TEXT: FROG GOD GAMES ADVENTURES
  By Matt Finch
  GRIMMSGATE
  GRIMMSGATE
  PATHFINDER 1E
  COMPATIBLE
  
  Author: 
  Author: 
  Matt Finch
  Editor:
  Editor:
  Aaron Zirkelbach
  LAyout: 
  LAyout: 
  Suzy Moseby 
  Front CovEr Art: 
  Front CovEr Art: 
  Adrian Landeros
  ©2020 Frog God Games All rights reserved. 
  Reproduction without the written permission 
  of the publisher is expressly forbidden. 
  Frog God Games and the Frog God Games 
  logo, Grimmsgate is a trademark of Frog God 
  Games, All rights reserved. All characters, 
  names, places, items, art, and text herein are 
  copyrighted by Frog God Games. The mention 
  of or reference to any company or product in 
  these pages is not a challenge to the trademark 
  or copyright concerned. 
   
  Compatibility 
  with 
  the 
  Pathfinder 
  Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, 
  LLC. 
  See 
  http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not 
  endorse this product. Pathfinder is a registered 
  trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://
  paizo.com/pathfinderRPG/ compatibility for 
  more information on the compatibility license 
  This book uses the supernatural for settings, 
  characters, and themes. All mystical and 
  supernatural elements are fiction and intended 
  for entertainment purposes only. Reader 
  discretion is advised. 
  Adventures 
  Worth  
  Winning
  intErior Art: 
  intErior Art: 
  Joshua Stewart
  CArtogrAphy: 
  CArtogrAphy: 
  Robert Altbauer
  projECt MAnAgEr: 
  projECt MAnAgEr: 
  Zach Glazar
  pAthFindEr ConvErsion: 
  pAthFindEr ConvErsion: 
  Michael Mars Russell
  virtuAL tAbLEtop dEvELopEr: 
  virtuAL tAbLEtop dEvELopEr: 
  Michael Potter
  Frog god gAMEs is:
  Frog god gAMEs is:
  biLL WEbb, MAtt FinCh, ZACh gLAZAr, ChArLEs A. Wright, EdWin nAgy, MikE 
  biLL WEbb, MAtt FinCh, ZACh gLAZAr, ChArLEs A. Wright, EdWin nAgy, MikE 
  bAdoLAto, And john bArnhousE
  bAdoLAto, And john bArnhousE
  Frog God Games
  ISBN: 978-1-62283-901-8
  PF PDF
  GRIMMSGATE
  GRIMMSGATE
  
  introduCtion
  introduCtion ...........................................................................................
   ........................................................................................... 3
  bACkground
  bACkground .............................................................................................
   ............................................................................................. 3
  thE prEsEnt dAy
  thE prEsEnt dAy ..................................................................................
   .................................................................................. 3
  iMprisonMEnt oF thE dEMon
  iMprisonMEnt oF thE dEMon ..........................................................
   .......................................................... 3
  AruMvEL’s CriME
  AruMvEL’s CriME ..................................................................................
   .................................................................................. 3
  thE risE oF AruMvEL
  thE risE oF AruMvEL ...........................................................................
   ........................................................................... 3
  gM notEs
  gM notEs ................................................................................................
   ................................................................................................ 4
  stArt
  stArt .........................................................................................................
   ......................................................................................................... 4
  thE viLLAgE oF griMMsgAtE
  thE viLLAgE oF griMMsgAtE ....................................................................
   .................................................................... 5
  ruMor tAbLE
  ruMor tAbLE .........................................................................................
   ......................................................................................... 5
  MAp kEy
  MAp kEy ....................................................................................................
   .................................................................................................... 5
  g-1. AbAndonEd FArMhousEs
  g-1. AbAndonEd FArMhousEs ..............................................................
   .............................................................. 5
  g-2. griMM’s gAtEhousE
  g-2. griMM’s gAtEhousE ....................................................................
   .................................................................... 5
  g-3. siLvEr dAggEr inn
  g-3. siLvEr dAggEr inn .......................................................................
   ....................................................................... 5
  g-4. stAbLE
  g-4. stAbLE ...........................................................................................
   ........................................................................................... 7
  g-5. thE EMporiuM (MErChAnt)
  g-5. thE EMporiuM (MErChAnt) .........................................................
   ......................................................... 7
  g-6. “drunkEn” sMith
  g-6. “drunkEn” sMith ........................................................................
   ........................................................................ 7
  g-7. stEvin’s FArMhousE
  g-7. stEvin’s FArMhousE .....................................................................
   ..................................................................... 7
  g-8. FArMEr EZrAC’s housE
  g-8. FArMEr EZrAC’s housE ................................................................
   ................................................................ 7
  g-9. AbAndonEd housEs
  g-9. AbAndonEd housEs .....................................................................
   ..................................................................... 7
  g-10. trAkE FArMhousE
  g-10. trAkE FArMhousE .......................................................................
   ....................................................................... 7
  g-11. tEMpLE oF LAW
  g-11. tEMpLE oF LAW .............................................................................
   ............................................................................. 7
  thE WiLdErnEss
  thE WiLdErnEss ........................................................................................
   ........................................................................................ 8
  MAp kEy
  MAp kEy ....................................................................................................
   .................................................................................................... 8
  W-1. viLLAgE oF griMMsgAtE
  W-1. viLLAgE oF griMMsgAtE ...............................................................
   ............................................................... 8
  W-2. thE ELdEr tEMpLE
  W-2. thE ELdEr tEMpLE ........................................................................
   ........................................................................ 8
  W-3. hArkin’s Ford
  W-3. hArkin’s Ford .............................................................................
   ............................................................................. 8
  W-4. young bLACk drAgon
  W-4. young bLACk drAgon ................................................................
   ................................................................ 8
  W-5. bAndit CAMp
  W-5. bAndit CAMp ................................................................................
   ................................................................................ 8
  W-6. hiLL oF stAtuEs
  W-6. hiLL oF stAtuEs ..........................................................................
   .......................................................................... 8
  thE ELdEr tEMpLE
  thE ELdEr tEMpLE ....................................................................................
   ....................................................................................1010
  MAp kEy
  MAp kEy ...................................................................................................
   ...................................................................................................1010
  t-1. sLopEs oF thE ELdEr tEMpLE
  t-1. sLopEs oF thE ELdEr tEMpLE ........................................................
   ........................................................1010
  t-2. sErvAnts’ QuArtEr tunnEL EntrAnCE
  t-2. sErvAnts’ QuArtEr tunnEL EntrAnCE ........................................
   ........................................1010
  t-3. guArds’ EntrAnCE
  t-3. guArds’ EntrAnCE .......................................................................
   .......................................................................1010
  t-4. EntryWAy
  t-4. EntryWAy ......................................................................................
   ......................................................................................1010
  t-5. pit trAp
  t-5. pit trAp ........................................................................................
   ........................................................................................1010
  t-6. sErvAnts’ QuArtErs
  t-6. sErvAnts’ QuArtErs.....................................................................
  .....................................................................1212
  t-7. pAntry
  t-7. pAntry...........................................................................................
  ...........................................................................................1212
  t-8. thE CAnnibALs’ kitChEn
  t-8. thE CAnnibALs’ kitChEn .............................................................
   .............................................................1212
  t-9. EMpty rooM
  t-9. EMpty rooM .................................................................................
   .................................................................................1212
  t-10. MoLE-MAn LAir
  t-10. MoLE-MAn LAir ............................................................................
   ............................................................................1313
  t-11. MAin tEMpLE EntrAnCE
  t-11. MAin tEMpLE EntrAnCE ...............................................................
   ...............................................................1313
  t-12. tEMpLE AntEChAMbEr
  t-12. tEMpLE AntEChAMbEr ..................................................................
   ..................................................................1313
  t-13. FAnE oF thE ELdEr tEMpLE
  t-13. FAnE oF thE ELdEr tEMpLE .........................................................
   .........................................................1313
  t-14. sECrEt rooM
  t-14. sECrEt rooM ..............................................................................
   ..............................................................................1414
  t-15. FLoodEd rooM
  t-15. FLoodEd rooM ...........................................................................
   ...........................................................................1414
  t-16. guArd rooM
  t-16. guArd rooM...............................................................................
  ...............................................................................1414
  t-17. sidE storAgE rooM
  t-17. sidE storAgE rooM ....................................................................
   ....................................................................1515
  t-18. guArd bArrACks
  t-18. guArd bArrACks .........................................................................
   .........................................................................1515
  t-19. EntrAnCE to thE CAtACoMbs
  t-19. EntrAnCE to thE CAtACoMbs .....................................................
   .....................................................1515
  t-20. toMb oF thE guArdiAn
  t-20. toMb oF thE guArdiAn .............................................................
   .............................................................1515
  t-21. pALAdins’ toMb
  t-21. pALAdins’ toMb ..........................................................................
   ..........................................................................1616
  t-22. rAnsACkEd toMb
  t-22. rAnsACkEd toMb ........................................................................
   ........................................................................1717
  t-23. toMb’s AntEChAMbEr
  t-23. toMb’s AntEChAMbEr ................................................................
   ................................................................1717
  t-24. MAin toMb
  t-24. MAin toMb .................................................................................
   .................................................................................1717
  t-25. trEAsurE rooM
  t-25. trEAsurE rooM ..........................................................................
   ..........................................................................1717
  t-26. rAnsACkEd toMb ChAMbEr
  t-26. rAnsACkEd toMb ChAMbEr ........................................................
   ........................................................1818
  t-27. night sky rooM
  t-27. night sky rooM .......................................................................
   .......................................................................1818
  t-28. sun rooM
  t-28. sun rooM ..................................................................................
   ..................................................................................1818
  t-29. CLoud rooM
  t-29. CLoud rooM .............................................................................
   .............................................................................1818
  t-30. MoLE-MAn LAir
  t-30. MoLE-MAn LAir ...........................................................................
   ...........................................................................1818
  t-31. EMpty rooM
  t-31. EMpty rooM ...............................................................................
   ...............................................................................1818
  t-32. grEEn bird rooM
  t-32. grEEn bird rooM ......................................................................
   ......................................................................1818
  t-33. FACE rooM
  t-33. FACE rooM .................................................................................
   .................................................................................1919
  t-34. prison CELL
  t-34. prison CELL ...............................................................................
   ...............................................................................1919
  t-35. trAp ChAMbEr
  t-35. trAp ChAMbEr ............................................................................
   ............................................................................1919
  t-36. dEMon LAir
  t-36. dEMon LAir ................................................................................
   ................................................................................1919
  t-37. EMpty ChAMbEr
  t-37. EMpty ChAMbEr ..........................................................................
   ..........................................................................1919
  t-39. MoLE-MAn LAir
  t-39. MoLE-MAn LAir ..........................................................................
   ..........................................................................20
  20
  t-40. LAir oF thE CursEd huMAns
  t-40. LAir oF thE CursEd huMAns ...................................................
   ...................................................20
  20
  t-41. MurAL rooM
  t-41. MurAL rooM ..............................................................................
   ..............................................................................20
  20
  t-42. thE hoLy WAtEr Font
  t-42. thE hoLy WAtEr Font ............................................................
   ............................................................20
  20
  t-43. LAir oF AruMvEL thE WiCkEd
  t-43. LAir oF AruMvEL thE WiCkEd ...................................................
   ...................................................20
  20
  ConCLuding thE AdvEnturE
  ConCLuding thE AdvEnturE...............................................................
  ...............................................................2121
  AppEndix: nEW MonstErs And npCs
  AppEndix: nEW MonstErs And npCs....................................................
  ....................................................22
  22
  AruMvEL thE WiCkEd
  AruMvEL thE WiCkEd .....................................................................
   .....................................................................22
  22
  huMAn, CursEd
  huMAn, CursEd..............................................................................
  ..............................................................................22
  22
  dEMon, MAnEs
  dEMon, MAnEs ...............................................................................
   ...............................................................................22
  22
  goburA sCAr (rAging)
  goburA sCAr (rAging) ...................................................................
   ...................................................................22
  22
  jyLAgurA thE dEMon-spEAkEr
  jyLAgurA thE dEMon-spEAkEr ........................................................
   ........................................................23
  23
  MoLE-MAn
  MoLE-MAn........................................................................................
  ........................................................................................23
  23
  skELEton, guArdiAn
  skELEton, guArdiAn .......................................................................
   .......................................................................23
  23
  stAtuE, dog
  stAtuE, dog ...................................................................................
   ...................................................................................23
  23
  tAbLE oF ContEnts
  tAbLE oF ContEnts
  
