TEXT: Written by
  Ron Lundeen
  GameMaster's Guide
  
  GameMaster's Guide
  Viridian Legacy
  Credits
  AUTHORS
  Ron Lundeen
  with additional material by
  David Nicholas Ross (Corrigan)
  COVER
  Carlos Torreblanca
  INTERIOR ARTISTS
  Richard Chaplin, Justin Hernandez,
  Andrew Law (cartography)
  and Carlos Torreblanca
  LOGO
  Tom Fayen
  GRAPHIC DESIGN
  Rene Walk
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not
  endorse this product.
  Pathfinder is a registered trademark ofPaizo Publishing, LLC, and the Pathfinder Roleplaying Game
  and the Pathfinder Roleplaying Game Compatibility Logo are trademarks ofPaizo Publishing, LLC,
  and are used under the Pathfinder Roleplaying Game Compatibility License. See
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  OPEN CONTENT: All mechanics are considered OPEN GAME CONTENT.
  PRODUCT IDENTITY: All other material - proper names, settings, characters, story hooks and
  author's notes - are considered PRODUCT IDENTITY.
  Viridian Legacy GameMaster's Guide (c) 2012 HEADLESS HYDRA GAMES. All Rights Reserved.
  
  Introduction
  Ossindrillon is an ancient place, and your
  players’ characters are not the first band of
  heroes
  to
  gain
  wealth
  and
  glory
  within.
  Centuries ago, just as Mor Aldenn was founded,
  a group
  of adventurers called the Exalted
  Champions rose to fame by plundering—and
  later killing—the dreaded dragon Taraathalorm
  Wyrmmother. History remembers the Exalted
  Champions as great heroes,
  but they were
  people with foibles and eccentricities just like
  the PCs in your own campaign.
  This adventure path pits your PCs against
  Taraathalorm Wyrmmother,
  a green dragon
  long dead but clinging to the world as a
  vengeful
  ghost.
  The
  Wyrmmother
  has
  engendered
  a
  brutal
  but
  secretive
  cult
  of
  miscreants and monsters. This cult seeks to
  empower their mistress with god-like power,
  and your PCs are destined to stop this from
  occurring. In order to do so, your PCs will
  receive aid from the Exalted Champions that
  defeated the Wyrmmother centuries ago, in the
  form of magical items once wielded by the
  Exalted Champions themselves.
  The setting for this adventure path is
  described in the MOR ALDENN SETTING GUIDE.
  You are encouraged to familiarize yourself with
  the entire Setting Guide, but particularly the
  overview of Taraathalorm Wyrmmother and
  the Cult ofthe Wyrmmother on pages 118-120 of
  the MOR ALDENN SETTING GUIDE. The cult’s
  actions—particularly its machinations to elevate
  the Wyrmmother—provide much of the conflict
  in the VIRIDIAN LEGACY adventure path.
  The true history and personalities of the
  Exalted Champions have been mostly forgotten,
  and so are not presented in the MOR ALDENN
  SETTING
  GUIDE—to
  most
  Aldennians,
  the
  Exalted Champions are merely mythologized
  heroes. Because the Exalted Champions play
  such a large role in the VIRIDIAN LEGACY
  adventure
  path—in
  personality
  if
  not
  in
  person—this VIRIDIAN
  LEGACY GM’s Guide
  presents the Exalted Champions in detail.
  Adventure Path
  Structure and Products
  All of the materials for the VIRIDIAN LEGACY Adventure
  Path are contained in the following documents:
  • The Viridian Legacy Player’s Guide.
  • This Viridian Legacy GM’s Guide.
  • Twelve individual adventures denoted “chapters”
  (Chapter 1 through Chapter 12). Each chapter is a
  separate adventure in the larger adventure path. The
  chapters are intended to be played in order. The
  number of each chapter tells you the PC level it is
  designed for: Chapter 1 is for 1st-level PCs, Chapter 2
  is for 2nd-level PCs, and so on. PCs should be 12th-
  level to tackle the final chapter. The VIRIDIAN LEGACY
  adventure path uses “story leveling” rather than strict
  XP accounting. When the PCs reach the end of a
  chapter, they all automatically gain a level. Story
  leveling removes much of the XP accounting from
  your shoulders, and gives the PCs freedom to
  creatively solve the challenges before them by
  diplomacy or subterfuge, without feeling the need to
  kill everything they come across in order to gain XP
  (although there is plenty of combat to be had in these
  adventures!). If you prefer to track XP individually,
  you will find that each chapter grants sufficient XP to
  GameMaster's Guide
  3
  Players Beware!
  This guide is intended for the GM ofthe
  VIRIDIAN LEGACY campaign. It provides a
  detailed background on the campaign’s primary
  villain and minions, presents key plot items to
  grant to the PCs, and thoroughly spoils each of
  the 13 chapters in this adventure path. Players in
  the VIRIDIAN LEGACY campaign should not read
  any part ofthis document whatsoever!
  Players are encouraged to read the entirety of
  the VIRIDIAN LEGACY Player’s Guide (available
  for free) and at least Chapter 1 (and perhaps
  more, at your discretion) ofthe MOR ALDENN
  SETTING GUIDE.
  
  Viridian Legacy
  advance your PCs on the “medium advancement”
  track. Any of the chapters can be run separately as a
  stand-alone adventure, but the chapters are intended to
  flow together to form the VIRIDIAN LEGACY adventure
  path.
  • The VIRIDIAN LEGACY Conclusion and Beyond,
  which details the campaign’s climactic two-part fight
  against Taraathalorm Wyrmmother in great detail.
  Your PCs should be 13th level when you run the
  conclusion for them. This document also provides
  several options for extending the campaign further in
  other directions.
  Characters
  The VIRIDIAN LEGACY campaign allows for a wide variety
  of character types and play styles, but each of your PCs
  should be invested in protecting the city of Mor Aldenn.
  Many of these threats appear unrelated (but most are
  revealed to be directly or indirectly the work of the Cult of
  the Wyrmmother), so the PCs should be interested in
  defending the city from any type of threat. This does not
  mean your PCs necessarily need be zealous patriots, or
  even natives of the city, but when danger to the city rears
  its head, your PCs should be willing to intervene.
  The VIRIDIAN LEGACY campaign includes a wide mix of
  threats, so a variety of PC types is encouraged. For
  example, an all-rogue party will do well in the urban
  encounters of the campaign, and might do well in trap-
  laden dungeons, but will flounder in the campaign’s many
  wilderness encounters. Conversely, a party filled with
  savage brutes will fare poorly in the campaign’s encounters
  requiring negotiation and diplomacy. Encourage a wide
  variety of PC types, as each will have time to shine.
  Themes
  The VIRIDIAN LEGACY adventure path has several key
  themes that arise several times in the path’s adventures.
  Although these themes may come through naturally as
  you run this campaign, you should be conscious of these
  themes and play them up when appropriate:
  • Legacies Have Power. The concept of providing
  boons to others who succeed you is the most common
  theme. The entire Cult of the Wyrmmother is built
  around the Wyrmmother’s power being passed on to her
  descendants. The Wyrmmother herself hungers for the
  power her own scattered bones will bring. The legacy
  theme is not only negative: the magic items containing the
  last
  echoes
  of the
  souls
  of the
  Exalted Champions
  (appropriately
  named
  the
  “Legacy
  of
  the
  Exalted
  Champions”) will aid the PCs throughout the campaign.
  The more you can impart gifts of the past—not just in
  items, but in knowledge and influence—the more you
  emphasize this theme.
  • Past Actions Have Repercussions. The Exalted
  Champions learned that simply raiding a dragon’s lair
  would carry terrible consequences (the Wyrmmother’s war
  with Ossindil) that they would have to take actions to
  correct.
  Similarly,
  the
  actions
  the
  PCs
  take
  in
  this
  adventure path have repercussions as well, based on allies
  they make and enemies they may see again and again. The
  treachery of one of the Exalted Champions provides
  serious danger for the other PCs late in this adventure
  path. The more you can make events that occur to the PCs
  natural consequences of their previous decisions—good or
  bad—the more you emphasize this theme.
  • Allies Abound. The PCs do not have to face their
  challenges alone. Several well-meaning, genuine allies assist
  the PCs throughout the adventure path. These include
  Gustavus the historian, Falthelas Bloodspear, Gray the
  Diviner, and possibly even the Mayor himself. PCs who do
  not appreciate and cultivate their allies will have a much
  more difficult time in this campaign. Of course, some
  treacherous
  NPCs
  will
  take
  advantage
  of
  the
  PCs’
  friendship,
  but
  when
  the
  PCs
  are
  open
  with
  their
  friendship, this treachery has stronger dramatic impact.
  The more you emphasize that the PCs don’t have to “go it
  alone” throughout this campaign, the more you make the
  PCs feel connected to the world and the more you
  emphasize this theme.
  Secrets of the
  Exalted Champions
  Rise of the Exalted Champions
  Over 300 years ago, a group of six adventurers came
  together to storm the Ossindrillon Forest. Ranging up
  from Calathia in the south, this group forayed into the
  wild swamps and forests, killing monsters and gathering
  4
  
