TEXT: BY MIKE SHEL
  A PATHFINDER RPG ADVENTURE FOR LEVEL 1
  
  Belhaim
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  cave
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  B1
  B2
  B6
  B7
  B8
  B9
  B10
  B11
  B12
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  B3
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  B5
  T
  T
  
  ON THE COVER
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been 
  designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
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  No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Pathfinder Module: The Dragon’s Demand © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, 
  the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; 
  Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder 
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  Printed in China.
  Author • Mike Shel
  Cover Artist • Lars Grant-West
  Interior Artists • Helge C. Balzer, Eric Belisle, Filip Burburan,  
  Milivoj C´eran, Miguel Regodón Harkness, Kate Pfeilschiefter, 
  Ryan Portillo, and Bryan Sola
  Cartographers • Jared Blando and Robert Lazzaretti
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • James Jacobs
  Development Team • Logan Bonner, John Compton,  
  Adam Daigle, Rob McCreary, Mark Moreland,  
  and Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey,  
  and Ryan Macklin
  Editorial Interns • Jay Loomis and Cassidy Werner
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland  
  and Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designer • Sonja Morris
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler,  
  and Sara Marie Teter 
  Warehouse Team • Will Chase, Heather Payne,  
  Jeff Strand, and Kevin Underwood
  Website Team • Ross Byers, Liz Courts, Lissa Guillet,  
  and Chris Lambertz
  Table of ConTenTs
  Introduction 
  2
  Chapter 1: Welcome to Belhaim 
  4
  The PCs arrive in the small town of Belhaim hours before a nearby 
  abandoned tower’s mysterious collapse. What link did the collapsed ruin 
  have to the town’s eccentric wizard? Why are there dead kobolds among 
  the rubble? Can the PCs defeat the menace behind the collapse?
  Chapter 2: The Wizard’s Estate 
  20
  The kobolds are defeated, and now the baroness of Belhaim has a new 
  task for the PCs—explore the dead wizard’s manor and make sure it’s 
  safe to catalogue the contents for an upcoming auction. But during their 
  exploration, the heroes find more than dusty old books and antiques!
  Chapter 3: Dragonslayers 
  32
  When the estate auction is interrupted by a dragon’s demand for an 
  impossible ransom, Belhaim’s newest heroes are given their most 
  dangerous quest yet—slay the dragon to save the town! Can the weapons 
  of an ancient dragonslayer help them, or is this a suicide mission?
  Appendix 1: Belhaim 
  58
  Appendix 2: New Monsters 
  62
  RefeRenCe
  This book refers to several other Pathfinder Roleplaying Game products using the following 
  abbreviations, yet these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of 
  these books available online for free at paizo.com/prd.
  Lars Grant-West reveals the green 
  dragon Aeteperax being challenged 
  in his lair by a would-be dragonslayer 
  eager to save a town and loot a hoard!
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Advanced Player’s Guide 
  APG
  Bestiary 
  B1
  Bestiary 2 
  B2 
  Bestiary 3 
  B3
  GameMastery Guide 
  GMG
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  1 
  The PCs begin the adventure at 1st level.
  2 
  The PCs should be 2nd level by the time they enter the 
  Blood Vow tribe’s lair.
  3 
  The PCs should be 3rd level as they begin Chapter 2.
  4 
  The PCs should be 4th level before going to Hunclay’s cave.
  5 
  The PCs should reach 5th level at some point when they 
  are within the Crypt of Tula.
  6 
  The PCs should reach 6th level before exploring the upper 
  floors or cellar of the monastery.
  7 
  PCs who complete every encounter and quest they can 
  before defeating Aeteperax and saving Rima might just 
  reach 7th level before confronting the dragon in his lair.
  ADVANCEMENT TRACK
  “The Dragon’s Demand” is designed for four characters and 
  uses the medium XP track.
  Adventure Summary
  I
  n The Dragon’s Demand, the PCs are hired by the Baroness 
  of Belhaim to investigate the collapse of a tower at the edge 
  of town, and soon learn of a possible conspiracy between a 
  tribe of kobolds and the town’s eccentric wizard. Investigation 
  of the kobold lair confirms the connection, but also suggests 
  the kobolds’ true master is a being far greater than the wizard. 
  When the wizard’s manor is put up for sale, the kobolds’ master, 
  a dragon named Aeteperax, interrupts the estate auction. He 
  demands an outrageous ransom in addition to several rare and 
  expensive books from the wizard’s estate, giving the town a short 
  deadline for delivering his demands. The PCs must travel to 
  an abandoned monastery and slay the dragon before the beast 
  razes Belhaim to the ground!
  
  Where on Golarion?
  B
  elhaim is located in the Verduran Forest of north-
  central Taldor, on a minor trade road between 
  Wispil and Dunholme. A lesser tributary of the Verduran 
  Fork runs along the side of the town, connected to the 
  main road by a covered wooden bridge.
  DRAGON’S DEMAND QUESTS
  As “The Dragon’s Demand” proceeds, the PCs will uncover 
  numerous quests that can earn them additional rewards 
  in the form of experience points, treasure, or reputation. 
  Details on these quests appear in the text, and are 
  summarized below for ease of reference. You can use the 
  Quest Cards from a deck of Pathfinder Cards: The Dragon’s 
  Demand Campaign Cards to give your players a fun way to 
  keep track of which quests they’ve received.
  Quests marked with an asterisk (*) are bonus quests not 
  directly tied into the adventure’s story; they can help the PCs 
  gain more XP to face the challenges ahead. Inform the PCs 
  of those quests at the points indicated—no NPC assigns 
  these quests to them, but they should still be goals of which 
  the players are aware. Many of these quests can be acquired 
  by pursing rumors spreading around Belhaim (see page 60).
  1. The Collapsed Tower: Acquired: Adventure’s start. Quest: 
  Investigate the cause of the Witch Tower’s collapse. 
  Reward: 1,200 XP, plus 500 gp awarded by the baroness.
  2. Finding Hunclay: Acquired: Adventure’s start. Quest: 
  Find out whether Balthus Hunclay had anything to 
  do with the Witch Tower’s collapse. Reward: 800 XP.
  3. Making Friends or Enemies*: Acquired: Adventure’s 
  start. Quest: Make at least one of the families of Belhaim 
  helpful or hostile toward the party. Reward: 400 XP.
  4. Hero or Villain*: Acquired: Adventure’s start. Quest: Make 
  everyone in one of Belhaim’s factions either friendly or 
  better, or unfriendly or worse, toward the PCs. Reward: 
  1,600 XP.
  5. Best Friend or Worst Nightmare*: Acquired: Adventure’s 
  start. Quest: Make everyone in Belhaim either friendly 
  or better, or unfriendly or worse. Reward: 3,200 XP.
  6. Belhaim Historian*: Acquired: Adventure’s start. Quest: 
  Learn a great deal of Belhaim’s history. Reward: 800 XP.
  7. Finding the Kells*: Acquired: Rumor or areas F4 or G8. 
  Quest: Learn what became of the Kells. Reward: 2,400 XP.
  8. Kobolds’ Prisoners: Acquired: Rumor or area B4. Quest: 
  Rescue the locals the kobolds are holding prisoner. 
  Reward: 1,200 XP, plus 200 gp from Isadorer Malak at 
  Malak Farm, and Malak Farm becomes helpful.
  9. Wolf Hunting: Acquired: Rumor or area D1. Quest: Kill 
  the wolf that’s been raiding Abrassus Ranch. Reward: 
  1,600 XP, 800 gp, Abrassus Ranch becomes helpful.
  10. The Blood Vow Kobolds: Acquired: After The Collapsed 
  Tower. Quest: Drive off or defeat the kobolds of the 
  Blood Vow tribe. Reward: 1,200 XP, 1,200 gp.
  11. Helping Nighttail: Acquired: Area B7. Quest: Help 
  Nighttail take control of the Blood Vow tribe. Reward: 
  800 XP and Nighttail’s promise to leave Belhaim alone.
  12. Exploring the Estate: Acquired: Start of Chapter 2. Quest: 
  Fully explore Hunclay’s estate and ensure that it is safe 
  for the baroness’s clerks. Reward: 1,600 XP and 5,000 gp.
  13. Rescuing Maffei: Acquired: Area C17. Quest: Rescue the 
  shae prisoner. Reward: 2,400 XP, plus Maffei’s aid.
  14. Restoring Maffei*: Acquired: Area C17. Quest: Restore 
  Maffei’s negative levels. Reward: 2,400 XP.
  15. Exploring Hunclay’s Cave: Acquired: Hunclay’s Manor. 
  Quest: Find the location of Hunclay’s hidden cave and 
  explore it. Reward: 2,400 XP.
  16. The Monastery Mystery*: Acquired: After the auction in 
  Chapter 3. Quest: Learn what happened to the monks 
  who once dwelled in the monastery. Reward: 2,400 XP.
  17. Exploring the Crypt of Tula: Acquired: After the meeting 
  at Devy Manor in Chapter 3. Quest: Explore Tula’s crypt 
  and recover the powerful dragonslaying weapons that 
  lie within. Reward: 2,400 XP.
  18. Sanctifying the Crypt of Tula: Acquired: Area E10 or 
  E12. Quest: Put the restless spirit of Tula’s husband 
  Arturic to rest. Reward: 4,800 XP and permission from 
  Tula’s spirit to take from her crypt.
  19. Learning a Name: Acquired: Area F4. Quest: Learn the 
  dragon Aeteperax’s original name. Reward: 2,400 and 
  disrupting Aeteperax’s tactics.
  20. Defeating the Four Lieutenants: Acquired: Area F4. 
  Quest: Ensure via combat or diplomacy that Azmur, 
  Goladryth, Thaena, and Pentosh no longer support 
  the dragon Aeteperax. Reward: 3,200 XP and immunity 
  to Aeteperax’s frightful presence.
  21. The Aspirant’s Path: Acquired: Area F29. Quest: Defeat 
  the challenges in areas F30, F32, and F34. Reward: 
  1,600 XP.
  22. Closing the Dark Window: Acquired: Area F4. Quest: 
  Close or destroy the Dark Window. Reward: 4,800 XP 
  and undermine Aeteperax’s lair defenses.
  23. Rescuing Rima: Acquired: Area F4 or G8. Quest: Save 
  Rima from Aeteperax. Reward: 1,600 XP.
  24. Dragonslayers!: Acquired: After the meeting at Devy 
  Manor in Chapter 3. Quest: Slay the dragon Aeteperax! 
  Reward: 12,800 XP.
  Wispil
  Belhaim
  Faldamont
  maheto
  Ruins oF nazilli
  ANDORAN
  GALT
  TALDOR
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  3
  
  Chapter 1
  Welcome to Belhaim
  S
  even years ago, the wizard-astronomer Balthus 
  Hunclay left his native country of Rahadoum 
  and traveled to Taldor. He soon purchased 
  some land on a hilltop just outside the small town of 
  Belhaim, adjacent to an ancient structure that locals call 
  the Witch Tower. There he built a manor home crowned 
  with an observatory. To ensure an unobstructed view of 
  the night skies, he clear-cut every tree on his property, 
  but found that Witch Tower remained an impediment 
  to his stargazing. Belhaim’s previous baron had perished 
  in an ill-considered attempt to explore the tower 2 years 
  before Hunclay’s arrival, and his grieving widow, Baroness 
  Origena Devy, refused the astronomer’s offers to buy (and 
  then demolish) the tower. Hunclay was livid, and began to 
  plot alternate methods of razing the “eyesore.”
  Hunclay’s choice of domicile was no accident. For years, 
  he had been studying the great black spaces between 
  the stars—the Dark Tapestry. To further his studies, he 
  consulted forbidden tomes and corresponded with dozens 
  of other arcanists over the years he lived in Rahadoum. One 
  of these correspondents was known to Hunclay only as “Mr. 
  Barlau.” Hunclay believed Barlau, by far his most informed 
  contact on this obscure subject, was a traveling wizard who 
  lived in Taldor. He hungered for more of the man’s hoard of 
  esoteric knowledge, though Barlau repeatedly attempted to 
  buy several of his rare tomes, always escalating his demands 
  till they became unwelcome. 
  When the scandalous topic Hunclay was researching 
  became public knowledge in his homeland, he was forced 
  to flee, and decided to make Taldor his new home for three 
  4
  
  table, enjoying a free meal of fresh bread with cheese and 
  honey, washed down by watery mead—give the players a 
  chance to introduce their characters to each other before 
  proceeding with the next scene.
  Kobolds in the Witch Tower!
  At some point during the meal, the walls of the inn rattle 
  as though shaken by thunder. With a successful DC 15 
  Perception check, a character recognizes that the sound 
  was more akin to that of a massive landslide. Anyone who 
  steps out of the inn immediately notices a huge plume of 
  dust rising to the northeast. It isn’t long before someone 
  bursts into the tavern out of breath, with the news—the 
  Witch Tower has fallen!
  This news sends everyone in the tavern heading out 
  to gawk at the dust plume rising from the place where 
  the tower once stood. If the PCs don’t immediately set 
  out to investigate on their own, they’ll soon hear rumors 
  that dozens of dead kobolds were found in the ruins. 
  The claim is something of an exaggeration. In fact, only 
  two scaly corpses were spotted in the black stone rubble 
  of the collapsed building, but that’s two more dead 
  kobolds than anyone in town expected to see. Kobold 
  sightings have been few and far between in the area 
  around Belhaim.
  At the site of the collapsed tower, two locals putter 
  about aimlessly. One wanders about scratching her head, 
  and the other stands with hands on his hips, chewing 
  on a stalk of grass. These two are Letha Mulle and Varyl 
  Hodd, the least experienced of Sheriff Benhovy’s crew. 
  With their boss out of town, they’re clearly out of their 
  An Atypical Dragon
  I
  n many ways, Aeteperax is not a typical dragon. At 
  the callow age of 96, Aeteperax is not yet a full-
  grown adult, yet his intellectual interests far exceed 
  those of many older dragons. His latest obsession is 
  the Dark Tapestry, and when his research hinted that 
  an old monastery near the town of Belhaim might hold 
  intriguing secrets and lore on this subject, he left his 
  previous lair for a new one in Dragonfen (see the 
  Belhaim Environs map on the inside front cover).
  Aeteperax is cautious, and prefers not to face Hunclay 
  in battle—as he knows Hunclay is a relatively powerful 
  wizard—but he’s grown impatient to have Hunclay’s 
  rare books on the Dark Tapestry. So the dragon has 
  engineered a complex plan to do the wizard in, safely 
  and from afar, so his kobold minions can loot the 
  manor at their leisure.
  Yet as this adventure progresses, the dragon’s plans 
  hit snag after snag. When his patience finally snaps, all of 
  Belhaim will be made aware of the dragon’s demands.
  reasons: it was quite far from his old home, he had a distant 
  cousin with whom he could stay for a few weeks while he 
  found his footing, and it was close to where Barlau lived. 
  Hunclay used a sending spell to inform Barlau of events 
  and inquire as to potential residences convenient to 
  Barlau’s home, so they might meet and speak more often 
  in person. Barlau, ever cagey about his actual address, said 
  only that Belhaim would be acceptable. Hunclay finalized 
  his move to this small town within the week.
  Barlau continued to put off a meeting in person until 
  a few months ago, when Hunclay received an unexpected 
  invitation to meet him at an old monastery on the far side 
  of Dragonfen. Hunclay eagerly accepted, but was stunned 
  at the true nature of his correspondent—“Barlau” was, in 
  fact, a young adult green dragon named Aeteperax.
  Hunclay recovered from the shock quickly, as Aeteperax 
  once again pressured the wizard to sell him those rare 
  books. Too cowed to refuse the dragon in person, Hunclay 
  agreed—but only if the dragon did him a favor first: 
  arrange for an “accidental collapse” of the Witch Tower 
  blocking his view of the eastern sky.
  To Hunclay’s delight, Aeteperax agreed. The dragon 
  promised that a group of kobolds he’d recently tricked 
  into worshiping him would help undermine the tower. 
  Once the tower was removed, Hunclay would finally 
  give Aeteperax the books he desired. Unfortunately for 
  Hunclay, this agreement is the final stage dressing for a 
  complex plot engineered by the dragon to bring about the 
  wizard’s “accidental” death so that the dragon can send 
  his kobolds into the manor and loot it of all its secrets, 
  not just a few valuable books. Now Hunclay is about to 
  learn the truth the hard way.
  GETTING STARTED
  A large part of the adventure is getting to know the 
  people of Belhaim and exploring its hinterlands, so 
  it’s best if the PCs are not natives of the town. This 
  adventure assumes they’ve only recently arrived—if 
  your players don’t have any particular preference for 
  how things begin, a man named Silas Gribb offers them 
  a job as caravan guards. Upon the caravan’s arrival in 
  Belhaim, Gribb is arrested on a warrant for smuggling, 
  and Belhaim’s sheriff and his most skilled deputies head 
  out within the hour to escort him and his confiscated 
  caravan south to Cassomir. The PCs can easily convince 
  the authorities of their ignorance about Silas’ criminal 
  activities, but are left stranded in Belhaim, as Silas is 
  obviously unable to pay them for the caravan job.
  Talia Orem, the young proprietor of the Wise Piper 
  Inn, takes pity on the PCs and offers free room and board 
  for a few days—long enough for the now aimless party to 
  at least figure out what to do next.
  As the adventure begins, start with the PCs in the Wise 
  Piper’s common room as evening falls. Silas has been 
  arrested earlier in the day. The PCs are seated at a long 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  5
  
  element. Someone from the crowd suggests checking to 
  see whether the wizard Hunclay knows anything about 
  what happened, given that his manor shares the hill 
  with the tower. The deputies argue for several minutes, 
  over who’ll knock on the wizard’s door. If no one else 
  steps up, undertaker Calladastina Honas grumbles 
  in exasperation that she will. Whoever goes toward 
  the door finds a third kobold corpse, this one terribly 
  charred, lying upon the wizard’s doorstep.
  Deputy Hodd bangs on Hunclay’s door, but no one 
  answers. Mulle reaches for the door handle, but Hodd 
  grabs her wrist, warning her that whatever magic did in 
  that kobold might still be active on the wizard’s door—
  they’d best leave it alone for the moment. The locals try 
  to keep the PCs from investigating the manor as well, 
  but if the PCs persist, see the description of Hunclay’s 
  Manor in Chapter 2 for what awaits inside. The curious 
  fact that Hunclay doesn’t make an appearance in the 
  crowd despite the tower’s collapse quickly causes several 
  locals to wonder if perhaps the eccentric wizard had 
  something to do with the calamity.
  The town’s baroness, Lady Origena Devy, arrives soon 
  thereafter with her son Arnholde to take charge of the 
  situation. After listening to reports from those gathered 
  at the site, she looks briefly at the obviously overmatched 
  deputies and then scans the crowd, desperate for someone 
  with sense to assist her. Her eyes fall on the PCs for the first 
  time, and she asks who they are. Once the PCs introduce 
  themselves, the baroness says the following.
  “Today’s your lucky day. Mulle and Hodd here can’t handle 
  this without the Sheriff to hold their hands, and I want to 
  know what happened here. You seem to be a capable bunch. 
  If you go in there and look through the rubble—find out what 
  happened and why there are kobolds in my town—I’ll pay 
  the lot of you 500 gold pieces. While you’re looking around in 
  the ruins, keep an eye out for any signs of our local eccentric, 
  Hunclay. It seems somewhat suspicious to me that he’s not 
  answering his door. Let me know what you find.”
  A successful DC 15 Sense Motive check reveals a strain 
  in the baroness’s tone. If the PCs comment on it, she sighs, 
  then tersely says her fool husband lost his life poking 
  around in the damn tower and she had come to think 
  of the tower as his memorial. She’s not too surprised the 
  old ruin finally fell—Hunclay has long pestered her for 
  permission to knock the tower down, and his absence in 
  the crowd is quite suspicious.
  THE COLLAPSED TOWER
  A small crowd has gathered around the rubble of the 
  collapsed tower. Only fragments of the first and second 
  floors still stand. Black stone and broken wooden debris 
  lie scattered down the hill’s southeastern slope, and a 
  rocky ramp of sorts leads up to the tower’s second floor.
  Entering the ruined building is actually more difficult 
  than it first appears. Though the tower’s ancient iron 
  front door remains in place, all the rubble blocking it 
  from the other side prevents anyone from using it to 
  enter the tower.
  A1. Unstable Rubble (CR 1)
  An enormous heap of cracked stone and splintered wood 
  from the tower lies in a low mound here, tumbled partially 
  down the hill to the southeast. The mound of rubble forms a 
  natural ramp that leads up to the now-exposed second floor 
  of the tower above.
  A successful DC 15 Knowledge (engineering) check 
  made while investigating the rubble reveals two things. 
  First of all, the bulk of the tower seems to have crumbled 
  into a sinkhole (although from this vantage point it’s 
  impossible to tell how much of the basement survived). 
  Second, the rubble is unstable, and could shift if not 
  traversed carefully.
  Hazard: The rubble ramp provides an easy way to reach 
  area A2, but climbing it requires a successful DC 8 Climb 
  check. Anyone failing this roll by 5 or more tumbles down 
  the slope and takes 1d6 points of damage from being hit 
  by shifting debris. Climbing the tower’s still-standing 
  walls to reach area A2 is harder (DC 15), but doesn’t risk 
  dislodging the rubble.
  Story Award: Successfully reaching the second floor 
  earns the party 400 XP.
  The Truth Behind the 
  Collapse
  A
  eteperax’s kobold minions recently completed 
  a tunnel from a quarry at the edge of town to 
  the basement below the Witch Tower, engineered to 
  trigger a collapse when a single key support beam was 
  removed. When the collapse was ready, the dragon 
  ordered the kobolds to double-cross Hunclay. They 
  contacted Hunclay by sneaking from the tower to his 
  home, knocking on his door, and leaving a message 
  for him: “We have a problem! Meet us in the Witch 
  Tower’s basement!”
  Hunclay arrived (taking a direct tunnel that is 
  now destroyed), only to be betrayed as the kobolds 
  collapsed the tower down onto him. The collapse caught 
  several kobolds as well—they had underestimated its 
  magnitude—but the trap worked. Or rather, it worked 
  to a point: When the kobolds tried to get into Hunclay’s 
  house, one of them was burned to death by a trap on 
  the door. Now too frightened to loot the manor, the 
  kobolds have suddenly realized that they’ve attracted 
  the whole town’s attention, and are starting to panic.
  6
  
  A2. Second Floor
  Open to the sky above, this exposed upper floor contains only 
  some smashed furniture and a sprinkling of rubble. A trap 
  door is set in the floor against the northwest wall, but a stout 
  timber has fallen across it.
  The wooden beam that lies across the trap door weighs 
  100 pounds—a character of average strength can lift it. 
  The trap door leads down to area A3.
  A3. More Corpses
  The tower’s large ground floor has mostly collapsed under 
  the rubble, but along the western portion of the room a 
  section remains clear of debris. An iron trap door set in the 
  floor is directly below a companion door in the ceiling above. 
  Shattered wooden furniture lies scattered around the corpses 
  of two small, green-scaled creatures.
  The only source of light in here is what sifts in through 
  the open trap door above. The dungeon levels below this 
  room are completely lightless unless otherwise indicated. 
  The bodies belonged to two of the kobolds who were 
  supposed to loot the manor once the tower collapsed.
  The trap door leads down to area A4.
  A4. Barracks (CR 1)
  The walls of this chamber have buckled precariously in several 
  places, and masonry and dirt are scattered across the floor—
  the collapse above plainly caused this structural damage. The 
  dry-rotted frames of five simple beds lie against the north 
  and south walls. To the southwest, the room broadens into 
  a larger chamber. A rusted, grinning iron statue stands in an 
  alcove in the north wall between the two wings of the room 
  itself, and in the wall to the south is an old iron door.
  Although the walls here seem unstable, they are in no 
  danger of collapsing unless the PCs start to pry and dig at 
  the remaining supports. The iron statue in the northern 
  niche is in fact a closed iron maiden—the rust stains on 
  the front are actually ancient bloodstains. 
  Creatures: The western wing of the barracks serves 
  as the den of a pair of giant centipedes. Some time ago, 
  they wriggled down into the room through cracks in 
  the wall, and have since grown large enough by feeding 
  on the rats and smaller vermin in the dungeon that 
  they can’t get back out. There’s little food down here 
  for creatures of their size, so the ravenous centipedes 
  scurry out to attack anyone they notice in the room.
  GIANT CENTIPEDES (2) 
  CR 1/2
  XP 200 each
  hp 5 each (Pathfinder RPG Bestiary 43)
  Treasure: Opening the iron maiden causes the last 
  victim’s bones to tumble out—this was once the dungeon’s 
  jailer, who was stuffed inside by prisoners who were 
  liberated when the Taldan army overthrew the tower’s 
  former owners, the Canteclures. With a successful DC 
  12 Perception check made while searching the tumbled 
  bones, a character uncovers a rusty metal key that can 
  open the southern door and the cell doors in areas A5 and 
  A6. A search of the rubble in the western wing uncovers 
  several rusted weapons and ruined fragments of armor, 
  but with a successful DC 15 Perception check, the PCs find 
  a pair of mithral daggers with a strange series of notches 
  carved into the flat of each blade, stored in a tightly 
  latched iron case. The daggers work fine as weapons, 
  but characters might deduce that they also work as keys. 
  They’re required to unlock the treasury in area A12.
  A5. Cellblock
  Numerous jail cells line these long-abandoned corridors. 
  Each of their solid iron doors hangs ajar, and includes both a 
  peephole at eye level, covered with a piece of sliding metal, 
  and a smaller slot for food and water at floor level.
  The cells themselves hold little of interest. The secret 
  doors leading into the secret cellblock to the south were 
  once much better disguised, but decay has left them 
  poorly hidden—a PC can spot them with a successful 
  DC 15 Perception check. A curious semicircular stone 
  ridge runs along the ceiling of the hallway as indicated 
  by the dotted line. The ridge is about 6 inches across and 
  sounds hollow if tapped. Breaking through the inch-
  thick stone (hardness 8, hp 15) reveals a tubelike hollow 
  running along the roof, with a long iron chain threaded 
  through it. This is part of the mechanism in area A7 to 
  raise the ledge in area A9.
  The prisoners occupying the cells on the north end 
  of area A5 were liberated after the keep’s final owners, the 
  Canteclures, were overthrown, but this secret wing of the 
  dungeons wasn’t discovered. The unfortunate prisoners 
  kept within died of starvation.
  A6. Haunted Chamber (CR 1)
  Once an interrogation chamber, this empty room has 
  become haunted by the spiritual residue of the prisoners 
  who starved to death in the surrounding cells. As the PCs 
  approach, a pale face appears at the door’s window, and 
  filthy hands grip the bars. The desperate face immediately 
  calls out to the PCs.
   “Oh, gods, kind faces! Aroden bless you, noble souls! I ain’t 
  seen the jailers in ages, I think they forgot about us! We ain’t 
  eaten in days and the water’s all but gone—my cousins’re 
  both sick. I swear we’d give back the boar if we could, but 
  we ate it, starvin’ as we was. We didn’t even know it was the 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  7
  
  baron’s lands, didn’t know we was poachin’! I beg you, we’re 
  all gonna die in here! Kindness, noble souls, we’ve suffered 
  awful! Good Baron Sarvo wills it!”
  The secret door in the north wall of this room can be 
  located with a successful DC 18 Perception check.
  Haunt: Though this pathetic face in the door looks 
  terrible, he also seems very much alive. However, he 
  is little more than a very realistic, persistent haunt. 
  Avoiding the ill effects of this haunt involves a simple 
  act of kindness—an offering of food or water to the 
  “prisoner.” If the party attempts to engage the spirit in 
  conversation, it listens wide-eyed but ignores the query, 
  repeating, “Water! Food! Good Baron Sarvo wills it!” A 
  successful DC 16 Knowledge (history) check reveals Baron 
  Sarvo was a Belhaim lord who rebelled against the crown 
  in 4500 ar, and was the last Canteclure to rule the town. 
  (This phrase will come in handy in area A10.) If he’s given 
  food or water, the man thanks the PCs gratefully and then 
  moves out of sight into the room, apparently to drink or 
  eat. If the door is then opened, no sign of the prisoner 
  remains, and the food or water given sits innocently on 
  the floor in the middle of the room.
  Opening the door before this, or ignoring the prisoner 
  entirely, triggers the dangerous effects of the haunt.
  DESPERATE PRISONER 
  CR 1
  XP 400
  CE haunt (5-ft. radius around door between areas A5 and A6)
  Caster Level 3rd
  Notice Perception DC 20 (to note the faint transparency of 
  the flesh of the prisoner at the window)
  hp 4; Trigger special (opening the door or walking by the 
  haunt without offering food or water); Weakness Offering 
  food or water causes the haunt to dissipate but doesn’t 
  destroy it); Reset 1 day
  Effect If the prisoner is ignored or the door is opened, he 
  shrieks as if dying, then screams out “So... hungry!” The 
  prisoner vanishes, and for a moment all creatures within 
  5 feet of the door suddenly have the conviction that they 
  are locked in a prison cell and are about to starve to death. 
  Though the vision is fleeting, all who witness it take 2d6 
  points of nonlethal damage from starvation pangs.
  Destruction The bones of all the prisoners in the surrounding 
  cells must be given proper burials.
  A7. Ledge Controls (CR 1)
  In the room at the end of this narrow corridor is a strange 
  metallic contraption of gears and chains. A large lever extends 
  out at a forty-five-degree angle from the front of it.
  A1
  A2
  A3
  A4
  A5
  A5
  A5
  A6
  A7
  A8
  A9
  S
  S
  S
  S
  A10
  A11
  A12
  A13
  A14
  A15
  A16
  8
  
  HARZOGOPAS
  This elaborate machine controls the extension of a 
  walkway ledge at area A9, allowing the PCs to safely cross 
  the acid pit there. Pulling the lever causes the machine’s 
  gears to spin, and a long chain running from this room to 
  area A9 to start winding up onto a large spool to the side 
  of the machine. This raises the ledge at A9, and is also 
  loud enough to alert the denizens of the dungeon that 
  something is going on.
  Creature: Before the PCs can examine the 
  lever, they must contend with the machine’s 
  guardian. Hovering above it is a small, 
  roiling cloud of energy that periodically 
  sends out sparks of electricity into the 
  air or along the chains. This is a Small 
  lightning elemental that lashes out 
  if anyone lays a hand on the device. 
  As long as intruders don’t touch the 
  elemental or machine, however, the 
  creature doesn’t respond to attempts 
  at communication and gives no hint 
  of sentience. It doesn’t leave its post 
  under any circumstances, and fights 
  to the death if necessary.
  SMALL LIGHTNING ELEMENTAL 
  CR 1 
  XP 400
  hp 11 (Pathfinder RPG Bestiary 2 116)
  A8. Persuasion Chamber (CR 2)
  The door to this chamber is stuck, and a successful DC 16 
  Strength check is needed to force it open.
  There can be little doubt what purpose this chamber once 
  served. The dank room stores an ancient rack, a fanciful brazen 
  bull, an iron maiden, a cauldron, iron chairs with sharp edges 
  and cruel protuberances, and a wooden table upon which sit 
  various implements of torture. A bronze plaque affixed to the 
  western wall depicts a crowing rooster above crossed spears. 
  Underneath the spear, a short phrase is inscribed.
  The phrase emblazoned on the plaque is written in 
  Common, and reads, “Confession Cleanses the Soul—
  Pain Clarifies the Mind.”
  Creature: This torture chamber was employed to 
  extract confessions back when the Canteclure clan ruled 
  Belhaim, and its last overseer’s bones sit in the iron 
  chair immediately north of the door. Her familiar, an 
  imp named Harzogopas, has been bound and bored in 
  this chamber for all these years, and is quite happy for 
  the party’s company. As soon as it hears someone in 
  the dungeon or about to open the door to this room, it 
  perches atop the rooster plaque and turns invisible. When 
  the PCs enter, it employs its suggestion ability on the first 
  PC it sees, suggesting, “You look weary. Rest in one of the 
  chairs provided here.” If the target fails her save, she does 
  so—and any creature that sits in one of the cruel iron 
  chairs takes 1d4 points of damage.
  Whether or not its suggestion is successful, Harzogopas 
  becomes visible. Of late, it’s been spending his time in the 
  shape of a raven, and takes that form when he becomes 
  visible and speaks to the party in a shrill voice.
  “Greetings, fine citizens of our glorious empire! So good to 
  have visitors, though I fear I have no refreshments 
  to offer. I assume you are here for the treasure. 
  Well, I’d be happy to assist, provided that 
  you give me what I require! It has been 
  so long since I was able to ply my trade. 
  I require only that each of you shed your 
  life’s blood in this room—simply take a 
  seat in one of my lovely chairs.”
  If every member of the party 
  complies with his request (counting 
  the victim of suggestion, if she failed 
  her save), taking 1d4 damage from 
  one of the torture chairs, the imp 
  cackles in delight before it reveals 
  the location of the secret door to the 
  northeast. Otherwise, locating the door 
  requires a successful DC 20 Perception 
  check. As the PCs approach the door, the 
  imp forlornly reveals that it’s locked with an ingenious 
  device, and the key is amid the clutter on the table.
  In fact, there is no such key, nor is the secret door even 
  locked. As soon as the PCs try to look for the key or make 
  for the secret door, Harzogopas uses the distraction to 
  turn invisible again, then assume its true form before it 
  attacks, hoping to knock the PCs unconscious and then 
  drag them into the larger torture devices. If attacked with 
  a silver weapon (such as one of the mithral daggers from 
  area A4), the imp shrieks in pain and begs for its life. It 
  does the same if reduced to fewer than 4 hit points. The 
  imp can tell the PCs about the tower’s history, but all it 
  has to bargain with is the fact that “Good Baron Sarvo 
  wills it” was once used as a pass phrase for a chamber 
  deeper in the dungeon. If this isn’t enough to earn its life, 
  Harzogopas fights to the death.
  HARZOGOPAS 
  CR 2
  XP 600
  Imp (Pathfinder RPG Bestiary 78)
  hp 16
  Treasure: The bronze plaque displays the Canteclure 
  family crest and motto. It’s an unwieldy item, about 2-1/2 
  feet in diameter and weighing 50 pounds, but is worth 
  100 gp as a historical curiosity to anyone interested in 
  Belhaim’s history, such as future baron Arnholde Devy. 
  The plaque also has a practical use in area A11.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  9
  