  IntroductIon 
  IntroductIon |3
  |3
  iMprisonMEnt oF thE dEMon
  iMprisonMEnt oF thE dEMon
  The slow deterioration in this area is rooted in events long ago, at a 
  place that is now referred to as the Elder Temple, a partially-collapsed 
  hillside not far from the village of Grimmsgate. In the almost-mythic past, 
  a group of three paladins killed a manifestation of a demon named Vuod the 
  Putrefactor. They burned the body and placed the ashes into a magically-
  sealed jar made of green glass. The jar was given over to the priests of 
  Law at the Elder Temple and left under their protection. For as long as the 
  demon’s ashes remained within the protective jar, the demon would not be 
  able to manifest itself again in the material plane of existence.
  AruMvEL’s CriME
  AruMvEL’s CriME
  For centuries the ashes of Vuod were kept safe by the priests of the 
  Temple, until the unforeseen day when one of the priests, the acolyte 
  Arumvel, became so curious about the forbidden jar on the pedestal in the 
  Temple that he decided it could do no harm to at least touch it. The moment 
  Arumvel reached out his hand and made contact with the demon’s prison, 
  the ashes of Vuod the Putrefactor exploded outward and coated Arumvel’s 
  body, destroying most of his soul and taking complete possession of 
  the too-curious priest. With Arumvel possessed by the demon, the other 
  priests were taken by surprise and either killed or enslaved to Arumvel’s 
  will. A few of the Temple servants managed to leave warnings before they 
  died, but the bloody events of the Temple’s desecration left no survivors. 
  After the carnage, Vuod the Putrefactor escaped from the material plane, 
  leaving Arumvel behind — still alive, but with his body and soul horridly 
  warped. Slowly, the wilderness has encroached into the area where the 
  Elder Temple once held it at bay.
  For over two hundred years after the slaughter at the Elder Temple, 
  Arumvel the Wicked remained quiet, resting and regaining his strength. 
  Now, with his assembled minions and the strength of centuries, he has 
  finally turned his eye upon the lands beyond his lair.
  thE risE oF AruMvEL
  thE risE oF AruMvEL
  Arumvel the Wicked, horribly altered during his possession by the 
  demon Vuod, is dedicated to the cause of Chaos. Unlike many servants 
  of the dark powers, he is only slightly interested in conquest or power; 
  instead, ruin, decline, and decay are his cherished goals. His influence 
  upon the area around the Elder Temple has been subtle but very 
  destructive over time, as trade in the area has been choked off, the Temple 
  in Grimmsgate has become less and less able to protect the village, and 
  monsters have begun to return to the area. These monsters included a band 
  of mogura-jin looking for a base of operations and new sources of human 
  prey; the mogura-jin are a race of cannibalistic mole-men, descended and 
  degenerated from human beings. Seeing an opportunity, Arumvel recruited 
  the mogura-jin to be his followers, supporting their raids and depredations 
  with his own demonic and magical powers. Even worse, Arumvel began 
  to create more of these degenerated beings by capturing and transforming 
  humans into new stock that would increase the numbers of mole-men in 
  his ranks. These cursed humans are only partially transformed into mole-
  men, but their offspring will be condemned to the same cursed existence 
  as the true mogura-jin.
  Grimmsgate is an adventure for four to six characters of 1st to 3rd level. 
  Though Grimmsgate is set in the Lost Lands Campaign Setting, it can be 
  dropped into any campaign. Monster and NPC statistics for all creatures 
  not found in the PF SRD are detailed fully in the Appendix.
  introduCtion
  introduCtion
  If you’re already an old hand at using adventure modules, and you don’t 
  need any explanation about what’s going on here, then feel free to skip 
  forward to the rest of the adventure. On the other hand, if this is your 
  first time reading a published adventure, welcome! You might need a few 
  words of introduction to get you started with your first time as a GM, but 
  fear not —  running an adventure isn’t complicated. Presumably you’ve 
  taken at least a quick look at the rulebook, and you’ve got the idea of 
  how the game is played. The players create characters in a fantasy world, 
  and as the players tell you what their characters are doing, you describe 
  the results. Using dice, a few rules, and this back- and-forth exchange 
  of information, questions, and descriptions, the story of the characters 
  emerges as they explore the world, fight monsters, gain treasure, and 
  become more powerful. Because you are not in control of the characters, 
  and since the players aren’t in control of your world, the epic story that 
  emerges will contain surprises for everyone.
  As the GM, one of your most difficult tasks is preparing the adventures 
  that will confront your players. When everyone sits down at the gaming 
  table, the players are going to be asking you for information about the 
  fantasy world: “What do we see?” “Do we know any rumors?” “Where 
  should we go?” This adventure is a good introduction to running a 
  scenario as it has all the tools for your use including optional read-aloud 
  descriptions of important areas. These paragraphs are easily identifiable. 
  being found right below the room name with color shading. This offers a 
  quick visual cue as to their purpose. Enjoy!
  If you are going to be a player in this adventure, and you are not the 
  GM, read no further!
  bACkground
  bACkground
  thE prEsEnt dAy
  thE prEsEnt dAy
  Deep in the wooded wilderness, the village of Grimmsgate is an outpost 
  town on a seldom-traveled trail, right at the edge of nowhere. The village’s 
  half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled 
  trader and a few fur-trappers are enough to keep the bloody-minded 
  denizens of the dark forest at bay, but nobody really expects the village to 
  still be there in another ten years. The woods have become too dangerous 
  for the trappers who once caught animals for fur, and merchants no longer 
  travel the poorly-maintained road because of bandits. None of the nearby 
  barons are willing to accept responsibility for the village, because the one 
  and only attempt that was ever made to subdue this part of the wilderness, 
  a patrolling troop of knights and soldiers, completely disappeared in the 
  forest without leaving a trace. When the search parties also failed to return, 
  civilization gave up on Grimmsgate and departed, making no further 
  efforts to stave off the slow advance of Chaos.
  by MAtt FinCh
  by MAtt FinCh
  A pAthFindEr AdvEnturE For Four to six ChArACtErs oF 1st to 3rd LEvEL.
  A pAthFindEr AdvEnturE For Four to six ChArACtErs oF 1st to 3rd LEvEL.
  GRIMMSGATE
  GRIMMSGATE
  
  4|GrImmsGate
  4|GrImmsGate
  gM notEs
  gM notEs
  Before running this adventure, read all the way through it to get 
  familiarized with the different parts. The first section of the module is 
  about the village of Grimmsgate, which is where the characters arrive at 
  the start of play. After the map and key for Grimmsgate, the next section 
  is the wilderness map, describing the area in the vicinity of the village, 
  the wandering monsters that may be found while exploring, and various 
  interesting locations. The third section is the main adventure area for the 
  module, the forbidding Elder Temple where Arumvel the Wicked makes 
  his lair.
  The Elder Temple contains several monsters that take less damage when 
  hit by non-magical weapons. Spells and magic weapons, and holy water 
  are all ways to inflict damage on fiends and undead. Holy water inflicts 
  2d4 damage if a flask is splashed on such creatures. It is worthwhile to 
  remind the players of the properties of holy water, especially if they are 
  new players that might not know holy water can be used as a weapon in 
  this way.
  There are several reasons that might bring the characters to the village of 
  Grimmsgate, and if you choose to give the players some direction you can 
  assign one of these missions to the characters ahead of time. Otherwise, 
  simply tell the players that their characters are in search of treasure and 
  adventure … then wait and see what they do.
  1. The characters have been charged by the priests of Law in another 
  area to discover what has become of the Elder Temple. Unless the party 
  is made up primarily of hero-types, there likely needs to be a financial 
  reward involved if the characters are successful.
  2. The characters are hired by a nearby baron to see if a small group 
  of adventurers can do a better job of discovering and rooting out the evil 
  in the area than the (already failed) military approach using knights and 
  men-at-arms.
  3. One of the characters has been deeded one of the abandoned houses 
  in Grimmsgate, and the party is traveling to the village to see if it would 
  be a good place as a base of operations for an adventuring career. The 
  character might have won the house in a card game, inherited it, or bought 
  it cheaply from someone who left the village due to the growing sense of 
  hopelessness and defeat there.
  stArt
  stArt
  After several days of traveling, you and your companions 
  are at last approaching the small village of Grimmsgate. 
  The narrow road that leads for miles through this forest is 
  overgrown with weeds, beginning to blend and disappear 
  entirely back into the wilderness. Indeed, everything 
  you have seen since the last real signs of civilization has 
  had the same feeling of slow retreat and disintegration. 
  More than once, you have passed by strange signs and 
  indications — bones arranged in a circle around a human 
  skull; a small, red-stained wicker basket by the side of the 
  road, an unmarked grave in the dappled shade of the trees 
   Finally, though, you see ahead of you the distinctive hill 
  upon which the village of Grimmsgate is built. At the top, 
  there is a small cluster of buildings — you can just barely see 
  the half-collapsed roof of the old Temple of Law that was once 
  said to be the pride of the village. Even at this distance, the 
  place looks run down. Although the village is not fortified, 
  the hill is very steep and only one path leads up to the top. 
   Do you head toward the village?
  
