEAK! You toss it aside and make Stealthy Feat above).
your way to the end of the tunnel.
You start off toward the house, moving as quickly
Go to 17. (but still quietly) as you can muster. Using Stealth in
Pathfinder is an Opposed Skill Check against your
opponent's Perception Skill. In this case, your
19 opponents are the two guards you see patrolling the
grounds as you reach the halfway point between the
wall and the house. (So much for “only one guard on
the premises at any given time”. Thanks for the bad
You've decided to make a beeline for the mansion, intel, Pagin).
hoping that speed and stealth combined will win the
day (or, at least, a precious sapphire broach). One of the guards gets a Perception Skill Check of
17, the other gets an 8. So in order to go unob-
Under Skills on your Character Sheet, write down served by both guards, you're trying to equal or
Stealth. As a Rogue (and a child of the streets), exceed 17. Roll a Stealth Skill Check (a d20 + your
you've honed this ability quite well over the years. Total Bonus).
In Pathfinder, Stealth is what's known as a Class
Skill for Rogues-they (like all Character Classes) Did you get >= 17? Go to 24. If you failed to be
are most proficient in using Skills that relate to Stealthy enough, go to 23.
what they do most often during the course of their
careers. For Rogues, this would also include
Skills like Climb, Disguise, Disable Device
(e.g. picking locks), etc.
12
20

You spend some time observing the grounds, looking


for anything out of the ordinary. The night is
overcast, with the moon often hiding behind clouds,
making your job a little easier. The main sources of
light come from a lantern shining out of the
guardhouse window and torches outside of the
guardhouse and the main house entrances.
Interestingly, you spot two guards patrolling the
mansion's grounds tonight-so much for Pagin's “only
one guard on the premises at any given time”. You
time their routes, and think you can squeeze between
them well enough.

Go to 24.

21

Under Skills on your Character Sheet, write down


Climb. As a Rogue (and a child of the streets),
you've honed this ability quite well over the years. Total Bonus = 1 (we'll say you've put one Skill
In Pathfinder, Climb is known as a Class Skill for Rank into it) + 3 (since Climb is a Rogue Class
Rogues-they (like all Character Classes) are most Skill) + your Strength Ability Modifier + another 3
proficient in using Skills that relate to what they (IF you selected the Skill Focus Feat for Climb
do most often during the course of their careers. above).
For Rogues, this would also include Skills like
Stealth, Disguise, Disable Device (e.g. picking Finally, time to climb that wall! Climbing the
locks), etc. mansion's surrounding wall requires a Difficulty
Class (DC) 15 Skill Check. In other words, you
Also, we should briefly mention Feats here. roll a d20 and add your Climb Skill's Total Bonus
Human Rogues start at 1st Level with 2 Feats that PLUS 2 for your Climber's kit. If the total is >=
you can choose. Feats represent a Character's 15, you succeed (go to 17). Otherwise, you fail,
special talents that are mostly irrespective of their and can't climb the wall even with the help of the
Race and Character Class-some people are just Climber's kit-but you CAN try using the Rope
naturally good at certain things. If you want to with Grappling hook attached (IF you brought it)
take the Skill Focus Feat and apply it to your by going to 22. Or, if you didn't bring the Rope,
Climb Skill (which makes you a REALLY good you'll have to try squeezing through that culvert
climber), write down Skill Focus [Climb] under (go to 7).
Feats.

