A Pathfinder Sidetrek for Character Levels 2 4

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Never Ask Directions A Pathfinder Sidetrek for Character Levels 2 4

Never Ask Directions A Pathfinder Sidetrek for Character Levels 2 4 Written by Cartography by John "Ross" Rossomangno John "Ross" Rossomangno John "Ross" Rossomangno public domain resources Layout & Design by Artwork & Textures Special Thanks to Damian Smart and Jason Juta 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. See paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game. Never Ask Directions is published by John Rossomangno under the Open Game License version.0a Copyright 2000 Wizards of the Coast, Inc. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version.0a, Section (e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, etc.), dialogue, plots, storylines, locations, and characters. Elements that have previously been designated as Open Game Content are not included in this declaration. Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Game License version.0a Section (d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Never Ask Directions Never Ask Directions 20 2 John Rossomangno, All Rights Reserved 2

NEVER ASK DIRECTIONS When the party stops to ask directions of a reclusive halfling they find him eager to point out the way. Unfortunately the path he directs them on is straight towards a troop of bandits with whom the halfling intends to settle an old score. This Pathfinder sidetrek is intended for five characters, levels 2 4. BACKGROUND Carum Half-hand has seen better days. The halfling and his pack of outlaws were once the scourge of unwary travelers. But while most bandits are proud to have their names spoken in fear, Carum observed that those men typically ended up showing that pride on the gallows. Carum valued self-preservation as much as the takings from ill-defended merchant carts. So Carum never led the band of ruffians, leaving the job to a highwayman of his choosing, someone who knew how to listen to a good idea. But also someone who liked to brag that his band of rogues stalked the trade routes someone who would satisfy cries for justice when he robbed one traveler too many. Unfortunately, Carum s latest protégé, Hedrun Tul, took note of the halfling s ways. When his turn came to lead, he ran Carum out of the pack, declaring him too old and unfit to be of any use. Threatening to deliver his predecessor to the constable himself, dead or alive, Tul s alternative of exile seemed a reasonable option. Carum settled in a small cottage along a rarely traveled road, slowly spending his savings in a nearby town to keep himself in salted meat and wine. All the while he cultivated a small garden and a large grudge. When a band of heroes appears, the halfling sees the opportunity to emerge from retirement or, at least, to obtain a morsel of revenge. SYNOPSIS When the party finds themselves close to Carum s meager home, the halfling does his best to be ingratiating and accommodate them. Of course, an agenda accompanies his hospitality: he wants to manipulate the party into confronting his former compatriots while keeping a safe distance from the fighting and any potential incrimination. Carum points the party in the direction of the camp, unaware that Tul has set up several outposts that might catch the party. Once they get past the outpost, the party can make their way to the camp where they confront the bandit leader and his men. While events are likely to go according to plan for Carum provided the party defeats Hedrun Tul, there is a chance they draw out more of the story from the bandits. It is up to the PCs to decide how to deal with Carum who, at least recently, has done nothing criminal. HOOKS The party can be introduced to Carum several ways but it is best if they are in a position to need his help in some small fashion. He is happy to assist, seeming quite genuine, as he attempts to manipulate the party into taking care of the cause of what he sees as a temporary retirement. 3 Never Ask Directions