  the VIllaGe of GrImmsGate 
  the VIllaGe of GrImmsGate |5
  |5
  MAp kEy
  MAp kEy
  g-1. AbAndonEd FArMhousEs
  g-1. AbAndonEd FArMhousEs
  Three stone farmhouses were once built beside the 
  pathway that leads up to the top of Grimmsgate Hill, 
  but they appear to be abandoned now. One of them has a 
  wooden shutter that bangs open and closed in the wind. A 
  cat sits in one of the dark windows, watching you as you 
  pass by.
  The cat is a regular cat, but it is feral and runs away if anyone tries to 
  approach it.
  g-2. griMM’s gAtEhousE
  g-2. griMM’s gAtEhousE
  The trail up to the hilltop is blocked by a half-ruined 
  gatehouse. The gates have fallen off and have been pushed 
  to the side to keep them from blocking the entrance. 
  However, the rusting iron portcullis has been lowered, 
  and there is a guard standing atop the building with his 
  crossbow leveled at you.
  g-3. siLvEr dAggEr inn
  g-3. siLvEr dAggEr inn
  A large building has a wooden sign out front painted to 
  represent a silver dagger. It has recently been painted, 
  and shows other signs of attempted repairs, but this is 
  obviously an old building and the repairs are not expertly 
  done. As you draw nearer to the inn, one of the wooden roof 
  shingles comes loose in the breeze and slides down, falling 
  to the ground in the overgrown grass.
  The Silver Dagger Inn has six rooms for rent upstairs (1gp/night), each 
  of which can sleep as many as three people if two share a bed and the third 
  sleeps on the floor. On the ground floor, there is a common room where 
  meals are served; the common room serves as a tavern for the rest of the 
  village as well, for on most nights there are no guests staying at the inn at 
  all. The rooms are clean, but all of them have ceilings that leak if it rains, 
  and the floorboards squeak.
  The innkeeper of the Silver Dagger is Ralmar Prath (LG male human 
  warrior 2), a tall, thin fellow with a shiny, bald head. His wife Miralda 
  (LG female human commoner 1) and his two sons Ullin (LG male human 
  commoner 1) and Jark (N male human commoner 1) help him with the 
  various tasks of running the inn and the stable.
  Ralmar’s room contains a strongbox with 320 gp, 426 sp, and a small 
  emerald worth 200 gp.
  thE viLLAgE oF griMMsgAtE
  thE viLLAgE oF griMMsgAtE
  The village sits atop a steep hill, with a single pathway 
  leading around the hill’s natural curve and up to a 
  gatehouse that protects the buildings at the summit. 
  There are three farmhouse-type buildings along the path, 
  but the rest of the village appears to be located behind the 
  gatehouse, so that any attackers would have to take the 
  gates before they could reach the regular buildings.
  ruMor tAbLE
  ruMor tAbLE
  Assuming the players tell you that their characters ask some questions 
  in Grimmsgate, the answers automatically yield the following two pieces 
  of information about the area:
  *“Seems like things have been going downhill for years, here in 
  Grimmsgate. Ever since the barons lost a big patrol in the forest, they 
  haven’t sent anyone else. Seems like we lost a fur trapper or a farmer every 
  month for a while, and now there aren’t enough people to keep things 
  going.”
  *“There is an old temple out there somewhere nearby. It’s called the 
  Elder Temple because it was before we had a temple here in the village. 
  Something bad happened there a long time ago.”
  Once this basic information is conveyed to the players, there are a few 
  more rumors that might be floating around in Grimmsgate. You might 
  choose to give the party 1d3 + 1 of these additional rumors (rolling 
  randomly on a d6 to see which ones they hear), or, if the players themselves 
  are new to the game, you might decide to tell them all these rumors as a 
  way of helping them along a bit. Note that rumors 4 and 5 contradict each 
  other; #4 is technically the truth, but it is not the whole story and is actually 
  a bit misleading.
  griMMsgAtE ruMors
  griMMsgAtE ruMors
  d6
  Rumor
  1
  Two nearby farmers, Albraith and Etarra, disappeared from 
  their farmhouse only a couple of days ago.
  2
  To find the Elder Temple, go south downriver from the ford.
  3
  The Elder Temple was a building on a hill, but now all that is 
  left is the catacombs underneath the ruins.
  4
  Someone freed a demon in the Elder Temple, and it killed all 
  the priests before it disappeared.
  5
  Someone freed a demon in the Elder Temple, and the demon is 
  still there to this very day.
  6
  Something must be keeping travelers away from Harkin’s Ford 
  up to the northeast, because no one has come to the village from 
  that direction in several days.
  
  6|GrImmsGate
  6|GrImmsGate
  
  the VIllaGe of GrImmsGate 
  the VIllaGe of GrImmsGate |7
  |7
  The blacksmith of Grimmsgate is nicknamed “Drunken” Smith (N male 
  human expert 1), and the nickname describes him well. When he is sober, 
  he can shoe horses, repair armor and weapons, and even make swords 
  and daggers. When he is not sober, his creations and repairs tend to be off 
  center, bent, or slightly twisted.
  g-7. stEvin’s FArMhousE
  g-7. stEvin’s FArMhousE
  This building is in excellent repair, and the stone wall 
  around the garden is painted a cheery yellow color.
  This farmhouse belongs to Stevin Farmer (N male human commoner 
  1). Stevin’s farm is a half hour walk from the bottom of the hill.
  g-8. FArMEr EZrAC’s housE
  g-8. FArMEr EZrAC’s housE
  This half-timbered house leans slightly to one side, and 
  there are some holes in the plaster.
  Farmer Ezrac is not friendly to visitors, and generally keeps to himself 
  even with the other villagers.
  g-9. AbAndonEd housEs
  g-9. AbAndonEd housEs
  Three farmhouses are clustered together here, all of 
  them obviously abandoned.
  If the players think of it, their characters could actually rent or buy one 
  of these houses from the Temple. The price to rent would be 30 gp per 
  month, and the cost to buy would be 600 gp (no farmland would come 
  with the purchase or rental of the house, just the building itself).
  g-10. trAkE FArMhousE
  g-10. trAkE FArMhousE
  This building is a farmhouse with two cows in the stone-
  walled enclosure behind the building.
  An elderly couple named Yorbin (N male human commoner 1) and 
  Melly Trake (NG female human commoner 1) live here. Their three adult 
  children have all left the area to seek their fortunes elsewhere.
  g-11. tEMpLE oF LAW
  g-11. tEMpLE oF LAW
  This large building is obviously a Temple of Law, but 
  it is in terrible disrepair. Parts of the roof have collapsed 
  into the building, and the garden in front of the temple is 
  choked with weeds.
  g-4. stAbLE
  g-4. stAbLE
  This long, stone building has broad double doors and 
  smells of horses and manure. There is no sign on the front, 
  but this is obviously the village’s stable. The stones in one 
  corner of the building appear to be coming loose, but as far 
  as you can tell at a glance, the building is still structurally 
  sound.
  The stables are owned by the temple, but Ralmar Prath of the Silver 
  Dagger manages them on the temple’s behalf. There are three horses and 
  five mules kept here.
  g-5. thE EMporiuM (MErChAnt)
  g-5. thE EMporiuM (MErChAnt)
  This is a well-tended stone building with a roof of 
  wooden shingles. A sign over the door reads: “The Hilltop 
  Emporium.”
  The Emporium is a combination of a store and trading post, the 
  headquarters of Pantro Panga’s tiny mercantile empire. Pantro (N male 
  human commoner 1) is an extremely flamboyant and somewhat manic 
  person with big dreams of becoming a great merchant owning caravans 
  and fleets of ships. Unfortunately, he is in what might be the worst possible 
  location to succeed in such a plan. He owns a mule (in the stables), the 
  small amount of merchandise in his store, and not much else.
  The characters can buy any equipment from the standard equipment 
  list here, but quantities are limited. Pantro has only one suit of chain mail, 
  for example. He buys anything valuable that the characters bring to him, 
  with the hopes of either selling it here or shipping it by caravan to a town 
  or even a city.
  At some point, Pantro can easily become a source of 
  adventures, especially if you decide that he is running 
  out of cash and needs to take all these things he has been 
  buying from the characters into a town for sale. At that 
  point he might hire the characters to guard him and the 
  caravan (he will rent the other mules in the village stable 
  for the journey). He would be expecting to join up with a 
  larger caravan within a day or so, but if the rendezvous 
  fails due to a delay somewhere, he would likely choose to 
  go on alone if he has guards. Guarding a caravan through 
  the wilderness and past the threat of bandits and monsters 
  can make for an excellent adventure.
  g-6. “drunkEn” sMith
  g-6. “drunkEn” sMith
  The building has a blacksmith’s forge in the front. A sign 
  on the side of the building reads “Blacksmith,” but it is so 
  faded that you can barely read it.
  
  8|GrImmsGate
  8|GrImmsGate
  W-4. young bLACk drAgon
  W-4. young bLACk drAgon
  This is the lair of the very young black dragon Iscarax, a recent arrival 
  in the area. Iscarax’s lair is a very small cave, and the dragon intends to 
  find a deeper lair or perhaps a swamp in the future. For the time being, 
  though, the young dragon has found itself drawn to this area for some 
  reason it does not understand, and it intends to stay for a while. The reason 
  why Iscarax has been drawn to this area, of course, is due to the influence 
  of Arumvel.
  Iscarax CR 5XP 1,600
  HP 51 (Pathfinder Roleplaying Game Bestiary, “Very Young 
  Black Dragon”)
  Treasure. As a young dragon, Iscarax has not yet assembled a very 
  impressive hoard of treasure, although it is enough to allow a peasant to 
  retire. The hoard includes 250 gp, 337 sp, 1,452 cp, a golden chalice worth 
  100 gp, 3 small garnets worth 100 gp each, and a +1 shield.
  W-5. bAndit CAMp
  W-5. bAndit CAMp
  This area is the camp of a small group of 4 bandits, led by a highwayman 
  named Yarithor Bloodmark.
  Yarithor Bloodmark CR 6
  XP 2,400
  HP 53 (Pathfinder Roleplaying Game GameMastery Guide, 
  “Highwayman”)
  Bandit (4) CR ½
  XP 200
  HP 11 (Pathfinder Roleplaying Game GameMastery Guide, 
  “Bandit”)
  Treasure. In addition to the value of the bandits’ armor and 
  weapons, each of the bandits carries a belt pouch with 1d6 + 
  1 gp. Yarithor has 110 gp and a medallion worth 25 gp.
  W-6. hiLL oF stAtuEs
  W-6. hiLL oF stAtuEs
  Although there is no particular threat on this hilltop, the circle of statues 
  is unusual. There are five statues of hooded figures here, very worn by 
  many seasons of rain and snow. Each wears a holy symbol of Law (the 
  players will not know it, but these are statues of the 5 high priests who 
  ruled the Elder Temple before it was destroyed.
  An old cleric named Rhall (LG male human cleric 1) is the last 
  remaining priest here, although he has a letter claiming that an acolyte will 
  be sent to him from a larger temple “soon.” Rhall has been camping out 
  in the semi-ruin ever since the roof started to fall in. He has been trying 
  to figure out how to restore some kind of spirit to the villagers, but so far 
  he has been unsuccessful at fighting off the sense of defeat that has been 
  eating away at the community for years. He has begun to suspect that there 
  are supernatural forces at work, and it has crossed his mind that the old 
  stories about the Elder Temple might have something to do with the way 
  that Grimmsgate seems to be dying away.
  Although Rhall is unable to do any sort of adventuring — he lost an 
  arm several years ago, and his lungs are weak — he can be of invaluable 
  aid to the party as long as they are helping the village. He owns several 
  scrolls of clerical spells, some of which are more powerful than he could 
  cast without the help of the scroll. In one case, the scrolls could literally 
  mean the difference between life and death. The scrolls are: raise dead x2, 
  remove curse, and lesser restoration. Rhall doesn’t allow adventurers to 
  take the scrolls with them, but he does use the spells to restore them if they 
  return battered from an expedition to help the village.
  thE WiLdErnEss
  thE WiLdErnEss
  The wilderness map shows the area around the village of Grimmsgate, 
  including the location of the Elder Temple. One square on the map 
  represents a half mile, and it takes the party about a half hour to travel 
  across a square. The terrain here is rough, and this movement rate assumes 
  that the party is also moving slowly and carefully.
  MAp kEy
  MAp kEy
  W-1. viLLAgE oF griMMsgAtE
  W-1. viLLAgE oF griMMsgAtE
  The village of Grimmsgate is described in its own section. If the module 
  is being placed into an existing campaign, you could certainly choose to 
  change the name of the village or to create your own.
  W-2. thE ELdEr tEMpLE
  W-2. thE ELdEr tEMpLE
  The Elder Temple is described in its own section.
  W-3. hArkin’s Ford
  W-3. hArkin’s Ford
  Harkin’s Ford is a shallow point in the river, where it is possible to cross 
  without a bridge or ferry. An ogre has recently taken up residence near the 
  ford, finding that it is a good place to attack small groups of travelers. The 
  ogre is careful not to attack groups of more than three people, but anyone 
  coming to the ford and looking around finds traces of the ogre’s presence: 
  a skull here and there, a mortar and pestle where the ogre grinds bones, and 
  even its pile of sleeping furs if they range far enough around the area. If 
  the party stays long enough, the ogre loses patience and come out from its 
  hiding place to attack these interlopers. If the party is simply approaching 
  the ford before heading south, following directions to the Elder Temple, 
  they are not likely to be stopped by the ogre.
  Ogre CR 3
  XP 800
  HP 30 (Pathfinder Rolepllaying Game Bestiary, “Ogre”)
  Treasure. The ogre carries a bag that contains two human skulls, a 
  gallon of beer, a haunch of venison, 250 gp, a jeweled dagger worth 100 
  gp, and an ivory drinking horn worth 100 gp.
  
