TEXT: 1
  by Doug Anderson
  Introduction
  The Caves of Chisca is an introductory adventure 
  for use with Northern Crown: New World 
  Adventures and Northern Crown: The Gazetteer, 
  published by Atlas Games. It is designed to be a 
  very challenging experience for a party of four 
  1st-level PCs or a
   moderately 
  difﬁcult 
  adventure for 2nd
  -level PCs. 
  Embedded within the adventure is a map and 
  description of a First Ones town that GMʼs can 
  use as a staging area for their own Northern 
  Crown adventures.
  Preparation
  Read through the entire adventure before 
  beginning. Before play, have the players 
  create their own PCs, or use the pre-generated 
  characters included at the end of this adventure. 
  Read the sidebar on the following page  to 
  introduce the players to the world of Northern 
  Crown, then begin the adventure at the 
  section Introduction: The Bogeyman.
  
  2
  The World of 
  Northern Crown
  The continent of Northern Crown lies west 
  of Uropa, separated from that continent by 
  the Atlantic Sea. For ten thousand years, 
  Northern Crown has been the home of the 
  First Ones, a broad group of human cultures 
  who have adapted to a life of farming and 
  foraging among the forests, mountains, lakes, 
  and prairies of this vast land. Two centuries 
  ago, ships from Uropa arrived, bringing 
  settlers, soldiers, and traders, all looking 
  for the chance for fame, riches, or freedom 
  in what they considered a “new”world, but 
  also bringing many of the very evils they 
  were trying to escape. After two hundred 
  years of strife, with occasional interludes of 
  concord and good will, the Uropans have a 
  foothold along the eastern shores, while the 
  interior remains in possession of the First 
  Ones. Between lies a thousand-mile frontier, 
  stretching along mountain ranges, river 
  valleys, and large lakes. This frontier is the 
  ﬂash point for many of Northern Crownʼs areas 
  of conﬂict: the struggle for dominance among 
  the many Uropan powers claiming this land 
  for themselves; the efforts of the First Ones to 
  resist them; and the clash between the old ways 
  of druidic magic, sorcery, and witchcraft on the 
  one hand, and the rising power of science and 
  reason on the other. Young adventurers from 
  every corner of the world are drawn here, to 
  explore, make contact with unknown nations, 
  ﬁnd a proﬁtable market for trade goods, 
  serve their crown, or simply ﬁnd adventure. 
  They ﬁght with guns, swords, and spells; they 
  might harness the sciences of matter or mind, 
  or wield an ancient family knack to kindle 
  ﬂame or seize the will of another person. You 
  are among this new breed of frontier heroes, 
  and fate is about to throw you together in an 
  adventure that will require all of your unique 
  talents in order to survive…
   
  Synopsis
  The Yuchi town of Chisca, nestled in a mountain 
  vale deep in Cherokee territory, is attacked by 
  haints issuing from the nearby caves. Something 
  has stirred these monstrous humanoids, but 
  the cause is in dispute. Some say that treasure 
  hunters, searching in vain for a golden relic of 
  a Uropan priest, have inadvertently roused the 
  haints, who may be the ruined remnants of a 
  century-old expeditionary force of mercenaries 
  led by a notorious plunderer. Others say that 
  the mercenary captainʼs spirit has awoken after 
  a century-long sleep, and is sending forth his 
  followers to exact revenge upon the town that 
  resisted his brutal search for gold and led to the 
  destruction of his company.
  In this adventure module, the PCs will piece 
  together the history of the area from interactions 
  with a young Yuchi cleric and a Kelt innkeeper. 
  They will battle both the haints and a sinister 
  Vandalian agent as they explore the caves, 
  seeking to solve the mystery of these attacks. A 
  ﬁnal confrontation with the ancient mercenary 
  captain himself, another surprise villain, and with 
  the agent who allowed him to rise and renew his 
  campaign of terror, caps the story and points to 
  further opportunities for adventure.
  Background
  A hundred years ago, in this valley, a notorious 
  mercenary now dknown as the Hawk of Gold 
  was working his way northward into territory not 
  yet seen by Uropans. A cruel, sadistic leader, it 
  is said that he had sold his very soul in exchange 
  for his intimidating power to drive his followers 
  into the most extreme dangers without heed 
  for their own safety. Ostensibly on a mapping 
  and diplomatic mission for a Uropan king, he 
  and most of his men were concerned only for 
  the gold and jewels they had been assured lay 
  in these mountains, according to local people 
  eager to send the uncouth trespassers on as 
  quickly as possible. Now, his followersʼ patience 
  was running out, and they began to speak of 
  
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  murdering their captain and taking the only 
  real treasure they possessed: a beautiful golden 
  cross carried as a relic by Bartolomeo, the priest 
  who had been assigned to the company as the 
  expeditionʼs cartographer, diplomat, and healer. 
  The Hawk of Gold sensed their growing 
  frustration, and, arriving at Chisca, took the local 
  leaders as hostages, promising to slay them if 
  no gold was forthcoming. Bartolomeoʼs protests 
  were ignored, but as he feared, this outrage 
  was too much for the Cherokee, who 
  venerated the Yuchi and had tried 
  their best to show hospitality 
  to the strangers, and a force of 
  warriors was sent to drive the 
  mercenaries away and rescue 
  the hostages. As the rescue 
  force appeared at the head of the 
  valley, several hundred strong, the 
  Hawk of Gold took the hostages 
  and headed for higher ground, 
  ﬁnding a wide ledge just at the 
  entrance to a deep cave. 
  Outnumbered, but in a 
  tactically superior position, 
  the mercenaries prepared 
  for battle, but wisely, 
  the war leader waited 
  below, knowing that 
  dissent within the 
  enemy ranks would 
  be more devastating 
  than the envenomed 
  darts and clubs of 
  his warriors.
  As a day of blistering summer heat followed, 
  with little food and no water, the mercenaries 
  began to argue among themselves over the best 
  course of action. Some favored a desperate 
  breakout, using the hostages as shields. Others 
  begged their captain to slay a hostage as proof 
  of their earnestness, while still others wanted 
  the hostages released, hoping that a ﬁght could 
  be avoided.  After listening to their counsel, 
  he proposed that they wait until nightfall, then 
  attempt to sneak out. If caught, they would still 
  have the hostages as a guarantee. Just before 
  the appointed hour, Bartolomeo, taking pity 
  on the terriﬁed captives, used his divine magic 
  to immobilize their guards and silence their 
  footfalls. They slipped through the mercenariesʼ 
  picket and soon rejoined their people, carrying 
  the tale of the black-robed one who had saved 
  them.
  The Hawk of Gold soon discovered he had been 
  betrayed. Bartolomeo was sent for, but the priest 
  had taken shelter in the caves, placing 
  a divine light upon his relic to guide 
  his way. Panic broke out among the 
  mercenaries – their hostages were 
  gone, and even the golden 
  cross was no longer in 
  their company. Despite 
  their captainʼs call for 
  order, about half of the men 
  broke out from their position and 
  attempted to ﬂee southward out 
  of the valley, only to be 
  cut down by arrows and 
  clubs, or else dying 
  in agony over the 
  next few hours one 
  by one from the 
  poisoned darts 
  ﬁred by their 
  pursuers.
  The remaining 
  mercenaries, 
  seeing the futility of 
  escape that way, and still 
  smarting over their priestʼs betrayal, headed 
  into the caves, with their captain in the lead, 
  hoping to recover the relic, exact their revenge 
  on Bartolomeo, and perhaps ﬁnd another exit 
  that would allow them to escape. None were ever 
  seen alive again, and the cave retained an evil 
  association for the local people. 
  Now, a century later, a gang of monstrous 
  humanoids known as haints have issued from the 
  caves, attacked the town of Chisca, and slain the 
  town priest, Shatane. His pupil, Yontuh, and his 
  
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  friend, the Kelt trader Bevin MacKinnick, are 
  working with the town leader, Wetchon, to secure 
  Chisca from further attack, but they know that 
  to enter the caves and put to rest this century-old 
  threat would leave the town vulnerable in their 
  absence. The PCs are staying at a nearby hostelry 
  when the attack happens, thrusting them into the 
  middle of these sinister events.
  For something has happened to set these events 
  in motion. The golden cross of Bartolomeo 
  was never in the caves at all – Bartolomeo, 
  a saintly man, placed his own soul and 
  all its power to protect the innocent into 
  the relic, and gave it to the freed 
  hostages, telling them that 
  if they placed the cross 
  upon hallowed ground, 
  he vowed that it would 
  keep the Hawk of Gold 
  and his followers at bay 
  forever. And so the cross 
  was placed in the south-
  aligned lodge of the 
  four sacred lodges of 
  the sun within 
  the town, 
  inside a clay 
  jar, along 
  with other 
  offerings to 
  the Yuchi solar deity. 
  There it remained, known only to the town priest, 
  until, just a day before the PCs arrived, when 
  it was stolen by “Big Bill”, a Vandalian agent 
  posing as a drifter, now staying at MacKinnickʼs 
  hostelry, soon to be killed at the hands of the 
  haints who he unwittingly set free by stealing the 
  relic that kept them dormant. 
  Possessing the Second Sight feat, this agent 
  learned about the cross while surreptitiously 
  reading the town priestʼs mind to glean 
  information about the Chiscans. He took the 
  cross both to line the coffers of his masters and to 
  destabilize the region, which Vandalia covets for 
  itself.
  Shatane, the town priest, has taken the secret of 
  the cross to his grave. Killed by haints himself, 
  he never had a chance to tell his young pupil 
  Yontuh about the relic. The only clue is an empty 
  jar 
  inside the 
  southern sacred lodge, 
  which 
  cannot be 
  entered 
  except by 
  Yontuh.
  The haints, who had 
  huddled miserably 
  inside the caves, 
  driven mad by their 
  misfortunes and 
  their lust for gold, 
  have been rallied by 
  the now undead Hawk 
  of Gold, who, having sold his 
  soul, has become a twisted, unliving 
  shell of his former self. He senses that the 
  cross is no longer on holy ground, and that 
  the Chiscans are vulnerable, and so, he has 
  sent his haints out to kill and to search for the 
  cross. 
  As a nasty surprise, the PCs will discover that 
  bereft of his soul, Bartolomeo too haunts the 
  caves as a member of the undead — and he 
  knows that if the cross is cast into a sacred pool 
  within the cave, it will destroy him and his 
  companions utterly.
  
  5
  The Yuchi
  As mentioned in the Northern Crown 
  Gazetteer, the Yuchi are among the oldest of 
  the peoples of the eastern half of Northern 
  Crown.  Many believe them to be the direct 
  descendants of the Moundraisers who once 
  built cities and sacred earthworks in the 
  river valleys of the continent. In addition to 
  the Yuchi heartland, between the Ohio and 
  Kaintuck rivers, there are several isolated 
  Yuchi settlements wholly within other First 
  Ones nations, including the town of Chisca, 
  which is in Cherokee country. It is likely that 
  the Yuchi settlements predate the arrival of 
  their neighbors, but have survived due to the 
  reverence shown the Yuchi by the younger 
  nations for their spiritual wisdom, lore, and 
  deep connection to the natural world. 
  The Yuchi hold a special reverence for the sun, 
  as creator and life-giver. Like the Cherokee, 
  Yuchi divine spellcasters are clerics, rather 
  than druids in d20 System terms. The Yuchi 
  sun deity is neutral good, and has the domains 
  of Good, Healing, Plant, and Sun. The town 
  priest is one of the two most powerful and 
  respected members of a Yuchi community, the 
  other being the town leader, who must be of 
  noble social rank. (As the adventure begins, 
  Shatane, the town priest, has just been slain 
  by haints, and the town is without a spiritual 
  leader, except for Shataneʼs young apprentice 
  Yontuh; Wetchon is the town leader).
  Yuchi Characters
  Yuchi characters get the same culture bonuses 
  and appropriate class bonuses as Cherokee 
  characters (see Northern Crown: New World 
  Adventures), except that Yuchi clericsʼ Warm 
  Welcome bonus applies to both Cherokee and 
  Yuchi NPCs.
   
  Adventure Hooks
  This adventure is designed for a party of PCs 
  from any of the seventeen culture backgrounds 
  presented in Northern Crown: New World 
  Adventures. How they arrive in Chisca is up to 
  the GM, but here are some suggestions that you 
  can tailor to the particular background of the 
  PCs:
  •The party members donʼt know one 
  another; they are strangers staying at Bevin 
  MacKinnickʼs hostelry the night of the ﬁrst 
  haint attack. The threat against the town (or the 
  promise of treasure) unites them for their ﬁrst 
  adventure. 
  •The party has been drawn here from the city 
  of Charles Town in Carolingia in search of the 
  very same golden cross that is at the center of 
  the trouble in Chisca. Depending on the PCsʼ 
  alignment, they may wish to abandon their 
  pursuit of the treasure in favor of helping the 
  townsfolk, or else take advantage of the chaos 
  to slip away with the cross for themselves.
  •The party is a detachment of Philathelias 
  Jefersonʼs Army of Discovery, sent to Chisca 
  on a diplomatic and scientiﬁc mission to collect 
  information about the Yuchi and establish 
  ofﬁcial relations with them. Upon arrival, the 
  PCs decide the best way to win the Yuchiʼs 
  favor might be to help them against the menace 
  that lurks in the caves.
  
  6
  Chisca — Description
  The following section contains a detailed 
  description of Chisca, and is keyed to the 
  Chisca and Environs map that accompanies this 
  adventure.
  Chisca is an ancient town, occupied for many 
  centuries by the Yuchi, an autonomous entity 
  within Cherokee territory. It is a typical 
  community of its kind, with a palisade wall 
  made of logs set into the ground enclosing a 
  modest number of dwellings, public buildings, 
  and courts. The rich farmland around the town 
  allows for year-round occupation of the site, and 
  its place along the ancient trade route known 
  as the Natchez Trace guarantees a steady ﬂow 
  of customers selling manufactured goods in 
  exchange for grain and ceramics.
  Less welcome are the treasure-seekers who 
  come here to explore the cave whose entrance 
  lies on a ledge along the bluffs east of the river. 
  The legend of the Hawk of Gold and the cross 
  of Bartolomeo draw an ever-increasing number 
  of fortune hunters, mostly from the Kingdom of 
  Carolingia that lies beyond Cherokee territory 
  to the east, but also braggarts and thrill-seekers 
  from the groups of Ohio rafters returning home 
  via the Trace.
  The town is home to about 800 individuals, 
  organized into eight clans. The Tortoise clan has 
  traditionally produced the townʼs leaders, and 
  the current leader, Wetchon, is no exception. 
  The other clans — Deer, Bear, Raccoon, Turkey, 
  Rabbit, Fox, and Panther — each maintain their 
  own clan compound within the town walls, and 
  a large plot of land outside it. Each member of 
  a clan claims their clan afﬁliation through their 
  motherʼs line; husbands typically go to live with 
  their wifeʼs clan upon marriage. As is typical 
  among many First Ones cultures, marriage within 
  oneʼs own clan is forbidden.
  Politically, the clans operate to secure the best 
  farmland, most prestigious ceremonial positions, 
  and most direct access to the town leader. 
  Meetings are held at the behest of Wetchon, 
  when he feels there is an issue pressing enough 
  to demand the townʼs attention, although any 
  clan leader may also request a town meeting. 
  Although Wetchon has ﬁnal say over any 
  decisions made, he seldom acts without ﬁrst 
  securing consensus from his community.
  The security of the town is the responsibility of 
  Wetchonʼs three lieutenants, who are warriors 
  chosen from three of the townʼs clans. Currently, 
  the Turkey, Fox, and Bear clans have the honor 
  of ﬁlling these positions. At night, warriors from 
  two of these clans watch each of the townʼs two 
  gates, while the third clan has the night off. In 
  times of heightened danger the lieutenants muster 
  all of the townʼs able-bodied adults to the defense 
  of the gates. This has not happened since the 
  Hawk of Goldʼs arrival a century ago, but not the 
  town is under threat once more.
  Crime in Chisca is virtually unknown, since 
  everyone knows one another, but interclan 
  disputes over land, honor, and property are 
  common. Wetchon acts as arbiter for these 
  disputes, not seeking to identify a guilty party, 
  but creating a solution that both sides can agree 
  to, that may involve a payment in cash or goods, 
  an apology, or a public gesture of reconciliation.
  CHISCA LOCATIONS
  1. MacKinnickʼs Hostelry
  2. Council House
  3. Great Court
  4. Four Lodges of the Sun
  5. Clan Compounds
  6. Riverside
  7. Land Gate
  8. River Gate
  9. Raftersʼ Shantytown
  10. The Mercenary Camp
  11. Farms
  12. The Caves
  1. MacKinnickʼs Hostelry:
  Where a smaller but well-worn path meets the 
  main road, a sturdy two-storey Uropan-made 
  building stands, with hewn-timber walls and 
  a thatched roof. Next to the main building is 
  