If the party has taken a wrong turn on their route or is unsure of the specific location of their next delve, they might emerge onto the road close to Carum s cottage, the first sign of civilization they have seen recently. The barkeep of the nearby town asks if the party, assuming they seem trustworthy, will deliver a case of wine to the halfling who lives on the road that the party will be journeying down upon their departure. Apparently, the halfling makes regular purchases each month but the most recent shipment was delayed and the barkeep would prefer to save him the trip. The party learns that bandit raids, after a sixmonth respite, have been on the rise in the region. After some investigating, a source tells them that the halfling who lives on the road outside of town would likely notice any unusual travelers and might have seen the highwaymen. Using a Sidetrek Short sidetreks are ideal for resolving unexpected situations that arise at the table such as when the party goes right when they should have gone left or when attendance on game night suddenly leaves the party without one or two key members. Even short some party members, the encounters in a sidetrek should be within their abilities but potentially more challenging. As with any adventure, you may need to adjust the encounters by adding or removing several foes. Inserting a sidetrek allows the heroes to continue their adventuring without interruption and can add some verisimilitude to the world, permitting the party to go where they want and making sure the players do not feel as if they are on rails. A sidetrek can usually be resolved in the course of a single session or less, ensuring there s time to get back on track for next session. There are also opportunities for adding new NPCs to potentially aid the characters in their current quest or set up their next quest. In Never Ask Directions, defeating the bandits provides an excellent chance for the party to get in the good graces of local merchants, traders or the constable. Any of these people could become patrons for future adventures. For parties of a shiftier bent, Carum might also prove to be an interesting contact but it is up to you to determine just how much he can be trusted. Finally, jailing either Carum or Hedrun Tul could make an enemy of either of the brigands who may emerge later to exact their revenge. Never Ask Directions 4

EVENT : CARUM S COTTAGE (CR2) The opening assumes the party is traveling on a wilderness road when they stumble upon the small cottage that Carum Half-hand calls home. When they spot the tiny house, read or paraphrase the following. The smell of wood smoke stirs around a small stone cottage crouched by the roadside up ahead. While ivy grows wild over the low, tumbled stone walls that surround it, the roof boasts a mixture of old shingles and new. A well tended garden occupies nearly half of the yard. The halfling is carrying on his normal routine when the party draws near. Nonetheless, his previous career made him attentive to his surroundings and, unless the party is making an effort to approach with stealth, Carum notices them. Otherwise, make a Perception check to determine if he spots them. Carum is slightly more suspicious of those who attempt to sneak up on him but remains friendly (if not slightly more eager to turn them on the bandits). As the party nears the cottage, read or paraphrase the following. With a scrape of wood on stone, the slightly warped front door swings open. A broad faced halfling casts a sharp look at the hinges before smiling in your direction. The smell of a cooking fire blends with the savory aroma of a meal being prepared inside. With a hand possessed of only two fingers and a thumb the graying halfling throws you a welcoming wave. Hail, strangers. Rest awhile and help break an old chap s boredom. The front door to the cottage has seen better days but Carum has installed a new lock on it. The lock can be defeated with a DC 25 Disable Device check. Otherwise, the door can be bashed open with a DC 5 Strength check or smashed (Hardness 5, HP 0). The windows latch from the inside and can be forced open (a DC 3 Strength check) or smashed. They are small, meaning medium size creatures must squeeze to get through one. The cautious halfling has also installed a secret escape panel allowing him to flee the house. It can be located by a DC 20 Perception check while inside the house but is well concealed on the outside, calling for a DC 25 check instead. This secret door is sized for small creatures meaning medium creatures must squeeze to make use of it. Carum Half-hand made a good living in a nearby city as a pick-pocket until the local thieves guild took exception to his unwillingness to pay dues. After losing half of his hand to the experience, he fled to the wilderness and took up a life of banditry with a troop of highwaymen. Not evil by nature, Carum has simply found that theft and manipulation are the easiest ways to make a living. Although he lives comfortably, he is unafraid to return to his old ways to supplement his savings. The potential for revenge against Hedrun Tul is merely a convenient side effect. Locals know little about the halfling, considering him a reclusive, eccentric miser who came to the area several years ago. The cottage had been abandoned for dozens of years before he arrived and no one was troubled by Carum s arrival and repair of the place. Other than the owner of the general store in the nearby village where he purchases supplies, the barkeep knows 5 Never Ask Directions