  A9. Sludge Trough (CR 1)
  The floor drops away here as the corridor turns east, though 
  a seven-inch-wide ledge continues along the south wall. 
  The walls are very smooth, offering few handholds. The 
  remainder of the passageway is filled with a five-foot-deep 
  trough filled with foul-smelling, thick green sludge.
  Walking along the narrow ledge requires a successful 
  DC 10 Acrobatics check to avoid sipping down. Climbing 
  along the smooth walls is much more difficult (Climb 
  DC 25). If the lever in area A7 has been triggered, the 
  additional section of walkway rises up from the sludge—
  this section of ledge is slightly slippery, and as a result 
  a successful DC 7 Acrobatics check is needed to traverse 
  this portion of the ledge.
  Experienced players may worry that the green sludge 
  is actually green slime—it’s not, but nor is the substance 
  safe to deal with. Once an extremely potent acid, it has 
  congealed and weakened over many years. Anyone falling 
  into the pit sustains no damage from the fall, but takes 1 
  point of acid damage from the caustic sludge. The sludge 
  is 2 feet deep, and is difficult terrain; someone slogging 
  through it takes an additional 1 point of acid damage at 
  the start of any turn she begins in it.
  Story Award: The first time the PCs manage to navigate 
  this hallway, they earn 400 XP.
  A10. Who Goes There? (CR 2)
  A small, barred window pierces the iron door at the end 
  of this hall, revealing a plain, ten-foot-square room with a 
  windowless iron door on the opposite wall beyond.
  Both doors in this room are locked, but the locks are 
  in terrible shape—both can be opened with unlocked 
  with one of the keys found in area A4 or a successful DC 
  15 Disable Device check. As soon as the PCs enter the 
  room beyond, a permanent magic mouth spell (CL 11th) 
  fills the room with the following message in a booming 
  voice: “Please close the door before proceeding with the 
  pass phrase.”
  Trap: If the western door is closed and someone 
  speaks the pass phrase, “Good Baron Sarvo wills it,” 
  the eastern door unlocks and swings open. If these 
  conditions aren’t met within 2 rounds of the first person 
  entering the room, the entire floor between the doors 
  opens into a deep pit.
  COVERED PIT TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic (6 rounds)
  Effect 10-ft.-deep pit (1d6 falling damage); Reflex DC 20 avoids
  A11. Clockwork Guardian (CR 2)
  A single iron lever protrudes from the wall next to the door 
  in this otherwise empty chamber’s west wall. To the east, a 
  ten-foot-wide hallway curves to the north.
  Activating the iron lever causes the trap door in area 
  A10 to open or close.
  Creature: A four-armed metal construct blocks access 
  to the eastern corridor. This clockwork servant stands 
  on three jointed legs. A large, metallic key floats in the 
  air next to the clockwork, held in the air by a permanent 
  unseen servant (CL 11th) whose only task is to wind the 
  clockwork servant every 2 days. A moment after the PCs 
  enter the room, the construct whirs to life and speaks 
  a pre-programmed phrase to them in a tinny voice: 
  “Please present the crest for passage.”
  If anyone presents the Canteclure family crest (either 
  the one found in area A8, or a sketch, rubbing, or other 
  representation of it) within 1 round, the construct steps 
  aside to allow passage into the hallway beyond. Otherwise, 
  it assumes a defensive posture and attacks anyone who 
  moves into the hallway, fighting to the death.
  CLOCKWORK SERVANT 
  CR 2
  XP 600
  hp 31 (Pathfinder RPG Bestiary 3 56)
  A12. Canteclure Treasury (CR 1)
  The heavy iron door (hardness 10, hp 60) to this chamber 
  is locked (Disable Device DC 25). One of the keys from 
  area A5 can open it.
  An area along the south wall is enclosed in a cage of thick 
  iron bars that extend from floor to ceiling. Within the 
  enclosure sit seven black iron chests. To the north, the stone 
  wall has collapsed, revealing a rough-hewn tunnel.
  Creature: A successful DC 12 Knowledge (engineering) 
  check reveals the large hole was created recently. It was 
  made by the kobolds as they idly dug deeper to pass the 
  time while waiting to hear the order to collapse the tower. 
  When they broke through into this room, they were 
  immediately set upon by the chamber’s resident: a ghoul 
  that was once a Canteclure treasury guard.
  When the PCs enter, the ghoul is lurking in the mouth 
  of the tunnel to the north, awaiting a chance to leap upon 
  more kobolds, but it swiftly turns its attention to the PCs 
  once it notices them. The ghoul has been injured already 
  by the kobolds’ trap in area A13, but remains relatively 
  dangerous to a 1st-level party.
  INJURED GHOUL 
  CR 1
  XP 400
  hp 9 (normally 13 hp; Pathfinder RPG Bestiary 146)
  10
  
  Treasure: A successful DC 12 Perception check reveals 
  two slots in the floor, one just east of the treasury cage and 
  one just west. Each of these slots fits one of the mithral 
  daggers found in area A4—if both are inserted and turned 
  simultaneously, the bars surrounding the treasury cage 
  lower into the ground. Removing either dagger from the 
  slot causes the bars to rise back up into place. Without the 
  dagger keys, the cage is difficult to open, requiring two 
  simultaneous, successful DC 30 Disable Device checks.
  Once the treasury cage is opened, each of the seven 
  chests within can be looted once its lock is picked (Disable 
  Device DC 20). The keys are long lost. The chests contain 
  the following treasure: 18,500 cp, 4,000 sp, 115 gp, 14 pp, 
  and a teak case containing 30 gems. The gems and case 
  are worth a grand total of 800 gp.
  Story Award: Successfully looting the treasury earns the 
  PCs 800 XP.
  A13. Trapped Barricade (CR 2)
  A pair of low barricades made of timbers and rocks partially 
  block the passageway, which opens into a larger cave beyond.
  After accidently encountering the ghoul in area A12, 
  the kobolds rigged a pair of trapped barricades here. 
  Anyone attempting to climb over the barricades (which 
  requires a successful DC 5 Climb check) triggers the trap, 
  causing several broken-off stalactites to swing down like 
  pendulums to strike foes.
  TRAPPED BARRICADE  
   CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 25
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +6 melee (1d8+2)
  A14. Scene of the Crime
  This large cave appears to have been recently scratched from 
  the hard-packed earth, and its ceiling is only five feet high. 
  Several tons of debris fill the western portion of the cave. 
  What appears to be the body of a man lies half buried under 
  the rubble near the north end of the cave.
  This is where the kobolds worked to collapse the 
  Witch Tower. A character who makes a successful DC 15 
  Knowledge (engineering) check while examining the entire 
  collapse area recognizes that the collapse was engineered.
  The dead body near the north end of the collapse is the 
  late Balthus Hunclay, a white-haired, balding human clad 
  in now-tattered finery, crushed by fallen stone and earth. 
  The only item of note on his person is a key ring that 
  contains the key to his front door and a brass key which 
  can be used to unlock the large chest in Hunclay’s cave 
  (area D3, page 30). Nearby are two more kobold bodies, 
  each grasping a spade.
  Development: If the PCs make a fair amount of noise 
  in here, the kobolds from area A16 come to investigate.
  Story Award: The PCs earn 800 XP if they report 
  Hunclay’s death to the baroness and recover his house key.
  A15. Descending Tunnel
  A hole in the floor here drops down to a narrow, 4-foot-
  wide tunnel that winds 1,200 feet to the east, eventually 
  emerging onto a ledge overlooking the flooded quarry.
  A16. Kobold Ambush (CR 3)
  A few small piles of furs laid out like nests are heaped near 
  the walls of this small cave.
  Creatures: Off-duty kobolds slept here while their 
  companions toiled to build the large cave below the tower. 
  Led by a ranger named Sesserak, two kobolds remain in 
  the area. They’re terribly nervous about the repercussions 
  of the overly dramatic collapse. They intended only to 
  kill Hunclay, not to collapse the entire tower. Now they’ve 
  decided to hole up here until Sesserak devises a plan for 
  explaining this to their chieftain. The PCs present a chance 
  for the kobolds to improve their situation—if they can kill 
  these adventurers and take their treasures back to the lair, 
  maybe that will lessen their punishments!
  SESSERAK 
  CR 2
  XP 600
  Female kobold ranger 3
  LE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, 
  +1 size) 
  hp 24 (3d10+3)
  Fort +3, Ref +6, Will +2
  Weakness light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee spear +4 (1d6/×3)
  Ranged mwk shortbow +8 (1d4/×3)
  Special Attacks favored enemy (humans +2)
  TACTICS
  During Combat Sesserak hangs back in combat, using her 
  bow while the other two kobolds attack in melee. She 
  resorts to melee attacks only if cornered.
  Morale If reduced below 10 hit points, Sesserak asks to parley. 
  If the PCs agree, she reveals that the tunnel in area A15 
  leads to the quarry and the lair of her tribe. This betrayal 
  shows she has no plans to return, now that she’s failed 
  twice. Sesserak says nothing about Aeteperax, nor does she 
  reveal the exact location of the kobold lair. She claims that 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  11
  
  SESSERAK
  she was working for Hunclay to bring down the Witch Tower, 
  but insists that an “accident” resulted in the wizard’s death.
  STATISTICS
  Str 10, Dex 17, Con 11, Int 10, Wis 12, Cha 8
  Base Atk +3; CMB +2; CMD 15
  Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot
  Skills Craft (traps) +8, Linguistics +1, Perception +11, 
  Profession (miner) +8, Stealth +15, Survival +9, Swim +6 
  Languages Common, Draconic
  SQ crafty, favored terrain (underground +2), track +1, wild 
  empathy +2
  Combat Gear potions of cure moderate wounds (3); Other 
  Gear mwk studded leather, mwk shortbow with 20 arrows, 
  spear, 5 gems worth 25 gp each, 10 pp
  KOBOLDS (2) 
  CR 1/4
  XP 100 each
  hp 5 (Pathfinder RPG Bestiary 183)
  Reporting to the Baroness
  Upon hearing the PCs’ report of their findings, the 
  baroness looks thoughtful—she pays the PCs the 
  promised reward of 500 gp, then asks them if they’d like 
  to earn a fair bit more. She’s long been suspicious of a 
  local kobold tribe living near the flooded quarry to the 
  east, but the kobolds have never caused any problems, so 
  the townsfolk left them alone. Those times have changed.
  The baroness asks the PCs to drive the kobolds out of 
  the region. Killing their chieftain is certainly one option, 
  but she will leave it to the PCs to determine the exact 
  method they use to uproot the tribe. If the PCs can drive 
  the pests off, she’s prepared to offer the party a larger 
  reward—a dozen amethysts worth 100 gp each.
  If the PCs ask about Hunclay or his manor, the baroness 
  turns grim. She’s sure Hunclay had something to do with 
  the tower collapse and the kobolds, but for now she asks 
  the PCs to stay away from his manor. Hunclay was an 
  eccentric and misanthropic loner, and his manor is no 
  doubt filed with traps and dangers!
  The flooded quarry is located a quarter mile from 
  Belhaim. The Old Quarry Road is no longer used, and has 
  become quite overgrown—few from Belhaim have had 
  any reason to head out there for some time. If the PCs 
  follow the tunnel from area A15, they emerge onto a ledge 
  that overlooks the lake and winds counterclockwise down 
  to the far shore and area B1 (see below).
  THE BLOOD VOW LAIR
  The Blood Vow kobold tribe is in flux. Aeteperax has 
  grown increasingly bored with them, especially now 
  that he’s managed to secure more powerful and deadly 
  minions, the bat-like grioths (see page 62). The Blood Vow 
  chieftain, Roaghaz, remains loyal to the dragon despite 
  this recent lack of contact, but the rest of the tribe isn’t 
  so certain. Many of the Blood Vow kobolds think that 
  killing Hunclay was a bad idea, and fear that 
  between his death and the tower’s collapse, the 
  humans will be enraged. 
  The map of the Blood Vow lair is provided on the 
  inside front cover. Unless otherwise noted, the chambers 
  within the Blood Vow lair are unlit—the kobolds rely on 
  their darkvision to see. The caves themselves are also sized 
  for kobolds, with ceilings averaging 5 feet high. Medium 
  creatures are inconvenienced by the low ceilings, and take 
  a –2 penalty on all attack rolls in the Blood Vow lair.
  B1. Lair Entrances (CR 2)
  A fifty-foot-wide strip of shore stretches between the lake’s 
  edge and the forty-foot-high quarry wall. It’s strewn with 
  stony debris—the result of centuries of rockslides. Several 
  larger boulders stand against the middle of the quarry wall.
  Creatures: A group of six kobolds stands watch at 
  the cave entrances—four of them at the northern 
  entrance and two at the southern. The Blood 
  Vow kobolds expect retaliation from the 
  humans, and these six are ready to attack 
  12
  
  anyone who comes within 20 feet of the caves. Their fear 
  and frustration make any attempts to negotiate or speak 
  peacefully with them impossible. As soon as three of the 
  kobolds are defeated, the remaining ones attempt to flee 
  deeper into the lair to alert their kin.
  KOBOLDS (6) 
  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary 183)
  B2. Rat Attack (CR 2)
  This foul-smelling cave has thick mounds of moldy straw on 
  the floor.
  Creatures: The tribe’s stable of dire rats has been depleted 
  recently because of the kobolds’ successful breeding 
  program—the cruel dire rats at area B14 have killed off 
  most of their original breeding stock and only these 
  specimens remain. The rats generally stay here, burrowing 
  and frolicking in the straw, but any non-kobolds they spot 
  passing by the cave get them worked up, causing them to 
  scurry out and attack. The rats fight to the death, and pursue 
  foes relentlessly throughout the caves.
  DIRE RATS (5) 
  CR 1/3
  XP 135 each
  hp 5 each (Pathfinder RPG Bestiary 232)
  B3. Kobold Well
  Wide steps have been carved into the rock in each tunnel that 
  intersects with this large cave. A five-foot-wide circular pit is 
  the chamber’s only feature.
  The pit is the tribe’s main water source, a 15-foot-deep 
  well filled with 10 feet of water. It gives the kobolds a 
  water source without having to go outside.
  B4. Slave Labor (CR 1)
  A few torches wedged into niches in this cave’s rocky walls 
  burn fitfully. This area is obviously used for labor-intensive 
  tasks such as making rope from vines, drying meat, and 
  tanning hides, but the working conditions are squalid at best.
  Creatures: A group of four kobolds keeps watch over 
  this room at all times, because this is where they’ve been 
  holding prisoners for several weeks. There are three 
  humans imprisoned here in total, all abducted in the last 
  few months, who have been forced to work here building 
  various gifts for Aeteperax. What neither the kobolds nor 
  their pitiful slaves realize is that these gifts are merely 
  tossed aside as garbage once they’re delivered. The three 
  humans are beyond hope, and shudder and cry in fear 
  once the PCs enter—the kobolds, on the other hand, 
  immediately rise up to attack in order to prevent their 
  slaves from being rescued.
  KOBOLDS (4) 
  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary 183)
  Development: The slaves are all shackled via chains and 
  manacles driven into the rock with iron spikes—one of the 
  kobolds carries the key. Of the three slaves, Bophre Malak 
  (N human female commoner 1) has been here the longest. 
  She’s a farmhand from the Malak dairy in Belhaim who 
  went out for a walk one day a few months ago, only to be 
  captured by the kobolds. Carlo and Sela Bellathi (NG male 
  and female human commoners 1) are a married couple, 
  peddlers of religious charms. They were caught 2 months 
  ago while travelling east on the Verduran Highway, just 
  having plied their wares in Belhaim. Needless to say, all 
  three welcome rescue. Though brutalized, they’ve been 
  kept relatively healthy—the kobolds prefer productive 
  slaves. They spend most of their time in this cave, and 
  have never been beyond area B5. If the PCs return Bophre 
  to Malak Farm, her grateful mother rewards them with 
  200 gp. Carlo and Sela lost all their belongings to the 
  kobolds, and have nothing but their gratitude to offer the 
  PCs for being saved.
  B5. The High Ambush (CR 3)
  Straw is strewn across the floor of this large cave. The ceiling 
  vaults to a height of twelve feet. Three ledges, eight feet 
  off the ground, look out over the main cavern. A five-foot-
  wide, twenty-foot-deep trench runs north to south through 
  the western half of the cavern, with just one five-foot wide 
  bridge of natural stone allowing passage from one side to 
  the other.
  Rope ladders are used to access the three alcoves in this 
  cave, but the creatures lying in wait on the ledges have 
  pulled them all up. Without the rope ladder, a successful 
  DC 15 Climb check is needed to clamber up onto one of 
  the ledges.
  Creatures: Though the area might appear to be vacant, 
  eight kobolds guard the high alcoves. The westernmost 
  ledge hides two kobolds, and the other two each hide 
  three. All the kobolds remain silent, hoping for the PCs to 
  cross over the pit into the eastern part of the cave. When 
  that happens, the kobolds open fire with their slings. The 
  kobolds would prefer not to fight to the death, but their 
  cunning ambush might leave them no avenue of escape.
  KOBOLDS (8) 
  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary 183)
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  13
  
  B6. Trapped Hallway (CR 2)
  Trap: A small alcove to the south is strewn with small 
  limestone boulders and debris. The part of the hallway 
  north of it is a clever pit trap triggered when the first 
  PC passes the mid-point—all standing atop the pit lid 
  risk falling, taking further damage from the rubble that 
  follows them into the 20-foot-deep hole. Walking on the 
  rubble in the alcove, however, doesn’t trigger the trap.
  Pit Trap CR 2 XP 600
  Type mechanical; Perception DC 20; Disable Device DC 22
  EFFECTS
  Trigger touch; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 20 avoids; 
  falling rubble Atk +10 melee (1d6 bludgeoning damage); 
  multiple targets (all in the area marked on the map)
  B7. An Unexpected Ally (CR 3)
  A mound of what appears to be rotten vegetables, fruit, and 
  excrement sits heaped in the middle of the room. A bulging 
  leather sack rests atop the mound of garbage.
  Creature: A single forlorn kobold sits in the middle 
  alcove in the northern part of this cave, her arms, legs, 
  and snout tightly bound with rope and her body lashed 
  to iron spikes driven into the cave wall. This is Nighttail, 
  known as “the Glib” for her silver tongue. She frequently 
  made attempts to wrest leadership of the tribe from the 
  sorcerer Roaghaz, and it was this kind of subversive talk 
  that earned this treatment—the chieftain didn’t take 
  kindly to her latest attempt to stealthily take control of the 
  tribe with her compelling words. She’s been bound here 
  on display so passing kobolds can throw the provided 
  refuse at her, but once the chief grows tired the spectacle, 
  her life is forfeit.
  Thinking quickly, Nighttail recognizes the PCs’ arrival 
  as a chance for escape. She squirms and wriggles, hoping 
  the PCs at least cut the ropes on her snout so she can 
  talk. If the PCs do, she says, “Hey! You look like you’re 
  changing things ‘round here! I’ve suffered enough at 
  Chief Roaghaz’s stupid whims. I’ll help you!”
  Nighttail was the sole survivor of a distant tribe of 
  kobolds who were wiped out by a group of “heartless 
  murdering gnomes” (as she refers to them, casting a 
  sneer at any gnome PCs). She came upon the Blood Vow 
  tribe a year ago, and they were kind enough to take her 
  in. She’s since come to realize the Blood Vows are “a 
  bunch of spineless cowards who’ll just do whatever their 
  idiot chieftain Roaghaz says.” In fact, this is merely her 
  frustration at being unable to outmaneuver Roaghaz for 
  control of the tribe.
  If the PCs ask about the tribe’s involvement in the 
  collapse of the Witch Tower or Hunclay’s death, Nighttail 
  reports that she expressed grave reservations about getting 
  involved with the wizard (“Live and let live is my motto”), 
  and these chains were her reward. She avoids mentioning 
  Aeteperax—she doesn’t want to accidently give out too 
  much information or distract the PCs from helping her 
  fight Roaghaz with talk of a dragon.
  If the PCs agree to let her go, she promises to aid them 
  in reaching Roaghaz and, if they can help her kill him, 
  she promises she will take over the Blood Vow tribe and 
  swears they’ll never bother the humans again. Although 
  Nighttail is a gifted liar, on this one matter she’s telling 
  the truth. 
  Before the PCs set off, she tells them that her friend 
  Hak is being held in another chamber—one where a 
  shortcut leads to the lower levels. She wants to rescue 
  Hak before the group can move on, and promises the 
  PCs that whatever treasure they pick up along the way is 
  theirs to keep as payment for their aid. Hak is kept in area 
  B8—Nighttail doesn’t think to mention that Hak is her 
  dinosaur animal companion.
  NIGHTTAIL THE GLIB 
  CR 3
  XP 800
  Female kobold ranger (beast masterAPG) 4 (Pathfinder RPG 
  Bestiary 183)
  CN Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 15, touch 11, flat-footed 15 (+3 armor, +1 natural, +1 size)
  hp 30 (4d10+4)
  Fort +4, Ref +4, Will +2
  Weakness light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +8 (1d6+1/×3)
  Special Attacks combat style (two-handed weaponAPG), 
  favored enemy (gnomes +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  TACTICS
  During Combat Nighttail uses Power Attack on every strike, 
  hoping to make up for her relatively low strength (doing 
  so imparts a –2 penalty on her attacks but grants her a +6 
  bonus on damage with her spear).
  Morale If reduced to fewer than 6 hp, Nighttail flees unless 
  Hak is still in danger—she’ll stay at Hak’s side until death 
  to protect or rescue him.
  STATISTICS
  Str 12, Dex 10, Con 10, Int 10, Wis 13, Cha 14
  Base Atk +4; CMB +4; CMD 14
  Feats Endurance, Power Attack, Skill Focus (Bluff), Weapon 
  Focus (spear)
  Skills Bluff +9, Craft (traps) +9, Handle Animal +7, 
  Perception +12, Ride +7, Stealth +11, Survival +10;  
  Racial Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic
  SQ crafty, favored terrain (underground +2), hunter’s bond 
  14
  
  NIGHTTAIL AND HAK
  (allosaurusB2), track +2, wild empathy +6
  Combat Gear potions of cure light wounds (2), potion of 
  invisibility, wand of cure light wounds (17 charges), wand 
  of entangle (12 charges); Other Gear +1 leather armor, 
  mwk spear, topaz worth 100 gp, 30 sp
  Treasure: All of Nighttail’s gear is bundled in the big 
  leather sack atop the pile of refuse. The chieftain left it 
  there, stacked on garbage just out of reach of the ranger, 
  just to torment her.
  Story Award: If the PCs release Nighttail and allow her 
  to join them, award them XP as if they had defeated her 
  in combat.
  B8. Rescuing Hak (CR 2)
  Two stout wooden gates have been erected in this tunnel—
  they are securely latched in a way that makes opening them 
  a full-round action.
  This large cave has a twelve-foot-high ceiling. Dozens of well-
  chewed deer bones lie scattered around the cave.
  Creature: Before Roaghaz put Nighttail in chains, he 
  first lured her animal companion, Hak, into this cave 
  with a dead deer before locking the beast in. It’s been 
  waiting only a few days, and Roaghaz has kept Hak fed, 
  so the dinosaur has been content, and hasn’t worried too 
  much about where its mistress might be.
  If the PCs enter this cave without Nighttail, Hak, a 
  baby allosaurus that Nighttail rescued as a hatchling 
  from a traveling menagerie 
  near 
  Maheto, 
  growls 
  threateningly at the PCs. 
  It otherwise ignores them 
  unless they move further into the cave, in which case it 
  attacks.
   If Nighttail accompanies the party, she insists on 
  entering the cave first, stating that they’ll frighten her 
  friend if they’re the first faces it sees. As long as Nighttail 
  enters first and the PCs don’t appear to be hurting her, 
  the dinosaur accepts the PCs as friends. The kobold 
  happily hops onto Hak’s back and rides it around for the 
  remainder her time with the PCs, following behind them 
  and periodically warning of dangers ahead. She would 
  prefer to hang back in combat and let her new “heroes” 
  do the bulk of the fighting.
  HAK
  Allosaurus animal companion (Pathfinder RPG Bestiary 2 90)
  N Medium animal 
  Init +3; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 12 (2d8+3)
  Fort +3, Ref +6, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
  STATISTICS
  Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
  Base Atk +1; CMB +3; CMD 16
  Feats Toughness
  Skills Acrobatics +7 (+11 when jumping), Perception +6
  Story Award: If the PCs reunite Nighttail with Hak, 
  award them 800 XP. If they instead simply fight and kill 
  the young allosaurus, award them 600 XP.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  15
  
  B9. Trapped Cavern (CR 2)
  A thick layer of straw covers the floor of this cave. The cave’s 
  northern end hooks around a corner to the east, and is out of 
  sight from the south.
  A 5-foot-diameter hole in the northeastern corner of 
  the cave leads down to area B10. A thick, knotted rope 
  hangs down into the hole—a successful DC 5 Climb 
  check is required for a character to clamber down 20 feet 
  to the next level.
  Trap: A trip line spans the point where the cave narrows 
  and curves east. It’s attached to a series of spring-loaded 
  darts hidden just under the straw. 
  POISON DART TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 3 darts; Atk +10 (1d4+1 plus greenblood oil)
  B10. Snacking Pools (CR 1/4)
  Two shallow, murky pools sit in the north and south 
  ends of this ovoid cavern. A hole with a knotted rope 
  hanging from it provides access to area B9 above. Each 
  of the murky pools is 3 feet deep and filled with sickly 
  tadpoles—the kobolds breed frogs down here for food. 
  The tunnel leading to area B11 is cluttered with rubble, 
  and is difficult terrain.
  Creature: A single kobold sits near the southern pool, 
  lounging while he lazily watches out for intruders. As 
  soon as a PC climbs down into the room, the kobold leaps 
  up and runs around the corner toward area B11, shouting 
  loudly in Draconic, “Ready the snappers!”
  KOBOLD 
  CR 1/4
  XP 100 
  hp 5 (Pathfinder RPG Bestiary 183)
  B11. The Snapper Pool (CR 3)
  A large pool of dark water sits in the middle of this large but 
  low-ceilinged cavern.
  Creatures: Two kobolds flank the northern tunnel 
  entrance, awaiting the alarm from the guard in B10. 
  Both are armed with guisarmes, allowing them to make 
  trip attacks against anyone who steps into the room. A 
  character that is tripped in the rubble-strewn square at the 
  entrance must succeed at a DC 12 Reflex save or stumble 
  5 feet forward into the 5-foot-deep pool of water. The pool 
  is home to three cranky snapping turtles, each the size of 
  a heavy shield. The snapping turtles immediately attack 
  anyone who falls into the water.
  KOBOLDS (2) 
  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary 183)
  Melee guisarme +1 (1d6)
  BIG CRANKY TURTLES (3) 
  CR 1/2
  XP 200 each
  Advanced snapping turtles (Pathfinder RPG Bestiary 2 273, 292)
  hp 7 each
  B12. Armory
  The tunnel to this room is locked with a wooden gate that 
  can be opened with a successful DC 14 Disable Device or 
  with the crude key carried by Chief Roaghaz, or can be 
  smashed down (hardness 5, hp 10, break DC 13).
  A large number of weapons have been stashed in neatly 
  ordered stacks and piles in this dry cave.
  Treasure: The tribe’s armory consists of Small weapons 
  and armor, including 12 spears, 120 sling bullets, 4 slings, 
  3 suits of leather armor, 3 wooden shields, 2 bows, and a 
  masterwork Medium cold iron longsword (captured long 
  ago and too unwieldy for the kobolds).
  B13. The Blind Seer
  A single small palet heaped with furs sits against the south 
  wall of this cave.
  Creature: An aged kobold, his green scales dull and 
  his eyes shut tight, lies on the palette. This is Jakkol (LE 
  venerable kobold male cleric 3), once the tribe’s priest of 
  the infernal duke Vapula, but cast aside when the kobolds 
  swore devotion to the dragon calling himself Lord 
  Aeteperax. Jakkol is now at death’s door—he is helpless 
  and has no spells prepared. Though some tribemates 
  sympathetic to the old priest still bring him food or water, 
  he’s essentially been left here to die. As the PCs enter the 
  cave, the aged kobold’s eyelids flutter open to reveal milky, 
  blind orbs. In a raspy voice, he calls out in Common.
  “I can tell by your scent that you are strangers here. If my nose 
  tells the truth, you bring the destruction I foretold. Good... good. 
  I had hoped to see our ruin before journeying to the afterworld, 
  but I will settle for listening to it. Beware the great scaly beast, 
  strangers. He seems to speak reason, but his words are poison. 
  And his bats, the ones he called from the darkness... they are 
  harbingers of lunacy and chaos... Dread Lord Aeteperax will 
  surely be your doom as he has been ours.”
  As if the act of speaking was too much, after delivering 
  this cryptic and ominous message the aged kobold dies.
  Treasure: Jakkol clutches a phylactery of faithfulness in his 
  dead hands.
  16
  
  B14. Cruel Rat Nest (CR 2)
  A simple wooden barricade blocks access to this cave. The 
  barricade is identical to those that block off area B8.
  This cramped cave has a three-foot-high ceiling. Mounds of 
  moldy straw have been stuffed into it from floor to ceiling.
  Creatures: This room is the nest of a special breed of 
  dire rat the tribe’s been nurturing. They’re larger and more 
  ill-tempered than normal dire rats, but unfortunately, 
  they’re also difficult to manage and train, and the kobolds 
  have taken to locking them in here for now. If the PCs 
  have driven fleeing kobolds deeper into the warren, one 
  might have paused here to let out the three advanced dire 
  rats within, allowing the creatures to wander this level as 
  they see fit.
  CRUEL DIRE RATS (3) 
  CR 1/2
  XP 200 each
  Advanced dire rat (Pathfinder RPG Bestiary 232, 294)
  hp 7 each
  B15. Target Practice (CR 2)
  The ceiling of this chamber rises to a lofty twelve feet. The 
  cave floor drops away into a pair of long, ten-foot-deep pits. 
  Between them, a ridge of stone forms a dubious walkway to 
  a landing on the opposite side, where a five-foot-wide shaft 
  with a knotted rope hanging down into it awaits.
  A successful DC 15 Climb check is needed to safely 
  climb down into or up out of one of the pits. The hole to 
  the north leads down to B16.
  Creatures: A curtain of rock on the eastern side of the 
  eastern pit hides a stretch of tunnel. Gaps in the rock allow 
  the six kobolds there to observe any attempts to cross the 
  room. Once the kobolds see intruders, they start shooting 
  their slings, using the openings as improved cover.
  KOBOLDS (6) 
  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary 183)
  B16. Entry to the Deeps
  The shaft from B15 descends to this empty cave.
  B17. Bloody Vow Shrine (CR 3)
  The ceiling at the center of this cave is twelve feet high. A 
  crude idol stands in the middle of the cave, decorated with 
  grisly strips of dried viscera.
  This was once the tribe’s shrine to the infernal duke 
  Vapula, but they abandoned his worship for adoration of 
  the dragon Aeteperax.
  Creatures: Churgri, a cleric of Vapula from the Hangtooth 
  kobold tribe several days to the northwest, recently came 
  to the Bloody Vow shrine to meet with Jakkol. Upon 
  learning that the older priest was near death, Churgri 
  took it upon herself to replace Jakkol as the Bloody Vow’s 
  priest of Vapula, and has been trying to convince the 
  other kobolds to abandon this “dirty hole in the ground 
  for a proper lair, like that of the Hangtooths!” Churgri 
  has come to believe that “Aeteperax” is a fabrication, 
  and that Chief Roaghaz has merely gone mad. Churgri 
  is accompanied by two animated human skeletons her 
  master loaned her for her trip, and she uses them to keep 
  the PCs busy in melee while she stands back to cast spells.
  CHURGRI OF VAPULA 
  CR 2
  XP 600
  Female kobold cleric of Vapula 3 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +0; Senses darkvision 60 ft.; Perception +4
  CHURGRI
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  17
  