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  a fenced-in yard enclosing several buildings, 
  including a smithy and a henhouse. A barn 
  occupies the far corner of the yard.
  This is the lodging-house and general store 
  owned by Bevin MacKinnick. It is the locale for 
  the beginning of this adventure. The ﬁrst ﬂoor is 
  divided into two rooms: a common area in front 
  with tables, chairs, and a hearth; and a well-
  appointed store room in the back. Most common 
  items of equipment are on sale here, but all prices 
  are 150% of normal, considering the remote 
  location and lack of competition.
  A ladder leads to a second story with dormitory-
  style bunks for travelers who can get a hot meal 
  and a bunk for 5 cp.
  2. Council House:
  Near the center of town stands a structure far 
  larger than any other. Circular, with a conical 
  roof made of lashed poles that soars to a height 
  of 40 feet, it is accessible by a single door framed 
  with heavy timbers. Smoke curls through a hole 
  at the apex of the roof.
  The council house is the meeting place for the 
  townʼs government. Open to all Chiscans, it is 
  large enough to accommodate the entire townʼs 
  adult population. A great hearth-ring is built at 
  the center of the packed-earth ﬂoor, with wooden 
  benches arranged around it in concentric rings.
  3. Great Court:
  Near the north end of the town is a large 
  rectangular court or plaza of packed earth. Four 
  poles, like goal posts, mark the ends of the ﬁeld, 
  while a ﬁfth pole, much higher than the others, 
  stands at the center of the court.
  The great court stands empty except on holidays, 
  where it is used for sacred dances, and for 
  lacrosse games, which among the Chiscans 
  often accompany religious observances. The 
  symbolism of the four posts is meant to suggest 
  the four corners of the earth, with the pole in the 
  middle signifying the ﬁfth, or celestial direction.
  4. Four Lodges of the Sun:
  Surrounding a small, circular court are four 
  half-sunken lodges with mud walls and thatched 
  roofs. They each have a single entrance facing 
  the court, below ground level, reached by a short 
  ﬂight of steps, but no windows, and no signs of 
  occupation.
  These lodges are sacred buildings, the symbolic 
  homes of the sun deity venerated by the Yuchi. 
  The four lodges are placed to represent the four 
  corners of world. Only the town priest may 
  enter the lodges, each of which contains a large 
  ceramic statue of the sun deity adorned with a 
  mica mask.
  5. Clan Compounds:
  The townʼs dwellings are clustered into 
  compounds of four to seven buildings. Each 
  compound contains two distinctly different types 
  of houses: the ﬁrst is a kind of open arbor, with 
  alight thatched roof supported by wooden poles. 
  The second type has walls of clay, half sunken 
  into the ground, with a thicker roof. Carvings 
  over the doors of the larger buildings in each 
  compound depict various animals, perhaps 
  identifying the clan of the occupants. The animals 
  include deer, rabbits, turtles, and bears.
  Each Yuchi clan lives in its own compound 
  within the town walls. The arbor-like dwellings 
  are called summer houses. They are used as 
  dwellings during warm weather; in the winter, 
  they are dismantled except for the standing 
  poles, and the clan retreats to their sturdier, well-
  insulated winter houses.
  6. Riverside:
  The river gate leads to a long, sloping riverbank 
  giving access to the river, where a ford allows 
  passage to the far side. Along the bank are 
  several canoes, as well as racks for smoking and 
  drying meat and ﬁsh.
  The Yuchi use the river as a major food source, 
  hunting for waterfowl, turtles, and crawﬁsh, and 
  using plant-derived poisons to stun ﬁsh and bring 
  them to the surface to be gathered in nets.
  7. Land Gate:
  The palisade of sturdy logs that encloses the town 
  can be entered through a narrow gate between 
  the overlapping ends of the palisade. Great 
  bundles of brushwood are stacked nearby.
  The brushwood bundles can be used to block the 
  
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  gate in case of attack.
  8. River Gate:
  A gap in the palisade leads to the riverbank. Like 
  the landward gate, this gate can be barricaded by 
  bundles of brushwood stacked nearby.
  This was the gate used by the haints during their 
  recent attack. Since that time, it has remained 
  barricaded after dark.
  9. Raftersʼ Shantytown
  Straddling the road just north of town is a 
  jumbled collection of log huts, lean-tos, and 
  tents, some abandoned, and some occupied by 
  Uropans. Heaps of trash stand at the margins, 
  and the nearby woods have been stripped of 
  branches within reach.
  Anyone not wishing to pay for a nightʼs stay 
  at MacKinnickʼs hostelry can rest here. It is 
  typically occupied by a handful of Ohio rafters 
  making their long walk back to Logtown after 
  having taken their cargoes south to Natchez-
  sur-terre. The Chiscans do not approve of the 
  shantytown, but tolerate it, partly out of the 
  high value they place on hospitality, and partly 
  because it keeps the rafters concentrated in one 
  place, where they can be more easily monitored 
  by the town guards.
  10. The Mercenary Camp
  Along the riverside is an area that still bears the 
  scars of an old encampment, with ﬁreplace ashes, 
  broken bottles, and evidence of a makeshift 
  barricade surrounding the site.
  This was the initial site of the Hawk of Goldʼs 
  camp, before his soldiers retreated to the ledge 
  outside the cave. The Chiscans have scoured the 
  site and removed the numerous metal items that 
  once lay scattered about here.
  11. Farms
  In cleared areas near the riverbank, large plots of 
  land have been given over to farming. Small huts 
  stand by the edges of the ﬁelds.
  Outside of town, the Chiscans keep extensive 
  farm plots, where they grow beans, squash, and 
  several varieties of corn. The huts are occupied 
  by the townʼs boys during the summer months, 
  whose occupation is to scare away crows and 
  other pests.
  12. The Caves
  [see Scene 5, To the Caves, for a description 
  of the cave entrance. The caves themselves are 
  described in detail in Scene 6, The Caves.]
  Intro: The Bogeyman
  Location: MacKinnickʼs Hostelry, Chisca Map
  After establishing the PCsʼ motivations for 
  traveling to the area (see Adventure Hooks, 
  above), read the following text to the players. 
  Find the Hostelry on the map to orient yourself, 
  and begin:
  You are guests at Bevin MacKinnickʼs hostelry, 
  a wayside tavern along the Natchez Trace, 
  an ancient trade route that winds through the 
  interior of Northern Crown, from the lower 
  reaches of the Espiritu Santo River to the upper 
  vales of the Ohio. Bevin is a lone Uropan trader 
  deep in First Ones territory; there arenʼt many 
  establishments like his so far from the colonies 
  along the coast. The accommodations arenʼt 
  fancy, but theyʼre a welcome change from 
  sheltering under a tree or in a cave.
  The evening was passed sociably in the company 
  of your fellow travelers: vagabonds, trappers, 
  storytellers, and traders, passing through here on 
  business of their own. 
  [This is a good opportunity to roleplay the 
  initial meeting of the PCs — they can introduce 
  themselves, banter a bit, and you can even 
  improvise some encounters with NPC travelers 
  as a way of giving your players a little more 
  background about the Northern Crown universe. 
  John and Buck Higgins can tell them about 
  the looming conﬂict between the Woodland 
  Confederacy and Nouvelle France; or Constance 
  Greene could offer to read their fortune, or 
  extol the wondrous inventions of her fellow 
  countrymen, such as ﬂying ships, electrostatic 
  weapons, and automaton servants. Itʼs an 
  
  10
  important point to establish that the remaining 
  NPC, the Vandalian agent “Big Bill”, soon 
  excuses himself as being very tired, and goes to 
  bed early. Remember, he has stolen the golden 
  cross of Bartolomeo from a sacred lodge in 
  Chisca, and wants to get an early start out of 
  town in the morning.]
  After a hearty meal of venison, with plenty of 
  cornbread, beans, and squash, washed down 
  with ale, out came the pipes, a bottle of corn 
  spirits, the penny whistles, ﬁddles, and drums. 
  Songs and jokes were traded, tales were told, 
  some taller than others. The talk turned to ghost 
  stories, about devils, witches, and the bogeyman, 
  but they garnered more laughs that shivers. The 
  host himself recounted the local legend of the 
  Hawk of Gold, and Bartolomeoʼs golden cross. 
  Now you lie asleep upstairs, in the hostelry, in 
  the dark, waiting for sleep to come, your mind a 
  little uneasy. A ﬂoorboard creaks and you hear a 
  low groan — one of the other guests is feeling the 
  effects of the eveningʼs merrymaking.
  How did the story go?
  “Was about a century past,” the host began, 
  “and up this valley came a small army of Uropan 
  war-dogs, hard men, desperate men, looking for 
  one thing: gold. And not caring what had to be 
  done in order to get it. Their leader, folks ʻround 
  here call him the Hawk of Gold, he was the most 
  wicked of the lot. Rumor is heʼd sold his soul for 
  the power to lead men into the very jaws of death. 
  Heʼd led his men up the valley from the south, all 
  the way from the sea, and the gold-sickness was 
  deep in him now, driving him on, always to the 
  next village, the next ridge, but ﬁnding nothing.”
  “At last he came here, to Chisca, a Yuchi town it 
  is, stood here since the crack of time itself, and 
  again, they had no gold for him. His men had 
  had enough, and they took hostages, threatened 
  to kill them if no gold was forthcoming. But the 
  First Ones ʻround here had had enough too, 
  and soon a big army of warriors came here to 
  chase away the Hawk of Gold for good. Only he 
  wasnʼt having any of that. He took his men up to 
  the bluff across the river and dug in his heels, 
  keeping his priest, Bartolomeo, in charge of the 
  hostages.”
  
  11
  
  12
  “The priest had the only gold anyone had seen 
  on this trip: a big golden cross, with red, blue, 
  and green stones in it, a relic that he had carried 
  all the way over the sea from Rome, in hopes of 
  building a church someday worthy to house it. 
  Rumor had it that he had the soul of a saint, and 
  could work miracles, and that the cross itself had 
  miraculous powers to protect good folk from evil. 
  Some of the men wanted to steal the cross, cut 
  their losses and escape both their captain and 
  the ﬁerce warriors of this strange country. But 
  Bartolomeo had already gone. Heʼd taken pity on 
  the hostages, freed them, and then ﬂed into the 
  cave that lies up in the bluff.”
  “When the others found out, they knew theyʼd 
  been beat. Some of them tried to break through 
  the warriorsʼ line, but they were cut down by 
  spears and clubs and poisoned darts. The rest of 
  them, full of rage, followed the Hawk of Gold into 
  the cave, half hoping to escape, half hoping to get 
  their hands on the priest and that cross of his.
  “None of them was ever seen alive again, and 
  they say they all got lost in there, fell into pits or 
  deep water, or starved. And the cross, well thatʼs 
  still in there somewhere, too.”
  A good tale, that one, and good for his business, 
  too, you imagine.
  Another groan, followed by a coughing ﬁt. Soft 
  footfalls coming towards you.
  A single drop of something warm and viscous 
  lands on your face. You open your eyes, and 
  there it is, caught in a beam of moonlight coming 
  in from the window, standing above you, with a 
  bloody axe in its hands, and a gaunt face with 
  mad, staring eyes.
  The bogeyman.
  Scene One: 
  Night Battle at 
  MacKinnick’s Hostelry
  Location: MacKinnickʼs Hostelry, Chisca Map
  The PCs have found themselves in the dark, 
  under attack from an unknown madman, who is 
  actually one of the haints from the nearby cave. 
  More of these creatures are lurking downstairs. 
  They are part of a wave of more than thirty haints 
  who have descended upon Chisca in the night, 
  seeking revenge upon the town that ended their 
  mad quest for gold a century ago. They come 
  only to kill, at the orders of their leader, The 
  Hawk of Gold, who remains in the caves.
  As the battle begins, two of the NPC guests have 
  already been murdered, and the haint is poised 
  to attack one of the PCs. Assume that no PCs 
  are wearing armor, but that their weapons and 
  other possessions are nearby. Dark conditions, 
  except for a single 5 foot square illuminated by 
  moonlight as indicated on the map, make the PCs 
  functionally blind, until a light  spell or other 
  light source can be activated. Remember that :
  •Blinded creatures are hampered in their 
  movement, and pay 2 squares of movement per 
  square moved into (double normal cost). Blinded 
  creatures canʼt run or charge.
  •A blinded creature loses its Dexterity adjustment 
  to AC and takes a –2 penalty to AC.
  •A blinded creature takes a –4 penalty on Search 
  checks and most Strength- and Dexterity-
  based skill checks, including any with an armor 
  check penalty. A creature blinded by darkness 
  automatically fails any skill check relying on vision.
  •The PCsʼ weapons and gear must be found using 
  a Search check at DC 10.
  On the ﬁrst round of combat, the PC directly 
  threatened by the haint is the only PC awake. 
  She will need to rouse the others and perhaps 
  try to get her hands on a weapon or light source. 
  Assume that the other PCs and NPC guests will 
  be awake one round after the activation of a light 
  source or upon hearing a shout or other loud 
  noise.
  
  13
  Along with the PCs are two surviving NPCs, 
  both 1st-level commoners. Buck Higgins is a 
  Carolingian trapper and occasional limner (sign 
  painter), while Constance Greene is a traveling 
  fortune teller, healer, and storyteller. She follows 
  the ascetic, peripatetic religious traditions of 
  Jonny Appleseed, the great sower and healer 
  of the back roads of Northern Crown, and has 
  actually met Jonny twice (she carries two of his 
  divine apples, which work like potions). Buck 
  has his knife within reach and will use it to 
  defend himself, while Constance will cast light 
  and be prepared to heal any wounded allies.
  Buck’s partner, a Shawnee hunter and 
  woodcarver who had taken the English name 
  John, is one of the two slain NPCs. The other 
  was the Vandalian agent posing as an Ohio rafter 
  styling himself “Big Bill”.
  On the third round of combat, the PCs hear a 
  commotion downstairs: it’s Bevin MacKinnick, 
  the owner of the hostelry, ﬁghting off six more 
  haints who have used their knock ability to 
  gain entrance to the common room on the ﬁrst 
  ﬂoor. They’re between him and his heirloom 
  greatsword hanging on the wall, so he’s ﬁghting 
  them off with a ﬁreplace tool (treat as a club).
  The ﬁght continues until all but two haints are 
  dead; then, unless the odds are heavily in their 
  favor, the haints ﬂee into the night, heading back 
  toward the cave across the river. By this time, 
  the sound of battle coming from the direction of 
  Chisca reaches the PCs ears. Bevin, fearing for 
  his friends in Chisca, dashes off to assist them. 
  •If the PCs think to look through “Big Bill’s” 
  posessions, they will ﬁnd the following items:
  A snaphance musket, 12 powder ﬂasks, 20 
  bullets, a knife, 200 gp in cash, a sympathetic ear 
  (linked to an identical device in the possession of 
  his partner, Isiah Bright), an elixir of invisibility, 
  and, wrapped in his blanket, the golden cross of 
  Bartolomeo. 
  A stunning development, indeed! If the PCs 
  decide to leave town with the cross and call it 
  a day, remember that Constance Greene and 
  Buck Higgins are most likely there, too, and 
  will certainly tell the Chiscans about how the 
  PCs ﬂed town with this relic. The Hawk of Gold 
  and his haint army, free to roam, will pursue the 
  PCs. Also, “Big Bill’s” partner, Isaac Bright, is 
  hiding in the nearby shantytown, and knows that 
  “Bill” had the cross in his possession. He will do 
  anything to get it back, including stalking the PCs 
  until he gets a chance to steal it, or hiring some 
  rowdies from the shantytown to subdue the PCs.
  Variables:
  •If the PCs don’t look through “Big Bill’s” 
  posessions, then Bevin will ﬁnd the cross in 
  the morning, when he is cleaning up after 
  the battle, and bring it into Chisca in time for 
  Scene Four, In the Council House.
  •If the PCs follow, then they will arrive in time 
  for Scene Two. 
  •If they wait until later to go to Chisca, 
  perhaps barricading themselves here, then skip 
  to Scene Three, which takes place after the 
  ﬁghting is over.
  •If the PCs decide to track the haints back to 
  the caves, they will be met at the mouth of the 
  cave by a rearguard of 20 haints, which they 
  are unlikely to defeat.
  