Carum best for his purchasing of wines by the case and his love of a good drink. Development: Carum drops subtle hints about the dangers the nearby bandits pose if he is unable to direct the party towards their camp. He uses his Bluff skill to counter efforts to discern his ulterior motive or to appeal to the characters greed or pride. He claims he is unable to provide the party with a reward but insists that nearby towns would. If the PCs begin to suspect his duplicitous nature and confront him, the halfling claims that he has been forced to lure travelers into the bandits' clutches. Always lying to escape trouble, Carum often digs himself a deeper hole. An Untimely Death It is entirely possible that things take a quick turn for the worse and Carum meets an unfortunate end at the hand of the party, long before his cunning plan ever nears fruition. If that is the case, several clues about the nearby bandit camp can be placed in the cottage: a list of loyal bandits and traitors or a map to the camp Carum devised for stealing supplies. A stranger twist could involve the local law believing that Carum was nothing but a harmless eccentric. The party must prove his ties to the nearby bandits or face justice for the murder of the "innocent" halfling. Never Ask Directions 6

C ARUM H ALF-HAND XP 600 CR 2 Halfling Rogue 3 CN Small humanoid (halfling) Init +3; Senses Perception +8 DEFENSE AC 6, touch 4, flat-footed 3 (+2 armor, +3 Dex, + size) hp 3 (3d8-3) Fort +, Ref +7, Will +3; +2 against fear Defensive Abilities evasion, trap sense + OFFENSE Spd 20 ft. Melee mwk dagger +4 ( d3/ 9-20) Ranged sling +6 ( d3) Special Attacks sneak attack (2d6) STATISTICS Str, Dex 7, Con 8, Int 2, Wis 2, Cha 4 Base Atk +2; CMB + ; CMD 4 Feats Alertness, Deceitful Skills Acrobatics + 0, Appraise +6, Bluff + 0, Climb +6, Disguise+ 0, Escape Artist +9, Knowledge (local) +7, Perception +9, Sense Motive +9, Sleight of Hand +9, Stealth+9 Languages Common, Elven, Halfling SQ rogue talent (fast stealth), trapfinding + Gear mwk dagger, sling with 20 bullets, leather armor, mwk thieves tools, gear and coins worth 40 gp; 2 potions of cure light wounds Half truths Carum relies on half-truths rather than outright lies to manipulate others. He often refers to local people as close friends, even if they are only passing acquaintances, in order to trade on their good reputation. He often implies that he has friends in high places but they are, in fact, well-placed members of the guild he fled years ago. EVENT 2: BANDIT OUTPOST (CR 3) Since Carum s departure, Hedrun Tul has improved on the bandits operation and, unbeknownst to the halfling, has placed several posts around the main camp. One of these outposts is positioned directly along the route Carum recommended. The guards keep lookout over the roads for both caravans and the local law. The outlaws are not sharp on discipline, however, and they are often snoozing or lounging about. A steep switchback trail winds up one side of the box canyon. Rather than use the trail, characters can also attempt to climb the rock cliff faces, calling for a DC 5 Climb check. Falls from the upper ledge could prove particularly deadly to low level PCs. You may wish to allow the characters to crash through branches and brush to break their fall, leaving the character with zero hit points, prone and unconscious, at the base of the cliff. There is a chance the party might notice the potential ambush as they approach with a successful DC 5 Perception check. Should they catch the bandits by surprise, the PCs can either close in to ambush them or locate a path to avoid the encounter. Read or paraphrase the following if the party succeeds in approaching undetected, otherwise refer to the bandits plan and the rockslide trap further below. A few ragged looking men have attempted to conceal themselves among the trees and rocks of the hillside. One leans casually against a heap of stones, sharpening the head of his spear. The others trade jokes, only occasionally glancing up at the surrounding woods. 7 Never Ask Directions