Next to Climb, you must write down your Total


Bonus. This is calculated in the following way:

13
22
25
In Patfhfinder, throwing the Rope and catching
the Grappling hook on top of the 11-foot high wall
requires a Ranged Attack Roll with the wall The front entrance is locked-if you brought
considered to have an AC (Armor Class) of 5. So, Thieves' tools along as part of your Gear, go to 27.
roll a d20 and add your Dexterity Ability Modifier, Otherwise, you can try to force the door (42) or
subtracting 2 for the height of the wall (a head toward the backyard trapdoor basement
Grappling hook has what's called a Range entrance (26).
Increment of 10 feet, thus the wall's height of 11
feet puts it slightly out of optimal throwing range).
If your total (d20 + Dexterity Ability Modifier - 2) 26
is >= 5 then your Grappling hook catches, you pull
yourself up the rope and over the wall, and drop
softly to the ground on the other side-go to 17. If Interestingly, the padlock on the trap door has been
you fail, your Rope with Grappling hook is of little opened already (your discerning Rogue eyes see the
use here-you can try using your Climber's kit (IF telltale scoring of lockpicks having been used).
you brought it, and haven't tried and failed Another thief, come to steal your (well, Pagin's)
previously with it) by going to 21. Your last re- prize?
maining option is trying to squeeze through the
drainage culvert-go to 7. Not if you can help it! Go to 28.

23
One of the guards spots you slinking across the yard
toward the house. “Intruder!” he shouts, and sprints
in a beeline straight for your position. The other
guard patrolling the grounds starts jogging toward
you as well. Meanwhile, the guardhouse door slams
open and a drunken, sleepy guard emerges, blinking
his eyes and stumbling in the general direction of all
the commotion. Three guards! Was Pagin's informa-
tion that poor, or was he leading you into a trap?

You've no time to puzzle it out, however. There's


really only two options here-fight (29) or flight
(30).
!
24
Through a mixture of Stealth, luck, and cunning,
you've managed to avoid the patrolling guards and
arrive unnoticed at the house.

The mansion has two entrances-the main door


(well-lit by torches, 25), and a trapdoor in
the ground around back that leads to the
basement (26). How will you proceed? 14
27 28

Under Skills on your Character Sheet, write down Sneaking through the house, you observe many other
Disable Device. This is a good Skill to have when valuables you would love to pilfer, but, seeing as how
you need to, for instance, pick locks. As a Rogue dawn is approaching (presumably heralding the return
(and a child of the streets), you've honed this of the Lady), you decide to get a move on.
ability quite well over the years. In Pathfinder,
Disable Device is known as a Class Skill for Arriving outside the Lady's master bedroom, and
Rogues-they (like all Character Classes) are most aware of the possibility of another “visitor” on the
proficient in using Skills that relate to what they premises, you carefully scan the interior before
do most often during the course of their careers. entering…
For Rogues, this would also include Skills like
Stealth, Disguise, Climb, Escape Artist, etc. Under Skills on your Character Sheet, write down
Perception. This is a good all-around Skill to have,
Also, we should briefly mention Feats here. not just for Rogues but for any Adventuring
Human Rogues start at 1st Level with 2 Feats that Character Class. In Pathfinder, Disable Device is
you can choose. Feats represent a Character's known as a Class Skill for Rogues-they (like all
special talents that are mostly irrespective of their Character Classes) are most proficient in using
Race and Character Class-some people are just Skills that relate to what they do most often during
naturally good at certain things. If you want to the course of their careers. For Rogues, this would
take the Skill Focus Feat and apply it to your also include Skills like Stealth, Disguise, Climb,
Disable Device Skill (which makes you REALLY Escape Artist, Disable Device (used for tasks such
good at picking locks), write down Skill Focus as picking locks), etc.
[Disable Device] under Feats.
Also, we should briefly mention Feats here.
Human Rogues start at 1st Level with 2 total Feats
Next to Disable Device, you must write down your
that you can choose. Feats represent a Character's
Total Bonus. This is calculated in the following
special talents that are mostly irrespective of their
way:
Race and Character Class-some people are just
naturally good at certain things. If you want to
Total Bonus = 1 (we'll say you've put one Skill
take the Skill Focus Feat and apply it to your
Rank into it) + 3 (since Disable Device is a Rogue
Perception Skill (which makes you REALLY good
Class Skill) + your Dexterity Ability Modifier +
at noticing things), write down Skill Focus
another 3 (IF you selected the Skill Focus Feat for
[Perception] under Feats.
Disable Device above).
Next to Perception, you must write down your
The DC (Difficulty Class) for the front door lock is Total Bonus. This is calculated in the following
20. So roll a d20 and add your Disable Device way:
Total Bonus. If the result >= 20, go to 43. If you
fail, go to 44. Total Bonus = 1 (we'll say you've put one Skill
Rank into it) + 3 (since Perception is a Rogue Class
Skill) + your Wisdom Ability Modifier + another 3
(IF you selected the Skill Focus Feat for Perception
above).

