Wyre of Shadowglade Preview. By Nate Petersen

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Sa m ple file Wyre of Shadowglade Preview By Nate Petersen 1

Shadowglade: Wyre of Shadowglade Preview Author: Nate Petersen Cover Frame: John C. Walborn Cover Illustration: Anthony Cournoyer Interior Illustration: Anthony Cournoyer With Assistance from: Charlie Boon, Troy Logsdin, Cody Methvin, Randy Pfeferle, Will Thibault, and Caleb Wrege. Copyright 2007-2009 Neo Productions Unlimited, all rights reserved. Wyre of Shadowglade Preview In the realm of Shadowglade, the darkness hides many things. Among them are the mysterious race known as the Wyre. No one knows when or from where the Wyre came. Many suspect it was sometime after the Upheaval, the natural order destroyed much as the rest of the world. Others claim that the Wyre have always been around, agents of ancient pagan cultures and but one of the many reasons for Erislan s wrath upon the world. No matter how they came to exist within the realm of Shadowglade, they are very real and some present a very real and very dangerous threat. Known as Wyre colloquially, properly called werewolves or lycanthropes, they are often found in the wild regions of the Frontier and along the banks of the central river. Rarely do they venture further east to the civilized cities. 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. Open Content: The Wyre Outcast stat block is considered Open Content. For the most part, Wyre are people. They live normal human lives in a normal human life span, perhaps slightly longer due to a hardiness of their nature. They are generally omnivores though with a preference for red meats, and very social creatures. They are just as intelligent and self-aware as normal humans and share many of the same technological advancements and social mores. On the surface, one cannot tell the difference between Wyre and normal people. More to Come... The Wyre represent a new and interesting race for the realm of Shadowglade. They are a lycanthropic race suitable for players and NPCs, all without level adjustment. The Wyre are not without their own menace, however. As this preview illustrates, they can be a source of grave danger for the realm at large and for their own kind as well... Product Identity: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. Any material not designated as Open Content in the previous declaration. Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration. Shadowglade Today History is educational, but the real action always lies in the present! After you are finished with the background, the who, what, where, when, and why of the land, explore the world as it stands today! To join the discussion on the setting, check us out on our Facebook fan page at http://www.facebook.com/ Shadowglade, and keep an eye peeled for more materials and additional information! 2

Wyre Outcasts Outcast Wyre are a dirty and dark secret of the Wyre packs. A form of dementia among their kind, some Wyre become afflicted with a condition that slowly eats away at their sanity and will. In the course of doing so they lose control of their transformations, lose their sense of self during these transformations, and slowly become more and more feral. Wyre Outcast (CR 10) XP 9,600 CE Large monstrous humanoid Init +9; Senses darkvision 60 ft.; Perception +13 Aura frightful presence (30 ft., DC 17) DEFENSE AC 21, touch 14, flat footed 16 (Natural armor +7, dex +5, size -1) hp 149 (13d10+78) Fort +10, Ref +13, Will +16 Defensive Abilities DR 10/magic and silver OFFENSE Speed 30 ft. Melee bite +20 (1d8+7), 2 claws +20 (1d8+7) Space 10 ft./ Reach 10 ft. STATISTICS Str 25, Dex 20, Con 22, Int 2, Wis 26, Cha 13 Base Atk +13; CMB +21; CMD 36 Fe ats Cleave, Improved Initative, Improved Natural Weapons (claws), Intimidating Prowess, Multiattack, Power Attack, Skill Focus (Intimidate) Sk ills Climb +12, Intimidate +16, Perception +13, Stealth +9, Survival +13 (+17 scent tracking), Swim +12 Racial Modifiers +4 Survival when tracking by scent Languages none ECOLOGY Environment cold or temperate forests Organization solitary, pack (3-6) Treasure none SPECIAL ABILITIES Cu rse of Lycanthropy (Su): A wyre outcast s bite attack infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victims s size is not within one size category of the wyre outcast, this ability has no effect. Afflicted victims become werewolves. Do minate (Su): A wyre outcast pack-leader can crush an opponent s will as a standard action. Anyone the wyre outcast targets must suceed on a Will save or fall instantly under the wyre outcast s influance, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Save DC is equal to 10 + 1/2 wyre outcast s HD + wyre outcast s Wis modifier. 3

