Welcome to the Feywood - A One-Shot Adventure

If you are interested in playing in this One-Shot, please leave a COMMENT on this article with your timezone. More than one session will be run if there is enough interest and if logistics permit putting groups together!
Welcome to the Feywood! Now go home!!!
— thoughts of many a Gremlin, and perhaps a few Nymphs, when encountering a newcomer

Welcome to the Feywood is designed to introduce new players and their characters to a magic-filled region of the World of Cartyrion - a region whose core remains much as it was when the gods first created it. The adventure begins as the characters are all on their way to a regional celebration they've heard rave reviews about: the Spudbarrow Strawberry Festival. Travelling individually, they all find themselves among the crowd staying at the Bugbear's Head Inn - a roadside inn deep in the forest and two day's journey from Spudbarrow. Thrown together by chance, they find themselves in the middle of a mystery -- a situation that, for at least one of their number, is a matter even more important than life or death!

None of the characters were raised in the Feywood, and learning to live among Berdea's creatures here usually takes a while. The characters won't have the luxury of time, but the players will get a chance to see what future adventuring in the Feywood can be like. This adventure is also designed to introduce many of the skills and game mechanics needed for what most systems call the Exploration aspect of the game. Players will learn how investigation and looking for clues works, how recalling things one may have learned in their past is handled, and how to use their skills to read and affect the demeanors and intentions of those they interact with.

Currently, this adventure is written to be compatible with Pathfinder, 2nd Edition game rules, but in the future, it will be adapted to support other game systems, beginning with Dungeons & Dragons, 5th Edition.

There are many "tooltips" included in this script that provide additional information about people, places, and events of Cartyrion for those who are interested. None of the information in these popups, or the articles they may point to, is necessary for the playing of this adventure. They exist purely to provide additional flavor and lore for those who wish to explore more of the World of Cartyrion.

Article blocks, on the other hand, are links to handouts that should be considered part of the Adventure. They are provided in separate articles to facilitate distribution to players.

Preparing to Play

This adventure is designed for four or five player characters, which should be selected from the set of six provided. The only requirement is that at least one of the Dwarf characters provided is selected. These pre-generated characters represent a cross-section of the playable races, cultures, backgrounds, and classes available in the Cartyrion setting. All are Level 1 characters, just starting out on their life of adventure. Each of these characters is provided with enough backstory for this adventure. All characters contain at least one unique trait or tendency that could be important during the course of play, so make sure players have enough time to read, absorb, and ask questions before the game session begins.

Hovering over the buttons below gives a very brief description of each character. Clicking a button brings you to a full backstory and play guide, as well as a downloadable, printable PDF character sheet.

Information for Players

The following handout (or article link) should be provided to players in advance of the game session:

Player Handout 1: Welcome to the Feywood
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To reduce or eliminate the need to delay play while looking up a rule or definition in the (rather extensive) rulebooks, the following article should be made available to players in electronic form. (The Gamemaster has similar information provided here in the side panel.
Actions and Conditions Player Reference
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If you think you will be participating in this adventure as a player, you may wish to stop reading now!
Don't spoil the fun of discovery!

Scene 1 - Arriving at the Inn

The players - with the exception of the Elf Rogue and Halfling Fighter - are all new to the Feywood (or at least the "deep Feywood"). Each is on their way to Spudbarrow for the famous Strawberry Festival. They find themselves at the Bugbear's Head Inn (still several day's travel from the village) along with a good number of other people. The Inn is quite crowded. With the exception of the Elf Rogue and Halfling Fighter, all are effectively new to the Feywood and have never stayed in the Inn before.

A map of the Inn can be found in the Maps section below.

You arrive at the Inn, one at a time, in the late afternoon. As each of you enter the common room, you realize that your expectations were correct... the Inn is going to be busy. And each one of you gets pretty much the same greeting from a brown-haired human standing at the near corner of the bar as you enter. He crosses the floor toward you while saying something like, "I know... a room for the night... you and everyone else here. Get yourself comfortable, have an ale to wash the road dust down while I figure out what I'm going to do with everybody." As the fourth one of you is directed to the table, the brown-haired human comes along.

"Alright... I hope you don't mind, but I'm going to have to put all of you up together in one of the small cabins in the back. Every room upstairs is already filled, and half the cabins as well. And we're expecting more as the evening comes on. My name's Theodric, by the way, and welcome to the Bugbear's Head Inn. The room'll cost you ??, and if you'll come with me, I'll show you where you can stow your gear."

You follow Theodric out the back door of the common room, past the kitchen as the most wonderful aromas of roasting meat, simmering soup or stew, and fresh-baked bread fill your nostrils. He leads you to a small cabin and opens the door. Inside, you see four beds, each with chest at its foot. He hands each of you a lock and key. "For the chests, if you're concerned, though nobody steals anything here. Return the lock when you leave. Come back to the common room when you've settled... got a great menu tonight, and the Troupe will be performing. Should be a wild one tonight."

Theodric smiles and leaves.
Provide the players with Map 2: Your Cabin. Let them select their beds and stow their gear. If they're still introducing themselves or conversing, let them for a brief while, but then remind them how hungry they are and how good the food smelled. Get them back to the common room.

The dinner you had tasted even better than it smelled, and the ales were also among the best you've had in a while. The serving girl tells you they are made across the road by a Gnomish couple who run a grain mill powered by the stream, with a brew-house alongside. She points them out - sitting across the room at a table with a burly Dwarf and an older Halfling gentlemen who seems to be enjoying his longpipe.

Several performers appear - singers & lutists. An Elven woman and a Dwarvish woman take turns singing lilting ballads, bawdy tavern ditties, and everything in between. There are lots of singalongs, and lots of flowing ale as evening turns into night. Even though you've still got a few days travel to reach the Strawberry Festival, everybody in the common room is behaving as if the party has already begun.

If they are in play, give Handout 2 - Regulars at the Inn to the Elf Rogue and/or Halfling Fighter.

Player Handout 2: Regulars at the Inn
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Ask the players how much they are participating in the festivities. The Elf Rogue and Halfling Fighter have both been to the inn at least a few times in the past; they will be able to identify the Pinnmans, Tugreth Oakbraid, Agilbert Oldbuck, Wyzbirret Knunkett, and Maydillbass Ginball sitting at a table together, as well as Clotilde Oldbuck in the kitchen.

At one point, a slightly overweight, and clearly slightly drunk human saunters over to your table. "Oy... Dwarf... Is that a Clan Dagger? I been hearin' that every one is unique. Tugreth over there..." he motions to the Dwarf working behind the bar with Theodric, "gave me a glance at his... how 'bout a quick look?"

If the player allows the patron to see his dagger...

"Aye... sure enough... quite different from Tug's. I'd hafta say ye'res is handsomer by far. Ye wouldn't think of sellin' it to me, would ye? Y'see I'm a bit of a collector of weapons, and that'd be a fine addition to me collection."
If the player does not offer the patron a look...

"Awww... too bad... I was hopin' ter get a chance ter hold one. Tug wouldn't go that far either. But hey... any chance of ye sellin' it to me? I'm a bit of a collector, y'see, of exotic weapons, and that'd be a fine addition to me collection."

Let the player shoo the patron away however they choose to do so.

The rest of the evening is loud, and liquid, but otherwise uneventful. At one point, though, a goblin wearing a toolbelt comes shuffling over to your table mumbling to nobody in particular. He grabs the edge of your table and rocks it a bit, mumbles some more and promptly crawls under the table and starts playing with the table's legs. The tankards and plates on your table rattle around as he does so, but the goblin doesn't seem to notice... or care. A shout comes over the general din in the common room from the human behind the bar: "Hey! Fryx! Not while there's patrons at the table! You can fix it tomorrow!". With that, the goblin, still muttering, crawls out from under the table and shuffles away.