  treasure. In this regard, this group was no different than
  other bands of adventurers in the centuries before and the
  centuries since. But this was only at first—this group
  quickly became legendary.
  After a few fortunate expeditions to liberate local
  farmers and woodsmen from the depredations of an evil
  tribe of lizardfolk,
  the adventurers found themselves
  showered with gratitude and adoration. They thrived on
  the hero-worship, and thereafter principally took on tasks
  that would gather them fame and popularity. The boastful
  band called themselves the “Exalted Champions” and
  styled themselves the greatest heroes of the age. Although
  none of the group was particularly noble (although most
  were indeed quite brave, and at least a few were heroically-
  inclined), the Exalted Champions monitored their image
  very carefully.
  No opportunity to showcase their daring
  adventures
  went
  unexploited.
  Soon,
  the
  Exalted
  Champions
  were
  showered
  with
  commendations
  and
  lauded in song across several kingdoms.
  Even so, the Exalted Champions would now be
  forgotten were it not for their decision, one fateful night,
  to rest on the forested island that would become Mor
  Aldenn in 11 B.F. At the time the boastful bravos explored
  the
  island,
  the
  great
  green
  dragon
  Taraathalorm
  Wyrmmother was out seeking food for her large clutch of
  wyrmlings.
  The
  Exalted
  Champions
  discovered
  the
  dragon’s hoard, guarded only by this rambunctious brood
  of wyrmlings, and pounced. The Exalted Champions
  killed one of the wyrmlings, captured the rest, and took
  their living prizes to the elven city of Ossindil to spend
  their wealth and bask in the glory of a successful dragon
  hunt.
  The Wyrmmother was enraged to find her offspring
  kidnapped and her hoard plundered. She collected her
  kobold and lizardfolk minions and hurled them at Ossindil
  in wave after wave. The Wyrmmother’s ferocious war
  lasted three years. Throughout this time, the Exalted
  Champions remained headquartered in the elven city,
  polishing their image and amassing further expertise
  throughout the war. When the city’s defenses proved too
  much
  for
  the
  Wyrmmother’s
  armies,
  the
  Exalted
  Champions volunteered to hunt the green dragon down in
  her lair and slay her. They were accompanied by a few
  elven wizards and, more importantly, several eager bards.
  Luck was with the Exalted Champions again. The
  GameMaster's Guide
  5
  
  Viridian Legacy
  6
  Exalted
  Champions
  and
  their
  entourage
  evaded
  the
  remaining humanoid tribes and arrived at the island early
  one morning in 8 B.F. The Wyrmmother was not only at
  home in her lair, but was asleep at the time. The Exalted
  Champions wasted no time, launching right into an attack.
  Even surprised, without knowing she faced the same group
  that had stolen her children years before, the Wyrmmother
  was
  a
  ferocious
  opponent.
  The
  Exalted
  Champions
  prevailed and returned to Ossindil as heroes, carrying yet
  more plunder and the massive heart of the slain dragon.
  End of the
  Exalted Champions
  The defeat of Taraathalorm Wyrmmother was the band’s
  greatest adventure. It seemed the sextet could get no richer,
  nor more famous, across Ossindrillon. After this last great
  adventure, the group slipped into semi-retirement. Several
  of the Exalted Champions pursued side adventures singly
  or in pairs, and some ceased adventuring altogether.
  However, the Exalted Champions had earned a large
  roster of enemies in their storied career. Several of these
  enemies—from monstrous masterminds that had seen the
  Exalted Champions wipe out their minions and overturn
  their plans, to hopeful elven warriors mercilessly sidelined
  by the group’s exploits—banded together to wreak a final
  revenge
  on
  the
  famous
  adventurers.
  These
  villains
  corrupted one of the Exalted Champions, and convinced
  the betrayer to subtly lead each of the other members to
  their deaths. Over the course of a few months, each of the
  Exalted Champions met his or her end. The deaths all
  looked like accidents while adventuring or misfortunes
  while in town. It would not do, the vengeful cabal
  reasoned, to make martyrs of the Exalted Champions, but
  would be sufficient to simply see them die. It seemed to
  everyone as though the Exalted Champion’s famous luck
  had run its course. The traitor himself was hunted by the
  ghost of the Wyrmmother and slain just outside of
  Ossindil. The Exalted Champions were remembered as
  heroes, but the band’s several enemies had their ultimate
  revenge.
  Passing on theLegacy
  of the Exalted Champions
  The story of the Exalted Champions does not end here.
  Each of the bravos was associated with a particular magic
  item. Although only one of the array of magic items
  owned by each, these six particular magic items were
  among the longest held or most cherished items of each
  hero. These six items were each invested with a sliver of
  the personality of the Exalted Champion that had fought,
  bled, and died with the item.
  These items, collectively called the Legacy of the Exalted
  Champions, awaken with a rudimentary intelligence when
  Inteligent Items...
  All Around!
  One ofthe key elements ofthe VIRIDIAN
  LEGACY adventure path is the Legacy of
  the Exalted Champions, a collection of
  six intelligent magic items, each
  containing the spiritual residue ofone of
  the Exalted Champions. In this
  campaign, unlike others, there is not just
  one intelligent item around, but one for
  each PC. Furthermore, the PCs obtain
  these intelligent items at fairly low level.
  At first, these items have only a feeble
  spark ofintelligence. As they grow in
  level, each PC can enhance the power of
  their items by meeting certain criteria
  (such as a minimum level and certain
  feat requirements or skill ranks).
  However, the more powerful an item
  becomes, the more prominent the
  personality ofthe Exalted Champion
  (and some ofthe Exalted Champions
  were, frankly, abrasive).
  The Legacy ofthe Exalted Champions
  are common magic items intended to be
  useful in any party: a suit oflight armor,
  a cloak ofresistance, a belt ofphysical
  might, a headband ofmental prowess, a
  circlet ofpersuasion, and a heavy steel
  shield. Although at least one ofthese
  items should be ofuse to any PC (and
  any PC should find at least one ofthe
  items particularly appealing), feel free to
  modify these items as necessary to suit
  your particular PCs.
  
