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Rogue Island

A Pathfinder adventure for 1st or 2nd level characters


in the Sea of Stars
By Sean Holland

Learn more about the Sea of Stars at: http://www.sea-of-stars-rpg.com


Please Support the Sea of Stars Campaign Setting Kickstarter
Art by Anghel Irina (http://anirbrokenear.deviantart.com/)
Island Map by Octavius / Temple Map by Laura Heilman
Play-testers: Benjamin Baugh, Tye Boynton, Howard Brandon, Austin Gandy, James
Gibson, Laura Heilman, Jake Maas, Tom Michaud and Marcus Willis. Thank you for your
patience and feedback.
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Welcome to the Sea of Stars!


This has been my campaign world for around a decade now and it is based around the
idea (shamelessly stolen from Gene Roddenberry) of Infinite Diversity in Infinite Combination,
anything you want is out there, somewhere, in the Sea of Stars. Magical technology, flying ships,
animal people, any culture under the Sun, and -of course- dragons all have their place here in the
Sea of Stars under the uncaring but watchful eye of the Draconic Imperium.
The basic idea is a world shattered, imagine the world as a sheet of glass and then drop
that sheet of glass . . . that is the Sea of Stars. Islands of all shapes and sizes -from just large
enough for a single tree to grow to entire continents- floating in space, below are stars and above
are stars, at least when the Sun is not shining. It is a consciously high magic setting with floating
castles, flying ships, talking cats, captive gods and dragons. Myth and magic intertwine in the
Sea of Stars as heroes and venturers seek their fortune while dragons play games of power and
politics. There are lost ruins, secret communities and other mysteries to be explored, tombs to
raids, quests to undertake, princes to rescue and evils to overthrow, the scope can be as epic as
you wish.
It is a world where the dragons rule, having slain the majority of the gods in a sudden war
over a millennia ago. While, technically, everything is controlled by the dragons, they are
playing high order games of magic and politics, but their interests are above that of most of those
they rule so as long as taxes are paid and the dragons are allowed to go about their business, they
ignore the activities of others. It is a simple fact that the majority of people in the Sea of Stars
will never see a dragon (unless they live in the Capital or have a particularly active ruler).
This adventure is designed as a short introduction to the Sea of Stars and some of the
themes of the world as well as providing a solid starting point for continuing adventures.
Enjoy and remember . . . here abide dragons!

Design Philosophy
This adventure is designed as a small sandbox / exploration module to introduce the Sea
of Stars setting to players (and Game Masters). The adventure will move at the pace by which
the players explore the island and the GM chooses to have certain key events happen, shape it to
suit your groups style of play.
Much of how it plays out depends on player action and interaction with the things on the
island, the basics of the situation are set up but it will be up to each GM to shape the adventure to
the actions of the players and the internal logic of the situation.
But most of all, have fun.

PS- The Sea of Stars is a silver-based economy, so one silver here equals the value of one
gold in the standard Pathfinder setter. Adjust as needed to suit your campaign.

Adventure Introduction
There are two main ways to travel the Sea of Stars: Skyships, which fly, and Starships,
that travel the space between the stars as if it was water. The situation is better suited to a group
traveling by starship but can be adapted for skyship.
The basic structure is that the characters are traveling by ship when weather -or other
circumstances- causes their ship to run aground on a small rogue island. A rogue island is a
fragment of the world that is wandering, untethered and unowned. Such islands are valuable
finds as they can be claimed and sold, and sometimes they contain valuables lost from earlier
eras.
Suggested initial scene:
The characters are aboard a starship traveling from here to there, everything has been
uneventful so far. When a sudden squall whips winds and rain around the ship obscuring
visibility, but the captain and crew are unconcerned, the chance of encountering another ship are
vanishingly small and it is leagues to go before they reach another island. Then the lookout cries
warning and commands are shouted, it is too late, they cannot avoid the rogue island, but the
crash into it is survivable. However, the ship will be grounded until the storm passes and repairs
can be made.
If any of the characters have useful ship handling skills or helpful abilities, this would be
a great time to give them a chance to use those skills and abilities to lessen (but not avoid
entirely) the damage from the impact.
A ship for your use:
The Stellar Dolphin is a three-masted merchant ship made of Cirras wood, a dark wood
with violet veining used for starships, it is well maintained and has new sails. It flies the green
and white pennant of the Mint-Silver Trading Consortium which the captain and crew are
members of, some of them wear striped white and green scarves as well.
The Stellar Dolphin is captained by Illissis Starrose, is a half-elven sailor of many years
experience. She will recognize the opportunity that a rogue island presents and will explain it to
the characters with the understanding that she and her crew will get a share. Her priority is the
repairs to the ship and the safety of her crew, passengers and cargo, the island is valuable but
only if they can get off the island and report its location to the Imperial Registry before anyone
else can.
The squall should pass soon after the ship is grounded as no one likes to explore in the
rain. Revealing the edges of the rogue island in a gradually receding fog. It may be best to have
the fog linger in the center of the island, obscuring the temple, to encourage the exploration of
the grounds first.