  the elder temple 
  the elder temple |9
  |9
  
  10|GrImmsGate
  10|GrImmsGate
  t-2. sErvAnts’ QuArtEr tunnEL EntrAnCE
  t-2. sErvAnts’ QuArtEr tunnEL EntrAnCE
  This cave entrance is built of plain, undecorated stones. 
  Light from the outside shines just far enough into the 
  hallway to show that the entrance passageway makes a 
  “T” junction after twenty feet or so, with passages leading 
  to the left and right. Where the passageway ends, you can 
  see that a face is carved into the stone, but you can’t see 
  any more details without entering the tunnel.
  For details on the inside of the tunnel, see Location T-4.
  t-3. guArds’ EntrAnCE
  t-3. guArds’ EntrAnCE
  This tunnel entrance is hidden away in a grove of young 
  trees that have probably grown since the time when the 
  tunnel was first excavated. Over the top of the entrance, 
  a shield has been carved into the stone. There is no device 
  upon it, but at the edges of the carving you can see what 
  appear to be flecks of white paint.
  This entrance into the underground complex of the Elder Temple was 
  primarily used by the temple’s guards. As characters enter tunnels, check 
  to make sure that the party is carrying light sources and that they have 
  established a marching order.
  t-4. EntryWAy
  t-4. EntryWAy
  The entrance from the outside leads to an area that is a 
  landing halfway down a broad staircase. The steps go up to 
  the left, and down to the right. In front of you on the wall 
  of the landing, there is a bas-relief carving in the wall, the 
  face of a bearded man.
  As characters enter tunnels, check to make sure that the party is 
  carrying light sources and that they have established a marching order. 
  In this entrance, for example, marching order is important because it may 
  determine which character falls into the pit trap at Location T-5.
  t-5. pit trAp
  t-5. pit trAp
  READ THIS DESCRIPTION ONLY IF THE CHARACTERS ARE 
  SPECIFICALLY CHECKING THE CEILING AS THEY GO DOWN 
  THE STEPS!
  Your light illuminates a dark spot on the ceiling about 
  the size of a large coin.
  The dark spot is a recessed button in the ceiling that locks the pit trap in 
  place so that the trapdoor does not swing open when weight is placed on it. 
  Since the ceiling is ten feet high over the top of the steps, the adventurers 
  need to use some sort of tool to press it.
  thE ELdEr tEMpLE
  thE ELdEr tEMpLE
  WAndEring MonstErs
  WAndEring MonstErs
  Check for wandering monsters once every thirty 
  minutes of in game time. There is only a 1 in 10 chance of 
  encountering a wandering monster — on a roll of 1 on a 
  d10, roll another d10 and check the table below to see what 
  has been encountered. A result of “special” means that the 
  monster is determined by which set of caves the characters 
  are in (each cave entrance has its special monster included 
  at the front of the entrance description).
  WAndEring MonstErs
  WAndEring MonstErs
  d10
  Encounter
  1
  Manes Demon (1) CR 1
  XP 400
  HP 6 (Appendix, “Manes Demon”)
  2-3
  Dire Rats (1d3) CR 1/3
  XP 135
  HP 5 (Pathfinder Roleplaying Game Bestiary, “Dire Rat”)
  4-6
  Mole-man (1) CR ½
  XP 200
  HP 10 (Appendix, “Mole-man”)
  7-8
  Cursed humans (1d2) CR ½
  XP 200
  HP 5 (Appendix, “Cursed human”)
  9-10
  Giant Centipedes (1d3) CR ½
  XP 200
  HP 5 (Pathfinder Roleplaying Game Bestiary, “Giant 
  Centipede”)
  MAp kEy
  MAp kEy
  t-1. sLopEs oF thE ELdEr tEMpLE
  t-1. sLopEs oF thE ELdEr tEMpLE
  A rocky hill rises steeply beside the trail, a few massive blocks of dark 
  stone at the crown making it clear that this is the site of the Elder Temple. 
  No buildings remain, although several blocks of masonry are scattered 
  here and there on the hillside as if they had been tossed around by an 
  unthinkably powerful force. Two small groves of trees have taken hold 
  near the bottom of the slope, and you can see three cave entrances into 
  the hill itself. The lower two entrances are doorways crafted from carved 
  stone. The highest entrance, near the top of the hill, is quite different. It is 
  very large, wide enough for several people to enter side by side, and it is 
  closed by what appears to be a metal door.
  
  the elder temple 
  the elder temple |11
  |11
  
  12|GrImmsGate
  12|GrImmsGate
  There is a bundle of bones wrapped in burlap in one corner of the room. 
  The bones are fresh, with scraps of meat still clinging to them, and they are 
  obviously those of a human being.
  An especially observant character, who either succeeds on a DC 14 
  Perception check notices that there is a concealed passage in the chimney 
  of the fireplace, just high enough up the shaft to be obscured from vision.
  Cursed humans (6) CR ½
  XP 200
  HP 5 (Appendix, “Cursed human”)
  Treasure. Each of the cursed humans has a belt pouch with 
  1d10 gold pieces in it. One of the iron cooking pots hanging 
  from the ceiling contains a leather bag that contains 3 gems 
  worth 25 gp each and 5 gold pieces.
  t-9. EMpty rooM
  t-9. EMpty rooM
  This room is empty, except for a few human bones.
  There is nothing of interest to the characters in this room.
  Unless the characters probe the floor ahead with a staff or pole, press the 
  overhead button, or do something else that would detect it, the covered pit 
  trap here is likely to catch at least one of them. The pit is 20 feet deep, and 
  has a hinged covering painted to look like the flagstones of the dungeon 
  floor. 
  Pit Trap CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area) 
  t-6. sErvAnts’ QuArtErs
  t-6. sErvAnts’ QuArtErs
  When you open the door and peer into this room, you see 
  that there are five skeletons lying on the floor, each one of 
  them surrounded by pieces of rotting wood and cloth.
  The skeletons here are all normal skeletons (not undead). These are 
  servants of the Elder Temple that were enslaved by Arumvel the Wicked. 
  The pieces of rotting wood and cloth are all that remains of the beds and 
  other simple furniture that was once in the room — if the characters dig 
  through the bits and pieces, they find several rusted nails but nothing of 
  value.
  t-7. pAntry
  t-7. pAntry
  This room has several wooden shelves around the 
  walls, but they are badly rotted and most have collapsed. 
  Apparently, the room was looted at some time in the 
  past, for there is nothing on the shelves and only some 
  broken glass and pieces of pottery left on the floor. Rather 
  ominously, there is a human skull in one corner of the room.
  If the characters search through the trash on the floor, a successful DC 
  10 Perception check allows the characters to find 2 gp and 4 cp. Thorough 
  searching takes ten minutes and has a chance (1 in 6) to alert the cursed 
  humans in Location T-8.
  t-8. thE CAnnibALs’ kitChEn
  t-8. thE CAnnibALs’ kitChEn
  Note: it is possible for the characters to enter this room through the 
  regular door or through the secret passageway from Location T-18.
  This room is obviously a kitchen, with a large fireplace, 
  several wooden counters along the walls, and a table in the 
  middle of the room. Iron cooking pots and other implements 
  are hung by hooks from the ceiling. Six human-like 
  creatures are sitting around the table, eating what looks 
  like raw rat meat. They are skinny and hairless, with 
  snout-like faces and long, claw-like fingernails.
  These creatures are cursed humans (see the Appendix). They are 
  halfway altered into cannibal mole-men, and their offspring will most 
  certainly be members of that malignant species. These cursed humans are 
  part of the larger group of mole-men and cursed humans that makes its lair 
  in Location T-10.
  