  GameMaster's Guide
  7
  brought together in the hands of a new generation of
  heroes. These intelligent magic items carry the remaining
  soul fragments of the Exalted Champions. All six are eager
  to amass more power in the hands of a worthy hero. One
  remains a secret traitor to all the others (and therefore a
  secret traitor to the new heroes).
  A short description of each of the Exalted Champions
  follows, along with the statistics for the magic item
  associated with that particular adventurer. Until activated,
  this item functions only as the typical magic item listed.
  When the Legacy of the Exalted Champions is activated by
  heroes of at least 3rd level, each item is “activated” and
  gains the listed ability scores and powers. Each of the items
  is initially Neutral but, unlike typical intelligent magic
  items, shifts one alignment step toward its hero (if its hero
  isn’t already Neutral).
  Each activated item bonds to a single hero. No more
  than one item will bond to each hero. If there are less than
  six heroes present when the Legacy of the Exalted
  Champions is activated, the “extra” items lie dormant until
  activated by a different hero acknowledged by all currently
  bonded items. A bonded item remains bonded until its PC
  dies, at which point it returns to its dormant state, but it
  can be reactivated.
  The details of this bonding are set forth in CHAPTER 3:
  BEYOND THE SERPENTINE LOCK, but the intent is that the
  Legacy of the Exalted Champions becomes a core item set
  for the PCs, with each PC taking a single appropriate
  magic item.
  The items are general-use and therefore
  appropriate for several different kinds of PCs. The PCs
  should cooperatively work to assign the items among the
  party. If you have more than six PCs, you should choose
  whether some of the PCs should go without, or develop
  another item of similar power to include in the Legacy of
  Exalted Champions.
  As the bonded PC grows in power, so too does the item.
  When the owner meets certain prerequisites (including a
  minimum character level, as well as certain skill ranks or
  feat requirements), the item develops additional powers.
  The item’s owner knows all of the level, feat, and skill
  requirements necessary to increase the item’s power. The
  PC isn’t strictly required to take these feats or skill ranks,
  but he or she does not receive the enhanced version of the
  item unless he or she does so. These increased powers
  come at a cost, as the item’s Ego increases, enforcing the
  personality of the Exalted Champion that once owned the
  item.
  The Legacy of the Exalted Champions are important
  plot items and should transcend PC death or retirement. If
  a player chooses to play a new PC, he or she should receive
  the item that his or her old PC used (or another
  appropriate dormant item instead, if any). If the PCs later
  want to switch around bonded items, you should generally
  allow them to do so, but not more often than once in each
  chapter.
  Sinlana
  Polymath Arcane Trickster
  Scion of an established noble house, Sinlana was the
  cleverest of the Exalted Champions, able to balance
  complex arcane spellcasting and startling feats of manual
  dexterity. Sinlana was the only woman among the Exalted
  Champions, but never took any of the other Exalted
  Champions as a suitor: she was instead too busy perfecting
  the many arts that interested her.
  Typical Story: One of the most popular stories about
  Sinlana
  involves
  her
  attempt
  to
  infiltrate
  a
  elven
  nobleman’s
  manor
  in
  order
  to
  steal
  an
  iron
  flask
  containing a bound genie. Sinlana crept into the house
  during an opulent party, but was discovered by the
  nobleman’s guards and brought to the nobleman in front
  of his guests. Sinlana claimed to be a performer that had
  just gotten lost, a feeble attempt to invent a cover story.
  When the nobleman haughtily insisted she prove her
  claim, she sat at the nobleman’s harpsichord and played a
  tune so skillful and melancholic it brought the entire
  assembly to tears. This distraction afforded Sinlana the
  chance to escape past the guards, retrieving the iron flask
  she had already successfully stolen and had planted on one
  of the guards without his being ever the wiser.
  Personality: Sinlana was a driven perfectionist, able to
  master any art to which she set her skilled mind. She was
  quick to dismiss talents that did not interest her as
  “useless,” and therefore as appallingly bad at some skills
  (such as lying or physical labor) as she was good at others
  (such as trapfinding, spellcasting, and scholarly lore).
  Sinlana’s intense ability to focus on a problem at hand
  despite any distractions was legendary.
  Tags: Prodigy, focused, multitalented
  Typical Quote: “Quiet. Let me focus. I can do this.”
  
  Viridian Legacy
  Sinlana’s Mithral Garment
  Sinlana relied heavily on her fine mithral shirt throughout
  her adventuring career. In its dormant state, the armor acts
  as a +1 glamered mithral chain shirt.
  The armor is
  particularly supple and has a maximum Dexterity bonus of
  + 7, rather than + 6.
  When activated by a PC of at least 3rd level, Sinlana’s
  Mithral Garment has the following properties: Base Item
  +1 glamered mithral chain shirt; Alignment Neutral (but
  see above); Int 12, Wis 10, Cha 10; Languages Common,
  Celestial; Senses and Communication empathy, senses (30
  ft.); Powers none; Cost 5,800 gp; Ego 2
  If the bonded PC is at least 6th level and has at least 3
  ranks in Stealth,
  Sinlana’s Mithral Garment has the
  following properties: Base Item +2 glamered mithral chain
  shirt; Alignment Neutral (but see above); Int 14, Wis 10,
  Cha 12; Languages Common, Celestial, Draconic; Senses
  and Communication speech, senses (60 ft.), darkvision;
  Powers cast feather fall 3/day, cast invisibility 1/day; Cost
  14,400 gp; Ego 7
  If the bonded PC is at least 9th level and has at least 3
  ranks in Stealth and 3 ranks in Knowledge (arcana),
  Sinlana’s Mithral Garment has the following properties:
  Base Item +2 glamered spell resistance (13) mithral chain
  shirt; Alignment Neutral (but see above); Int 16, Wis
  12, Cha 12; Languages Common, Celestial, Draconic,
  Elven; Senses and Communication telepathy, senses
  (60 ft.), blindsense; Powers cast feather fall 3/day, cast
  invisibility 1/day; Cost 33,400 gp; Ego 12
  If the bonded PC is at least 12th level and has at least 3
  ranks in Stealth, 3 ranks in Knowledge (arcana), and 3
  ranks in Disable Device, Sinlana’s Mithral Garment has
  the following properties: Base Item +2 glamered spell
  resistance (17) mithral chain shirt; Alignment Neutral (but
  see above); Int 16, Wis 12, Cha 14; Languages Common,
  Celestial, Draconic, Elven; Senses and Communication
  telepathy, senses (60 ft.), blindsense; Powers cast feather fall
  3/day, cast invisibility 3/day; Cost 58,700 gp; Ego 14
  Huansol
  Druid Pitchman
  Huansol was raised in his father’s zoo in Calathia. There,
  he learned how to care for a wide variety of animals. When
  his father died, his greedy aunt took over the zoo and
  acquired increasingly dangerous animals to draw more and
  more coin. Huansol was forced to work long hours
  tending
  to
  stranger
  and
  stranger
  creatures.
  Huansol
  escaped with a young roc, which was his loyal companion
  for his whole life. Although a druid, Huansol was one of
  the most unusual druids ever to walk the Ossindrillon
  Forest. Huansol cared little for nature or natural ways.
  Instead, Huansol was a good-natured con artist who
  dressed in motley garb, a showman with trained animals to
  entertain a cheering audience.
  Typical Story: The Exalted Champions had identified
  the location of a fabled longsword. Unfortunately, the
  longsword was at the bottom of a deep shaft of water,
  underneath two feet of packed earth, and encased in an
  enchanted box designed to scare anyone that touched it to
  death. Huansol assured his companions that he would
  retrieve the sword. He summoned a shark, a wolverine, an
  ape, and a fire beetle. Huansol spent a few minutes talking
  to each. The wolverine swallowed the beetle and the shark
  swallowed the wolverine. The shark swam to the bottom
  8
  
  GameMaster's Guide
  9
  of the shaft, where it disgorged the wolverine, who
  burrowed down to the box. The wolverine disgorged the
  beetle, who pried the box open, immune to the murderous
  mind-affecting
  enchantment.
  When
  his
  stunned
  companions asked why the ape was necessary, Huansol
  replied “I needed to hear someone applaud a trick like
  that.”
  Personality: Huansol had a strong rapport with nature,
  but his primary motivation was as a showman and grifter.
  Huansol preferred an audience for anything he tried, and
  an audience of simple rubes who could be tricked out of
  their coin was best of all.
  Tags: Friendly, show-off, charlatan
  Typical Quote: “Ladies and gentlemen, watch this!”
  Huansol’s Conjuring Cloak
  Huansol’s favorite item was his stylish purple and blue
  cloak. In its dormant state, the cloak acts as a cloak of
  resistance +2. The interior of the cloak is sewn with six
  interior pockets, each with the capacity of a belt pouch.
  When activated by a PC of at least 3rd level, Haunsol’s
  Conjuring Cloak has the following properties: Base Item
  cloak ofresistance +2; Alignment Neutral (but see above);
  Int 10, Wis 12, Cha 10; Languages Common; Senses and
  Communication empathy, senses (30 ft.); Powers none;
  Cost 5,000 gp; Ego 2
  If the bonded PC is at least 6th level and has at least 3
  ranks
  in
  Bluff,
  Haunsol’s
  Conjuring Cloak
  has
  the
  following properties: Base Item cloak of resistance +3;
  Alignment Neutral (but see above); Int 10, Wis 14, Cha
  12; Languages Common; Senses and Communication
  speech, senses (60 ft.), darkvision; Powers cast summon
  nature’s ally II 1/day; Cost 14,400 gp; Ego 6
  If the bonded PC is at least 9th level and has at least 6
  ranks
  in
  Bluff,
  Haunsol’s
  Conjuring Cloak
  has
  the
  following properties: Base Item cloak ofresistance +3 that
  can also be used as a cape of the mountebank; Alignment
  Neutral
  (but
  see
  above);
  Int
  10,
  Wis
  14,
  Cha
  14;
  Languages
  Common;
  Senses
  and
  Communication
  speech, senses (60 ft.), darkvision; Powers cast summon
  nature’s ally III 1/day; Cost 33,080 gp; Ego 9
  If the bonded PC is at least 12th level and has at least 9
  ranks
  in
  Bluff,
  Haunsol’s
  Conjuring Cloak
  has
  the
  following properties: Base Item cloak ofresistance +5 that
  can also be used as a cape of the mountebank; Alignment
  Handling so many
  intelligent items!
  An adventure path designed to give every
  PC an intelligent magic item near the
  beginning ofthe campaign presents a few
  challenges. First, intelligent items are often
  powerful. Second, intelligent items often
  have their own personality, requiring each
  PC do perform “double duty” when
  roleplaying (or worse, giving the GM six
  more NPC personalities to constantly
  roleplay!).
  Both ofthese issues are mitigated by the
  fact that the Legacy ofthe Exalted
  Champions start out with very little magic,
  but grow into greater power and influence.
  Although each Legacy items is powerful, and
  probably become the “main” magic item for
  the PC wielding it, each item is limited to
  powers appropriate for the PC’s level.
  Regarding personalities, the personalities
  ofthe Exalted Champions should start out as
  mere hints or suggestions at first. For the first
  few adventures after the Legacy items fall
  into the PCs’ hands, the items merely support
  the “Tags” included in each champion’s
  description. Only as the items gain power
  (and Ego) should the full personalities be
  understood by the PCs (and, upon a failed
  Will save against an item’s Ego, influence a
  PC directly, as usual for intelligent magic
  items). Conflicts between the items and the
  PCs should probably be very rare, as the
  purpose ofthe items is to defeat the
  Wyrmmother and her cult, which aligns
  overall with the purpose ofthe PCs
  throughout the adventure path.
  An exception is the intelligent item tied to
  the traitor among the Exalted Champions
  (see “The Traitor” section below). This item
  seems as benign and useful as all the others,
  but late in the adventure path attempts to
  take dramatic and malicious control ofits
  bonded PC.
  