  DEFENSE
  AC 18, touch 11, flat-footed 18 (+6 armor, +1 natural, +1 size)
  hp 20 (3d8+3)
  Fort +4, Ref +2, Will +6
  Weakness light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee mwk quarterstaff +4 (1d4)
  Special Attacks channel negative energy 4/day (DC 12, 2d6)
  Domain Spell-Like Abilities (CL 3rd; concentration +5)
  At Will—lore keeper
  5/day—touch of evil (1 rounds)
  Cleric Spells Prepared (CL 3rd; concentration +5)
  2nd—detect thoughtsD (DC 14), hold person (DC 14), 
  spiritual weapon
  1st—cure light wounds (2), protection from goodD, 
  weapon of aweAPG
  0 (at will)—bleed (DC 12), guidance, resistance, virtue
  D Domain spell; Domains Evil, Knowledge
  TACTICS
  During Combat Churgri casts protection from good on 
  the first round of battle, following up with her ranged 
  attack spells. After that, she casts weapon of awe on her 
  quarterstaff to join any remaining skeletons in battle. 
  She uses her channel negative energy ability whenever 
  she’s surrounded by foes.
  Morale Churgri fights to the death.
  STATISTICS
  Str 10, Dex 10, Con 10, Int 10, Wis 15, Cha 13
  Base Atk +2; CMB +1; CMD 11
  Feats Combat Casting, Command Undead
  Skills Craft (traps) +2, Intimidate +3, Knowledge (religion) +5, 
  Perception +4, Sense Motive +7
  Languages Draconic
  SQ crafty
  Combat Gear potions of cure light wounds (3); Other Gear 
  chainmail, mwk quarterstaff, cloak of resistance +1, spell 
  component pouch, gold unholy symbol of Vapula (worth 
  100 gp)
  HUMAN SKELETONS (2) 
  CR 1/3
  XP 135 each
  hp 4 each (Pathfinder RPG Bestiary 250)
  B18. Cave of the Future (CR 3)
  The northern half of the chamber consists of a two-foot-deep 
  bowl-shaped section of smoothed stone covered with leaves 
  and downy bird feathers. Carefully nested in this space are 
  dozens of scaly, green-tinged kobold eggs, each about the 
  size of an orange.
  Creatures: This large cave shelters the tribe’s eggs, 
  a precious commodity that requires special care and 
  protection. Two kobolds and one slurk protect and 
  nurture these beloved treasures. These kobolds are 
  known as the Guardians of the Future, and they are the 
  only ones whose orders the slurk follows. Upon sighting 
  the PCs, the kobolds hiss warnings at the party to leave 
  this place, and stand between them and the clutch of eggs. 
  If the party can speak Draconic, the guardians say that 
  if the eggs are left untouched, they will warn the PCs of 
  other dangers they will soon face (the trap in area B19). 
  The loyalty of these kobolds is to the continuation of 
  the species, and they’re willing to sacrifice the chief and 
  other tribe members for these unhatched offspring. If a 
  member of the party makes any threatening gesture, the 
  guardians and their slurk fight ferociously to the death.
  KOBOLDS (2) 
  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary 183)
  SLURK 
  CR 2
  XP 600
  hp 17 (Pathfinder RPG Bestiary 2 251)
  B19. Fiery Defense (CR 3)
  Trap: A successful DC 20 Perception check reveals that a 
  thin layer of oil coats the walls, floor, and ceiling of this 
  passageway. At the point where the hallway turns west lie a 
  number of well-hidden triplines—any creature rounding 
  this corner causes a dozen vials of alchemist’s fire hidden 
  against the ceiling to drop down into the room, igniting 
  the oil and turning the entire hall into a fiery tube.
  ALCHEMICAL INFERNO TRAP 
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset manual
  Effect alchemical inferno (2d6 fire damage on first round, 
  1d6 fire each round thereafter for 10 rounds, DC 15 Reflex 
  save for half damage); multiple targets (all creatures in 
  the hallway)
  Treasure: If the inferno trap is disarmed, the 12 vials of 
  alchemist’s fire can be gathered safely.
  B20. Grand Hall (CR 5)
  At the top of the rough-hewn steps is a large cave, the 
  floor strewn with fresh straw. The bones of many different 
  creatures, animal and humanoid both, hang on the walls. Two 
  boulders bisect the cave, obscuring what the other half holds.
  Creatures: This is the tribe’s grand hall, and the seat of 
  rule for Chief Roaghaz. If the trap in B19 was triggered, 
  the chief is ready, and orders his four bodyguards to 
  hide behind the boulders as he steps out to confront the 
  18
  
  intruders. Otherwise, the guards stand at semi-attention in 
  the larger part of the room while the chief sits around the 
  corner, polishing his beloved collection of dragon scales. 
  When Roaghaz sees the PCs, he puffs out his chest and 
  addresses them in Common as imperiously as he can.
  “You think you can trespass in the lair of the Blood Vow 
  Tribe with impunity? I am Roaghaz, and I serve the great 
  Lord Aeteperax! He rewards his supplicants for ferocity and 
  faithfulness. We shall add your bones to those hanging on 
  these walls, and our great lord shall sup on your flesh!”
  The chief ’s four bodyguards now advance on the 
  party to attack—he hopes that by killing Belhaim’s best 
  heroes, he can catch Aeteperax’s attention again. 
  ROAGHAZ 
  CR 4
  XP 1,200
  Male kobold sorcerer 5 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, 
  +1 size)
  hp 30 (5d6+10)
  Fort +3, Ref +4, Will +6
  Weakness light sensitivity; Resist acid 5
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d3–2/19–20), bite +1 (1d4–2)
  Special Attacks claws (2, 1d3–2, treated as magic weapons, 
  6 rounds/day)
  Sorcerer Spells Known (CL 5th; concentration +8)
  2nd (5/day)—acid arrow, mirror image, resist energy
  1st (7/day)—cause fear (DC 14), chill touch (DC 14), mage 
  armor, magic missile, reduce person (DC 14)
  0 (at will)—acid splash, bleed (DC 13), daze (DC 13), read 
  magic, resistance, touch of fatigue (DC 13)
  Bloodline draconic (green)
  TACTICS
  Before Combat Roaghaz casts mage armor.
  During Combat Roaghaz employs the boulders for cover 
  while his kobold bodyguards engage the PCs. He tries 
  to use his wand of web early to prevent too many PCs 
  from getting into the room, then casts his ranged spells 
  until forced into melee. When that seems inevitable, he 
  casts mirror image and remains mobile as he tries to stay 
  out of reach of weapons while casting spells. He uses 
  his cloak of fangs to bite in the first 5 rounds of melee. 
  If Nighttail is with the PCs, Roaghaz is furious to see the 
  traitorous kobold, and has his guards focus their attacks 
  exclusively on her until she is slain.
  Morale Roaghaz fights to the death. If the PCs manage to 
  capture him, he rants of how mighty Lord Aeteperax is, 
  and how death and destruction await all of them. 
  STATISTICS
  Str 6, Dex 15, Con 12, Int 12, Wis 8, Cha 16
  Base Atk +2; CMB –1; CMD 11
  Feats Combat Casting, Eschew Materials, Improved Initiative, 
  Iron Will
  Skills Craft (traps) +9, Intimidate +9, Knowledge (arcana) +7,  
  Perception +7, Spellcraft +7; Racial Modifiers +2 Craft 
  (traps), +2 Perception
  Languages Common, Draconic
  SQ bloodline arcana (energy spells that match bloodline 
  energy deal +1 damage per die), crafty
  Combat Gear scrolls of glitterdust (2), wand of web (5 
  charges); Other Gear dagger, cloak of fangsUE, key to 
  armory (area B12), key to chests
  KOBOLDS (4) 
  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary 183)
  Treasure: The western section of the cave is Roaghaz’s 
  sleeping quarters. A large, soft pallet lies here, along 
  with two locked chests, which can be opened with a 
  successful DC 15 Disable Device check, or with the key 
  the chief carries. One chest holds 1,895 gp, and the other 
  holds six large green scales and 
  an even larger black scale. A 
  successful DC 14 Knowledge 
  (nature) check reveals all seven to 
  be dragon scales.
  ROAGHAZ
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  19
  
  Chapter 2
  The Wizard’s Estate
  O
  nce the PCs have dealt with the kobolds, they 
  are expected to report back to Devy Manor. If 
  the PCs engineered an unexpected solution to 
  the kobold problem (such as by leaving most of the kobolds 
  alive and under the command of Nighttail), Lady Origena 
  seems worried and indicates that if the kobolds don’t keep 
  their promise, the consequences will be on the PCs’ heads. 
  But as long as the PCs seem confident (and can assuage 
  her fear by succeeding at a DC 15 Diplomacy check), she 
  accepts this development and pays them in full. 
  One of the most important clues the PCs can uncover 
  in the kobold lair (although they might not realize its 
  importance yet) is the name Aeteperax. A successful DC 
  18 Knowledge (history) check is enough for a character to 
  recall that Aeteperax was the name of a great dragon slain 
  more than a thousand years ago by Belhaim’s founder, Lady 
  Tula Belhaim (see pages 58–59 for the history of the town). 
  Depending on how curious the PCs get, you can reveal 
  more and more of this history if they significantly exceed 
  the DCs of Knowledge checks. Alternatively, you can use 
  the PCs’ need to gather information as an opportunity to 
  send them around Belhaim so that they can learn more 
  about the town’s history by interviewing locals.
  If word spreads that the kobolds were serving or even 
  worshiping someone named “Aeteperax,” the citizens of 
  Belhaim grow nervous. Everyone in town knows the old 
  legends of how Lady Tula slew a dragon. Now old-timers 
  remind youngsters that dragon’s name was Aeteperax, and 
  rumors that the ancient dragon might not have been slain 
  after all begin to spread. Though these rumors make the 
  20
  
  and then, the wizard received deliveries of heavy crates 
  from across the Inner Sea region, but these deliveries 
  were always met at the door by servants.
  The party’s charge is to explore Hunclay Manor 
  completely, eliminating its dangers so that clerks can 
  inventory the wizard’s belongings for the upcoming 
  auction. They are to take nothing—Baroness Origena is 
  paying them a wage for their efforts and they’re free to 
  participate in the auction if they wish to purchase items 
  from the estate. They’re also supposed to leave Hunclay’s 
  property as undamaged as possible. If they manage to 
  learn anything about any strange objects or magic items 
  found within, they have instructions to leave notes near 
  the objects for the clerks to read once exploration of the 
  manor is complete.
  Hunclay Manor is the newest building in Belhaim, built 
  of heavy blocks of stone 2-1/2 feet thick. Stonemason Gregol 
  Lenton, who was involved in the construction, explains 
  that the floor plan is straightforward, without any secret 
  doors or rooms. If interactions have made him helpful 
  to the PCs, he can provide a rough sketch of the manor’s 
  floor plan, drawn from memory. He knows nothing of the 
  cellars, however; the wizard employed outside laborers for 
  their creation.
  Many of the doors and objects in the manor are affected 
  by arcane lock (CL 9th). Unless otherwise noted, an object 
  affected by arcane lock also has a physical lock—picking the 
  lock while the arcane lock is in effect requires a successful 
  DC 30 Disable Device check, but the charm found in area 
  C2 negates the arcane lock entirely, reducing the DC of the 
  check to pick the locks to 20. Keys for most of the locked 
  objects in the manor can be found in area C10.
  Note that in some of the following descriptions, any 
  treasure is listed as a “lot,” corresponding to lots that will 
  eventually be auctioned (see page 33 in Chapter 3).
  C1. The Kobold’s Corpse
  The grisly remains of a kobold, the flesh charred badly and limbs 
  contorted by fire, still lie on the doorstep of the manor house.
  Though the townsfolk fear otherwise, the trap that 
  killed the kobold who tried to enter Hunclay Manor had 
  a manual reset, and currently remains inactive. The door 
  is locked, and if the PCs didn’t think to bring the key 
  that was on Hunclay’s body (see area A14), a successful 
  DC 30 Disable Device check is sufficient pick the lock. 
  Not long after the PCs reveal the trap on the door is 
  disabled, local undertaker Calladastina Honas arrives to 
  take the corpse away for disposal.
  C2. Grand Hall (CR 3)
  The floor of this well-appointed entry hall is adorned with two 
  expensive Qadiran rugs and decorated with several overstuffed 
  Baroness nervous, Origena believes that the matter of 
  this new “Lord Aeteperax,” whether or not he exists, can 
  wait, because while the PCs were investigating the kobold 
  snarl, there’s been a development.
  The day after Hunclay perished, word was sent via 
  raven to his only living relative, a cousin in Yanmass. 
  Just this morning, her reply arrived—she doesn’t seem 
  all that distraught at his death, and has no interest in 
  coming to Belhaim to claim his estate and belongings. 
  Instead, she has requested that the baroness auction off 
  all of Hunclay’s property and possessions so that the 
  proceeds (minus expenses) can be sent to her. This leaves 
  the baroness with a daunting task—cataloguing the 
  contents of Hunclay’s manor home means entering the 
  place and exploring its interior, an enterprise that could 
  entail considerable danger. Hunclay was something of 
  a foul-tempered recluse, and word around town is that 
  his manor was warded by magical traps and guarded by 
  monsters. The fate of the kobold who burned to death on 
  the manor’s front porch has only added to locals’ fears.
  While meeting with the PCs on their return, Baroness 
  Origena takes a deep breath, then asks the party if they 
  would be interesting in taking on another job for Belhaim. 
  Exploring Hunclay’s manor and identifying any unusual 
  or magical items there while simultaneously deactivating 
  traps and dealing with any monstrous guardians seem 
  to be tasks tailor-made for adventurers, after all. Though 
  the PCs won’t be allowed to loot what they find in the 
  manor, the baroness promises them a flat 5,000 gp fee for 
  performing the service, and tells them that they’re welcome 
  to take part in the auction to follow.  If the PCs succeed at 
  a DC 22 Diplomacy check, she even agrees to pay 1,000 gp 
  of this fee up front.
  Assuming the PCs accept, she has an assistant draft 
  a contract outlining their fee and the expectation that 
  they exercise every possible caution to leave items inside 
  intact and undamaged. Hunclay’s cousin didn’t put a time 
  limit on her request, and the PCs are free to do tackle the 
  assignment whenever and at whatever speed they wish—
  though that speed will affect some parts of the adventure, 
  notably area C2.
  As the meeting draws to a close, the baroness thanks the 
  PCs again and rewards them for dealing with the kobolds 
  as promised. Then she wishes them luck in exploring 
  Hunclay Manor.
  HUNCLAY MANOR
  Balthus Hunclay lived in Belhaim for 7 years, during 
  which time he made no friends and didn’t mingle with his 
  neighbors. He focused his time entirely on astronomical 
  research, consulting forbidden tomes, and conjuring 
  creatures from places best left untouched. Hunclay was 
  always defensive of his property, and no one in Belhaim 
  has entered Hunclay manor, but his few servants—none 
  of whom have been seen since the Witch Tower fell. Now 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  21
  
  C1
  S
  C2
  C3
  C4
  C5
  C6
  C7
  C8
  C9
  C10
  C11
  D1
  D2
  D3
  C12
  C13
  C14
  C15
  C16
  C17
  T
  leather sofas. Two dozen paintings with gilded frames hang on 
  the walls, portraits and landscapes, all of exquisite artistry. To 
  the north sits a large bird cage. Wooden doors open in the east 
  and west walls, and an elaborate spiral staircase of iron both 
  ascends and descends in the southeast corner.
  The spiral stairs lead up to area C8 and down to area C12.
  Trap: The first of several of the manor’s traps waits just 
  inside the manor’s double doors. This cunning trap is a 
  30-foot-deep pit that has a 1-round delay after something 
  steps on it. It then becomes active for 1 minute. The trap 
  can be deactivated by flipping a switch hidden behind 
  a portrait of Hunclay on the west wall (Perception DC 
  25). As this trap is created via a create pit spell, it doesn’t 
  actually extend down into the manor’s basement.
  MAGIC PIT TRAP 
  CR 3
  XP 800
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger touch (1 round after initial contact with the trap’s lid); 
  Reset manual
  Effect 30-ft.-deep pit (create pit; 3d6 falling damage); Reflex 
  DC 15 negates; multiple targets (all targets in a 10-ft.-
  square area)
  Exotic Birds Lot: The birdcage contains five frantic 
  songbirds. Each of the colorful, exotic birds is extremely 
  rare, noisy, hungry, and thirsty. Hunclay left them with 
  plenty of food and water, but if they aren’t fed and watered 
  within 1 day of being found, they perish. If the PCs took 
  much longer than a few days after Hunclay’s death to get 
  to this point, the birds might have already died. Alive, 
  they’re worth 200 gp total.
  A successful DC 22 Perception check reveals a small 
  silver charm attached by a string to the leg of the largest 
  bird. This charm radiates faint abjuration magic—it’s 
  a magical key that can open several of the arcane locks 
  found on containers and doors in the manor. Succeeding 
  at a DC 20 Spellcraft check made while examining the 
  charm with detect magic reveals its use as a key, but not 
  what it unlocks.
  C3. Kitchen
  This kitchen is well stocked with all the accoutrements needed 
  to prepare gourmet meals.
  The northeast cubby, obscured by a curtain, houses 
  a pair of cots and two chests with cheap locks (Disable 
  Device DC 12). Within are the humble possessions of 
  22
  
  MATHEZIC
  Linus and Saba Ekele, two of Hunclay’s servants. Neither 
  is present (see area D1).
  Kitchen Lot: A large cabinet along the southeastern wall 
  contains Hunclay’s silverware and expensive dinnerware. 
  In all, they’re are worth 800 gp.
  C4. Mathezic’s Room
  Creature: Though there’s no lock sealing this 
  combination bedroom and linen closet, it 
  won’t open. Hunclay’s last living servant, 
  Mathezic (N male human commoner 2)  
  barricaded himself in this room the night 
  his master was killed. With a successful 
  DC 23 Strength check, a PC can open the 
  door, dislodging the armoire pushed up 
  against the other side.
  Mathezic cowers beneath his bed 
  and doesn’t respond to talking or to 
  banging at the door. Once the PCs 
  are in the room, it takes some 
  patience and effort to calm him 
  sufficiently for conversation—
  such as a successful DC 20 
  Diplomacy check. Once he knows 
  Hunclay is dead, the terrified servant 
  admits his master was employing the kobolds 
  to undermine the foundations of the Witch 
  Tower after having been unable to remove it by legal 
  means. Mathezic also tearfully reports that Hunclay had 
  contact with many unsavory parties for his research, 
  which Mathezic believes “had to do with the stars.”
  Mathezic and the other two servants, Linus and Saba, 
  were forbidden to enter many places in the manor. If 
  asked, Mathezic can describe areas C2–C8, C10, and C12–
  C13, but knows nothing about other areas. He’s aware of 
  the charm in the birdcage at C2, but forgets to mention 
  it unless the PCs ask about any keys or locks. Mathezic 
  also states that no one was to enter the master’s bedroom 
  (C10) without Hunclay present, though he doesn’t know 
  why. He knows of the caves at area D), but speaks of them 
  only if asked directly. He has journeyed there with his 
  master, but never entered the caves himself. He doesn’t 
  know where Linus and Saba are, stating that they banged 
  on his door after he barricaded it when the tower fell, but 
  left him alone soon after, because he didn’t answer.
  A successful DC 15 Sense Motive check is enough to get 
  the hunch that Mathezic is holding back. If a PC succeeds 
  at  a DC 24 Diplomacy check or DC 12 Intimidate check, 
  Mathezic admits that he suspects the other two headed 
  up to Hunclay’s secret cave north of town to try to loot 
  it—Mathezic didn’t mention this to the PCs because he 
  was hoping to loot it himself. If the PCs use Intimidation 
  to get the answer from Mathezic, he attempts to flee from 
  the PCs as soon as he can. He wants nothing more than 
  to gather up his belongings and leave for Faldamont, his 
  home town—under no circumstances is he willing to 
  guide the party through the manor or up to Hunclay’s 
  caves, although he does know where they are and tells the 
  PCs their location if asked.
  Story Award: If the PCs learn what Mathezic can tell 
  them, award them 800 XP. If they also learn about the 
  location of Hunclay’s cave from him, increase this award 
  to 2,000 XP.
  C5. Larder
  This well-stocked pantry contains nothing 
  of any real value.
  C6. Parlor
  In the northeast corner of this parlor is a 
  huge globe of Golarion cradled in a polished 
  mahogany stand. Sextants, astrolabes, and 
  paintings of unearthly landscapes are 
  hung on the walls.
  Parlor Lot: The devices and fixtures 
  in this room are worth 1,500 gp.
  C7. Dining Room
  This dining room’s long oak table is surrounded 
  by ornately carved oak chairs. On each wall hangs a large, 
  framed painting of a desert landscape. 
  Dining Room Lot: The contents are worth 1,200 gp.
  C8. Library (CR 4)
  This lushly furnished library features three tall bookcases 
  running north to south down the center of the chamber and 
  another bookcase of iron in the northeast corner. A stuffed 
  grizzly bear towers in the northwest corner, its claws and 
  fangs bared aggressively. The east wall features sixteen 
  paintings of various planets in gilt frames. A ladder in the 
  west side of the ceiling leads up to a trap door.
  The ladder leads up to the observatory (area C11), and 
  the spiral stairs descend to the grand hall (area C2).
  Trap: The iron bookcase holds several of Hunclay’s 
  more precious tomes. The lock on the bookcase’s door 
  has an arcane lock, and the handles are warded by a hidden, 
  spring-loaded poisoned needle trap.
  POISONED NEEDLE  
   CR 4
  XP 1200
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch (opening the bookcase door); Reset repair
  Effect poison (purple worm poison; Fortitude DC 24)
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  23
  
  Library Lot: There are 16 valuable tomes in the iron 
  bookcase. Thirteen of these are extraordinarily rare books 
  on subjects related to astronomy (worth 100 gp each). The 
  remainder of the books in the library are all shelved on 
  the wooden bookshelves. They number over 600, and are 
  worth 800 gp in all.
  Individual Book Lots: In addition, this library contains 
  a normal book of extended summoningUE, a flesh golem manual, 
  and a manual of warUE.
  C9. Study (CR 5)
  The door to this room has an arcane lock and is trapped 
  with screaming lock traps (see below).
  Two long tables of stained oak line the east wall of this room, 
  each cluttered with alchemical supplies. Atop the desk on the 
  west wall are writing implements, ink, sheets of vellum, and 
  several scrolls. A large chest secured by a prominent lock sits 
  just north of the desk.
  Traps: Two traps ward this room—one on the door and 
  one on the locked chest.
  The door trap activates as soon as anyone attempts to 
  open the door without the key (which is found in area 
  C10), causing an alarming and painfully loud shriek to fill 
  the air and dealing sonic damage to the one attempting 
  to open the door. The chest is locked with arcane lock, and 
  is protected by a second screaming lock trap.
  SCREAMING LOCKS (2) 
   CR 3
  XP 800 each
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (ear-piercing screamUM; target is dazed for 
  1 round and takes 4d6 points of sonic damage; Fortitude 
  DC 16 halves damage and negates daze)
  Assorted Potions Lot: Five flasks rest on the eastern 
  tables: two vials of oil of keen edge, a potion of undetectable 
  alignment, a potion of protection from acid, and a potion of 
  protection from fire.
  Atop the writing desk are four scrolls containing 
  spells that Hunclay never got around to adding to his 
  spellbook: a scroll of campfire wallAPG, a scroll of excruciating 
  deformationUM, a scroll of haunting mistsUM, and a scroll of 
  magic circle against chaos.
  However, the room’s grand prize is in the locked chest to 
  the right of the desk. Inside are Hunclay’s six spellbooks. 
  This collection of spellbooks contains all cantrips and a 
  number of higher level spells—25 1st-level, 22 2nd-level, 
  17 3rd-level, 13 4th-level, and 11 5th-level spells.
  Fill these spellbooks out as you wish, but the book 
  containing Hunclay’s 3rd-level spells includes, among 
  other spells, a copy of secret page. A gloss in the margin 
  on this page has four words noted: “Eox,” “Aucturn,” 
  “Carcosa,” and “Dominion”—only “Dominion” hasn’t 
  been crossed out. This is the special word to read the 
  secret page in area C10. The fifth book contains a rare 
  new spell in addition to the others: wall of light (see the 
  New Spell sidebar). Taken as a whole, the spellbooks are 
  worth 19,800 gp.
  C10. Master Bedchamber (CR 5)
  This bedchamber is richly appointed, with three armoires 
  and three tall wardrobes, a canopied bed with a large locked 
  chest at its foot, a writing desk and chair, elaborate marble 
  tub, and a thick bearskin rug.
  Trap: Hunclay’s sense of humor wasn’t often apparent, 
  but it manifests here in the form of a deadly trap—of 
  course, the humor will probably be lost on PCs who 
  fall victim to it. The entire room radiates moderate 
  conjuration magic, and as soon as someone other than 
  New Spell
  WALL OF LIGHT
  School evocation [light]; Level druid 5, sorcerer/
  wizard 5
  Casting Time 1 standard action
  Components V, S, M/DF (a chip of mica)
  Range medium (100 ft. + 10 ft./level)
  Effect 10-ft.-high vertical sheet of light up to 5 ft. 
  long/level
  Duration 1 minute/level (D)
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes
  An immobile, blinding curtain of white light that 
  blocks line of sight springs into existence. The 
  wall sheds bright light to a range of 60 feet in 
  all directions. A creature adjacent to the wall is 
  blinded as long as it remains adjacent plus an 
  additional 1d4 rounds thereafter—closing its eyes 
  or succeeding at a Fortitude save negates the effect 
  for 1 round. A creature that passes through the 
  wall is automatically blinded, even if its eyes are 
  closed. A creature from the Plane of Shadow gains 
  1d4 negative levels each round it spends within 5 
  feet of the wall (Fortitude negates). Passing through 
  the wall imposes a –4 penalty on the save for 
  that round. Twenty-four hours after gaining these 
  negative levels, the subject must attempt a new 
  Fortitude saving throw for each negative level. If a 
  save succeeds, 1 negative level is removed. If it fails, 
  the negative level becomes permanent. Wall of light 
  can be made permanent with permanency (with a 
  minimum caster level of 13th and cost of 11,000 gp).
  24
  
  Hunclay steps into the room, a deep growl comes from 
  the direction of the bearskin rug. With a successful DC 14 
  Knowledge (nature) check, a character identifies the growl 
  as that of a grizzly bear.
  Nothing further occurs until anything in the room is 
  moved, at which point the trap summons a fiendish grizzly 
  bear into the chamber atop the rug. The furious beast fights 
  until destroyed, and pursues any who flee the bedchamber, 
  vanishing when all intruders have fled the manor (or once 
  its 9 rounds are up).
  BEAR SUMMONING RUG 
   CR 5
  XP 1,600
  Type magic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger location; Reset none
  Effect spell effect (summon monster V [fiendish grizzly 
  bear], CL 9th)
  Treasure: The chest contains 3,200 gp worth of coins 
  and gemstones. These aren’t auctioned, but are instead 
  sent directly on to Hunclay’s cousin, assuming the PCs 
  leave them behind. Sitting in the top desk drawer is a ring 
  of keys that can open most of the locks in the manor.
  A scrap of paper sitting on Hunclay’s nightstand seems 
  to contain a few bawdy limericks, but is in fact a to-do 
  list disguised by a secret page spell. As noted in Hunclay’s 
  spellbook, the spell’s special word is “Dominion”—
  speaking this word reveals the contents of the secret page. 
  If the PCs penetrate this disguise, the actual contents of 
  the list are reproduced in the Player Handout, above.
  Bedroom Lot: The armoires and wardrobes store rich 
  clothing worth a total of 850 gp. Sitting on the writing 
  desk is a gold ring set with a fat black pearl worth 1,350 gp.
  C11. Observatory (CR 5)
  Within this glass-domed chamber is an enormous telescope 
  that sits upon a platform over a veritable sea of metal gears. 
  An angled metal chair sits below the device, within reach 
  of a cluster of pedals and levers that enable its occupant to 
  perform adjustments to the telescope’s orientation. Tables 
  covered in books and charts occupy the southeast corner. The 
  view of the surrounding skies afforded by the glass dome is 
  breathtaking in its expanse.
  Hunclay built the machinery and the telescope itself 
  over the course of several years. Despite being one of his 
  greatest achievements, these devices were never used by 
  anyone but him.
  Creature: A 1-foot-wide ledge runs around the edge of 
  the dome. Sitting on the southwest portion of this lip (out 
  of sight of those who enter the room via the ladder) is 
  Hunclay’s homunculus familiar, quite insane after the 
  death of its master. This uniquely augmented homunculus 
  is called Lodo—in the madness brought on by Hunclay’s 
  demise, the thing now thinks of itself as the manor’s new 
  lord. It looks like an obese infant, but with leathery skin 
  mottled with spots of grime, curling ram’s horns, sharp 
  blackened teeth, and black eyes with no pupils. The thing 
  flies about on four leathery bat wings, but is simply sitting 
  on the dome’s ledge when the PCs arrive. If spotted, it 
  does nothing but grin wickedly at the PCs. If asked 
  questions, the mute homunculus makes quick, complex 
  gestures (a successful DC 15 Sense Motive check suggests 
  it is inviting someone to sit in the telescope operator’s 
  chair). Of course, the chair is trapped.
  LODO 
  CR 3
  XP 800
  Unique homunculus (Pathfinder RPG Bestiary 176)
  NE Small construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 32 (4d10+10)
  Fort +1, Ref +2, Will +2
  Immune construct traits
  OFFENSE
  Speed 20 ft., fly 50 ft. (good)
  Melee bite +6 (1d6+1 plus poison), gore +6 (1d6+1)
  Special Attacks poison (DC 14)
  TACTICS
  During Combat Lodo not only considers the PCs to be 
  intruders, but suspects they killed Hunclay. It attacks as 
  soon as someone triggers the trap on the telescope’s 
  seat, swooping down to bite creatures after it makes a 
  token attempt to use its wand of lightning bolt. Lodo 
  pursues PCs throughout the manor.
  Morale Lodo fights to the death.
  Conjure accuser devil re. disguising text of Secrets 
  of the Dreaming Dark.
  Animate Dominion remains as guardian for cave.
  Repair hinges of secret door in clockwork lab.
  Attempt second contact with Dominion via book’s 
  ritual before loan to A.
  Confirm demolition date with A’s kobolds.
  PLAYER HANDOUT
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  25
  
  LODO
  STATISTICS
  Str 12, Dex 13, Con —, Int 10, Wis 12, Cha 7
  Base Atk +4; CMB +4; CMD 15
  Feats Flyby Attack, Skill Focus (Use Magic Device)
  Skills Fly +12, Perception +3, Spellcraft +2, Use Magic 
  Device +3
  Languages Common (cannot speak); telepathic link
  Combat Gear wand of lightning bolt (5 charges)
  Trap: The ingenious pedals and levers integrated 
  into the construction of the operator’s chair enable the 
  occupant to spin the telescope and chair platform a full 
  360 degrees to view any part of the sky, to manipulate the 
  telescope’s angle and focus, and to adjust the seat’s height 
  and angle. However, the uncomfortable wood-and-brass 
  chair is trapped, and blasts anyone who sits in it with a 
  potent electrical shock.
  SHOCKING CHAIR 
   CR 3
  XP 800
  Type magic; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger touch; Reset automatic (after 1 round delay)
  Effect electrical jolt (3d6 electricity damage); Reflex DC 20 half
  Observatory Lot: In addition to 50 rare star charts that 
  focus on strangely empty-looking swaths of the night sky, 
  lying on the tables are an exquisite platinum astrolabe, six 
  rare astronomy tomes of aged Taldan pedigree, and two 
  expensive handheld telescopes. In all, this stargazing gear 
  is worth 5,000 gp.
  C12. Storage Cellar
  These three interconnected rooms are cluttered 
  with dozens of stacked crates and chests containing 
  only mundane household supplies—nothing of 
  particular value is kept here. The spiral stairs 
  lead up to area C2.
  C13. Storage Closets (CR 3)
  Three similar storage rooms lie along 
  this corridor. The easternmost is a 
  well-stocked wine cellar, with many 
  fine and rare vintages from across 
  the Inner Sea. The middle contains 
  a generous cache of sides of beef, 
  pork, mutton, fowl, and fish, all 
  frozen thanks to a permanent wall of 
  ice against the north wall. 
  Trap: The westernmost closet contains 
  a large supply of magical components for 
  spellcasting and research—the door to this 
  closet is trapped by another screaming lock trap.
  SCREAMING LOCK 
   CR 3
  XP 800
  See page 24.
  Storage Lot: The contents of the first and third storage 
  rooms are worth 2,500 gp in total.
  C14. The Demon in the Pit (CR 4)
  This chamber’s door is made of thick, dark iron etched 
  with arcane symbols. With a successful DC 18 Knowledge 
  (arcana) check, a character recognizes they are obscure 
  glyphs employed to imprison dangerous summoned 
  creatures. However, the door is not locked.
  This ten-foot-square antechamber’s north wall is an artfully 
  wrought gate of bright metal that opens onto the larger 
  chamber beyond. The walls of this chamber are covered 
  with strange glyphs and runes, including one enormous 
  word scrawled in one-foot-high letters across the north wall.
  The gate into the main room is locked (requiring a 
  successful DC 25 Disable Device check to open). The runes 
  on the walls within the main chamber are invocations to 
  various demons, written in Abyssal. The large word on the 
  north wall reads in Abyssal: “CTHEPALTANGOULGI.” 
  A 10-foot-diameter, 10-foot-deep pit sits in the eastern 
  portion of the room.
  Creature: This room’s only occupant is a schir—the 
  huge word that’s written on the wall is its name. As soon 
  as the demon hears intruders, it calls out in a guttural 
  voice from its pit, speaking in Common thanks to its 
  tongues ability.
  26
  