First impressions of the island:


The area to around where the ship beached is overgrown with a riot of greenery but the
remnants of order remain, the shadows of ancient paths, the groupings, now intertwined, of
various plants. It seems as if this section was once a formal garden but one that had been
unattended for ages untold.
The island has a very slight tilt but this will only be noticeable on a large and smooth area
or to those that have an exceptional sense of balance. So, think about giving this insight to the
cat-footed rogue or the observant wizard, as it will make them feel good though it is unlikely to
have any major game effect.
The Gardens
The gardens are wild and overgrown with only the shadow of paths to guide one through
them, they were once laid out in circular arcs pierced by straight paths forming a pattern similar
to a spoked wheel. At the center is a domed building that should emerge from the fog with a ray
of sunlight illuminating the white stone of its construction.
Beyond the formal section, comprising mostly flowers and ornamental plants, other
sections of the garden include medicinal and cooking herbs and even a small vegetable patch, all
of which have run riot and overgrown. Characters with skills in Healing or Knowledge Nature
will recognize many of these and realize that properly managed, these sources of food on the
island is quite capable of sustaining a small number of people nearly indefinitely.
Things in the Garden:
Chameleon Constrictors, these large snakes are the primary predator of the garden rabbits
without which the rabbits would have overrun the garden and devoured everything. They see
anything in the garden as a potential meal and do not, initially, recognize the danger that the
characters pose to them. If one of the characters wonder off, a constrictor will attempt to make a
meal of them.
A constrictor is very difficult to spot when it is moving through the undergrowth as it
shifts to match it surrounding. Characters are likely to hear the constrictors before seeing them
and the echoing sound of the snakes moving through the plants may prove to unnerving.
Reed-eared Rabbits, these rabbits are everywhere in the garden and they grow to
considerable size (up to 18 pounds/8.1kg), there ears look much like the reed grass that is
ubiquitous on the island. Their coloration is scattered browns with an occasional white patch
that blends in remarkable well with the vegetation. Combined with their ability to run, they are
very difficult to catch.
They have no immediate fear of people as such, but big things moving around still scare
them. The characters will likely hear them moving through the undergrowth before seeing one
and they would work well for the classic cat in the closet scare before having a chameleon
constrictor try to eat someone.

Clogged Fountain, a beautiful circular fountain with a obelisk rising from the center, the
rim of the fountain is wide enough to sit comfortable on and an ascending sequence of numbers
is carved into one half of the rim. It once served as a massive sundial in the age before the
Sundering, it no longer does so, the alignment being entirely off. The fountain itself is filled with
water lilies in a riot of colors, the flowers and their leaves cover all of the surface of the water.
There is indication that some sort of animal (the rabbits) occasionally come here for water.
The lilies and their leaves are edible if not overly nutritious, the flowers stain anything
that comes into contact with them the same color that they are and if eaten directly from the
fountain, the consumers skin will take on the tint of that color for 1d3 days afterward. The color
staining effect only last for a few minutes once they are removed from the fountain, the color
slowly leaching from the flowers until they are a plain white. The water under the lilies is
entirely pure and drinkable.
The Ever-fruiting Tree, in a circle of its own is a large apple tree, a low (foot and a
half/half metre tall) fence made of bronze wire that has turned a dark green with age surrounds it.
(There is three pounds/1.35kg of bronze worth around 12 silver if someone wishes to loot it, but
it will come with a minor curse that any fruit they handle will start to rot immediately.)
The tree bears a wide variety of apples, green, red and yellow, eating and cider, all ready
to be eaten or otherwise used. The first apple picked after each dawn, if eaten before dusk, heals
1d4 points of damage, provides nourishment as if it were a normal meal for a Medium creature,
and give the consumer a +1 sacred bonus to Fortitude saves for the first hour after eating.
The tree produces 20 pounds/9kg of ripe apples, each day, divided roughly evenly
between eating and cider apples.
Watchful Statues, there are twelve statues, all of humans in a life-like scale, six in goldveined white marble and six in black veined white marble on 3 foot/1m tall pedestals. They are
evenly spaced around the temple alternating gold and black veined statue.

The gold-veined marble statues are champions of the Sun:


Two male athletes, one with a discus, the other a runner.
Two male warriors, one with long sword and round shield, one with a bow.
One male and one female orator.
Their equipment is made of magical, untarnishing, bronze that is as strong as iron.

The black-veined statues are champions of the Moon:


Two female wonder workers, one with wand and one with a hand loom.
A female dancer with hand cymbals and male dancer.
A female scholar with a (symbolic) book and male scholar with a (symbolic) scroll.
Their equipment is made of magical tin that looks, at first glance, much like silver. The
symbolic items are non-functioning representations of said items.

The statues were originally able to animate as guardians but the magic has faded over the
ages, now they can only watch unless attacked or stolen from, in which case they will use their
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last reserves to defend themselves and their symbols. They can be seen to occasionally shift to
watch the characters as they move around the garden.
If approached in a polite manner, especially by one bearing symbols of the Moon or Sun,
they may direct the characters to the various places with subtle gestures. However, they will only
direct those who seem to be followers of the Sun or Moon to the temple.
Note that the statues are very difficult to destroy, not spectacular in the offense side, but
still dangerous. A groups best bet for dealing with they is waiting for the statue to run out of
magical charge. If the characters are getting their clocks cleaned by a statue (which they
probably deserve for provoking it, but . . .) it should probably be pointed out to them that the
statue is slowing down.
Outbuildings:
The Baths, the bathhouse is on the edge of the island and parts of it have fallen away. It is
made of white marble with a tiled roof that is showing some wear. A corroded openwork bronze
door hangs off its hinges impeding but not stopping entrance.
Inside there is water staining from rain on the walls. A circular frigidarium (cold bath) is
still fed by some source that supplies the fountain and pours off into the tepidarium (warm bath)
and then off the side of the island as the tepidarium is now open to the air as part of it was
sheared away when the island was sundered. The frigidarium has a mosaic of the full moon
among the clouds at the bottom of it but the tepidarium mosaic has mostly been washed away
and that which remains is so badly stained that it is no longer understandable.
While the water has a slight mineral tang to it (which the fountain water does not) it is
entirely safe for drinking, though the rabbits keep away from the baths for some reason.
The Cidery, a small stone shed with a roof of thatch that has been colonized by wild
flowers (and remains quite solid despite all that). In the yard outside is a rotary press for
crushing apples, which is a round trough and a round stone on a pivot that would be rotated
around to crush the apples.
Inside the shed are slatted wood rack, rough cloths made of horse hair, clay jugs (most
broken, some intact) and bins for the storage of apples (but no apples). Everything is surprisingly
clean and in good repair, a residue of preserving magic laid into them in ages past. With little
work, the cidery could be put back into production (though you need about 20 pounds/9kg of
apples to make one gallon/3.8l of cider).
Guest House, this building is a bit worse for wear but still structurally sound, it is a low
stone building with gaps under the eves to let light and air in. The tile roof has begun to crack
and some of the tiles are missing but the water has not caused serious damage to the interior yet.
There are simple wooded doors, lacking locks, at both front and back, inside in a large
common room with a large fireplace taking up most of the space and three small privatish rooms
(they have frayed curtains that separate them from the main room). The furniture, tables, chairs,
beds, are now only fit for firewood but the copper cooking pots are still usable, though they need
to be cleaned. A capped hole opens into fresh water from the spring, though there is no bucket to
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retrieve the water with.