  14
  Scene Two: Fight
  at the Town Gates
  Location: Land Gate, Chisca Map
  After ﬁghting off the haunts at Bevinʼs hostelry, 
  the PCs will most likely follow Bevin to the 
  land gate of Chisca. As they move along the trail 
  between the hostelry and the town:
  Beneath a star-strewn sky, you move along a 
  well-worn path towards the looming walls of 
  a fortiﬁed town. Where one end of the wooden 
  palisade overlaps the other, forming a gate into 
  the town, the din of battle echoes in your ears. A 
  pack of the same foul marauders who attacked 
  you at the hostelry are ﬁghting with some First 
  Ones warriors for mastery of the gate. Dead 
  warriors lay scattered about, mingled with their 
  monstrous fallen enemies.
  This group of haints arrived at the land gate to 
  the town after the hue and cry was raised when 
  another group succeeded in entering through the 
  river gate. When the PCs arrive, there are four 
  1st-level First Ones warriors facing 12 haints. 
  The haints are between the warriors and the PCs, 
  allowing for ﬂanking attacks should the PCs rush 
  in, but making ranged or area attacks difﬁcult.
  •If the PCs eliminate all but three of the 
  haunts, the remaining ones will ﬂee back to 
  the caves. The surviving Chiscan warriors will 
  welcome the PCs into the town and take them 
  to Yontuh, the apprentice priest.
  •If things go poorly for the PCs, they might 
  be able to retreat back to the hostelry, which 
  is only a few hundred feet away. If you 
  are a truly forgiving GM, then have some 
  reinforcements from the town show up to 
  rescue them. Once safe, they will be invited by 
  Bevin and/or the Chiscans to enter the town 
  and receive aid from Yontuh.
  Scene Three: 
  A Town in Mourning
  Location: Land Gate, Chisca Map
  •If the PCs don’t immediately proceed from 
  Bevin’s hostelry to Chisca, they will miss the 
  battle at the gates in Scene Two and instead 
  arrive in Chisca after the haints have retreated 
  to the caves. They are too late to help defend 
  the town, and instead arrive in time to witness 
  the aftermath of the attack, as the day dawns.
  Nestled in a curve of the river, across from an 
  impressive limestone bluff, is a First Ones town 
  surrounded by a wooden palisade, which you 
  now enter. Signs of violence are everywhere: 
  several dead warriors, many corpses of the 
  monstrous creatures of the recent battle, and 
  not far from the gate, a young man tending to 
  the wounded. Judging by his regalia, you would 
  guess he occupies an important position here.
  The young man is Yontuh, the apprentice town 
  priest. He has yet to discover that his master, 
  Shatane, has been killed by the haints.
  Without looking up from his work, he greets you.
  “Welcome to Chisca. If you have come to help, 
  then your welcome is warm indeed. If you are 
  hurt, I can help clean and dress your wounds. I 
  am Yontuh, apprentice town priest. My master 
  will be here shortly, Iʼm sure.”
  Variables:
  •If Bevin is here, he will run off in search of 
  his friend Shatane. If not, Yontuh will ask a 
  surviving warrior to fetch him.
  •If asked about the town or the legend of 
  Bartolomeoʼs cross, Yontuh will ask the PCs 
  to direct their questions to Wetchon, the town 
  leader, who will be shortly holding a meeting 
  in the Council House, detailed in Scene Four: 
  In the Council House. If asked about the 
  attack, he tells the PCs:
  
  15
  “They were many in number, thirty at least. They 
  attacked both gates, and succeeded in getting 
  in at the river gate, at the south end of town. We 
  have not seen these creatures before, but their 
  ragged garments and rusted knives and axes 
  seem Uropan to my eyes. They seemed like the 
  ruined shells of men, and madness was in their 
  eyes. I called upon the Great Mystery to give me 
  the strength to drive them away, but it had no 
  effect on them.”
  Yontuh has ﬁnished dressing his patientʼs wound. 
  He gestures towards a large building with a 
  soaring, conical roof.
  “The great structure you see to the south is the 
  Council House. Your questions will be answered 
  there.”
  The PCs are free to explore Chisca, or go directly 
  to Scene Four: In the Council House.
  Scene Four: 
  In the Council House
  Location: Council House, Chisca
  Within the vast space of the council house, the 
  people of Chisca have gathered to discuss their 
  response to the attack. As guests, you are given 
  seats of honor near the older but still-imposing 
  Yuchi leader, a man with gray hair and an 
  intense, almost predatory gaze. Three tattooed 
  warriors sit behind him.
  “I am Wetchon, leader of Chisca,” he says, in 
  English. “We welcome your presence here. We 
  wait only for the trader MacKinnick and our 
  priest,  Shatane.”
  Bevin MacKinnick appears at the entrance to 
  the council house, his heavy frame silhouetted 
  against the dawn sky. In his arms, he carries a 
  limp form, that of a man of middle age, dressed 
  
  16
  very much like Yontuh, but with a more ornate 
  headdress. His body bears the cruel wounds of 
  many blades.
  “Shatane is dead,” he murmurs. “My friend is 
  dead.” A chorus of gasps and sobs erupts from 
  the assembled townspeople, but Wetchon silences 
  them with a wave of his hand.
  “There will be a time to grieve,” he says. “But 
  for the moment, we must decide what is to be 
  done about this threat. My scouts have tracked 
  the creatures back to the entrance of the cave 
  across the river. There can be no doubt that the 
  followers of the Hawk of Gold have returned to 
  life, or have somehow been alive all these years, 
  but have chosen this moment to attack.”
  “What are we to do?”
  Now a discusssion begins, which the PCs can 
  fully participate in. The main concern of the 
  Chiscans is keeping their town safe, while 
  Bevin is focused on revenge against the haints. 
  Wetchon will warn him that Shatane himself 
  would not have counseled such a move purely 
  for vengeance, but he does not see any other way 
  to secure the town’s safety other than entering 
  the caves and destroying the haints. He asserts 
  that the cross belongs to the Chiscan people, in 
  payment for the suffering inﬂicted upon them by 
  the Hawk of Gold’s men, but that he would give 
  the cross to anyone who succeeds in defeating the 
  haints and bringing peace to the town.
  Assuming that the PCs take up the challenge, 
  proceed to Scene Five, To the Caves. Details 
  about how to deal with other responses are 
  explained below.
  Variables:
  •If the PCs didn’t look through “Big Bill’s” 
  possessions at the end of Scene One, then 
  Bevin will present them at this time, much to 
  the astonishment of the crowd. Shatane was the 
  only Chiscan who knew where the cross was 
  hidden, and he is, of course, dead. Otherwise, 
  the PCs may reveal the cross themselves, or 
  choose to keep it hidden. Chances are that the 
  PCs will assume the cross was stolen from the 
  cave, since the legend indicates it was carried 
  there by Bartolomeo.
  •If the PCs volunteer to enter the caves, 
  Wetchon will offer the services of Yontuh and 
  one of his 1st-level warriors to accompany 
  them. This is an opportunity for you as GM 
  to balance out a party that is weak in ﬁghting 
  strength or healing.
  •Constance Greene, Buck Higgins, and Bevin 
  are not willing to enter the caves under any 
  circumstances, even with the offer of the cross 
  as reward.  Constance will volunteer to stay 
  in Chisca as a replacement healer in Yontuh’s 
  absence. Buck is willing to stay, too. Bevin 
  would like to avenge Shatane’s death, but can’t 
  leave his hostelry or his wife.
  •The best case scenario is for the PCs to 
  volunteer to enter the caves, but a satisfying 
  adventure can still play out if they decline. 
  If they decide to stay in Chisca to defend the 
  town, rather than enter the caves, then Wetchon 
  will send one of his lieutenants along with 5 
  warriors and Yontuh into the caves. They will 
  return by nightfall and report that the haints 
  attacked them soon after entering, killed 2 of 
  the warriors, and forced them to withdraw. 
  Emboldened, the haints will attack after dark, 
  this time accompanied by the Hawk of Gold 
  and Bartolomeo. Depending on the result of 
  this second battle, the PCs may claim victory 
  and decide at that point to explore the caves, 
  simply claim the cross and call it a day, or if 
  they are defeated and the Hawk of Gold gets 
  the cross, decide ﬁnally to pursue him into the 
  cave. 
  If the PCs remain in town rather than entering 
  the caves, “Big Bill’s” partner, Isaac Bright, who 
  has been laying low in the shantytown, will try 
  to take back the cross by any means, probably 
  during the second haint attack. See the sidebar 
  about playing Isaac Bright for more information.
  
  17
  The Second Agent: 
  Working Isaac Bright into the Adventure
  Isaac Bright, the Vandalian agent working with the late “Big Bill”, is designed to be used as a 
  ﬂoating scene in the adventure, rather than appearing at a ﬁxed point in the action; you can insert 
  a confrontation with him during one of several points in the adventure, or even omit him entirely. 
  He should appear at the point where he provides the most dramatic tension to the story. Because 
  he possesses the sympathetic ear that matches the one in “Big Bill’s” possession,  if the PCs keep 
  the ear,  is likely that Bright has heard everything the PCs have said concerning their plans and 
  will be able to ﬁnd the PCs with relative ease.
  Here are some suggestions for working Isaac Bright into the story:
  In Chisca: Use this option if the PCs decide to stay in the town and defend it against further 
  attack, rather than exploring the caves. If Bright suspects that the PCs have the cross, he may 
  appear as a volunteer from the nearby shantytown. The optimal time for him to make his move is 
  during the haints’ second attack, which happens after nightfall. He might start a ﬁre to distract the 
  Chiscans, then use his potion of invisibility to make a surprise attack on one or more PCs.
  On the Road: If the PCs simply skip town with the cross after discovering it at Bevin’s hostelry, 
  Bright will hire some rowdies from the shantytown and attack the PCs as they leave town. If he 
  succeeds in taking the cross from them, it may spark a wilderness chase, with the PCs pursuing 
  Bright as he makes his way back to Vandalia to deliver the valuable relic to his masters.
  In the Caves: If the PCs enter the caves in search of the Hawk of Gold and his haints, Bright will 
  follow at a safe distance behind them, waiting until the haints and other hazards of the caves wear 
  them down, before trying to wrest the cross from them.
  In the Hall of the Nunne’hi (Area 23): If he hasn’t already attempted to do so, Bright may 
  appear at the climax of the adventure if the PCs are about to throw the cross into the pool, which 
  would effectively put it out of Bright’s reach for good.
  After the Final Battle:  If the weary PCs defeat their foes and decide to keep the cross, Bright 
  will attack them as they struggle out of the caves, attempting to bring them down before they 
  reach the relative safety of Chisca.
  As a Seed for Another Adventure: If you decide that Bright is one plot element too many, 
  he might still make a catalyst for their next adventure. Having been thwarted in his plans to 
  destabilize this region, Bright might seek revenge against the players, even taunting them (using 
  the sympathetic ear to speak with them) or feeding them false information.
  
  18
  Scene Five: 
  To the Caves
  Location: Council House, Chisca
  Assuming that the PCs have decided to venture 
  into the caves in pursuit of the haints, they 
  will receive an escort to the cave mouth from 
  one of Wetchon’s lieutenants and a bodyguard 
  of ﬁve 1st-level warriors. Depending on their 
  needs, Yontuh and one of the warriors (a Bear 
  clan member named Tala) will enter with them. 
  Bevin can outﬁt them with a lantern, up to 10 
  ﬂasks of oil, 50 feet of rope, and a waterskin and 
  2 days’ rations for each member of the party. 
  He will charge nothing for these goods, out of 
  appreciation for the PCs’ willingness to help.
  As you leave Chisca through the river gate, 
  Wetchon and Bevin wish you well. They provide 
  you and Yontuh with a bodyguard of ﬁve 
  warriors, plus Tala, one of the Chiscan leader’s 
  lieutenants, to escort you as far as the cave 
  mouth. Your guides lead you south, across a 
  stony ford to the far bank of the river, then east. 
  A clearing by the river marks the site of the 
  mercenary camp, before their retreat up to the 
  cave mouth – you can still see traces of ﬁre pits 
  and trash heaps with bones, pipe stems, and 
  broken bottles. Yontuh says that it was once a 
  rich site for scavanging metal, but that it has 
  long been picked clean.
  Continuing eastward, you ﬁnd the mouth of 
  a stream, follow it a short distance, and then 
  cross over to the opposite bank. A trail leads 
  from this point up onto the bluffs. Ascending 
  the trail, you come to the wide ledge where the 
  mercenaries made their last stand. No trace of 
  their occupation remains except for a makeshift 
  barricade along the edge of the ledge made of 
  stones gathered from the surrounding slopes.
  At the back of the ledge, where the bluff resumes 
  its precipitious climb, is a narrow cleft in the 
  sandstone, about 4 feet wide and 8 feet high.
  This is the entrance to the caves themselves, as 
  shown on the Caves of Chisca Level One map 
  that accompanies this adventure.
  Scene Six: 
  The Caves
  Location: #1, on the Caves of Chisca map, 
  Level One
  At this point, the escort will return to Chisca, 
  leaving only Yontuh and Tala with the PCs (if 
  they desire). If the PCs are particularly weak in 
  ﬁghting ability, or your players are inexperienced 
  and could use a little extra help, one or more of 
  the other warriors could volunteer at this point to 
  join the expedition.
   