  the elder temple 
  the elder temple |13
  |13
  The great doors are not locked, but they are not easy to open. It takes 
  a successful DC 20 Strength check to open them, though any number of 
  party members can assist. A successful DC 13 Perception check informs 
  the characters that the gouges in the iron door were not made by normal 
  tools but look almost like claw marks (the claws of the mole-men are 
  strong enough to gouge the metal quite deeply).
  As characters enter tunnels, check to make sure that the party is carrying 
  light sources and that they have established a marching order.
  t-12. tEMpLE AntEChAMbEr
  t-12. tEMpLE AntEChAMbEr
  This impressive underground chamber has double doors 
  at both ends. Over the top of the eastern doors there is a 
  mosaic image of a green jar surrounded with light.
  The mosaic tiles comprising the “light” around the jar are actually 
  magic, and if there is no light in the chamber they are seen to glow faintly. 
  If someone is boosted up to touch the mosaic jar, that character instantly 
  has a very powerful vision sent by the powers of Law. In the vision, the 
  character sees a demon being burned in holy fires by three knights in plate 
  mail, each wearing armor that shines with white light. One of the knights 
  has a helmet bearing the crest of a phoenix, one bears the crest of a horse, 
  and one bears the crest of a golden dragon. The demon’s ashes suddenly 
  rise into the air like smoke and are sucked down into a green jar. The three 
  knights lift the jar (it is about the size of a person) and place it behind 
  a carved wooden screen that bears magical holy symbols. When the jar 
  is placed behind the screen, the symbols on the wooden panels suddenly 
  blaze with light. The knights step back, and the vision fades away.  Just 
  as it does so, however, the person seeing the vision suddenly becomes 
  convinced that whatever this vision represented, something about it has 
  since gone terribly wrong.
  The mosaic of the jar was created here as a warning and a reminder to 
  the priests of Law who once lived in the precincts of the Elder Temple. It 
  depicts the imprisonment of the demon Vuod by the three paladins who 
  killed him, burned the flesh, and placed the ashes in the jar, a magical 
  artifact created for this purpose.
  t-13. FAnE oF thE ELdEr tEMpLE
  t-13. FAnE oF thE ELdEr tEMpLE
  This chamber is circular, the domed ceiling supported 
  by carved stone pillars. At the center of the room there is 
  a short pedestal, about three feet tall. Broken shards of 
  green glass surround the pedestal. The room has a sense 
  of brooding power in it, but it feels like an echo or a residue 
  rather than an active source of anything magical.
  A detect magic spell reveals that the shards of glass are infused with an 
  extraordinarily powerful enchantment. Anyone touching the shards must 
  succeed on a DC 20 Will saving throw or be knocked unconscious by 
  the intense power that remains in them even after the jar was shattered. 
  The character remains unconscious for 1d6 x 10 minutes, and during each 
  10-minute interval the character has a dream resulting from the shock 
  of contacting the remains of the artifact. Some of these dreams may 
  repeat; roll on the table below, once per ten minutes that the character is 
  unconscious, to determine what dreams might come to the character.
  t-10. MoLE-MAn LAir
  t-10. MoLE-MAn LAir
  This room was evidently used for storage at some time 
  in the past, for there are several large alcoves in the room, 
  each one large enough for a person to stand in, each of 
  them carved with stone shelves. You only have a moment 
  to notice the room’s details, though, for there are also 
  several mole-men in the room, moving to the attack. Their 
  leader is a big, fat brute of a mole-man covered with scars 
  and standing over six feet tall. At the back there is also 
  an old-looking cannibal mole-man with tattoos all over its 
  skin and a bone through its nose.
  This is the main group of the cannibal mole-men who inhabit the 
  Servants’ Quarter area of the Elder Temple. The big mole-man is Gobura 
  Scar, the war leader, and the one with the bone through its nose is 
  Jylagura the Demon-Speaker, a servant of Arumvel the Wicked (see 
  Location T-43). Jylagura has a smear of ash on his forehead like the manes 
  demons of Arumvel’s court, but this is ordinary ash, not ashes from Vuod 
  the Putrefactor.
  If the characters decide to search the room thoroughly, a successful 
  DC 12 Perception check reveals a secret door on the northwest wall. 
  A successful DC 10 Disable Device check enables the party to find the 
  hidden mechanism that opens the door, behind which is a passage that 
  leads to T-15.
  Gobura Scar CR 2
  XP 600
  HP 24 (Appendix, “Gobura Scar”)
  Jylagura the Demon-Speaker CR 2
  XP 600
  HP 17 (Appendix, “Jylagura the Demon-Speaker”)
  Mole-man (3) CR ½
  XP 200
  HP 10 (Appendix, “Mole-man”)
  Treasure. Gobura wears a necklace of gold nuggets worth 200 
  gp and has a belt pouch with 12 gp and 23 sp. Each of the 
  ordinary cannibal mole-men has a belt pouch with 1d10 gp. 
  Jylagura the Demon-Speaker has a shoulder bag made of 
  cured human skin, which contains a number of disgusting 
  items used in his demonic rituals, and also contains a gem 
  carved in the shape of a demon’s head. This gem is worth 500 
  gp.
  t-11. MAin tEMpLE EntrAnCE
  t-11. MAin tEMpLE EntrAnCE
  This entrance to the hill is blocked by a closed, metal 
  double door, wide enough for several people to enter side 
  by side. The door is marked with a large circle, one of 
  the symbols of Law, but eight arrows have been roughly 
  gouged into the iron around the circle, transforming it into 
  a Chaos symbol.
  
  14|GrImmsGate
  14|GrImmsGate
  d8
  Dream
  1
  The character hears a frightened voice repeating the words 
  “beneath the sun alone for safekeeping.”
  2
  The character repeatedly sees a person wearing the robes 
  of a priest of Law reaching out to touch a jar made of green 
  glass. The man is muttering to himself, but the dream contains 
  no sound. It looks like the man might be saying the word, 
  “dangerous.”
  3
  The character repeatedly hears the words, “It can’t be that 
  dangerous.” If a player asks if this is the same frightening 
  voice mentioned in #1, the answer is no — this is the jar’s 
  memory of the voice of Arumvel just before he touched the jar 
  and released Vuod from captivity.
  4
  The character sees the same vision as when the mosaic picture 
  of the jar is touched in Location T-12. However, the scene is 
  viewed from the perspective of the jar, so the demon’s ashes 
  rise from the fire and seem to jump into the character. After 
  this startling moment, the character sees the three knights 
  placing the wooden screen in place as if they were putting the 
  screen around the character. At this point, the dream ends.
  5
  The character sees a fountain of dark dust, or possibly 
  powder, rise into the air and form the shape of a demon. 
  This viewpoint is very strange, because it appears to be seen 
  from several different perspectives at once. (The multiple-
  viewpoint effect is due to the fact that it is seen from the 
  perspectives of several shattered pieces of the jar, just after the 
  demon shattered it from within).
  6
  The character sees a person lying on the floor in the middle of 
  several pieces of broken green glass (this can be recognized 
  as the same person — Arumvel — as seen in result #2 who 
  was reaching out to touch the jar). Suddenly a stream of dusty 
  smoke begins to stream into the person’s mouth and nose, as if 
  being inhaled.
  7
  The character sees the man (Arumvel) speaking to a small 
  group of squat but disturbingly human-like beings, about 5 
  feet tall and having pale skin, small beady red eyes, no body 
  hair, and nails overgrown to claws.
  8
  The character sees a human being chained to a wall. Time 
  seems to pass rapidly, and the character sees a nauseating 
  change come over the man as he slowly transforms into a 
  human-like creature with pale skin, small beady red eyes, no 
  body hair, and nails overgrown to claws.
  If a character is knocked unconscious as a result of touching the green 
  shards of glass, three giant centipedes crawl out of unseen holes in the 
  stone pillars and attack the party. The centipedes are bright green and 
  shiny.
  Giant Centipedes (3) CR ½
  XP 200
  HP 5 (Pathfinder Roleplaying Game Bestiary, “Giant 
  Centipede”)
  t-14. sECrEt rooM
  t-14. sECrEt rooM
  This room is relatively featureless — the only unusual 
  object in it is located in the center of the room, a square 
  pedestal two feet high, with a concavity in the top shaped 
  like a hemisphere. The concavity would contain exactly 
  half of a one-foot diameter sphere.
  This area was the secret altar room of the priests of Law. The base of 
  the altar is the pedestal, but at one time a sphere floated above the altar, 
  and without the sphere the altar has no unusual properties. As Arumvel, 
  possessed by the demon Vuod, was destroying the temple’s aboveground 
  structure, the priest quickly hid the altar sphere away. It can be found in 
  Location T-25. If the sphere is returned to the altar, any Lawful-aligned 
  character within 60 feet gains 100 experience points as a divine blessing 
  for restoring the altar to wholeness.
  If the characters decide to search the room thoroughly, a successful DC 
  12 Perception check reveals two additional secret doors on the northwest 
  wall. A successful DC 10 Disable Device check enables the party to find 
  the hidden mechanism that opens both doors. The door to the northeast 
  opens into a passage that leads to additional hallways and rooms while the 
  door to the southwest opens into T-13.
  t-15. FLoodEd rooM
  t-15. FLoodEd rooM
  Steps lead down the corridor to a dark chamber. You can 
  hear water dripping into a pool.
  The floor of this chamber is flooded in about two inches of water, 
  although on first glance the characters cannot tell that it is so shallow. The 
  water is dripping from the ceiling. A character walking through the water 
  will have 1d3 – 1 leeches stick to the character’s boots before reaching the 
  other side. The leeches are not dangerous, although they might suggest to 
  novice players that water in dungeons can pose unexpected dangers.
  If the characters decide to search the dead end that is reached by going 
  up the stairs, a successful DC 12 Perception check reveals a secret door in 
  the wall. A successful DC 10 Disable Device check enables the party to 
  find the hidden mechanism that opens the door, revealing T-14.
  t-16. guArd rooM
  t-16. guArd rooM
  This room is empty. Dead leaves are scattered on the 
  floor, probably blown into the tunnel during storms.
  If the players specifically say that they are looking at the pattern of 
  leaves on the floor (and this must be before the characters traipse into the 
  room and scatter everything all about), they notice that there is an area 
  against the back wall of the room where there is much less leaf coverage on 
  the floor than elsewhere in the room. (This is directly in front of the secret 
  door). If the characters decide to examine the back wall, a successful DC 
  12 Perception reveals the secret door. A successful DC 10 Disable Device 
  check draws their attention to a minute mechanism that, when triggered, 
  springs the door and allows the characters to proceed down the hallway 
  to T-18.
  
  the elder temple 
  the elder temple |15
  |15
  t-17. sidE storAgE rooM
  t-17. sidE storAgE rooM
  Note: If the characters inspect the door to this room, they discover that 
  something seems to have gnawed away some of the wood at the bottom, 
  leaving a gap about 3 inches high by 6 inches wide.
  This room contains several wooden crates, probably ten 
  of them, stacked in a jumbled pile at the back of the room. 
  Two of the crates at the front and top of the pile appear to 
  be in good condition, but the rest of the crates are very old 
  and rotted. Piles of rotted wood lie on the floor around the 
  crates, and it looks as though these have been created by 
  stripping pieces of the rotted wood away from the boxes. 
  There is a very bad smell in the room.
  Ten dire rats live in the nest they have made in this pile of crates.
  Dire Rats (10) CR 1/3
  XP 135
  HP 5 (Pathfinder Roleplaying Game Bestiary, “Dire Rat”)
  Treasure. A successful DC 8 Perception check while searching 
  the pile of crates reveals a fair amount of junk that the rats 
  have accumulated but also yields some valuable finds. In 
  with the trash, the characters find 73 sp, 89 cp, and a silver 
  brooch worth 25 gp.
  t-18. guArd bArrACks
  t-18. guArd bArrACks
  There are several rotted wooden beds in this room, a line 
  of wooden boxes against the wall in the northernmost part 
  of the chamber, and long weapons racks on the walls.
  This spacious underground hall was once the barracks of the Elder 
  Temple’s guard unit. The weapon racks are empty, and there is no sign 
  of the warriors that once inhabited this barracks. The wooden boxes in 
  the northern part of the room are where the soldiers kept their personal 
  belongings. They have been ransacked and are empty except for a few 
  scraps of cloth.
  Succeeding on a DC 12 Perception check reveals a secret door in the 
  back right of the room. The door opens easily and the passage beyond 
  leads to T-8, where a concealed opening in the chimney of the fireplace 
  provides access to the room beyond.
  t-19. EntrAnCE to thE CAtACoMbs
  t-19. EntrAnCE to thE CAtACoMbs
  This tunnel entrance is about halfway up the hill. It has 
  definitely been carved from the rock, for the walls of the 
  tunnel are straight and the floor is level. All around the 
  opening, carved into the hillside rock, there are carvings 
  of skulls and skeletons. Ancient runes are carved over the 
  top of the tunnel.
  The ancient runes are too old to be understood by the characters without 
  magical aid, but if they cast a comprehend languages spell, they find that 
  the words read: “Crypts of the Elder Temple.”
  When the characters enter tunnels, check to make sure that the party 
  is carrying light sources and that they have established a marching order.
  t-20. toMb oF thE guArdiAn
  t-20. toMb oF thE guArdiAn
  Note: the passageway leading into this room may be the first side 
  passage that the party encounters if they have entered through the cave at 
  T-19. In that case, you may wish to read them the following description 
  when they reach the intersection and allow them to decide whether to enter 
  the side passage or continue deeper into the complex.
  A narrow passage leads off from the main corridor. The 
  image of a human skull has been carved over the top of the 
  entrance to the corridor.
  If the party continues down the corridor to the tomb:
  Shortly after it turns, the corridor opens into a 
  rectangular chamber that has been excavated from the 
  rock. The walls, ceiling, and floor all have uneven surfaces 
  that still bear marks of the miner’s tools. Five stone 
  sarcophagi have been placed here.
  Obviously, this chamber is a tomb. However, as the chamber nearest 
  to the entrance/exit of the catacombs, this was also the post of the tomb 
  guardian. If anyone enters the room, setting foot beyond the corridor, a 
  column of white smoke rises from the floor and coalesces into the shape of 
  a human wearing robes and a medallion of the symbol of Law (whatever 
  this might be in your campaign). The ghostly figure speaks:
  “I am the guardian of the Catacombs of the Elder Temple. What is your 
  purpose here?”
  From this point on, there may be a conversation with the characters. 
  Based on your judgment as GM, the party’s responses might cause the 
  guardian of the tomb to aid them or to ward against them. Many of the 
  chambers in the tomb area have different characteristics based on whether 
  the tomb guardian is indifferent (hasn’t met the party yet), friendly (party 
  has agreed in some way to try and defeat the evil that is now resident in 
  the temple), or hostile (the party said or did something stupid when talking 
  to the guardian).
  The guardian knows that the Elder Temple has been desecrated and 
  overtaken by Arumvel the Wicked. Under these circumstances, it is willing 
  to trade certain of the material possessions in the graves in exchange for 
  the destruction of Arumvel and his minions, and the restoration of the 
  temple to its original state. As you, in your capacity as the GM, conduct the 
  discussion between the tomb guardian and the player characters, keep all 
  this in mind, and consider allowing the party to make a Diplomacy check 
  (with a fairly low DC, such as 10) to decide at the end of the discussions 
  whether the guardian elects to be friendly, neutral, or hostile to the party.
  