  Viridian Legacy
  Neutral
  (but
  see
  above);
  Int
  10,
  Wis
  16,
  Cha
  14;
  Languages
  Common;
  Senses
  and
  Communication
  speech, senses (60 ft.), darkvision; Powers Bluff 5 ranks,
  cast summon nature’s ally IV1/day; Cost 58,320 gp; Ego 12
  Frendest Wildman
  Brash Barbarian/Ranger
  Frendest was a half-elf, raised in the southern Ossindrillon
  by woodsman parents. Frendest was happy and good-
  humored lad, but got terribly lost one day while 11
  years old. Frendest did not come back out of the deep
  woods for five years, long after everyone but his
  parents had given up hope of finding him. Frendest
  had lost the ability to speak, having spent the
  intervening years with the wild animals of
  the forest. Frendest also had lost his
  good humor and was quick to fly
  into
  a
  heated
  rage
  at
  any
  threat. The boy had learned
  that
  a
  swift,
  unexpected
  attack was the best offense; he
  was called “Wildman” by his
  family’s cautious neighbors.
  Frendest was brought back
  into the ways of civilization
  by his patient parents, but
  in only two years he left to
  make his own way in the
  world. Frendest has not
  been able to shake his
  “Wildman”
  appellation,
  despite working to fit in
  with civilized society. His
  companions in the Exalted
  Champions found his ferocious
  outbursts occasionally inconvenient but relied so heavily
  on his survival and tracking skills that these outbursts were
  forgiven.
  Typical Story: While tracking a powerful kobold adept
  early in their career, Frendest realized that the Exalted
  Champions were being hunted in turn by the rest of the
  kobold tribe. He carefully investigated the tracks on the
  patches of high ground as they proceeded through the
  swamp. Soon, Frendest had good news for his companions:
  the kobolds hunting them had dropped further back, and
  they were gaining on their quarry. Frendest also had bad
  news for his companions: the kobold hunters had dropped
  back because the area was the hunting ground of a large
  hydra. A multi-voiced roar and the sizzle of spells echoed
  through the mist ahead, and the Exalted Champions knew
  their quarry had run straight into the hydra. Immediately,
  Frendest shimmied to the top of a tree and flung himself
  onto a long, thin branch. The branch bent under his
  weight and then snapped back, launching Frendest though
  the mist toward the fight. He returned only a
  few moments later, carrying a severed hydra
  head with the kobold adept wedged inside the
  mouth. “Ah, I got the right head the first
  time,” he said, “but we had better run.”
  Personality: Frendest was entirely at home
  in forests and swamps, and the first to leap
  into a fight against any real or perceived
  threat. Frendest tried to put other people at
  ease, but was almost entirely incapable of
  “typical”
  interactions.
  To
  Frendest’s
  constant
  confusion,
  his
  “Wildman”
  reputation never failed to draw swooning
  girls into his arms.
  Tags: Impulsive, violent, socially
  clumsy, crafty in the wild
  Typical Quote: “Strike first, strike
  now!”
  Wildman’s Belt
  Frendest’s most treasured item was his
  might
  belt,
  which
  enhanced
  his
  physical
  attributes
  to
  superhuman
  levels. The belt is a simple, wide
  leather strap worn high on one hip
  and low on the other. The belt has
  notches to accommodate a scabbard
  on each hip.
  In its dormant state, the
  belt acts as a belt ofgiant strength +2.
  When activated by a PC of at least 3rd level, Wildman’s
  Belt has the following properties: Base Item belt of giant
  strength +2; Alignment Neutral (but see above); Int 12,
  Wis 10, Cha 10; Languages Common, Elven; Senses and
  Communication empathy, senses (30 ft.); Powers none;
  Cost 5,000 gp; Ego 2
  If the bonded PC is at least 6th level and has at least 3
  10
  
  GameMaster's Guide
  11
  ranks in Survival, Wildman’s Belt has the following
  properties: Base Item belt of physical might (Str + 2 and
  Con + 2); Alignment Neutral (but see above); Int 12, Wis
  12, Cha 12; Languages Common, Elven; Senses and
  Communication speech,
  senses
  (30
  ft.);
  Powers
  cast
  barkskin 1/day; Cost 14,400 gp; Ego 6
  If the bonded PC is at least 9th level and has at least 6
  ranks in Survival, Wildman’s Belt has the following
  properties: Base Item belt of physical might (Str + 4
  and Con + 2); Alignment Neutral (but see
  above); Int 12, Wis 14, Cha 12;
  Languages
  Common,
  Elven;
  Senses
  and
  Communication
  speech,
  senses (120 ft.); Powers cast
  barkskin 1/day, cast neutralize
  poison 1/day; Cost 33,400 gp;
  Ego 10
  If the bonded PC is at least
  12th level and has at least 6
  ranks in Survival and the Self-
  Sufficient feat, Wildman’s Belt has
  the following properties: Base Item
  belt of physical might (Str + 4 and Con
  + 4); Alignment Neutral (but see above); Int 12, Wis 16,
  Cha
  12;
  Languages
  Common,
  Elven;
  Senses
  and
  Communication speech, senses (120 ft.); Powers cast
  barkskin 3/day, cast owl’s wisdom 1/day, cast neutralize
  poison 1/day; Cost 59,600 gp; Ego 14
  Corvin Many­Years
  Sagacious Priest
  Corvin had already lived a long, long life as a village priest
  before a marauding owlbear forced him to take up a
  morningstar and defend his town. Corvin felt his blood
  flow hot as it hadn’t in years, and he knew that monster-
  hunting was his true calling. He devoured books of lore
  regarding creatures
  in and beyond the
  world,
  while
  strengthening his calling to the simple god of the hearth
  and hunt that he worshipped. Despite occasional bouts of
  severe arthritis or senility, Corvin shepherded the Exalted
  Champions through uncounted injuries. By the end of his
  career, he boasted that he had brought each of his
  companions back from the dead at least once, and Frendest
  more times than his old mind could recall.
  Typical Story: The Exalted Champions passed through
  a small forest hamlet, laden with treasure from their latest
  exploit. The town was in an uproar, as the local innkeeper
  had discovered a gnome beggar in his kitchens. The
  innkeeper insisted on hanging the trespasser. The villagers
  asked Corvin, as the wisest of the Exalted Champions, to
  hear the stories from both sides and render a judgment.
  The innkeeper declared he had come into his
  kitchens and seen the beggar hovering over a
  roasted pig. The gnome beggar insisted
  that he hadn’t meant any harm, was only
  enjoying the smell of the roast pig, and
  had not stolen anything. Corvin
  asked the innkeeper whether the
  beggar
  had
  actually
  stolen
  anything,
  and
  the
  innkeeper
  responded that the beggar had
  indeed stolen from him—he
  had stolen smells of the roast
  pig. That seemed to decide the
  issue for Corvin, and he asked if the
  innkeeper would let the beggar go free for
  100
  gold
  coins.
  The
  greedy
  innkeeper
  agreed.
  Corvin counted out the coins into a bag while the beggar
  slipped out of town. Rather than hand the bag to the
  innkeeper, Corvin shook it decisively in the innkeeper’s
  direction. The coins made a ringing jingle. Corvin then
  put the money away. When the innkeeper asked for the
  coins, Corvin refused, saying “you lost no meat, but had
  only the smell of meat taken from you. Fair restitution is
  not to gain a sack of coins, but to gain only the sound of a
  sack of coins.”
  Personality: Corvin suffered from the pains of old age
  far more than he ever let on to his companions, but pushed
  on regardless because of the thrill of hunting monsters.
  When that thrill started to wane,
  Corvin felt such
  grandfatherly affection for the Exalted Champions that he
  maintained his role as their chief healer and dispenser of
  monster lore.
  Tags: Complains of aches, grandfatherly, knowledgeable
  Typical Quote: “By my aching knees, use your silver
  weapons, lads!”
  
