Grim News from Mosswood

Shalelu Andosana isn’t quite a bounty hunter, a
survivalist, or a mercenary, but rather a mix of all three.
The elven woman passes through town once or twice a
season to buy supplies and never remains more than a
few days, always staying in the same room at the Rusty
Dragon free of charge thanks to her long friendship
with Ameiko. Near the end of each visit, she meets
with Sheriff Hemlock and Mayor Deverin for a few
hours at the garrison to give a report on the state of the
hinterlands before she leaves town again, a pouch of gold
at her side. Both Hemlock and Deverin value Shalelu’s
reports, since they provide unbiased insight into how
the local farmlands are faring and keep the town council
abreast of burgeoning dangers in the region.
Shalelu pays a visit to Sandpoint during the days
after the goblin raid—you should time her visit for a
point after the PCs have had a chance to get to know
folks in Sandpoint and have played through several
of the encounters on the preceding pages. Her visit to
Sandpoint is unexpected—she last passed through town
only a month ago and wasn’t expected until the last week
of autumn. She dispenses with her visit to the Sandpoint
Market and the Rusty Dragon, instead requesting an
immediate meeting with Sheriff Hemlock and Mayor
Deverin. The unusual meeting and Shalelu’s ragged look
combine to make an already jumpy populace suspect
that the woman brings news of a new goblin threat.
Sheriff Hemlock seeks out the PCs and asks them to
join himself, Mayor Deverin, and Shalelu at the town
hall, explaining that he’s got some news that might
interest them. The meeting takes place in a comfortable
office on the second floor of the town hall. If they haven’t
met Kendra Deverin yet, Hemlock introduces the PCs to
the mayor and she gratefully thanks each of them for the
help they provided Sandpoint during the raid.
Hemlock then introduces Shalelu to the PCs as an
“unofficial member of Sandpoint’s town guard” (an
introduction that causes her to smirk) and the PCs to
Shalelu as “Sandpoint’s newest crop of goblinslayers.”
Hemlock explains that Shalelu has been a thorn in the
side of the local goblin tribes for years, and that few in
the region know more about them than she does. He
goes on to recap her report that Sandpoint hasn’t been
the only place in the region that’s had goblin troubles.
In short, there’s been an increase in goblin-related
raids along the Lost Coast, particularly in the dale
between Nettlewood and Mosswood. Only a day ago, a
farm south of Mosswood was burnt to the ground by a
group of goblins. Shalelu was thankfully nearby, and
while the farm couldn’t be saved, she did rescue the
family and drive off the goblins; the family is staying
at a nearby farm for now, but the goblin problem is
obviously not going away.
At this point, Hemlock cedes the f loor to Shalelu,
asking her to tell the PCs what she told him.
“Belor’s told me of your work against the goblins—
well done. I’ve dedicated the last several years of
my life to keeping them from causing too much
trouble around these parts, but they’re tenacious
and fecund little runts. Like weeds that bite.
“There are fve major goblin tribes in the region,
and, traditionally, they’re pretty good at keeping
each other in line with intertribal squabbles and the
like. Yet from what I’ve been able to piece together,
members of all fve tribes were involved in the raid
on Sandpoint. A fair number of the Mosswood
goblins I dealt with yesterday were already pretty
beat up, and there was a lot of chatter about the
‘longshanks’ who killed so many of them. Now
that I’ve met you, it seems obvious from their
descriptions who they were talking about. Seems
like you’ve made an impression.
“In any event, the fact that the fve tribes are
working together disturbs me. Goblin tribes don’t
get along unless they’ve got something big planned,
and big plans require big bosses. I’m afraid that
someone’s moved in on the goblins and organized
them. And judging by these recent raids, what
they’re organizing seems like bad news for all of us.”
After Shalelu’s speech, Sheriff Hemlock announces
that he’s taking a few of his guards south to Magnimar
to see about securing additional soldiers to station at
Sandpoint for a few weeks, at least until the extent of
the goblin threat can be determined. While he’s out of
town, he’s asked Shalelu to sniff around Shank’s Wood,
Brinestump, Mosswood, Devil’s Platter, and other places
where goblins live to see if she can discover anything
else about what’s going on. He would also like the PCs
to maintain a public presence in Sandpoint over the next
few days, if they don’t mind. “The locals seem to have
taken to you,” he says, “And seeing you around town will
do a lot for keeping worries down over the next few days.”
Once the meeting is over, Shalelu asks to join the PCs
for dinner at the Rusty Dragon (or wherever else they
may be staying); she’d like to hear more from them about
the Sandpoint raid, and in return she’s got a fair amount
of goblin lore she can impart to the PCs.
GOBLIN TRIBES: As she mentioned earlier, there are
five major goblin tribes in the region. The closest to
Sandpoint are the Birdcruncher goblins, who live in caves
along the western edge of the Devil’s Platter, although
traditionally these goblins are the least aggressive of
the five. To the south are the Licktoad goblins of the
Brinestump Marsh, pests who are excellent swimmers.
East are the Seven Tooth goblins of Shank’s Wood,
goblins who’ve secured a place for themselves by raiding
Sandpoint’s junkyard and rebuilding the stolen refuse
into armor and weapons. Farther east are the Mosswood
goblins, likely the largest tribe but one traditionally held
back by feuding families within their own ranks. And
finally, there are the Thistletop goblins, who live on the
Nettlewood coast atop a small island that some say holds
a passing resemblance to a decapitated head.
GOBLIN HEROES: Shalelu notes that goblins generally live
short, violent lives. It’s unusual for a single goblin to
achieve any real measure of notoriety, but when one does,
it’s well earned. Currently, six goblins in the region enjoy
the status of “hero.”
Big Gugmut is an unusually muscular and tall goblin
from Mosswood who, it is said, had a hobgoblin for a
mother and a wild boar for a father.
Koruvus was a champion of the Seven Tooth tribe, as
well known for his short temper as he was for his prized
possession—a magic longsword sized for a human
that the goblin stubbornly kept as his own (despite the
fact that it was too large for him to properly wield).
Koruvus vanished several months ago after he supposedly
discovered a “secret hideout” in a cave along the cliffs,
but the Seven Tooth goblins remain convinced he’s
out there still, a ghost or worse, waiting to murder any
goblin who tries to discover his hideout.
Vorka is a notorious goblin cannibal who lives in the
Brinestump marsh, a “hero” mostly to goblins other than
the Licktoad tribe.
Rendwattle Gutwad is the obese chieftain of the
Brinestump goblins, a corpulent monster who, it is said,
never leaves his throne.
Ripnugget is the leader of the Thistletop goblins and
controls what the five tribes agree is the best lair.
And then there’s Bruthazmus, an infamous bugbear
ranger who lives in northern Nettlewood and often visits
the five tribes to trade things he’s stolen from caravans
for alcohol, news, or magic arrows. Shalelu notes that
Bruthazmus has a particular hatred of elves, and that
they have fought on several occasions. To date, neither of
them has managed to get the upper hand on the other, but
Shalelu bitterly vows that she won’t be the first to fall in
their private war.
Shalelu continues to have a presence throughout the
Rise of the Runelords Adventure Path; as with Sheriff
Hemlock, Ameiko Kaijitsu, and Father Zantus, you
should use her as a recurring NPC to keep the PCs
invested in the region. She can become an ally of the
group, even joining them in their efforts against the
goblins for a time if you think they need a little extra
help. She might even develop a romantic relationship
with one of the PCs, especially if one of them is of a
like mind and shares her love of the natural world and
hatred of the goblins who squat in its tangled places.
It’s likely that, after this event, the PCs will want
to start scouring the region for goblins and reasons
for their increased aggression, but you should use
Hemlock’s request for them to stay in town as an anchor
for now. Once the next chapter begins, the PCs will have
plenty to keep them busy in town before they turn their
attention to the hinterlands.