  16|GrImmsGate
  16|GrImmsGate
  t-21. pALAdins’ toMb
  t-21. pALAdins’ toMb
  This tomb chamber contains 3 stone sarcophagi. The 
  ceiling is painted with now-faded pictures of three knights, 
  one of them displaying the shield-device of a dragon, one 
  displaying that of a horse, and one displaying that of a 
  phoenix. The knights are seen fighting against goblins, 
  trolls, and other such evil enemies of humankind.
  • If the Tomb Guardian is Friendly: Traps on the sarcophagi do 
  not activate.
  • If the Tomb Guardian is Indifferent: Traps on the sarcophagi are 
  as normal.
  • If the Tomb Guardian is Hostile: Traps on the sarcophagi do an 
  additional 2 damage.
  Sarcophagus #1. This sarcophagus has an inlaid image of a phoenix 
  on the heavy stone lid. The lid has not been opened as far as the party can 
  tell. The lid is very heavy and requires a successful DC 15 Strength check 
  to shift it, allowing assists. When the lid is moved, it sets off a magical 
  trap that blasts anyone holding the lid for 1d6 force damage unless they 
  succeed on a DC 14 Reflex saving throw. If the characters are using some 
  sort of tools to shift the lid instead of their hands, they may forego the 
  saving throw and not take any damage. 
  Inside the sarcophagus is a (normal) skeleton wearing plate mail and 
  holding a longsword.
  Treasure. The sword is magical; in the hands of a Lawfully-aligned 
  character, it has a +1 bonus to hit. In the hands of a Chaotic-aligned 
  The guardian is a being very similar to a ghost; it has an existence in 
  the ethereal plane, but its manifestation in the material plane of existence 
  is incorporeal. It cannot be damaged other than with magical weapons 
  and certain spells, and if it is attacked it vanishes, leaving various rooms 
  in the catacombs in a state of hostility to the adventurers. It has enough 
  hit points to survive one combat round of anything that a low-level party 
  could conceivably throw at it; even if you are modifying the adventure for 
  higher level characters, it is still suggested that the Guardian be kept as a 
  non-combat encounter.
  The sarcophagi in this room all contain normal (not undead) skeletons. 
  If the characters attempt to loot this tomb under the very eyes of the Tomb 
  Guardian, the guardian raises its arms and each of the skeletons in the 
  sarcophagi rises as extremely powerful (compared to the party) undead — 
  guardian skeletons.
  Guardian Skeleton (5) CR 1
  XP 400
  HP 12 (Appendix, “Guardian Skeleton”)
  Treasure. Each of the sarcophagi contains valuable grave 
  goods that were buried along with the skeletons.
  Sarcophagus #1. Necklace of blood rubies worth 500 gp
  Sarcophagus #2. Bracelet of blue stones worth 150 gp.
  Sarcophagus #3. Dagger with yellow jewels (cursed: touching 
  the dagger causes the victim to turn into a snake unless the 
  character makes a successful DC 11 Fortitude saving throw; 
  can be cured by a remove curse spell).
  Sarcophagus #4. A brooch with ivory inlays worth 150 gp.
  Sarcophagus #5. 100 gp in a box encrusted with semi-precious 
  stones worth 50gp.
  
  the elder temple 
  the elder temple |17
  |17
  t-23. toMb’s AntEChAMbEr
  t-23. toMb’s AntEChAMbEr
  The walls, floor, and ceiling of this chamber are painted 
  yellow, although the paint is now faded and old. The stone 
  walls of the room contain twenty large niches, each of 
  which contains what appears to be a human skeleton. On 
  each side of the southern door is the statue of a dog.
  • If the Tomb Guardian is Friendly: The dog statues does not 
  animate.
  • If the Tomb Guardian is Indifferent: One of the dog statues 
  animates.
  • If the Tomb Guardian is Hostile: Both of the dog statues animate.
  The skeletons in the niches are normal skeletons; they are the remains of 
  priests of Law that were buried here before the temple was taken over and 
  desecrated by Arumvel. The two stone dog statues at the exit, however, 
  are guardians of the tombs beyond this chamber, and one or both of them 
  animate and attack if a character tries to continue south past this room (or 
  if a character starts messing with the skeletons in this room). Only if the 
  characters have already spoken to the tomb guardian in location T-20 do 
  the statues remain inanimate.
  Stone Dog Statue (2) CR 3
  XP 800
  HP 25 (Appendix, “Stone Dog Statue”)
  t-24. MAin toMb
  t-24. MAin toMb
  All around the walls of this room, there are a total of 
  15 niches containing skeletons. All of them wear rusting 
  chain mail and carry notched swords and riven shields.
  • If the Tomb Guardian is Friendly: Skeletons do not animate.
  • If the Tomb Guardian is Indifferent: 1d4 + 1 skeletons animate 
  per round.
  • If the Tomb Guardian is Hostile: All skeletons animate 
  immediately.
  As noted above, these skeletons animate to defend the room unless the 
  tomb guardian in Location T-20 has made an agreement with the characters 
  that they will destroy the evil force that has taken residence in the Elder 
  Temple. If the Tomb Guardian is indifferent to the characters, not all of the 
  skeletons animate immediately; 1d4 + 1 of them animate immediately and 
  each round thereafter until they are all slain.
  Skeleton (15) CR 1/3
  XP 135
  HP 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  Treasure. There is no treasure in this room.
  t-25. trEAsurE rooM
  t-25. trEAsurE rooM
  This room contains a large, strangely-shaped stone 
  chest, five feet long by two feet tall and two feet deep.
  character it inflicts 1 hit point of damage on the wielder every time it hits 
  an opponent and cannot be put down without the assistance of a remove 
  curse spell.
  Sarcophagus #2. This sarcophagus has an inlaid image of a horse. 
  The lid has not been opened as far as the party can tell. There is no trap 
  set upon this sarcophagus, but the lid is unusually heavy and requires a 
  DC 30 Strength check to slide it to the side. Allow multiple characters to 
  work together to slide the lid off the sarcophagus via assisting. Inside the 
  sarcophagus there is a (normal) skeleton wearing plate mail and carrying 
  a sword.
  If one of the characters succeeds on a DC 12 Perception check and 
  inspects the floor of the sarcophagus very closely (unless there is magical 
  light such as from a light spell, this would require being inside the coffin to 
  check), a small latch may be found that opens a compartment in the floor 
  of the sarcophagus. The latch is trapped and releases poison gas if the wire 
  attached to it is not spotted.
  Poison Gas CR ½
  XP 200
  Type mechanical; Perception DC 12; Disable Device DC 10
  Trigger location; Reset manual
  Effect poison gas (1d8 damage); DC 11 Fortitude avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  Treasure. The compartment that opens when the latch is used 
  contains 5 jasper that are worth 50 gp each.
  Sarcophagus #3. This sarcophagus has an inlaid image of a 
  dragon. The lid has not been opened as far as the party can 
  tell. Opening the sarcophagus requires a DC 20 Strength 
  check. If multiple characters attempt to move the lid, allow 
  the Strength check to be made with assists. When the lid 
  opens, if any weight is removed from the bottom of the 
  sarcophagus, a scything blade slashes across the opening to 
  damage anyone reaching inside at the time.
  Scything Blade CR ½
  XP 200
  Type mechanical; Perception DC 20; Disable Device DC 10
  Trigger location; Reset manual
  Effect scything blade (1d6 damage); DC 12 Reflex avoids; 
  multiple targets (all targets reaching into the sarcophagus)
  The sarcophagus contains a (normal) skeleton wearing a 
  necklace worth 100 gp.
  t-22. rAnsACkEd toMb
  t-22. rAnsACkEd toMb
  This chamber once contained three stone sarcophagi, but 
  the remains of the heavy coffins are shattered and broken. 
  The walls of the chamber are scorched, and several bones 
  are scattered around. The bones are not scorched.
  • If the Tomb Guardian is Friendly: No effect.
  • If the Tomb Guardian is Indifferent: No effect.
  • If the Tomb Guardian is Hostile: No effect.
  This chamber has been ransacked by grave robbers who set off a fire 
  trap while doing so (the reason for the scorched walls). The trap no longer 
  works, so there is no danger for the characters. The bones are those of the 
  initial residents of the sarcophagi. If the characters replace the bones in the 
  sarcophagi, the tomb guardian at Location T-20 becomes very favorably 
  disposed toward them.
  