  Conditions in the Caves
  The following conditions apply to the entire area of 
  the caves:
  •Unless otherwise stated, all areas on the Caves 
  of Chisca are dark. Characters will either need 
  darkvision or a light source in order to see.
  •The caves are damp, increasing the chance of 
  misﬁre for guns by +1.
  •The echoing walls of the caves make Listen 
  checks easier, magnifying nearby sounds. All 
  Listen checks  receive a +2 circumstance bonus.
  1. Vestibule
  You enter a natural cave with a pyramidal proﬁle, 
  with three slablike walls of limestone rising to 
  an apex about 25 feet above the smooth, slightly 
  rippled ﬂoor. Two columns of stone, natural 
  formations resembling the pillars of an ancient 
  temple, occupy the center of the room, rising two-
  thirds of the way to the ceiling. The air is damp, 
  and the sound of falling water echoes from a 
  tunnel to the north. Two other tunnels lead off to 
  the west and northeast.
  Two haints are perched atop the pillar formations, 
  doing sentinel duty. The haint on the northern 
  pillar has a bat lure (a bone disc on a cord), that, 
  when whirled around as a full-round action, 
  makes a buzzing nose that will summon the bats 
  from Area 2, and alert the haints in Area 4. The 
  bats will arrive 1 round later and attack the PCs, 
  
  19
  
  20
  while the haints remain above the fray.
  Creatures in this area:
  2 haints, CR 1, 8 hp, 12 hp.
  •The pillars provide cover for the haints, 
  giving them a +2 bonus to Reﬂex saves and 
  +4 AC against ranged attacks ﬁred from below.
  •The haints can be spotted with 
  an opposed Spot/Hide check, 
  but only if the PC explicitly 
  says he or she is looking at 
  the columns. The haintsʼ Hide 
  check is +6, which includes 
  a +2 circumstance bonus while 
  crouching atop the columns.
  •The Climb DC for the pillars is DC 20.
  •Anyone who gets a Spot check result of 24 
  or higher will notice a hairline crack running 
  around the base of the southern pillar. A 
  Strength check of 22 or better can topple 
  the pillar into the other one, bringing both 
  of them down. Anyone on a pillar or 
  caught under it takes 3d6 damage 
  if it falls (Reﬂex save DC 14, half 
  damage).
  •The pungent odor of the bats lair 
  (Area 2) is immediately apparent to 
  anyone who comes within 5 feet of 
  the entrance to the western tunnel.
  The tunnel to the north leads to an 8-foot 
  roughly circular hole in the ﬂoor — a natural 
  sinkhole through the soft limestone, which the 
  stream that traverses Area 3 drains into. The 
  area around the hole, and the hole itself, is quite 
  slippery. 
  •For every 5 feet of movement, around the hole, 
  PCs have to make a Reﬂex save at DC14 or fall 
  into the hole, which plunges 30 feet into the pool in 
  Area 15, taking 2d6 damage, their fall cushioned 
  somewhat by the pool itself. Climbing up or down 
  the sinkhole requires a Climb check at DC 25.
  2. The Bats’ Lair
  This cave has a domed ceiling about 20 feet high, 
  studded with many small, dripping stalactites. 
  The ﬂoor is coated with thepungent droppings of 
  the hundreds of bats that dwell here, along with 
  hundreds of tiny bones that crunch underfoot 
  amid the muck. A tunnel leads from the cave 
  northward.
  The bat swarm inhabiting this cave will attack 
  any PCs who enter, having been trained to do so 
  by the haints, who also use them to gather food. 
  The bats, when mature, are ﬁtted with bone rings 
  around their throats which prevent them from 
  swallowing the mice, frogs, ﬁsh, and large insects 
  they catch. Instead, they have been trained to 
  return their food to the haints, who remove the 
  rings and allow them to eat some of what they 
  have caught.
  Creatures in this area:
  Bat swarm, CR 2, 18 hp.
  •Upon entering the cave, PCs must make a 
  Fortitude save to avoid being sickened as long 
  as  they are in Area 2, plus 1d3 rounds after they 
  exit. The DC is 12. A sickened character takes a -2 
  penalty on all attack rolls, weapon damage rolls, 
  saving throws, skill checks, and ability checks.
  
  21
  2.1 The Bats’ Chimney
  This small cave smells fresher than the bats’ lair. 
  There are no bats or bat droppings here at all. A 
  2 ft. crevice high in the western side of the cave 
  admits a clean breeze.
  If it’s daytime, PCs will see a sliver of sunlight 
  through the crevice, coming from the far end of a 
  narrow crack that once gave the bats access to the 
  open air until a Medium monstrous spider moved 
  in and strung a web across to catch any unwary 
  bats. The spider doesn’t like people nosing about 
  in her lair; she willbite any PC unwary enough to 
  investigate the crack.
  Creatures in this area:
  1 Medium monstrous spider, CR 1, 11 hp.
  3. Old Mine Site
  This series of four parallel tunnels, crossed by 
  a ﬁfth at right angles, bears the unmistakable 
  marks of having been chiseled out of the stone 
  by hand tools. A rushing stream, only one foot in 
  depth, courses along the ﬁfth tunnel towards a 
  gaping hole in the ﬂoor.
  This ancient mine site was dug centuries ago by 
  Makers in search of fossils for use in creating 
  amulets and other wondrous items. When they 
  inadvertantly penetrated the wall of Area 5, the 
  stream inundated the mine and forced them to 
  abandon it. About thirty fossil ﬁsh and snails are 
  visible embedded in the walls of this area – if 
  hacked out, they might be of value to natural 
  philosophers, fetching perhaps 10 gp each in 
  Sophia or Charles Town. 
  The stream ﬂows from the pool in Area 5, 
  coursing over a small lip of stone that forms a 
  natural dam. By walking upstream along the 
  slippery streambed, it’s possible to reach the pool 
  and by swimming it, perhaps bypass the haints in 
  Area 4. See Area 5 for details.
  4. Haints’ Forward Post
  This cave’s low ceiling is supported by two 
  columns of limestone. The ﬂoor is covered with 
  ﬁne sand, perhaps the silty remains of a now-dry 
  pool. The marks of many bare feet can be traced 
  moving from the southern entrance across to the 
  far side of the cave. The incongruous sound of a 
  barking dog echoes from the shadows somewhere 
  ahead.
  The haints use this cave as their forward guard 
  post; it is always occupied by 6 haints. The 
  ceiling is only seven feet high. When the haints 
  in Area 1 raise the alarm, these haints will wait in 
  the shadows for the approaching PCs, rather than 
  running forward to the attack. If it seems that the 
  PCs are about to break through, the surviving 
  haints will retreat to Area 12 and raise the alarm.
  Creatures in this area:
  6 haints, CR 1; 11, 9, 9, 8, 6, 4 hp.
  4.1 The Doghouse
  The ﬂoor of this small cave is about 6  feet lower 
  than that of the adjacent cavern. Inside the cave 
  are three small First Ones dogs, agitated and 
  trying futilely to scramble out.
  •The dogs were snatched by the haints during 
  the nightʼs raid, for use as a food source. If freed, 
  they will bolt out of the cave and back to Chisca, 
  although characters with the Wild Empathy class 
  ability could conceiveably convince one or more 
  dogs to stay with the party.
  •The dogs are trained to perform the following 
  tricks, which can be elicited from them by a 
  character with the Handle Animal skill who makes 
  the neccessary successful skill check:
  Attack (DC 20), Come (DC 15), Down (DC 25), 
  Guard (DC 20), Heel (DC 15), and Track (DC 20).
  Creatures in this area:
  3 dogs, CR 1/3; 3, 4, 5 hp.
  5. Pool Junction
  The sound of gently trickling water ﬁlls this high-
  ceilinged cave. The west wall of the cave glistens 
  with moisture, dripping into a deep, clear pool 
  that ﬁlls all but a narrow ledge along the east 
  wall.
  A small pile of rocks is stacked on the cave ﬂoor 
  north of the pool.
  
  22
  The haints generally do not linger in this area, 
  fearful of the giant rattlesnake that sometimes 
  ventures this far in to swim in the pool or wait in 
  ambush. The pool is sheer-sided, plunging to a 
  depth of 15 feet. The water is cold and clean.
  •A Spot check at DC 20 reveals the exit from the 
  pool, where the stream that ﬂows through Area 3 
  originates.
  •At any given time during daylight hours, there 
  is a 10% chance that the rattlesnake from Area 
  6 is here, either swimming in the pool or waiting 
  silently along the ledge for prey to come along. The 
  snakeʼs Hide check is at +8.
  •The haints use a rock from the pile to help them 
  distract the centipedes in Area 8; see the area 
  description for details.
  6. The Secret Ledge
  Tucked into the western wall of the bluff, 
  overlooking the river and the town of Chisca, a 
  sunlit ledge occupies a narrow space, beneath a 
  weatherworn overhang.
  This ledge stands about 50 feet above the surface 
  of the river; it is hard to spot from the town or the 
  surrounding ﬁelds, and nearly inaccessible except 
  from the cave, making it a favorite spot for the 
  giant rattlesnake to sun itself during the afternoon 
  (90% chance it will be in this area during that 
  time of day if not already encountered; otherwise, 
  10%). 
  •A Spot check at DC 20 reveals the exit from the 
  pool, where the stream that ﬂows through Area 3 
  originates.
  Creatures in this area:
  Giant rattlesnake, CR 2; 16 hp.
  6.1 The Way to the Bluff
  A smooth tunnel, only 3 feet in diameter, winds 
  upward into the rock.
  This tunnel, which characters can crawl along, is 
  a small, dry sinkhole that leads to the top of the 
  bluff, which is relatively ﬂat and thickly forested. 
  The giant rattlesnake uses this tunnel to travel 
  between Area 6 and the top of the bluff, where it 
  spends most of its mornings.
  7. Rattler’s Lair
  This broad, low cave contains odd, lumpy parcels 
  of fur and crushed bones, the vomitus of some 
  large creature. Most of this debris has been swept 
  to the sides of the cave, leaving a relatively bare 
  area in the center, about 10 feet across.
  If not already encountered in Area 5 or 6, the 
  giant rattlesnake will be here. Because this cave 
  is rather cool, the snake will be lethargic for the 
  ﬁrst two rounds of combat, suffering a –2 penalty 
  to attack, and losing its Dexterity bonus to AC.
  •A Knowledge (nature) check at DC 10 allows a PC 
  to identify the remains strewn about the cave: they 
  include deer, rabbits, turkeys, and several human 
  skeletons belonging to haints unfortunate enough 
  to have encountered the snake while traversing 
  Area 5.
  8. The Bowl Cavern
  This cavern is roughly spherical, with a bowl-
  shaped pit occupying all but a narrow lip around 
  the edge, and a domelike ceiling. Three exits are 
  visible to your left, right, and straight ahead, all 
  roughly at the same height.
  The pit in this room is about 20 feet deep. It is 
  home to a centipede swarm, which emerges from 
  the pit if its members sense movement in the 
  room. When entering the cavern, the haints throw 
  a rock from the pile in Area 5 or Area 11 into the 
  pit, to distract the centipedes for 1d3+1 rounds, 
  long enough to safely traverse the pit.
  •The bottom of the pit contains bits of rusty armor, 
  helmets, a broken matchlock arquebus, a rusty 
  broadsword, and the skeletons of three of the 
  Hawk of Goldʼs men who fell into the pit shortly 
  after entering the caves. A successful Search 
  check at DC 22 will reveal a mouldering leather 
  bullet pouch containing twelve +1 bullets; a coin 
  purse holding 80 sp; and a gold ring upon the hand 
  of one of the skeletons, worth 30 gp.
  •Ascending or descending the walls of the pit 
  requires a Climb check at DC 20.
  
  23
  9. Low Cave
  The entrance to this cave is a tunnel only four 
  feet high, and the cave itself is only one foot 
  higher than that. Therocky walls and ﬂoor are 
  damp and cool to the touch.
  This cave is unoccupied, being regularly prowled 
  by the centipede swarm in Area 10.
  10. Empty Cave
  This bare, dry cave has a ceiling of about 12 feet 
  in height, and a sandy ﬂoor that shows little or 
  no sign of trafﬁc.
  Like Area 9, this cave is not occupied, due to the 
  threat of the nearby centipede swarm. However, 
  the sandy ﬂoor does hide the grave of one of the 
  ancient mercenaries:
  •A successful Search check at DC 24 will reveal 
  a hint of something buried in the sand. If the sand 
  is dug away, it is revealed to be the skeleton clad 
  in a rusted breastplate and tattered fragments of 
  clothing. Beneath the breastplate, it wears a topaz 
  pendant worth 50 gp.
  11. The Chute
  With the appearance of a frozen cascade of turbid 
  water, a sloping tunnel encrusted with rippling 
  mineral deposits spirals steeply down into the 
  dark. At the upper end of the tunnel is a small 
  pile of waterworn stones.
  This very slippery passageway provides access to 
  Area 12, descending about 30 feet.
  •The chute can be ascended  or negotiated in a 
  controlled descent by making a Climb check at DC 
  15. For every 5 feet climbed, characters move 15 
  feet laterally.
  •A failed Climb check results in no damage, but the 
  character will slide down the chute at a speed of 30 
  feet until coming to a stop at the L-shaped column 
  in Area 12. Characters can choose to deliberately 
  slide down at the same speed. This is in fact the 
  preferred escape method of any surviving haints 
  from Area 1 or Area 5.
  Caves of Chisca map, 
  Level Two
  11. The Chute
  This is the lower half of the chute described in 
  Area 11, above.
  12. The Brittle Cave
  The ﬂoor of this large, many-chambered cave is 
  littered with broken stalactites and ﬂinty shards 
  which seem to have ﬂaked from the crumbling 
  walls. Three exits are visible opposite the slippery 
  chute that curls upward into the rock.
  If the PCs make it this far, they will face an 
  ambush from a small gang of haints. If any haints 
  from Level One have previously ﬂed this far, 
  then the haints in Area 21 will have been alerted 
  to the PCs’ presence and be here also.
  •The haints will optimize the twisting layout of this 
  cave to make sneak attacks. If possible, they will 
  wait on either side of an entrance to ﬂank their 
  targets.
  •The two walls marked “X” on the map are so 
  thin and fragile that they can be broken through, 
  creating a passage, possibly allowing PCs to 
  slip behind the haints, who will concentrate on 
  holding the main chamber at the foot of the chute. 
  A successful Listen check at DC 14 will reveal any 
  ambient sounds in the area echoing dully through 
  the walls at this point. Each wall section has 20 hit 
  points, a Hardness rating of 0, and a break DC of 
  22.
  •The pit in the southern half of this cave is about 
  40 feet deep, and is lined with broken rocks that 
  have fallen from the ceiling. Anyone falling into 
  the pit takes 4d6 of falling damage, plus an extra 
  1d6 piercing damage from the sharp surface at the 
  bottom.  A successful Spot check at DC 24 reveals 
  the low ledge and cave entrance on the far side, 
  that gives access to Area 14.
  •The squares labelled on the map with a number 
  from 1 to 20 correspond to loose stalactites 
  hanging from the ceiling above those points. Each 
  round in which loud noise, such as shouting, 
  gunﬁre, or melee combat occurs, roll d20. The 
  stalactite at the corresponding number will dislodge 
  from the ceiling and hit the creature occupying that 
  square, inﬂicting 1d6 bludgeoning damage. The 
  
  24
  
  25
  target is allowed a Reﬂex save  at DC 14for half 
  damage.
  •Loose stalactites may be deliberately brought 
  down with a successful ranged attack against AC 
  10, dealing 4 or more points bludgeoning damage, 
  such as a thrown rock, which is easy to ﬁnd 
  here. Attacks that deal 4 or more points of sonic 
  damage, including spells and natural philosopher 
  phenomena that deal sonic damage,  will bring 
  down any stalactites in their area of effect.
  Creatures in this area:
  Haints (6 initially; may be reinforced by haints from 
  Area 21), CR 1; 5, 5, 6, 8, 8, 12 hp.
  13. Cave-in
  At the end of a small chamber is the mouth of a 
  tunnel, choked by a cave-in of loose rock. A cool 
  breeze whistles through the cracks between the 
  stones — or is it the distant playing of a ﬂute 
  you hear? There seems to be a haunting melody 
  within it.
  This cave-in was created long ago by the 
  nunne’hi who befriended Bartolomeo and took 
  his last writings into his keeping (see Area 14). 
  He was desperate for the evil men not to ﬁnd 
  where he had hidden Bartolomeo’s journal 
  in Area 15. Clearing the cave-in to the point 
  where a Medium creature could crawl through 
  to the other side would take 12 hours of labor. 
  Completely clearing it would require three times 
  the amount of work.
  The music heard through the cracks is the ﬂute of 
  the nunne’hi. See Area 15 for more information.
  14. Bartolomeo’s Cell
  This modestly sized cave has two exits opposite 
  one another. It shows signs of having been 
  occupied at one time — the tattered remains of a 
  black robe lie in one corner, and there is a sandal 
  with a broken lace nearby. A leather satchel is 
  perched upon a rock, its contents spilling out 
  upon the ground: a brass inkwell, some pens, and 
  a small supply of crumbling parchment.
  This is the place where Bartolomeo prayed and 
  fasted, and tried vainly to hold out against the 
  terrible doom he had accepted when he had 
  placed his saintly soul in the cross that he gave 
  to the hostages — the cross that, hidden upon 
  hallowed ground in one of the sacred lodges in 
  Chisca, had kept the haints and the Hawk of Gold 
  dormant since that fateful time a century ago.
  •Characters will hear the same haunting ﬂute 
  strains in the distance that are audible at Area 13. 
  They seem to be coming from the long tunnel to 
  the south and west.
  •Bartolomeoʼs prayer book, inscribed to him by his 
  superior in the Ignatian order, lies under his robe. It 
  is well over a century old, is in good condition, and 
  is worth 150 gp.
  15. Below the Sinkhole
  This cavern is ﬁlled by a deep pool, fed from a 
  cascade of cold water from a hole in the ceiling, 
  and drained by a stream that exits the pool along 
  a narrow tunnel. Opposite the stream, a passage 
  wanders away through the rock, perhaps the 
  remains of a now-dry watercourse.
  The ﬂute music which has haunted you as you 
  neared this area has revealed its source: as if 
  left intentionally, a ﬁve-holed, wooden ﬂute is 
  wedged into the rock above the stream; the draft 
  of fresh air blowing through the tunnel plays 
  through the instrument at random, producing a 
  wandering melody of great sadness and gravity.
  Crucially, this area contains Bartolomeo’s last 
  writings, which may give the PCs three crucial 
  pieces of information:
  •Bartolomeo may not only have survived, but 
  has been corrupted and now might actually be in 
  league with the Hawk of Gold and the haints;
  •he placed his soul in the cross to charge it with 
  divine power, at the cost of becoming an undead 
  creature himself, so that the cross, if placed on 
  hallowed ground, would seal those who lusted 
  after it beneath the earth forever;
  •he met a goodly being who told him of a way 
  to destroy the Hawk of Gold and the haints 
  forever, but it was not possible for Bartolomeo 
  to accomplish. He mentions it in the form of a 
  cipher, referring to the fact that if the cross is cast 
  