If the PCs do not spot the ambush, or if they are crashing through the brush with little concern for stealth, the bandits have time to trigger the rockslide. Read or paraphrase the following. The still calm of the woods is broken by the sharp snap of a tree limb on the hill ahead. The sound is quickly followed by several more as some of the treetops begin shaking. Suddenly a large, gray boulder preceded by a wash of stones and other debris tumble downward. A flurry of bolts adds a hardly noticeable whistle to the din. A large log holds back a heap of boulders and debris. With a standard action, a creature on the ledge can trigger the rockslide. Once triggered, creatures moving through the indicated area are subject to the trap as large stones and broken timber slide down the slope. While active and afterward, the area is treated as difficult terrain. ROCKSLIDE CR Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger location; Duration 5 rounds; Reset none Effect 2d6 damage; DC 5 Reflex avoids; multiple targets (all creatures in marked area) Never Ask Directions 8

There are three bandit scouts posted here. In the event they spot the party, one triggers the rockslide while his companions open fire with their crossbows. The bandits are unlikely to negotiate unless they are convinced they are dangerously outclassed by the party. Catching them by surprise certainly contributes to that feeling, however. Given the chance, if things begin going badly for the bandits, one of their number flees to the main camp to warn Hedrun Tul of the approaching adventurers. B ANDIT S COUTS (3) XP 35 CR /3 Human Expert CN Medium humanoid (human) Init + ; Senses Perception +5 DEFENSE AC 4, touch, flat-footed 3 (+3 armor, + Dex) hp 6 ( d8+2) Fort +, Ref +, Will + OFFENSE Spd 30 ft. Melee spear + ( d8+ /x3) Ranged heavy crossbow + ( d 0/ 9-20) STATISTICS Str 2, Dex 3, Con 3, Int 0, Wis 9, Cha 8 Base Atk +0; CMB + ; CMD 2 Feats Point-Blank Shot, Rapid Reload (heavy crossbow) Skills Climb +5, Perception +5, Stealth +5, Survival +3 Languages Common Gear spear, heavy crossbow with 20 bolts, studded leather Between them, the bandits carry 00 gp. One of the bandit scouts also has a. Captured bandits can be convinced to reveal what they know about Hedrun Tul and the main camp if they believe their lives will be spared. There is no mistaking that the landmarks that one of the bandits uses to direct the party toward the camp match those that Carum used as part of his directions. The party can also follow the bandits tracks to the main camp with DC 5 Survival check. A captured scout recalls working with Carum many years ago but only if directly asked; he has no reason to volunteer such information as he believes the halfling has been driven from the area entirely. If the party returns to confront the halfling immediately, Carum does his best to convince them that the bandits are trying to manipulate them and insists he has nothing to do with Hedrun Tul. Extra Hook: Familiar Face One of the bandit scouts is familiar to one or more of the PCs. He or she might be a distant relative or be the son or daughter of an upstanding local citizen who ran away to join the bandits. Now it is up to the PCs to decide what to do with this unfortunate individual but its quite possible the would-be brigand is not ready to give up the criminal life. Other surviving bandits, if there are any, might resent preferential treatment their companion receives or try to turn the wayward soul into a hostage in a bid for freedom. Meanwhile, his or her family might not be eager to take their child back into the fold for fear of jeopardizing the family reputation or business relationships with merchants the miscreant child has been waylaying with the bandits. The black sheep of the family could potentially become a target for assassins with only the party to protect him or her. 9 Never Ask Directions

EVENT 3: BANDIT CAMP (CR 4) The bandits central camp is only several miles away from the outpost detailed in Event 2 and the party comes upon it from the south. If one of the scouts from the previous encounter escaped to deliver a warning, the bandits have time to prepare an ambush (see below); otherwise the party finds the Hedrun Tul and his band unprepared for their approach. Read or paraphrase the following. Ahead the narrow ravine widens and slopes down, sheltered and concealed by the boughs of the trees above and surrounding greenery. The sounds of conversation and the mingled smells of cooking fires and unwashed bodies are carried on the wind. Just past where the trees of the ravine finally break for a clearing sits a scattering of tents and lean-to s. All manner of rough-looking characters mingle among them. One of them sketches on the ground with the tip of his sword. When one of his attendants clearly misses the point, the half-orc cuffs the man sharply on the head drawing laughter from those around them. If the camp has not been warned by a runner Never Ask Directions 0