The DC (Difficulty Class) to notice something


amiss in the Lady's bedroom is 15. So roll a d20
and add your Perception Total Bonus. If the result
>= 15, go to 45. If not, go to 46.

15
29

The three guards circle around you, drawing their


Longswords. One of them is barely a threat, so drunk
he can barely stand, his sword swaying in his grip
like a tree branch in a storm. The other two, however,
look like serious fellows who know more about
swordplay than just “stick the enemy with the pointy
end”. This is going to be ugly…

All Combat in Pathfinder starts with an Initiative


Roll. Roll for Initiative (d20 + your Initiative
Modifier). Is it >= 12? If so, you get to strike first.
Go to 31. If the guards win Initiative, go to 32.
!

30

You haul ass toward the wall, hoping to scramble


over it before the guards can catch you. Reaching it,
you begin desperately free climbing (no time to pull
out any Gear you might have brought along).

Under Skills on your Character Sheet, write down


Climb. As a Rogue (and a child of the streets),
you've honed this ability quite well over the years. Next to Climb, you must write down your Total
In Pathfinder, Climb is known as a Class Skill for Bonus. This is calculated in the following way:
Rogues-they (like all Character Classes) are most
proficient in using Skills that relate to what they Total Bonus = 1 (we'll say you've put one Skill
do most often during the course of their careers. Rank into it) + 3 (since Climb is a Rogue Class
For Rogues, this would also include Skills like Skill) + your Strength Ability Modifier + another 3
Stealth, Disguise, Disable Device (e.g. picking (IF you selected the Skill Focus Feat for Climb
locks), etc. above).

Also, we should briefly mention Feats here. Finally, time to climb that wall! Climbing the
Human Rogues start at 1st Level with 2 Feats that mansion's surrounding wall requires a Difficulty
you can choose. Feats represent a Character's Class (DC) 15 Skill Check. In other words, you
special talents that are mostly irrespective of their roll a d20 and add your Climb Skill's Total
Race and Character Class-some people are just Bonus-if the total is >= 15, you succeed (go to 41).
naturally good at certain things. If you want to Otherwise, you fail, and the guards close in on
take the Skill Focus Feat and apply it to your you…go to 32.
Climb Skill (which makes you a REALLY good
climber), write down Skill Focus [Climb] under
Feats.

16
31

Do you have a weapon, or are you taking on the


guards Unarmed?
Under Skills on your Character Sheet, write down
Dagger or Short sword-go to 36. Escape Artist. As a Rogue (and a child of the
streets), you've honed this ability quite well over
Light crossbow-go to 37. the years. In Pathfinder, Escape Artist is known as
a Class Skill for Rogues-they (like all Character
Unarmed-go to 38. Classes) are most proficient in using Skills that
relate to what they do most often during the course
of their careers. For Rogues, this would also
32 include Skills like Stealth, Disguise, Disable Device
(e.g. picking locks), Climb, etc.

Also, we should briefly mention Feats here.