  26
  into the nunne’hi’s pool in Area 23, it will effect 
  the destruction of the evil mercernary and his 
  followers.
  •The nunneʼhiʼs ﬂute is a masterwork item.
  •Characters can follow the stream west towards 
  the river. As it descends, the roof of the tunnel gets 
  progressively lower, until the entire tunnel is ﬁlled 
  with water, for the ﬁnal 40 feet before the emerges, 
  below water level, at the foot of the bluffs opposite 
  Chisca.
  •A successful Spot check at DC 18 will reveal the 
  entrance to the small, dry cave to the northwest of 
  the pool. In a niche on the wall of the small cave is 
  a scroll tube made of woven reeds, embroidered in 
  the manner of the First Ones. Left by the nunneʼhi 
  who aided Bartolomeo, it contains the priestʼs last 
  writings, describing his sacriﬁce to protect the 
  people of Chisca and how he came to share the 
  fate of his comrades. Give the players the handout 
  with the following text:
  “I write this by the light of a single candle 
  — my power to light the darkness has vanished, 
  perhaps in punishment for the dark deeds I have 
  helped perpetrate through my inaction on this 
  vain quest for gold. The light will not last long, 
  and when the darkness comes, I shall go mad.”
  “Whatever was good and noble in me, I have 
  given intothe keeping of those my companions 
  wronged, clothed in the material treasure my 
  companions coveted. So long as that reliquary 
  of my soul remains upon hallowed ground, the 
  ﬁends willremain bound within the earth, unable 
  to die save through violence, but forbidden to 
  leave the caves by divine edict. My own perdition 
  is a small price to pay for entombing them here 
  forever.
  “They are after me — I must snuff my candle, 
  and wait for them to pass.”
  “Hours or days I lay in the dark, as their angry 
  bellows echoed through the caves, then turned to 
  cries of fear — the doom for which I prayed and 
  gave up my own salvation must be seizing them, 
  ruining their forms to match their twisted souls. 
  My turn will come soon.”
  “Music. In the distance. Is it some trick of the 
  airs here, a harbinger of madness? Something 
  is coming, a gentle light, like that of aglowing 
  ember.”
  “The angel talked with me brieﬂy, ﬁrst in a 
  tongue I did not recognize, but then, in my own 
  language, as though it were natural for her. 
  There was no body, only the light and the voice. 
  She asked me if I were companion to the men who 
  had entered the caves. I told them I had been, but 
  had broken with them. I told her how I had made 
  amends by giving my two most precious gifts 
  — my cross of gold and my own soul — to the 
  ones whom we had wronged. She seemed pleased 
  at this, but complained that my companions had 
  driven her from her home, here in the caves.”
  “I can feel the darkness closing in, entering the 
  void where my soul once lay. My part in these 
  evil deeds is settling upon me like a foul miasma, 
  entering me, ruining me.I shall not be myself 
  much longer.”
  “I begged the angel to take these writings and 
  keep them safe, should any folk ever come this 
  way again. She offered to show me a way out 
  of the caves, but when I came to the edge of the 
  light, where the river ripples beneath the bluff, I 
  could not cross the threshhold — I am held by the 
  same doom I pronounced upon the others, and so 
  I shall stay.” 
  “One more hope she offered me, but it is 
  impossible at this time, so I leave it to you, in the 
  form of a cipher, that you, reader, might use it 
  to set right what has been made wrong. I fear to 
  write more plainly, should the Hawk of Gold ﬁnd 
  these papers and so be warned.”
  Tears make hallowed any ground, and the tears 
  of the earth make hallowed the tears of the sun.
  “Come soon, angel, my will is crumbling.”
  “The others are calling to me.”
  
  27
  
  28
  16. Long Gallery
  This long, smooth-sided tunnel may be the bed of 
  a now-dry watercourse. The ceiling is between 
  ﬁve and eight feet above the ﬂoor. The sound of a 
  ﬂute, playing a rambling, halting melody, drifts in 
  the air from somewhere far off.
  17. Double Cave (East)
  This damp, warm cave, about twenty feet across, 
  is carpeted ﬂoor to ceiling with a rich growth 
  of large white mushrooms. Some areas show 
  evidence of having been recently cut or eaten 
  away. An exit on the far side of the cave, also 
  coated with fungus, leads to another nearby 
  chamber.
  This is one of the haints’ meager food sources. 
  The mushrooms grow upon a medium of muck 
  and dead cave creatures carried in by the haints 
  themselves.
  18. Double Cave (West)
  Like its neighbor, this cave hosts an impressive 
  crop of mushrooms.
  [See the description for Area 17]. 
  19. Lower Approaches
  A wide tunnel stretches before you, with a ceiling 
  about 10 feet high.
  This passage connects the fragile cave with the 
  area where the main horde of haints are stationed, 
  preparing for their next raid.
  •Where the numeral 19 appears on the map, a 
  small north-south running tunnel crosses above 
  the main one. Like Area 12 to the east, the rock 
  here is fragile; anyone making a successful Listen 
  check at DC 14 while passing through the small 
  tunnel will notice that the ﬂoor sounds hollow at 
  this point. If attacked, a ﬁve-foot section of the ﬂoor 
  can be broken away, allowing characters to drop 
  down into the east-west tunnel. The weak section 
  of the tunnel ﬂoor has 20 hit points, a Hardness 
  rating of 0, and a break DC of 22.
  20. Haints’ Vestibule
  This cavern is broad, with an even, rocky ﬂoor 
  that is free of obstructions.
  This area is normally unoccupied by the haints; 
  but since the raid on the town, one of the haints 
  from Area  21 will be on guard in the small niche 
  between this cave and Area 21 to watch out for 
  intruders coming from Area 19.
  21. The Haints’ Lair
  At least as big as the previous cavern, this area 
  also has a smooth, rocky ﬂoor, but contains 
  four limestone columns extending from ﬂoor to 
  ceiling. The cave is strewn with rusty helmets, 
  armor, and weapons, rotting heaps of clothing 
  arranged in pallets or nests, and the gnawed 
  bones of many animals. All about is a smell of 
  death.
  Any surviving haints from the ﬁght in Area 
  12 will run here to warn the others, who are 
  preparing for a second raid on the town once 
  night falls. This time, the Hawk of Gold and 
  Bartolomeo themselves will be leading them. 
  Bartolomeo is downstairs in Area 23, along 
  with the remaining haints; he is tending to their 
  wounds from the previous night’s battle.
  If time permits, the haints will split into two 
  groups of ﬁve, on either side of the opening, with 
  the Hawk of Gold sanding in plain sight near the 
  numeral 21 on the map, hoping to draw the PCs 
  in.
  •The side of the large column marked with an “S” 
  is a secret opening to the hollow interior. To ﬁnd 
  it requires a successful Search check at DC 20. 
  Natural handholds and footholds allow characters 
  to climb down about 20 feet to Area 22, on the 
  Level Three map, where they will emerge in the 
  small niche also marked with an “S”. A successful 
  Climb check at DC 15 is required.
  •This is a very dangerous battle for rash or 
  unprepared PCs. If Yontuh or Tala is with them, 
  and the PCs seem overwhelmed, they will suggest 
  retreating to the town instead of facing these foes. 
  If the PCs retreat from the caves, they will ﬁght 
  the Hawk of Gold, Bartolomeo, and any remaining 
  haints when the haints attack that night, still looking 
  for the cross.
  •The Hawk of Gold will not retreat from this room. 
  He and the haints will ﬁght to the death. If the PCs 
  win this ﬁght and do not ﬁnd the secret entrance 
  to the column, the town will still be attacked by 
  
  29
  
  30
  Bartolomeo and the surviving haints.
  Creatures in this area:
  10 haints, CR 1; 5, 6, 6, 7, 7, 8, 9, 10, 11, 11 hp.
  The Hawk of Gold, CR 6; 38 hp.
  22. The Cave of Breathing Clouds
  Beyond the small niche at the bottom of the shaft, 
  you sense a more open area. It’s a large cave with 
  a high roof. The air is sweltering hot — clouds of 
  steam drift through the air, obscuring your vision 
  beyond a few feet.
  This area was long ago used by the ancestors of 
  the Chiscans as a sweathouse — humans came 
  here for healing and relaxation, and to listen to 
  the nunne’hi’s music and epic tales of the distant 
  past. Since the nunne’hi was driven from the 
  caves by The Hawk of Gold and his men, it is 
  now occupied by Bartolomeo and the remaining 
  haints, many of 
  whom still bear 
  wounds from 
  Chiscan warriors 
  suffered during the 
  recent raid. 
  The steam issues from 
  the two pools in the 
  room, which are natural 
  hot springs. A narrow 
  ithsmus runs between 
  them. Every 4th round, 
  the steam dissipates 
  for the duration 
  of one round, 
  allowing normal 
  sight, before 
  returning for 
  another 3 
  rounds.
  The tunnel 
  shown leading 
  to Area 24 is an 
  optional feature 
  if you wish to 
  create further 
  adventures in the 
  caves. See the 
  description for Area 24.
  •The steam ﬁlling the room is treated the same 
  as fog, regarding its effects on vision and 
  concealment. It obscures all sight, including 
  darkvision, beyond 5 feet. Creatures 5 feet away 
  have concealment (attacks by or against them 
  have a 20% miss chance).
  •This cave has curative powers. Living creatures 
  below full hit points who remain in this room for a 
  full day, recover two hit points in addition to healing 
  at the normal rate. This is a mundane effect, and 
  is not effected by dispel magic or by items that 
  suppress or cancel spells or spell-like effects.
  •If they hear intruders at the bottom of the secret 
  shaft from Area 21, the haints will take up positions 
  in the room and hide in the fog, waiting for a 
  chance to make a sneak attack. Bartolomeo will 
  cast desecrate around himself, then entropic 
  shield, and wait for the steam to clear so he can 
  use command, hold person, or bane against the 
  party, or rush to the aid of one of the haints.
  •If they suffer signiﬁcant losses, or appear to 
  
  31
  be in danger of being overrun, the haints and 
  Bartolomeo will make a last stand in Area 23.
  Creatures in this area:
  10 haints, CR 1; 3, 5, 6, 6, 7, 8, 8, 8, 9, 9 hp.
  Bartolomeo, CR 4; 19 hp.
  23. The Hall of the Nunne’hi
  This area of the cave does not seem to be a 
  natural feature, but rather carved from the rock 
  itself with great skill. A great hall stretches away 
  before you, towards a pool, into which many 
  cascades tumble from the walls above, ﬁlling 
  the area with a soothing murmur.The walls of 
  this hall are carved with seven-pointed stars, or 
  perhaps ﬂowers with seven petals, or a seven-
  rayed sun.
  This may be the site of Bartolomeo’s last stand. 
  He knows that the pool has the power to destroy 
  him and the haints, and he will prevent the PCs 
  from casting the cross into the pool at all costs. 
  This, and not the relic’s monetary value, has 
  made him (and the Hawk of Gold) desperate to 
  ﬁnd out where the cross is, for they know it could 
  be used to destroy them.
  The cascades that ﬁll this pool (a sinkhole over 
  one hundred feet deep, which drains away 
  into the earth), are seven in number. Each one 
  ﬂows from a small circular hole, around which 
  is carved the likeness of an eye. Bartolomeo’s 
  cipher (see Area 15) applies to this pool, which 
  still carries some of the natural power that the 
  nunne’hi gave it long ago. It is in fact hallowed, 
  and if the golden cross is cast into it, Bartolomeo, 
  the Hawk of Gold, and any remaining haints 
  will take one point of damage per round until 
  they are slain, drained by the residual power of 
  the nunne’hi. On any round in which they take 
  damage from the pool, these creatures will suffer 
  a –2 penalty to attack and saves.
  The two side chambers are connected by an 
  underpass which drops beneath the tunnel 
  between Area 22 and Area 23. Originally sleeping 
  chambers for the nunne’hi’s human guests, they 
  are now bare. Bartolomeo can use them to hide 
  his haint troops, and employ the underpass to 
  shuttle them or himself from one ﬂank to the 
  other.
  If the undead priest and the haints are destroyed, 
  a golden light will shine from the pool, a 
  permanent daylight spell, as long as the cross 
  remains at the bottom. Should the cross ever be 
  removed, Bartolomeo and the haints, if slain by 
  the pool’s effect, will return to life at the rate of 
  one hit point per round, until they recover all hit 
  points lost to the pool.
  24. Into the Lower Depths
  A broad tunnel descends gradually into the 
  darkness.
  This tunnel is an optional feature of this 
  adventure, depending on whether you want to 
  link this adventure to further adventures, or 
  remain a stand-alone adventure:
  •If you wish to create further areas of the 
  caves, perhaps more former dwellings of the 
  Nunne’hi now taken over by evil creatures 
  such as grimlocks, you can use Area 24 to 
  connect this adventure to another one. See 
  Further Adventures below for more ideas.
  •If you wish to end the adventure here, then 
  ignore the tunnel as it appears on the map and 
  make the northern exit the only way out of 
  Area 22.
  Scene Seven: Conclusion
  After the PCs’ confrontation with Bartolomeo 
  and The Hawk of Gold, whether in the caves or 
  in Chisca, they will be welcomed as heroes by 
  Wetchon and the Chiscans. The break-in at the 
  sacred lodge where the cross had been hidden 
  will be discovered by Yontuh shortly after the 
  party’s return from the caves, revealing the 
  catalyst for the haint attack, and explaining how 
  the cross came to be in “Big Bill’s” possession. 
  If the cross was not placed in the Nunne’hi’s 
  pool, they will be allowed to keep it. No longer 
  the container for Bartolomeo’s soul, the cross 
  
  32
  is simply an objet d’art, worth 10,000 gp to the 
  right buyer in a wealthy town such as Charles 
  Town or Havana. If returned to the Church, the 
  cross will bring a cash reward of 2,000 gp to each 
  PC, and the gratitude of the distant Magisterium 
  across the sea in Uropa.
  If the PCs are defeated:
  It’s possible that the PCs will not stop The Hawk 
  of Gold and Bartolomeo, and that the haints will 
  overrun Chisca and do much damage before 
  returning to the caves. Still powerless by day, 
  the two undead creatures and their followers 
  will make nightly raids on Chisca until the town 
  is abandoned, or the PCs decide to return to the 
  caves to stop them. On a second foray, consider 
  adding Bevin or Wetchon to the party if the PCs 
  seem to need some additional ﬁrepower.
  Further Adventures
  If you wish to continue the PCs’ adventures in 
  the world of Northern Crown, here are some 
  suggestions:
  •Expand the caves to include more levels. 
  Perhaps the haints have stirred up a dormant 
  colony of grimlocks deep in the earth. Maybe 
  the PCs ﬁnd some clue to the whereabouts 
  of the nunne’hi who once lived there — she 
  may have been captured by witches or simply 
  removed herself to a more remote cavern.
  •Save Issac Bright as a villain for another 
  adventure. If the PCs’ have earned the 
  unwelcome attention of the sinister state of 
  Vandalia, other agents may be sent to eliminate 
  them. Or perhaps they ﬁnd a document in 
  Bright’s possession hinting at his next mission, 
  or revealing that a powerful Carolingian noble 
  or Sophian general is actually a Vandalian 
  symtpathizer.
  •Use Chisca as a base for further adventures on 
  the frontier. Northern Crown: The Gazetteer 
  has detailed maps of the continent and 
  descriptions of Chisca and nearby areas, with 
  suggestions for adventures.
  •Adamant Entertainment will be producing 
  more adventures and support materials for 
  Northern Crown. Go to adamantentertainment.
  com for more info.
  