from the outpost, the party can attempt to approach stealthily if they choose. Make opposed Stealth checks between the party and the bandits. If the party succeeds, they may position themselves anywhere around the perimeter of the clearing. If surprised, the bandits attack the nearest opponent during their first round before mounting a more intelligent defense in later rounds. If the bandits are warned of the party s approach, read or paraphrase the following. Ahead the narrow ravine widens and slopes down, sheltered and concealed by the boughs of the trees above and surrounding greenery. The faint smell of a campfire hangs in the air. A break in the trees reveals a clearing and a deserted campsite. Although the cooking pots still hang in place, the fires beneath them have been extinguished but remain smoldering. There is no sign of movement among the tents. Given time to prepare, Tul positions the bandit ruffians in cover just outside of the camp clearing. He expects that the party will spot them and once they are engaged, Tul and the remaining bandits will go on the offensive from a position on the opposite side of the camp. The campfires and brush are difficult terrain and the brush also grants concealment. The barrels and crates of stolen goods at one end of the camp are considered low obstacles but are also difficult terrain. The tents are impassable but a creature can crawl into one from any side. Hedrun Tul, 3 bandit ruffians, 3 bandit scouts. B ANDIT S COUTS (3) XP 35 CR /3 CN Medium humanoid (human) Init + ; Senses Perception +5 DEFENSE AC 4, touch, flat-footed 3 (+3 armor, + Dex) hp 6 ( d8+2) Fort +, Ref +, Will + OFFENSE Spd 30 ft. Melee spear + ( d8+ /x3) Ranged heavy crossbow + ( d 0/ 9-20) STATISTICS Str 2, Dex 3, Con 3, Int 0, Wis 9, Cha 8 Base Atk +0; CMB + ; CMD 2 Feats Point-Blank Shot, Rapid Reload (heavy crossbow) Skills Climb +5, Perception +5, Stealth +5, Survival +3 Languages Common Gear spear, heavy crossbow with 20 bolts, studded leather B ANDIT RUFFIANS (3) XP 35 CR /3 Human Warrior CN Medium humanoid (human) Init + ; Senses Perception +0 DEFENSE AC 4, touch 0, flat-footed 4 (+4 armor) hp 7 ( d 0+2) Fort +3, Ref +0, Will +0 OFFENSE Spd 30 ft. Melee greataxe +4 ( d 2+3/x3) Melee greataxe +3 ( d 2+6/x3) Ranged heavy crossbow + ( d 0/ 9-20) STATISTICS Str 5, Dex, Con 2, Int 9, Wis 0, Cha 8 Base Atk + ; CMB +3; CMD 3 Feats Power Attack, Weapon Focus (Greataxe) Skills Intimidate +3 Never Ask Directions Human Expert