  18|GrImmsGate
  18|GrImmsGate
  t-29. CLoud rooM
  t-29. CLoud rooM
  The ceiling of this room is painted with grey and white 
  swirls and spirals. The walls are painted to resemble vines 
  with grapes growing on them.
  The painting is interesting, but there is nothing else in the room.
  t-30. MoLE-MAn LAir
  t-30. MoLE-MAn LAir
  There are two rickety wooden cots in this room, each 
  with a leather bag underneath it.
  This chamber is the lair of two mogura-jin, the cannibal mole-men who 
  serve Arumvel the Wicked. The bags underneath the cots only contain 
  scraps of cloth and bits of bone; the mole-men carry their valuables with 
  them.
  Mole-man (2) CR ½
  XP 200
  HP 10 (Appendix, “Mole-man”)
  Treasure. Each of the mogura-jin has a belt pouch containing 
  1d10 gp. Additionally, the larger one has a ring on one of its 
  claws worth 100 gp.
  t-31. EMpty rooM
  t-31. EMpty rooM
  This chamber appears to be empty.
  The chamber is, indeed, empty.
  t-32. grEEn bird rooM
  t-32. grEEn bird rooM
  The walls of this large room are painted with bright 
  green images of hundreds of birds. One of the paintings is 
  significantly larger than the others, and the word “Aelbos” 
  is written beneath this image.
  The “Aelbos” painting is very old and might even pre-date the Elder 
  Temple. The word has no known meaning but might refer to a bird-god or 
  bird-spirit of some kind.
  The chest has three stone lids, all hinged, next to each other. The leftmost 
  lid is engraved with a picture of a deer, the middle lid is engraved with the 
  picture of a sun, and the right lid is engraved with a picture of a sword.
  • If the Tomb Guardian is Friendly: A gem worth 100 gp sits on 
  top of the “sun” lid.
  • If the Tomb Guardian is Indifferent: No effect.
  • If the Tomb Guardian is Hostile: Anyone touching the “sun” lid 
  must make a DC 14 Will saving throw or be frightened for 10 
  minutes.
  The chest contains nothing unless only the middle (sun) lid is open, 
  and the other two lids are closed. If the characters have the lids open and 
  closed in this combination, there will be two things underneath the sun 
  lid: the first is a bag containing a +1 mace and 500 gp, and the second is a 
  stone sphere about 1 foot in diameter. This sphere glows if a spell is used 
  to detect whether or not it is magical. This is the missing part of the altar 
  at Location T-14.
  t-26. rAnsACkEd toMb ChAMbEr
  t-26. rAnsACkEd toMb ChAMbEr
  This room contains six sarcophagi, but they have been 
  broken open and ransacked.
  This room contains nothing of interest to the characters.
  t-27. night sky rooM
  t-27. night sky rooM
  The walls of this chamber are painted with an intricate 
  pattern of trees and flowers. The ceiling is painted black 
  with hundreds of small white spots placed at apparently 
  random locations.
  The room is empty.
  t-28. sun rooM
  t-28. sun rooM
  The ceiling of this room is painted with a yellow sun, and 
  there are four stone spheres on the floor, each one foot in 
  diameter. All four of the spheres are painted blue.
  None of these spheres is magical. Each sphere sits in a concave 
  depression in the floor, which keeps them from rolling (unless they are 
  rolled out, which is not difficult). The concavity beneath one of the four 
  spheres is much deeper than the other three — it is a hole that is ten feet 
  deep. At the bottom of the hole there are four giant centipedes that guard 
  a scroll case.
  Giant Centipedes (4) CR ½
  XP 200
  HP 5 (Pathfinder Roleplaying Game Bestiary, “Giant 
  Centipede”)
  Treasure. The scrolls inside the case contains the spells 
  invisibility, web, and fly.
  
  the elder temple 
  the elder temple |19
  |19
  t-36. dEMon LAir
  t-36. dEMon LAir
  The walls of this chamber appear to be stained with 
  blood, and there is a pentacle marked on the floor. Inside 
  the pentacle there is a pair of ordinary dice. Four skeletons 
  stand around the walls, near what appears — for a moment 
  — to be the statue of a demon, until the statue suddenly 
  snarls and moves toward you.
  This room contains a manes demon and 4 skeletons.
  Manes Demon CR 1
  XP 400
  HP 6 (Appendix, “Manes Demon”)
  Skeleton (4) CR 1/3
  XP 135
  HP 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  Treasure. The dice in the pentacle are made of a precious 
  stone found only in the lairs of demons. Each of the two dice 
  is worth 250 gp.
  t-37. EMpty ChAMbEr
  t-37. EMpty ChAMbEr
  There appears to be nothing in this room, although a 
  dark powdery substance on the floor might possibly be a 
  smear of dried blood where something was dragged from 
  north to south or south to north.
  The room is empty.
  T-38. Warning Chamber
  There is a treasure chest in the western part of this 
  chamber.
  There is a small bronze “lock” attached to the bottom of this chest that 
  is noticed on a successful DC 13 Perception check. If the chest is moved or 
  opened, a very loud, siren-like noise begins to shriek from the inside of the 
  chest. A successful DC 12 Disable Device check results in the trap being 
  disabled and prevents the alarm from sounding.
  The chest itself contains 500 copper pieces.
  If the characters make the mistake of activating the alarm inside the 
  chest, the mole-men in Location T-39 ready themselves for combat 
  (cannot be surprised) and the cursed humans from Location T-40 (if they 
  are still alive) circle around to enter this chamber from Location T-37, 
  hoping to catch the intruders between them, attacking with the mole-men 
  on one side and the cursed humans on the other, to prevent escape.
  t-33. FACE rooM
  t-33. FACE rooM
  The walls of this room are painted with numerous 
  highly-stylized faces. A man-sized statue of a demon blocks 
  a hallway that leads out of the room to the northeast.
  This room is the guard post for Arumvel’s prison (see Location T-34). 
  The demon “statue” is actually one of Arumvel’s manes demons, holding 
  itself perfectly motionless as it stands guard. If the party engages the 
  demon in combat, the prisoners in Location T-34 hears the battle and starts 
  calling for help.
  Manes Demon CR 1
  XP 400
  HP 6 (Appendix, “Manes Demon”)
  Treasure. The demon has no treasure.
  t-34. prison CELL
  t-34. prison CELL
  Two humans are chained to the wall in this room, one 
  male and one female. They are thin and haggard from the 
  imprisonment.
  These humans are Albraith and Etarra (human commoners 1), a 
  married couple that were kidnapped from their farm only a couple of days 
  ago. They are still alive, although they have not been fed and are weak 
  from starvation. Arumvel has appeared once in the prison, saying magic 
  words and feeding them alchemical preparations that would — if repeated 
  enough times — turn the two prisoners into cursed humans with twisted 
  minds, under Arumvel’s control. Thus, if they are asked (or if it is clear 
  that the information would be useful) they can describe Arumvel to the 
  characters.
  t-35. trAp ChAMbEr
  t-35. trAp ChAMbEr
  A small demon head, made of bronze, is indented in the 
  wall just before the eastern wall of the corridor opens into 
  a large chamber. The mouth of the demon head is about 
  two inches across, and you can see that it contains several 
  small gears and switches, so small that a needle would be 
  required to move them around with any precision.
  This entire room has been rigged as a magical trap to guard the demon-
  lair on the far side. The only way to disarm the mechanism is to treat it 
  as a lock, but with a twist. An arcane caster (sorcerer, witch, or wizard) 
  using an arcane focus can attempt to pick the “lock” in a similar manner 
  to a rogue with a mechanical lock. The arcane caster must succeed on 
  a DC 12 Knowledge (Arcana) check with the arcane focus. Doing so 
  deactivates the trap for a period of 1 hour. If the characters disregard or do 
  not successfully pick the “lock,” then the trap activates whenever a living 
  being tries to walk through the corridor past the room (or into the room). 
  The demons and undead, of course, do not need to bother with the lock.
  If anyone walks into the chamber without disabling the trap mechanism, 
  1d6 darts fire from holes in the eastern wall of the chamber. Each dart that 
  is fired makes a ranged attack with a +4 bonus against a random target 
  within the room. A target that is hit takes 1d4 piercing damage per dart.
  The room itself is empty — it has been cleared out to maintain a clear 
  field of fire for the darts.
  
  20|GrImmsGate
  20|GrImmsGate
  t-41. MurAL rooM
  t-41. MurAL rooM
  The walls of this large chamber have apparently been 
  plastered over, and the smooth surface has been painted 
  with murals that circle the whole room. The paintings 
  depict what is obviously the hill of the Elder Temple, 
  beneath which you currently stand, but there is a shining 
  building that stands at the top of the hill itself. Not far 
  below the building you can see the metal door that you 
  have seen from the outside. The lower tunnels were 
  either not built at the time the paintings were made, or 
  they were simply left out of the pictures. As the paintings 
  proceed around the room, you can see pictures of religious 
  ceremonies of Law taking place, and then a procession of 
  three knights carrying a large, green jar to the building. 
  This is the last picture in the sequence: there is still room 
  left for more to be painted on the wall, but the plaster in 
  the blank space is slashed and marked with dark stains 
  that look unpleasantly like blood.
  Although this room is fascinating as a historical record, it contains 
  nothing else of interest.
  t-42. thE hoLy WAtEr Font
  t-42. thE hoLy WAtEr Font
  At the center of this room there is a pool of water, ringed 
  with a border of purple-painted stones. There is a large 
  quantity of shattered glass in the southern part of the 
  room.
  If the characters succeed on a DC 10 Perception check while sifting 
  through the broken glass, they find three unbroken bottles. The pool in 
  the room contains holy water, which is the reason why the demons have 
  smashed all of the bottles. There is enough in the pool to fill ten bottles of 
  holy water, and, although it is unlikely to be relevant, the pool produces 
  another bottle’s worth of holy water each week.
  t-43. LAir oF AruMvEL thE WiCkEd
  t-43. LAir oF AruMvEL thE WiCkEd
  As you turn the last curve in the spiral, you see a horrific 
  sight. There is a room in the middle of the corridor’s 
  serpentine curve, and the creature in the chamber is 
  obviously the source of the corruption that has overtaken 
  the Elder Temple. A thing stands in the center of the room, 
  once a human but now strangely eroded into a mix of flesh 
  and ashes, as if it had been halfway burned through at 
  some point and yet lived on. A cloud of ash surrounds it, but 
  its eyes glint clearly through the darkness, burning with 
  a red and evil light. There are three man-sized demons in 
  the room as well, their faces marked with a smear of ashes 
  in the shape of eight outward- pointing arrows. Behind 
  this array of supernatural foes, you can see the broken and 
  toppled statue of a bearded man holding a sphere. Where 
  the statue has broken open, you can see the glint of gold 
  and jewels.
  t-39. MoLE-MAn LAir
  t-39. MoLE-MAn LAir
  This room has a rank smell to it, wafting upward from 
  piles of garbage that rise three feet high against the north 
  and west walls. There are three sleeping furs in here, and 
  a single wooden chest.
  This room is the lair of 3 mole-men. Combat in this room draws the 
  cursed humans from location T-40, who arrive through the secret door in 
  the south wall in 1d4 rounds. If the party is able to avoid combat in this 
  room and they decide to search it thoroughly, a successful DC 12 Perception 
  check reveals the secret door in the southern wall. A successful DC 10 
  Disable Device check enables the party to find the hidden mechanism that 
  opens the door, which opens into a short hallway that appears to dead end. 
  Closely examining the dead end and succeeding on an additional DC 12 
  Perception check reveals another secret door. The mechanism to open this 
  door is a button concealed on the wall and can be found with a DC 10 
  Disable Device check. The secret door opens into T-40.
  Mole-man (3) CR ½
  XP 200
  HP 10 (Appendix, “Mole-man”)
  Treasure. The treasure chest is locked; it has to be broken 
  open with a successful DC 15 Strength check or the lock 
  picked with a successful DC 13 Disable Device check. The 
  chest contains a necklace of human bones and gold beads 
  worth 100 gp, a silver short sword, 3 bottles of holy water, 61 
  gp, 232 sp, and an intricately carved sandalwood fan worth 
  50 gp.
  t-40. LAir oF thE CursEd huMAns
  t-40. LAir oF thE CursEd huMAns
  This room contains five wooden cots, and there is a 
  single padlocked chest against the southern wall.
  This room is the lair of 5 cursed humans, not fully transformed into 
  mole-men by Arumvel’s sinister magic. Any combat in this room draws 
  the mogura-jin from location T-39, arriving in 1d4 rounds.
  Cursed humans (5) CR ½
  XP 200
  HP 5 (Appendix, “Cursed human”)
  Treasure. To open the chest, either the padlock (or chest) must 
  be broken with a successful DC 15 Strength check or the 
  lock needs to be picked with a successful DC 13. Breaking 
  the chest or lock by any violent means also shatters the two 
  potions of cure light wounds that are inside. In addition to 
  the healing potions, the chest contains various filthy items of 
  clothing and a bag containing 50 gp.
  