  Viridian Legacy
  Corvin’s Headband
  Corvin owned his silver headband for most of his life. It is
  the only magic item he acquired in his youth.
  A simple
  circlet of silver carved with symbols of grains and
  farming implements, this headband is one of the last
  relics of a now obsolete religion. In its dormant state,
  the headband acts as a headband of inspired wisdom
  +2.
  When activated by a PC of at least 3rd level,
  Corvin’s Headband has the following properties:
  Base
  Item
  headband
  of inspired
  wisdom
  +2;
  Alignment Neutral (but see above); Int 10, Wis 12, Cha
  10; Languages Common; Senses and Communication
  empathy, senses (30 ft.); Powers none; Cost 5,000 gp; Ego
  2
  If the bonded PC is at least 6th level and has at least 3
  ranks in any Knowledge skill that can be used to identify
  the
  abilities
  and
  weaknesses
  of
  creatures,
  Corvin’s
  Headband
  has
  the
  following
  properties:
  Base
  Item
  headband of mental prowess (Wis + 2 and Int + 2, Heal
  skill); Alignment Neutral (but see above); Int 12, Wis 14,
  Cha
  10;
  Languages
  Common,
  Goblin;
  Senses
  and
  Communication speech, senses (30 ft.); Powers cast lesser
  restoration 1/day; Cost 14,400 gp; Ego 6
  If the bonded PC is at least 9th level and has at least 3
  ranks in any two Knowledge skills that can be used to
  identify the abilities and weaknesses of creatures, Corvin’s
  Headband
  has
  the
  following
  properties:
  Base
  Item
  headband of mental prowess (Wis + 4 and Int + 2, Heal
  skill); Alignment Neutral (but see above); Int 12, Wis 18,
  Cha
  10;
  Languages
  Common,
  Goblin;
  Senses
  and
  Communication speech, senses (30 ft.); Powers cast lesser
  restoration 3/day; Cost 34,200 gp; Ego 10
  If the bonded PC is at least 12th level and has at least 3
  ranks in any three Knowledge skills that can be used to
  identify the abilities and weaknesses of creatures, Corvin’s
  Headband has the following properties: Base Item
  headband ofmental prowess (Wis + 4 and Int + 4, Heal and
  Survival skills); Alignment Neutral (but see above); Int 12,
  Wis 18, Cha 10; Languages Common, Goblin; Senses and
  Communication speech, senses (30 ft.); Powers gain + 2
  on Knowledge skill checks when making skill checks to
  identify the abilities and weaknesses of creatures, cast lesser
  restoration 3/day; Cost 62,200 gp; Ego 10
  Shilkin Blazingstar
  Grandiose Sorcerer
  The half-elf Shilkin kept his past cloaked in mystery,
  which is likely because it was not particularly interesting.
  As a young man, Shilkin was struck by lightning three
  times during the same violent storm. After he recovered,
  Shilkin realized that the lightning strikes imparted some
  mystical power into him. He thereafter displayed the
  abilities of a stormborn sorcerer. Eagerly leaving behind
  his previous life, Shilkin took on the grandiose persona of
  an arcane master touched by supernatural forces and
  serving as a channel for cosmic powers. Shilkin took to
  adventuring solely for the fame it could bring him and the
  awe he could inspire in others. His inherent abilities more
  than made up for his lack of training, and Shilkin’s
  devastating displays of lightning obliterated many of the
  Exalted Champion’s enemies. His impulsive charms and
  stunning good looks made him the usual spokesman for
  the group.
  Typical
  Story:
  While cleansing an abandoned
  monastery of its fell inhabitants, the Exalted Champions
  disturbed an ancient shambling mound.
  The Exalted
  Champions fell back to the nearest town, but the plant
  monster followed. Stepping in front of his fellows, Shilkin
  blasted the creature with a bolt of lightning. The creature
  merely grew larger, feeding on the electricity of the spell.
  Shilkin repeated his attack over and over, until the plant
  beast had grown truly massive, bloated with power and
  more dangerous than ever. Then, whipping a scroll from
  his pack, Shilkin whisked the shambling mound away with
  a plane shift spell. When his companions asked Shilkin
  12
  
  GameMaster's Guide
  13
  why he hadn’t used the plane shift scroll first, he replied,
  “I wanted to empower that vegetative heap for a nice long
  stay on the Plane of Fire.”
  Personality: Always dressed in the latest expensive
  fashions,
  Shilkin was an effusive showman in every
  endeavor
  and
  never
  passed
  up
  an
  opportunity
  to
  ostentatiously display his magic. Sinlana once expressed,
  exasperated, “Shilkin can’t even eat breakfast without
  making it a grand production about his mystical powers.”
  Tags: Energetic, theatrical, impulsive
  Typical Quote: “Prepare yourselffor the most awesome
  cosmic spectacle you have ever seen!”
  Shilkin’s Stunning Diadem
  Although
  he
  changed
  fashions
  and
  accoutrements on a moment’s notice,
  Shilken was never seen without this
  dramatically outlandish diadem.
  The diadem is a graceful circlet
  of woven gold and platinum
  set with brilliant lapis lazuli.
  In its dormant state,
  the
  diadem acts as a circlet of
  persuasion.
  The
  diadem
  is
  worth an extra 500 gp, beyond its
  value as a magic item, because of the exotic and elegant
  craftsmanship.
  When activated by a PC of at least 3rd level, Shilkin’s
  Stunning Diadem has the following properties: Base Item
  circlet of persuasion; Alignment Neutral (but see above);
  Int 10, Wis 10, Cha 12; Languages Common; Senses and
  Communication empathy, senses (30 ft.); Powers none;
  Cost 6,000 gp; Ego 2
  If the bonded PC is at least 6th level and has at least 3
  ranks in Knowledge (arcana), Shilkin’s Stunning Diadem
  has the following properties: Base Item circlet ofpersuasion
  granting
  a
  + 4
  competence
  bonus
  on
  the
  wearer's
  Charisma-based
  checks
  (rather
  than
  a
  + 3
  bonus);
  Alignment Neutral (but see above); Int 12, Wis 10, Cha
  14;
  Languages
  Common,
  Draconic;
  Senses
  and
  Communication speech, senses (30 ft.); Powers Spellcraft
  5 ranks, cast gust ofwind 1/day; Cost 15,400 gp; Ego 7
  If the bonded PC is at least 9th level and has at least 6
  ranks in Knowledge (arcana), Shilkin’s Stunning Diadem
  has the following properties: Base Item circlet ofpersuasion
  granting
  a
  + 5
  competence
  bonus
  on
  the
  wearer's
  Charisma-based checks (rather than a + 3 bonus) that also
  functions as a helm ofcomprehend languages and read magic;
  Alignment Neutral (but see above); Int 12, Wis 12, Cha
  16;
  Languages
  Common,
  Draconic;
  Senses
  and
  Communication
  telepathy,
  senses
  (30
  ft.);
  Powers
  Spellcraft 5 ranks, cast gust ofwind 1/day; Cost 31,700 gp;
  Ego 12
  If the bonded PC is at least 12th level and has at least 9
  ranks in Knowledge (arcana), Shilkin’s Stunning Diadem
  has the following properties: Base Item circlet ofpersuasion
  granting
  a
  + 6
  competence
  bonus
  on
  the
  wearer's
  Charisma-based checks (rather than a + 3 bonus) that also
  functions as a helm of comprehend languages and read
  magic; Alignment Neutral (but see above); Int
  12, Wis 12, Cha 18; Languages Common,
  Draconic;
  Senses
  and
  Communication telepathy, senses
  (30
  ft.);
  Powers
  Spellcraft
  10
  ranks, cast gust of wind 1/day,
  cast
  lightning
  bolt
  3/day;
  Cost 62,700 gp; Ego 16
  Dix Avenson
  Cheerful Knight
  Despite being born a merchant’s son, Dix revered the
  fine art of swordplay. Always an outgoing and persuasive
  youth, Dix convinced his father to send him to a school
  where he could learn to be a soldier and knight. Dix
  excelled at his martial training, girding himself in heavy
  armor as easily as others don a robe. Dix was the sturdy
  bulwark
  of the
  Exalted
  Champions
  in
  every
  fight,
  unmoved regardless of the ferocity of their opponents. Out
  of battle, Dix was always quick with a hearty laugh or a
  word of praise for his team members. His tendency to hide
  the wounds he had taken, both out of shame for being
  struck and so as to not reduce the group’s healing reserves,
  led to several wild tales of Dix being wholly invulnerable.
  Typical Story: Dix and the Exalted Champions were
  exploring a passage that suddenly opened into a ledge over
  a vast cavern with a single, winding ramp down to the
  cavern floor. The center of the cavern contained the ruins
  of an ancient city, built on a giant scale. Dozens of
  morlocks squatted in the crumbling remains of the city,
  their lambent eyes peering out at the intruders from the
  