Those who are aware of their developing condition will often alert their pack-leader. No action is taken at first, the individual is watched closely by the pack until such time the pack-leader suspects they are too great a threat to themselves and the pack. At that point, the individual is brought before the pack-leader and their decision is announced. A ceremony is then held wherein the afflicted is slain, with the intention of halting the spread of the disease before it overtakes the individual and makes them a threat to the pack. The ceremony carries great weight within the culture, as it represents a great ideal of the people, the sacrifice of the one to guarantee the safety of the others. This allows the individual to pass with dignity before the madness overtakes them and is a form of honor for those who would otherwise be monsters. As is the tradition for all pack funerals, the body is burned upon a pyre; it is believed that this is where the tradition began, as the burning of the body ensures that the individual is indeed deceased and unable to threaten the pack. Those who are not slain, for whatever reason, and allowed to advance to the later stages of the disease become fearsome monsters indeed. Often quite old in the first place, the disease enhances the strength of the individual even further such that the older the victim the stronger they are once it has run its course. Likewise, their alternate form becomes further twisted, growing longer fangs and nails, shaggier and thinner fur, and developing sickening, milkwhite eyes. They also lose all ability to return to their human form as well as all sense of self and identity, becoming a true monster. Especially fearful for Wyre is the pathological desire these Outcasts have to hunt their own kin; Outcasts seem to hunt down those they knew in life and slay them, brutally even compared to the most hard-hearted Wyre. When pack mates are not available Outcasts will hunt and kill nearly anything, though they will go out of their way to attack other Wyre first when they are found in mixed company. Outcasts are commonly independent dwellers and hunters, though rarely a truly powerful and elder Outcast can gather fellow Outcasts into a pack. These packs are quite fearful, especially in that they grant an already powerful elder Outcast the ability to Dominate others. Thanks to the single mindedness of these beasts, this form of Dominate is by far the most powerful, crushing the will of any Wyre who opposes them just before they are torn to ribbons. While it is rarely observed, it is believed that the bite of such an afflicted Outcast can spread the condition, infecting otherwise young or healthy Wyre with the disease. As the brutality of the Outcast s assaults leave few survivors, however, this is difficult to support. Tactics Outcasts are, in their nature, Wyre. This means they are hunters, scheming and deadly despite their feral nature. An Outcast will use guerrilla tactics when hunting alone, stalking a party of travelers and picking them off one by one, effectively treating their prey as common animals. This action is more instinct than it is intelligence, and will use this tactic first. As canines, Outcasts respect a show of strength. Should their hit & run method of attack fail and draw the attention of their prey, or should a prey put up a significant fight rendering their slow process impossible, the Outcast will retreat, beginning to regard their prey as another pack. It will continue to stalk the prey from the shadows to learn more about them. Once it has deduced the pack-leader of the group, the Outcast will attempt to take that character down first in an effort to demoralize and panic the others. Again, this tactic is an instinct, a dull memory of their life among the pack: take over the pack by taking out the pack-leader. An Outcast is anything but foolish, however. Should attempts to take down their prey fail, the Outcast has no qualm fleeing the scene. This will often be after only a couple of rounds of combat, wherein the beast has suffered enough pain to know it stands a poor chance of surviving. After taking about 60% damage, the Outcast will take the first chance presented to flee the battle. It will attempt to move through shadows and underbrush in an attempt to evade pursuers and throw them off its trail before doubling back to its lair to recuperate. Rarely, an Outcast will draw others to him or her, forming their own pack, often numbering between three and six Outcast. The pack-leader is thus granted the dominate ability as leader. This ability is rarely used on their own pack, however, and almost never consciously. Instead, they will select an opponent, a perceived pack-leader, when in combat and use the ability subconsciously. In many, this ability simply crushes the opponent s will and ability to resist, the Outcast issuing commands such as stand still or come here, preventing their target from fleeing, fighting back, or drawing them closer. More intelligent Outcasts, those with a spark of their old imagination, will encourage such enemies to turn on their allies, activate abilities such as a barbarian s rage, and otherwise turn the character into a menace for their allies to deal with, as well as the Outcast s pack. 4

file A Realm of Adventure & Mystery Awaits in Sa m ple Shadowglade! Spring 2010 5

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COPYRIGHT NOTICE System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Shadowglade: Wyre of Shadowglade Preview, Copyright 2009 Neo Productions Unlimited, Author Nate Petersen.