There is a small privy out back with two seats and running water (coming from the same
source as the bath water) to whisk away the waste. Cold but efficient.
The Temple
The first sight of the temple will almost certainly be its dome rising above the last of the
mists. The dome is white marble that retains its polished brightness, glowing a pure white when
the suns rays play upon it. The building itself is clad in white marble which seems to have
survived unweathered through the ages, none of the vines have encroached upon it, the garden
bends away from the temple, almost in respect.
The windows of the temple are high and covered with a lattice-work of brass strips. The
base of the dome is pierced with small windows and there is an oculus, that is the center of the
dome is open to the sky (however that is not obvious from outside the temple).
The temples steps do show signs of wear and weathering and seem much older than the
rest of the structure (this is because the protective magic on the stairs was already weakened by
use and has since failed).
The interior of the temple is also marble, white walls and ceilings and black-veined
marble for the floor. There are bright colors painted running along the top of the walls,
alternating red, orange and gold for the Sun with blue, violet and silver for the Moon.
Inside the temple proper (rooms 2-8), clerics and oracles of the Moon or Sun gain a +1
morale bonus to Will saves and cast spells at one caster level higher; while clerics, oracles or
sorcerers of the Draconic cult or bloodline feel uneasy and suffer a -1 morale penalty to Will
saves and skill checks.
1. Portico
While open with a colonnade, there is a sense of stillness here. Running along the
interior above the column is a mosaic showing the fifteen images of the sun, running from
sunrise on the left through out the day, with noon in the middle, and ending with sunset on the
right. None of which should make any sense to someone raised in the Sea of Stars who has never
seen a sunrise or sunset.
Above the entrance to the temple is a mosaic showing twenty-five moon phases,
beginning with waxing crescent moon, three full moons in the center, and ending with waning
crescent moon. Again, this should seem very odd to the characters, having never seen more than
a crescent moon and never in any sort of pattern.
2. Main Entrance
This is the main route into the temple, for most worshipers, and consists of a open
archway. Magical runes will glow bathing the doorway in blue light when someone enters the
temple without speaking a brief prayer to the Moon or Sun or both before crossing the threshold.
It causes no harm, but does alert the Lune that someone is approaching (it was originally a way
for the priests and priestesses to know when worshipers arrive, either by hearing their prayers or
the magical alert).
On either side of the doorway are hooks for cloaks, a very threadbare and faded blue
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cloak hangs off of one of them. Two couches with wooden frames carved with geometric
patterns, placed one against each wall, the cushions have faded with the years and are slightly
dusty. A lost copper coin and a wooden comb can be found among the cushions for those
diligent enough to search.
3. Moon Acolyte Entrance
This entrance has a door of black-dyed wood set with a disk of polished tin at eye level.
It is locked (DC 20 to open) and set with the same sort of wards as the main entrance except that
only prayers to the Moon work to avoid them.
Inside is a row of hooks for cloaks to the immediate right of the door. There is a marble
topped ebony table, on top of which is a pewter ewer and basin (worth 15 silver as a set, 6 each),
and two stools made of cane. Next to the door into the main temple, also of black dyed wood but
lacking a lock and wards, to the right is a row of hooks from which hangs a midnight blue formal
robe cut for a small adult, in an inner pocket is a carefully wrapped cone of incense that maintain
a hint of its original scent.
Aluen, the templebound lune.
These beings are now so rare as to be almost unknown in the Sea of Stars, a lune is a
elemental composed of moonlight and the magical essence of the Moon,. Aluen was in the
temple, summoned to assist in a ritual, when the Sundering occurred which trapped her within
(she has access to areas 5-8 only). The years of isolation have made her slightly more unstable
than a normal lune, who are flighty at the best of times, but she has not slipped into incoherence.
Aluen will almost certainly know the characters are coming due to the wards on the
entrances and will hide to observes them. She wants to talk to people, to have company and as
long as the characters are not just destructive, she will approach them. Using her change shape
to appear as the most common race and least common gender among the party.
Alune is friendly but will seem rather naive, she literally has no idea how the world has
changed and will become visible agitated if told about the Sundering, the imprisonment of the
Sun and the prescribing of the Moon Cult. She was summon during the full moon and can only
return to the full moon, an impossibility since the Sundering. Note that she has no idea what a
Visse or Sentek is, as such species did not exist when she was trapped in the temple.
If the characters treat her kindly, she can be a useful resource about the temple and the
way the Moon and Sun once were. She is protective of the Moons items, but Alune can be
convinced to let those of the Sun go especially if they are to be used in the defense of the
Temple. But she will not allow the Moon shrine to be looted or harm to come to the statues. If
they push her too far, too quickly with the changes that the world has suffered she may snap
(this may be represented by a Will save) and either flee deeper into the temple or attack, though
she will certainly fight back if attacked. If Aluen is killed, she dissolves into moonlight which
then melts away leaving no trace.
A character that particularly impress Aluen with their devotion to the Moon may be
given a Lunar Mirror (see Appendix II), formed out of her own substance as a gift.