Eventually, the party atmosphere begins to fade as folks head off to their rooms for a nights sleep before resuming the road. At some point, you all do likewise. Returning to your cabin, you settle down in remarkably comfortable beds - with real pillows! - to sleep off your evening's enjoyments.

Scene 2 - The Morning After

The party has been sleeping off their excesses from the night before in the common room. At this point, give Player Handout 3 to the player of a Dwarf character. (If there are two Dwarves in the part, the GM can decide which is the "lucky" one, but it should be the same one that was approached the night before by the merchant "weapon collector".) This character awakens to discover that something very important... more important than life itself... has gone missing during the night! Give everybody else a copy of Player Handout 4.

Player Handout 3: Something Is Missing!!
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Player Handout 4: Something is Amiss
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Nothing else was taken from anyone else... just the Clan Dagger. The Dwarf will have to find it or be shamed forever.

It is quite possible that during player interaction, one or more of the player characters expressed an interest in the dagger - their backstories and RP guides hinted at this. So if the Dwarf begins by accusing one or more members of the party, let them play it out! Eventually, they should realize that the thief is not among them, so the "detective search" for the dagger begins.

Scene 3 - The Search Begins

After the party possibly having to prove they didn't take it... and hopefully after offering to help the Dwarf recover it, the party begins to search for clues. Most likely, this will involve interviewing potential suspects and/or people that may offer a clue as to what may have happened to the dagger.

The following segments cover a number of likely scenes. They can be run through in any order - the Gamemaster should let the party decide what order to do things in, and it's fine if the party doesn't do them all. (There is a "just in case they're still confused" section at the very end of this section.)

The Weapon Collector
The party is likely to try to find the patron in the common room that claimed to be a weapon collector. They will find him in front of the stable, making sure his horse and wagon are ready to start the day's journey. The wagon is an open, four-wheeled affair, with an oilcloth covering and a few wooden crates visible peeking out from beneath at the back of the wagon.
Confronting the Weapon Collector
When confronted, the merchant will, of course, deny having any knowledge of the missing Clan Dagger. If asked, he will also decline to give permission to search the wagon - at least at first. If they party tries to convince him to permit this...

The merchant starts out Indifferent to the party....

If the party attempts to sweet-talk the merchant into allowing a search, require Make an Impression checks. If the merchant can be brought to Helpful (2 steps), he will allow the party to search the wagon as long as they don't make too much of a mess. He will also continually try to get the party to buy things, or at least be careful, as they pull them out of the cart or move them around.

That shovel... you'll not find a finer one! And at only one gold piece, you'll not find a finer price!

Careful with that fabric bolt! That's fine linen all the way from Endmere! The latest, most fashionable prints!

Lanterns! I've got some fine ones... In fact, I can let you have one of those hooded models for 6 pieces of silver.

You look like you're the wilderness types... have you got a good frypan for your cookfires? 7 silver for a small cast iron skillet; a gold for the larger one.

If the party attempts to intimidate, they can try a Coerce check. On a success, the merchant will reluctantly agree to the search, and will grumble about being mistreated the whole time the party rummages through the wagon. If the check fails, however, the merchant will become Unfriendly, and will not be swayed by subsequent sweet-talk. If the party persists, he will first threaten to complain to Theodric, and then he will actually go to do so. If the party uses this opportunity to start searching the wagon, they will be in the middle of doing so when Theodric and Tugreth arrive.

The merchant returns, and following close behind are the inn's owner Theodric and the Dwarf Tugreth that you saw also working the bar last night.

"Oy... what d'yer think yer doin' there?", Tugreth bellows as they are still approaching. "Ye'll not be stealing any o' Ardlefort's good while ye're here. Drop what ye're holdin' and get off that wagon."
The party can explain their situation to Theodric. If they try, they will be stopped from any further search of the wagon. Theodric will ask the merchant it he has any knowledge of the missing dagger. After receiving a negative response, proceed to the "Party Approaches Theodric or Branwyne" encounter.

Theodric and Tugreth
Another option for the party is to seek out the Innkeeper. If they do, they will find Theodric and Tugreth in the common room, putting things back in shape after last night's rather exhuberent crowd.
Talking with the Theodric and Tugreth
This encounter takes place either when the party seeks out the Innkeeper to report that a theft has occurred during the night, or if the encounter with the merchant weapon collector turns sour. If the former, it takes place inside the Inn. If the latter, it will be outside by the stables. The GM should set the scene appropriately.

If inside...

The common room is much less crowded than it was the night before, but it is not deserted. There are a few patrons having breakfast - ranging from a few slices of bread and chunks of hard cheese to entire platters of fried eggs, slabs of bacon, and links of sausage. The aroma of bacon pervades the air. The burly Dwarf, Tugreth, is moving tables and chairs around, putting them back where they belong, while Theodric is standing at a basin of water placed on the bar. He's cleaning out the tankards used the night before.

Tugreth looks up as you enter, his eyes scanning the party. When his gaze falls on the Dwarf without a Clan Dagger prominently displayed on their belt, his face registers momentary surprise, then something that's either disgust or pity. He immediately looks at someone else, and will not return his gaze to the Dwarf without a dagger.

Let the party explain their situation to Theodric. As they do so, they will hear the occasional grunt or snort from Tugreth whenever "Dagger" is mentioned. If the party addresses Tugreth directly, he will at first try to avoid commenting, but will eventually turn to look straight at the theft victim and respond:

"A Dwarf without a Clan Dagger is no Dwarf at all. You know that if you wish to maintain your honor, you'll need to find that Dagger and whoever took it."

Theodric will explain, repeatedly, that even petty theft was extremely rare here at the Inn, and tries to offer an alternative explanation:

There's never been a theft like that here at the Inn. Oh, a pocket or two has been picked on a crowded night like last night was. Are you sure you still had it when you reached your cabin? And perhaps it simply fell out of its sheath? Check with my daughter Ellabeth... she's upstairs with Branwyne refreshing the rooms... maybe somebody found it and turned it back in to one of them?

Branwyne and Ellabeth
Ellabeth and her mother Branwyne are upstairs in the Inn, moving from room to room gathering used bedsheets for laundering, placing fresh linens, and tidying rooms.
Talking with Branwyne and Ellabeth
Let the party approach and explain their situation.

After listening to your plight, Braynwyne responds first, "Your Clan Dagger? Well that's not acceptable... We've heard from Tugreth... over and over again... about how important they are to your Folk. If it was dropped or lost in the common room last night or this morning, I'm sure nobody turned it into us. Are you sure you still had it when you reached your cabin last night? We'll keep a sharp eye out, though, in case it was just lost somewhere."

But the look on Ellabeth's face tells you she's thinking of something else. She turns to her mother and asks, "You don't think... hmm... the little ones, perhaps? But they've never done something like this before." Branwyne goes quiet as she thinks this over.

If the party asks about "Little ones", Ellabeth will respond,

"This is the Feywood, after all. They Fey Folk are everywhere, including here at the Inn. There are even some I used to play with when I was a child, though I haven't seen them in many years. Too bad, too... I loved those little Brownies. The more I think on it though, if you're sure you had your dagger when you went to bed, and it was gone in the morning, and there was no breakin at your cabin... it's sounding more and more like a Fey prank or game. And if it is, I'm sure you'll find your dagger. They're not malicious, but sometimes they don't realize they're crossing a line, if you understand me. I wish I could tell you more precisely where to look."