In Pathfinder, two or more Characters Human Rogues start at 1st Level with 2 Feats that
surrounding an opponent can Flank her in you can choose. Feats represent a Character's
Combat. This gives them a Bonus to their Attack special talents that are mostly irrespective of their
Roll, since it's hard to keep track of more than one Race and Character Class-some people are just
enemy at a time (it's hard enough to track ONE naturally good at certain things. If you want to
person trying to kill you, let alone two or three!) take the Skill Focus Feat and apply it to your
Escape Artist Skill (which makes you a REALLY
In this case, one of the guards is in front of you, good climber), write down Skill Focus [Escape
taunting and spitting, telling you he's going to cut Artist] under Feats. Another option is the Stealthy
your privates off. The other comes up behind you feat-this gives you a bonus on both Stealth AND
and smashes you in the back of the head with the Escape Artist (another Rogue Class Skill) Skill
pommel of his sword, doing 4 Hit Points of Checks. Keep in mind you can take up to 2 Feats
Damage to you (subtract this from your Hit Points (total) as a 1st Level Rogue.
on your Character Sheet). You fall to your knees,
and they quickly subdue you, strip your weapons, Next to Escape Artist on your Character Sheet,
and tie you up; throwing you into the guardhouse. you must write down your Total Bonus. This is
calculated in the following way:
“Search the grounds!” one of the sober guards orders
the other one, and they head out together. “Hobere, Total Bonus = 1 (we'll say you've put one Skill
keep an eye on this bastard.” The drunken guard is Rank into it) + 3 (since Escape Artist is a Rogue
left to watch you. He grunts with laughter and kicks Class Skill) + your Dexterity Ability Modifier +
you in the ribs (subtract 2 Hit Points), then sits at the another 3 (IF you selected the Skill Focus Feat for
small table inside. He's asleep, snoring loudly, in less Escape Artist above) and/or another 2 (IF you
than a minute. selected the Stealthy Feat above).

Fervently you work at your bonds. Make an Escape Artist Skill Check to see if you
can undo those ropes! Roll a 20-sided die and add
your Total Bonus. If you get >= 14, go to 33. If
you fail, go to 34.

17
33 35
These aren't the first bindings you've escaped from,
This is the end of your Avalon Intro to Pathfinder
and they won't be the last-such is the life of the
Solo Adventure. It's time to take your Character
Rogue. It's an easy matter from here to recover your
and join a regular gaming group. Your GM will
equipment (conveniently left in a corner of the
help you finish Creating him (you'll probably need
guardhouse) and sneak out from under the drunken,
a few more Skills and/or Feats, some more starting
sleeping guard's nose. You're feeling somewhat
Equipment, perhaps some starting Wealth, etc.)
recovered from any injuries you've suffered up until
this point (restore your Hit Points on your Character
Where does your Character go from here?
Sheet to what you started the Adventure with).
Perhaps she flees Pagin's employ, leading to
trouble down the road as she's hunted by the
You head toward the house, noting that there're
Thieves' Guild. Or maybe she joins up with an
two ways inside-the front entrance, illuminated by
Adventuring group (played by the rest of your new
torchlight (25), or a trapdoor in the backyard
gaming group's Players) while still doing jobs for
which leads into the mansion's cellar (26).
Pagin on the side. Or she could decide to give up
the Rogue's life entirely, and begin training to be a
Wizard, a warrior, or even a pious Cleric! (In
Pathfinder this is known as
“Multiclassing”, and is far outside the scope of this
34 Adventure).

Whatever you decide, the fun is just beginning.


After spending a few days in one of the city's jails
Welcome to Pathfinder! Be sure to keep an eye out
(which restores your Hit Points back to what you
for further Pathfinder Solo Adventures from
started the Adventure with), your are bailed out by
Avalon Games.
Pagin, though not before being branded on the back
of your hand with a large “T” (subtract 1 Hit Point-
that hurt!) This will make your criminal career
somewhat dicier (you're a known quantity to the Law 36
in the land), as well as basically excluding you from
any “legal” occupation (note the brand on your
You draw your blade, the whisper of steel sliding
Character Sheet under Notes).
from leather filling the air.
In addition, Pagin takes his “cut” of your failed
Go to 39.
mission-a long, deep scar with a knife on your cheek
(subtract 2 Hit Points and note the scar under Notes).