  “Here to gloat over me some more, wizard? And without 
  your usual greeting? You’ll play that game one time too 
  often, and on that day I’ll enjoy supping on your entrails.”
  The schir demon’s name is Cthepaltangoulgi, and 
  it’s confined to just the 10-foot-deep circular pit in the 
  eastern extreme of the chamber. Hunclay summoned 
  the outsider several months ago to aid his research, and 
  on a petty whim kept it imprisoned in the pit beyond 
  the time bargained for. The beast’s name is on the wall 
  to remind the wizard of his precautionary measures: he 
  must speak that name when he passes the gate. Doing 
  so causes the letters to glow briefly, and paralyzes the 
  creature for a single round. Speaking the name a second 
  time causes the demon to be affected as if by a symbol 
  of pain. Speaking it a third time paralyzes the creature 
  again, but this time for 5 rounds. If the PCs give away 
  that they aren’t Hunclay, or fail to speak up upon passing 
  the gate, the demon attempts to climb out of its pit 
  (Climb DC 15), seeing its chance for revenge or escape. 
  It fights to the death, taking its rage out on the PCs, who 
  it assumes are Hunclay’s minions. The inscriptions on 
  the walls that can be used to harm it also prevent it from 
  summoning allies.
  The demon’s name is a difficult one to pronounce, and 
  doing so improperly won’t activate the wizard’s fail-safes. 
  The speaker might have to attempt a DC 22 Linguistics 
  check to achieve the proper pronunciation, or you can 
  instead ask the player to pronounce it correctly (kuh-
  thep-all-tan-GOOL-ghee).
  CTHEPALTANGOULGI 
  CR 4
  XP 1,200
  Schir (Pathfinder RPG Bestiary 3 74)
  hp 37 
  C15. Clockwork Lab
  Six stone slabs sit on the floor of this chamber. Heaped upon 
  each are metal tools, gears, springs, and other parts for the 
  construction of mechanical creations.
  Hunclay was fascinated with mechanical constructs, 
  and sometimes indulged his interests in this lab. 
  Though this wasn’t his strongest area of expertise, over 
  the years he constructed both the homunculus Lodo and 
  the impressive mechanisms that control the orientation 
  and rotation of his telescope in area C11. A successful DC 
  15 Knowledge (arcana) check made while investigating 
  the tools and parts confirms the area is for the crafting 
  of clockworks.
  The secret door to the east can be located with a 
  successful DC 20 Perception check—the door squeaks 
  horribly on its hinges when opened.
  Clockwork Lab Lot: The tools and resources kept in 
  this lab are worth 2,500 gp.
  C16. Summoning Chamber (CR 3)
  The iron gate to this chamber hangs ajar. The room within 
  is bare, except for a conjuration circle of silvery metal inlaid 
  in the stone floor and a small, rickety table on which sits a 
  thin journal.
  Creature: Hunclay used this chamber to conjure and 
  interrogate outsiders using lesser planar ally. Usually, 
  he would merely pay an offering to the outsiders and 
  then question them for research purposes, but now and 
  then he had other uses for them. His last conjuration 
  remains here, trapped inside the magic circle and 
  unable to leave—a single accuser devil named Chirit. 
  The devil was being obstinate against Hunclay’s requests 
  for information on how to magically and permanently 
  disguise a book so as it would look like something else, 
  and so Hunclay left the thing bound here, alone, to 
  ponder the wisdom of its actions. He intended to come 
  back down here and interrogate it some more, but died 
  before he could.
  The devil is nervous about Hunclay’s absence—it 
  rightly fears the wizard has abandoned it or might even 
  be dead. It pitifully begs the PCs to release it back to Hell. 
  All they need to do is “break the circle” that contains it—
  merely laying an object across the circle is enough. Of 
  course, unless the PCs can secure the devil’s promise to 
  return to Hell with a successful DC 21 Diplomacy check 
  or DC 16 Intimidate check, the treacherous devil cackles 
  and giggles as it attacks the PCs once released, eager to get 
  some payback for its imprisonment, even if the victims 
  aren’t the ones who conjured it in the first place. If 
  reduced to fewer than 5 hp, Chirit flees to Hell by allowing 
  the lesser planar ally to send it back.
  CHIRIT 
  CR 3
  XP 800
  Accuser devil (Pathfinder RPG Bestiary 2 84)
  hp 30
  Summoning Journal Lot: The PCs can investigate the 
  journal’s contents in a half hour. It contains extensive 
  notes on the appearances and behavior, of the outsiders 
  he’s conjured in this room, and the services he secured 
  from them. Most were conjured purely for questioning. 
  Only the occupants of this room, area C14, and area C17 
  were kept for any length of time. The journal describes 
  Hunclay’s plans for two of them: He initially conjured 
  the schir in area C14 to be his bodyguard on a visit to 
  meet someone named “Barlau,” and conjured the shae 
  in C17 because he believed, erroneously, that she might 
  know about the Dark Tapestry.
  The other creatures summoned run the gamut from 
  devil to demon, azata to archon. The topics of Hunclay’s 
  research varied from the creation of constructs and 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  27
  
  homunculi, investigations into Belhaim’s history, and 
  discussions of various magical items and spells, but 
  far and away the most common topic was the Dark 
  Tapestry. Time and time again, the notes mention a 
  failed conjuration of a “representative of the Dominion 
  of the Black.” Hunclay conjured it only to have to kill 
  it when it attacked him. The notes show that this took 
  place in “my safe cave.” Although the notes make no 
  mention of the fact that Hunclay animated the creature 
  as a zombie, they do say the cave is located just under a 
  mile north of Belhaim. The journal is worth 6,000 gp 
  to anyone interested in conjuring outsiders, because the 
  names and offering preferences of a good three dozen 
  such creatures are recorded within.
  Story Award: If the PCs manage to convince Chirit to 
  return to Hell once they release it, award them XP as if they 
  had defeated it in combat. If they discover the location of 
  Hunclay’s cave, award them 800 XP.
  C17. A Different Kind of Captive (CR 5)
  The walls of this room are covered with arcane symbols. 
  In the northern chamber, a wooden table sits against the 
  eastern wall, with several items laid atop it. A bright light 
  shines forth from an opening in the south wall. 
  The light to the south is a permanent wall of light (CL 
  9th; see the sidebar on page 24) that runs down the length 
  of this hallway. The wall of light ends before a single small 
  cell enclosed by a gate of bright metal etched with strange 
  sigils that radiate strong abjuration magic.
  Creature: Within the cell is an amorphous cloud of 
  shadow, a shape that’s difficult to fix one’s eyes on. This 
  is another extraplanar creature conjured by Hunclay and 
  kept here for interrogation purposes—a being from the 
  Plane of Shadow known as a shae. As the PCs step from 
  the light, she realizes Hunclay is not among her visitors 
  and steps forward, her form resolving into a mostly 
  humanoid shape as she addresses the PCs.
  “What’s this now? I recognize you not, mortals. Are you minions 
  of the petty human? If not, I plead with you to release me from 
  this unjust and outrageous imprisonment. Do so, and you shall 
  be rewarded.”
  This creature is named Maffei. She was originally 
  summoned here by Hunclay to aid in his research—for 
  a time he believed in a connection between the Plane of 
  Shadow and the Dark Tapestry. When Maffei laughed at 
  his ignorance, the wizard became enraged and imprisoned 
  her here to punish her for mocking him.
  If the PCs convince Maffei that they are no allies 
  of Hunclay by either succeeding at a DC 23 Diplomacy 
  check or opening the gate to her prison (Disable Device 
  DC 30, or by using one of the keys from area C10), she 
  thanks them for their kindness but explains that merely 
  opening the gate isn’t sufficient to release her from her 
  imprisonment. She’s already suffering from 3 permanent 
  negative levels after previous exposures to the wall of light, 
  and she knows that even 1 more round of exposure could 
  easily kill her since there’s no way to exit her cell without 
  stepping within 5 feet of the wall. She goes on in bitter 
  tones to explain a method to extinguish the wall of light—
  by hurling a handful of enhanced magical dust through 
  the wall—but adds that Hunclay told her he’d hidden 
  his supply of this dust away in a secret cave outside of 
  Belhaim. This knowledge has tormented the shae (as was 
  Hunclay’s intent), but now she has hope for rescue—if the 
  PCs can remove the wall of light, she promises to aid them 
  in the future.
  MAFFEI 
  CR 5
  XP 1,600
  Female shae rogue 2 (Pathfinder RPG Bestiary 3 242)
  N Medium outsider (extraplanar)
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +9
  DEFENSE
  AC 19, touch 16, flat-footed 13 (+2 armor, +6 Dex, +1 shield)
  hp 42 (6 HD; 4d10+2d8+26–15)
  Fort +5, Ref +8, Will +4; +1 vs. traps
  Defensive Abilities amorphous, blur, evasion
  Weaknesses negative levels
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +7 (1d6+6/18–20 plus 1d6 cold), +1 short 
  sword +6 (1d6+3/19–20 plus 1d6 cold)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 1st; concentration +5)
  Constant—blur
  At will—lesser shadow evocation (DC 17)
  TACTICS
  During Combat Maffei prefers to fight in melee, flanking 
  with foes in order to make sneak attacks as often as she 
  can. She uses lesser shadow evocations to hurl magic 
  missiles or scorching rays against distant foes.
  Morale Maffei flees combat if reduced to fewer than 10 hp, 
  unless she’s forged a strong bond of friendship with any 
  PCs who are still in the battle, in which case she fights to 
  the death to defend them.
  STATISTICS
  Str 20, Dex 24, Con 18, Int 19, Wis 17, Cha 19
  Base Atk +5; CMB +7; CMD 24
  Feats Improved Initiative, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Focus (scimitar)
  Skills Acrobatics +13, Climb +9, Disable Device +13, 
  Disguise +10, Intimidate +10, Knowledge (arcana) +10, 
  Knowledge (planes) +10, Perception +9, Sense Motive +9, 
  Sleight of Hand +13, Stealth +13 (+23 in regions of dim 
  light or darkness)
  28
  
  MAFFEI
  Languages Aklo, Common, Shae
  SQ rogue talents (combat trick), trapfinding +1
  Gear leather armor, +1 scimitar, +1 short sword
  SPECIAL ABILITIES
  Negative Levels Maffei currently suffers 3 permanent 
  negative levels after failing the Fortitude save to 
  remove the negative levels she gained when Hunclay 
  demonstrated to her the effects of his wall of light spell. 
  As a result, she takes a –3 penalty to her CMD and on all 
  ability checks, attack rolls, combat maneuver checks, 
  saving throws, and skill checks. In addition, her maximum 
  hit points are reduced by 15, and her caster level for her 
  spell-like abilities is reduced by 3. These penalties are 
  incorporated into her statistics.
  Treasure: The objects on the table consist of Maffei’s 
  exotic-looking suit of leather armor (it’s been treated to 
  look similar to form-fitting full plate, but functions as 
  normal leather armor) and her magic weapons. These are 
  Maffei’s personal possessions, not part of Hunclay’s estate; 
  returning them to Maffei doesn’t break the PCs’ agreement 
  with the baroness.
  Development: The PCs can remove the wall of light to 
  rescue Maffei, either by using some of the dust of darkness 
  from area D3 or by dispelling the spell. Even though 
  Hunclay used a scroll of permanency at a higher caster 
  level to make the wall permanent, it is vulnerable to 
  dispel magic as normal. They can instead bypass it 
  by using dimension door to move Maffei out of the 
  cell, or simply by smashing a hole in the northern 
  wall. If released, the shae is very grateful, regardless 
  of the method. If the PCs have claimed her gear, she 
  asks for it back. If the PCs return her gear as she wishes, 
  she volunteers to accompany them and aid them in 
  their coming battles; otherwise, she grudgingly lets 
  the PCs keep her gear while she sneaks off into the 
  world to find a way to return home.
  If Maffei joins the party as a companion, she 
  would rather not interact with the people of 
  Belhaim, explaining that the townsfolk would 
  understand her no better than she does them, 
  but she accompanies the PCs as an extra sword 
  whenever they travel beyond the town—such 
  as to investigate Hunclay’s cave or to confront 
  the dragon in the last part of this adventure. 
  Of course, if the PCs find a way to remove some 
  or all of her negative levels (such as a scroll of 
  restoration purchased at the House of Abadar in 
  Belhaim; see pages 59 and 61), she’ll be a much 
  deadlier ally. If you don’t want Maffei to join the PCs, you 
  can instead have her give the PCs one of her weapons as a 
  reward before she leaves to search for a way home.
  Story Award: If the PCs rescue Maffei, award them 2,400 
  XP. If the PCs remove all of Maffei’s permanent negative 
  levels, award them an additional 2,400 XP.
  HUNCLAY’S CAVE
  Soon after Hunclay realized “Mr. Barlau” was in fact 
  a dragon, he grew increasingly nervous that at some 
  point the dragon would betray him or simply take the 
  rare book he wanted by force. The fact that his manor 
  was well-protected against burglars would mean little if 
  he had to defend against a dragon, so Hunclay decided 
  to create a secret cache for his greatest treasures. He 
  settled on a hidden cave a few hundred feet from the 
  old Devy Road, north of Belhaim. Eventually, Hunclay 
  intended to increase the magical wards and disguises, 
  turning the cave into a proper hidden stronghold so he 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  29
  
  could relocate his more questionable activities (such as 
  summoning evil outsiders) away from his home, but he 
  perished before realizing this goal.
  There are multiple places that the PCs can learn about 
  Hunclay’s cave and its location. This adventure assumes 
  the PCs learn the location either by speaking to Mathezic 
  in area C4 or by reading Hunclay’s conjuration journal in 
  area C16. If the PCs learn of the cave’s existence but not 
  its location, asking around town about local caves reveals 
  that the surrounding wooded hills are honeycombed 
  with caves. If the PCs refine the question by asking about 
  caves Hunclay was interested in and succeed at a DC 20 
  Diplomacy check to gather information about this topic, 
  someone in town remembers spotting Hunclay traveling 
  along the old Devy Road a few times—this was a little 
  unusual, since it was rare to see the wizard outside the 
  town, and he certainly seemed to be moving with a 
  purpose down the road. If the PCs walk north along the 
  road, they’re attacked by the wolves that have recently 
  moved into area D1, which is near the caves the PCs are 
  searching for.
  Note that the adventure can continue if the PCs don’t 
  ever visit the caves, but they’ll miss out on treasure, 
  experience points, and insights into the adventure’s plot 
  if they skip the caves. The dragon makes his demand 
  at the auction in Chapter 3, regardless of whether the 
  contents of the caves—the items he really wants—are in 
  the auction or not. One subtle clue that might intrigue 
  the PCs even if they somehow never learn about the cave 
  is the fact that there are no locks in Hunclay’s manor 
  that fit the brass key found on his body.
  D1. The Wolf Pack (CR 5)
  As the PCs near the entrance to Hunclay’s cave along 
  Devy Road, they see buzzards circling in the sky. These 
  buzzards mark the site where two of Hunclay’s servants, 
  Linus and Saba, met their deaths at the jaws of the pack 
  of wolves that has recently been snatching sheep from 
  Abrassus Ranch near Belhaim. If the PCs know the 
  location of Hunclay’s cave, they know they’ve also reached 
  their destination.
  The bodies of Hunclay’s two escaped servants lie near 
  the shore of a small pond that runs out of a cave at the base 
  of a 30-foot-high cliff. Both bodies have been mutilated 
  by wild animals—little remains but their ruined gear and 
  some scattered bones.
  Creatures: The servants’ killers remain nearby, and 
  don’t take kindly to anyone disturbing their meal. 
  The wolf pack, which comprises a dire wolf and two 
  normal wolf companions, has been stalking the Belhaim 
  hinterlands for months, and came upon the two servants 
  here by chance. Since then, they’ve settled in to the area, 
  making it their territory—but the wolves can sense 
  something strange in the cave itself and don’t pursue 
  prey inside. Rather, they pace near the cave entrance and 
  yip, howl, and whine in fear. Any animal companions or 
  familiars with the PCs also display nervous fear at the 
  cave entrance, but unlike the wild wolves they’ll follow 
  along inside.
  The dire wolf fights to the death, but once it’s killed, 
  each of the other wolves flees the next time it’s wounded.
  DIRE WOLF 
  CR 3
  XP 800
  hp 37 (Pathfinder RPG Bestiary 278)
  WOLVES (2) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 278)
  D2. Cave Entrance
  The pond in front of the cave entrance never gets deeper than 
  four feet at the center—the creek that covers the cave floor is 
  one foot deep, leaving six feet of headroom above. The spring 
  that feeds the creek trickles out of the rock face in the alcove 
  to the west, and an increasingly shallow tunnel leads around 
  the corner to the northwest.
  The deeper the PCs move into this cave, the warmer 
  the air gets. Any PC who succeeds at a DC 15 Perception 
  check can hear a strange skittering and a wet hissing 
  sound coming from area D3—the sound of the creature 
  imprisoned within moving about.
  D3. Secret Cave (CR 5)
  The shallow water ends at the entrance to a large cave. The air 
  within is almost uncomfortably warm. Four chests sit at the 
  far side of the cavern. The ceiling, studded with stalactites, is 
  ten feet high above the floor at the entrance.
  The environment in this cavern has been regulated by 
  Hunclay to keep the place dry and suited for the storage of 
  his greatest treasures. As a result, the entire cave radiates 
  faint transmutation.
  Creature: Hunclay used a ritual from the one of his most 
  prized volumes, Secrets of the Dreaming Dark, to perform 
  a dangerous stunt: conjuring one of the monstrosities 
  from the Dominion of the Black to interrogate it. What 
  he got was one of the Dominion’s scouts—a neh-thalggu 
  (Pathfinder RPG Bestiary 2 197)—and it was in no mood 
  to talk. Hunclay was forced to kill the monster before 
  it could kill him, but rankled at having lost such a 
  valuable opportunity to learn more about the mysterious 
  Dominion. He cut his losses by animating the dead neh-
  thalggu as a zombie, and it remains here as a guardian. 
  Hunclay planned on expanding these caves and adding 
  more traps and guardians, but now the neh-thalggu 
  zombie is the only danger.
  30
  
  NEH-THALGGU ZOMBIE 
  CR 5
  XP 1,600
  NE Large undead 
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 66 (12d8+12)
  Fort +4, Ref +6, Will +8
  DR 5/slashing; Immune undead traits
  Weaknesses staggered
  OFFENSE
  Speed 10 ft., fly 40 ft. (perfect)
  Melee bite +16 (1d8+12)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat The zombie has commands to kill anything 
  other than Hunclay, but does not pursue foes who go 
  outside this room.
  Morale The zombie fights until destroyed.
  STATISTICS
  Str 26, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +9; CMB +18; CMD 30 (can’t be tripped)
  Feats Toughness
  Skills Fly +8
  Treasure: Four locked iron chests rest on the eastern 
  side of this cavern. Of these four, three are relatively 
  small chests that have arcane lock cast on them (Disable 
  Device DC 30). They can be opened with the keys from 
  area C10. Within these chests is a total of 11,300 cp, 7,200 
  sp, 1,800 gp, and 60 pp, all in small cloth pouches of 100 
  coins each. These coins are sent on to Hunclay’s cousin 
  if reported to the baroness.
  The fourth chest is twice the size of the others and is 
  of very fine manufacture—its weight forced Hunclay to 
  recruit his servants to bring the empty container out here 
  many months ago. The chest is locked and has arcane lock 
  cast on it—a successful DC 40 Disable Device picks this 
  lock (DC 30 without the arcane lock). The brass key found 
  on Hunclay’s body in area A14 opens the chest, which 
  Hunclay never had a chance to protect further with a trap. 
  The charm from area C2 can open the arcane lock.
  Inside this chest are Hunclay’s greatest treasures. 
  Sitting atop an exquisite darkwood case are four packets 
  of enhanced dust of darkness (this dust functions as detailed 
  in Pathfinder RPG Ultimate Equipment, except that a dose is 
  also capable of extinguishing the wall of light in area C17) 
  and a scroll of permanency (CL 12th) in a mithral scroll tube, 
  itself worth 300 gp. The darkwood case is worth 250 gp, 
  and contains five books. Four of these are rare antique 
  tomes on astronomy written in Ancient Osiriani; each 
  is worth 1,000 gp. The fifth tome is a tattered volume 
  called Secrets of the Dreaming Dark. These five books (but 
  in particular the fifth) are the tomes Aeteperax has long 
  sought to purchase from Hunclay.
  Secrets of the Dreaming Dark is a very old and massive 
  tome, several hundred pages long and bound in black 
  leather. It claims to be a translation of a much older 
  book, but the book’s original author is unknown. The 
  pages are scribed in Aklo in cramped handwriting, and 
  include complex star charts and maps of strange, distant 
  worlds. There are numerous breathtaking illustrations 
  of eerie monsters and alien gods as well. Unfortunately, 
  pages or even entire chunks of the ancient text are loose 
  or missing here and there throughout. Successfully 
  reading and understanding the book requires the ability 
  to read Aklo, as well as years of intense study. 
  One can try to get a sense of the book by succeeding 
  at a DC 30 Linguistics check after spending 48 hours 
  studying it. A person who does this can use the book as 
  reference when answering any Knowledge check relating 
  to the Dark Tapestry to gain a +6 bonus on the check, and 
  can attempt such Knowledge checks untrained by using 
  the book in this way. In addition, numerous strange 
  spells and occult rituals are doubtless hidden away in the 
  text, such as the complex one Hunclay used to conjure a 
  Dominion of the Black neh-thalggu. Deciphering these 
  spells and rituals would take many months at best, and is 
  beyond the scope of this adventure. Since this copy is in 
  relatively poor condition, it’s worth only a fraction of its 
  normal value, but is still worth 11,000 gp.
  Story Award: If the PCs turn all of the valuables in this 
  area over to the baroness for inclusion in the auction, 
  award them 1,200 XP for their honesty. If the PCs wish 
  to keep this treasure, they earn no bonus XP—keeping 
  the treasure is its own reward.
  Wrapping Up the Hunclay 
  Contract
  When the PCs return to town and report their findings 
  to the baroness (whether or not they also located and 
  explored Hunclay’s cave), Lady Origena thanks them 
  for their services and pays them their 5,000 gp fee. In 
  fact, she’s so pleased that she also tells them that if they 
  wish to attend the auction and bid on some of Hunclay’s 
  belongings, she’ll cover half the price of anything they 
  win (up to a limit of 7,500 gp), allowing the PCs to place 
  greater bids than they could normally afford if they wish.
  At this point, a small army of clerks goes through the 
  (hopefully safe) manor to catalog its contents and organize 
  lots for the upcoming auction. The auction is scheduled 
  for just over a month later. In that time, the baroness sends 
  word of the auction to merchants, wizards, and scholars 
  throughout Taldor, and word spreads through specialized 
  channels to other nations quickly. The PCs can use this 
  time to recover from their adventures and engage in 
  various downtime activities (see Pathfinder RPG Ultimate 
  Campaign for details) as they wish. Alternatively, they can 
  pursue some of the optional quests in Belhaim, or go on 
  a different short adventure.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  31
  
  Chapter 3
  Dragonslayers
  T
  his part of the adventure begins with the Hunclay 
  estate auction. The auction is scheduled to take 
  place in the afternoon on Oathday at the open-air 
  amphitheater known as the Belhaim Commons. Despite 
  the large number of invitations sent out by the baroness, 
  only a handful of prospective buyers arrive in town the day 
  of the auction—the remoteness of Belhaim and Hunclay’s 
  limited fame in arcanist circles makes the auction less of a 
  draw than hoped. The following parties represent wealthy, 
  out-of-town interests: a trio of white-clad Kalistocrats from 
  Kerse; two black-robed individuals of indeterminate gender 
  representing the Mercantile Consortium of Maheto; a 
  snarling half-orc named Mr. Pickets representing Duchess 
  Selphine Telegonus of Cassomir; and a brown-haired man 
  in a red felt hat with a large blue feather stuck in its side, 
  who calls himself Clausyre and represents an unnamed 
  interest from the north. Clausyre is actually a missing 
  resident of Belhaim, the druid Azmur Kell, using a hat of 
  disguise to keep from being recognized. Azmur reluctantly 
  serves the dragon Aeteperax, who has taken Azmur’s 
  pregnant wife Rima hostage and instructed him to secure 
  specific items at the auction. Azmur’s presence represents 
  Aeteperax’s final attempt to secure Hunclay’s books without 
  making his presence known.
  The auction is open to the public, and many of Belhaim’s 
  citizens attend out of curiosity, even though few have 
  the means to compete for the big-ticket items. The PCs 
  are given a place of honor with front-row seats, whether 
  or not they’re interested in bidding on items. Serious 
  bidders, including locals such as the Adras family, Sir 
  32
  
  CHOSK GRELLEN
  The table below lists all 20 lots up for auction—the 
  auction moves quickly from lot to lot, and unless a PC 
  is eager to bid, narrate the auction only in brief. Barring 
  PC intervention, the winning bids for each lot are 
  summarized below. Unless the PCs bid on a lot, the 
  winner is the first party listed (a bidder with no 
  competition wins that auction for the opening 
  bid). Note that if any of the lots listed below 
  were used, stolen, or destroyed by the PCs, 
  they should be devalued or removed 
  entirely as appropriate.
  As you name each lot and bidding 
  begins, ask whether any of the 
  PCs wants to bid. If a PC wishes 
  to bid, follow the following steps to 
  determine the winner.
  Step 1: Chosk names the relevant lot 
  and states the opening bid.
  Step 2: Note which bidders other than the 
  PCs are interested on the item, as well as their 
  outbid DCs, as listed on the table.
  Step 3: The interested PC gets to make 
  the first bid. All bids must be made in 
  multiples of the listed opening bid. The PC attempts 
  a single Bluff or Intimidate check. For each multiple by 
  which the PC exceeds the opening bid, the PC gains a +2 
  bonus on the check. For example, if a PC bids 100 gp for 
  the exotic birds, she gains a +2 bonus on the check; if she 
  Pelle Benhovy, Arnholde Devy, the Belhaim historian 
  Bassy, and Swerlo Grayhands (who wants the stuffed 
  grizzly), are seated within the first two tiers closest to the 
  stage. Spectators fill whatever other seats are available. 
  The baroness is present and seated next to her 
  son Arnholde, but doesn’t bid. You can use the 
  enclosed poster map of the amphitheater to 
  allow the PCs to pick their seats, then you can 
  fill the other seats with all the appropriate 
  bidders and onlookers if you wish.
  Remind the party that as a token of  her 
  gratitude the baroness has offered to pay 
  half the cost of anything they bid on and win 
  in the upcoming auction, to a maximum 
  amount of 7,500 gp from her coffers.
  The Estate Auction
  If the PCs didn’t hand over the 
  rare texts from area D3 to be 
  auctioned, the PCs notice a flustered 
  Clausyre arguing with Chosk Grellen, 
  the auctioneer, before the auction begins. 
  Clausyre keeps claiming that the baroness 
  clearly hasn’t put all of Hunclay’s estate up for auction, 
  and repeatedly demands to speak to her personally  about 
  the missing items. In the end, Chosk manages to calm 
  Clausyre down enough that he can proceed, by promising 
  him a meeting with the baroness after the auction.
  AUCTION LOTS
  Lot	
  Item	
  Opening Bid	
  Winning Bid	
  Interested Bidders (Outbid DC)
  1	
  Exotic	birds	
  50	gp	
  200	gp	
  Sir	Pelle	(DC	15)
  2	
  Kitchen	lot	
  100	gp	
  800	gp	
  Pickets	(DC	20),	M.	Adras	(DC	20)
  3	
  Parlor	lot	
  300	gp	
  1,500	gp	
  A.	Devy	(DC	18),	Clausyre
  4	
  Dining	room	lot	
  200	gp	
  1,200	gp	
  Pickets	(DC	20),	M.	Adras	(DC	20)
  5	
  Library	lot	
  400	gp	
  2,400	gp	
  MCM1	(DC	22),	Bassy	(DC	15),	Clausyre
  6	
  Stuffed	grizzly	bear	
  60	gp	
  300	gp	
  Swerlo	Grayhands	(DC	15)
  7	
  Book of extended summoning	
  550	gp	
  2,750	gp	
  Kalistocrats	(DC	25)
  8	
  Flesh golem manual	
  2,000	gp	
  8,000	gp	
  MCM1	(DC	22)
  9	
  Manual of war	
  1,500	gp	
  7,500	gp	
  Kalistocrats	(DC	25)
  10	
  Assorted	potions2	
  660	gp	
  3,300	gp	
  Bassy	(DC	15)
  11	
  Assorted	scrolls3	
  255	gp	
  1,275	gp	
  Bassy	(DC	15)
  12	
  Hunclay’s	spellbooks	
  4,000	gp	
  20,000	gp	
  Kalistocrats	(DC	25),	MCM1	(DC	22)
  13	
  Bedroom	lot	
  440	gp	
  2,200	gp	
  MCM1	(DC	22)
  14	
  Observatory	lot	
  1,000	gp	
  5,000	gp	
  Kalistocrats	(DC	25),	Pickets	(DC	20),	Clausyre
  15	
  Storage	lot	
  500	gp	
  2,500	gp	
  A.	Devy	(DC	18),	Bassy	(DC	15)
  16	
  Clockwork	lab	lot	
  1,000	gp	
  5,000	gp	
  Kalistocrats	(DC	25),	Pickets	(DC	20),	MCM1	(DC	22)
  17	
  Summoning	journal	
  1,000	gp	
  6,000	gp	
  Kalistocrats	(DC	25),	MCM1	(DC	22),	Clausyre
  18	
  Rare	book	lot4	
  1,100	gp	
  11,000	gp	
  Kalistocrats	(DC	25),	Pickets	(DC	20),	Clausyre
  19	
  Dust of Darkness	
  600	gp	
  2,400	gp	
  Kalistocrats	(DC	25),	Bassy	(DC	15)
  20	
  Mithral	scroll	tube5	
  300	gp	
  1,800	gp	
  Kalistocrats	(DC	25),	MCM1	(DC	22)
  1.	Mercantile	Consortium	of	Maheto.	
  4.	Lot	includes	the	darkwood	case	and	all	books	from	area	D3.
  2.	Lot	consists	of	all	five	potions	from	area	C9.	
  5.	Lot	includes	the	scroll of permanency	from	area	D3.
  3.	Lot	consists	of	all	four	scrolls	from	area	C9.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  33
  
  CLAUSYRE
  bids 150 gp, she gains a +4 bonus. Allies can’t aid another 
  on this check. Any competing bidder whose outbid DC is 
  equal to or lower than the result of this check is driven off. 
  If the PC’s bid equals or exceeds the listed winning bid, all 
  the NPC bidders immediately concede. If any NPC bidders 
  remain, proceed to Step 4; if not, proceed to Step 5.
  Step 4: The competing bidders place their bids, causing 
  the current bid for the lot to increase by an amount equal 
  to the lot’s starting bid. Control returns to the bidding 
  PC—return to Step 3 if the PC wishes to make a new bid.
  Step 5: Once the PC has outbid the 
  other bidders or bids above the 
  lot’s winning bid, she wins the 
  lot and must pay the final price. 
  Proceed to the next lot.
  Clausyre’s Bad Luck: Clausyre has no 
  outbid DC listed—he doesn’t win any of 
  the lots. After he loses Lot 18 (or the last lot 
  he’s interested in if Lot 18 isn’t offered), he stands 
  up dramatically and loudly makes an ominous 
  announcement: “Very well! I must deliver this 
  bad news to my employer immediately. I bid 
  you all good day!” He then storms out of 
  the amphitheater, an awkward silence 
  in his wake.
  After a pause, Bassy says, “I suspect 
  he didn’t mean that last bit.” This 
  wry crack breaks the tension, causing 
  laughter to fill the crowd. The auction 
  continues with the next lot.
  Story Award: If the PCs manage to win at least 
  one lot, award them 800 XP. If they manage to 
  win a lot for half of the lot’s winning bid or less, award 
  them an additional 800 XP.
  Assault from the Dark
  It’s nearing dusk when the final lot is opened: Hunclay’s 
  manor home and his land. The auction is running long, 
  and Chosk pauses for several minutes while servants 
  quickly light lanterns throughout the amphitheater. 
  Eventually, the last auction begins with an opening bid 
  of 2,500 gp. As the bidding gets underway, have the PCs 
  roll Perception checks. Whoever rolls the highest is the 
  first to notice a dark shape flying in the skies above. A few 
  moments later, mayhem strikes.
  Creatures: The green dragon Aeteperax lurks in the 
  woods north of Belhaim, eagerly awaiting Clausyre’s 
  arrival with the lots he’s promised. When Clausyre arrives 
  empty handed, Aeteperax stops himself from killing the 
  druid, but decides to take his frustration and anger out 
  on Belhaim by sending two waves of monstrous minions 
  to attack the town.
  Wave 1 (CR 5): The first wave consists of a group of 
  grioths—batlike humanoids native to the depths of 
  darkest space. Aeteperax has allied with a large number 
  of these creatures, and he hopes their alien and fearsome 
  forms will spread panic among the townsfolk. His desire 
  is fulfilled—as the grioths swoop down to land on the 
  amphitheater stage, the people panic and run from these 
  “demons.” Each round the PCs don’t intervene, the grioths 
  kill 1d4–1 townsfolk. If not stopped, they fly away after 1 
  minute of mayhem. If the PCs attack, the grioths focus 
  their attention entirely on the PCs, fighting to the death.
  GRIOTHS (4) 
  CR 1
  XP 400 each
  hp	13	each	(see	page	62)
  Wave 2 (CR 6): After the grioths leave or 
  are slain, there’s a little time to recuperate. 
  Acolytes of Abadar tend to wounded 
  townsfolk. If the PCs killed 
  the grioths, some of these 
  priests approach the PCs with 
  thanks, and use their magic to cure the 
  PCs’ wounds, healing them fully over the 
  course of a few rounds.
  Aeteperax’s anger, however, is far from 
  spent. After a few minutes, a tremendous 
  roar fills the air. A larger creature swoops 
  down to land atop one of the small storage 
  buildings on the amphitheater’s stage—a scaly, 
  reptilian winged creature with smoke and fire 
  billowing from its jaws. Though the remaining 
  townsfolk shriek, “A dragon!” in panic, this 
  creature is merely one of Aeteperax’s pets—an 
  advanced flame drake. The drake roars again, 
  then attacks the PCs. The drake fights to the death.
  If the PCs didn’t intervene in Wave 1, the drake attacks 
  the crowd, killing 1d4 townsfolk per round for 1 minute, 
  then swoops away. The PCs can also choose to intervene 
  at this point.
  ADVANCED FLAME DRAKE 
  CR 6
  XP 2,400
  hp	69	(Pathfinder RPG Bestiary 2	106,	292)
  Story Award: If fewer than six townsfolk die, award 
  the PCs 800 XP. If no townsfolk die, award the PCs an 
  additional 800 XP.
  The Dragon’s Demand
  Once the flame drake is defeated, the baroness and her 
  son approach the PCs to thank them for their aid—or 
  to lambast them for standing by while townsfolk died, 
  if they did nothing. Before the PCs have a chance to 
  respond meaningfully, a thunderous roar shatters the 
  night. The survivors look to the east in fear as a vast shape 
  crawls up onto the roof of Otho Burr’s house, just east of 
  the amphitheater. This is an enormous black dragon, but 
  34
  
  its scales are ragged and graying, its eyes are sightless, its 
  muscles are exposed beneath torn flesh, and the smell of 
  rot is nearly overpowering.
  “I	am	Aeteperax,	Lord	of	Dragonfen,	and	you	have	exhausted	
  my	patience.	The	wizard	Hunclay	promised	me	many	things	
  before	 his	 death,	 including	 five	 rare	 and	 ancient	 tomes.	 I	
  made	efforts	to	obtain	these	lawfully,	but	my	representative,	
  Clausyre,	failed	me.	My	forbearance	is	at	an	end.	
  “Now	 I	 require	 not	 only	 the	 books,	 including	 the	 tome	
  entitled	Secrets of the Dreaming Dark,	but	also	an	indemnity	
  of	776,000	gold	pieces—2,000	for	each	and	every	resident	of	
  this	dunghill	you	call	home.
  “I	give	you	two	weeks	to	deliver	these	to	the	place	you	
  know	as	the	Monastery	of	Saint	Kyerixus	across	the	Dragonfen.	
  “None	 are	 permitted	 to	 leave	 Belhaim—my	 minions	
  blanket	 the	 countryside,	 and	 all	 who	 dare	 leave	 this	 town	
  shall	suffer	for	it.	Only	those	chosen	to	deliver	my	ransom	
  may	travel,	and	then	only	into	Dragonfen.
  “Should	you	defy	me	or	fail	to	satisfy	my	demands,	I	shall	
  lay	waste	to	little	Belhaim	and	kill	every	living	inhabitant,	
  down	to	the	last	mewling	infant.”
  With that, the dragon rises up, casts a spell, and 
  vanishes, apparently teleporting away. Silence reigns for 
  a moment, then panic strikes and the survivors flee back 
  to their homes.
  The Dragon’s Truth
  A successful DC 15 Knowledge (arcana or religion) check 
  is enough to identify the creature as some form of undead 
  black dragon (and a great wyrm, judging by its size). 
  Unknown to the town and the PCs, this is all a ruse created 
  by Aeteperax. After Clausyre reported his failure to the 
  dragon on the outskirts of town, Aeteperax used his staff 
  of illusion to cast mislead. Now invisible, he relocated to 
  the roof of Hunclay Manor and used the staff again, this 
  time to cast persistent image to create an illusion of the slain 
  dragon Aeteperax risen from the dead and overlooking the 
  amphitheater—all part of his constantly evolving plan to 
  stay three steps ahead of those who oppose him.
  Any player who verbally announces disbelief in the 
  illusion or asks questions as the dragon is issuing his 
  demand can attempt a DC 18 Will save to see through 
  the illusion. The illusion continues its speech to the 
  end, regardless of any actions the PCs take, so any attack 
  against the dragon or attempt to interrupt it also grants 
  this save to disbelieve.
  Aeteperax has the dragon appear to teleport away, 
  because the illusion’s area of effect isn’t large enough to 
  maintain it all the way into the distance if the dragon just 
  flew away, but any PC who attempts to identify the spell as 
  it’s being cast (Spellcraft DC 15) realizes it’s just gibberish.
  At your discretion, other methods of revealing the 
  deception might work (such as using detect magic and 
  finding the dragon radiates illusion magic, or successfully 
  casting dispel magic on the illusion).
  Story Award: If the PCs determine this Aeteperax was 
  an illusion, award them 1,200 XP.
  To Slay a Dragon
  In the aftermath of the dragon’s appearance, the auction’s 
  final sale is put on indefinite hold. Baroness Origena 
  asks the PCs and several locals whose advice she values—
  Sheriff Benhovy, local stabler and former adventurer 
  Lezara Dodgion, Abadaran priestess Eupaphenia Targas, 
  and Bassy the historian—to return with her to her manor 
  home for a meeting.
  The meeting takes place in a cozy dining room at 
  Devy Manor. The baroness doesn’t waste time, and asks 
  Eupaphenia what Belhaim could scrape together by pooling 
  all its resources. Her answer of approximately 20,000 gp 
  doesn’t surprise the baroness. Even if every sale for the 
  auction were immediately settled, it would be unlikely to 
  bring the total up to even 100,000 gp. There’s just no way 
  Belhaim can pay the dragon’s demand of 776,000 gp.
  The baroness opens the meeting to suggestions. Sheriff 
  Benhovy mutters that if they “send out a few of those 
  Voidglass
  Grioths	wield	weapons	fashioned	from	a	strange	sort	of	
  transparent	material	called	voidglass.	This	material	is	as	
  hard	as	steel,	but	made	of	crystals	that	voidglass	shapers	
  on	 unknown	 worlds	 grow	 into	 the	 desired	 shapes.	
  Voidglass	resonates	with	a	creature’s	mind,	bolstering	
  thought	and	mental	defenses.	Any	suit	of	armor	normally	
  made	from	metal	can	be	made	of	voidglass.	A	suit	of	
  light	voidglass	armor	grants	a	+1	resistance	bonus	on	all	
  saving	throws	against	mind-affecting	magic.	This	bonus	
  increases	to	+2	for	medium	voidglass	armor,	and	+3	for	
  heavy	voidglass	armor.	Voidglass	armor	isn’t	often	worn	
  by	grioths,	but	voidglass	weapons	are	another	story.	The	
  creatures	(and	perhaps	other	strange	beings	with	similar	
  psychic	capabilities)	can	funnel	violent	bursts	of	psychic	
  energy	through	these	weapons	on	a	hit	(see	page	62).	In	
  the	hands	of	any	creature,	a	voidglass	piercing	or	slashing	
  weapon	deals	1	additional	damage	on	a	hit—bludgeoning	
  weapons	gain	no	benefit.
  Voidglass	has	30	hit	points	per	inch	of	thickness	and	
  hardness	 10.	 A	 pound	 of	 raw,	 unworked	 voidglass	 is	
  worth	100	gp.
  Type of Voidglass Item 
  Item Price Modifier
  Light	armor	
  +1,000	gp
  Medium	armor	
  +2,000	gp
  Heavy	armor	
  +4,500	gp
  Slashing/piercing	weapon	
  +1,000	gp
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  35
  