Fryx the Handygob
Assuming the party spends some time outside the Inn on the grounds between the Inn and the cabins and stables, they will at some point see Fryx the Handygob scuttling around. Fryx is a goblin - the one that tried to fix their table the night before. He's wearing two bandoliers, each adorned with various crude hand tools: hammers, chisels, small pry bars, crude pliers or tongs, an old leather awl, and a few other unrecognizable items. Right now, he seems to be going randomly from building to building, looking for loose boards or other things to bang on with his hammer.
Talking with Fryx the Handygob
If the party approaches Fryx and asks whether he's found a dagger lying about...
"Dwarven Fancy Knife? No. No. Fryx hasn't got a Fancy Knife. " He stops for a moment, then frantically starts digging into a large leather pouch hanging from one of his bandoliers, "Found these today, though!" He extends his hand; a copper coin, a tarnished metal waistcoat button, and a rusty piton. "If these be yours, Fryx took good care of them for you!"

If the party asks about the "little folk"...
"Little Folk? At the Inn? Yes! Yes! We have those! Likes to play with the children, they do. They stay away from Fryx, though. I keeps yellin at them for diggin' holes everywhere. They live under, y'see. Under the cabins... under the stable... under the Inn... Fryx can't be sure where, but Fryx has to keep filling in the holes cuz otherwise the critters and gremlins try to move in."

Fryx funbles around in the tattered pack he carries and produces a vial of some lavender-colored liquid. As he hands it to a party member, he says,

"Here... if yer gonna be rootin' around them holes, best have this ready. Miz Maydillbass makes it up... smells like pretty flowers... gremlins can't stand it."

You look at the vial. It has a label on it, hand-written, that says "Grem-B-Gone. Toss into gremlin hole and stand back. Guaranteed to evict the buggers. - Maydillbass Ginball"

The party will have no trouble getting Fryx to help them - to show them these "holes". Fryx loves to be helpful. But if Fryx guides them, the first hole he discovered will be the Racoon lair. After dealing with the Raccoon (see below), if the party stays with Fryx, he will start leading them to another hole beneath another structure. Along the way, ask everyone in the party for a Perception DC15 check. Anyone successful will notice Bartlebert Pinnman standing alongside one of the cabins, apparently talking to a rosebush.

If the party stays with Fryx, or sets out on their own to find more holes, their next encounter will be the Badger (see below). If they break off and approach Bartlebert, skip to that encounter without further wild animal distractions.
If the Party Needs a "Push"...
If the party does not emply Fryx to help them, and has not started some sort of ground search after hearing about "Little Folk", use this encounter to get them back on track.
The Helpful Merchant
As you wonder what to do next, another patron of the Inn approaches you. You don't recognize him, but there were many people here last night. He addresses you,

"I couldn't help but overhear you... you lost something last night? Let me tell you what happened to me the last time I was through here a few months back. I had taken a cabin for the night because I had my young daughter and son with me - taking them to see the Halflings in Spudbarrow, I was - and I woke up to a commotion outside the door. I found my boy outside with young Bart, the Pinnman's kid. They were swinging sticks at these two tiny Folk - Halflings, I thought at first, but their eyes were strange. The four were laughing like they were playing a game or something. But then I noticed one of the little ones had my dagger - still in its sheath, and the other my shortsword, scabbard still on it. As soon as they saw me at the door, they froze, dropped my weapons, and bolted off. My son told me he heard them outside playing with young Bart when he woke up. It looked like fun, so he joined them."

"Young Bart told the were his friends... they live "at the Inn", and sometimes they borrow things to play with, but they always give them back."
The Elven Rogue and/or the Halfling Fighter should be given Recall Knowledge (Feywood) DC15 checks at this point. If they succeed, they will deduce that these "little Folk" are most likely Brownies. At that point, they or anybody else with training in Nature can attempt to recall more - see "About Brownies" below.
Bartlebert Pinnman
Bartlebert is the youngest child of the Pinnmans; he is currently 9 years old. When the party first notices him, he is standing alongside one of the cabins, and appears to be talking to a rosebush.
Talking with Bartlebert Pinnman
As you approach the child, you hear, "Why don't you want to play today?" After a pause, "Most of the big folk are gone off, you can come out now. We can play a game." After another pause, "OK then... I guess I'll eat my berrymuffin myself".

At this point, Bartlebert notices your approach, and starts to walk toward you, taking a bite out of a sweetcake he's holding. "I guess they just don't want to play today." he says, in case you were listening or interested. "But they never turned down a berrymuffin before... I hope they're not sick. Sometimes when I'm sick, I'm not hungry and don't feel like playing."
Unless the party stops him, Bartlebert will walk past them and wander off somewhere. If the party addresses him, though, he will stop and answer questions. The party can learn that he was talking to his two friends, Bobbin and Dobbin. Ellabeth told him they were called "Brownies", and they've lived around here for a long time. Ella used to play with them too, and he suspects his other brother and other sister did too. They live in a hole under the rosebush that Bartlebert was talking to. They love sweet things... candies... cakes... pies... and they love to play all sorts of games. Their favorite game lately was "Adventurers and Bugbears" (think "cops and robbers").

The Raccoon Den
If the party begins searching for holes on their own, or if they rely on Fryx to guide them, their first "hole" will in fact be the home of a Raccoon.
Raccoon Encounter
Raccoon Creature -1
Common N Small Animal

Raccoons ave dark brownish-grey fur, but are best known by the black "burglar mask" fur pattern that surrounds their eyes. If a raccoon is threatened or feels cornered, it will attack viciously, but if an opportunity to escape is presented, it will flee combat. Otherwise it will fight ferociously until slain.
Perception +6; Low-light Vision; Imprecise Scent, 30'
Skills Athletics+4, Stealth+4

STR +0 , DEX +1 , CON +1 , INT -5 , WIS +2 , CHA -2

AC 14
Saving Throws Fort +6, Ref +4, Will +4
Speed 25ft; burrow 10ft
Melee Jaws +6 / Damage 1d6 Piercing
Claws +6 (agile) / Damage 1d6 Slashing


The Badger Den
If the party continues to search for holes (with or without Fryx) without having talked to Bartlebert, their second hole will be the home of a Badger.
Badger Encounter
Badger Creature 0
Common N Small Animal

Badgers have dark brownish-grey fur highlighted with white markings. Their heads in particular bear noticeable white markings around the eyes. If a badger is threatened or feels cornered, it will attack visciously. If it has an opportunity to escape, it will. Otherwise it will fight ferociously until slain.
Perception +6; Low-light Vision; Imprecise Scent, 30'
Skills Athletics+4, Stealth+6

STR +0 , DEX +1 , CON +2 , INT -5 , WIS +2 , CHA -2

AC 16
Saving Throws Fort +8, Ref +5, Will +6
Speed 25ft; burrow 10ft
Melee Jaws +8 / Damage 1d8 Piercing
Claws +8 (agile) / Damage 1d8 Slashing


About Brownies
Once the party hears the first mention that perhaps Brownies are involved, one or more party members may wish to attempt to Recall Knowledge (Feywood Lore or Nature) DC14 to remember anything pertinent about such creatures. A success on this attempt will reveal at least one of the following bits of knowledge:
  • Brownies are little Fey folk that generally avoid adults, but like to play with children
  • Brownies live in burrows or dens which they like to dig under houses put up by the Folk. They try to hide the entrances, though.
  • Brownies are childlike in temperament, behavior, and outlook on life. Speaking to one is like conversing with a 4 or 5 year old child. They're simple, but not stupid, though, and are quite capable of taking care of themselves.
  • Brownies like sweet things like cake... or fruit pie... or sugary muffins. They usually can't resist treats like these.
  • Brownies often "help" the people they choose to life in proximity to with little mending jobs, tidying up, etc. Sometimes they borrow things, but never permanently.