Go to 35. 37

TWANG! goes your crossbow, a bolt flying


through the air at the nearest guard. Make a
Ranged Attack Roll (a 20-sided die + your
Dexterity Ability Modifier). If the total >= 13, go
to 40. Otherwise, the bolt sticks harmlessly in a
tree as the guards advance on you in a
tactical, encircling formation-go to 32.
18
38 42

Forcing the front door open requires a Strength


Hmmm…it's generally not thought to be a good idea
Ability Check (roll a d20 and add your Strength
(either in the world of Pathfinder, or in real life) for
Ability Modifier) with a DC of 13. Did your total
an unarmed fighter to take on an armed one, for
>= 13? If so, you break the door in and head
obvious reasons. Your best shot here is to probably
towards the Lady's bedroom and, hopefully, her
try a swift kick to knock one over (or knock one into
broach. Go to 28. Otherwise, despite several
another)-then run like hell.
attempts, it's simply too strong for you-you'll have
to head to the back entrance and hope for the best.
Go to 39.
Go to 26.

39
43
Make a Melee Attack Roll (roll a 20-sided die and
add your Strength Ability Modifier). The guards'
The front door clicks open (always a satisfying
AC is 13. Did your total equal or exceed 13? If so,
sound), and you've breached the mansion!
go to 40. Otherwise, your blow misses, and the
guards coordinate an attack on you-go to 32.
Head toward Lady Serange's bedroom and
hopefully the broach, going to 28.

40
44
Your attack knocks one of the guards back, and he
(luckily) tumbles into another, giving you a spare
second to run!
Either the lock is too well-made or you're too
inexperienced; either way you're not getting in by
Go to 30.
picking the front door.

41 You can try to kick it in (42) or go around back


and check out that basement trapdoor entrance
(26).
You successfully climb the wall, faster than you've
ever climbed a wall in your life (you're quite sure),
leaving the guards sputtering and cursing. “Thief!
Vagabound!” You won't nab the broach tonight, but
you've escaped with your life.

Unfortunately, Pagin doesn't see your failure in quite


the same light, being rather intolerant of failure in
general (it's sort of his calling card). He takes his
“cut” of your failed mission-a long, deep scar with a
knife on your cheek (subtract 2 Hit Points and note
the scar under Notes).

Go to 35. 19
45 48

Your keen eyesight, honed by years of running


around in the dark at night, picks out something You take your shot at the figure behind the curtain. At
unusual behind a curtain in Lady Serange's such close range, and with plenty of time to line up
bedroom-two boot tips, sticking out. It appears you the target (the figure isn't moving), you hit
have company. center-of-mass. The figure grunts in a surprisingly
high-pitched tone, then falls through the curtain to the
To enter the room, pretending not to notice the floor, dead. You gasp is surprise-it's Scout.
other intruder, go to 47.
Go to 50.
To fire a crossbow bolt at the figure behind the
curtain or throw a Dagger at them (assuming you
brought a Light crossbow or a Dagger along on 49
this mission), go to 48.

To call out “Hey, I see you behind there”, or He sheepishly emerges, and you note the he is a…she.
something equally witty, go to 49. A she you know, in fact. Scout-one of your oldest
friends. Another child of the street, under Pagin's
wing.

“What are you doing here?” you ask, bewildered.


46
“Pagin sent me here. As my graduation test, for solo
While hunting through drawers/under the bed/in the jobs. Why are you here?”
closet of Lady Serange's bedroom, you are smacked
in the back of the head (bringing your Hit Points to 0 “Same reason,” you reply, laughing. “He must have
and knocking you unconscious). You awake in one of mixed it up, and sent us both on the same job.”
the city jails with a large and painful lump and
wounded pride. Scout shows you the broach, a beautiful piece indeed.
You return to Pagin together, each getting a cut (write
Go to 34. down 5 gold pieces in the Money portion of your
Character Sheet) and graduating on to more lucrative
(solo) work for the Thieves' Guild.