  33
  CHISCA:
  Bevin MacKinnick
  3rd-Level Male Human Commoner, Kelt (Scotia), 
  Social Rank 6
  CR 3; SZ M (humanoid); HD 3d4+6; hp 14; Init +0; 
  Spd 30 ft.; AC 12, touch 12, ﬂat-footed 12; Base 
  Atk + 1; Grp + 2; Atk +3 melee (2d6+1, 19–20/x2, 
  greatsword); Full Atk +3 melee (2d6+1, 19-20/x2, 
  greatsword); Space 5 ft.; Reach 5 ft.; SA psionics; SQ 
  Kelt culture bonuses; AL NG; SV Fort +3, Ref +1, Will 
  +2; Str 12, Dex 10, Con 15, Int 14, Wis  12, Cha 12
  Skills: Climb +1, Craft (tailor) +6, Craft (turner) +6, 
  Gather Information +3,* Handle Animal +5, Jump +1, 
  Listen +6, Profession (merchant) +7, Ride +0, Spot 
  +2, Swim +4, and Use Rope +2.
  *includes +2 bonus (Kelt) 
  Feats: Second Sight, Simple Weapon Proﬁciency 
  (club only); Weapon Focus (greatsword)*
  *Kelt culture bonus
  Languages: Scotian Keltic, English, Cherokee, Yuchi
  Bevin MacKinnick is a merchant who keeps a store 
  and hostelry just outside the walls of Chisca. He 
  has grown prosperous selling ironware, cloth, and 
  other goods to the people of the town, as well as 
  providing rope, lanterns, and other adventuring gear 
  to the many treasure seekers who come to explore 
  the nearby caves for Bartolomeoʼs golden cross. He 
  doesnʼt much care whether the legend of the cross is 
  true, but hopes that if it is, it is never found, because 
  that would put an end to much of his business.
  As for his psionic knack, a family trait on his motherʼs 
  side, Bevin is very discreet about using it, for fear of 
  giving his customers the feeling that he isnʼt dealing 
  fairly with them. He uses it to help the townsfolk 
  ﬁnd stray animals, to give him insight into matters of 
  business, and to judge the merits (and cash on hand) 
  of strangers who come seeking lodging, but never 
  uses his knack on his neighbors.
  Raised as a Kelt renegado in the Mountains of Smoke 
  to the east, Bevin knows how to use a greatsword, 
  but keeps it hanging on the wall of his store unless 
  the town is under attack. He is considered a member 
  of the community by most Chiscans, although a few 
  grumble about his prices. He is married to a Chisca 
  woman of noble social rank, and as is the custom, 
  she remains in her clanʼs lodge inside the town walls 
  rather than living at his lodgings; he divides his time in 
  the evenings between the lodge and his own hostelry.
  Bevinʼs tattoo of protection +2 was inscribed upon 
  him by Shatane, the late priest of Chisca, with whom 
  he had a long and close friendship – he would like to 
  see the haints who slew Shatane in turn destroyed, 
  but more importantly, would like to bring to justice 
  whoever it was who has roused them from the caves. 
  The idea that it could have been some of the very 
  same treasure hunters whom he supplied and sent 
  off to the caves, eats at his conscience, and might tip 
  the balance in favor of helping the PCs by providing 
  them with gear and with a summary of the legend of 
  the cross.
  Kelt Culture Bonuses: +2 to Gather 
  Information; can cast message 1/per day as a 
  spell-like ability, as if cast by a 3rd-level bard; 
  proﬁcient with greatsword, and is treated 
  as if having the Weapon Focus feat for that 
  weapon. 
  Psionics: As a person possessing the Second Sight 
  feat, Bevin has access to a small number of psionic 
  powers, with 4 power points per day. The save DC, 
  where applicable, is 12 + power level. He has access 
  to the following powers:
  0-Level — Inkling, know direction
  1st Level — Combat precognition, know location, 
  lesser mindlink, object reading, sense link
  Possessions: 2 potions of cure light wounds, 1 
  potion of neutralize poison, tattoo of protection +2, 
  greatsword, 50 gp, 150 sp
  APPENDIX OF NPCs AND CREATURES
  
  34
  Buck Higgins
  1st-Level Male Human Commoner, Carolingian, 
  Social Rank 5
  CR 1; SZ M (humanoid); HD 1d4+1; hp 5; Init +0; 
  Spd 30 ft.; AC 10, touch 10, ﬂat-footed 10; Base Atk 
  + 0; Grp + 2; Atk +2 melee (1d4+2, 19–20/x2, knife); 
  Full Atk +2 melee (1d4+2, 19–20/x2, knife); Space 
  5 ft.; Reach 5 ft.; SA none; SQ Carolingian culture 
  bonuses; AL LN; SV Fort +3, Ref +0, Will +3; Str 15, 
  Dex 11, Con 13, Int 12, Wis 16, Cha 13.
  Languages: English, Cherokee
  Skills: Craft (Blacksmithing) +5, Craft (Painting) +5, 
  Gather Information +2, Handle Animal +3, Hide +0, 
  Listen +3, Move Silently +0, Profession (Hunter) +6, 
  Ride +6*, Spot +3
  *includes Carolingian culture bonus
  Feats: Great Fortitude, Skill Focus (Profession 
  (Hunter)).
  Carolingian Culture Bonuses: Handle Animal 
  +1, Ride +2, knowledge (nobility and royalty) +2; 
  proﬁcient with broadsword and saber, and is treated 
  as if having the Weapon Focus feat for those 
  weapons.
  Possessions: 4 gp, knife, blanket, paint and brushes
  Constance Greene
  1st-Level Female Human Adept, Sophian, Social 
  Rank 5
  CR 1; SZ M (humanoid); HD 1d6+1; hp 5; Init +2; Spd 
  30 ft.; AC 12 (Dex), touch 12, ﬂat-footed 10; Base 
  Atk + 0; Grp + 2; Atk +0 melee (1d4, 19–20/x2, knife) 
  or Atk +0 melee (1d6, x2, quarterstaff); Full Atk +0 
  melee (1d4, 19–20/x2, knife) or Atk +0 melee (1d6, 
  x2, quarterstaff); Space 5 ft.; Reach 5 ft.; SA Second 
  Sight abilities; SQ Sophian culture bonuses; AL NG; 
  SV Fort +1, Ref +2, Will +5; Str 10, Dex 14, Con 13, 
  Int 14, Wis 16, Cha 13.
  Languages: English, Cherokee, Français
  Skills: Concentration +3*, Diplomacy +5*, Handle 
  Animal +1, Heal +7, Knowledge (arcane) +3, 
  Knowledge (local) +4, Knowledge (nature) +4, Listen 
  +3, Perform (oratory) +5, Profession (entertainer) +7, 
  Spellcraft +4, Spot +3, Survival +6
  *includes +2 Sophian culture bonus
  Feats: Second Sight, Skill Focus (Perform (oratory))
  Psionics: As a person with the Second Sight feat, 
  Constance has access to a limited number of psionic 
  abilities: Power Points per Day: 2; Power Level: 0
  0—level:  Inkling, know direction.
  Spells: 3/2. As an adept, Constance can cast divine 
  spells. The save DC, where applicable, is 13 + spell 
  level. She normally has the following spells prepared:
  0-Level —light, mending, purify food and drink
  1st Level — bless, cure light wounds
  Sophian Culture Bonuses: Concentration +2, 
  Diplomacy +2; +1 to attacks made against the 
  members of any nation at war with Sophia; proﬁcient 
  with snaphance musket, and is treated as if having 
  the Weapon Focus feat for this weapon.
  Possessions: 4 gp, knife, quarterstaff, blanket, 
  healerʼs kit, apple of cure moderate wounds, apple of 
  protection from evil  (caster level 6th for both apples)
  Isaac Bright
  5th-Level Human Agent, Social Rank 9
  CR 5; SZ M (humanoid); HD 5d6+6; hp 24; Init +2 
  (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 insight), touch 
  15, ﬂat-footed 13; Base Atk +3; Grp +4; Atk +4 melee 
  (1d4+2/crit19–20/x2, dagger) or +5 ranged (1d8/crit 
  18–20/x2, wheellock belt pistol); Full Atk +4 melee 
  (1d4+2/crit 19–20/x2, dagger) or +5 ranged (1d8/crit 
  18–20/x2, wheellock belt pistol); Space 5 ft.; Reach 5 
  ft.; SA Sneak Attack +2d6; SQ Agent Class Abilities, 
  Psionics, Uncanny Dodge; AL NE; SV Fort +2, Ref 
  +5, Will +4; Str 12, Dex 15, Con 12, Int 12, Wis 10, 
  Cha 10
  Skills: Climb +9, Disable Device +8, Disguise +5, 
  Hide +10, Listen +8, Move Silently +10, Open Lock 
  +12, Search +9, Sleight of Hand +6, Spot +8, Tumble 
  +10, Use Rope +4
  Feats: Explosives, Firebug, Guns, Nimble Fingers, 
  Quick Draw
  Psionics: Power points per day: 7; power level: 2nd. 
  0 Level — ﬁnger of ﬁre, my light;
  1st Level — control light, ﬁrefall, psycholuminescence
  2nd Level — burning ray, control ﬂames
  Agent Class Abilities: Proﬁcient in dagger, rapier, 
  smallsword, and all pistols; insight AC Bonus +3; 
  +4 bonus to Bluff check when attempting to distract 
  observers in order to hide from them; Sneak Attack 
  +2d6; Uncanny Dodge.
  Languages: English, Français
  Issac Bright is a trained saboteur of the Vandalian 
  Conﬁdential Service. Like all Vandalian saboteurs, he 
  possesses the Firebug feat, which allows him to set 
  enemy property ablaze with frightening ease. Bright 
  is the partner of “Big Bill”, the Vandalian agent who 
  
  35
  located and stole Bartolomeoʼs cross only to be killed 
  by the haints he unwittingly released. He is committed 
  to recovering the cross and also recovering the other 
  sympathetic ear that was in his partnerʼs possession. 
  If neccessary, he will set ﬁre to one or more buildings 
  in Chisca to create a distraction while he takes back 
  the cross.
  Possessions: 100 gp, wheellock belt pistol, ﬂint 
  and steel, 4 grenades , dagger treated with occam’s 
  blade oil (+1 damage), alchemist’s ﬁre x 2, potion 
  of cure moderate wounds x2, potion of invisibility, 
  sympathetic ear
  Yontuh
  2nd-Level Male Cleric, Yuchi, Social Rank 16
  CR 2; SZ M (humanoid); HD 2d8+2; hp 11; Init +1; 
  Spd 30 ft.; AC 14 (+1 Dex, turtle shield, +1 amulet of 
  natural armor), touch 11, ﬂat-footed 13; Base Atk + 
  1; Grp + 3; Atk +3 melee (1d6+1/x2, club) or Atk + 2 
  ranged (1d3, blowgun); Full Atk +3 melee (1d6+1/x2, 
  club) or Atk + 2 ranged (1d3, blowgun); Space 5 ft.; 
  Reach 5 ft.; SA turn undead 5/day; SQ spontaneous 
  casting (cure spells); AL NG; SV Fort +5, Ref +1, Will 
  +5; Str 14, Dex 12, Con 14, Int 11, Wis 15, Cha 15
  Skills: Concentration +6, Diplomacy +6, Heal +6, 
  Hide +1, Knowledge (fey) +2*, Listen +2, Move 
  silently +1, Perform (dance) +4, Profession (farmer) 
  +4, Spellcraft +5, Spot +2
  *Includes +2 bonus (Yuchi)
  Feats: Skill focus (concentration), Weapon Focus 
  (club), Weapon Focus (Blowgun)*
  *Yuchi culture bonus
  Languages: Yuchi, Cherokee
  Yontuh was the young apprentice of the late Shatane, 
  the priest of Chisca. Now that Shatane has been 
  killed by haints while defending his community, 
  Yontuh must step into the role, despite his youth and 
  relative lack of experience. He is privately eager to 
  join the PCs on their quest to the caves, but does not 
  want to leave the town without a spiritual leader.
  Yuchi Culture Bonuses: Knowledge (fey) 
  +2, Perform (dance) +2, Profession (farmer) 
  +2; 60% chance of being able to summon 
  2d4 pukwudgee allies, once per week, who 
  will assist and defend the PC for up to one 
  hour; +1 AC bonus and +1 Reﬂex save bonus 
  in forest or mountain terrain; proﬁcient with 
  blowgun, and is treated as if having the 
  Weapon Focus feat for that weapon.
  Appropriate Class Bonuses: The initial 
  attitude of Cherokee  and Yuchi NPCs toward 
  Yontuh is automatically improved by one step; 
  he is  considered to possess see invisibility at 
  will, as a spell-like ability, but the ability is only 
  applied to invisible fey creatures; in addition 
  to the spontaneous casting abilities of other 
  clerics, Yontuh can spontaneously cast the 
  spell bless in place of a prepared spell of the 
  same level or higher.
  Spells: 4/3. As a cleric, Yontuh can cast divine spells. 
  His chosen domains are Healing and Sun. The save 
  DC, where applicable, is 14 + spell level. He normally 
  has the following spells prepared:
  0-Level —detect magic, detect poison, light, mending
  1st Level — cure light wounds, remove fear, shield of 
  faith
  Possessions: blowgun, 20 darts, 3 darts 
  tipped with rattlesnake venom*, club, amulet 
  of natural armor +1, chant of cure light 
  wounds
  *Rattlesnake venom: Injury DC 13, initial 
  damage 1d6 Con, secondary damage 
   sickened for 1d3 days and loss of 1d6 Str; 
  cost 50 gp
  Wetchon
  4th-Level Male Aristocrat, Social Rank 33
  CR 3; SZ M (humanoid); HD 4d8+4; hp 
  25; Init +0; Spd 30 ft.; AC 13 (+3 tattoo of 
  protection), touch 13, ﬂat-footed 13; Base 
  Atk + 3; Grp + 3; Atk +5 melee (1d6+2/x2, +2 
  club); Full Atk +3 melee (1d6+2/x2, +2 club); 
  Space 5 ft.; Reach 5 ft.; SA force majeure; 
  SQ none; AL LN; SV Fort +2, Ref +2*, Will +6; 
  Str 10, Dex 11, Con 12, Int 12, Wis 14, Cha 
  15
  *includes Wolf Ancestry bonus
  Languages: Yuchi, Cherokee, English
  Skills: Bluff +3, Diplomacy +11, Gather 
  Information +4, Intimidate +8, Knowledge 
  (fey) +3*, Knowledge (history) +8, Knowledge 
  (nobility and royalty) + 8, Listen +4**, Move 
  Silently +2**, Perform (dance) +4*, Perform 
  (oratory) +5, Profession (farmer) +4*, Sense 
  Motive +8
  *Includes +2 bonus (Yuchi); ** includes Wolf 
  Ancestry bonus
  Feats: Force Majeure, Negotiator, Weapon 
  Focus (blowgun)*, Wolf Ancestry
  *Yuchi culture bonus
  