Scene 4 - The Culprits are Confronted

The party has finally discovered the warren of Bobbin and Dobbin. Now they must coax them out and find out what the two Brownies know.
Confronting the Thieves
Now that you know where to look, peering behind the rosebush reveals a large hole that, perhaps a foot and a half (40cm) across, at the base of the cabin. It is pretty clear that the full-sized Folk among you are not going to get down this hole, even if the rosebush was ripped out (which would probably be frowned upon by the Inn's management anyway). An unarmored Halfling or Goblin? Perhaps. If everyone is very silent, you can hear two tiny, high-pitched voices apparently talking to each other in poorly attempted hushed whispers. They are not speaking Common, though.
If listening carefully, somebody who speaks Sylvan will hear...
"...they're not going to like us...",
"...yes... they're really mad... they won't want to be our friends...",
"...I wish Nuggie didn't play with us today...",
"...but it was so... pretty... and real 'venture-like...",
"...maybe we find Nuggie and Duggie and see if they're done playing?...",
"...Nuggie and Duggie can be really mean sometimes, though..."

Let the party figure out how to get the Brownies' attention. Sweets and friendly, gentle talking will work. Make an Impression DC15 checks can be done to perhaps speed things up, but as long as the party doesn't get threatening, they will eventually get the Brownies to talk with them and explain what happened.

When Bobbin and Dobbin finally start interacting with the party, they will at first be hesitant to leave their lair. They will approach to where they can just barely be seen looking down the hole. If then enticed with a sweet, one will Dimension Door to be alongside the party member offering the sweet... will snatch it... then Dimension Door back into the hole - but their interaction status will rise to Friendly. A second sweet will get them to Helpful, at which point they will both Dimension Door out of the hole and appear behind the party. They can use this ability at will, and will frequently do so when they are nervous. The "confession" will go something like this:
Dobbin finally begins to explain. The Brownie begins, "Well..." before suddenly disappearing with a pop and appearing about 15feet farther away. "...we saw you coming back from the happy room at the inn, and saw your really pretty knife.".

Bobbin, the other Brownie chimes in, " We like to play 'Venturer. It's a fun game!". *Pop*, and Bobbin appears on the opposite side of the gathered party.

Dobbin resumes, "We just wanted to borrow it to play with for a little while, so I popped in like this!" *Pop*, and Dobbin is standing right beside the dwarf whose dagger is missing. "And popped back out with it." *Pop*, and Dobbin is back where he was a moment ago.

Bobbin continues, with a frown expression, "But then our old friends came along... Duggie and Nuggie..." *Pop*, and Bobbin is standing next to Dobbin, about 10 feet from the party.

Dobbin goes on, "They saw the pretty knife, and asked if they could play too.". Bobbin looks at Dobbin and interrupts, "I told you it was a bad idea. They... they're mean now!" Dobbin continues, "but I hoped they'd play nice with us if I shared. Then Nuggie grabbed it from me and ran away. We can never catch them when they run away."

Bobbin *pop*s back to be right in front of the party. "We hope you're not too mad... we just wanted to play... we would have given it back... honest!"
Let the party react. If they ask the Brownies where their friends live, they will respond that they do know where. If they are asked to show the party where the "friends" live, they'll be happy to do so. If the party doesn't think to ask this, the Brownies will volunteer it... but could they have another sweet cake first? They're really tasty!

If the party does not yet have the vial of Grem-B-Gone (from Fryx), add this component:

As you are talking with the Brownies, a Gnomish woman of indeterminate age walks by not far away. She stops when she sees you and the Brownies, then walks over to join you.

"Hello Bobbin! Hello Dobbin! What game are we playing today?"

The Brownies just shuffle their feet as they look down. Then the whole story comes out again, as does the mention that they're going to help the party find Duggie and Nuggie. When Maydillbass hears this, she says to the party,

"Wait right here a few moments. I've got something you'll probably need to take along with you. She departs, and returns about 10 minues later carrying a flask of a lavender-colored liquid.

"This might help", she says, "now what was I doing? Oh yes... going to see the Oldbuck children. One of them has the sniffles." And with that, the Gnome trots off. You look at the vial. It has a label on it, hand-written, that says "Grem-B-Gone. Toss into gremlin hole and stand back. Guaranteed to evict the buggers. - Maydillbass Ginball"

And so, the party, with its Brownie guides, sets off to find the "friends" who had run off with the dagger.

Here's the Brownie Statblock.
Brownie Creature 1
Common N Tiny Fey

Brownies stand barely 2 feet tall and weigh about 20 pounds.

Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms. Their manner of speaking might call upon turns of phrase that are decades or even centuries out of vogue, for example, or they might mix up their metaphors in strange ways. It almost seems as if brownies adopt these quirky ways of speaking intentionally—certainly they do not react favorably to corrections to their chatter. There’s often no swifter way to annoy a brownie than to try to correct its grammar.

When facing danger, brownies rarely engage in combat, preferring instead to confound and confuse their attackers in order to buy enough time for escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, harassing creatures only to run them off or punish them for an insult. Despite this nature, all brownies carry a blade. They refer to their swords with a hint of disgust, and jokingly call their blades their “final trick,” reserving their use for the direst of circumstances.

Honest to a fault, brownies take freely but always repay their debt through work or leave something behind as an offering. They may eat an apple from a farmer’s orchard but harvest the entire tree as repayment. A brownie might eat an entire pie left on a windowsill, only to straighten up the kitchen or wash the dishes. A brownie can share a home with a family for years and years while avoiding detection. A family that is aware of a brownie in their midst usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the resident brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear wolves, and they avoid farms with dogs.
Perception +7; Low-light vision
Languages Common, Elvish, Sylvan, Gnomish, Gremlish
Skills Acrobatics+7, Crafting+5, Deception+6, Stealth+9

STR -2 , DEX +4 , CON +1 , INT +2 , WIS +4 , CHA +3

Items Shortsword
AC 16
Saving Throws Fort +4, Ref +9, Will +9
HP25 - Weaknesses Cold Iron 3
Speed 20ft
Melee Shortsword: +7 (Agile, Finesse) Damage 1d6
Special Abilities
Baffling Bluff (Emotion, Enchantment, Mental, Primal)
The brownie’s antics can confuse and disorient a creature. When the brownie uses Baffling Bluff, it targets a single creature within 30 feet; that creature must attempt a DC 17 Will save. The target is temporarily immune to Baffling Bluff for 1 minute.
Critical Success: The target is unaffected.
Success: The target is fooled momentarily and is flat-footed against the next melee Strike the brownie makes against it before the end of the brownie’s next turn.
Failure: The target is confused for 1 round.
Critical Failure: The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confused condition.
Spell DC: 17, Spell Attack: +7
Cantrip: Dancing Lights (Lvl4), Prestidigitation (Lvl 4)
Level 1: Ventriloquism
Level 3: Mending
Level 4: Dimension Door (Self only)
Note that they will use their at will Dimension Door whenever they are nervous or worried, but NOT when they are so panicked that they can't really think. It may seem to be a subconscious act, but it is not. They have to will it to happen.

NOTE: If the party decides to get more information on what Duggie and Nuggie might be by going into the Inn to ask questions, they'll find Maydillbass Ginball, the Gnome.
"I heard about your problem... did you have any luck finding your dagger?" After you explain, she continues, "Hmmm... sounds like Gremlins to me... Wait here a moment... I've got something that might help. Maydillbass leaves the common room, returning a few minutes later with a vial of liquid.

"Throw this into their lair, It'll get them out in the open where you have a chance to deal with them.", she says. The vial has a paper label attached, with the words "Grem-B-Gone" on it.


Scene 5 - Dealing with the Real Thieves

The party now knows who has the missing Clan Dagger. It was taken by a Nuglub - a Gremlin that once, long ago, used to be a Brownie. This particular one used to play with Bobbin and Dobbin all the time. Bobbin and Dobbin know where the Nuglub lives, and has offered to guide the party there. Note: If the party asks whether "Dilly" lives alone, they will be more than happy to explain that Dilly lives with their other old friend "Gilly", but they will not offer this information unsolicited!