4. Sun Acolyte Entrance


This entrance has a door of honey-colored wood set with a disk of polished bronze at eye
level. It has a lock but is unlocked (DC 20 to lock) and set with the same sort of wards as the
main entrance except that only prayers to the Sun work to avoid them and they glow a warm
orange.
Inside is a row of hooks for cloaks to the immediate left of the door. There is a marble
topped oak table, on top of which is a brass ewer and basin (worth 15 silver as a set, 6 each), and
two stools made of cane. Next to the door into the main temple, also of honey colored wood but
lacking a lock and wards, is a row of hooks from one of which hangs a red leather belt with a
bronze buckle.
5. Statues under the Dome and gathering areas
At the center of the temple under the oculus are two statues, of the Moon and the Sun,
brother and sister holding hands, while raising their symbol in their other hand; The Moon holds
a silver crescent and the Sun holds a golden solar disk. The statues are carved from pure white
marble, the Moons eyes are inset moon stones while the Suns are polished turquoise, the
Moons hair is high lighted with silver, while the Suns is gilded. While exposed to the weather,
the statues so no signs of aging or wear and a set of cunningly concealed drains at the base of
statues keeps the floors from becoming a small lake.
These central rooms flow into each other to provide a space for worshipers to mingle
when not actively worshiping.
6. Main Altar
This is a large block of carved back marble, above which is a disc of thin silver and above
that and even thinner disc of gold. Four trays for the burning of incense, or other offerings, are
set out (two of pewter and two of brass worth 4 silver each) as is a fragile looking scroll.
If the scroll is handled roughly, it will fragment and break apart, butwith normal
handling, it will survive one or twice. It contains three cure light wounds at 1st level of effect and
even after the spells are used the decorations and prayers in the margin are worth up to 150 silver
to the Temple of the Sun or to a collector of such religious remnants.
7. Moon Altar
This smaller alter is made of white marble and carved with the lunar cycle endlessly
repeating around the base. The motif is repeated in small silver decorations diagonally up the
wall above the altar. On the altar is a silver inlaid incense tray (worth 10 silver) upon which is
eighteen silver coins and an unburnt cone of incense; the incense, if burned, provides a +1 bonus
to caster level to divination or dream spells, increased to +3 bonus if the caster is a member of
the Moon Cult.
Additionally there should be a magic item there to tempt the characters and risk conflict
with Aluen, one of the following is suggested (depending of what character arrives at the altar
first):

A rune-etched silver bladed dagger or sickle (+1 silver weapon)

A silver ring set with a moonstone (ring of protection +1)


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A white wood wand tipped with a crescent moon (wand of cure light wounds or shield at
3rd level, command word is etched in the moon)

8. Sun Altar
This altar is smaller than the main altar but larger than the Moons and it is made of
honey colored marble and it is slightly warmer than the surrounding area. Above the altar is a
paper thin sun disc with an implied face (usable as a holy symbol of Sun and worth 15 silver).
On the altar is a polish brass lantern marked with the Suns name in Old Falkish (Aluen can read
it and explain how the lantern works).
The brass lantern provides golden light for six hours a day when the Suns name is
spoken, tracing the name on the lantern causes the light to cease. Any undead within the area of
the light suffer a -1 sacred penalty to attack rolls.

Encounter - the Marauders


When you feel that the adventure needs more conflict or, as Raymond Chandler said,
When in doubt, have a man come through a door with a gun in his hand, trigger this encounter.
The marauders are a ragtag bunch of sailors, dregs and thugs hired by the Eosiant
expatriate Jules DeValk to chase down and claim the island to get rich quick. Depending on the
capabilities of the party, you may wish to give Jules an assistant (Onric Goldthrall, mercenary
healer), the other marauders should number at least two per player character with an additional
two who are tasked only with guarding the marauders ship.
The marauders will spread out to explore and loot in groups of two and threes and give
cry when they find opposition. Then they will all converge to drive off or kill those who would
take their prize from them.
However, if one of the marauder groups surprises and outnumber the character they
encounter, they will almost certainly attack rather than call for help, hoping to get a chance for
some loot just for themselves. If they start losing the fight, they will fight defensively and call
for aid.
After Jules is defeated, the thugs and dregs are likely to surrender, they will be willing to
trade their skills as sailor to get off the island (and the Captain is likely to accept them, part of the
star sailors code).
The marauders ship is a small and poorly maintained starship, still viable and valuable
but only just, if the two thugs left to watch it see anyone they do not recognize approaching they
will shove off and try to flee.
Jules DeValk is a well-dressed, roguish charmer, though his is not as charming as he
thinks he is. His clothes are expensive, if slightly threadbare, and his rings appear valuable,
presenting the appearance of a successful venturer. His goal is to secure the island for the Eosiant
Kingdom and be able to return home a hero. To do so, he is willing to betray the scum he has
hired (but not Onric) and give up as much as two thirds of the profit from the island, but he
would rather have more and will try to bargain from a position of strength.
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Onric Goldthrall is a mercenary and his loyalty is currently sold to DeValk. His
equipment is rugged and functional and the dwarf appears much the same. He initially bears the
characters no grudge, he just wants what he was promised from DeValk but he will happily
change his loyalty to new paymaster if Jules is slain.
The dregs and thugs hired by DeValk are loyal to his promise of coin especially when
they have the advantage of numbers. Once circumstances change, their first instinct will be to
flee but surrendering and begging for mercy will be a close second.
Aftermath:
Once the island is secured and the marauders are driven off, what next? The characters
have four main options:

File a claim to the island with an intention to sell the island.