  36
  Wetchon is the leader of the Yuchi town of 
  Chisca. He is a man of early middle age, 
  conﬁdent in his authority, and respected by 
  his community for his ability to bring them 
  to consensus on issues affecting them as a 
  whole. Although capable of ﬁghting to defend 
  the town from attack, Wetchon prefers to 
  delegate that duty to his three lieutenants, 
  each of whom are 2nd-level warrior NPCs.
  Yuchi Culture Bonuses: Knowledge (fey) 
  +2, Perform (dance) +2, Profession (farmer) 
  +2; 60% chance of being able to summon 
  2d4 pukwudgee allies, once per week, who 
  will assist and defend the PC for up to one 
  hour; +1 AC bonus and +1 Reﬂex save bonus 
  in forest or mountain terrain; proﬁcient with 
  blowgun, and is treated as if having the 
  Weapon Focus feat for that weapon.
  Force Majeure: Once per day, as a standard 
  action, Wetchon can attempt to induce one 
  of the following two conditions in a single 
  humanoid target within 10 feet; in either case, 
  the target gets a Will save at a DC of 14:
  Frightened: The target ﬂees as well as it can. 
  If unable to ﬂee, the creature may ﬁght. It 
  suffers a –2 morale penalty on attack rolls, 
  checks, and saving throws. A frightened 
  creature can use special abilities, including 
  spells, to ﬂee; indeed, the creature must 
  use such means if they are the only way to 
  escape. The effect lasts for four rounds.
  Held: The target is unable to move. It is 
  helpless. It can perform no physical actions 
  (but it continues to breathe and can take 
  purely mental actions). This effect lasts only 
  as long as you maintain your gaze each 
  round as a standard action, to a maximum of 
  four rounds.
  Possessions: +2 club, potion of eagle’s 
  splendor, +3 tattoo of protection, silver 
  jewelry worth 300 gp
  Chiscan Warriors
  1st-Level Human Warrior, Chiscan, Social Rank 6
  CR 1/2; SZ M (humanoid); HD 1d8+1; hp 8; Init +1 
  (Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 armor), touch 
  11, ﬂat-footed11; Base Atk +1; Grp +2; Atk +2 melee 
  (1d6+1/crit 20/x2, club) or +3 ranged (1d3, blowgun); 
  Full Atk +2 melee (1d6+1/crit 20/x2, club) or +3 
  ranged (1d3, blowgun); Space 5 ft.; Reach 5 ft.; SA 
  none; SQ none; AL any; SV Fort +3, Ref +1, Will +0; 
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
  Skills: Climb +4, Craft (bowmaking) +3, Intimidate +3, 
  Swim +4
  Feats: Toughness, Weapon Focus (blowgun), 
  Proﬁciencies (simple weapons, martial weapons, all 
  armor, all shields)
  Languages: Chiscan
  Possessions: 10 gp, club, blowgun, 50 darts, 3 darts 
  tipped with rattlesnake venom*, small wooden shield
  *Rattlesnake venom: Injury DC 13, initial 
  damage 1d6 Con, secondary damage 
   sickened for 1d3 days and loss of 1d6 Str; 
  cost 50 gp
  THE CAVES:
  Bartolomeo
  4th-level Undead Male Cleric: 
  CR 4; SZ M (humanoid); HD 4d8; hp 19; Init +0; Spd 
  30 ft.; AC 10, touch 10, ﬂat-footed 10; Base Atk + 3; 
  Grp + 3; Atk +3 melee (1d4, 19-20/x2, knife); Atk +3 
  melee (1d4, 19-20/x2, knife); Space 5 ft.; Reach 5 
  ft.; SA none; SQ undead traits, +2 turn resistance, 
  daylight powerlessness; AL CE; SV Fort +4, Ref +1, 
  Will +8; Str 11, Dex 10, Con —, Int 16, Wis  18, Cha 
  14
  Skills: Concentration +7, Diplomacy +9, Heal +11, 
  Knowledge (arcana) +4, Knowledge (geography) +5, 
  Knowledge (nature) +5, Knowledge (religion) +10, 
  Spellcraft +6.
  Feats: Enlarge Spell, Silent Spell, Spell Focus 
  (enchantment)
  Languages: Latin, Espaniard, Cherokee
  Once a promising young Ignatian cleric, Bartolomeo 
  placed his soul into the precious golden cross that 
  he then gave into the keeping of the Chiscans. 
  The resulting spiritual void left him vulnerable to 
  corruption, and he became, like the Hawk of Gold, 
  an undead creature, dwelling in the dark caves, and 
  forbidden, by the terms of his own curse, to ever 
  leave, as long as the cross remained in hallowed 
  ground.
  Bartolomeo has become a corpselike ﬁgure in the 
  shreds of a black robe, belted at the waist with a bit of 
  rope. 
  In combat, he will cast the following spells if he has 
  time to prepare: desecrate, entropic shield. When 
  his foes appear, he will cast bane, then let his haint 
  guards keep the enemy at bay while he attacks them 
  with spiritual weapon and uses his other spells as the 
  
  37
  opportunity arises. Like his undead companion, he 
  will not retreat if attacked in his lair, and ﬁghts until 
  destroyed.
  Spells: 5/5/4. As a cleric, Bartolomeo can cast divine 
  spells. Although when alive, his chosen domains were 
  Good and Law, since the loss of his soul his domains 
  are Destruction and Evil. The save DC, where 
  applicable, is 14 + spell level, except for spells of the 
  Enchantment school, where the save DC is 15 + spell 
  level. He has the following spells prepared:
  0-Level —detect magic, guidance,resistance, virtue 
  (x2)
  1st Level — bane, cause fear, command, entropic 
  shield, inﬂict light wounds
  2nd Level — death knell, desecrate, hold person, 
  spiritual weapon
  Daylight Powerlessness(Ex) Bartolomeo is utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and ﬂees from it.
  Undead: Undead are immune to poison, sleep, 
  paralysis, stunning, disease, death effects, and 
  necromantic effects, and they ignore mind-inﬂuencing 
  effects. Undead are not subject to critical hits, 
  nonlethal damage, ability damage, ability drain, or 
  energy drain. They have no Constitution scores 
  and are therefore immune to any effect requiring a 
  Fortitude save (unless it affects objects). Undead 
  have Darkvision with a range of 60 feet. Negative 
  energy (such as an inﬂict wounds spell) can heal 
  undead creatures. An undead creature is not at risk of 
  death from massive damage, but when reduced to 0 
  hit points or less, it is immediately destroyed. Undead 
  cannot be raised. Resurrection can affect them, but 
  generally fails because theyʼre unwilling to return to 
  life.
  Possessions: knife
  The Hawk of Gold
  6th-Level Undead Male Soldier
  CR 6; SZ M (humanoid); HD 6d10+12; hp 38; Init +0; 
  Spd 25 ft.; AC 19*, touch 10, ﬂat-footed 19*; Base 
  Atk + 6; Grp + 9; Atk +11 melee (1d8+7, 19–20/
  x2, broadsword); Full Atk +11/+6 melee (1d8+7, 
  19–20/x2, broadsword); Space 5 ft.; Reach 5 ft.; SA 
  none; SQ undead traits, +2 turn resistance, daylight 
  powerlessness; AL CE; SV Fort +5, Ref +2, Will +2; 
  Str 17, Dex 10, Con —, Int 14, Wis  10, Cha 15
  *includes +2 shield AC bonus from Fencing feat
  Skills: Appraise +3, Climb +3**, Diplomacy +13*, 
  Handle Animal  +5, Intimidate +13*, Jump –1**, 
  Knowledge (nobility and royalty) + 3, Listen +1, Move 
  Silently –4**, Ride +9, Swim +4**
  *includes +2 bonus from Royal Guard training; ** 
  includes armor check penalty
  Feats: Medium Armor Proﬁciency*, Fencing*, Power 
  Attack, Cleave, Weapon Focus (broadsword), 
  Signature Move (lunge), Blindﬁght**, Weapon 
  Specialization (broadsword)**, Leadership**, 
  *Royal guard bonus feats; **bonus soldier feats
  Languages: Espaniard, Français, English
  In his undead form, the Hawk of Gold appears as 
  the ruined, emaciated form of an armored warrior, 
  with hollow cheeks and a stringy beard. His eyes are 
  terrible to behold, betraying depravity and madness 
  . Having sold his soul in exchange for charismatic 
  power over his men, he has not become a haint, but 
  rather an undead creature, cursed to live forever in 
  the dark beneath the earth.
  In combat, the Hawk of Gold is a formidable 
  swordsman, using his +1 broadsword to employ the 
  following combat tactics:
  Power Attack: If he senses that his opponent is easy 
  to hit, the Hawk of Gold will employ Power Attack. 
  His broadsword damage increases to 1d8+12, but his 
  melee attack bonus is reduced to +6/+1.
  Lunge: This signature fencing move gives his 
  broadsword attack a critical threat range of 17-20/x2, 
  with a penalty of  only –2 to attack, giving him a n 
  attack bonus of +9/+4. If his opponent remains above 
  –1 hit points, he gets a free attack of opportunity 
  against the Hawk of Gold.
  Cleave: The Hawk of Gold likes to position himself in 
  the thick of combat in order to take advantage of his 
  Cleave ability, should he dispatch his foe with a power 
  attack or lunge.
  Daylight Powerlessness (Ex): The Hawk of Gold  
  is utterly powerless in natural sunlight (not merely a 
  daylight spell) and ﬂees from it.
  Undead: Undead are immune to poison, sleep, 
  paralysis, stunning, disease, death effects, and 
  necromantic effects, and they ignore mind-inﬂuencing 
  effects. Undead are not subject to critical hits, 
  nonlethal damage, ability damage, ability drain, or 
  energy drain. They have no Constitution scores 
  and are therefore immune to any effect requiring a 
  Fortitude save (unless it affects objects). Undead 
  have Darkvision with a range of 60 feet. Negative 
  energy (such as an inﬂict wounds spell) can heal 
  undead creatures. An undead creature is not at risk of 
  death from massive damage, but when reduced to 0 
  hit points or less, it is immediately destroyed. Undead 
  cannot be raised. Resurrection can affect them, but 
  generally fails because theyʼre unwilling to return to 
  
  38
  life.
  Possessions: +1 broadsword , cuirass with 
  tassets, a  diamond ring in a gold setting (500 
  gp), and another 1,000 gp in century-old gold 
  coins.
  Bat Swarm
  Diminutive Animal Swarm
  CR 1; SZ Diminutive; HD 3d8; 16 hp; Init +2 
  (Dex); Spd 5 ft, ﬂy 40 ft. (good).; AC 16 (+4 
  size, +2 Dex), touch 14, ﬂat-footed 12; Base 
  Atk + 2; Grp —; Atk swarm (1d6); Full Atk 
  swarm (1d6); Space 10 ft.; Reach 0 ft.; SA 
  distraction, wounding; SQ blindsense 20 ft., 
  half damage from slashing and piercing, low-
  light vision, swarm traits; AL  N; SV Fort +3, 
  Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, 
  Wis 14, Cha 4
  Skills: Listen +11, Spot +11
  Feats: Alertness, Lightning Reﬂexes
  Combat
  A bat swarm seeks to surround and attack any warm-
  blooded prey it encounters. The swarm deals 1d6 
  points of damage to any creature whose space it 
  occupies at the end of its move.
  Distraction (Ex): Any living creature that begins its 
  turn with a swarm in its space must succeed on a DC 
  11 Fortitude save or be nauseated for 1 round. The 
  save DC is Constitution-based.
  Wounding (Ex): Any living creature damaged by a bat 
  swarm continues to bleed, losing 1 hit point per round 
  thereafter. Multiple wounds do not result in cumulative 
  bleeding loss. The bleeding can be stopped by a DC 
  10 Heal check or the application of a cure spell or 
  some other healing magic.
  Blindsense (Ex): A bat swarm notices and locates 
  creatures within 20 feet. Opponents still have total 
  concealment against the bat swarm (but swarm 
  attacks ignore concealment).
  A bat swarm has a +4 racial bonus on Listen and 
  Spot checks. These bonuses are lost if its blindsense 
  negated
  Centipede Swarm
  Diminutive Animal Swarm
  CR 4; SZ Diminutive; HD 9d8–9; 31 hp; Init 
  +4 (Dex); Spd 20 ft., climb 20 ft..; AC 18 (+4 
  size, +4 Dex), touch 18, ﬂat-footed 14; Base 
  Atk + 6; Grp —; Atk swarm (2d6 + poison); 
  Full Atk swarm (2d6 + poison); Space 10 
  ft.; Reach 0 ft.; SA distraction, poison; SQ 
  darkvision 60 ft., immune to weapon damage, 
  swarm traits, tremorsense; AL  N; SV Fort +5, 
  Ref +7, Will +3; Str 1, Dex 19, Con 8, Int 0, 
  Wis 10, Cha 2
  Skills: Climb +12, Spot +4
  Feats: Weapon Finesse
  Combat
  A centipede swarm seeks to surround and attack any 
  living prey it encounters. A swarm deals 2d6 points of 
  damage to any creature whose space it occupies at 
  the end of its move.
  Distraction (Ex): Any living creature that begins 
  its turn with a centipede swarm in its space must 
  succeed on a DC 13 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage 1d4 Dex. The save DC is 
  Constitution-based.
  A centipede swarm has a +4 racial bonus on Spot 
  checks and a +8 racial bonus on Climb checks, and 
  uses its Dexterity modiﬁer instead of its Strength 
  modiﬁer for Climb checks. A centipede swarm has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened
  Dog
  Small Animal
  CR 1/3; SZ Small; HD 1d8+2; 6 hp; Init +3 
  (Dex); Spd 40 ft.; AC 15 (+1 size, +3 Dex, +1 
  natural), touch 14, ﬂat-footed 12; Base Atk + 
  0; Grp –3; Atk +2 melee (1d4+1, bite); Full Atk 
  +2 melee (1d4+1, bite); Space 5 ft.; Reach  5 
  ft.; SA none; SQ low-light vision, scent; AL  N; 
  SV Fort +4, Ref +5, Will +1; Str 13, Dex 17, 
  Con 15, Int 2, Wis 12, Cha 6
  Skills: Jump +7, Listen +5, Spot +5, Survival +1
  Feats: Alertness, Track
  