47 Go to 35.

You make quite a show of searching the bedroom,


pretending not to see the figure behind the curtain.
Of course, you don't find the broach-it's probably in
the mysterious intruder's possession. Time to try
another tack.

To attack the hidden stranger, go to 48.

To call them out, go to 49.

20
!

50

Scout is one of your oldest friends, a lanky


tomboy under Pagin's care, finally coming into
her own as a woman. You have-had-feelings for
her, but never said anything, afraid of rejection.
Why was she here? Did Pagin send her here on
the same job, as a test to see which of you was
the better thief?

You search her body, tears running down your


cheek, and find the sapphire broach. Returning it
to Pagin, he gives you your cut-10 gold pieces
(write this in the Money portion of your
Character Sheet)-and you should feel elated, but
are crushed by the weight of Scout's death.

Go to 35.

21
Glossary of Terms, Characters, and Locations Attack Bonus: The number you add to your Attack
Roll when determining if you hit your opponent that
Round. To calculate, use the following formula:
Abilities: The six core characteristics (Strength Attack Bonus = Base Attack Bonus + Strength Ability
[STR], Dexterity [DEX], Constitution [CON], Modifier (when in Melee Combat) OR Dexterity
Intelligence [INT], Wisdom [WIS], and Charisma Ability Modifier (when in Ranged Combat).
[CHA]) that define a Character in the Pathfinder
Roleplaying Game. For most Characters, these are Attack Roll: During Combat, an Attack Roll is a die
ranked on a bell curve from 3-18, representing roll used to determine if a Character's strike hits his
normal Human (or other species) variation in opponent.
aptitude.
Base Attack Bonus: Defined by your Character
Ability Check: Roll 1d20 and add it to that Ability's Class and Character Level. For Rogues, this is 0 at
Ability Modifier vs. a target number set by the GM-if 1st Level.
you meet or exceed that number, you have succeeded
in using that Ability to succeed at whatever task your Campaign: A series of Adventures linked together,
were attempting. usually sharing common Characters and some sort of
overarching goal or plotline.
Ability Score: A Character's “ranking” in one of her
six Abilities, usually ranging from 3-18. Carrying Capacity: Rules used in Pathfinder to
reasonably simulate how much stuff (Weapons,
Ability Modifier: These numbers can be positive or Armor, Gear, etc.) that your Character can carry on
negative, and are derived from a Character's Ability their person without suffering serious effects to
Scores. They are added to die rolls made during a Armor Class, Strength/Dexterity, Strength/Dexterity-
game to determine success/failure for a Character's based Skills, and movement.
attempted action.
Castle Severan: The dwelling of the local Lord
Adventure: The story told by the players and Game (Nellis). Built on a cliff for natural protection.
Master during one (or several) Pathfinder gaming
sessions. Character: A single person or creature controlled by
either the Player (a Player Character) or the Game
Alignment: A Character's moral compass, which Master (a Non-Player Character). All of the
helps Players determine how best to play him (decide Characters have some type of story role to play in a
that Character's actions and voice his dialogue) Pathfinder game session.
during the game.
Character Class: A broad description of the type of
Armor Check Penalty: Depending on how much Character you are playing. In Pathfinder, these are
weight your Character is carrying (and how heavy the usually archetypes/tropes found in fantasy fiction-the
armor she wears is), she might suffer a penalty when brave warrior (Fighter), the crafty spellcaster
she wants to use her Strength or Dexterity Abilities (Wizard), etc. Also known more generally just as
(or Skills based on those Abilites). This is known as Class.
an Armor Check Penalty.
Character Level: Usually just called “Level”. A
Armor Class (AC): A measure of how hard you are measure of your Character's adventuring experience
to hit in a fight. Influenced by your Dexterity, what and expertise in his chosen Character Class.
type of armor you're wearing, etc.