If the Session is Moving Along Quickly...
Prior to reaching the Nuglub lair, the party will encounter a trap set by the Gremlins. One of the Brownies will fall victim to this trap and will need to be rescued. If the session is pressed for time, however, this encounter can be skipped.
The Gremlin Trap
As you continued along the trail, with Dobbin and Bobbin in the lead, suddenly Dobbin disappears! At first it seems the ground swallowed the Brownie whole, but you immediately realize that the poor creature has stumbled into a pitfall trap. As you realize this, you see a slimy, slick goo suddenly coat the sides of the pit, and you can all swear you heard a bit of a cackling laugh coming from somewhere up ahead. Your attention, though, is brought back to poor Dobbin, who is now shrieking and hopping around -- the pit's floor is only about 6 feet (2m) deep, but it is covered with a thick swarm of biting spiders that are not happy they are being stepped on!

Dobbin is hopping from one foot to another, slapping at the climbing and biting spiders, yelling "Ouch! Ouch! Ow! Ouch!", and clearly panicking. It is this panic that prevents use of the Dimension Door ability to pop out of the pit. Bobbin starts screaming, "Help Dobbin! Help!! They're biting him!!"
Let the party deal with rescuing Dobbin and possibly dealing with the spiders. The walls of the pit have been coated by a Grease spell cast by one of the Nuglubs (who was also the source of the cackling laugh. The Nuglub didn't stay around to see what happens, though; it disappears into the forest.

Spider Swarm, Large Creature 1
Uncommon N Large AnimalSwarm

They are not very big spiders, but there are huge numbers of them!
Perception +4
Languages None
Skills Acrobatics+5, Athletics+2, Stealth+5

STR -2 , DEX +3 , CON +0 , INT -5 , WIS +0 , CHA -4

AC 15
Saving Throws Fort +4, Ref +7, Will +2
HP18 - Immunities Precision, Swarm Mind - Weaknesses Area Damage 5, Splach Damage 5 - Resistances Bludgeoning 2, Piercing 5, Slashing 5
Speed 20ft, climb 20ft
Melee Swarming Bites - Each Enemy in the swarm's space takes 1d4 piercing damage with a DC14 basic Reflex save. A creature that fails its save is exposed to spider swarm venom. (Note there is no Multiple Attack Penalty adjustment!)
Special Abilities Spider Swarm Venom (Poison)
Saving Throw: Fortitude DC14
Maximum Duration: 4 rounds
Stage 1: 1 poison damage and Enfeebled 1 (1 round)
Stage 2: 1d4 poison damaged and enfeebled 1 (1 round)
Swarms represent an exception to the rule about multiple creatures occupying a given space. The targets of the swarm must occupy the space in which the swarm exists. Creatures in or adjacent to the swarm are presumed to be within Melee (reach) range; it can be attacked from the edges, in other words. Note the swarm's attack stipulates that its targets must be within the swarm, not adjacent to it.


The Nuglub Lair
The party finally reaches the lair of the creatures that actually have possession of the stolen dagger.
Nuglub Lair Encounter
If there are four players, the encounter will involve 2 Weak Nuglubs and 2 Weak Mitflits that the Nuglubs keep around as servants/minions. If there are five players, an additional Normal-stat Mitflit will be added to the encounter.

Finally, Dobbin points to a space between two huge boulders - a hole that appears to descend into the dark earth. "That's where they live", the Brownie announces. Bobbin now adds, "You won't hurt them, will you? They can be mean sometimes, but they're still our friends.
Let the party decide on approach. Roll for Initiative when appropriate. As soon as the first party weapon is drawn, Bobbin will plead, "Please don't hurt them. They can be mean, but they're our friends... they used to be our friends..."

If the party tries calling out, the Nuglubs will respond, speaking to Dobbin and Bobbin, "You brought us more playmates? Are these the bugbears to go hunting while we play Adventurer? Then we'll have to stick'em!. As soon as any party member gets within melee range of the cave front, the Mitflits will begin a dash in - stab - dash out attack pattern. The cave entrance is small, like the Brownie hole was. Nobody but the Halfling or Goblin has a chance of going in after the creatures.

If the party steps back from the entrance...
Two hunchbacked, misshapen figures, each no more than about 3 feet tall, squeeze out of the cave mouth. Several smaller, nastier blue creatures follow them, each wielding a dagger-like shortsword, and nasty smiles on their faces.

"Let's play, then, bugbears!" one croaks.

Roll for initiative!
If the party has - and uses - the Grem-B-Gone...
The vial shatters and instantly, the sweet, pleasing aroma of roses comes flooding out of the tunnel mouth. Sounds of gasping and choking immediately follow. As you step back from the entrance, two hunchback, misshapen figures emerge coughing and sputtering. "Who threw that foul thing into our house?!", one demands - in Common. "It'll take days to get that stink out", the other says. As they speak, the Mitflits also emerge, also sputtering. One is wiping his clothes as if some of the vial contents had splashed him. The first gremlin to speak says, "Yeah, and we'll have to go roll Twitcher in bear dung after we're through dealing with you... he got some on him! But now..." -- the gremlin brandishes the Clan Dagger -- "you want this? Come and get it!"

Roll for Initiative.
Combat Notes
The Mitflits are subservient to the Nuglubs, but they are also somewhat cowardly. They will attempt to keep their distance, and will duck behind things for cover at every opportunity. Their combat turns will be to Stride in, Attack once, and Stride away to safety. If combat starts turning against them, the Mitflits will attempt to flee unless one of the Nuglubs yell at them or threaten them. They will climb trees and leap on opponents as well.

The Nuglubs will appear to stand their ground, and will use their Kneecapper abiltiy at every opportunity.

The Brownies will not participate, but will constantly shout out "Don't hurt them too much!"... "Don't kill them!" frequently.

If the party decides to subdue rather than kill, don't forget that, except for the Monk (and the Rogue's sap), there are -2 attack bonuses for using lethal weapons for nonlethal combat. If they party subdue/kill the one holding the dagger, they can grab it and attempt to break off - the remaining gremlins will only pursue if the downed one was killed. Otherwise, they will taunt the party as cowards as they run off - but the party has succeeded!
Nuglub (Weak) Creature 1
Common CE Small FeyGremlin

Nuglubs are the product of the evil machinations of one of the dark gods who mutated Fey creatures to suit their desires; Nuglubs were once Brownies.

Nuglubs are among the tallest of the minor Gremlins - they are still only about 3' (1m) tall. Theyhave three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. The childlike temperamenent and attitude of the Brownie has been replaced with an evil cunning. Nuglubs enjoy killing, and can spend long hours preparing ambushes and traps for the unwary.They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.

In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.

Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies. They have been known to maintain at least limited contact with non-mutated Brownies with whom they were friendly before they were "turned". The Nuglubs delight in tormenting these Brownies, though the Brownies often take it to be some sort of game that really isn't all that fun.
Perception +3
Languages Sylvan, Gremlish
Skills Acrobatics+6, Crafting (Traps)+5, Intimidation+5, Stealth+6

STR -1 , DEX +2 , CON +1 , INT -1 , WIS -1 , CHA +0

AC 16
Saving Throws Fort +7, Ref +8, Will +3
HP24 - Weaknesses Cold Iron 2
Speed 30ft, Climb 20ft
Melee Bite +9 (Agile, Finesse) 1d6 P plus Grab
Claw +9 (Agile, Finesse) 1d6 S
Special Abilities Kneecapper
Trigger: A Medium creature within the nuglub's reach leaves a square during its move action.
Effect: The nuglub lashes out at the triggering creature's knees and tries to knock them prone. The Nuglub makes an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands Prone
Spells Cantrip: Prestidigitation
Level 1: Grease, Shocking Grasp

Recall Knowledge (Nature) checks can reveal the following:
  • Nuglubs used to be Brownies before the dark gods mutated them
  • Nuglubs are good at setting traps
  • Nuglubs are quick in combat, and like to knock larger opponents down and then swarm on them
Mitflit, Weak Creature -2
Common LE Small FeyGremlin

Before they were mutated by the dark gods, Mitflits used to be Sprites. This conversion cost them most of their ancestral magic, leaving these incomplete beings full of doubt and insecurity.

Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within Mitflits’ personalities, and they rarely rebel or rail out unless their rage hits a breaking point
Perception +2
Languages Sylvan, Gremlish
Skills Acrobatics+3, Diplomacy+0(+5 vs arthropods), Naturee+1, Stealth+3, Thievery+3

STR -2 , DEX +1 , CON -1 , INT -1 , WIS +0 , CHA -2

Items Darts (10), Shortsword
AC 13
Saving Throws Fort +0, Ref +5, Will +2
HP7 - Weaknesses Cold Iron 2
Speed 20ft; climb 20ft
Melee Shortsword+6 (Agile, Finesse, Versatile S), Damage 1d4-1 P
Ranged Dart+6 (Agile, Range 20ft, Thrown), Damage 1d4-2 P
Special Abilities Vermin Empathy - Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to Mitflits
Vengeful Anger (Emotion, Mental): As long as it isn’t Frightened, a Mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.
Spells Spell DC: 14, Spell Attack: +4
Cantrip: Prestidigitation
Level 1: Bane
Level 2: Speak with Animals (Arthropods only)
Mitflit Creature -1
Common LE Small FeyGremlin

Before they were mutated by the dark gods, Mitflits used to be Sprites. This conversion cost them most of their ancestral magic, leaving these incomplete beings full of doubt and insecurity.

Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within Mitflits’ personalities, and they rarely rebel or rail out unless their rage hits a breaking point
Perception +4
Languages Sylvan, Gremlish
Skills Acrobatics+5, Diplomacy+1(+7 vs arthropods), Naturee+3, Stealth+5, Thievery+5

STR -1 , DEX +3 , CON +0 , INT -1 , WIS +1 , CHA -1

Items Darts (10), Shortsword
AC 15
Saving Throws Fort +2, Ref +7, Will +4
HP10 - Weaknesses Cold Iron 2
Speed 20ft; climb 20ft
Melee Shortsword+8 (Agile, Finesse, Versatile S), Damage 1d6-1 P
Ranged Dart+8 (Agile, Range 20ft, Thrown), Damage 1d4-1 P
Special Abilities Vermin Empathy - Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to Mitflits
Vengeful Anger (Emotion, Mental): As long as it isn’t Frightened, a Mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.
Spells Spell DC: 16, Spell Attack: +6
Cantrip: Prestidigitation
Level 1: Bane
Level 2: Speak with Animals (Arthropods only)



Back at the Inn, <name the Dwarf> has finally restored Clan and Family honor. The Dagger is back securely in its sheath. As the party begins to pack up for the rest of the journey to Spudbarrow, Tugreth the Dwarf arrives.

"I see ye got you're honor back. Good work! I'll tell you, it was a shame to see a Dwarf so... I felt for you, but I've lived in these woods long enough to know that you need to be on guard against these little Feyfolk all the time. They mean well, but they don't understand Dwarves very much. If you're going to linger in this wood, keep that in mind. You've got some good friends here, too -- and that's the third most valuable thing a Dwarf can have in this forest - behind your beard and your dagger, of course". The last was said with a chuckle as Tugreth turns and leaves.

Finally, you are all ready to go. Your bill with the Inn is settled, and it is time to hit the road. Spudbarrow is still a few days away... who know what else you'll find on that last bit of road?"

And thus ends the Welcome to the Feywood Adventure

Don't Look It Up!

Full rule descriptions are here!

Basic Actions


Trigger - An ally is about to use an action that requires a skill check or attack roll.
Requirements - The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Critical Success - You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.
Success - You grant your ally a +1 circumstance bonus to the triggering check.
Critical Failure - Your ally takes a –1 circumstance penalty to the triggering check.
Requirements - You are prone and your Speed is at least 10 feet.
You move 5 feet by crawling and continue to stay prone.

Trigger - Your turn begins.
You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
Drop Prone
Drop Prone
You fall prone.
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
Critical Success - You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
Success - You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Critical Failure - You don’t get free, and you can’t attempt to Escape again until your next turn.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
You take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).
If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
Jumping a greater distance requires using the Athletics skill.
Point Out
Point Out
Auditory Manipulate Visual
Requirements - A creature is Undetected by one or more of your allies but isn’t Undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected (page 466). This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can’t hear or understand you, they must succeed at a Perception check against the creature’s Stealth DC or they misunderstand and believe the target is in a different location.
Raise a Shield
Raise a Shield
Requirements - You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can’t Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.
You release something you’re holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).
If you want to prepare to Release something outside of your turn, use the Ready activity.
Concentrate Secret
You scan an area for signs of creatures or objects. If you’re looking for creatures, choose an area you’re scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that’s far away.
If you’re using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you’re searching a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you’re using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success - If you were searching for creatures, any undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.
Success - If you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.
Sense Motive
Sense Motive
Concentrate Secret
You try to tell whether a creature’s behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature’s mental state, or another appropriate DC determined by the GM. You typically can’t try to Sense the Motive of the same creature again until the situation changes significant
Critical Success - You determine the creature’s true intentions and get a solid idea of any mental magic affecting it.
Success - You can tell whether the creature is behaving normally, but you don’t know its exact intentions or what magic might be affecting it.
Failure - You detect what a deceptive creature wants you to believe. If they’re not being deceptive, you believe they’re behaving normally.
Critical Failure - You get a false sense of the creature’s intentions.
You stand up from prone.
You move up to your Speed.
Requirements - Your Speed is at least 10 feet.
You carefully move 5 feet. Unlike most types of movement, Stepping doesn’t trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square.
You can’t Step into difficult terrain, and you can’t Step using a Speed other than your land Speed.
You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature’s AC to determine the effect.
Critical Success - As success, but you deal double damage.
Success - You deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.
Take Cover
Take Cover

Requirements - You are benefiting from cover, are near a feature that allows you to take cover, or are prone.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.

Skill Actions

Asterisks indicate skills that require a Trained proficiency.

Requirements - You have both hands free.

You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success - You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success - You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Failure - You fail to get off the ground.
Critical Failure - You fall. If you began the climb on stable ground, you fall and land prone.
Sample Climb Tasks
    • Untrained: ladder, steep slope, low-branched tree
    • Trained: rigging, rope, typical tree
    • Expert: wall with small handholds and footholds
    • Master: ceiling with handholds and footholds; rock wall
    • Legendary: smooth surface


Requirements: You are Trained in Athletics, and you have at least one hand free. The target can’t be more than one size larger than you.
You try to knock something out of an opponent’s grasp. Attempt an Athletics check against the opponent’s Reflex DC.

Critical Success: You knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space.
Success: You weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
Failure: Nothing happens.
Critical Failure: You lose your balance and become Flat-footed until the start of your next turn.
Force Open
Force Open

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

Critical Success - You open the door, window, container, or gate and can avoid damaging it in the process.
Success - You break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
Failure - You fail to open the door, window, container, or gate. Critical Failure - Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
Sample Force Open Tasks
    • Untrained: fabric, flimsy glass
    • Trained: ice, sturdy glass
    • Expert: flimsy wooden door, wooden portcullis
    • Master: sturdy wooden door, iron portcullis, metal bar
    • Legendary: stone or iron door


Requirements: You have at least one free hand. Your target cannot be more than one size larger than you.
You attempt to grab an opponent with your free hand. Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed.