  BASSY
  Shelyn layabouts to distract the dragon for the good of 
  the town, maybe he’ll lower the ransom,”—a suggestion 
  met with derision and shock by the others at the meeting. 
  Frustrated, he then suggests sending out messages via 
  raven to several larger (but distant) towns for aid. Lezara 
  pushes to have the town evacuated. Eupaphenia suggests 
  sending a delegate to speak to the dragon about paying 
  in installments. None of these suggestions appeases the 
  group as a whole, and unless the PCs bring it up, Bassy 
  finally asks, “Why don’t we just kill it?”
  The Baroness Origena’s visage grows stern. Her eyes 
  fix on her folded hands before she looks up, directing 
  her gaze at the PCs as she addresses them.
  “I	 can’t	 offer	 a	 monetary	 reward	 sufficient	 to	
  lure	 you	 into	 undertaking	 so	 deadly	 a	 mission.	
  However,	I	must	ask:	Will	you	slay	this	dragon	
  for	 Belhaim?	 If	 you	 succeed,	 I	 shall	 raise	
  each	of	you	to	the	rank	of	Knight	of	Taldor.	
  Little	Belhaim	and	its	inhabitants	are	lost	if	
  you	don’t	prevail.	What	say	you?”
  If the PCs haven’t already figured it 
  out or don’t even suspect, Bassy points 
  out the likelihood that the dragon wasn’t 
  exactly what it appeared to be.
  “I’ve	been	around	for	a	long,	long	time,	and	one	thing	I’ve	
  learned	is	that	inexperienced	illusionists	tend	to	rely	
  on	 overwhelming	 one’s	 eyes	 and	 ears,	 but	 often	
  forget	the	details.	I	was	there.	I	saw	the	dragon.	I	
  heard	it	speak	and	roar.
  “But	I	didn’t	hear	it	breathe.	I	didn’t	hear	its	talons	scraping	
  stone.	I	didn’t	feel	the	air	stir	when	its	wings	unfurled.	Certainly	
  whoever	or	whatever	we	face	has	great	power—if	that	truly	
  was	just	an	illusion,	it	was	still	a	powerful	magical	effect.
  “For	all	we	know,	it	could	even	be	a	dragon—that	certainly	
  fits	 with	 what	 you	 learned	 from	 the	 kobolds.	 The	 name	
  Aeteperax	is	an	old	one,	and	the	original	Aeteperax’s	bones	
  should	still	be	out	there	in	Dragonfen,	coiled	around	the	Crypt	
  of	Tula	Belhaim.	At	the	very	least,	if	you	can	confirm	those	
  bones	are	still	there,	then	it	seems	obvious	that	what	you	all	
  saw	tonight	wasn’t	really	Aeteperax	risen	from	the	dead.”
  Once the PCs agree to become dragonslayers, those 
  present cheer in relief and promise gifts to aid them.
  The Baroness’s Gift: The baroness allows the PCs to 
  use any of the magic items that were sold as part of the 
  auction for the duration of their quest.
  The Sheriff’s Gift: With only the tiniest bit of grudging 
  complaint, the Sheriff offers his ring of protection +2 to the 
  PCs to use for the remainder of the adventure.
  The Cavalier’s Gift: Aged Lezara Dodgion’s days of 
  crusading are far behind her, and she can think of no 
  better home for her flame tongue than the hands of a PC. If 
  needed, you can change the type of the weapon to match 
  the type a PC prefers.
  The Priest’s Gift: Eupaphenia Targas tells the PCs that 
  any spellcasting services they might require from the 
  House of Abadar will be provided gratis.
  The Bard’s Gift: Bassy’s gift is an ancient brass key—
  something Lady Tula herself gave Bassy’s grandmother 
  over a thousand years ago. Lady Tula also made a 
  strange request: “Keep this key safe until the need for 
  dragonslayers rises again.” Bassy informs the PCs that 
  this key will open the crypt of Tula Belhaim, but 
  warns them that it’s been centuries since anyone 
  has entered the tomb, and there are doubtless 
  guardians and traps within to keep all but 
  righteous and true dragonslayers away. 
  However, securing the magical treasures 
  within would certainly aid the PCs in the 
  coming fight.
  Into Dragonfen
  Aeteperax’s demand mentioned that 
  his ransom should be delivered to the 
  Monastery of Saint Kyerixus. With a 
  successful DC 15 Knowledge (local) check, 
  a character recognizes that this name refers 
  to an old Iroran monastery on the far side 
  of Dragonfen. Anyone in town can verify 
  this. The most direct route to the ruined 
  monastery is via the Old Quarry Road. If the 
  PCs wish to stop to visit and explore the Crypt 
  of Tula, that location can be reached by instead 
  following the south bank of Eskander Creek near 
  the point where it runs out of Dragonfen and into the hills 
  on the far side of the Dragonfen. If they wish, the PCs can 
  also acquire a crude map of Dragonfen with both the crypt 
  and the ruined monastery’s locations marked on it.
  True to the dragon’s word, any attempt to leave the 
  region swiftly draws his minions’ attention. Grioths and 
  a few flame drakes patrol the hinterlands day and night, 
  and unless a group is stealthy—an option unfortunately 
  not available to most of Belhaim’s townsfolk. These 
  creatures assault anyone who attempts to travel outside 
  the region shown on the Belhaim Environs map (see the 
  inside front cover). You can have a few of the visitors to 
  Belhaim (such as the Kalistocrats) attempt to leave, only 
  to have one stagger back into town, grievously wounded 
  and telling horror stories of the attack.
  As long as the PCs don’t leave the hinterlands, they 
  can avoid being attacked automatically. Still, check for 
  wandering monster encounters twice per day, with a 
  20% chance of the PCs encountering 1d4+2 grioths or 
  1 flame drake. Alternatively, you can roll on the swamp 
  encounter table on page 326 of the Pathfinder RPG Bestiary 
  to determine the nature of the encounter, rerolling any 
  result with a CR of 7 or higher.
  36
  
  THE CRYPT OF TULA
  Although a trip to the Crypt of Tula is optional, this 
  adventure assumes the PCs take the time to explore the 
  ancient site and recover its powerful weapons. There 
  are no light sources within the crypt, and everything is 
  covered by a thick layer of dust. The crypt has fallen under 
  the influence of Tula Belhaim’s mad husband Arturic, 
  who has risen as a wraith. His bitter spirit has corrupted 
  the entire area, transforming several of the other bodies 
  interred within into undead. Until the wraith is defeated, 
  strange noises fill the air—scratching on the walls, muffled 
  whispers, and half-heard footsteps.
  Note that this adventure gives out an unusually large 
  amount of treasure, particularly in this portion. Much of 
  this treasure is specifically suited to the task of fighting 
  a green dragon.
  E1. The Dragon’s Bones (CR 5)
  Even	hundreds	of	years	after	the	dragon’s	fall,	its	bones	are	
  an	awe-inspiring	sight.	The	skeleton	has	partially	sunk	into	
  the	bog,	but	enough	remains	that	it	still	appears	to	be	draped	
  over	a	low,	earthen	mound.	On	the	side	of	the	mound	is	a	
  stone	door	with	a	single,	rough	keyhole.
  These are the actual remains of the original Aeteperax, 
  a great wyrm black dragon.
  The door to the crypt is locked with a fantastically 
  complex lock (Disable Device DC 40). Bassy’s key also 
  unlocks the door. Inside is a 5-foot-deep alcove in which a 
  5-foot-wide shaft drops down into the ground, descending 
  30 feet to area E2. The walls are rough, and PCs can attempt 
  DC 20 Climb checks climb up and down.
  Creature: The dragon’s skull has been the lair of a 
  foul local menace for many years—a gibbering mouther. 
  It waits until a PC comes within 10 feet of the skull or 
  attempts to open the door into the crypt before it begins 
  gibbering and then slithers out of the skull.
  GIBBERING MOUTHER 
  CR 5
  XP 1,600
  hp	46	(Pathfinder RPG Bestiary	153)
  E2. Crypt of the Children (CR 4)
  This	oval	chamber	has	two	large	alcoves,	each	containing	two	
  child-sized	stone	sarcophagi.	In	the	east	end	of	the	room,	a	
  shaft	opens	above	a	marble	statue	of	a	rearing	warhorse.
  Any creature who climbs down the shaft from area E1 
  can easily climb down into the room by using the horse 
  statue as improvised steps.
  There is a secret door in the western wall (Perception 
  DC 20). The room beyond is empty, except for a spiral 
  stairway leading down to area E3.
  Creatures: Three of the sarcophagi contain the bodies 
  of sons and daughters of Tula’s line who perished of 
  misadventure, but opening the fourth reveals a tragic 
  sight—a skeletal child with a foal’s skull for a head. This 
  forlorn creature is an attic whisperer, animated after 
  centuries of exposure to the crypt’s corruption. Its aura 
  of sobs ability extends beyond its sarcophagus, but it is 
  unable to escape its resting place on its own. It attacks 
  immediately if the sarcophagus is opened.
  ATTIC WHISPERER 
  CR 4
  XP 1,200
  hp	45	(Pathfinder RPG Bestiary 2	34)
  E3. Dragon Crypt (CR 4)
  A	huge	mosaic	of	a	red	dragon	decorates	the	floor	of	this	large	
  chamber.	To	the	north	lie	three	circular	alcoves,	each	with	a	
  single	pillar	of	black	marble	in	its	center.	To	the	south,	in	a	
  single	large	alcove,	a	spiral	staircase	descends	to	a	deeper	level	
  of	the	crypt.	Four	stone	sarcophagi	sit	on	the	floor	on	the	south	
  side	of	the	main	room,	two	on	each	side	of	the	alcove	entrance.
  The four sarcophagi contain the bones of several of 
  Lady Tula’s relatives. Each of the black pillars of marble in 
  the northern alcoves has dozens of niches, each of which 
  holds an urn filled with the ashes of a mercenary from the 
  company Lady Tula founded. The spiral stairs to the west 
  lead up to area E2, and those to the south go to area E4.
  Creatures: Though the spirits are at rest here, guardians 
  still ward their urns. A Small fire elemental is bound to 
  each black pillar, and if any urn is moved, or the trap in 
  the main room is activated, the elementals emerge and 
  fight to the death.
  SMALL FIRE ELEMENTALS (3) 
  CR 1
  XP 400 each
  hp	11	each	(Pathfinder RPG Bestiary	124)
  Trap: The mosaic on the floor of the central chamber is 
  a trap that activates 1d4 rounds after a PC steps on it. An 
  inscription in the mosaic’s center reads, “Red Azramo—
  Give the Dragon Her Due.” Azramo was the name of a red 
  dragon slain by Tula and her mercenaries. Speaking the 
  dragon’s name aloud grants the speaker immunity to the 
  trap’s effects for 24 hours.
  DRAGON MOSAIC 
  CR 2
  XP 600
  Type	magical;	Perception	DC	20;	Disable Device	DC	20
  EFFECTS
  Trigger	location;	Delay	1d4	rounds,	Reset	automatic	(1	min.)
  Effect	spirals	of	fire	lance	and	blast	throughout	the	room	
  (3d6	fire	damage,	Reflex	DC	15	half);	multiple	targets	(all	
  creatures	in	the	center	of	the	room).
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  37
  
  Treasure: Within the four sarcophagi lie the desiccated 
  remains of old Taldan fighters clad in badly aged plate 
  armor. The corpse in the westernmost sarcophagus wears 
  a ring of strength sappingUE on its left hand and a +1 acid 
  resistance light steel shield on its right arm.
  E4. Altar to Aroden
  Near the east wall of this oval chamber is an altar, the front 
  side of which is carved to resemble a winged eye. A chalice 
  and a small leather-bound book sit atop the altar.
  A spiral staircase here leads up to area E3.
  Treasure: A successful DC 12 Knowledge (religion) check 
  reveals the ancient altar to have been devoted to the god 
  Aroden, Lady Tula’s patron. The gold chalice is worth 875 
  gp, and the book is an antique tome of prayer for devotees 
  of the Last Azlanti. This rare book is worth 1,000 gp.
  E5. Blue Dragon Hall (CR 5)
  The floor of this great, domed chamber has a coppery 
  metallic sheen, save for three mosaics of blue dragons made 
  of polished blue glass. Chiseled into the north wall is an 
  inscription, and the air smells slightly of ozone.
  The message on the north wall reads, “Baesterogh, 
  Alamitatus, and Vernegash—each dragon slain by Lady 
  Tula of Belhaim and the Slayers of Nazilli, Battle of Blue 
  Note Hill, 3668 ar.” The door to area E7 is locked (Disable 
  Device DC 30), and the secret door to area E6 can be found 
  with a successful DC 30 Perception check. This door 
  opens automatically if the wraith in area E10 is slain.
  Hazard: The metallic sheen on the floor is a thin sheet of 
  copper that conducts periodic blasts of electricity. There’s 
  a 25% chance each round that a blast of electricity surges 
  through the floor. When this happens, anyone standing 
  on the copper surface takes 3d6 points of electricity 
  damage (Reflex DC 15 half). The blue dragon mosaics are 
  safe to stand on.
  Story Award: Grant the PCs 800 XP if at least one 
  survives this room’s hazard the first time they explore the 
  place. Double the award if they take no damage doing so.
  E6. Entrance to Tula’s Crypt
  The spiral stairs in this room lead down to area E11.
  E7. Archers True
  Painted statues of four human archers, bows drawn, occupy 
  the western curve of this circular chamber. The two archers 
  E1
  E2
  S
  E3
  E4
  E8
  E9
  E10
  E11
  E12
  E5
  E6
  E7
  38
  
  to	the	north	aim	toward	the	northeast,	and	the	two	archers	
  to	 the	 south	 aim	 southeast.	 An	 inscription	 decorates	 each	
  statue’s	base.
  The inscriptions on all four statues’ bases are identical: 
  “May your arrows strike center and true.”
  A successful DC 20 Perception check reveals scrapes 
  on the floor around the bases of the four statues. Each 
  statue can be rotated on its base with a successful DC 12 
  Strength check. If each statue’s bow is oriented toward the 
  center of the room, a section of the floor in the center of 
  the room begins to slide down in wedges, creating a spiral 
  stairway that descends to area E8.
  Story Award: Award the PCs 800 XP if they solve the 
  puzzle in this room.
  E8. The Gold Knight’s Tomb (CR 6)
  The	 stone	 spiral	 stairs	 open	 onto	 a	 circular	 alcove	 looking	
  out	into	a	great	domed	chamber.	Seven	statues	stand	to	the	
  north,	and	seven	more	to	the	south—burly	figures	wielding	
  large	hammers.	A	single	stone	sarcophagus	sits	in	the	center	
  of	this	room,	at	the	bottom	of	a	series	of	four	tiers	descending	
  in	five-foot	increments.
  This is the burial crypt of Sir Echtyr Thelmarden, 
  Lady Tula’s second and sub-commander of the Slayers 
  of Nazilli. He was also known as the Gold Knight for his 
  devotion to Abadar.
  A spiral stair extends up to area E7 and down to area E9.
  Creatures: Sir Echtyr has resisted the corrupting 
  influence of the wraith in area E10, but his resting place 
  is protected by guardians. The four statues nearest the 
  chamber’s entrance are actually azers under the effect of 
  a permanent statue spell—they agreed to stand guard until 
  the time came when Sir Echtyr’s equipment would be 
  needed once again. If the PCs have received Tula’s blessing 
  (see area E12), the azers bow before the PCs as if honoring 
  them, then step back into their pedestals and become 
  statues once again. Otherwise, they fight to the death to 
  prevent the opening of Echtyr’s sarcophagus.
  AZERS (4) 
  CR 2
  XP 600 each
  hp	15	each	(Pathfinder RPG Bestiary 2	39)
  Treasure: Sir Echtyr’s corpse wears around its brow a 
  circlet worth 2,250 gp. The armor the dead knight wears 
  appears to be golden full plate—it is in fact +1 glamered full 
  plate. A clasp that holds the remains of a rotted blue cape 
  about the corpse’s neck is an amulet of natural armor +2, and 
  on one hand the body wears a ring of major acid resistance.
  Story Award: If they are allowed to pass by the azers, 
  award the PCs XP as though they had defeated the azers 
  in combat.
  E9. Flooded Chamber
  A	layer	of	brackish	water	covers	the	floor	of	this	chamber,	
  filling	the	air	with	the	scent	of	minerals.
  A spiral stair extends up to area E8. Groundwater 
  seepage over the centuries has pooled into a foot of 
  standing water in this room and area E10 beyond. The 
  water is difficult terrain.
  The door to area E10 is locked, but can be opened with a 
  successful DC 30 Disable Device check or Bassy’s brass key.
  E10. Tula Family Crypt (CR 8)
  Nearly	 freezing	 water	 floods	 the	 floor	 of	 this	 long,	 oval	
  chamber	to	a	depth	of	one	foot.	A	single	stone	sarcophagus,	
  its	lid	carved	to	resemble	a	handsome	human	aristocrat,	sits	
  at	the	western	end	of	the	room.	Four	circular	alcoves	open	
  into	 the	 room	 at	 the	 western	 end	 as	 well,	 each	 of	 which	
  contains	a	less	ornate	stone	sarcophagus.
  This chamber is the source of the necromantic energies 
  that pollute the crypt—the room where Tula’s husband 
  and her four cousins were buried. Arturic’s body lies 
  in the central sarcophagus, but most likely the undead 
  guardians attack before the PCs can reach it.
  Creatures: One round after the PCs enter this room, a 
  sarcophagus in one of the four alcoves slowly grinds open as 
  its inhabitant, a wight, clambers up and out into the water. 
  Every 1d4 rounds thereafter, another sarcophagus opens 
  to release another wight. If the PCs open a sarcophagus 
  before its wight can emerge, the creature shrieks in shock 
  but doesn’t immediately animate, giving the PCs 1 round to 
  attack the recumbent undead before it rises.
  As soon as the last wight is defeated, the whispers and 
  moans rise again into a thunderous crescendo—1 round 
  later, a seething black shadowy form rises from the central 
  sarcophagus. This is the wraith of Arturic; while it does 
  not pursue foes out of this level, it fights until destroyed.
  WIGHTS (4) 
  CR 3
  XP 800 each
  hp	26	each	(Pathfinder RPG Bestiary	276)
  ARTURIC 
  CR 5
  XP 1,600
  Wraith	(Pathfinder RPG Bestiary	276)
  hp	47
  Treasure: Arturic’s sarcophagus contains a body clad 
  in a mnemonic vestmentUE. Its bony hands still clutch a 
  maximize metamagic rod. On the left hand is a platinum 
  wedding band set with a ruby worth 1,250 gp, and on the 
  right a ring of force shield. The body wears a pair of slippers 
  of spider climbing on its feet.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  39
  
  STATUE OF TULA
  Development: If the wraith of Arturic is slain, the 
  whispers and moans in the crypt immediately cease. If it’s 
  not already open, the secret door in area E6 opens.
  E11. The Stone Block
  Spiral	stairs	ascend	from	the	eastern	side	of	this	empty	room.	
  On	the	wall	opposite	the	stairs,	a	large	white	slab	of	stone	
  with	a	keyhole	in	it	has	been	fitted	into	an	archway,	blocking	
  passage	entirely.
  Fitting the brass key from Bassy into the stone slab, 
  turning the key, then removing the key causes the slab to 
  grind down into the ground, providing access to Tula’s 
  Tomb beyond. Without the key, the stone must be smashed 
  apart (hardness 8, hp 900) to gain access to area E12.
  The spiral stairs in this room lead up to area E6.
  E12. Tula’s Tomb
  This	huge,	elegant	domed	chamber	houses	a	single	marble	
  sarcophagus	at	its	western	end.	A	mosaic	of	a	black	dragon	
  decorates	the	floor.	The	ceiling	is	covered	by	a	vibrant	fresco	
  of	armored	soldiers	fighting	a	host	of	dragons,	with	a	blonde	
  woman	of	noble	mien	at	the	center,	rallying	the	troops	with	
  her	sword.	In	circular	alcoves	to	the	north	and	south	stand	
  life-sized	statues	of	this	woman,	standing	in	a	pose	of	triumph	
  over	the	head	of	a	defeated	dragon.
  This tomb is that of Lady Tula. Originally, she intended 
  to have her husband buried here as well, but as their 
  relationship soured, she amended her will to indicate that 
  if he survived her he was permitted to be buried in the 
  family tomb (area E10), but not with her.
  If the PCs haven’t defeated Arturis, as soon as they enter 
  this room, the omnipresent whispering and moaning fades 
  and is swiftly replaced by the ghostly voice of a woman.
  “And	who	might	this	be?	A	new	generation	of	dragonslayers	
  sent	to	gather	my	treasures?	I	sense	this	among	your	thoughts,	
  yet	I	must	first	ask	a	favor	that	will	prove	your	worth	to	me.	My	
  husband’s	spirit	is	unquiet	in	his	tomb—he	lingers	out	of	guilt	
  for	my	death.	If	you	would	vanquish	his	shade	and	return	to	me	
  with	his	wedding	band,	I	shall	grant	you	my	blessing	to	take	up	
  arms	from	this	crypt.”
  The voice falls silent thereafter, but as it does the PCs 
  are filled with a feeling of elation and hope. Lady Tula’s 
  blessing grants each PC the effects of death ward and good 
  hope for 24 hours, or until the destruction of her husband’s 
  wraith (whichever comes first).
  If the PCs have already defeated Arturic, Lady Tula’s 
  voice instead thanks them for their service and asks them 
  to present his wedding band—she’s patient and waits if 
  the PCs must return to area E10 first to retrieve it.
  Treasure: Lady Tula’s remains still wear her +3 breastplate 
  of luck (as banded mail of luck). Her +1 keen composite longbow 
  (+2 Str) lies at the body’s left side. Her famed weapon 
  Wyrmsmite (a +2 dragonbane transformativeUE longsword) lies 
  atop the body under the crossed arms. The right hand 
  holds 10 +1 dragonbane arrows, and the left just a single 
  shaft—an arrow of dragon slaying.
  MONASTERY OF SAINT KYERIXUS
  The PCs are free to return to Belhaim to recover and to 
  prepare for their visit to the ruined Iroran Monastery 
  after exploring the Crypt of Tula, provided time still 
  remains before Aeteperax attacks Belhaim.
  The monastery’s ruins stood empty except for lingering 
  monsters, guardians, and wild beasts for centuries. Once 
  Aeteperax learned of the association the monastery’s 
  monks had with the Dark Tapestry, he sought it out and 
  chose a nearby cave as his lair. The dragon set his minions 
  40
  
  to work restoring the ruins, exploring the place, and 
  bringing every text and clue they found to his attention. 
  This is how Aeteperax learned of the Dark Window in 
  area F24 and gained the power to call down grioths.
  Aeteperax also saw the need for a trusted thrall among 
  Belhaim’s citizens. He chose the druid Azmur Kell as 
  this minion, ambushing him and his wife Rima as they 
  were leaving town one morning. He snatched up Rima, 
  and allowed Azmur to follow him back to the monastery, 
  where the dragon’s minions captured the druid. Aeteperax 
  then offered his terms—Azmur would serve the dragon’s 
  whims and needs for the following year, at the end of 
  which his wife and child would be returned unharmed. 
  Azmur saw no choice, for if he went for aid, his loved ones 
  would be forfeit.
  Aeteperax doesn’t maintain a watchful eye on events 
  in the monastery; he relies on his minions to report to 
  him when anything of note occurs. This is a saving grace 
  for the PCs, because the minions are not eager to report 
  that they let a group without the dragon’s ransom attack 
  the monastery. This allows the PCs to make repeated 
  attacks on the monastery, retreating if they need to 
  recover, regroup, and resupply—though once they exit 
  the monastery, everyone remaining will be on alert.
  Unless otherwise indicated, all doors in the monastery 
  are made of iron-bound oak and are unlocked. Unless the 
  PCs approach stealthily or come to the monastery after 
  dark, the ruins’ inhabitants notice them coming and ring 
  the monastery’s bells—see area F28.
  F1. Processional
  Eight	weather-worn	statues	in	various	martial	poses	flank	a	
  tiled	patio	leading	up	to	the	monastery’s	gate.	The	weathered,	
  iron	gate	is	ajar.	A	guardhouse	lies	to	the	north,	and	three	
  narrow	arrow	slits	face	ominously	southward	from	its	facade.
  A 12-foot-high fence of black iron surrounds the 
  property (Climb DC 12).
  F2. Guardhouse (CR 5)
  The door to this guardhouse is barricaded from within 
  with several chairs—a successful DC 20 Strength check is 
  required to force the door open.
  Creatures: A trio of kobolds, previously Chief Roaghaz’s 
  guardians, now serve here in fear and awe of Aeteperax. 
  If they notice anyone approaching in area F1, one of the 
  kobolds calls out in Common through an arrow slit.
  “You	there!	You	here	with	the	money?	Where	is	it?	Show	us!	
  Lord	Aeteperax	is	impatient!”
  If the PCs can trick the kobolds by showing them a 
  false ransom or otherwise managing to give them a good 
  story as to why they don’t have the money yet but came 
  here to talk anyway (all such deceptions require Bluff 
  checks opposed by the kobolds’ Sense Motive checks), the 
  kobolds chatter among themselves for a bit before telling 
  the PCs that they can go talk to “Aeteperax’s pet human” in 
  the courtyard (area F4). “Just follow the tiled path east past 
  the fountain and you’ll see him, but no funny business or 
  we’ll come and shoot you all!”
  If the PCs can’t convince the kobolds to let them into 
  the monastery, they’re told to “pinch off” and not come 
  back until they have the ransom. If the PCs try to enter the 
  monastery anyway or attack the kobolds, the kobolds cheer 
  in excitement and fight back—they’ve been craving a fight.
  KOBOLD ARCHERS (3) 
  CR 2
  XP 600 each
  hp	24	each	(use	the	stats	for	Sesserak	on	page	11;	note	that	
  these	kobolds	are	not	in	their	favored	terrain)
  F3. Monastery Grounds
  The	monastery	grounds	are	exquisitely	sculpted.	Manicured	
  lawns,	well-trimmed	trees,	and	a	serene	reflecting	pool	all	
  give	the	place	a	peaceful	air.
  Characters moving openly through the grounds are 
  spotted by the belfry’s occupant, Pentosh (see area F28), 
  who immediately rings the bells to alert the defenders.
  F4. Courtyard (CR 7)
  A	single	sycamore	tree	grows	in	this	idyllic	courtyard,	and	a	
  wooden	veranda	along	the	courtyard’s	edges	provides	shade	
  and	shelter	from	the	elements.
  Creature: Sitting on a large rock in the northwest 
  corner of this courtyard, waiting for the PCs’ arrival, is a 
  tired-looking man wearing a red hat with a blue feather. A 
  successful DC 15 Perception check lets a PC recall that this 
  hat was worn by Clausyre at the auction. This is the hapless 
  druid Azmur Kell. If the PCs attack, Azmur defends himself 
  as detailed in his tactics (see page 42). Otherwise, he’s eager 
  to speak to them, hoping they’ve brought the ransom.
  “I	 had	 a	 feeling	 you’d	 be	 the	 ones	 coming	 here.	 Did	 the	
  baroness	manage	it?	Have	you	brought	the	ransom?	Gozreh’s	
  bones,	 where	 is	 it?	 I	 pray	 the	 beast	 will	 be	 satisfied—my	
  wife’s	life	depends	on	it!”
  If he learns that the PCs haven’t brought the ransom 
  and that they’re here to slay the dragon, he blanches.
  “Are	you	mad?	The	beast	is	enormous!	You	have	neither	the	
  skill	nor	the	numbers	to	face	a	dragon	of	his	size—all	you’ll	
  accomplish	is	an	agonizing	death,	and	then	Aeteperax	will	
  raze	Belhaim	to	the	ground!”
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  41
  