  Viridian Legacy
  surface. Dix positioned himself at the top of the ramp,
  sword and shield at the ready. “I’ll hold them off here!” he
  cried, “Unleash your worst upon them!” Corvus Many-
  Years frowned at Dix’s plan, informing him that morlocks
  can climb as easy as walking, so were more likely to climb
  the stone walls than ascend the ramp Dix was guarding.
  “You’ll do your jobs raining magic down on them,” Dix
  encouraged, “and they’ll think this ramp is the safest place
  to be!” Sure enough, the attacking morlocks began to
  scamper up the ramp to avoid the attacks from the other
  Exalted Champions, but they could not budge Dix
  from his position.
  Personality: Quick with an
  encouraging
  shout
  or
  a
  comforting word, Dix is a hearty
  companion. He is first to leap to
  the defense of friends, either in
  combat or in conversation.
  Tags:
  Friendly,
  protective,
  cheerful
  Typical Quote: “Get behind me!
  Get down!”
  Dix’s Bulwark
  Dix was best known for the powerful
  shield he carried, a symbol of his
  invulnerability.
  Emblazoned
  across
  the front of this steel shield is a depiction of a
  stout stone tower with a closed metal door. In its dormant
  state, the shield acts as a +2 heavy steel shield.
  When activated by a PC of at least 3rd level, Dix’s
  Bulwark has the following properties: Base Item +2 heavy
  steel shield; Alignment Neutral (but see above); Int 12, Wis
  10, Cha 10; Languages Aklo, Common; Senses and
  Communication empathy, senses (30 ft.); Powers none;
  Cost 5,170 gp; Ego 2
  If the bonded PC is at least 6th level and has the
  Toughness
  feat,
  Dix’s
  Bulwark
  has
  the
  following
  properties: Base Item +2 light fortification heavy steel
  shield; Alignment Neutral (but see above); Int 14, Wis 12,
  Cha 10; Languages Aklo, Common, Giant; Senses and
  Communication
  speech,
  senses
  (60
  ft.),
  darkvision;
  Powers cast shield of faith 3/day, cast virtue at will; Cost
  14,370 gp; Ego 7
  If the bonded PC is at least 9th level and has the Shield
  Focus
  and
  Toughness
  feats,
  Dix’s
  Bulwark
  has
  the
  following properties: Base Item +2 medium fortification
  heavy steel shield; Alignment Neutral (but see above); Int
  14, Wis 12, Cha 10; Languages Aklo, Common, Giant;
  Senses and Communication speech, senses (120 ft.),
  darkvision; Powers cast resist energy 1/day, cast shield of
  faith 3/day, cast virtue at will; Cost 33,270 gp; Ego 10
  If the bonded PC is at least 12th level and has the Shield
  Focus, Toughness, and Diehard feats, Dix’s Bulwark has
  the
  following
  properties:
  Base
  Item
  +3
  medium
  fortification heavy steel shield; Alignment Neutral (but
  see above); Int 16, Wis 12, Cha
  10; Languages Aklo, Common,
  Dwarven, Giant; Senses
  and
  Communication
  speech,
  senses
  (120
  ft.),
  darkvision;
  Powers
  cast
  freedom
  of
  movement
  1/day,
  cast
  resist
  energy 1/day, cast shield offaith
  3/day, cast virtue at will; Cost
  61,270 gp; Ego 13
  The Traitor
  One secret not revealed in the
  descriptions above is the name of
  the traitor that worked to bring
  each of the Exalted Champions to
  their doom. This is because the
  traitor is not definitively set until the PCs accept the
  Legacy of the Exalted Champions. The traitor must be the
  previous owner of one of the items bonded to the PCs.
  The traitor is intended to be Dix; however, if none of the
  PCs have bonded with Dix’s Bulwark, then Shilkin should
  be the traitor. If none of the PCs have bonded with Dix’s
  Bulwark or Shilkin’s Stunning Diadem, then the traitor
  should be Frendest, Corvin, or Haunsol (in that order,
  until one of the Exalted Champions named is the previous
  owner of an item bonded with a PC).
  14
  
  GameMaster's Guide
  15
  Against the
  Cult of the Wyrmmother
  The MOR ALDENN SETTING GUIDE provides an overview
  of the Cult of the Wyrmmother, its overarching goals, and
  its typical members. Although the cult is generally widely
  scattered,
  cult
  members
  often come
  together in the
  VIRIDIAN LEGACY campaign to oppose the PCs. Statistics
  for typical cult members are set forth below. Although the
  VIRIDIAN LEGACY campaign contains several dramatic
  combat encounters, it never hurts to have a few cultist
  statistics on hand. You can use these statistics at nearly any
  point in the campaign when your players are spoiling for a
  fight or when their characters have earned a surprise attack
  from the cult.
  Typical Cult Members
  Zealot Minion (CR 1)
  The Cult of the Wyrmmother is filled with rank-and-file
  minions
  that
  fervently
  believe
  in
  Taraathalorm
  Wyrmmother as the epitome of strength and rage. Under
  her guidance, as dictated by other cult leaders, these
  minions expect explosive violence in the short term and
  mastery of the Ossindrillon Forest in the long term. Many
  of these minions have never even seen the Wyrmmother in
  person, but throw their lives away in a blind rage at the
  direction of lesser cult leaders. Although these minions are
  likely to be lizardfolk or other monstrous races, the most
  typical minions, as presented below, are kobolds.
  Typical Zealot Minion
  CR 1
  XP 400
  Male or female kobold barbarian 2
  NE Small humanoid (reptilian)
  Init + 6; Senses darkvision 60 ft.; Perception + 7
  DEFENSE
  AC 16, touch 11, flat-footed 14
  (+ 4 armor, + 2 Dex, + 1 natural, –2 rage, + 1 size)
  hp 19 (2d12+ 6)
  Fort + 6, Ref + 2, Will + 3
  Defensive Abilities uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft.
  Melee mwk greatsword + 6 (1d10+ 3/19–20)
  Ranged javelin + 5 (1d4+ 2)
  Special Attacks rage (7 rounds/day), rage powers (surprise
  accuracy + 1)
  Base Statistics When not raging, the zealot minion’s
  statistics are AC 18, touch 13, flat-footed 16; hp 15; Fort
  + 4, Will + 1; Melee mwk greatsword + 4 (1d10/19–20);
  Ranged javelin + 5 (1d4); Str 11, Con 12; CMB + 1;
  Climb + 3
  STATISTICS
  Str 15, Dex 15, Con 16, Int 8, Wis 12, Cha 10
  Base Atk + 2; CMB + 3; CMD 13
  Feats Improved Initiative
  Skills Acrobatics + 5 (+ 9 jump), Climb + 5, Craft
  (trapmaking) + 1, Intimidate + 4, Knowledge (nature)
  + 3, Perception + 7, Profession (miner) + 3, Survival + 5
  Languages Common, Draconic
  SQ fast movement
  Combat Gear alchemist’s fire (2), potion ofcure light
  wounds; Other Gear masterwork chain shirt,
  masterwork greatsword, javelins (4)
  Cult Sorcerer (CR 3)
  The
  most
  numerous
  members
  of
  the
  Cult
  of
  the
  Wyrmmother are elven sorcerers, each sharing a draconic
  bloodline connected to the Wyrmmother. Often, these cult
  sorcerers are related to each other in sprawling family trees.
  These sorcerers possess some martial ability and delight in
  hit-and-run attacks. They make good support for more
  powerful cult members.
  Typical Cult Sorcerer
  CR 3
  XP 800
  Male or female elf fighter 1/sorcerer 3
  CE Medium humanoid (elf)
  Init + 2; Senses low-light vision; Perception + 8
  DEFENSE
  AC 15, touch 13, flat-footed 12
  (+ 1 armor, + 2 Dex, + 1 dodge, + 1 natural)
  hp 20 (4 HD; 1d10+ 3d6+ 4)
  Fort + 3, Ref + 3, Will + 2; + 2 vs. enchantment
  Resist acid 5
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion + 5 (2d4+ 3/18–20)
  