File a claim to the island with the intention of living there.

Convince the Captain and crew to forget about the island and use it as a secret base.

Or, of course, they can just take what they have gained and leave, letting the island
continue on its merry way.
Filing a claim on the island requires finding an Imperial office and filing the appropriate
forms (in triplicate at the very least) complete with maps and predicted route of the island. While
the island must be owned by a dragon at some remove, it can be managed by the agents of said
dragon such as a local government or noble, by choosing the right group and making a good
presentation the characters could convince the local government or even the draconic overlord
itself that they are the right people to oversee the island if such is their desire.
While directly selling the island should realize the characters enough money to set
themselves up as venturers, including a small starship if that is their desire. Most dragons are
happy to add more land to their portfolios and one of them (or their agents) will pay well for the
title to the island.
Keeping the island secret would be difficult but possible, at least in the short term, though
the characters will need access to a star or skyship to take best advantage of this base. The
creaky one seized from DeValk will serve as a temporary measure but it will need extensive
repairs or to be replaced with a better vessel quickly. Some skill will be required to keep track of
the route of the island and how to return to it, but it could be a valuable base.
Whatever route the characters decide to follow, they should be well placed for further
adventuring.
They could:
Approach the Sun Cult and to let them know about the rediscovered temple.
Seek out the Moon Cult and let them know about the revealed temple.
Approach any of various governments or factions who might be interested in buying the
island.
Work out the islands trajectory and use it as a base for venturing, trading . . . or piracy.

11

Map of the Island

12

Temple Map

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Appendix I - Monster Statistics:


Found in the gardens:
Chameleon Constrictor
CR 2
XP 600
N Medium animal
Init +3; Senses scent; Perception +12
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 19 (3d8+6)
Fort +4, Ref +6, Will +2
Special Defenses chameleon camouflage
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee Coil +5 (1d4+4 nonlethal plus grab)
Special Attacks constrict (1d4+4 nonlethal), surprise strike
STATISTICS
Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 grapple); CMD 18 (cannot be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4
Perception, +4 Stealth,+8 Acrobatics
Special Abilities
Chameleon Camouflage (Ex) The chameleon constrictor gain a +4 bonus to Stealth checks in
any area of natural overgrowth and gains concealment against any ranged attacks when in such
terrain.
Surprise Strike (Ex) When attacking an opponent who is unaware of the chameleon constrictor,
it gains a +2 bonus to attack and a +2 bonus to its CMB to grab, if it successfully grab from this
attack it gains a continuing +1 bonus to CMB to maintain the grab.
Tactics: Attack lone targets from surprise, crush and then eat them. Flee if reduced to 5 or less
hit points.

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Watchful Statues (animated object)


CR 3
XP 800
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception 5
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 8; Immune construct traits
OFFENSE
Speed 30 ft.
Melee slam +5 (1d6+3)
STATISTICS
Str 14, Dex 10, Con , Int , Wis 1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ failing magic, stone, unique
SPECIAL ABILITIES
Failing Magic (Ex) The magic animating the statues is weak and fading, only attacks or theft of
their items will spur them into one final use of their magic. At the end of each round the
watchful statue loses 1d4-2 Dex (minimum 0) until, at 0 Dex, it freezes into permanent
immobility.
Stone (Ex) They are made of stone from which their hardness of 8 comes from.
Unique (Ex), each of the statues is subtly different gaining the following abilities:
Discus Thrower, Weapon Focus (discus) feat and a +1 returning discus (ranged +4, 1d4+3), the magic of
the discus vanishes with that of the statue.
Runner, +10 Speed and the Improved Initiative feat.
Warrior with sword and shield, AC 17 (add masterwork large metal shield) and melee +6 (1d8+3/19-20),
masterwork long sword.
Warrior with bow, Weapon Focus (long bow), ranged +4, 1d8+1/x3, magically creates arrows for its +1
strength long bow.
Orators, they maintain a dramatic speech while fighting, which some may find distracting (Will save DC
11 [mind affecting, language dependant] or suffer a -1 to attack rolls and skill checks) especially as the
magic runs down slowing the voice.
Their equipment is made of magical, untarnishing, bronze that is as strong as iron.

15

The black-veined statues are champions of the Moon:


Wand-wielder, once she can cast burning hands (2d4 fire, DC 11).
Weaver, once she can cast color spray (CL 2, DC 11).
Dancers, both have the Dodge and Lightning Reflexes feats, the female can use her hand cymbals to
inflict slashing damage and on a critical hit the target must make a Fortitude save (DC 11) or be dazed for
one round.
The Scholars use their symbolic items as shields (treat at bucklers, +1 shield bonus) and gain a +1 attack
bonus on their next attack against an opponent that they have just missed.
Their items are made from magical tin that is as strong as low-grade iron.