  AZMUR KELL
  This is a delicate moment. Azmur is willing to hear the 
  PCs out, and if they can convince him they have a chance 
  against the dragon by succeeding at a DC 26 Diplomacy 
  check or a DC 21 Intimidate check, he sighs heavily and 
  then nods, saying “Fine, fine! I’ll help you, but if it costs 
  my wife and unborn child their lives, a dragon’s wrath will 
  be nothing compared to mine!” Obvious displays of power 
  help the PCs make their case. If the PCs are accompanied 
  by the shae Maffei (page 28), they gain a +5 bonus on the 
  check. If they carry powerful weapons from the Crypt of 
  Tula, they gain an additional +10 bonus.
  If the PCs can’t convince him, Azmur decides he must 
  capture the party and turn them over to Aeteperax, hoping 
  he can salvage the situation with the dragon taking the 
  lives of the PCs as a sort of down payment for the town.
  AZMUR KELL  
  CR 7
  XP 3,200
  Male	human	druid	8
  N	Medium	humanoid	(human)
  Init	+2;	Senses	Perception	+14
  DEFENSE
  AC	20,	touch	14,	flat-footed	17		
  (+3	armor,	+1	deflection,	+2	Dex,		
  +1	dodge,	+3	natural)
  hp	71	(8d8+32)
  Fort	+9,	Ref	+5,	Will	+10;	+4	
  vs.	fey	and	plant	effects
  Resist	electricity	10
  OFFENSE
  Speed	30	ft.
  Melee	flame blade	
  +6/+1	(1d8+4)
  Special Attacks	
  lightning	arc	(1d6+4	
  electricity,	6/day),	wild	
  shape	3/day
  Druid Spells 
  Prepared	(CL	8th;	
  concentration	+11)
  4th—air walkD,	dispel magic,	cure serious wounds
  3rd—call lightning	(DC	16),	cure moderate wounds	(2),	
  gaseous formD,	protection from energy
  2nd—barkskin,	chill metal	(DC	15),	lesser restoration,	tree 
  shape,	wind wallD
  1st—cure light wounds	(2),	entangle	(DC	14),	goodberry,	
  obscuring mistD,	produce flame
  0	(at	will)—detect magic,	light,	mending,	read magic
  D domain	spell;	Domain	air
  TACTICS
  Before Combat	Azmur	casts	air walk,	call lightning,	and	
  barkskin	if	he	hears	combat	and	knows	the	PCs	are	near.
  During Combat	Azmur	wants	to	capture	the	PCs	alive,	
  and	does	his	best	not	to	kill	them.	If	forced	into	melee	
  combat,	he	uses	his	wand	to	create	a	flame blade.
  Morale	If	brought	below	20	hp,	he	surrenders—the	PCs	are	
  obviously	stronger	than	he	anticipated.	If	the	PCs	accept	
  his	surrender,	continue	with	Development	below.	If	they	
  don’t,	he	uses	wild	shape	to	assume	the	form	of	a	bird	
  and	flies	away	to	recover—at	this	point,	he	watches	and	
  lurks	in	the	background,	and	can	come	to	the	PCs’	aid	in	
  the	future,	at	which	point	he	again	tries	to	bargain	for	
  their	help	in	defeating	the	dragon.
  STATISTICS
  Str	10,	Dex	14,	Con	14,	Int	10,	Wis	16,	Cha	12
  Base Atk	+6;	CMB	+6;	CMD	20
  Feats	Combat	Casting,	Dodge,	Natural	Spell,	Skill	Focus	
  (Bluff),	Toughness
  Skills	Bluff	+12,	Handle	Animal	+10,	Knowledge	(nature)	+13,	
  Linguistics	+2,	Perception	+14,	Spellcraft	+11,	Survival	+5
  Languages	Common,	Draconic,	Druidic,	Sylvan
  SQ	nature	bond	(Air	domain),	nature	sense,	trackless	step,	
  wild	empathy	+9,	woodland	stride,	
  Combat Gear	wand of flame blade	(CL	8th,	7	charges);	
  Other Gear	+1 leather armor,	cloak of resistance +1,	
  hat of disguise,	ring of protection +1,	journal	(see	
  Development,	below),	160	gp
  Development: If the PCs secure Azmur’s aid, he asks 
  them to accompany him southwest to area F10, where 
  they can speak without being eavesdropped on by kobolds, 
  grioths, or any of Aeteperax’s other minions.
  If the PCs instead slay Azmur, they can learn the bulk 
  of the above information from his journal.
  Azmur informs the PCs of the nature of their quarry: 
  a young green dragon who goes by the name Aeteperax. 
  In his time here as the dragon’s hostage, Azmur has 
  spent many weeks studying old journals and tomes he 
  discovered in rooms throughout the monastery. 
  He learned that the monks were tinkering with 
  knowledge about the Dark Tapestry, a subject 
  the green dragon Aeteperax is obsessed with. 
  Azmur believes that’s the reason Aeteperax 
  came to this region—to learn what dark secrets 
  the monks discovered.
  42
  
  The Dark Window: According to Azmur’s research, the 
  monks managed to construct an aperture, called the Dark 
  Window, in a locked and hidden room accessible via the 
  lectern library (area F23) on the third floor. The Dark 
  Window allowed them to observe and even communicate 
  with alien entities on the far side of the universe.
  The monks had hoped to use the Dark Window to 
  study and learn about these alien creatures and societies, 
  working on the theory that if they knew the chaos and 
  madness of the Dark Tapestry, they could then identify 
  similar traits in themselves and work to expunge them on 
  the road to self-perfection.
  Yet the first time they used the Window, the malevolent 
  alien they contacted teleported into the monastery and 
  attacked the priests. Abbot Kanjougas banished the alien 
  back to the Dark Tapestry, but not before it slaughtered 
  the monastery’s other inhabitants. Azmur hasn’t been able 
  to determine what became of the abbot afterward, but he 
  knows the event took place over 200 years ago.
  Azmur hasn’t seen the Dark Window, but Aeteperax has 
  spent some time in its hidden room communicating with 
  creatures from the far side of the universe. The room is 
  locked—the dragon comes and goes via potions of gaseous 
  form brewed for him by his pet alchemist Pentosh. Azmur 
  has learned that the abbot carried the key to the room, and 
  if his body still lies hidden somewhere in this monastery, 
  the key should be nearby.
  The Grioths: Azmur explains that Aeteperax used 
  secrets gleaned from the monastery’s texts and the Dark 
  Window to develop a method of conjuring monsters 
  from the Dark Tapestry to serve him. These are the 
  grioths, batlike monsters from an alien world. Azmur 
  knows the dragon can conjure grioths only because the 
  Dark Window maintains the connection between this 
  part of Dragonfen and the Dark Tapestry. Finding a way 
  to close the Dark Window should not only remove the 
  dragon’s ability to conjure aid in a battle, but also end 
  his control over the grioths already conjured. Those in 
  his lair will likely attack the dragon, weakening him 
  before the PCs face him.
  Closing the Dark Window: Azmur warns the PCs that 
  once they close the Dark Window, Aeteperax will know 
  they’re coming for him, and will likely vent his anger by 
  attacking Belhaim soon thereafter. He warns the PCs to 
  wait until they’re absolutely ready to invade the dragon’s 
  lair before closing the Dark Window.
  Azmur believes that even a brief disruption from a 
  successful dispel magic spell should be enough to undo 
  the dragon’s work, at least for a time. Beyond this, his 
  research has shown him that force effects should be able 
  to disrupt the window—but only if they could somehow 
  be enhanced before being unleashed upon the Dark 
  Window. “Hopefully,” he muses, “studying the window 
  will provide some clues—when the time comes, I can aid 
  you in that matter if you need help.”
  The Dragon’s Lair: Azmur tells the PCs that Aeteperax’s 
  lair is in a large cavern north of the monastery. Reaching 
  it from above ground is difficult for creatures that can’t 
  fly, but Aeteperax had his kobolds dig a tunnel between 
  the cave and the monastery’s dungeons so the dragon’s 
  minions could report to him secretly.
  The Monastery: The druid encourages the PCs to take 
  some time exploring the monastery—there are parts 
  of it the dragon’s agents haven’t yet explored that could 
  contain useful magical weapons or objects to aid the PCs 
  in their coming confrontation. He can sketch a map of 
  the ground floor and second floor, as well as the central 
  cave of the dragon’s lair, but nowhere else.
  Lieutenants: Azmur also suggests that the PCs seek 
  out the dragon’s other three “lieutenants” here in the 
  monastery and dispatch them to prevent Aeteperax from 
  calling upon them as reinforcements. These three are 
  the enormous grioth Goladryth in the Saint’s Library 
  (area F16), the mad alchemist Pentosh who dwells up in 
  the belfry (area F28), and the lunar naga Thaena who can 
  be found somewhere on the third floor (area F26). Of the 
  three, Azmur knows the naga has served Aeteperax the 
  longest, and is nonsensical and distracted.
  The True Name: Azmur also suggests the PCs seek the 
  dragon’s original name. The druid knows that at least one 
  other lieutenant—a half-orc named Hapscot—knew it, 
  because Aeteperax had Hapscot killed for saying it. The 
  dragon’s violent reaction tells Azmur that the PCs could 
  use the name to distract the dragon and trick him into 
  using hasty and foolish tactics. “Perhaps,” the druid muses, 
  “one of the other lieutenants knows his true name as well.”
  The Druid’s Assistance: Azmur won’t accompany the PCs 
  while his wife remains in danger, but he does volunteer his 
  spellcasting—he’ll cure and otherwise bolster the PCs as 
  best he can with his spells. If the PCs mention the looming 
  deadline that the dragon’s given them, Azmur brightens, 
  saying he can visit the dragon and report that agents from 
  Belhaim have arrived to plead for an extension. Azmur 
  is confident that he can negotiate at least an additional 
  2 weeks for the PCs, but beyond that there’s not much he 
  can do. He tells the PCs that he intends to stay mobile in 
  the coming days, but if they wish to contact him, they can 
  throw a handful of dead leaves into the reflecting pool in 
  the monastery’s grounds as a signal. If he can, he’ll meet 
  the PCs in area F10 within an hour of seeing the signal to 
  provide more spellcasting aid.
  Story Award: If the PCs secure Azmur’s aid, award them 
  XP as if they had defeated him in combat.
  F5. Outbuilding Abattoir (CR 5)
  Dozens	 of	 mutilated	 corpses—mostly	 kobolds,	 though	
  there	are	a	few	humans—lie	in	a	mound	in	the	middle	of	
  this	outbuilding.	The	chest	of	each	corpse	is	cut	open,	and	
  their	eye	sockets	are	bloody	and	empty.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  43
  
  A successful DC 10 Heal check reveals that the hearts 
  and livers have been removed from each body, evidence 
  of grisly ritualistic evisceration. These are victims the 
  grioths have captured and murdered. If any of Belhaim’s 
  villagers have gone missing, their bodies could be found 
  here at your discretion.
  Creatures: Four giant flies have crawled in through 
  a hole in the roof to feed on the corpses. They attack 
  intruders on sight and fight to the death.
  GIANT FLIES (4) 
  CR 1
  XP 400 each
  hp	15	each	(Pathfinder RPG Bestiary 2	124)
  F6. Hall of Supplication (CR 5)
  This	grand	hall	is	nearly	one	hundred	and	fifty	feet	long,	with	a	
  vaulted	ceiling	twenty-five	feet	overhead.	Niches	in	the	walls	
  frame	marble	statues	of	monks	in	poses	of	meditation,	and	
  thick	pillars	run	down	the	center	of	this	impressive	chamber.
  Creatures: Here aspirant monks wishing to join the 
  order once presented themselves, crawling on hands and 
  knees to the eastern double doors in supplication. Now 
  four grioths roost in the hall’s rafters as they wait out the 
  day. At night, the grioths swoop out into the surrounding 
  grounds to patrol, so at that time they can be encountered 
  anywhere outside. These bloodthirsty alien creatures fight 
  to the death.
  GRIOTHS (4) 
  CR 1
  XP 400 each
  hp	13	each	(see	page	62)
  F7. Temple of Irori
  A	blue	mosaic	dominates	the	floor	of	this	chamber.	The	ceiling	
  rises	to	several	domes	twenty-five	feet	above.	A	large	marble	
  statue	of	a	robed	man	with	hair	braided	in	a	loop	and	worn	
  like	 a	 necklace	 looks	 down	 on	 the	 chamber	 serenely	 from	
  the	east.
  Aeteperax is no worshiper of Irori, but he does 
  understand that the gods can be vengeful if their holy 
  places are despoiled. In order to avoid divine retribution, 
  the dragon has ordered his minions not to touch this 
  room, and so far, the creatures have honored the dragon’s 
  wishes. The mosaic on the floor is one of Irori’s symbols 
  known as the Master’s Rebus. Though there’s nothing of 
  value here, a successful DC 20 Perception check reveals 
  a trap door under a prayer rug—moving the rug aside 
  automatically reveals it. The trap door opens into a 
  10-foot-deep shaft fitted with a ladder. The shaft leads 
  to a tunnel to the east that connects to a second shaft, 
  providing access to area F8.
  F8. The Vigil of Kanjougas (CR 8)
  This	dusty	chamber’s	walls	are	painted	with	fading	frescoes	
  of	monks	engaged	in	acts	of	acrobatic	prowess.	At	the	room’s	
  eastern	corner	is	a	high-backed	stone	chair.
  Creature: On the stone chair sits a mummified figure 
  clad in white robes, with a braid of black hair circling its 
  neck like an adornment. This figure is a rarity—a nonevil 
  form of undead known as an Iroran mummy. The creature 
  is Kanjougas, the last abbot to serve the monastery. After 
  imprisoning the yangethe in area F24, he buried the dead 
  monks, then underwent a strange process in which he 
  consumed poisonous nuts and teas to preserve his flesh 
  after death, taking on eternal unlife as a form of penance.
  When a PC approaches the chair, the mummy looks up, 
  staring at the oncoming player with dead eyes. He responds 
  to no questions, doing nothing more than holding up his 
  right hand, signaling the PCs to halt. If an obvious devotee 
  of Irori is present, Kanjougas holds forth his black key and 
  whispers the words “I, Kanjougas, have waited for you. You 
  must finish what I could not. Destroy the beast. Close the 
  Dark Window. Return honor to this humble monastery.” At 
  that, the mummy crumbles away to dust.
  If no worshipers of Irori are present, Kanjougas stands 
  and whispers, “I, Kanjougas, know not your convictions. I 
  must know whether you possess the aptitude to close the 
  Dark Window.” He attacks, knowing that if he’s defeated, 
  these intruders have a chance to do as he hopes.
  KANJOUGAS 
  CR 8
  XP 4,800
  Male	Iroran	mummy	monk	4	(Pathfinder RPG Bestiary	210,	
  Pathfinder Adventure Path #53	70)
  LN	Medium	undead	
  Init	+6;	Senses	darkvision	60	ft.;	Perception	+24
  DEFENSE
  AC	26,	touch	16,	flat-footed	24	(+2	Dex,	+1	monk,	+3	Wis,	
  +10	natural)
  hp	106	(12d8+52)
  Fort	+10,	Ref	+10,	Will	+15;	+2	vs.	enchantments
  Defensive Abilities	evasion;	DR	5/—;	Immune	undead	traits
  Weaknesses	vulnerable	to	fire
  OFFENSE
  Speed	40	ft.
  Melee	flurry	of	blows	+17/+17/+12	(1d8+9),	+1	slam	+18	
  (1d8+9	plus	mummy	rot)
  Special Attacks	flurry	of	blows,	stunning	fist	(6/day,	DC	15)
  TACTICS
  During Combat	Kanjougas	focuses	his	fury	on	the	most	
  heavily	armored	target,	attempting	to	keep	that	person	
  stunned	as	long	as	possible	so	he	can	finish	her	off	without	
  retaliation	before	moving	on	to	the	next	foe.	He	uses	his	
  slam	only	when	he	can’t	make	a	full	attack,	but	generally	
  does	so	with	the	aid	of	Vital	Strike.
  44
  
  KANJOUGAS
  Morale	Kanjougas	fights	until	destroyed.
  STATISTICS
  Str	26,	Dex	14,	Con	—,	Int	10,	Wis	17,	Cha	18
  Base Atk	+9;	CMB	+18;	CMD	33
  Feats	Combat	Reflexes,	Deflect	Arrows,	Improved	Initiative,	
  Improved	Unarmed	Strike,	Iron	Will,	Lightning	Reflexes,	
  Power	Attack,	Skill	Focus	(Perception),	Stunning	Fist,	
  Vital	Strike
  Skills	Acrobatics	+17	(+21	when	jumping),	Intimidate	+19,	
  Perception	+24,	Sense	Motive	+18
  Languages	Common,	Tien
  SQ	fast	movement,	ki	pool	(5	points,	magic),	maneuver	
  training,	slow	fall	20	ft.
  Gear	amulet of mighty fists +1,	belt of giant strength +2,	
  black	key	to	area	F24
  Story Award: If a worshiper of Irori was present and 
  Kanjougas did not attack, award the PCs as if they had 
  defeated him.
  F9. Assembly Hall
  Eight	pillars	painted	with	faded	quotations	and	prayers	from	
  Irori’s	teachings	support	the	ceiling	of	this	large	chamber.	A	
  statue	of	a	man	with	a	long	braid	stands	to	the	south.
  The stairs ascend to area F16. This room was once 
  used for assemblies of monks and clerics, but it is now 
  used (increasingly infrequently) by Pentosh of Manaket 
  (area F28) to meet with the dragon’s minions. At these 
  assemblies she irreverently sits in the lap of the statue of 
  Irori as she speaks. 
  Treasure: Pentosh inadvertently left a recently discovered 
  scroll of marionette possessionUM here; the scroll lies behind 
  the statue in a bone scroll tube (Perception DC 20).
  F10. Hall of Serenity
  Narrow	 pillars	 painted	 blue	 and	 gold	 support	
  the	ceiling	in	this	shrine.	At	its	west	end	is	a	large	
  statue	 in	 a	 mother-of-pearl-lined	 niche.	 The	 figure	
  sits	 in	 the	 lotus	 position,	 hands	 clasped	 and	 eyes	
  closed	in	prayer.	
  A successful DC 18 Knowledge (religion) check reveals 
  this room to be one of Irori’s serenity halls. The 
  statue radiates moderate enchantment magic, 
  and once per day, a lawful creature who sits and 
  meditates before the statue for 3 minutes gains 
  the effects of a bless spell for 6 hours.
  F11. Courtyard
  The	 vegetation	 in	 this	 quiet,	 open-air	 courtyard	 has	 been	
  lovingly	 tended.	 Small	 purple	 berries	 grow	 on	 the	 nine	
  plants	in	the	middle	of	the	area.	A	small	brass	bowl	sits	near	
  one	of	the	bushes,	a	few	bright	berries	within	it.
  Azmur uses these berry bushes to create goodberries 
  every few days. The brass bowl contains 12 active 
  goodberries (CL 8th).
  F12. Fountain Courtyard
  This	courtyard	surrounds	a	dry	fountain.	A	statue	of	a	woman	
  wrapped	in	a	flowing	robe	stands	in	the	center	of	the	fountain,	
  her	arms	extended	as	though	reaching	up	to	touch	the	sky.
  A successful DC 18 Knowledge (history or religion) 
  check identifies the statue as a depiction of the founder 
  of this order—Saint Kyerixus. 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  45
  
  GOLADRYTH
  F13. Descent
  These stairs descend to area F29.
  F14. Haunted Dormitory (CR 5)
  Small	individual	cubbies	fill	this	dormitory,	each	smaller	than	
  five	feet	by	five	feet.	The	dust	is	thick	on	the	floor	here.
  The stairs here lead up through area F21 to area F25. 
  Creatures: Aeteperax’s minions avoid this area, because 
  the yangethe trapped in area F24 once slaughtered many 
  monks here, and two of them continue to haunt this area 
  as allips. These simpering, howling phantoms surge out of 
  the walls to attack intruders seconds after they enter the 
  room.
  ALLIPS (2) 
  CR 3
  XP 800 each
  hp	30	each	(Pathfinder RPG Bestiary 3	12)
  F15. Burned Dormitory (CR 6)
  A	fire	long	ago	immolated	the	contents	of	this	dormitory,	
  leaving	the	narrow	cubbies	black	with	soot.
  Creatures: Many of the grioths that patrol the 
  surrounding lands roost in this chamber. Six of them 
  are here at any given point—the other dozen or so are 
  out on patrol or lurking amid the trees in the Belhaim 
  hinterlands.
  GRIOTHS (6) 
  CR 1
  XP 400 each
  hp	13	each	(see	page	62)
  F16. The Saint’s Library (CR 8)
  The	ceiling	of	this	twenty-foot-high	room	is	painted	with	a	
  scene	 of	 scholars	 at	 study.	 A	 polished	 wooden	 statue	 of	 a	
  woman	sitting	in	the	lotus	position,	eyes	closed	in	meditation,	
  hangs	from	the	center	of	the	ceiling	on	several	lengths	of	thin	
  twine	so	that	it	seems	to	levitate.
  The spiral staircase goes down to the assembly 
  hall (area F9) and continues up to 
  the Lectern Library (area F23). The 
  long storeroom to the north (area 
  F16a) contains old supplies used for 
  bookbinding and writing. The valuable 
  books once stored here have been relocated to 
  Aeteperax’s lair.
  Creature: Squatting amid dozens of tattered 
  books at the center of the north wall is a hulking 
  beast called Goladryth—a bloodthirsty, enormous 
  grioth recently conjured by Aeteperax. This 
  brutal creature was directed to prevent anyone 
  from accessing the Lectern Library (area F23). 
  As soon as anyone appears on the stair, the beast 
  shrieks and attacks. 
  GOLADRYTH 
  CR 8
  XP 4,800
  Male	grioth	fighter	6	(see	page	62)
  CE	Large	monstrous	humanoid	
  Init	+8;	Senses	blindsight	20	ft.,	see	in	darkness;	
  Perception	+14
  DEFENSE
  AC	21,	touch	13,	flat-footed	17	(+6	armor,	+4	Dex,	+2	natural,	
  –1	size)
  hp	98	(8d10+54)
  Fort	+10,	Ref	+9,	Will	+10	(+2	vs.	fear)
  Defensive Abilities	bravery	+2;	Immune	poison
  Weaknesses	light	sensitivity
  OFFENSE
  Speed	30	ft.,	fly	40	ft.	(average)
  46
  
  Melee	+1 cruelUE Medium voidglass falchion	+16/+11	
  (2d4+13/18–20	plus	mindshock),	bite	+8	(1d8+3	plus	poison)
  Space	10	ft.;	Reach	10	ft.
  Special Attacks	weapon	training	(heavy	blades	+1),	
  poison	(DC	16)
  Spell-Like Abilities	(CL	1st;	concentration	+1)
  At	will—detect magic,	mage hand,	open/close
  1/day—daze,	id	insinuation	(DC	12)
  TACTICS
  During Combat	Goladryth	begins	combat	by	attempting	to	
  use	daze	and	id	insinuation,	then	moves	to	melee.
  Morale	Goladryth	pursues	foes	throughout	this	floor,	but	not	
  downstairs	or	upstairs.	He	fights	to	the	death.
  STATISTICS
  Str	22,	Dex	18,	Con	20,	Int	11,	Wis	16,	Cha	11
  Base Atk	+8;	CMB	+15;	CMD	29
  Feats	Combat	Reflexes,	Improved	Initiative,	Iron	Will,	Power	
  Attack,	Toughness,	Vital	Strike,	Weapon	Focus	(falchion),	
  Weapon	Specialization	(falchion)
  Skills	Fly	+8,	Knowledge	(geography)	+2,	Perception	+14	
  (+18	in	darkness),	Sense	Motive	+5,	Stealth	+2
  Languages	Aklo,	Grioth;	telepathy	30	ft.
  SQ	no	breath,	armor	training	1
  Gear	breastplate,	+1 cruel Medium voidglass falchion
  F17. Sleeping Chambers
  This	 otherwise	 empty	 room	 contains	 three	 bedrolls	 and	
  evidence	of	something	like	a	campsite.
  Originally, Azmur and the other humanoid minions 
  shared this chamber as sleeping quarters. Now, just 
  Pentosh (see area F28) uses it, and can be found here only 
  from midnight to just before dawn.
  F18. Chamber of Want
  Metallic	coffins	with	vents	in	their	lids	form	a	line	along	the	
  southern	wall	of	this	room.	Numerous	large	stones	are	heaped	
  atop	the	westernmost	coffin,	and	a	foul	smell	of	decay	fills	the	
  air.	The	ceiling	is	low,	making	the	space	feel	cramped.
  This room was once used by aspirant monks engaged 
  in a grueling ritual of fasting and sensory deprivation. 
  They would spend days at a time meditating in these dark 
  metal coffins, an obscure practice performed by monks of 
  Irori that has mostly fallen from favor. A successful DC 
  22 Knowledge (religion) check reveals this information.
  When Aeteperax was insulted by one of his minions—a 
  half-orc rogue named Hapscot who dared address him 
  by his original name—the dragon punished him by 
  sealing him in the westernmost coffin. Hapscot expired a 
  few days ago from thirst, but the PCs could question him 
  using speak with dead to learn Aeteperax’s original name: 
  Szangi. Hapscot’s Will save modifier is +2.
  F19. Secret Door
  Numerous	statues	of	robed	men	and	women	occupy	the	niches	
  in	this	curving	hall.
  These statues all depict various Iroran saints. The 
  secret door into area F20 can be found with a successful 
  DC 25 Perception check.
  F20. The Hidden Vault (CR 6)
  A	recessed	mesh	of	iron	gridwork	crisscrosses	the	northern	
  end	 of	 this	 room.	 Hundreds	 of	 tiny	 blue	 runes	 have	 been	
  painted	inside	of	each	of	the	small	squares	formed	by	the	
  grid	pattern.	A	long-dead	figure	lies	slumped	against	the	wall	
  to	the	northeast.
  The mesh was employed as an experiment when the 
  monastery’s monks and priests were attempting to bind 
  the beast now imprisoned at area F24. To test it, the priests 
  conjured hostile elemental beings to this chamber. The 
  arcane writing on the grid can be recognized as runes 
  to bolster conjuration magic with a successful DC 16 
  Knowledge (arcana) check. Any conjuration effect cast 
  while standing on the grid functions at +1 caster level.
  Creatures: The last thing conjured by the priests of 
  the monastery before tragedy struck—a belker—remains 
  bound in this room. The outsider has been trapped here 
  for ages. It swiftly moves to attack anyone who enters the 
  room, but can’t leave the area.
  BELKER 
  CR 6
  XP 2,400
  hp	68	(Pathfinder RPG Bestiary 2	45)
  Treasure: The withered and rent body to the northeast 
  was one of the monastery’s clerics, who came here to let 
  the belker kill her once the yangethe began its slaughter, 
  as penance for her role in conjuring the yangethes. The 
  priest’s robes are rotten, but a pouch at her side still 
  contains a scroll of cure critical wounds, a scroll of flame 
  strike, a scroll of protection from energy, and a scroll of summon 
  monster V.
  F21. Staircase
  These stairs descend to the haunted dormitory (area F14) 
  and ascend to the bell tower gallery (area F25).
  F22. Kitchen
  This	 space	 apparently	 served	 as	 the	 monastery’s	 kitchen.	
  It	appears	to	have	been	used	recently,	though	the	strange	
  stains	 and	 smells	 don’t	 seem	 like	 they	 were	 created	 by	
  preparing	food.	A	cauldron	of	bubbling	fluid	sits	atop	a	small	
  fire	burning	in	one	of	the	fireplaces.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  47
  
  Treasure: Pentosh (area F28) sometimes uses this 
  room as an improvised alchemical lab. The fluid in the 
  cauldron is a strange alchemical catalyst she created as 
  a side effect of another experiment. To her frustration, 
  she’s been unable to replicate the results. A successful 
  DC 20 Craft (alchemy) check is enough to deduce what 
  the substance does—a pint of the fluid can dissolve a 
  single dragon scale in 1d4 rounds, creating a potion of 
  resist energy against the type of energy associated with 
  that dragon. The PCs can use the scales recovered from 
  the kobold lair in this manner to make potions of resist 
  acid, but there’s only enough catalyst remaining in the 
  cauldron to make five such potions.
  F23. Lectern Library
  Tall	bookcases	fill	this	impressive	chamber.	The	elaborate	
  fresco	on	the	ceiling	depicts	devotees	of	Irori	in	meditation.	
  Wisps	of	incense	wind	through	the	scene	like	a	fanciful	ribbon	
  of	smoke.
  Most of the prized volumes that were once lovingly 
  housed here have been removed to Aeteperax’s lair. Only 
  a few relatively valueless books now remain.
  The secret door in the southwest can be found with a 
  successful DC 30 Perception check. Any PC who has been 
  tasked by Kanjougas (see area F8) with closing the Dark 
  Window is guided by the abbot’s spirit, and receives a +10 
  bonus on her Perception check to notice the secret door, 
  whether or not she is actively looking.
  F24. The Dark Window (CR 9)
  The	iron	door	to	this	chamber	is	covered	in	complex	sigils	and	
  runes	painted	in	delicate	black	lacquer—a	message	repeated	
  over	 and	 over	 in	 several	 languages,	 including	 Common:	
  “Beware!	Dark	Oblivion	Lies	Within!”
  A	drone,	like	the	sound	of	a	vast	wind,	fills	this	room,	yet	
  the	air	is	cold	and	still.	A	fifteen-foot	square	of	arcane	symbols	
  is	inscribed	on	the	floor.	Two	five-foot-square	areas	of	similar	
  writing	sit	to	the	northeast	and	southeast	of	the	larger	one.
  Above	the	larger	square	hovers	what	appears	to	be	a	vertical	
  hole	in	reality—a	window	that	looks	out	into	a	night	sky	in	
  which	only	a	few	tiny	stars	are	visible.	The	window	itself	is	
  fifteen	feet	square,	running	from	the	north	and	south	points	of	
  the	symbol	below.	It’s	suspended	a	foot	off	the	ground,	and	
  comes	within	three	feet	of	the	ceiling	above.
  The door is locked with an incredibly complex lock 
  (Disable Device DC 40), but can be opened with the key 
  from area F8. Of course, enterprising PCs can also use 
  the same method that Aeteperax uses to come and go 
  from the room—gaseous form. This opening is the Dark 
  Window, a link to the Dark Tapestry created centuries 
  ago by the monastery’s overly curious inhabitants. The 
  sound of rushing wind is merely a disconcerting side 
  effect of the portal, which radiates strong conjuration 
  magic. The window feels solid, like a cold pane of glass. 
  Anyone who peers into the Dark Window and succeeds 
  at a DC 20 Perception check sees strange shapes looming 
  somewhere in the darkness looking back at him—
  shapes that are unsettling and alien in outline. Unless 
  the character succeeds at a DC 20 Will save, he is shaken 
  for 1 minute. This is a fear effect.
  The two smaller squares of arcane symbols on the 
  ground radiate strong transmutation magic. A successful 
  DC 25 Spellcraft check reveals that they heighten magical 
  effects focused on targets within the larger square. Any 
  magical effect, such as a spell or a triggered magic item, 
  generated by a creature standing in one of the smaller 
  squares that targets anything within the larger arcane 
  square (including the Dark Window) has any save DC 
  associated with its effect increased by 2. The arcane 
  squares have other, more subtle effects that aided the 
  monks in the creation of the Dark Window, and can also 
  aid in its destruction.
  Creature: The closest and least dangerous shape 
  glimpsed through the Dark Window is the same alien that 
  slaughtered the monks over 200 years ago. This creature, 
  a yangethe, quickly notices someone has arrived who isn’t 
  Aeteperax. It has formed something of an alliance with the 
  dragon—it pleases the yangethe to see so many grioths 
  pulled from their home and enslaved in a world where 
  the sun is so bright. The yangethe uses interplanetary teleport 
  to appear in the room a few rounds after the PCs enter. 
  The hideous creature begins combat by using demand on 
  one PC, suggesting that the PC defend it from all attacks, 
  then attacks foes with its psychic blast before switching to 
  melee attacks. The yangethe fights to the death.
  YANGETHE 
  CR 9
  XP 6,400
  hp	115	(see	page	63)
  Development: The Dark Window is essentially an 
  immobile magic effect that functions at CL 17th. By casting 
  dispel magic on it successfully, a PC can deactivate it. This 
  lasts only 1d4 rounds, but that’s long enough to shut off 
  the rift in Aeteperax’s lair. Given time, he can rebuild the 
  rift, but the short-term effect is the same as if the PCs had 
  engineered a more permanent solution, such as destroying 
  it. Treat the Dark Window as a wall of force (hardness 30, 340 
  hp) for the purposes of destroying it.
  One sure way to close the Dark Window is hidden in 
  the nature of the arcane symbols. A character who studies 
  these symbols for at least 10 minutes and succeeds at a 
  DC 20 Spellcraft check correctly deduces that the three 
  squares are linked. The smaller squares serve to amplify 
  magical effects that target points within the larger square, 
  and destroying any of the squares doesn’t affect the Dark 
  48
  
  THAENA
  Window. In fact, doing so can make destroying it even 
  harder. If the result of the Spellcraft check exceeds the 
  DC by 5 or more, the character also realizes that force 
  effects in particular seem to be enhanced by the squares.
  Anyone who stands upon one of the smaller squares 
  can use any effect that causes force damage (such as a 
  magic missile, spiritual weapon, or a bead of force like one 
  of those found in area F34) to significantly damage the 
  Dark Window. The squares enhance the damage so that 
  not only does the force effect ignore the Dark Window’s 
  hardness, but it deals 10 times the normal amount of 
  damage. In this manner, a single magic missile would 
  deal 20 to 50 points of damage (1d4+1 × 10) to the Dark 
  Window, bypassing its hardness, and a bead of force would 
  do 50 to 300 points of damage. In addition, each time 
  the Dark Window takes damage in this way, regardless 
  of the amount of damage taken, there’s a 25% chance the 
  window simply shatters.
  If the window is destroyed, it explodes in a brilliant but 
  harmless flash of light.
  Story Award: Grant the PCs 4,800 XP for permanently 
  closing the Dark Window.
  F25. Bell Tower Gallery
  Scattered	about	this	room	are	coils	of	thick	rope	and	three	
  large	 bells.	 There	 is	 no	 ceiling—merely	 the	 steeple	 of	 the	
  monastery’s	bell	tower	high	above,	accessible	via	a	spiral	
  stair	to	the	south.	A	long	rope	dangles	down	from	above,	
  attached	to	the	great	bell	sixty	feet	overhead.
  The spiral staircase here leads down to area F21 and up 
  to the bell tower landing (area F28a). Pulling on the rope 
  elicits a mighty ringing that echoes down the tower and 
  alerts Pentosh in area F28 to the PCs’ intrusion.
  F26. Abbot’s Atrium (CR 6)
  A	wooden	veranda	runs	around	the	edges	of	this	atrium.	A	
  large	planter,	overgrown	with	various	shrubberies	and	plants,	
  grows	in	the	center	of	the	area	under	the	open	sky.
  Creature: Once a secluded atrium where the monastery’s 
  abbot could relax in peace, this area is now the favorite 
  dwelling place of one of Aeteperax’s oldest allies, a lunar 
  naga named Thaena. The naga is slightly mad. The 
  dragon contacted her when he first developed 
  an interest in astronomy after hearing that the 
  naga knew something on the subject. Thaena 
  was immediately impressed by the dragon, 
  and became infatuated with him. Though 
  she’s never revealed her feelings to Aeteperax, 
  she’s remained his loyal advisor and confidant 
  for nearly a decade, following him wherever he 
  goes. Aeteperax, at this point, sees the naga as 
  more of a nuisance than an aid, for his knowledge has far 
  surpassed hers. Because of this, she’s grown increasingly 
  unpredictable and distraught at the increasing length of 
  time between his visits to converse with her.
  When the PCs first enter this room, Thaena is either 
  asleep or lost in rapturous stargazing—in either case, she 
  reacts to their presence with shock, saying in Common, 
  “Oh! Pardon me, but have you heard word from Szangi? 
  He’s not emerged from his lair since his last visit to that 
  little human village, and I worry for the dear!” If the PCs 
  ask her who “Szangi” is, she gets an expression of shame 
  and horror. “No! I mean Mighty Aeteperax! Don’t tell him 
  I said that!”
  How the naga interacts with the PCs beyond this point 
  depends on them—she’s quite unstable, and if she gets 
  the idea that the PCs are here to kill the dragon, don’t 
  seem willing to keep the name “Szangi” to themselves, 
  or even are repeating it too many times, she shrieks, 
  “You are here to hurt him! I’ll kill you, and then he’ll 
  have to acknowledge me!” Because of her 
  mental instability, Thaena is easily 
  upset, and a PC engaging her in 
  conversation must succeed at a 
  DC 23 Bluff or Diplomacy check 
  to avoid accidentally offending 
  her. Attempting to enter area 
  F27 also spurs her to attack. 
  If the PCs keep Thaena 
  calm enough, you can use 
  a discussion they have with 
  her to answer questions about 
  Aeteperax or the adventure’s 
  backstory as you see fit.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  49
  