22
Character Sheet: A form used to keep track of your Difficulty Class (DC): Basically, how hard it is to
Character's particulars in some detail. An example is accomplish a task in Pathfinder. The number
contained in this Adventure, and many other designs represents the number you must beat (by rolling a d20
can be found for free on the Internet. Also called a and adding various modifiers) when attempting a Skill
Sheet. Check, an Ability Check, etc. during the game.

Church, The: The major orthodox religion of the Experience Points: A numerical measure of a
land. Most settlements of any size have a small Character's achievements during his Adventures.
building dedicated as one, led by a Cleric (called a Used to determine when a Character increases in
Father). Severan has a large cathedral for worship, Level.
led by a Bishop. Followers of the Church worship
God. The military order of the Church are the Forest, Nedrasi: A vast forest that covers much of
Templars, while the “black ops” Church troops are the land.
known as Inquisitors.
Game Master (GM): The player who moderates a
Class: See Character Class. Pathfinder Roleplaying Game session. The GM
wears many hats, including interpreting game rules
Class Skill: Some Character Classes are better at questions, playing the role of Non-Player Characters
using certain Skills than others are, and get bonuses (NPCs), and guiding the story for the players.
when selecting them during Character Creation or
Advancement. These are known as Class Skills. For God: A deity worshipped by the majority of people
example, one of the Wizard's Class Skills is in the land who aren't Pagans.
Spellcraft. Obviously, Wizards in general are going
to be better trained in matters dealing with magic than Great Sea: Borders the west of the known lands.
a Fighter would. Little is known of what lies beyond its vastness.

Combat: A very structured (and important) part of Hit Points: A numerical representation of how long a
playing Pathfinder during which the Players and Character can continue to fight before becoming
Game Master take turns interacting with their incapacitated, falling unconscious, and/or dying.
Characters and the rules to determine the outcome of
an in-game battle. In many games of Pathfinder, Initiative: The beginning step of Combat, used to
Combat is the most important feature, and can take determine the turn order in which PCs and NPCs act
some time to resolve. during a battle. Sometimes referred to as “rolling for
Initiative”.
Combat, Melee: Fighting at close quarters; either
empty-handed or with weapons. Initiative Modifier: Added to a Player's Initiative
Roll at the beginning of Combat.
Combat, Ranged: Fighting at a distance, using
weapons such as bows, slings, a thrown spear, etc. Initiative Roll: A d20 is rolled and added to the
Character's Initiative Modifier, then compared against
Damage: A die roll or number used to see how all of the other combatant's Initiative Rolls to
powerful a successful Attack was. Damage is determine the turn order during a fight.
subtracted from a Character's Hit Points. Different
weapons, unarmed fighting styles, and magical spells Inquisitors: Do the dirty work of the Church,
all have the potential to do different amounts of including: general spying, assassinations, and
Damage. extracting confessions.