Tactics: A watchful statue will focus its attacks on those enemies who have shown themselves
able to harm it. They will move to avoid being flanked but otherwise do not have a strong grasp
of tactical positioning.
Found in the Temple:
Aluen, Templebound Lune
CR 3
XP 800
CN Medium outsider (elemental, moon, shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 26 (4d10+4)
Fort +3, Ref +7, Will +6
Immune elemental traits
OFFENSE
Speed 35 ft.
Melee 2 strikes +6 (1d4+2 nonlethal + lunatic moment)
Spell-Like Abilities (CL 4th)
At will dancing lights, light
Once a day blur
STATISTICS
Str 14, Dex 17, Con 12, Int 13, Wis 14, Cha 13
Base Atk +4; CMB +6; CMD 20
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +9 (+13 while using change shape ability), Diplomacy +8, Disguise
+12 (+32 while using change shape ability), Knowledge (religion) +8, Perception +9, Perform
(dance) +8, Sense Motive +6, Stealth +8; Racial Modifiers +4 Bluff, +4 Disguise
Languages Lunar, Old Falkish (but see moon language)
SQ change shape (alter self), moon language, templebound

16

SPECIAL ABILITIES
Lunatic Moment (Su) When struck by a templebound lune, the target must make a Will save
(DC 13) or be confused for 1 round + 1 round for each three points they failed the save by. The
DC is increased by 1 at night and by 3 if the victim is in direct moonlight. The save is Charisma
based.
Moon Language (Su) Treat the templebound lune as being under the effects of a tongues spell at
all times, however each person listing to the lune hears her voice in their own native tongue.
Templebound (Su) Aluen is bound to the Temple and can only enter areas 5-8. Attempting to
force her into another area will provoke her. If forced into another section, she will try to return
to the area she is bound to as soon as she safely can.
Tactics- If Aluen knows she is going into combat, she will use her blur ability. In combat she will
keep moving, trying to strike as many people as possible with her touchs lunatic moment effect
and then keeping away from them as long as they are effect by it. She will focus on enemies who
seem weapon-oriented first as they are usually more vulnerable to the confusion effect.
Marauders:
Jules DeValk
CR 1
XP 400
Human fighter 1/rogue 1
Medium humanoid (human)
Init +3; Senses Perception +7
DEFENSE
AC 17, touch 13, flat-footed 13 (+3 armor, +3 Dex, +1 shield)
hp 17 (1d10+1d8+3)
Fort +3, Ref +5, Will +1
OFFENSE
Speed 30 ft.
Melee rapier +5 (1d6+1/1820)
Ranged dagger +4 (1d4+1/1920)
Special Attacks sneak attack +1d6
STATISTICS
Str 12, Dex 17, Con 13, Int 11, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Combat Expertise, Improved Feint, Weapon Finesse
Skills Acrobatics +7, Bluff +6, Diplomacy +5, Intimidate +6, Knowledge (nobility) +1,
Perception +7, Perform (Dance) +5, Sense Motive +6, Sleight of Hand +7
Languages Imperial Tongue, Eosiant
17

SQ trapfinding +1
Gear studded leather armor, buckler, dagger, masterwork rapier, 3 throwing daggers, eight gilt
copper rings (worth 12 silver each), potion of cure light wounds, hip flask of poor quality brandy.
Tactics- Let the thugs and dregs take the lead and use them to gain flanking bonuses, if he cannot flank,
he will use a throwing dagger to damage opposing spellcasters or ranged combatants. Among his
employees, the only one he feels loyalty to is Onric. If the fight is going badly, he will happily try to
negotiate with the characters, cutting the best deal he can.

Onric Goldthrall, Mercenary Healer


XP 200
Dwarf Cleric 1
Medium humanoid (dwarf)
Init +1; Senses Perception +2

CR 1/2

DEFENSE
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +4
OFFENSE
Speed 20 ft.
Melee war hammer +2 (1d8+1/x3)
Ranged light crossbow +1 (1d8/1920)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day battle rage (+1 damage, 1 round), rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +3)
1st bless{D}, magic weapon, shield of faith
0 (at will) guidance, resistance, virtue
{D} Domain spell; Domains Healing, War
STATISTICS
Str 13, Dex 12, Con 15, Int 10, Wis 15, Cha 9
Base Atk +0; CMB +1; CMD 12
Feats Weapon Focus (war hammer)
Skills Appraise +4, Heal +6, Knowledge (religion) +4
Languages Dwarven (Topaz), Imperial Tongue
SQ aura
Gear potion of cure light wounds, scale armor, light crossbow with 14 bolts, war hammer, silver
holy symbol, healers kit, 31 silver and 8 copper coins in a money belt worn under armor.
18

Tactics- Stay close to Jules and cover his flank, otherwise follow his lead. He will use bless at
first opportunity to bolster the weak morale of the thugs, saving his other spells. If Jules goes
down or flees, he is willing to trade his skills as a healer for his life.
Thugs and Dregs
CR 1/3
XP 135
Human warrior 1
N Medium humanoid
Init +1; Senses Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d10+4)
Fort +3, Ref +1, Will +0
OFFENSE
Speed 30 ft.
Melee short spear +3 (1d6+1/x3) or short sword +3 (1d6+1/1920) or hand axe +3 (1d6+1/x3) or
dagger +2 (1d4+1/1920)
Ranged javelin +2 (1d6+1) or light crossbow +2 (1d8/19-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 13, Dex 12, Con 12, Int 8, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 13
Feats Weapon Focus (primary melee weapon), Toughness
Skills Craft (various) +3, Profession (sailor) +4, Survival +1
Languages Imperial Tongue or Sailors Argot or both
Other Gear leather, short spear or short sword or hand axe, dagger, wine skin of cheap wine (no
more than half full); one in four have light crossbows, the rest have 3 javelins. 1d4+1 copper
each.
Tactics- Attack from surprise, gang up on enemies and fight defensively when things go against
them. They will flee Jules is killed and they are outnumbered, but as long as they have the
advantage of numbers they appear fearless.