Critical Success: Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes.
Success: Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.
Failure: You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
Critical Failure: If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
High Jump
High Jump

You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump.
If you didn’t Stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

Critical Success - Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
Success - Increase the maximum vertical distance to 5 feet.
Failure - You Leap normally.
Critical Failure - You don’t Leap at all, and instead you fall prone in your space.
Long Jump
Long Jump

You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump. The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed.
If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

Success - Increase the maximum horizontal distance you Leap to the desired distance.
Failure - You Leap normally.
Critical Failure - You Leap normally, but then fall and land prone
Requirements: You have at least one hand free. The target can’t be more than one size larger than you.
You push an opponent away from you. Attempt an Athletics check against your opponent’s Fortitude DC.

Critical Success: You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success: You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Failure: Nothing happens.
Critical Failure: You lose your balance, fall, and land Prone.
[h4 Forced Movement The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions triggered by movement.

Requirements: You have at least one hand free. The target can’t be more than one size larger than you.
You try to knock an opponent to the ground. Attempt an Athletics check against your opponent’s Reflex DC.

Critical Success: The target falls and lands Prone, and takes 1d6 Bludgeoning damage.
Success: The target falls and lands Prone.
Failure: Nothing happens.
Critical Failure: You lose your balance, fall, and land Prone.
Create a Diversion
Create a Diversion

With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.

Success - You become Hidden to each creature whose Perception DC is less than or equal to your result. (The Hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains Flat-footed against that attack, and you then become Observed. If you do anything else, you become Observed just before you act unless the GM determines otherwise.
Failure - You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Requirements - You are at least Trained in Deception and you are within melee reach of the opponent you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.
Critical Success - You throw your enemy’s defenses against you entirely off. The target is Flat-footed against melee attacks that you attempt against it until the end of your next turn.
Success - Your foe is fooled, but only momentarily. The target is Flat-footed against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure - Your feint backfires. You are Flat-footed against melee attacks the target attempts against you until the end of your next turn.
Auditory Concentrate Linguistic Mental Secret
You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.
At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.

Success - The target believes your lie.
Failure - The target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
Make an Impression
Make an Impression
Auditory Concentrate Exploration Linguistic Mental

With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.

Critical Success - The target’s attitude toward you improves by two steps.
Success - The target’s attitude toward you improves by one step.
Failure - The target's attitude toward you does not change.
Critical Failure - The target’s attitude toward you decreases by one step.
Changing Attitudes
Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature’s disposition. The GM will supply additional nuance based on the history and beliefs of the characters you’re interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed in the Conditions Appendix and are summarized here.
    • Helpful: Willing to help you and responds favorably to your requests
    • Friendly: Has a good attitude toward you, but won’t necessarily stick their neck out to help you.
    • Indifferent: Doesn’t care about you either way. (Most NPCs start out indifferent.)
    • Unfriendly: Dislikes you and doesn’t want to help you.
    • Hostile: Actively works against you—and might attack you just because of their dislike.

No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.
Auditory Concentrate Emotion Exploration Linguistic Mental
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines.
Critical Success - The target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren’t already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
Success - As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
Failure - The target doesn’t do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical Failure - The target refuses to comply, becomes hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
Auditory Concentrate Emotion Mental
With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success - The target becomes frightened 2.
Success - The target becomes frightened 1.
Recall Knowledge
Recall Knowledge
Concentrate Secret

You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply.

Critical Success - You recall the knowledge accurately and gain additional information or context.
Success - You recall the knowledge accurately or gain a useful clue about your current situation.
Failure - You don't recall anything useful.
Critical Failure - You recall incorrect information or gain an erroneous or misleading clue.
Sample Recall Knowledge tasks
These examples use Society or Religion:
    • Untrained: name of a ruler or key noble; name of a major deity
    • Trained: line of succession for a major noble family; core doctrines of a major deity
    • Expert: genealogy of a minor noble; teachings of an ancient priest
    • Master: hierarchy of a genie noble court; major extraplanar temples of a deity
    • Legendary: existence of a long-lost noble heir; secret doctrines of a religion

Administer First Aid
Administer First Aid
Requirements - You have healer’s tools.
You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
Stabilize - Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
Stop Bleeding - Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.

Success - If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
Critical Failure - If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
Treat Wounds
Treat Wounds
Exploration Healing Manipulate
Requirements - You are at least Trained in Medicine, and you have Healer’s Tools.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Critical Success - The target regains 4d8 Hit Points, and its wounded condition is removed.
Success - The target regains 2d8 Hit Points, and its wounded condition is removed.
Critical Failure - The target takes 1d8 damage.
Conceal an Object
Conceal an Object
Manipulate Secret
You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).
You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.

Success - The object remains undetected.
Failure - The searcher finds the object.
You huddle behind cover or greater cover or deeper into concealment to become Hidden, rather than Observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re Observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check.
Success - If the creature could see you, you’re now Hidden from it instead of Observed. If you were Hidden from or Undetected by the creature, you retain that condition.
If you successfully become Hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being Hidden if you do anything except Hide, Sneak, or Step
If you attempt to Strike a creature, the creature remains Flat-footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
Being Stealthy
If you want to sneak around when there are creatures that can see you, you can use a combination of Hide and Sneak to do so.
    • First, Hide behind something (either by taking advantage of cover or having the Concealed condition due to fog, a spell, or a similar effect). A successful Stealth check makes you hidden, though the creatures still know roughly where you are.
    • Second, now that you’re hidden, you can Sneak. That means you can move at half your Speed and attempt another Stealth check. If it’s successful, you’re now undetected. That means the creatures don’t know which square you’re in anymore.
If you were approaching creatures that didn’t know you were there, you could begin Sneaking right away, since they didn’t know your location to start with. Some actions can cause you to become observed again, but they’re mostly what you’d expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. If you Strike someone after successfully Hiding or Sneaking, though, they’re Flat-footed to that Strike.
Creatures can try to find you using the Seek action.
Four conditions explain the states of detection. Remember that these conditions are relative to each creature—you can be observed by one creature while hidden to another and undetected by a third.
    • Observed - You’re in the creature’s clear view.
    • Hidden - The creature knows your location but can’t see you.
    • Undetected - The creature doesn’t know your location, but senses you are nearby somewhere.
    • Unnoticed - The creature isn't even aware that you are nearby.

Concentrate Exploration Move
You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this check.
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Success - You find the trail or continue to follow the one you’re already following.
Failure - You lose the trail but can try again after a 1-hour delay.
Critical Failure - You lose the trail and can’t try again for 24 hours
Palm An Object
Palm An Object
Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
Success - The creature does not notice you Palming the Object.
Failure - The creature notices you Palming the Object, and the GM determines the creature’s response.
You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted.
Success - You steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
Failure - The item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.



This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life. If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn’t cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is indifferent to a character doesn’t really care one way or the other about that character. Assume a creature’s attitude to a given character is indifferent unless specified otherwise.

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The unfriendly creature won’t accept Requests from the character.

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is hostile to a character actively seeks to harm that character. It doesn’t necessarily attack, but it won’t accept Requests from the character.


Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed.

While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you’re tougher to target. A creature that you’re concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren’t subject to this flat check. If the check fails, the attack, spell, or effect doesn’t affect you.

While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you’re hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails affect you. Area effects aren’t subject to this flat check.
A creature might be able to use the Seek action to try to observe you.

When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can’t target you, though you still can be affected by abilities that target an area. When you’re undetected by a creature, that creature is flat-footed to you.
A creature you’re undetected by can guess which square you’re in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check), but the flat check and attack roll are rolled in secret by the GM, who doesn’t reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square.
A creature can use the Seek action to try to find you.

If you are unnoticed by a creature, that creature has no idea you are present at all. When you’re unnoticed, you’re also undetected by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence.

While invisible, you can’t be seen. You’re undetected to everyone. Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become Hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out Hidden to the observer (instead of Undetected) until you successfully Sneak. You can’t become Observed while invisible except via special abilities or magic.