23
Lady Serange: See Serange, Lady.
Non-Player Character (NPC): Any Character
(a monster, a barkeeper, town guard, etc.) controlled
Level: See Character Level.
by the Game Master and not a Player. The GM gets
to control lots of these throughout the course of a
Lord Nellis: See Nellis, Lord.
Pathfinder game. They usually represent important
obstacles or allies for the PCs to interact with.
Masquerade Ball: A yearly all-night costume party
for Severan's rich and influential. Often devolves into
Pagan: A worshipper of deities or spirits other than
a drunken bacchanalia by dawn. A Pagan holiday
God.
leftover, the Church is officially unhappy with its
continued celebration-although Church officials can
Pagin of the Shadows: Leader of the Thieves' Guild,
sometimes be counted amongst it's masked, and
and the man who practically raised you from a babe
occasionally naked, participants.
and taught you how to survive on Severan's mean
streets.
Melee Combat: See Combat, Melee.
Player Character (PC): Each Player in a Pathfinder
Modifier: A number (positive or negative) which is
game controls (usually just) one of these. Players
added to different die rolls in a Pathfinder game-they
make decisions about how that Character reacts to
“modify” the chances for success, and are based on a
situations that arise in the story and throughout play,
Character's natural aptitude at attempting a feat as
and decide how that Character advances throughout
well as situational conditions (icy terrain, darkness,
her adventuring career.
the target's at extreme range, etc.)
Player: Anyone playing the Pathfinder Roleplaying
Naga, River: A winding river which cuts through the
Game, including the Game Master and the Players
Nedrasi Forest and empties into the Great Sea at
controlling Player Characters.
Severan.
Reaping: A harvest holiday period celebrated during
Natural 20: Rolling a “Natural 20” on a 20-sided die
Fall throughout the land.
when attempting a feat in the Pathfinder Roleplaying
Game denotes an exceptional level of success. It is
Ranged Combat: See Combat, Ranged.
also a definite hit in Combat (and quite possibly a hit
which does massive damage, called a Critical Hit.
River Naga: See Naga, River.
The reverse of this is a Critical Failure, occurring
when you roll a 1 on the d20, which is also an
Round: A segment of Combat, approximately 6
automatic miss in Combat).
seconds long (thus a minute of in-game time is equal
to about 10 Rounds).
Nedrasi Forest: See Forest, Nedrasi.
Saving Throws: A way for your Character to avoid
Nellis, Lord: Lord and ruler of the land; resides at
being injured by unusual circumstances in the game.
Castle Severan. A hard man, but fair; like most
They include Fortitude Saving Throws (when
leaders he has too much on his plate with not enough
attempting to avoid the effects of disease, poisons,
time and resources to deal with it all.
etc.), Reflex Saving Throws (avoiding
suddenly-sprung traps and the like), and Will Saving
Throws (resisting mental or magical assaults).

24
Sheet: See Character Sheet.
Serange, Lady: One of Severan's nobility, a title
bestowed by her (now deceased) husband. Skill: A specific area of expertise that a Character is
proficient in. Characters make Skill Checks using one
Severan: A large city ruled by Lord Nellis, bordered of their Skills to see if they can accomplish certain
on the east by the Nedrasi Forest and to the west by tasks during the game.
the Great Sea. The Church maintains a large
cathedral here which serves as a popular pilgrimage Skill Check: A d20 is rolled and added to the
destination for many of the land's believers. Another Character's Total Bonus for the Skill being tested to
feature of note is Castle Severan, one edge to a sea- see if the Character succeeds or fails while attempting
side cliff for protection and the rest surrounded by a a task using that Skill.
great stone wall, a moat, and other defenses. The
city itself is ringed with a tall wooden wall complete Skill Rank: During Character Creation and/or
with watchtowers and patrolled by the City Guard. A Advancement, Players select how many Skill Ranks
Thieves' Guild, controlled by the legendary they wish to apply to particular Skills in order for
underworld figure known as Pagin of the Shadows, is their Characters to develop their aptitudes in these
the main source of organized crime. Sewers run areas.
underneath in a valiant attempt to keep the city clean,
although visitors will often stumble on filth in the Templars: The Church's official enforcers.
streets above-horses and vagrants (and even the
average citizen, for that matter) tend not to clean up The Church: See Church, The.
after themselves. Then there are the arenas-large
wooden or stone circular structures with benches for Total Bonus: A skill Modifier, added to a d20 roll to
crowds, used for various purposes such as plays or determine the success/failure of a Skill Check.
fights. Fighters could be anyone from criminals
requesting trial by combat to organized (gladiatorial)
battles to duels agreed upon by both parties in order
to settle a contested issue.

25
Character Name: Gender: Age: Height: Weight:

Player’s Name: Hair Color: Eye Color:

Class: Level: Experience Points (XP):

Abilities Score Ability Modifiers


Strength (STR)

Dexterity (DEX)
Constitution (CON)

Intelligence (INT)

Wisdom (WIS)

Charisma (CHA)

Initiative Modifier:
Hit Points (HP):
Class (AC):

Weapons: Attack Bonus: Damage:


1.
2.
3.

Skills: Total Bonus:


1.
2.
3.
4.

Note:
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