19

Appendix II - New Magic Item


Lunar Mirror- These items are small round mirrors made of some unusual silver alloy,
that is light and cool to the touch. They do not tarnish or cloud with age.
The Lunar Mirror is beautifully reflective and acts as a holy symbol for any follower of
the Moon. The bearer casts any moon or lunar spell as though their caster level was one higher
or two level higher if they are casting in direct moonlight.
Once per month in direct moonlight, the bearer may summon a minor (small) lune for a
number of hours equal to the bearers Charisma modifier (minimum one) or until dawn,
whichever comes first.
Aura faint transmutation; CL5th
Slot neck; Price 3,700 gp; Weight lbs.
Construction Requirements
Craft Wondrous Items, owls wisdom, prayer, summon monster III; Cost 1,850 gp

Small Lune (Moon Elemental)


CR 1
XP 400
N Small outsider (elemental, moon)
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Defensive Abilities lunar distortion; Immune elemental traits
OFFENSE
Speed fly 60 ft. (perfect)
Melee slam +6 (1d4+1 + disorienting flash)
Spell-Like Abilities (CL 2nd)
At will light
Twice a day dancing lights
STATISTICS
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved Initiative{B}, Weapon Finesse{B}
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (arcane) +1, Perception +4, Stealth
+11
Languages Lunar, understands the language of the summoner

20

SPECIAL ABILITIES
Disorienting Flash (Ex) When the lune strikes a being it release a flash of moonlight that can be
quite disorienting, the struck target must make a Will save (DC 11) or be dazzled for 1d4 rounds,
if they fail the save by five or more they are also dazed for one round. This save is Charisma
based.
Lunar Distortion (Ex) The form of the lune is indistinct at distance making it hard to target
properly, each ranged attack directed at the lune for which the attacker must make an attack roll
has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at
a distance are not affected.

21

Appendix III - A light adaptation of Pathfinder to the Sea of Stars


The Sea of Stars is not the same as the assumed Pathfinder setting (for if it was, why
would it be needed?) and if you want to run the Rogue Island adventure incorporating a more
elements of the campaign world when your group generates characters for the Rogue Island
adventure, you can use the following modifications to the Pathfinder rules.
SpeciesThe Sea of Stars does not have Gnomes, Halflings or Half-Orcs as presented in the
Pathfinder Core Rules, though characters of those may be played in the adventure if the GM
wishes, they are replaced by the SenTek and Visse breeds. Notes on them and how to adapt the
other base species to the Sea of Stars setting follow. (These are just for ease of play, there are
some additional changes in the full setting.)
Dwarves, the Gemkine, tied to minerals especially gems and metals which influence their
coloring, purple-eyes and violet tinted hair among the Amethyst dwarves for example.
Mechanically as Pathfinder except replace Defensive Training and Hatred with:
Keep Low, Dwarves get a +1 dodge bonus to AC against monsters of size large or larger.
Elves, the Earthkine, Elves almost died out as a race following the Sundering, they are
deeply tied to the world and many fell sick or died when the world shattered. Even today, they
live under the curse of the Sundering, every elf child born is born without something. For some,
it is something physical, a finger or an eye, sometime it is something metaphysical, an inability to
sing or to perceive the color red, but they are all missing something . . .
Mechanically as Pathfinder but add:
Earthkine: Due to their close attunement with the natural world, they understand it well.
All elves have Knowledge (nature) as a class skill.
Half Elves, are relatively common and mechanically as Pathfinder with the following
addition:
.
Balancing between Two Worlds- As they walk between two cultures, all half-elves
receive Diplomacy as a Class Skill.
Half Orcs, are Giant-blooded in the Sea of Stars, distant descendants of the (mostly)
extinct giantish races.
Mechanically as Pathfinder except replace Orc Blood, Orc Ferocity and Weapon
Familiarity with:
Giant Blood, Giant-blooded count as both human and giant for any effect related to race.
Giantish Stamina, for calculating bonus hit points, healing rate and Fortitude saves against
exhaustion and disease, the Giant-bloodeds Constitution is considered to two points higher.

SenTek (gnome analog), descendants of a group of Visse who attempted to overthrow


the Draconic Imperium and who now hide in the deep mountains and plot revenge.
Mechanically use the following:

-2 Strength, +2 Dexterity, +2 Intelligence: the Sentek are clever and quick, but small and often
22

have trouble dealing with others.


Small-sized.
Sentek base speed is 20 feet.
Low-light Vision.
Defensive Training: +1 dodge bonus against dragons, increased to a +4 dodge bonus against
large or larger dragons. The Sentek undergo special training in fighting and avoiding draconic
attacks. Note that any time a Sentek loses her Dexterity bonus to her armor class, she also loses
this dodge bonus.
Dragon Resistance: +2 racial bonus on saving throws against Draconic spells and abilities, raised
to +4 against Dragon Fear: the Sentek have learned to combat and survive encounters with
dragons.
Hatred of Dragons: +1 racial bonus on all attack rolls against dragons: the Sentek intensively
study the weak points of dragons and how best to attack them.
Alchemical Training: +2 racial bonus on Alchemy checks: the Sentek are always seeking new
ways and methods to fight dragons.
Hide among the Fishes: +2 racial bonus on Disguise checks: when they are outside of their
homewarrens, the Sentek understand the need to blend in and not attract attention to themselves.
A Sentek suffers no penalty when attempting to disguise themselves as one of the Visse, they
remember the ways of the servants well.
Watchful: +2 racial bonus on Perception checks: the Sentek have raised caution to an art form.
Weapon Familiarity: Proficient with all forms of crossbows and Sentek treat any weapon with
the word Sentek in its name as a martial weapon. The Sentek know that their small size is a
liability in combat and so rely upon mechanical weapons to make up for their limitations.

Visse (halfling analog), the Visse are a race created to be servants to the Dragons and
their loyalty has been sorcerously reinforced since the Sentek incident.
Mechanically, use the following:

-2 Strength, +2 Dexterity, +2 Charisma: Visse are small, likable and not overly strong, but they

are skilled with their hands.