  the elder temple 
  the elder temple |21
  |21
  This room is the Court of Arumvel the Wicked, the pathetic but 
  extremely powerful remnant of Arumvel’s body after it was possessed and 
  then discarded by Vuod the Putrefactor. As the players may have figured 
  out by this point, the fall of the Elder Temple was caused when the novice 
  priest Arumvel became curious and touched the green jar in which the 
  dreaded demon Vuod had been imprisoned by three paladins — the Knight 
  of the White Phoenix, the Knight of the Grey Stallion, and the Knight 
  of the Golden Dragon. When Arumvel touched the jar, it shattered and 
  allowed Vuod to take possession of Arumvel, who, using the demon’s 
  powers, first enslaved and later killed all those who had once lived in the 
  precincts of the temple.
  Arumvel the Wicked CR 2
  XP 600
  HP 18 (Appendix, “Arumvel the Wicked”)
  Manes Demon (3) CR 1
  XP 400
  HP 6 (Appendix, “Manes Demon”)
  Treasure. The statue contains 420 gp, 2,745 sp, 4,309 cp, 4 
  gems worth 25 gp each, and a +1 longsword.
  ConCLuding thE AdvEnturE
  ConCLuding thE AdvEnturE
  It is probably clear that the “Wilderness Encroachment” around the 
  village of Grimmsgate can be expanded to fill several gaming sessions 
  or even to serve as a permanent “headquarters” for the characters to 
  which they return after their various adventures. If the characters succeed 
  in restoring the altar in the Elder Temple, or at least they manage to 
  destroy Arumvel the Wicked, they are almost certainly rewarded by the 
  nearby barons with a bit of money and — almost certainly — offers of 
  employment as caravan guards, explorers, mercenaries, spies, or other 
  interesting situations.
  
  22|GrImmsGate
  22|GrImmsGate
  dEMon, MAnEs 
  Cr 1
  dEMon, MAnEs 
  Cr 1
  XP 400
  Manes demon
  CE Small outsider (chaotic, demon, evil)
  Init +0; Senses darkvision 60 ft.; Perception +3
  AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
  hp 6 (1d10+1)
  Fort +1, Ref +2, Will +1
  DR 5/good or cold iron; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10
  Speed 20 ft.
  Melee bite +1 (1d4-1), 2 claws +2 (1d3-1)
  Str 9, Dex 10, Con 13, Int 4, Wis 9, Cha 3
  Base Atk +1; CMB -1; CMD 9
  Feats Weapon Focus (claw)
  Skills Acrobatics +0 (-4 to jump), Climb +3, Perception +3, 
  Stealth +8
  Languages Abyssal; telepathy 100 ft.
  goburA sCAr (rAging) 
  Cr 2
  goburA sCAr (rAging) 
  Cr 2
  XP 600
  Mole-man barbarian 1
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +5
  AC 10, touch 10, flat-footed 8 (+2 Dex, -2 rage)
  hp 24 (2 HD; 1d10+1d12+13)
  Fort +6, Ref +4, Will +4
  Immune poison
  Weaknesses light sensitivity
  Speed 40 ft., burrow 20 ft.
  Melee bite +6 (1d4+4), 2 claws +6 (1d6+4)
  Special Attacks rage (6 rounds/day), rage power (cult totem, 
  lesser)
  Str 19, Dex 14, Con 18, Int 9, Wis 10, Cha 10
  Base Atk +2; CMB +6; CMD 16
  Feats Toughness
  Skills Acrobatics +2 (+6 to jump), Climb +9, Intimidate +5, 
  Perception +5
  Languages Common, Mole-man
  SQ fast movement
  Special Abilities
  Cult Totem, Lesser (Ex) When raging, morale or flanking 
  bonuses to attack apply to damage, not attack.
  AppEndix: nEW MonstErs And npCs
  AppEndix: nEW MonstErs And npCs
  AruMvEL thE WiCkEd 
  Cr 2
  AruMvEL thE WiCkEd 
  Cr 2
  XP 600
  Possessed human
  CE Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +7
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 18 (3d10+3)
  Fort +2, Ref +5, Will +4
  DR 5/magic; Immune poison
  Speed 30 ft.
  Melee 2 claws +4 (1d8+1)
  Special Attacks breath of ash (15-ft cone, sickened, DC 12 
  Fortitude negates), death burst
  Str 12, Dex 15, Con 13, Int 15, Wis 12, Cha 14
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Reflexes, Improved Initiative
  Skills Bluff +8, Diplomacy +8, Intimidate +8, Knowledge 
  (planes) +8, Perception +7, Sense Motive +7, Spellcraft +8, 
  Use Magic Device +8
  Languages Abyssal, Common
  Special Abilities
  Breath of Ash (1/D6 Rounds, DC 12) (Su) Arumvel exhales a 
  15-foot cone of smoldering ash. Each creature in that area 
  must succeed on a DC 12 Fortitude save or be sickened until 
  the end of Arumvel’s next turn.
  Death Burst (DC 12) (Su) When Arumvel dies, it explodes in 
  a cloud of cinders and ash. Each creature within 5 feet of 
  Arumvel must succeed on a DC 12 Reflex saving throw or 
  take 1d8 fire damage.
  huMAn, CursEd 
  -Cr 1/2
  huMAn, CursEd 
  -Cr 1/2
  XP 200
  Cursed human
  CE Medium humanoid (human)
  Init +0; Senses Perception +2
  AC 10, touch 10, flat-footed 10
  hp 5 (1d8+1)
  Fort +1, Ref +2, Will -1
  Immune charm, fear
  Weaknesses light sensitivity
  Speed 30 ft.
  Melee 2 claws +2 (1d6+2)
  Str 14, Dex 10, Con 13, Int 4, Wis 9, Cha 3
  Base Atk +0; CMB +2; CMD 12
  Feats Alertness
  Skills Perception +2, Sense Motive +1
  Languages Common
  
  appendIx: new monsters and npcs 
  appendIx: new monsters and npcs |23
  |23
  jyLAgurA thE dEMon-spEAkEr 
  Cr 2
  jyLAgurA thE dEMon-spEAkEr 
  Cr 2
  XP 600
  Mole-man cleric 1
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +7
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 17 (2 HD; 1d8+1d10+8)
  Fort +4, Ref +4, Will +6
  Immune poison
  Weaknesses light sensitivity
  Speed 30 ft., burrow 20 ft.
  Melee bite +2 (1d4+1), 2 claws +2 (1d6+1)
  Special Attacks channel negative energy 3/day (DC 10, 1d6)
  Domain Spell-Like Abilities (CL 1st; concentration +3)
     5/day—touch of chaos
  Cleric Spells Prepared (CL 1st; concentration +3)
     1st—bane (DC 13), cure light wounds, doom[D] (DC 13)
     0 (at will)—bleed (DC 12), detect magic, guidance
     D Domain spell; Domains Chaos, Evil (Demon subdomain)
  Str 13, Dex 14, Con 14, Int 9, Wis 14, Cha 10
  Base Atk +1; CMB +2; CMD 14
  Feats Toughness
  Skills Knowledge (religion) +4, Perception +7
  Languages Common, Mole-man
  SQ fury of the abyss
  Special Abilities
  Cleric Channel Negative Energy 1d6 (3/day, DC 10) (Su) 
  Positive energy heals the living and harms the undead; 
  negative has the reverse effect.
  Fury of the Abyss (+1, 5/day) (Su) For 1 rd -2 AC and gain 
  bonus to melee att/dam/CMB
  Touch of Chaos (5/day) (Sp) With a melee touch attack, target 
  takes the lower of 2d20 for each d20 roll for 1 round.
  MoLE-MAn 
  Cr 1/2
  MoLE-MAn 
  Cr 1/2
  XP 200
  Mole-man
  CE Medium monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +3
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 10 (1d10+5)
  Fort +2, Ref +3, Will +1
  Immune poison
  Weaknesses light sensitivity
  Speed 30 ft., burrow 20 ft.
  Melee bite +2 (1d4+1), 2 claws +2 (1d6+1)
  Str 13, Dex 12, Con 14, Int 7, Wis 9, Cha 7
  Base Atk +1; CMB +2; CMD 13
  Feats Toughness
  Skills Climb +5, Perception +3
  Languages Common, Mole-man
  skELEton, guArdiAn 
  Cr 1
  skELEton, guArdiAn 
  Cr 1
  XP 400
  Guardian skeleton
  LE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +4
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 12 (2d8+4)
  Fort +2, Ref +2, Will +2
  DR 5/bludgeoning; Immune undead traits
  Speed 30 ft.
  Melee short sword +0 (1d6+1/19-20), short sword +0 (1d6/19-
  20) or short sword +2 (1d6+1/19-20)
  Str 12, Dex 15, Con —, Int 6, Wis 8, Cha 15
  Base Atk +1; CMB +2; CMD 14
  Feats Two-weapon Fighting
  Skills Climb +6, Perception +4
  Other Gear short sword, short sword
  stAtuE, dog 
  Cr 3
  stAtuE, dog 
  Cr 3
  XP 800
  Dog statue
  N Medium construct
  Init +2; Senses darkvision 120 ft., low-light vision; Perception 
  +0
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 25 (1d10+20)
  Fort +0, Ref +2, Will +0
  DR 10/magic or adamantine; Immune construct traits, magic, 
  polymorph
  Speed 30 ft.
  Melee bite +4 (1d8+4)
  Str 16, Dex 14, Con —, Int —, Wis 10, Cha 1
  Base Atk +1; CMB +4; CMD 16 (20 vs. trip)
  
  24|GrImmsGate
  24|GrImmsGate
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  15. © NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, 
  Jeremy  Crawford,  Chris  Perkins,  Rodney  Thompson,  Peter  Lee,  James  Wyatt,  Robert  J. 
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  Pathfinder Roleplaying Game Reference Document. ©  2011,  Paizo  Publishing,  LLC; 
  Author: Paizo Publishing, LLC. 
  Pathfinder Roleplaying Game Core Rulebook. ©  2009,  Paizo  Publishing,  LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Original Spell Name Compendium © 2002 Clark Peterson 
  Grimmsgate, © 2020, Frog God Games; Author Matt Finch. 
  Adventures 
  Worth  
  Winning
  
  FROG GOD
  GAMES
  FROG GOD GAMES ADVENTURES
  Deep in the wooded wilderness, the village of Grimmsgate is an out-
  post town on a seldom-traveled trail, right at the edge of nowhere. 
  The village’s half-ruined temple of Law, dilapidated inn, drunken 
  blacksmith, exiled trader and a few fur-trappers are enough to 
  keep the bloody-minded denizens of the dark forst at bay, but no-
  body really expects the village to still be there in another ten years. 
  The woods have become too dangerous for the trappers who once 
  caught animals for fur, and merchants no longer travel the poor-
  ly-maintained road.
  What great evil and what fabulous treasures are to be found in 
  these lands? A brave band of adventurers might make their fortunes 
  here. or perhaps they might never return . . .
  Grimmsgate is an intoductory adventure for four to eight  characters 
  level 1-3. 
  By Matthew J. Finch
  GRIMMSGATE
  GRIMMSGATE
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Grimmsgate.pdf