  39
  Giant Rattlesnake
  Large Animal
  CR  2; SZ Large; HD 3d8; 13 hp; Init +7 (+3 
  Dex, +4 Improved Initiative); Spd 20 ft., climb 
  20 ft., swim 20 ft.; AC 15 (–1 size, +3 Dex, +3 
  natural), touch 12, ﬂat-footed 12; Base Atk + 
  2; Grp +6; Atk +4 melee (1d4 + poision, bite); 
  Full Atk +4 melee (1d4 + poison, bite); Space 
  10 ft.; Reach  5 ft.; SA poison; SQ scent; AL  
  N; SV Fort +3, Ref +6, Will +2; Str 10, Dex 
  17, Con 11, Int 1, Wis 12, Cha 2
  Skills: Balance +11, Climb +11, Hide +8, Listen +5, 
  Spot +6, Swim +8
  Feats: Improved Initiative, Weapon Finesse
  Poison (Ex): Fortitude DC 11, initial and 
  secondary damage 1d6 Con.
  Haints
  Medium Monstrous Humanoid (Chaotic, Evil)
  CR 1; SZ M (humanoid); HD 1d8+4; 8 hp; 
  Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +2 
  leather armor, +1 natural armor), touch 11, 
  ﬂat-footed 13; Base Atk + 1; Grp + 4; Atk +4 
  melee (1d4+3, 19–20/x2, knife) or +4 melee 
  (1d6+3, 20/x3, handaxe); Full Atk +4 melee 
  (1d4+3, 19–20/x2, knife) or +4 melee (1d6+3, 
  20/x3, handaxe); Space 5 ft.; Reach 5 ft.; 
  SA sneak attack +1d6; SQ darkvision 60 ft., 
  Spell-like Abilities; AL CE; SV Fort +3, Ref +1, 
  Will +2; Str 17, Dex 13, Con 11, Int 10, Wis 
  10, Cha 5
  Skills: Hide +4, Intimidate +1, Listen +2, Move 
  Silently +5, Sleight of Hand +4, Spot +4
  Feats: Toughness
  Possessions: leather armor, knife, handaxe
  Spell-like Abilities (Sp): A haint can cast knock three 
  times per day. This ability functions as if cast by a  
  3rd-level sorcerer.
  Monstrous Spider, Medium
  Medium Vermin
  CR 1; SZ M HD 2d8+2; 11 hp; Init +3 (Dex); 
  Spd 30 ft. climb 20 ft.; AC 14 (+3 Dex, +1 
  natural armor), touch 13, ﬂat-footed 11; Base 
  Atk + 1; Grp + 1; Atk +4 melee (1d6, poison, 
  bite); Atk +4 melee (1d6, poison, bite); 
  Space 5 ft.; Reach 5 ft.; SA poison, web; SQ 
  Darkvision 60 ft, tremorsense 60 ft., vermin 
  traits; AL N; SV Fort +4, Ref +3, Will +0; Str 
  11, Dex 17, Con 12, Int 0, Wis 10, Cha 2
  Skills: Climb +11, Hide +7, Jump +0, Spot +4
  Feats: Weapon Finesse
  Poison (Ex): Fortitude DC 12, 1d4 Strength.
  Web (Ex): Escape Artist DC 12, Break DC 16, 
  6 hp
  Tremorsense (Ex): A monstrous spider can 
  detect and pinpoint any creature or object 
  within 60 feet in contact with the ground, or 
  within any range in contact with the spiderʼs 
  webs.
  PREGENERATED 
  CHARACTERS:
  The following section includes four pregenerated 
  characters, each representing a new core class 
  and culture from Northern Crown: New World 
  Adventures. They have been selected to balance 
  one another’s abilities. With the addition of 
  the NPC cleric, Yontuh, they make an ideal 
  set of heroes for battling the Hawk of Gold, 
  Bartolomeo, and their monstrous haints.
  Each Pregenerated character appears on its own 
  page for ease of printing.
  
  40
  Ned Black
  2nd-Level Male Natural Philosopher, Carolingian, 
  Social Rank 15
  CR 2; SZ M (humanoid); HD 2d4+2; hp 9; Init +1; 
  Spd 30 ft.; AC 12, touch 12, ﬂat-footed 10; Base 
  Atk + 1; Grp + 1; Atk +1 melee (1d8, 19–20/x2, 
  broadsword); Full Atk +1 melee (1d8, 19–20/x2, 
  broadsword); Space 5 ft.; Reach 5 ft.; SA none; SQ 
  natural philosopher phenomena, psionic powers, spell 
  resistance 2; AL LN; SV Fort +0, Ref +2, Will +5; Str 
  10, Dex 14, Con 12, Int 17, Wis  15, Cha 16
  Skills: Decipher Script +5, Diplomacy +7, Disable 
  Device +5, Handle Animal +5*,Heal +8,  Knowledge 
  (dungeoneering) +8, Knowledge (geography) +8, 
  Knowledge (nature) +8, Knowledge (nobility and 
  royalty) +5*, Knowledge (science) +8, Ride +2*, 
  Spellcraft +4
  *includes Carolingian culture bonuses.
  Feats: Evil Eye, Science Specialization (Mentalism)
  Languages: English, Français, Cherokee, Spanish, 
  Shawnee
  Carolingian Natural Philosopher: Handle Animal 
  +1, Ride +2, Knowledge (nobility and royalty) +2. 
  Ned is treated as being proﬁcient in broadsword and 
  saber, and is treated as having the Weapon Focus 
  feat for those weapons.
  Ned Black is the son of a well-to-do 
  merchant from the Carolingian port of Port 
  Royal in the Carib Sea. His mother was a 
  Kelt witch, and he seems to have inherited 
  her folk knack. After studying natural 
  philosophy in Charles Town, the Carolingian 
  capital, Ned accepted a position with the 
  Royal Society of Natural Philosophy of 
  Carolingia as a frontier cartographer, which 
  also allows him to pursue his passion of 
  studying anc classifying the natural world. 
  He has come to Chisca to sketch the town, 
  introduce himself to the town leader, and 
  present a letter of friendship from the Royal 
  Society explaning his credentials. 
  Natural Philosopher Abilities: As a natural 
  philosopher, Ned has one degree in Matter and one 
  degree in Mentalism, spell resistance 2, phenomena, 
  and one or two apparati. See Northern Crown: 
  New World Adventures for full descriptions of these 
  abilities.
  Phenomena: (4/3) Ned can create natural 
  philosopher phenomena from the following sciences:
  Matter and Mentalism. The save DC for his 
  phenomena, where applicable, is 13 + spell level, 
  except for Mentalism phenomena, which have a save 
  DC of 15 because of the +2 bonus derived from the 
  Science Specialization feat.
  Ned has access to the following natural philosopher 
  phenomena:
  0 Level — Matter: acid splash, create water, mending, 
  ray of frost. Mentalism: daze, lullaby, mage hand.
  1st Level — Matter: detect secret doors, endure 
  elements, enlarge person, obscuring mist, produce 
  ﬂame, pyrotechnics, reduce person. Mentalism: cause 
  fear, command, comprehend languages, confusion, 
  lesser; hypnotism, remove fear, sleep, unseen servant.
  Psionics: Nedʼs Evil Eye feat allows him  access to 
  a limited number of psionic abilities. Power points per 
  day: 3; power level: 1st. 
  0 Level — daze, distract, elfsight
  1st Level — charm person, demoralize, disable, 
  steadfast gaze
  Possessions: Broadsword, galvanic lantern, 
  2 doses of healing salve, sympathetic fork, 
  mesmeric cap, light horse, pack saddle, 
  saddlebags, backpack, tent, waterskin, 
  silk rope (50 ft.), ink, inkpen, 20 sheets of 
  parchment, 200 gp
  NPC Servant: Ned travels in the company 
  of young Jack Collins, his servant. Jack is a 
  fearless young 15-year-old with a  quick mind 
  and a growing interest in natural philosophy. 
  Jack is willing to follow Ned anywhere, and 
  is often a little foolhardy, getting himself into 
  scrapes that require all of Nedʼs diplomatic 
  skills to resolve. He is a 1st-level commoner.
  Abbreviated Stats: 5 hp, BAB +0, Fort +1, Ref +2, Will 
  –1, Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 9.
  
  41
  Tuksi
  2nd-Level Male Raider, Cherokee, Social Rank 12
  CR 2; SZ M (humanoid); HD 2d12+6; hp 25; Init +1; 
  Spd 40 ft.; AC 14*, touch 12, ﬂat-footed 13; Base Atk 
  + 2; Grp + 6; Atk +6 melee (1d6+4, x2, club) or +4 
  ranged (1d3, blowgun); Full Atk +6 melee (1d6+4, x2, 
  club) or +2/+2 ranged (1d3, blowgun); Space 5 ft.; 
  Reach 5 ft.; SA none; SQ raider class abilities; AL CG; 
  SV Fort +6, Ref +5*, Will –1; Str 18, Dex 12, Con 16, 
  Int 10, Wis  9, Cha 12
  *include Cherokee culture bonuses for forest and 
  mountain terrain
  Skills:Climb +4, Craft (weaponsmithing) +0, Hide 
  +6, Intimidate +4, Knowledge (geography)  +3, 
  Knowledge (nature) +3, Listen –1, Move Silently +5, 
  Search +0, Spot +4, Swim +4, Use Rope +1
  Feats: Power Attack, Cleave
  Languages: Cherokee, English
  Cherokee Raider: Knowledge (fey) +2, Perform 
  (dance) +2, Profession (farmer) +2; +1 AC bonus and 
  a +1 Reﬂex save bonus in forest or mountain terrain; 
  can attempt to summon 2d4 pukwudgee allies, once 
  per week, who will assist and Tuksi for up to one 
  hour. The chance of summoning these allies is 60%. 
  Pukwudgee are described in the Monsters chapter 
  of the Northern Crown: Gazetteer.  Tuksi is treated 
  as being proﬁcient in the blowgun, and is treated as 
  having the Weapon Focus feat for this weapon.
  Cherokee raiders are treated as having the Far 
  Shot and Rapid Shot feats when using a blowgun; 
  Cherokee raiders gain a +2 bonus to Knowledge 
  (nature) skill checks.
  Tuksi, whose clan owes a debt to the Yuchi 
  for healing one of his family members, has 
  come to Chisca to offer his services as a 
  bodyguard to Wetchon, the Yuchi leader.
  Raider Abilities: Fast movement; rage 1/day, 
  illiteracy, Endurance, uncanny dodge.
  Possessions: 10 blowgun darts tipped with 
  rattlesnake venom*, 30 blowgun darts, club, 
  turtle shield, woven reed backpack, gourd 
  ﬂask, belt pouch, 4 daysʼ trail rations, woven 
  sleeping mat, waterskin
  *Rattlesnake venom: Injury DC 13, initial 
  damage 1d6 Con, secondary damage 
   sickened for 1d3 days and loss of 1d6 Str; 
  cost 50 gp
  
  42
  Isobel Alcazar y Torres
  2nd-Level Female Agent, Espaniard, Social Rank 
  17
  CR 2; SZ M (humanoid); HD 2d6+2; hp 13; Init +4; 
  Spd 30 ft.; AC 15, touch 15, ﬂat-footed 12; Base Atk 
  + 1; Grp + 3; Atk +5 melee (2d6+4, 19-20/x2, long 
  rapier) or +5 ranged (1d8, 18-20/x2, wheellock belt 
  pistol); Full Atk +5 melee (2d6+4, 19-20/x2, long 
  rapier) or  +5 ranged (1d8, 18-20/x2, wheellock belt 
  pistol); Space 5 ft.; Reach 5 ft.; SA sneak attack +1d6; 
  SQ agent class abilities; AL CG; SV Fort +1, Ref +5, 
  Will +3; Str 14, Dex 18, Con 12, Int 12, Wis  10, Cha 
  16
  Skills: Balance +4, Bluff +5, Climb +2, Decipher 
  Script +1, Diplomacy +3, Disable Device +1, Escape 
  Artist +9, Forgery +1, Gather Information +3, Hide 
  +9, Knowledge (nobility and royalty) +1, Knowledge 
  (religion) +1, Listen +5, Move Silently +9, Open Lock 
  +4, Perform (sing) +6, Perform (dance) +6, Profession 
  (gambler) +3, Search +5, Sense Motive +8, Sleight of 
  Hand +9, Spot +2, Tumble +7
  *includes Skill Focus from Espaniard Agent abilities.
  Feats: Fencing, Guns
  Languages: Espaniard, English
  Espaniard Agent: Proﬁcient in long rapier, treated as 
  if possessing the Weapon Focus feat for that weapon, 
  and can use as one-handed weapon; +1 attack bonus 
  against Albians, Buccaneers, Nederlanders, and 
  Witchlings.
  Espaniard agents gain Knowledge (religion) and 
  Knowledge (nobility and royalty) as class skills; Skill 
  Focus as a free feat at 1st level, and can apply it to 
  any single class skill.
  Isobel, daughter of a midlevel bureaucrat 
  from an aristocratic family in Nueva España, 
  used her motherʼs court inﬂuence to secure 
  a position in the Imperial conﬁdential service. 
  Using the cover story of being a traveling 
  songstress and cardplayer, she has been 
  gathering information about the frontier, 
  looking for evidence of military strength in 
  this area.
  Agent Abilities: Insight +2 AC bonus, slip away, 
  sneak attack +1d6/30 ft., uncanny dodge.
  Possessions: masterwork long rapier, 2 wheellock 
  belt pistols, 12 powder ﬂasks, bullet bag with 
  50 bullets, potion of cure light wounds, potion 
  of neutralize poison, light horse, riding saddle, 
  saddlebags, 300 gp
  NPC Servant: Isobel is accompanied by Anna, 
  her maidservant, who travels under cover of being 
  Isobelʼs younger sister. Anna is a 1st-level commoner 
  blessed with more common sense than Isobel, who 
  will not accompany her mistress into harmʼs way, but 
  otherwise is a loyal employee.
  Abbreviated Stats: 4 hp, BAB +0, Fort +0, Ref +0, Will 
  +3, Str 10, Dex 10, Con 11, Int 12, Wis 17, Cha 7.
  
  43
  Pahkotasisqui 
  2nd-Level Female scout, Shawnee, Social Rank 12
  CR 2; SZ M (humanoid); HD 2d10+4; hp 22; Init +3; 
  Spd 30 ft.; AC 13, touch 13, ﬂat-footed 10; Base Atk 
  + 2; Grp + 5; Atk +7 melee (1d6+3, x2, masterwork 
  throwing axe) or +7 ranged (1d6+3, x2, masterwork 
  throwing axe)  or +5 ranged (1d12, 17-20/x2, 
  snaphance musket); Full Atk +5/+5 melee (1d6+3, x2, 
  masterwork throwing axe) or +6 ranged (1d6+3, x2, 
  masterwork throwing axe)  or +5 ranged (1d12, 17-
  20/x2, snaphance musket); Space 5 ft.; Reach 5 ft.; 
  SA none; SQ scout class abilities; AL NG; SV Fort +5, 
  Ref +6, Will +1; Str 16, Dex 16, Con 14, Int 10, Wis  
  12, Cha 10
  Skills: Climb +5, Craft (trapmaking) +2, Diplomacy 
  +2,  Handle Animal +1, Heal +4, Hide +5, Jump +3, 
  Knowledge (geography) +3, Knowledge (nature) +4, 
  Listen +5, Move Silently +5, Search +0, Sense Motive 
  +2, Spot +5, Survival +5, Swim +7, Use Rope +3.
  Feats: Guns, Negotiator, Two-Weapon Fighting, 
  Weapon Focus (throwing axe)
  Languages: Shawnee, English
  Shawnee Scout: Survival  +1; +1 AC bonus and a 
  +1 Reﬂex save bonus in forest terrain;  gain Heal as 
  a class skill, and receive a +2 bonus to Heal checks 
  when attempting ﬁrst aid or long-term care;  proﬁcient 
  in longbow and treated as having Weapon Focus in 
  that weapon; pawawka stone allows access to one of 
  the following powers each day:
  • Give the PC the detect evil paladin class ability for 1 
  round per character level of the PC
  • Give the PC a +4 to a single saving throw against 
  fear
  • Bestow the effects of a doom spell on one enemy of 
  the PCʼs choice, for 1 minute
  If the PCʼs hit points fall below 0, there is a 4% 
  chance that a celestial bison will appear to defend the 
  PC for two rounds.
  Shawnee scouts gain Diplomacy and Sense Motive 
  as class skills. They receive Negotiator as a free feat 
  at 1st level.
  Pahkotasisqui (“paw-KOH-ta-SIS-kwee”) is 
  a young wanderer from the Hathawekela 
  subdivision of the Shawnee. She has come 
  to Chisca after receiving a  vision that an 
  ancient evil would arise here, and that 
  Moneto, the Master of Life, had asked her to 
  face this peril.
  Scout Abilities: Concealment +10, recon, track, 
  Wildshield +1, combat style (two-weapon ﬁghting 
  variant), quiet movement, wild empathy
  Possessions: pawawka stone, snaphance 
  musket, 12 powder ﬂasks, bullet bag with 20 
  bullets, two masterwork throwing axes, knife, 
  blanket, back pack, belt pouch, waterskin
  
SOURCE: textdata/thevault/Northern Crown/Northern Crown The Caves of Chisca.pdf