  PENTOSH
  THAENA 
  CR 6
  XP 2,400
  Lunar	naga	(Pathfinder RPG Bestiary 3	197)
  hp	68
  Treasure: Thaena wears a necklace of adaptation around 
  her neck. This item was a gift from Aeteperax, given after 
  the two had known one another only a few months and 
  were still conversing daily about astronomical topics. She 
  treasures this precious keepsake more than anything.
  F27. Abbot’s Bedchamber
  This	 large	 bedroom	 is	 furnish	 with	 only	 a	 single	 large	 bed	
  before	a	wall	of	empty	bookshelves.	A	shallow	bathing	pool	sits	
  opposite	the	bed,	its	tile	basin	empty	and	dry.
  Treasure: A PC who succeeds at a DC 25 Perception 
  check finds a dusty, plain-looking cap wedged between 
  the headboard and mattress. This is the abbot’s old 
  buffering capUE.
  F28. Belfry (CR 6)
  The belfry is accessible via a 20-foot-tall spiral staircase 
  that leads from area F25 to area F28a, followed by wooden 
  stairs that wind up the inside of the bell tower before 
  reaching the belfry itself, 50 feet above (area F28b). The 
  view from the belfry is majestic, allowing an occupant 
  to watch the monastery grounds and its perimeter 
  (except for two blind spots—one just past area F2 and 
  one past area F5). On a clear day, the town of Belhaim 
  and Aeteperax’s bones resting atop the Crypt of Tula are 
  visible in the distance.
  Creature: Aeteperax’s other surviving human minion 
  is not secretly disloyal like Azmur is. Pentosh of Manaket 
  is a thoroughly venal and conniving woman who has been 
  rewarded well for her service over the past 16 months 
  with several potent magic items (her favorite being her 
  cloak of the bat). As long as Aeteperax keeps paying her, 
  she’s content to serve as his alchemist, brewing potions 
  for the dragon (he uses potions of gaseous form to access 
  area F24 at least once every few months).
  Part of Pentosh’s responsibility is to keep watch over 
  the lands surrounding the monastery in case intruders 
  approach. If she spots any visitors, she keeps an eye on 
  them from this vantage point. The first time the PCs 
  arrive, they’re expected (she assumes they’re delivering 
  the ransom), but she still rings the bell to let the 
  monastery know there are visitors.
  If she sees combat break out, she watches the PCs’ 
  tactics but doesn’t join the battle. She might decide to 
  sneak down to look for the PCs so she can ambush them 
  and earn extra accolades from Aeteperax for defeating 
  the would-be dragonslayers.
  During the night, Pentosh can instead be encountered 
  in the kitchen (area F22) or resting in area F17.
  PENTOSH 
  CR 6
  XP 2,400
  Female	human	alchemist	7
  LE	Medium	humanoid	(human)
  Init	+2;	Senses	Perception	+11
  DEFENSE
  AC	20,	touch	13,	flat-footed	17	(+5	armor,	+2	Dex,	+1	dodge,	
  +2	natural)
  hp	70	(7d8+35)
  Fort	+8,	Ref	+7,	Will	+5;	+4	vs.	poison
  OFFENSE
  Speed	30	ft.
  Melee	+1 flail	+5	(1d8)
  Ranged	bomb	+8	(4d6+4	fire)
  Special Attacks	bomb	11/day	(DC	17)
  50
  
  Alchemist Extracts Prepared	(CL	7th)
  3rd—cure serious wounds,	gaseous form
  2nd—barkskin,	darkvision,	invisibility,	vomit swarm
  1st—bomber’s eye,	cure light wounds	(3),	shield
  TACTICS
  Before Combat	Pentosh	drinks	a	Constitution-enhancing	
  mutagen	and	an	extract	of	barkskin.
  During Combat	Pentosh	drinks	an	extract	of	shield	on	
  the	first	round	of	combat,	then	uses	her	bombs	against	
  foes,	keeping	her	flail	in	one	hand	to	make	attacks	of	
  opportunity	if	she	gets	the	chance.	She	uses	vomit swarm	
  if	surrounded.
  Morale	Pentosh	attempts	to	flee	by	using	gaseous form	to	
  hide	and	recover	if	reduced	to	fewer	than	15	hit	points.	
  If	she	flees,	she	sneaks	out	once	she	has	healed	to	get	
  revenge	on	the	PCs.
  STATISTICS
  Str	8,	Dex	14,	Con	17,	Int	18,	Wis	12,	Cha	8
  Base Atk	+5;	CMB	+4;	CMD	17
  Feats	Brew	Potion,	Dodge,	Improved	Iron	Will,	Iron	Will,	Martial	
  Weapon	Proficiency	(flail),	Throw	Anything,	Toughness
  Skills	Craft	(alchemy)	+14,	Diplomacy	+6,	Fly	+14,	Knowledge	
  (history)	+8,	Perception	+11,	Sleight	of	Hand	+11,	Spellcraft	
  +14,	Stealth	+13,	Survival	+11,	Use	Magic	Device	+9
  Languages	Ancient	Osiriani,	Common,	Draconic,	Osiriani,	Necril
  SQ	alchemy	(alchemy	crafting	+7,	identify	potions),	mutagen	
  (+4/–2,	+2	natural,	70	minutes),	discoveries	(dispelling	
  bomb,	frost	bomb,	smoke	bomb),	poison	use,	swift	
  alchemy,	swift	poisoning
  Combat Gear	potions of gaseous form	(2);	Other Gear	+1 chain 
  shirt,	+1 flail,	cloak of the bat,	92	gp
  F29. Aspirant’s Path
  A	flight	of	stairs	descends	to	a	cellar	room	with	alcove-lined	
  walls.	Each	alcove	hosts	a	statue	of	an	athletic	man	or	woman	
  with	 a	 long	 braid,	 and	 each	 figure	 is	 in	 different	 pose	 of	
  martial	performance.
  With a successful DC 15 Knowledge (religion) check 
  (worshipers of Irori gain a +5 bonus on this check), a 
  PC notes that the layout of this room is a common one 
  in places sacred to Irori—this room is the start of the 
  Aspirant’s Path, a series of challenges that form a sort of 
  obstacle course meant to train worshipers in the various 
  physical traits and skills Irori demands on the road to 
  self-perfection. This check also reveals that though the 
  nature of the areas along any one Aspirant’s Path can 
  vary, the first task is always one of observation. The 
  actual entrance to the path is invariably a secret door the 
  aspirant must locate in order to even begin the trial. This 
  secret door is to the west, and can be discovered with a 
  successful DC 25 Perception check.
  The PCs can attempt further DC 15 Knowledge 
  (religion) checks in the other rooms that make up the 
  Aspirant’s Path to determine what trials were meant to 
  be performed in those rooms. Aeteperax forces most who 
  want to visit him to walk at least part of the Aspirant’s 
  Path. The dragon enjoys putting them through this kind 
  of trial, since it ensures that he’s only interrupted when 
  absolutely necessary.
  F30. The Aspirant’s Pit (CR 3)
  This	room	has	a	fifteen-foot-high	domed	ceiling	and	no	floor	
  except	 a	 two-inch-wide	 ledge	 that	 skirts	 the	 edges	 of	 the	
  room	around	a	deep	pit	that	drops	away	into	darkness.
  The pit here is 40 feet deep, and symbolized to the monks 
  the darkness of chaos. Monks were expected to traverse 
  this pit however they wished, via jumping, balancing along 
  the ledges (Acrobatics DC 15), climbing down and back up 
  (Climb DC 20), or using supernatural methods.
  Story Award: The first time the PCs successfully cross 
  the Aspirant’s Pit, award them 800 XP.
  F31. The Aspirant’s Challenge
  Sixteen	five-foot-wide	alcoves,	each	containing	the	crumpled	
  remains	of	a	sparring	dummy,	fill	this	room.
  In this chamber, the aspirants were blindfolded 
  to simulate the lightless conditions of the darkness 
  between the stars, and then challenged to move quickly 
  through the chamber and topple 16 separate dummies 
  from their stands as quickly as possible. The chamber is 
  now largely ignored by Aeteperax’s minions. The secret 
  door to the northeast can be spotted from this side with 
  a successful DC 30 Perception check—it is obvious from 
  the far side.
  F32. The Aspirant’s Pool (CR 6)
  The	majority	of	this	long	chamber	is	taken	up	by	a	large,	deep	
  pool	of	calm	water.	Irregularly	shaped	ledges	and	an	artificial	
  island	of	stone	rise	from	the	waters.
  Creatures: As with area F30, this room challenged 
  the aspirant’s skill at navigating obstacles, but unlike 
  the pit, the pond was often stocked with dangerous 
  creatures meant to further challenge the aspirant. Three 
  Medium water elementals still dwell in the 15-foot-deep 
  artificial pond. They pay no attention to passersby until 
  the surface of the water is disturbed in any way, at which 
  point they surge out to attack, pursuing foes throughout 
  this room but not beyond.
  MEDIUM WATER ELEMENTALS (3) 
  CR 3
  XP 800 each
  hp	30	each	(Pathfinder RPG Bestiary	126)
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  51
  
  BRAIN OOZE
  Story Award: If the PCs navigate this room without 
  angering the elementals the first time they pass through, 
  award them XP as if they had defeated the elementals in 
  combat. If they later deliberately attack the elementals, 
  they earn no XP for fighting them.
  F33. The Aspirant’s False Triumph
  Aspirants who reached this room were once met by a senior 
  monk who congratulated them on succeeding at walking 
  the path. The priest was a liar—aspirants who didn’t catch 
  the lie and press on to area F34 would later be told they 
  had failed, but were not why, and they had to walk the path 
  again to try to get it right. A successful DC 20 Perception 
  check allows a PC to notice the secret door to area F34.
  F34. The Aspirant’s Focus (CR 7)
  Three	fifteen-foot-diameter	platforms	lie	in	this	room,	each	
  rising	three	feet	high.	In	the	center	of	each	platform,	a	globe-
  shaped	container	of	murky	liquid	sits	in	the	embrace	of	an	
  octopus-shaped	 brass	 cradle.	 Each	 globe	 is	 about	 two	 feet	
  across—the	two	westernmost	globes	are	intact,	and	a	dark,	
  indistinct	mass	floats	in	the	center	of	each.	The	eastern	globe	
  has	been	shattered,	and	a	large	stain	has	spread	out	around	
  it	on	the	floor.	Along	the	wall	near	the	eastern	door	sits	a	
  tiny	wooden	cabinet	with	a	message	scribbled	on	its	front.	A	
  similar	one	sits	beside	the	western	door.
  This chamber was the deadliest on the Aspirant’s Path. 
  Originally, the three globes each contained a dangerous 
  monster held in stasis in a strange alchemical brine—
  representatives of the alien life forms known as brain 
  oozes, which the monks believed dwelled in the Dark 
  Tapestry. Originally, the three trapped brain oozes were 
  kept helpless in their globes, but the brine allowed their 
  aura of psychic noise to permeate the glass even as they 
  floated in stasis within. Aspirants had to navigate this 
  long chamber in less than a minute, climbing up to 
  touch each globe in turn as they went. An aspirant who 
  could resist the dazing effects of the psychic noise could 
  generally make the trip without a problem, but those 
  who lost focus and became dazed had little chance to 
  catch up before the minute ran out.
  Creature: The eastern orb was smashed long ago 
  and its brain ooze has since fled. The western orb’s 
  brine spoiled and the brain ooze inside died—its 
  pickled remains float within. The brine in the central 
  orb, though, is still barely functional. It’s kept the ooze 
  within alive for the past 200-some years in a state of 
  near-consciousness. Unfortunately, the introduction 
  of thinking creatures within 50 feet of the sphere is 
  enough to jolt the brain ooze back to wakefulness, and 
  the ooze is eager to escape. It stops to lash out at the 
  PCs, eager for revenge against the humanoids it blames 
  for its alchemically induced imprisonment. The ooze 
  can’t break out of its globe on its own, but the nature of 
  the brine it’s in allows its psychic noise ability to extend 
  beyond the walls of its glass prison and allow it to ignore 
  the glass when targeting creatures with its spell-like 
  abilities. It attempts to use dominate person on a PC each 
  round, forcing a dominated PC to smash the globe. Once 
  released, the ooze attacks that PC in a vengeful wrath. If 
  the brain ooze is reduced to fewer than 30 hit points, it 
  realizes it’s in danger and attempts to dominate the PCs 
  one by one, starting with the most heavily armored. If it 
  manages to dominate the party, it uses their resources to 
  heal itself and then cruelly attacks them again, repeating 
  these tactics until the PCs are slain or it is.
  BRAIN OOZE 
  CR 7
  XP 3,200
  hp	75	(Pathfinder RPG Bestiary 3	43)
  Treasure: The message on the cabinet by the eastern 
  door reads, in Common: “Herein lies safety—but know 
  that to rely on such crutches is to fall from the Path.” 
  A second, similar cabinet sits near the western door, 
  but its message reads “Return what is no longer needed 
  here, lest it weigh you down.” Originally, the monks kept 
  a few beads of force in these cabinets for aspirants to use 
  against a brain ooze if it happened to escape—a policy 
  instituted after two deadly accidents. Nothing remains 
  in the eastern cabinet but a few tiny silk cushions. In 
  the western cabinet, three beads of force sit on another 
  set of cushions.
  52
  
  F35. Meditation Pool (CR 6)
  A	tiled	pool	dominates	this	chamber,	which	has	a	fifteen-foot-
  high	 barrel-vault	 ceiling.	 The	 waters	 are	 clear	 and	 three	 feet	
  deep.	Three	marble	platforms	featuring	the	same	mosaic	design	
  found	 in	 the	 monastery	 above	 rise	 along	 the	 pool’s	 center,	
  protruding	six	inches	above	the	water’s	surface.	Four	octagonal,	
  domed	alcoves	in	the	corners	each	hold	a	marble	pillar.	Near	the	
  southeast	alcove,	a	large	hole	has	been	dug	in	the	wall.
  There’s a strange serenity in this room, and the sound 
  of the pool’s water gently lapping against stone echoes 
  rhythmically. Tiles of blue and gold on the north wall 
  form the message: “In the Midst of Chaos, a Disciplined 
  Mind Imposes Order.” This room once served as a place 
  for the monks of the order to relax and meditate, and 
  are still useful for those functions. The waters within the 
  pool radiate faint transmutation magic and constantly 
  replenish and purify themselves. Each character can, 
  once per month, spend an hour relaxing in the pool to 
  gain the benefits of heroes’ feast and restoration (both at 
  CL 11th).
  The pillars in the alcoves are etched with the names 
  of those who triumphed on the Aspirant’s Path. The hole 
  in the wall was excavated for Aeteperax by the Blood Vow 
  kobolds, and the tunnel extends north for 750 feet before 
  reaching area G1 of Aeteperax’s lair.
  Creatures: A pair of grioth priests of the Haunter in 
  the Dark (an aspect of the Outer God Nyarlathotep—
  see Pathfinder Adventure Path #46: Wake of the Watcher for 
  further details) have been posted here to watch over 
  the underground entrance to Aeteperax’s lair. Upon 
  noticing intruders, one of the clerics immediately takes 
  wing down the tunnel, hoping to reach the dragon to 
  warn him of the intruders while the remaining grioth 
  attacks the PCs.
  GRIOTH CLERICS (2) 
  CR 4
  XP 1,200
  Grioth	cleric	of	Nyarlathotep	3	(see	page	62)
  CE	Medium	monstrous	humanoid	
  Init	+3;	Senses	blindsight	20	ft.,	see	in	darkness;	
  Perception	+10
  DEFENSE
  AC	19,	touch	13,	flat-footed	16	(+6	armor,	+3	Dex)
  hp	37	(5	HD;	2d10+3d8++13)
  Fort	+5,	Ref	+7,	Will	+11;	+1	vs.	mind-affecting
  Immune	poison
  Weaknesses	light	sensitivity
  OFFENSE
  Speed	20	ft.,	fly	40	ft.	(average)
  Melee	mwk	voidglass	dagger	+6	(1d4+1/19–20	plus	
  mindshock),	bite	+0	(1d6	plus	poison)
  Special Attacks	channel	negative	energy	5/day	(DC	13,	
  2d6),	poison	(DC	13)
  Grioth Spell-Like Abilities	(CL	1st;	concentration	+3)
  At	will—detect magic,	mage hand,	open/close
  1/day—daze	(DC	14),	id	insinuation	(DC	14)
  Domain Spell-Like Abilities	(CL	3rd;	concentration	+6)
  6/day—touch	of	chaos,	touch	of	darkness
  Cleric Spells Prepared	(CL	3rd;	concentration	+6)
  2nd—blindness/deafnessD	(DC	15,	only	to	cause	
  blindness),	cure moderate wounds,	sound burst	(DC	15)
  1st—cure light wounds,	doom	(DC	14),	lesser confusion	
  (DC	14),	protection from lawD
  0	(at	will)—bleed	(DC	13),	detect magic,	guidance,	resistance
  D	Domain	spell;	Domains	Chaos,	Darkness
  TACTICS
  During Combat	The	grioths	open	combat	with	their	ranged	
  spells,	using	flight	to	stay	out	of	melee.	Once	they’ve	used	
  their	ranged	spells,	they	land	and	attempt	to	affect	as	
  many	PCs	with	channeled	negative	energy	as	possible.	
  Melee	combat	is	a	last	resort.
  Morale	The	grioth	clerics	fight	to	the	death.
  STATISTICS
  Str	12,	Dex	16,	Con	14,	Int	13,	Wis	17,	Cha	15
  Base Atk	+4;	CMB	+5;	CMD	18
  Feats	Blind-Fight,	Combat	Casting,	Iron	Will,	Selective	
  Channeling
  Skills	Fly	+5,	Knowledge	(geography)	+3,	Knowledge	
  (religion)	+9,	Perception	+10	(+14	in	darkness),	Sense	
  Motive	+10,	Stealth	+5
  Languages	Aklo,	Grioth;	telepathy	30	ft.
  SQ	no	breath
  Combat Gear	scroll of deeper darkness,	scroll of speak with 
  dead,	scroll of sound burst;	Other Gear	mwk	voidglass	
  breastplate,	mwk	voidglass	dagger
  To Slay a Dragon
  Aeteperax chose a large cavern in Dragonfen near the 
  peak of a low hill north of the Monastery as his lair. From 
  above ground, dense undergrowth and steep slopes make 
  approaching the cave difficult for landbound creatures 
  (Climb DC 20 to make it up the last 300 feet)—much 
  less finding the entrance. A PC who succeeds at a DC 10 
  Perception check notices numerous overgrown entrances 
  that open in the roof of the cavern (remember to modify 
  for distance).
  The climax of this adventure takes place at this site. 
  It’s a single, complex encounter area where the PCs face 
  a foe that would normally be overwhelming in its power, 
  but with proper and careful preparation and planning—
  and a bit of luck—the heroes can prevail. Along with the 
  treasure acquired earlier, the PCs can recruit allies to aid 
  them in their fight, such as Nighttail, Maffei, and Azmur.
  In addition, there are three steps the PCs can take to 
  gain an advantage in this final battle.
  Closing the Dark Window: When the Dark Window 
  closes, the rift in area G5 implodes. All grioths become free 
  of Aeteperax’s control—those in the monastery remain in 
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  53
  
  their positions for 1d4 days, but the grioths in area G2 are 
  driven mad by their proximity to the collapsing rift and 
  attack Aeteperax. The dragon slays them all, but takes 20 
  points damage in the process, and can’t call on the grioths 
  to aid him in the final battle.
  Defeating Minions: If the PCs are forced to flee their first 
  encounter with the dragon, or if he has enough warning, 
  he gathers his remaining minions from the monastery, 
  bringing them to his lair in order to aid its defense. The more 
  of these that the PCs defeat before they attack the dragon, 
  the smaller his pool of reinforcements becomes. If the PCs 
  defeat or recruit all four lieutenants, their confidence makes 
  them immune to Aeteperax’s frightful presence.
  Learning Aeteperax’s Original Name: Aeteperax hates 
  his given name, Szangi, with a passion—he feels it lacks 
  the grandeur a dragon’s name should have. If the PCs 
  utter it during battle, Aeteperax loses control and focus, 
  making the fight against him easier for the PCs.
  The Dragon’s Lair
  Key sites of interest within Aeteperax’s lair are briefly 
  summarized below.
  G1. Foyer: The southern tunnel leads 750 feet back to 
  area F35. During daytime, sunlight reflects in from the 
  east. The ceiling height here is 20 feet.
  G2. Grioth Den: The ceiling here is 20 feet high. Unless 
  the PCs closed the Dark Window back in the monastery,  
  seven grioths (see page 62) led by a trio of grioth clerics 
  (see page 53) wait to come to Aeteperax’s aid. If they see 
  intruders, they immediately fly east to alert the dragon 
  and fight at his side.
  G3. Main Cavern: The ceiling of this enormous cavern 
  looms 50 feet overhead, pierced at many points by large 
  openings to the surface (the outlines of these openings 
  are represented by white lines on the map). Layers of 
  earth cover the ground here, and grass, moss, and fungus 
  grow on the floor in a thick, verdant layer.
  G4. Gallery: A natural balcony wraps around the cavern, 
  20 feet off the ground. Aeteperax prefers his visitors to 
  assemble on the northwestern balcony when they come. 
  PCs can scale the walls between the balcony ledge and the 
  cave below with a successful DC 20 Climb check.
  G5. The Rift: As long as the Dark Window remains open, 
  a twisting black vortex floats in the air here. Aeteperax 
  managed to create this rift to the Dark Tapestry after 
  much work and toil, and as long as it remains open he 
  can summon more grioths to his aid. The spiral-shaped 
  rift is about 20 feet in diameter, and hangs suspended in 
  a vertical orientation. Its center is 15 feet off the ground, 
  so its edge comes within 5 feet of the floor. Anyone who 
  G1
  G2
  G4
  G3
  G5
  G6
  G7
  G8
  54
  
  comes in contact with the rift is pulled through (Reflex 
  DC 20 avoids). Creatures that fail this save are exposed to 
  outer space for an instant before they’re spit back out, 
  hurled 2d6×10 feet south from the rift. The brief exposure 
  to the depths of outer space causes 3d6 points of damage 
  from decompression and 3d6 points of cold damage (no 
  save); being hurled across the room deals an additional 
  4d6 points of damage (Reflex DC 15 half).
  G6. Aeteperax’s Roost: This large, domed alcove has a 
  40-foot-high apex. Aeteperax’s large nest of grasses, leaves, 
  and evergreen boughs covers the ground.
  G7. Pond: This pond of fresh water has an average 
  depth of 20 feet. Aeteperax slakes his thirst here, and 
  occasionally bathes.
  G8. Hoard: The ceiling of this chamber is 20 feet 
  high. This room is where Aeteperax keeps not only his 
  prisoner, Rima Kell, but also his treasure—all of it sorted 
  neatly into many different chests and containers. See 
  Aeteperax’s Hoard on page 57 for more details.
  Aeteperax the Cruel (CR 11)
  The dragon Aeteperax measures 30 feet from horn to 
  tail—a menacing figure indeed. The dragon is nocturnal, 
  sleeping during the day so that he can stargaze or study 
  his large library of books at night. He is unlikely to be 
  expecting the PCs (since his minions in the monastery 
  fear to report failures to him), unless the Dark Window 
  has closed and he’s been forced to kill the grioths in area 
  G2. In that case, he is alert and watchful for 24 hours, after 
  which he emerges to investigate things at the monastery. 
  Once he realizes that Belhaim sent dragonslayers instead 
  of a ransom, he flies over to attack the town before 
  returning to his lair to kill Rima, gather his treasures, and 
  relocate to somewhere distant.
  This adventure assumes the PCs don’t delay after 
  they close the Dark Window, in which case they find the 
  dragon waiting for them at area G6. As soon as he notices 
  the party’s presence in his lair, he speaks.
  “What	 is	 this?	 Who	 are	 you?	 You	 dare	 come	 before	 the	
  mighty	Aeteperax	uninvited	and	soil	this	lair	with	your	abject	
  disrespect?	 Name	 yourselves	 so	 that	 I	 might	 know	 whose	
  blood	will	stain	my	cave!”
  If the PCs make any reference to Belhaim, Aeteperax 
  grows unnervingly pleasant, and asks if they have brought 
  him the ransom. Any answer other than an affirmation 
  brings the dragon’s rage, and he attacks at once.
  AETEPERAX 
  CR 11
  XP 12,800
  Male	young	adult	green	dragon	(Pathfinder RPG Bestiary	96)
  LE	Huge	dragon	
  Init	+4;	Senses	darkvision	120	ft.,	dragon	senses;	Perception	+18
  Aura	frightful	presence	(150	ft.,	DC	20)
  DEFENSE
  AC	28,	touch	8,	flat-footed	28	(+4	armor,	+16	natural,	–2	size)
  hp	149	(13d12+65)
  Fort	+12,	Ref	+8,	Will	+10
  DR	5/magic;	Immune	acid,	paralysis,	sleep;	SR	22
  Weaknesses	shameful	name
  OFFENSE
  Speed	40	ft.,	fly	200	ft.	(poor),	swim	40	ft.
  Melee	bite	+18	(2d8+10/19–20),	2	claws	+18	(2d6+7),		
  tail	slap	+13	(2d6+10),	2	wings	+13	(1d8+3)
  Space	15	ft.;	Reach	10	ft.	(15	ft.	with	bite)
  Special Attacks	breath	weapon	(50-ft.	cone,	10d6	acid,	
  Reflex	DC	20	half,	usable	every	1d4	rounds),	crush	(Small	
  creatures,	2d8+10	damage,	DC	20)
  Spell-Like Abilities	(CL	13th;	concentration	+15)
  At	will—charm person	(DC	13),	entangle	(DC	13)
  3/day—call	grioth
  Sorcerer Spells Known	(CL	3rd;	concentration	+5)
  1st	(6)—grease,	mage armor,	ray of enfeeblement	(DC	13)
  0	(at	will)—detect magic,	light,	mage hand,	message,	
  read magic
  TACTICS
  Before Combat	Aeteperax	casts	mage armor.
  During Combat	The	dragon	starts	any	battle	with	his	
  breath	weapon,	swooping	down	to	try	to	catch	as	many	
  PCs	in	its	area	as	possible.	For	the	next	few	rounds,	he	
  moves	back	and	forth	between	ledges,	casting	spells	
  or	using	entangle	on	foes	down	below	to	soften	them	
  up.	His	staff of illusion	has	only	2	charges	remaining	
  after	his	use	of	persistent image	and	mislead	during	
  the	auction,	but	before	he	enters	melee	combat	he	
  uses	the	staff	to	cast	mirror image,	then	drops	the	staff	
  somewhere	safe	so	that	he	can	swoop	down	and	engage	
  foes	in	melee.	His	first	attack	is	an	Improved	Vital	Strike	
  bite,	after	which	he	makes	full	attacks	if	possible.	He	
  spreads	his	attacks	out	among	multiple	targets,	but	if	a	
  foe	is	particularly	dangerous,	he	focuses	all	of	his	attacks	
  on	that	opponent.
  Morale	If	reduced	to	fewer	than	40	hit	points,	Aeteperax	
  suddenly	realizes	he’s	in	significant	danger,	but	his	
  obsession	with	his	treasure	and	books	keeps	him	from	
  fleeing	immediately.	Instead,	he	moves	to	area	G8	and	
  starts	to	gather	his	belongings.	Rima,	by	this	point,	
  has	hidden	herself	in	the	cave,	and	the	dragon	roars	in	
  rage	if	she’s	nowhere	to	be	seen.	If	the	PCs	take	longer	
  than	5	minutes	to	reach	him,	Aeteperax	finds	and	kills	
  Rima,	then	flees	the	region	with	the	bulk	of	his	treasure	
  gathered	up	in	the	chimera	skin	clutched	to	his	chest.	If	
  the	PCs	confront	him	before	this	point	but	after	he’s	found	
  Rima,	he	holds	her	hostage,	telling	the	PCs	he’ll	hand	her	
  over	alive	if	they	let	him	leave	with	his	treasure.	At	this	
  point,	if	the	PCs	wish	to	try	to	kill	him	before	he	can	make	
  good	on	his	promise	to	kill	her,	roll	initiative	again—on	his	
  count,	the	dragon	drops	Rima	and	uses	his	breath	weapon	
  on	the	PCs,	stubbornly	fighting	to	the	death	thereafter.	
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  55
  
  AETEPERAX
  STATISTICS
  Str	25,	Dex	10,	Con	19,	Int	14,	Wis	15,	Cha	14
  Base Atk	+13;	CMB	+22	(+24	bull	rush);	CMD	32	(34	vs.	bull	
  rush,	36	vs.	trip)
  Feats	Awesome	Blow,	Improved	Bull	Rush,	Improved	
  Initiative,	Improved	Vital	Strike,	Power	Attack,	Toughness,	
  Vital	Strike
  Skills	Bluff	+18,	Diplomacy	+15,	Fly	+8,	Knowledge	(arcana)	+15,		
  Knowledge	(geography)	+18,	Linguistics	+8,	Perception	+18,	
  Sense	Motive	+15,	Spellcraft	+18,	Swim	+24
  Languages	Aklo,	Common,	Draconic,	Grioth,	Sylvan
  SQ	water	breathing,	woodland	stride
  Combat Gear	staff of illusion	(2	
  charges	currently	remaining	
  after	use	at	auction)
  SPECIAL ABILITIES
  Call Grioth (Sp)	This	ability	functions	as	long	as	the	rift	
  at	area	G5	is	open,	and	only	within	60	feet	of	it.	This	
  functions	as	planar ally,	but	can	be	used	only	to	conjure	
  grioths.	Aeteperax	doesn’t	have	to	present	called	grioths	
  with	any	offerings—as	long	as	the	rift	exists,	called	
  grioths	are	bound	to	his	will	automatically.
  Shameful Name (Ex)	The	first	time	a	PC	calls	Aeteperax	by	
  his	true	name,	Szangi,	the	dragon	is	visibly	rattled—he	
  becomes	staggered	for	1	round	as	he	angrily	roars	and	
  curses	in	Draconic.	During	this	time,	he	can’t	
  focus	his	mind	enough	to	cast	spells.	Each	
  additional	time	his	true	name	is	spoken	beyond	
  the	first,	Aeteperax	can	resist	being	staggered	if	
  he	succeeds	at	a	DC	20	Will	save—he	gains	a	
  cumulative	+2	bonus	on	this	save	each	
  time	beyond	the	second	his	true	
  name	is	used.	If	he	manages	to	
  drop	a	PC’s	hit	points	below	0	
  or	kill	a	PC,	he	gains	an	additional	+4	bonus	
  on	all	future	Will	saves	to	avoid	this	effect.	After	
  the	PCs	have	uttered	his	true	name	five	times,	it	no	
  longer	has	an	effect	on	him	(other	than	to	make	
  him	even	angrier).
  Rima Kell
  Rima Kell, the pregnant wife of Azmur Kell, has been 
  kept imprisoned here by a combination of fear and 
  the dragon repeatedly using charm person on her. Of 
  late, the dragon has let the charm person part of this 
  control slip; he believes Rima’s been intimidated 
  enough that she won’t attempt to escape. In truth, 
  Rima’s been biding her time, hoping for her chance. 
  She’s managed to steal a +2 mithral dagger from the 
  dragon’s hoard and intends to use it on Aeteperax if 
  she gets an opening. If she hears combat in the cave, she 
  hides and awaits either rescue or a chance to escape. 
  RIMA KELL 
  CR 3
  XP 800
  Female	human	rogue	4
  NG	Medium	humanoid	(human)
  Init	+4;	Senses	Perception	+6
  DEFENSE
  AC	14,	touch	14,	flat-footed	10	(+3	Dex,	+1	dodge)
  hp	33	(4d8+12)
  Fort	+3,	Ref	+10,	Will	+0;	+1	vs.	traps
  Defensive Abilities	evasion,	trap	sense	+1,	uncanny	dodge
  OFFENSE
  Speed	20	ft.
  Melee	+2 mithral dagger	+9	(1d4+3/19–20)
  Special Attacks	sneak	attack	+2d6
  TACTICS
  During Combat	Rima’s	Reflex	save	bonus,	Improved	
  Lightning	Reflexes,	and	evasion	help	her	endure	
  56
  