SHALELU ANDOSANA XP
1,600
CR
5
HP
53


Female elf fghter 2/ranger 4
CG Medium humanoid
Init 3; Senses low-light vision; Perception +12
DEFENSE
AC 19, touch 14, flat-footed 15 (
4 armor, 3 Dex, +1 dodge,
+1 natural)
hp 53 (6d10
16)
Fort 10, Ref +8, Will +3; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk short sword +8/
3 (1d6+1/19–20)
Ranged 1 composite longbow +11/6 (1d8+1/×3)
Special Attacks favored enemy (goblinoids +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—resist energy
TACTICS
During Combat Shalelu prefers to fght with her bow, resorting
to melee only when truly desperate or when an ally seems in
dire need of healing from her wand.
Morale Shalelu is loyal to her friends, and as long as even one
of them remains in danger, she won’t abandon them. That
said, if she feels she can escape, get help, and return in time
to save anyone captured by enemies before it’s too late, she
might try to do so.
STATISTICS
Str 12, Dex 16, Con 14, Int 12, Wis 13, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats Dodge, Endurance, Point-Blank Shot, Precise Shot,
Rapid Shot, Skill Focus (Acrobatics), Weapon Focus
(composite longbow)
Skills Acrobatics +12, Knowledge (nature) +8, Perception +12,
Stealth +15, Survival +10, Swim +10
Languages Common, Elven, Goblin
SQ elven magic, favored terrain (forest +2), hunter’s bond (companions),
PC gear, track +2, weapon familiarity, wild empathy +3
Combat Gear sleep arrows (10), potion of delay poison, potions of
lesser restoration (2), wand of cure light wounds (25 charges),
antitoxin (2); Other Gear +1 studded leather, +1 composite
longbow with 20 arrows, masterwork short sword, amulet
of natural armor +1, campfre bead*, cloak of resistance +1,
backpack, bedroll, climber’s kit, flint and steel, manacles, silk
rope (50 ft.), sunrods (3), trail rations (4 days), waterskin, winter
blanket, wooden holy symbol of Desna, 8 pp, 2 gp
* See the Advanced Player’s Guide

Grim News from Mosswood

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