Small-sized.
Visse base speed is 20 feet.
Adaptable- the Visse were bred to be adaptable to almost any condition and they gain a +1 racial
bonus on all saving throws.
Blase- the Visse live with Dragons, after that very little can frighten them +2 racial bonus on
saving throws against Fear.
Unobtrusive- the Visse know that sometimes the Masters do not wish to know their servants are
around, +2 racial bonus on Stealth checks.
Watchful- the Visse have sharp ears and cunning minds, +2 racial bonus on Perception checks.
Natural Servant- Diplomacy, Knowledge (Dragons), Profession (Bureaucrat) and Profession
(Servant) are always class skills for a Visse and they gain a +2 racial bonus on Diplomacy
checks, the Visse are know how to be perfectly polite and how to insult within the rules of
propriety.
Instilled Loyalty- the Visse have been conditioned to obey and serve the Dragons, even before
themselves, unless they are directly threatened, they must make a Will Save (DC equal to the CR
of the dragon, minimum 15 for a true dragon) to directly harm a Dragon or one of the
Dragonkine.

23

ClassesOne important note: All classes in the Sea of Stars have Perception as a Class Skill.
The Sea of Stars usually does not use Alignment rules, though you are welcome to in your
campaign, which has some knock on effects on the classes which are too detailed to deal with
here but the GM should be aware that Alignment is not a major driving force in the Sea of Stars,
For Clerics and other believers, the gods are dead . . . Long live faith!
Dragon Cults- Though not initially encouraged by the Dragons, in the aftermath of the
Sundering, Dragon Cults sprang up. Now they are tolerated as long as they show proper respect
and do not interfere excessively in the running of the world. Member of the Dragon Cults often
support and practice the Dominae philosophy.
Ancestor Sects- Worship of ancestors and veneration of the past is a common theme in
many place in the Sea of Stars. Sometimes these Sects intertwine with Dragon Cults when the
bloodline is traced back to a Dragon ancestor.
Celestial Order- The answers are to be found in the stars, all wisdom, truth and power
ultimately comes from the stars which surround us. They are the finest astronomers and
astrologists exist within the Sea of Stars.
Dominae- Believe that everything can be achieved through will alone, they seek to master
both themselves and others. While inspired by Draconic ideas, the Dragons are not entirely
pleased with their philosophies being adopted by the lessor races. Like the Dragon Cults with
which they are often incestuously intertwined, they are tolerated as long as they do not get in the
way.
Moon Sect- The Moon Goddess may have survived, signs are unclear but occasionally a
crescent moon will appear smiling and where she smiles, chaos often follows. The Moon Sect is
devoted to freedom and the individual. She was, or is, a goddess of trickery, illusion and
freedom. (The Dragon Empress has proscribed worship of the Moon Sect. Membership in the
Moon Sect is punishable by death by slow strangulation after the member has his eyes plucked
out with silver tongs.)
Redemptionists- Believe that the gods are not dead, that they will return and redeem the
faithful as long as the faithful remain true. The fortunes of the redemptionists wax and wane,
and, as long as they are content to wait, the Dragons let them exist.
The Undying Sun- This group worships the only god that can still be seen to be alive, the
sun. They hope to one day free and heal him, to that end they oppose slavery and master the
healing arts. The Dragons watch this sect but consider them mostly harmless.
The Way- More a philosophy than a religion, the Way is the Way. The Wayist faith has
slowly spread across the Sea of Stars, finding a niche in almost every area. While slightly
subversive at times, the Way never seems to cause enough trouble to attract the wrath of the
dragons.

24

Appendix IV -

Fun Facts About the Sea of Stars!


There is no Sunrise! The Sun lives in a prison in the sky, each morning his cell is opened,
looking like the end of an eclipse, and he moves across the sky. At night, he returns to his cell
and the door is closed like an eclipse and then darkness. Bonus Fun Fact! If you listen really
hard, sometimes you can hear the cell door shut.

There are Stars Everywhere! The skies are full of stars at night, many more than on Earth.
If you look down off the side of an island, down, down, down you will see more stars!
Everywhere we are surrounded by stars. Complete astrological charts are a major challenge.

The Seasons are the same across the Sea of Stars! The days are longer in summer and
shorter in winter and that is universal everywhere in the Sea of Stars as decreed by the Empress.
Bonus Fun Fact! The Empress Birthday is celebrated on the day with the most sunlight.

The Islands Move! But they move slowly and in predictable patterns with the Imperial
Capital always at the center. Occasionally rogue and uncharted islands are discovered but that is
rarer every year. Bonus Fun Fact! Finding an unclaimed island can make your fortune!

Imperial Currency is always Good! The coins minted by the Imperium are made to fixed
weights and purity that is universal. Imperial Auditors insure that other people do not debase the
currency and those who do are punished harshly.

Dragons rule, but are rarely seen. The Empress divided all of the lands up among the
victorious dragons; All places are ruled by dragons. However most dragons do not care for the
day to day tasks of rulership and are busy elsewhere often assigning satraps to rule in their stead.
Most people will go their entire life without seeing a dragon.

Skyships are fast but Gates are faster! Skyships travel the sky as fast as the wind but the
swiftest way to traverse the Sea of Stars is to pass through one of the Seven Gate Cities to
Shellioc, the Capital, and then to another Gate City. The Seven Gates are the only reliable
means of long distance travel magic.

The Empress will accept a public challenge and fight for control of the Empire!
There is a place in the Capital, the Crown Pentagram, where anyone may Challenge the Empress
for the right to rule and she will meet the challenger in single combat within three days. Bonus
Fun Fact! No one has challenged the Empress in over a century.

25

Appendix V - Players Handout


The Statues

26

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