Languages Common Gear greataxe, heavy crossbow with 20 bolts, chain shirt Born in a logging town that has since fallen to ruin after frequent humanoid raids, Hedrun Tul did his best to fit in despite his mixed blood. But by the time he reached adolescence his unrelenting temper frequently got the best of him and after numerous squabbles, he fled the town to make his way in the world. He fell in with a band of highwaymen where he learned his trade but he once again ran, this time when his companions were located and imprisoned by local authorities. Before long, though, he joined a new troop and, with the assistance of Carum, rose to lead them. But Hedrun quickly realized the game that Carum played and banished the halfling. Hedrun keeps order through strength and menace more than anything else. His men will scatter, or turn on him, if he is revealed to be weaker than they believed. Knowing this, Hedrun is rarely able to back down from a fight once he has made threats. He only surrenders if faced with certain death and, even then, only in the hopes that he will escape his captors in time. H EDRUN TUL XP 400 CR Half-orc Fighter 2 NE Medium humanoid (half-orc) Init - ; Senses Darkvision; Perception + DEFENSE AC 5, touch 9, flat-footed 5 (+6 armor, - Dex) hp 22 (2d 0+ ) Fort +3, Ref -, Will +4 (+ against fear) Defensive Abilities Orc Ferocity OFFENSE Spd 20 ft. Melee mwk greatsword +6 (2d6+3/ 9-20) Melee mwk greatsword +5 (2d6+6/ 9-20) Ranged longbow + ( d8/x3) STATISTICS Str 5, Dex 8, Con 6, Int 0, Wis 2, Cha 3 Base Atk +2; CMB +4; CMD 3 Feats Power Attack, Toughness, Weapon Focus (Greatsword) Skills Climb +6, Intimidate +8, Survival +5 Languages Common, Orc Gear mwk greatsword, longbow with 20 arrows, breastplate, key to chest Distributed among the bandits and their tents, the party finds 300 gp. A locked chest in Hedrun Tul s tent contains 250 gp, 500 sp, 4 garnets (50 gp each) and a silver chain (250 gp). Picking the lock requires a DC 20 Disable Device check but Hedrun Tul has a key concealed in his boot. Also, while of little potential value to adventures, the stolen goods contained within the crates can fetch a reward (200 gp) from merchants in the nearby town if they are transported back. In total the items weigh approximately 300 pounds. Should the party mention Carum Half-hand, the defeated bandit leader sputters with rage and declaims the halfling as a traitorous dog who has engineered the entire setup. After all, Hedrun knew exactly what kind of crafty opposition he drove from the camp when he took over. How the characters deal with Hedrun (and Carum, should his role be uncovered) is entirely up to them but several suggestions are supplied below in the Conclusion. Never Ask Directions 2

CONCLUSION FURTHER HOOKS A law-abiding party could deliver Hedrun Tul, along with any other captives, to the constable of the nearest town and would likely bring a reward of 00 gp from the local merchant s guild or shopkeepers whose inventories have suffered due to the raids. Should they also link Carum to the raids of the past, their boon is doubled as the halfling can reveal what became of items of note stolen from caravans over the years. In the event that Carum s role was not uncovered, he briefly disappears from his home to rally any of the scattered survivors from the bandit camp and recruits new members. After several weeks the bandits resume their pillaging. Carum maintains the guise of the halfling at the edge of town, using it to speak to the local constable about efforts to combat the highwaymen while further improving his robbery techniques. Should the party be defeated by Hedrun Tul, captives are given the choice to either assist the bandits or be put to death. Their gear is given to Tul and his favored lieutenants and the PCs receive only basic weapons from the duration of their raiding and taken away on their return to the camp. Tul also does not allow the PCs to heal magically, preferring to keep the party in a weakened state as long as possible. Taking a page from Carum's book, the bandit leader quickly sets up the party to be captured by local authorities, framing them to appear to be the bandits that have harassed local caravans. Tul hopes that their capture lulls the local merchants into a false sense of security. Carum might act as a source of information (or training) for the more roguishly-inclined characters for a small fee. He might also be willing to act as a fence for stolen merchandise provided he does not believe the character will rat him out to the local authorities. Hedrun Tul was in the service of a cult leader who encouraged him to overthrow Carum so that he could make use of the bandits to raid passing caravans while instructing them to search for a rare book or seemingly insignificant relic required for a forgotten ritual. The party might return to the village later in their career only to learn that the constable freed Hedrun, or Carum, to continue their thieving ways as some of the proceeds find their way back to the constable and the mayor. About the Author John "Ross" Rossomangno is a freelance author of fiction and gaming material who has been writing (and gaming) for far longer than he's been published. He has contributed to the digital pages of Dungeons & Dragons Insider and his self-published material can be found on DrivethruRPG.com. You can also learn (possibly more than you want to) about the author at his website: BrokenBinding.com. 3 Never Ask Directions

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