Flat-Footed Condition

You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others - especially conditions — can make you universally flat-footed against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”

You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.

You’re held in place by another creature, giving you the Flat-footed and Immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.
Immobilized Condition

You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
Prone Condition

You’re lying on the ground. You are Flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).
If you would be knocked prone while you’re Climbing or Flying, you fall. You can’t be knocked prone when Swimming.

You’re tied up and can barely move, or a creature has you pinned. You have the Flat-footed and Immobilized conditions, and you can’t use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides Grabbed.

You have been seriously injured. If you lose the Dying condition and do not already have the wounded condition, you become Wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.
The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.


The following maps are used during the course of this adventure.
The Bugbear's Head Inn and its Environs (Players and GM)
The Inn is a two-story structure, with the common room and kitchens on the ground floor, and a number of rooms for travelers on the upper floor. There are a few large rooms, a number of double-occupancy rooms, and four rooms "community rooms", each with four individually rented beds (the cheapest accomodation possible).

The Stables have capacity for at least 12 horses (or other similar mounts), though up to 18 could be accomodated short term if necessary. There is also room to bring two wagons in out of the weather.

The Pinnman Home is the residence of Theodric and Branwyne Pinnman - the owners of the inn. Their four children: Ellabeth (server/entertainer), Ranulf (stable boy), Joline (child), and the youngest, Bartlebert also live there.

The Cabins are available for rent. Usually, they are rented by small groups (adventurers, for example) who wish to use the Inn as a base of operations for a time - long term rentals are available. They may also be used if all of the upper-floor regular rooms at the inn are booked. This happens once or twice a year (and this game session happens to be one of those times!) The three cabins to the south are large, have three rooms each, and can accomodate a party of six comfortably. The smaller cabins along the river are one-room, and can accomodate four comfortably.

The Oakbraid Home is the residence of the Dwarf Tugreth Oakbraid, his wife, and son. They run the smithy/forge that is adacent to the house and offer services to travelers.

The Knunkett Home is the residence of the two Gnomes that run the grain mill, and the brewery/distillery that supplies the Inn.

Not shown on the map, there are a few small vegetable and herb garden patches behind (south of) the large cabins. The home of the Halflings Agilbert (the gardener) and Clotilde Oldbuck (the cook) can be found there as well.

The Bugbear's Head Inn (Players and GM)
The Inn is a two-floor building. The entrance from the road is in the northeast (upper right) corner; a small vestibule has pegs on the walls for wet cloaks, heavy outer jackets, backpacks, and the like.

The common room itself takes up the bulk of the ground floor. Two hearths are usually burning brightly on the east and west walls. Above the hearth on the west (left) wall, a mounted trophy head of a large bugbear is displayed. The inn's owner, Theodric Pinnman rescued Daphinia the Naiad (who lives in the nearby stream) from this very bugbear over 20 years ago. You will find Theodric behind the bar in the common room.

Two comfortable, stuffed leather easy chairs face the west hearth, but are often removed to make room for entertainers (musicians, typically) to perform on busy nights. You are told that on most nights, the Innkeeper's daughter, Ellabeth, provides this entertainment.

The kitchen is run by Clotilde Oldbuck, a Halfling woman. Night and day, the kitchen is the source of tempting aromas of fresh-baked bread, herb seasoned soups and stews, and perfectly roasted joints of meat.

At the extreme south, there is a kitchen storage area. Off the common room in the southeast corner are small storerooms for extra tables, chairs, tankards, and the like. Additional small tables and chairs can be brought out from these storage rooms in a pinch (and probably have for the evening when you arrive at the Inn.

A stairway near the back (south) exit of the Inn leads to the rentable rooms upstairs.

Small Cabin at the Inn.webp
A Small Cabin at the Inn (Players and GM)
The cabins that run alongside Daphinia's Stream are designed to accomodate four persons, and are usually rented for periods of weeks to (occasionally) months by groups such as adventurers that plan on coming and going frequently. Typically, they are quieter and more private than the rooms on the Inn's upper floor as well.

The small cabins are single room affairs with four beds, four nightstands, and a central round table with four chairs. At the foot or side of each bed, there is a lockable chest as well where guests can store property securely. The keys to the four chests are provided when a cabin is rented. In a pinch, a fifth or even sixth bed can be moved into a cabin, but groups this large are usually better off in a larger cabin (if one is available).

As a nod to comfort for cold feet in the mornings, there is a small throw rug placed beside each bed as well. The fireplace provides warmth during colder periods of weather as well.

The Gremlin Lair
The actual underground lair is beneath the jumble of rocks on the right side of the map -- note the black entrance hole between the largest boulders.
The action will not take place inside the lair, however, so its configuration is not shown.

The party approaches the lair area by entering from the left side of the map.

The tree canopies are partially transparent so the branch structure is visible. The Gremlins - particularly the Mitflits - are capable of rapidly climbing the trees and dropping onto foes during combat. This can be a fun tactic that will make player characters think. The canopies themselves are not obstacles in any way to either players or gremlins - they are provided for aesthetic purposes only.

The Gamemaster has discretion as to whether or not tree trunks are obstacles that must be moved around. It is suggested that no more than one square be designated as the trunk. Most VTT systems allow "walls" to be erected to prevent movement or line of sight that can be used to facilitate managing this.

Articles under Welcome to the Feywood - A One-Shot Adventure

Cover image: The Inn from the Bridge over Daphinia's Stream by RPGDinosaurBob (with Flowscape)


Please Login in order to comment!
23 Apr, 2021 20:44

Count me in - UTC+1

24 Apr, 2021 15:31

You're in... That's 1 !

24 Apr, 2021 12:28

I want to play UTC-6, I would be willing to GM as well if you need

24 Apr, 2021 15:31

I'll be GMing the first run-through, but I would love to have you perhaps run a session after I've had at least one chance to tweak it after play. I'll be in touch.

26 Apr, 2021 18:21

OK Bob - UTC -7 , would be honored to play!...unless you need me to voice things.

Kahuna the Elder aka Leo - www.kahunatheelder.com Creator of Arnathia
27 Apr, 2021 00:04

You're on the list!

26 Apr, 2021 23:33

This is really great, Bob! I hope you find a ton of players!

Come vist my world Pangorio for exciting tales, world lore, and RPG adventures !
27 Apr, 2021 00:04

Thanks1 Three so far... so I'm close to a first batch!

Grandmaster KajetanWrites
Kajetan Krakowiak-Świątnicki
27 Apr, 2021 08:41

It would be fun to play it, but I don't know if I would have time. My timezone is CEST (GMT+2). (Only if you would play on Saturday or Sunday)

Check out the worlds of Veneficia, Magic Earth and Yastr
27 Apr, 2021 11:42

Weekend is likely my preferred time too. We’ll see what works out. So far i’ve got 2 europe snd 2 west coast US i’m hoping both groups will fill out

30 Apr, 2021 14:03

I'd love to play at some point. I'm Eastern timezone, but oddly enough as many TTRPG's I've played, never touched Pathfinder. So that'll be a new experience I'd have to read up on!

I'd love to see your own opinions on my main world, Xardia, and it's Free D&D 5e Module!
30 Apr, 2021 18:15

Hopefully, you won't have to read the entire core rulebook! I've tried to include elements in the one-shot package to minimize what players need to know about Pathfinder mechanics. I don't cover every little thing, of course, but in a one-shot, I don't have to. Characters are pre-gened, and leveling isn't an issue, so... Look through the player handouts and see if that gets you started.

30 Apr, 2021 23:52

Sounds like a plan! At a glance it reminds me of a hybrid between 2nd edition and 3.5 edition D&D lol. So I shouldn't have to adapt too much!

I'd love to see your own opinions on my main world, Xardia, and it's Free D&D 5e Module!
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