  Viridian Legacy
  Melee 2 claws + 4/+ 4 (1d4+ 2, treated as magic weapons, 6
  rounds/day)
  Ranged mwk composite longbow + 5 (1d8+ 2/x3)
  Sorcerer Spells Known (CL 3rd; concentration + 6)
  1st (6/day)—color spray (DC 16), mage armor, shield,
  vanish
  0 (at will)—acid splash, daze (DC 13), light,
  prestidigitation, resistance
  Bloodline Draconic (green)
  STATISTICS
  Str 14, Dex 14, Con 11, Int 12, Wis 8, Cha 16
  Base Atk + 2; CMB + 4; CMD 17
  Feats Arcane Strike, Dodge, Eschew Materials, Toughness
  Skills Bluff + 7, Climb + 7, Intimidate + 10, Knowledge
  (nature) + 2 (+ 3 in forests), Perception + 8, Survival + 4
  (+ 5 in forests)
  Languages Common, Draconic, Elven
  SQ bloodline arcana (when casting acid spells, add + 1
  point of damage per damage die rolled), weapon
  familiarity, woodcraft
  Combat Gear acid (4), potion ofcure moderate wounds;
  Other Gear masterwork falchion, masterwork
  composite longbow (Str + 2) with 20 arrows, bracers of
  armor +1
  Cult Brute (CR 6)
  Several
  cult
  members
  are
  little
  more
  than
  violent
  humanoids
  driven
  by
  religious
  fervor.
  These
  thugs
  generally care only for two things: venting their great rage
  and serving the Wyrmmother, whom they revere as an
  unholy goddess of vengeance and destruction. Although
  these thugs are physically powerful, more intelligent cult
  members keep them in check with promises of greater
  slaughter to come and direct these brutes with precision
  against civilized lands.
  Typical Cult Brute
  CR 6
  XP 2,400
  Male advanced lizardfolk barbarian 2/fighter 2
  NE Medium humanoid (reptilian)
  Init + 3; Senses Perception + 9
  DEFENSE
  AC 20, touch 11, flat-footed 20
  (+ 2 armor, + 3 Dex, + 7 natural, -2 rage)
  hp 63 (6 HD; 2d12+ 2d10+ 2d8+ 30)
  Fort + 14, Ref + 3, Will + 5; + 2 vs. spells, supernatural
  abilities, and spell-like abilities
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 40 ft., swim 15 ft.
  Melee masterwork morningstar + 15 (1d8+ 9), claw + 12
  (1d4+ 4), bite + 12 (1d4+ 4)
  Ranged javelin + 8 (1d6+ 9)
  Special Attacks rage power (superstition), rage (9
  rounds/day)
  Base Statistics When not raging, the cult brute’s statistics
  are AC 22, touch 13, flat-footed 22; hp 51; Fort + 12, Will
  + 3; Melee masterwork morningstar + 13 (1d8+ 7), claw
  + 10 (1d4+ 3), bite + 10 (1d4+ 3); Ranged javelin + 8
  (1d6+ 7); Str 24, Con 17; CMB + 12; Climb + 12,
  Swim + 19
  STATISTICS
  Str 28, Dex 16, Con 21, Int 11, Wis 16, Cha 14
  Base Atk + 5; CMB + 14; CMD 25
  Feats Cleave, Great Cleave, Multiattack, Power Attack
  Skills Acrobatics + 13, Climb + 14, Intimidate + 11,
  Perception + 9, Survival + 7, Swim + 21
  Languages Draconic
  SQ fast movement, hold breath
  Gear masterwork morningstar, leather armor, 3 javelins
  SPECIAL ABILITIES
  Hold Breath (Ex) A lizardfolk can hold its breath for a
  number of rounds equal to 4 times its Constitution
  score before it risks drowning.
  Cult Sorcerer Leader (CR 9)
  Several of the cult’s leaders are elven masters of swordplay
  and draconic magic. These leaders generally direct cult
  sorcerers or cult brutes in quick strikes. Most of them have
  met the Wyrmmother personally, and feel awe toward her
  as toward a wise, stern grandparent. These leaders
  generally plan raids and direct less powerful cult members
  in battle. If given time to prepare for an attack, these
  leaders cast an impressive array of spells (eagle’s splendor,
  false life, fly, improved invisibility, keen edge, resist energy,
  and shield) and become substantially more powerful in
  combat.
  16
  
  GameMaster's Guide
  17
  Typical Cult Sorcerer Leader
  CR 9
  XP 6,400
  Male or female elf fighter 1/sorcerer 9
  NE Medium humanoid (elf)
  Init + 2; Senses low-light vision; Perception + 9
  DEFENSE
  AC 22, touch 13, flat-footed 20
  (+ 7 armor, + 1 deflection, + 2 Dex, + 2 natural)
  hp 57 (10 HD; 1d10+ 9d6+ 20)
  Fort + 7, Ref + 6, Will + 6; + 2 vs. enchantment
  Resist acid 10
  OFFENSE
  Speed 30 ft.
  Melee +1 falchion + 9 (2d4+ 5/18–20)
  Melee 2 claws + 8/+ 8 (1d6+ 3, treated as magic weapons,
  6 rounds/day)
  Ranged mwk composite longbow + 8 (1d8+ 3/x3)
  Special Attacks breath weapon (30-foot cone, 9d6 acid,
  DC 17, 1/day)
  Sorcerer Spells Known (CL 9th; concentration + 12 [+ 16
  to cast defensively])
  4th (4/day)—acid pit (DC 18), fear (DC 17), improved
  invisibility
  3rd (7/day)—fly, keen edge, rage, vampiric touch
  2nd (7/day)—acid arrow, eagle’s splendor, false life,
  glitterdust (DC 16), resist energy
  1st (7/day)—charm person (DC 14), feather fall, mage
  armor, magic missile, shield, true strike
  0 (at will)—acid splash, arcane mark, daze (DC 13), detect
  poison, light, message, resistance, touch offatigue
  (DC 13)
  Bloodline Draconic (green)
  STATISTICS
  Str 16, Dex 14, Con 12, Int 12, Wis 8, Cha 16
  Base Atk + 5; CMB + 8; CMD 21
  Feats Arcane Armor Mastery, Arcane Armor Training,
  Combat Casting, Combat Reflexes, Eschew Materials,
  Extend Spell, Spell Focus (conjuration), Toughness
  Skills Bluff + 8, Climb + 6, Fly + 8, Intimidate + 11,
  Knowledge (arcana) + 5, Knowledge (nature) + 2 (+ 3 in
  forests), Perception + 9, Spellcraft + 8, Survival + 8 (+ 9
  in forests), Use Magic Device + 7
  Languages Common, Draconic, Elven
  SQ bloodline arcana (when casting acid spells, add + 1
  point of damage per damage die rolled), weapon
  familiarity, woodcraft
  Combat Gear potion ofcure serious wounds, potion oflesser
  restoration, scroll ofgaseous form; Other Gear +1 mithral
  chainmail, +1 falchion, masterwork composite longbow
  (Str + 3) with 20 arrows, longsword, ring ofprotection
  +1, cloak ofresistance +1, belt ofgiant strength +2
  Typical Cult Encounters
  When the Cult of the Wyrmmother confronts the PCs, it
  generally does so in a straightforward manner, as few of
  the cult members are skilled in stealth or trickery. Even
  though they are straightforward combatants, encounters
  with cult forces can take on many varieties, including these
  few examples.
  • Bloody Warriors (CR 3: one zealot minion [CR 1] and
  four ordinary kobolds [CR 1/4 each]). A newly-converted
  cult minion returned to her warren, preaching about the
  Wyrmmother’s vengeance and exhorting her clutch-mates
  to battle in the Wyrmmother’s name. A few ordinary
  kobolds answer the call. Led by the zealot minion, the
  small band rampages around the countryside, butchering
  animals and woodsmen alike. When they come across the
  PCs, this band has immersed themselves in blood from a
  slaughtered cow and launches into battle with senseless
  zeal.
  The zealot spends the first two rounds of combat
  attempting to demoralize the PCs with her ferocious
  appearance (Intimidate + 4).
  • Bullies in Action (CR 5: one cult sorcerer [CR3] and two
  zealot minions [CR 1 each]). The PCs come across a pair
  of violent kobolds accosting a traveler or merchant. This
  pair is quick to pick a fight with the PCs, who may not be
  expecting much resistance from mere kobolds. However,
  the kobolds prove surprisingly ferocious and a nearby cult
  sorcerer (either hiding poorly [Stealth + 2] or trying to
  appear as a harmless bystander [Bluff + 7]) leaps into the
  fray to aid them.
  • Strike Force (CR 8: three cult sorcerers [CR 3 each] and
  one cult brute [CR 6]). A handful of elven cultists plan an
  attack on the PCs, hoping to gain greater standing within
  the cult. The cultists call on a ferocious cult brute to lead
  their strike. If the cultists think the PCs will fall for a ruse,
  one of them pretends to be a traveling bard fleeing from
  