  RIMA KELL
  Aeteperax’s	breath	weapon,	but	she	remains	in	danger	
  as	long	as	the	dragon	lives—unless	the	PCs	keep	the	
  dragon’s	attention	focused	elsewhere.	As	the	combat	
  continues,	she	attacks	the	dragon	if	she	gets	the	chance.	
  The	first	time	she	does	so,	treat	Aeteperax	as	flat-footed	
  against	this	unexpected	attack—if	she	hits,	she	deals	
  sneak	attack	damage.	Even	after	Rima’s	strike,	
  though,	the	dragon	focuses	his	attacks	on	the	
  PCs	as	long	as	they	still	live.
  Morale	Rima	fights	bravely,	but	if	she’s	reduced	
  to	fewer	than	15	hit	points,	she	attempts	to	
  escape	combat.	
  STATISTICS
  Str	13,	Dex	18,	Con	14,	Int	12,	Wis	8,	Cha	10
  Base Atk	+3;	CMB	+4;	CMD	19
  Feats	Dodge,	Improved	Lightning	Reflexes,	
  Lightning	Reflexes,	Weapon	Finesse
  Skills	Acrobatics	+8,	Bluff	+7,	Diplomacy	+7,	
  Disable	Device	+8,	Knowledge	(local)	+8,	
  Knowledge	(nature)	+5,	Perception	+6,	
  Sense	Motive	+6,	Stealth	+8,	Survival	+3
  Languages	Common,	Sylvan
  SQ	pregnant,	rogue	talents	(finesse	rogue,	
  resiliency),	trapfinding	+2
  Gear	+2 mithral dagger
  SPECIAL ABILITIES
  Pregnant (Ex)	Rima’s	advanced	pregnancy	affects	
  her	encumbrance	as	if	she	were	carrying	a	medium	load.
  Aeteperax’s Hoard
  Rima has spent much of her time of late resting on a large 
  mound of furs, one of which is a finely-preserved chimera 
  fur worth 900 gp. 
  Aeteperax keeps his large collection of books (roughly 
  two-thirds of which were recently looted from the 
  monastery’s various libraries) in six 5-foot-wide wooden 
  lockers. If the dragon is forced to flee, he abandons these 
  chests as he loads the smaller chests holding his treasures 
  into the chimera fur so he can carry them as a bundle. 
  The hundreds of books in these chests (all with names 
  like Codex of the Ebon Depths, Grimoire of Impossible Secrets, 
  Kargeth’s Blackest Encyclopaedia, and so on) are worth a total 
  of 12,000 gp. Each chest weighs 250 pounds when full of 
  books. In addition to granting a +6 competence bonus 
  on all Knowledge (arcana, geography, history, planes, and 
  religion) checks attempted while using them as resources, 
  their pages detail additional magical rituals—including 
  the one Aeteperax performed to open the rift he uses to 
  access to the Dark Tapestry.
  Five smaller chests hold the bulk of Aeteperax’s more 
  valuable treasures, including 8,940 cp, 5,100 sp, 2,300 gp, 
  93 pp, a small silver cauldron with carvings of wolverines 
  on the side worth 120 gp, a gold scarab engraved with 
  the symbol of Nethys worth 75 gp, a silver hand mirror 
  with a darkwood frame worth 120 gp, a silver bowl worth 
  75 gp with six tiny jade statuettes of panthers inside 
  (each statuette is worth 20 gp), a platinum holy symbol 
  of Abadar worth 500 gp, a masterwork darkwood flute 
  worth 300 gp, a painting of Queen Abrogail II on black 
  velvet worth 1,500 gp, a pouch of a dozen flawed garnets 
  worth 20 gp each, a 6-pound lump of voidglass worth 
  600 gp, a potion of good hope, a potion of water breathing, 
  a scroll of chaos hammer, a suit of masterwork 
  leather armor, a +1 light fortification buckler, a 
  +1 returning starknife, a masterwork rapier, a +1 
  flaming burst hand crossbow, a +2 light mace, a 
  pouch containing six screaming bolts, a wand 
  of longstrider (44 charges), a wand of remove 
  paralysis (38 charges), a ring of animal 
  friendship, a belt of physical might +2 (Strength 
  and Constitution), a cape of the mountebank, a 
  pair of winged boots, and a circlet of persuasion.
  Story Award: If the PCs save Rima from 
  the dragon, award them 1,600 XP.
  CONCLUDING THE 
  ADVENTURE
  When the PCs return to Belhaim in triumph, 
  the townsfolk lavish the party with adulation 
  (especially if they’re accompanied by the Kells). 
  If some of the PCs were slain in the final battle 
  against Aeteperax, the baroness volunteers to 
  pay for them to be brought back to life in Cassomir. Lady 
  Origena knights the PCs as well, elevating them into the 
  aristocracy of Taldor and granting each of them the title of 
  Lady or Sir. Rima soon gives birth to twins, and Azmur (if 
  he still lives) gives several of his magic items to the PCs in 
  thanks for saving them.
  If Aeteperax escaped, he seeks revenge, and the party 
  likely wants to hunt him down. The dragon seeks out 
  allies—likely more entities from the Dark Tapestry—
  before confronting the PCs.
  Another avenue to pursue is further adventures related 
  to the Dark Tapestry. The closing of the Dark Window 
  and the disappearance of the neh-thalggu scout slain (and 
  animated) by Hunclay might draw the attention of more 
  brain-collecting entities from the Dominion of the Black 
  to the region. Alternatively, the heroes could actually 
  travel elsewhere within Golarion’s solar system or the 
  black spaces between worlds.
  As word of the PCs’ success as dragonslayers spreads, 
  they might find their fame opens new doors. Of course, 
  they could also attract the attention of criminals eager to 
  help them part with their newly found treasure. To really 
  make the PCs sweat, just let them hear of a rumor weeks 
  or months later that the bones of the original Aeteperax 
  have gone missing from Dragonfen. As strange sounds of 
  titanic wings beating the midnight air or hungry hisses 
  from the stars spread, the rumors spread as well—has the 
  real Aeteperax risen from the dead?
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  57
  
  Appendix 1: Belhaim
  T
  he Dragon Plague years were quite eventful for 
  northern Taldor. During the years between 3660 
  and 3672 ar, the region endured an explosion of 
  violent and bloody depredations by no fewer than three 
  dozen different dragons. Among those affected by the 
  attacks was a young woman named Tula Belhaim, who 
  lost her family when a black dragon named Aeteperax 
  destroyed her hometown of Nazilli on the southern edge 
  of the Verduran Forest. She would go on to become a 
  great hero, and the mercenary company she founded—
  the Slayers of Nazilli—defeated more dragons than any 
  other group in those days. Her final triumph was slaying 
  Aeteperax in the heart of a swampland deep in the part of 
  the Verduran Forest known today as Dragonfen.
  For her service, the Taldan emperor awarded Tula the 
  title of Baroness and the stewardship of the Verduran Fork 
  region, including all of Dragonfen. Her legions of admirers 
  soon founded a town bearing her name, its buildings built 
  of limestone quarried nearby. In 3676 ar, as Belhaim was 
  still finding its place in the world, a band of Iroran priests 
  presented themselves before the Baroness of Belhaim and 
  asked her permission to build a monastery east of the town, 
  overlooking Dragonfen. Lady Tula graciously granted their 
  wish, and soon thereafter, the monks built a fine monastery 
  on the far side of the swamp.
  The Iroran sect grew and prospered in this setting along 
  with Belhaim, and over the years developed strong ties to 
  the town. Lady Tula eventually married one of her fellow 
  Slayers, Arturic Canteclure, and built a castle atop one of the 
  town’s hills. The couple had four children, but each one died 
  of accident or misadventure before the age of 9, leaving the 
  new barony with no heirs. Tula and Arturic’s relationship 
  grew strained as the baroness grew morbid and obsessed 
  with building a grand tomb for herself and her family. As 
  58
  
  as being far too daunting and expensive. Belhaim seems 
  destined to be nothing more than a sleepy backwater of 
  the dying Taldan Empire.
  BELHAIM
  LN small town
  Corruption +2; Crime –1; Economy +0; Law +4; Lore +2; 
  Society –1
  Qualities insular, rumormongering citizens
  Danger 0
  DEMOGRAPHICS
  Government overlord (Baroness)
  Population 388 (377 humans, 1 elf, 3 half-elves, 5 half-orcs, 
  1 halfling, 1 gnome)
  NOTABLE NPCS
  Lady Origena Devy, baroness of Belhaim (LN female 
  middle-aged human aristocrat 5)
  Arnholde Devy, son of Lady Origena, and future baron of 
  Belhaim (LN male old human aristocrat 1/expert 2)
  Balthus Hunclay, doomed scholar (N male human wizard 9—
  deceased)
  Azmur Kell, druid of the Green Faith (N male human druid 8—
  missing)
  Bassy, talkative Belhaim historian (CG female venerable 
  gnome bard 3)
  MARKETPLACE
  Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 5th
  Specific Magic Items For Sale
  House of Abadar +1 light crossbow, +2 longsword, scroll 
  of restoration (3)*, wand of cure moderate wounds 
  (39 charges)
  Shrine of the Seven Roses deep red sphere ioun stone, 
  goggles of minute seeing, wand of lesser restoration 
  (43 charges)
  Sensina Hides +1 studded leather armor
  Delbin’s Devices +1 frost short sword, golembane scarab, 
  ring of minor acid resistance
  Chance Smithy +1 bashing heavy steel shield
  * These items, if not purchased beforehand, will be given 
  to the PCs as gifts once they accept the task of becoming 
  dragonslayers in Chapter 3.
  she and her husband grew apart, Tula amended her will to 
  have Arturic buried in a separate part of the tomb, rather 
  than alongside her. Then one rainy day, an argument became 
  heated. After bitter words stung both their hearts, Tula fled the 
  room crying. As she ran onto the balcony, hoping the rain would 
  wash away her sadness, her feet slipped. She toppled over the 
  railing and was impaled on the horns of a dragon statue below.
  Overcome with grief and guilt that his words caused 
  this tragedy, Arturic mounted his horse and set out to find 
  someone, anyone, who might help. But fate had other plans. 
  Not a hundred feet from the castle, Arturic’s horse reared at a 
  thunderclap, throwing him off, and he broke his neck in the fall. 
  The bodies were found by servants soon thereafter, and 
  Belhaim mourned a tragedy they couldn’t understand 
  or comprehend. The bodies were quickly taken to Tula’s 
  crypt and buried according to her wishes, and the site was 
  sealed. The shame burdening Arturic’s spirit only festered, and 
  in time he became a wraith.
  Rule of Belhaim fell to distant relations of Arturic’s, the 
  Canteclures. In 4500 ar, Baron Sarvo Canteclure, a vicious 
  lord who imprisoned subjects for the slightest infraction, 
  joined an ill-advised rebellion against the Grand Prince, 
  and his family and the castle were destroyed in retaliation. 
  Upheaval was not limited to the town of Belhaim that 
  year, though. A month prior to the razing of Castle Tula, 
  afterward referred to superstitiously as the Witch Tower, 
  the monks of the Monastery of Saint Kyerixus vanished 
  mysteriously and their home fell into ruin.
  The monks had been researching forbidden lore on the Dark 
  Tapestry, under the heretical belief that knowledge of entropy and 
  chaos would only further their understanding of the purity of 
  order. Their abbot learned a method of contacting alien beings 
  from distant worlds via a portal called the Dark Window, but the 
  act of contacting a powerful alien being (known as a yangethe) 
  backfired. The vile creature teleported across the universe into 
  the monastery to attack the monks. A terrific fight ensued, and 
  though the abbot managed to force the yangethe back through the 
  Dark Window, the monks had all been slaughtered. After burying 
  them, the abbot retreated to a hidden chamber in the temple where 
  he ritually poisoned himself in an act of penance, transforming 
  himself into an undead creature—an Iroran mummy—bound to 
  remain at the monastery until Irori would see fit to send heroes to 
  finish the job he could not.
  Back in Belhaim, a man named Sir Arkold Devy was 
  awarded the Barony of Belhaim for his role in helping to put 
  down the seditious Canteclures. His descendants have ruled 
  for the past 2 centuries. During this time, a few memorable 
  events touched the region—most notably the earthquake 
  that left the town relatively unharmed, but caused the town’s 
  quarry to flood. With access to the quarry’s fine limestone 
  lost, Belhaim’s fortunes slowly receded.
  Residents of Belhaim have repeatedly put forth plans 
  to have Dragonfen drained in order to salvage the land 
  for agricultural use and to reveal potential new quarry 
  sites. Yet again and  again, these notions were discarded 
  Belhaim’s Secrets
  Parts of the history of Belhaim are unknown, even 
  to the town’s oldest citizen, the gnome Bassy (at 
  414 years old, she’s managed to avoid the bleaching 
  through a combination of frequent sightseeing trips 
  throughout the Inner Sea region and her own hobby 
  of writing historical fiction). Secret elements are 
  presented in italics in the text on this page, and can 
  only be learned via magic or specific events during the 
  course of the adventure.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  59
  
  LADY ORIGENA
  Belhaim Today
  Belhaim presents a sleepy, rustic facade 
  to the wandering visitor. The town is 
  in large part self-sufficient. Its main 
  commodities are pottery and fish, but 
  the town doesn’t receive enough trade 
  to garner much renown from these 
  industries. Most of the town’s inhabitants 
  work for family businesses or provide 
  services. Residents are fractious, and   they 
  have long memories. Minor squabbles 
  are common among neighbors 
  who have differing beliefs.
  The town of Belhaim is shown 
  on one side of the included poster 
  map. A key to all of the numbered 
  locations appears on page 61.
  Belhaim’s Factions
  The greatest political concerns in 
  Belhaim are inexorably entwined with the residents’ 
  religious beliefs.
  Abadar: The Abadarans hope to see Belhaim someday 
  become a hub for trade and export again. Ever pragmatic, 
  the Abadarans frequently come into conflict with the 
  Shelynites, whom they regard as layabouts.
  Green Faith: Green Faith NPCs are patient and hard 
  working, and tend to be easily frustrated by politics.
  Shelyn: Shelynites prefer Belhaim as it is—a cozy town 
  that doesn’t see much action. They see the Abadarans as 
  greedy traditionalists who have forgotten how to take the 
  time to enjoy life.
  Talking to the Townsfolk
  The PCs can discover important clues as well as quests by 
  talking to the locals. The table on page 61 summarizes all 
  of Belhaim’s inhabitants, along with their personalities 
  and their initial reactions to the PCs. The NPC listed as 
  the “principal” for the location usually does the talking—
  unless otherwise noted, all principal NPCs are humans.
  If a PC is obviously of the same faction as the NPC, that 
  NPC’s initial disposition improves by one step. If a PC is 
  obviously a worshiper of an opposing religion, an NPC’s 
  initial reaction is decreased by one step. Successfully 
  completing a quest for an NPC automatically raises 
  that NPC’s disposition to helpful, regardless of the PCs’ 
  faiths. If a PC attempts to use Diplomacy to increase an 
  NPC’s disposition, either assume the NPC has a Charisma 
  score of 10 or assign a Charisma score as appropriate to 
  determine the DC of the Diplomacy check.
  Helpful: The NPC might invite the PCs into her home 
  for dinner or offer room and board. The NPC shares two 
  rumors with the PCs. If the NPC is a merchant, the PCs 
  gets a 10% discount on all purchases.
  Friendly: The NPC shares one rumor with the PCs.
  Indifferent: The NPC won’t share rumors with the PCs. 
  A merchant NPC increases prices for goods and services 
  by 10%.
  Unfriendly: The NPC is actively insulting. A merchant 
  NPC increases prices for goods and services by 50%.
  Hostile: The NPC won’t outright attack, but will spread 
  slander about the PCs. A hostile NPC merchant won’t sell 
  them goods or services at all.
  BELHAIM RUMORS
  d12  Rumor
  1 
  Our druid and his wife were due back by here more 
  than two months ago, but no one’s seen them. I think 
  they took a wrong turn or came upon some nasty 
  trouble—though what could be scary enough to give 
  them trouble I’d rather not think about! (True)
  2 
  Isadorer Malak still hasn’t given up hope that her 
  daughter Bophre might still be alive, but she’s been 
  missing for three months now! Just last week, Malak 
  increased the award for Bophre’s return to 200 gold 
  pieces—that must be most of her life savings! (True)
  3 
  There’ve always been wolves in the woods, but lately, 
  there’s a pack led by a beast of a wolf that’s got a taste 
  for livestock! Ol’ Prake Abrassus saw it run off with a 
  sheep in its mouth like a dog carries a bone! Guess 
  that’s why he put a bounty on it, hmm? (True)
  4 
  Careful if you go wandering into the hills. There’s old 
  mine shafts and caves all over the place out there. A 
  lot of them are infested with the ghosts of miners, I 
  hear! (False)
  5 
  They say Bassy’s the oldest person in town, but how 
  can that be? She looks like she’s a child! They say her 
  grandmother was a friend of Lady Belhaim. (True)
  6 
  Swamps mean dragons—mark my words, there’s a 
  dragon still living in Dragonfen, and it’s a big one! My 
  cousin’s kid says she saw one carrying a boar off into 
  the swamp a few months ago, in fact! (True)
  7 
  The stories say the Crypt of Tula’s haunted by her 
  husband’s spirit, but no one’s been in there for years, 
  so how could anyone know for sure? (True)
  8 
  The kobolds have always been trouble, but they’re 
  worse lately. I think they’re preparing for war! (False)
  9 
  That wizard Hunclay always spooked me. I heard he 
  worships devils and collects evil books! (Partially true.)
  10 The monks who lived in the old monastery didn’t 
  vanish—they just wandered into Dragonfen and died 
  in some vile ritual. They’re out there still, haunting the 
  fen! (False.)
  11 Found some strange footprints in my yard a week ago. 
  Thought they were large wolf prints, but they can’t 
  be, ‘cause I spotted several on my roof as well! (True—
  these are grioth prints.)
  12 I’ve seen the strangest things on my hunting trips along 
  Dragonfen’s borders, including huge hairy men who 
  howl like wolves and stand nearly ten feet tall! (False.)
  60
  
  Belhaim Locations
  NAME
  TYPE
  RESIDENTS
  FACTION
  PRINCIPAL
  DISPOSITION
  1
  Malak Farm
  Dairy farm
  9 humans
  Green Faith
  Isadorer Malak (NG f commoner 3)
  Friendly (kindly)
  2
  Hardglow Farm
  Grain farm
  12 humans
  Green Faith
  Euphemi Hardglow (N f commoner 3)
  Indifferent (morose)
  3
  Belhaim Garrison
  Guards, jail
  5 humans
  Abadar
  Deputy Gergis “Gorgeous” Bellett  
  (LN m warrior 2)
  Unfriendly (humorless)
  4
  The Wise Piper
  Inn
  6 humans
  Shelyn
  Talia Orem (NG f expert 3)
  Friendly (welcoming)
  5
  Xemne’s Tonics
  Apothecary
  1 human
  Shelyn
  Xemne of Demgazi (CG f alchemist 5)
  Friendly (gregarious)
  6
  Nachis Sisters
  Scribe
  3 humans
  Abadar
  Ionnia Nachis (NG f expert 3)
  Friendly (elegant)
  7
  Akil’s Meats
  Butcher
  6 humans
  Abadar
  Orrin Akil (LN m commoner 3)
  Unfriendly (irritable)
  8
  Benhovy Home
  House
  3 humans
  Abadar
  Sir Pelle Benhovy (LN m aristocrat 3/ 
  fighter 3)
  Unfriendly (petty)
  9
  Tymek’s
  General store
  6 humans
  Abadar
  Caspar Tymek (NG m commoner 3)
  Friendly (chatty)
  10
  Belhaim Record Hall
  Barrister
  3 humans, 1 halfling
  Abadar
  Jacoba Kivris (LN f aristocrat 1/expert 3)
  Indifferent (pedantic)
  11
  Soorey’s Garments
  Tailor
  3 humans, 3 half-elves
  Abadar
  Dorcas Soorey (LN f expert 3)
  Friendly (gossipy)
  12
  Belhaim Schoolhouse
  School
  2 humans
  Abadar
  Tivadar Admes (LN m expert 4)
  Indifferent (patient)
  13
  Sensina Hides
  Leatherworker
  11 humans
  Green Faith
  Theon Sensina (NG m commoner 3)
  Friendly (pranksters)
  14
  Belhaim Commons
  Amphitheater
  13 humans
  Abadar
  Otho Burr (LN m aristocrat 1/bard 3)
  Indifferent (radical)
  15
  House of Abadar
  Temple
  4 humans
  Abadar
  Eupaphenia Targas (LN f aristocrat 1/ 
  cleric of Abadar 4)
  Indifferent (busy)
  16
  Baccus Smithy
  Smithy
  5 half-orcs
  Green Faith
  “Big Bull” Baccus (NG m half-orc warrior 3)
  Friendly (even-tempered)
  17
  Dodgion Livery
  Stable
  12 humans
  Green Faith
  Lezara Dodgion (NG f cavalier 3)
  Indifferent (gruff)
  18
  Belhaim Candleworks
  Candlemaker
  11 humans
  Green Faith
  Marla Varlis (N f commoner 3)
  Indifferent (traditionalist)
  19
  Mason’s Guildhall
  Stonemason
  7 humans
  Abadar
  Gregol Lenton (N m expert 3)
  Indifferent (stubborn)
  20
  Gruev Home
  House
  5 humans
  Abadar
  Adjatte Gruev (LG f expert 3)
  Indifferent (apathetic)
  21
  Melashi’s
  Barber
  2 humans
  Shelyn
  Davin Melashi (NG m expert 3)
  Indifferent (stoic)
  22
  Bassy’s Home
  House
  1 gnome, 2 humans
  Shelyn
  Bassy (CG f gnome bard 3)
  Friendly (modest)
  23
  Delbin’s Devices
  Tinker
  5 humans
  Abadar
  Phedra Delbin (NG f expert 3)
  Indifferent (timid)
  24
  Odayalle’s Furs
  Furrier
  4 humans
  Abadar
  Pasara Odayalle (NG f commoner 3)
  Indifferent (brazen)
  25
  The Sunset House
  Undertaker
  2 humans
  Abadar
  Calladastina Honas (N f expert 3)
  Indifferent (despondent)
  26
  Devy Stables
  Stable
  4 humans
  Abadar
  Jace Timon (N f commoner 3)
  Indifferent (loyal)
  27
  Devy Manor
  Estate
  10 humans
  Abadar
  Lady Origena Devy (LN f aristocrat 5)
  Indifferent (melancholy)
  28
  Hunclay Manor
  Estate
  See Chapter 2
  N/A
  Balthus Hunclay (N m wizard 9—dead)
  N/A
  29
  Belhaim Woodworks
  Carpenter
  8 humans
  Shelyn
  Selia Woldenar (N f expert 2/warrior 1)
  Indifferent (confrontational)
  30
  Breads and Cakes
  Bakery
  6 humans
  Abadar
  Mirary Scalyn (LN f commoner 3)
  Friendly (neighborly)
  31
  Fine Scents
  Soapmaker
  3 humans
  Shelyn
  Axelia Medus (NG f expert 3)
  Friendly (thrifty)
  32
  Shrine of the Seven Roses
  Temple
  8 humans
  Shelyn
  Nilos Genser (NG m bard 1/cleric 3)
  Friendly (flirtatious)
  33
  Woolen Goods
  Feltmaker
  1 human
  None
  Pelnas Magara (N m commoner 3)
  Unfriendly (antisocial)
  34
  Grellen & Sons
  Moneychanger
  6 humans
  Abadar
  Chosk Grellen (LN m expert 5)
  Indifferent (pragmatic)
  35
  Grayhands
  Tavern
  7 humans
  Abadar
  Swerlo Grayhands (N m rogue 3)
  Indifferent (salacious)
  36
  Chance Smithy
  Smithy
  6 humans
  None
  Marcus Chance (NE m expert 1/warrior 3)
  Unfriendly (brutish)
  37
  Willoway Orchard
  Apple farm
  1 elf, 9 humans
  Shelyn
  Emarthine Willoway (NG f elf druid 2)
  Friendly (compassionate)
  38
  Biton Lodge
  Hunting lodge
  11 humans
  Green Faith
  Eudomas Biton (N m ranger 3)
  Indifferent (crass)
  39
  Abrassus Ranch
  Sheep farm
  12 humans
  Green Faith
  Prake Abrassus (N m commoner 3)
  Indifferent (pessimistic)
  40
  Brenlow Ranch
  Cattle farm
  13 humans
  Abadar
  Lennold Brenlow (CN m expert 3)
  Indifferent (arrogant)
  41
  Potter’s Row
  Potter
  20 humans
  Abadar
  Belko Adras (CN m expert 4)
  Unfriendly (miserly)
  42
  Adras Manor
  Estate
  10 humans
  Abadar
  Melanctha Adras (CN f rogue 3)
  Unfriendly (standoffish)
  43
  Gorendel’s Fine Footwear
  Cobbler
  4 humans
  Abadar
  Chavis Gorendel (LN m expert 3)
  Indifferent (overworked)
  44
  Anagrit’s Cottage
  Herbalist
  3 humans
  Green Faith
  Anagrit (CN f witch 2)
  Unfriendly (distrustful)
  45
  Belhaim Cheeses
  Cheesemaker
  14 humans
  Shelyn
  Dendo Bendetto (N m expert 3)
  Indifferent (proud)
  46
  Pascis Farm
  Vegetable farm
  10 humans
  Green Faith
  Marvon Pascis (N m commoner 3)
  Indifferent (pensive)
  47
  Kandos Weavers
  Clothier
  8 humans
  Shelyn
  Lorna Kandos (N f expert 3)
  Indifferent (stern)
  48
  Tints & Dyes
  Dyer
  6 humans
  Shelyn
  Mafellen Kandos (NG m expert 3)
  Indifferent (disorganized)
  49
  Adula Farm
  Tomato farm
  7 humans
  Green Faith
  Etor Adula (NG m commoner 4)
  Indifferent (hardworking)
  50
  Fisher’s Row
  Fishery
  17 humans
  Green Faith
  Pero Govan (N m expert 3)
  Indifferent (protective)
  51
  Karvely Mill
  Grain mill
  8 humans
  Abadar
  Raissa Karvely (N f commoner 3)
  Indifferent (superstitious)
  52
  Monette Farm
  Tobacco farm
  10 humans
  Abadar
  Enrie Monette (LN m expert 1/warrior 2)
  Indifferent (braggart)
  53
  Dymas Farm
  Grain farm
  13 humans
  Green Faith
  Zera Dymas (N f commoner 4)
  Indifferent (meddlesome)
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  61
  
  GRIOTH
  This lanky, batlike humanoid has a long tail and four narrow 
  eyes. The silent creature moves with an unnerving grace.
  GRIOTH 
  CR 1
  XP 400
  CE Medium monstrous humanoid 
  Init +4; Senses blindsight 20 ft., see in darkness; Perception +6  
  (+10 in darkness)
  DEFENSE
  AC 14, touch 14, flat-footed 10 (+4 Dex)
  hp 13 (2d10+2)
  Fort +1, Ref +7, Will +6
  Immune cold
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee mwk voidglass kukri +3 (1d4+1/18–20 plus 1d4 nonlethal),  
  bite –3 (1d6 plus poison)
  Special Attacks mindshock
  Spell-Like Abilities (CL 1st; concentration +1)
  At will—detect magic, mage hand, open/close
  1/day—daze (DC 10), id insinuation (DC 12)
  STATISTICS
  Str 10, Dex 18, Con 12, Int 13, Wis 13, Cha 11
  Base Atk +2; CMB +2; CMD 16
  Feats Iron Will
  Skills Fly +9, Knowledge (geography) +3, Perception +6 
  (+10 in darkness), Sense Motive +3, Stealth +9; Racial 
  Modifiers +4 Perception in darkness
  Languages Aklo, Grioth; telepathy 30 ft.
  SQ no breath
  ECOLOGY
  Environment any
  Organization solitary, pair, gathering (3–6 plus 1 3rd-level 
  cleric), or cult (7–20 plus 2–6 3rd-level clerics, 2–4 3rd-
  level barbarians, and 1 7th-level cleric)
  Treasure NPC gear (masterwork voidglass kukri, other treasure)
  SPECIAL ABILITIES
  Id Insinuation (Sp) As a standard action once per day, a grioth 
  can disrupt a creature’s mind. The target must be within 30 
  feet, and can resist this effect with a successful DC 12 Will 
  save—otherwise, the target becomes confused for as long 
  as the grioth concentrates plus 1 additional round after it 
  ceases concentrating, to a maximum number of rounds equal 
  to 3 plus the Grioth’s total HD (5 rounds for most grioths). 
  This is a mind-affecting effect, and is equivalent to a 2nd-
  level spell. The save DC is Charisma-based.
  Mindshock (Su) When a grioth damages a creature with a 
  voidglass weapon, a surge of the grioth’s violent psychic 
  energy pulses through the weapon, causing an additional 
  1d4 points of nonlethal damage. On a critical hit, the 
  creature struck must also succeed at a DC 12 Will save or be 
  confused for 1d2 rounds. This is a mind-affecting effect. The 
  save DC is Charisma-based and includes a +2 racial bonus.
  Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round 
  for 6 rounds; effect shaken for 1 round; cure 1 save.
  Grioths inhabit rogue planets that have been cast away 
  from the stars. They often travel via portals to other worlds 
  via that are undergoing eclipses to pillage resources that 
  are rare on their frozen homeworlds. Many members of 
  this evil race are known for their devotion to the Outer 
  God Nyarlathotep (whom they worship in his guise as the 
  Haunter of the Dark), and it isn’t uncommon for colonies 
  of grioths to be led by his clerics. Grioths’ voices are raspy 
  and dry. They favor weaponry crafted from a strange 
  material known as voidglass (see page 35).
  The grioth race is prone to mutations, their forms 
  twisted by the eldritch forces within the Dark Tapestry 
  into lumbering giants or deformed horrors. Some grioths 
  grow unusually large and ferocious, and the elders of the 
  race possesses unusual and deadly psychic powers—
  abilities that aid them in ruling their dark spire cities and 
  in their constant war against their hated foes, the entities 
  of the Dominion of the Black.
  62
  Appendix 2: New Monsters
  
  YANGETHE
  This six-eyed horror looks something like a dead tree with claws, 
  tentacles, spidery legs, and a mouth bulging with tentacles.
  YANGETHE 
  CR 9
  XP 6,400
  CE Large aberration 
  Init +4; Senses darkvision 120 ft.; Perception +19
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 115 (11d8+66)
  Fort +9, Ref +9, Will +12
  DR 10/slashing or piercing; Immune cold, fear, mind-affecting 
  effects; SR 20
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +14 (1d6+7), 4 tentacles +13 (1d6+3 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks feeding tentacles
  Spell-Like Abilities (CL 10th; concentration +13)
  Constant—air walk
  At will—darkness, telekinesis (DC 18), tree shape
  3/day—fear (DC 17), quickened true strike
  1/day—demand (DC 21), psychic blast (DC 18)
  1/year—interplanetary teleport (self plus 50 lbs. of 
  objects only)
  STATISTICS
  Str 24, Dex 18, Con 22, Int 17, Wis 21, Cha 17
  Base Atk +8; CMB +16 (+20 grapple); CMD 30 
  (can’t be tripped)
  Feats Combat Casting, Combat Expertise, 
  Lightning Reflexes, Multiattack, 
  Quicken Spell-Like Ability (true strike), 
  Weapon Focus (tentacles)
  Skills Knowledge (arcana) +14, 
  Knowledge (geography) +14, 
  Knowledge (engineering) +17, 
  Perception +19, Sense Motive +16, 
  Spellcraft +17, Use Magic Device +14
  Languages Aklo; telepathy 60 ft.
  SQ no breath
  ECOLOGY
  Environment outer space or cold forest
  Organization solitary, pair, or cluster (3–8)
  Treasure standard
  SPECIAL ABILITIES
  Feeding Tentacles (Su) As a 
  standard action as part of 
  maintaining a grapple, 
  a yangethe can use 
  its mouth tentacles 
  to feed on a helpless 
  or grappled creature 
  by making a +14 melee 
  touch attack. If it hits, the 
  feeding tentacles siphon away the victim’s emotions and 
  deal 1d4 points of Charisma drain. The yangethe heals 5 
  points of damage for every point of Charisma it drains in 
  this manner. As long as a creature continues to suffer this 
  Charisma drain, each time it attempts to sleep it is affected 
  by a nightmare spell (CL 10th, DC 20), experiencing 
  terrifying dreams in which it relives the feeling of being fed 
  upon over and over. All effects from the feeding tentacles 
  are mind-affecting effects.
  Psychic Blast (Sp) This spell-like ability functions as 
  confusion, and also deals 10d6 points of nonlethal 
  damage when it first affects foes (Will DC 21 half). This 
  ability is the equivalent of a 5th-level spell.
  Bred by the Dominion of the Black, yangethes have, over 
  the eons, developed keen intellects. On some planets, 
  they’ve formed small, independent colonies that keep 
  “farms” of victims on whose emotions they feed. The 
  yangethes’ ability to teleport across galaxies makes them 
  remarkable as scouts or as the vanguards for an invasion. 
  Unless slain violently, yangethes are immortal. They don’t 
  need to eat or drink to survive—though they will indulge 
  in feeding for pleasure.
  INTRODUCTION
  CHAPTER 1:
  WELCOME TO BELHAIM
  CHAPTER 2:
  THE WIZARD’S ESTATE
  CHAPTER 3:
  DRAGONSLAYERS
  APPENDIX 1:
  BELHAIM
  APPENDIX 2:
  NEW MONSTERS
  63
  
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  Pathfinder Module: The Dragon’s Demand © 2013, Paizo Publishing, LLC; Author: Mike Shel.
  OPEN GAME LICENSE VERSION 1.0A
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  THE INNER SEA WORLD 
  GUIDE
  Don’t get lost on the way to the 
  lair! Check out the Inner Sea 
  World Guide for more adventures!
  DRAGONS UNLEASHED
  Looking to slay even more 
  dragons? This 64-page book 
  contains details on 14 draconic 
  foes to fight and lairs to loot!
  DRAGONSLAYER’S 
  HANDBOOK
  Only fools challenge a dragon 
  unprepared. Learn how to face a 
  dragon and survive!
  THE DRAGON’S DEMAND 
  CAMPAIGN CARDS
  Enhance your game with item cards, 
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  for The Dragon’s Demand!
  SLAY THE DRAGON!
  SLAY THE DRAGON!
  
  F2
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  Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural 
  community just off the beaten path, a settlement where everyone knows everyone and 
  strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by 
  the sudden collapse of the last standing tower of its founder’s castle, things quickly 
  bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the 
  sinister secret behind the strange sounds of flapping wings in the night? And what’s 
  happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? 
  The collapsed tower had long been an eyesore to the cantankerous old man—could 
  he have had something to do with its destruction? And what of the rumors of strange 
  stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemisis returned?
    The Dragon’s Demand is a deluxe super-adventure for 1st-level characters, and 
  includes 64 action-packed pages of adventure and new monsters, plus a 
  beautiful double-sided, full-color poster map of the town of Belhaim 
  and an important miniatures-scale battleground! Players can expect to 
  reach 7th level by the time they complete this epic adventure—if they 
  manage to survive the wrath of a dragon when his demands aren’t met!
  Dragonslayers Wanted!
  Printed in China PZO9542
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/The Dragons Demand.pdf