  Viridian Legacy
  danger (Bluff + 7). The danger, of course, is the other
  members of the strike force: the lizardfolk brute and the
  other two cultists, who are dressed in hooded robes. The
  “bard” turns on the PCs once his allies appear, disrupting
  the PCs’ defense as best he is able.
  • Aerial Attack (CR 11: one cult sorcerer leader [CR 9],
  two cult brutes [CR 6 each], and two cult sorcerers [CR 3
  each]).
  A
  cult
  leader
  directs
  a
  strike
  against
  the
  meddlesome PCs personally, leading his attack from the air
  to surprise the PCs. Before the attack, the elves cast
  preparatory spells (the cultists cast mage armor and shield
  on themselves and mage armor on the brutes; the cult
  leader casts mage armor, eagle’s splendor, and false life on
  himself), then the cult leader casts fly on each member of
  the attack group. If the PCs are known to rely on a
  particular energy type, the cult leader also casts resist
  energy on everyone in the attack group. The PCs should
  find themselves on the receiving end of typical PC tactics:
  well-prepared and highly mobile foes attacking with little
  warning. While the brutes descend into melee, the cultists
  cast vanish to assume advantageous positions unseen.
  The cult leader first casts improved invisibility, then
  controls the battlefield with acid pit and glitterdust
  spells. If the other members of his attack group are
  defeated, the cult leader flees, vowing vengeance.
  Fey Influence
  The fey influence the lands of Ossindrillon;
  lands that has been theirs for far longer than
  Taraathalorm Wyrmmother, her cult or any of
  the PCs. Therefore, the fey must also influence
  the VIRIDIAN LEGACY adventure path.
  Throughout the chapters, you'll find sidebars
  on how to integrate the fey into the adventure
  path. Sometimes the fey will help the PCs,
  perhaps bringing them a warning and at other
  times the fey may have an agenda of their own,
  but in the end, whether or not you want to
  bring the fey into the equation, is entirely up
  to you.
  The first fey influence is the corrigan, a
  strange fey woman who can be either young or
  old depending on the time of day. A corrigan
  could become a helpful ally in the middle of
  the Spindlewood Marsh, as the PCs set out to find the
  forces behind the Wasting ofDuny Slough.
  Corrigan
  A wizened old woman in a ghost-white wool cloak that
  matches her hair greets you with a warm smile and
  flashing red eyes that make you feel older just to look at
  them.
  Corrigan
  CR 5
  XP 1,600
  N Medium fey (aquatic)
  Init + 4; Senses low-light vision; Perception + 12
  DEFENSE
  AC 18, touch 15, flat-footed 13
  (+ 4 Dex, + 1 dodge, + 3 natural)
  hp 52 (7d6+ 28)
  DR 5/cold iron; Immune aging effects; SR 16
  Fort + 5, Ref + 9, Will + 7
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee dagger + 4 (1d4+ 1/19-20)
  Special Attacks baleful dance, sneak attack + 3d6,
  stupefying gaze, withering gaze
  Spell-like Abilities (CL 7th; concentration + 9)
  At will—ill omen, silent image (DC 13)
  3/day—charm person
  (DC
  13),
  expeditious
  retreat, major image (DC 15)
  1/month—divination,
  mirage arcana
  (DC
  17)
  STATISTICS
  Str 12, Dex 18, Con 16, Int 19, Wis 15,
  Cha 15
  Base Atk + 3; CMB + 4; CMD 19
  Feats Combat Expertise, Dodge, Improved
  Feint, Toughness
  Skills Acrobatics + 14, Bluff + 12, Knowledge
  (history)
  + 11,
  Knowledge
  (nature)
  + 14,
  Perception
  + 12,
  Perform
  (dance)
  + 12,
  Sense
  Motive + 12, Sleight of Hand + 14, Swim + 19,
  Stealth + 14
  Languages Common, Elven, Sylvan
  SQ amphibious, change shape (aurochs, raven,
  or salmon, beast shape II), mutable age
  18
  
  GameMaster's Guide
  19
  ECOLOGY
  Environment any forest or river
  Organization solitary or troupe (3-9)
  Treasure standard
  SPECIAL ABILITIES
  Baleful Dance (Su) Once per day, a corrigan can dance as
  a full-round action to lay a curse on any one creature she
  can see.
  Curse ofLapsing Sanity: save Will DC 15; frequency
  1/day; effect creature is confused or 1 minute. The save
  DC is Charisma-based.
  Mutable Age (Su) A corrigan’s age varies according to the
  time of day. From dawn to dusk, she is wizened and
  white-haired. From dusk until dawn, she is young and
  fiery-tressed. While old, she can use her withering gaze
  ability. While young, she can instead use her stupefying
  gaze ability. If a corrigan and mortal share a kiss when
  both parties are willing, the corrigan remains at her
  current age for the entire day.
  Stupefying Gaze (Su) -4 enhancement penalty to
  Intelligence, Wisdom, and Charisma for 1 hour, 30
  feet; Will DC 15 negates. The
  corrigan can suppress or resume this
  effect as a swift action. The save DC is
  Charisma-based. This gaze works only
  while the corrigan is young (nighttime).
  Withering Gaze (Su) -4 enhancement
  penalty to Strength, Dexterity, and
  Constitution for 1 hour, 30 feet; Fortitude
  DC 15 negates. The corrigan can suppress or
  resume this effect as a swift action. The save DC is
  Charisma-based. This gaze works only while the
  corrigan is old (daytime).
  The corrigan is a fey creature that can be old or young
  depending on the time of day. Young by night and ancient
  by day, she remains always a cunning and creative creature
  with diverse goals. Many live in the quiet corners of forests
  amid babbling brooks and calm ponds, but their favored
  gathering places are ancient fountains and large springs off
  the beaten path. At all times, corrigans are wary of those
  who would violate their homes.
  Torn between the rush of rosy youth and the weight of
  old age, corrigans are always ready for a chance to dally
  with comely mortals or to make use of their breadth of
  experience. Corrigans are skilled at solving riddles, and
  are often willing to offer advice on puzzles in
  exchange for assistance. Indeed, they sometimes
  extort travelers and careless mortals for new
  puzzles or challenges. A few act as quest-
  givers in the hope that adventurers will
  bring back to her whatever pleasures they
  desire. Others offer the lure of treasure they
  have
  found or stolen
  in
  exchange
  for a
  stimulating riddle. Those who scorn a corrigan’s offers risk
  sabotage or a troublesome curse from her.
  Corrigans are sometimes struck by bouts of jealousy at
  creatures with more stable ages and seek revenge by
  kidnapping victims and tormenting them with gaze attacks
  and baleful dances. Others romance amiable mortals in the
  hopes of holding themselves stable in time for a little
  while.
  All corrigans know the secret ofbrewing
  an elixir ofwits. Once per month,
  a corrigan can brew the elixir without an
  item creation feat or using
  costly material components, but the elixir
  loses its power when she brews a
  new one.
  ELIXIR OF WITS
  Aura faint transmutation; CL 6th
  Slot –; Price 1,500 gp; Weight –
  DESCRIPTION
  The drinker of this tart liquid finds his
  mind teeming with possibilities,
  options, and new ways of doing things.
  Whenever he makes a skill check or
  Intelligence check, the imbiber can roll
  again and take the better result.
  He can reroll up to three checks. The
  elixir’s effects fade after 1 hour
  if the uses have not been expended by
  then.
  CONSTRUCTION
  Craft Wondrous Item, creator must be a
  corrigan; Cost 750 gp
  
  Viridian Legacy
  20
  
  GameMaster's Guide
  21
  
  Open Game License
  22
  Open Game License 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System
  Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
  Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip
  Williams.
  Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason
  Bulmahn.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on
  original content from TSR.
  Viridian Legacy GM's Guide. Copyright 2012, Headless Hydra Games; Authors:
  Ron Lundeen and David Nicholas Ross.
  
  Did you like what you just read?
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