TEXT: Temple-City of Orcus, Part 1
  — The Tower of Weeping Sores —
  By Greg A. Vaughan
  ST4
  Frog God 
  Games
  An exciting mega-adventure 
  brought to you by Bill Webb of   
  Necromancer Games.
  
  2
  Author
  Greg A. Vaughan
  Developers
  Bill Webb and Greg A. Vaughan
  Producer
  Bill Webb
  Editor
  Bill Webb
  Pathfinder Roleplaying Game Conversion
  Greg A. Vaughan, Skeeter Green,  
  and Charles A. Wright
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Cartography
  Robert Altbauer
  Interior Art
  James Keegan, John Cadice,  
  Brian LeBlanc, Patrick McEvoy,  
  Nate Pride, Tyler Walpole
  Playtesters
  Ted Albert, Jason Chance, Matt Culver, 
  Liz Ellison, Phil Ellison, Kevin Haley, 
  James Larrison, Ryan Lerch, Joe Lessert, 
  Lisa Lessert, “Tall James” Sinclair, Kyle 
  Vasquez, Brent Vaughan, and “New Kevin” 
  Wright.
  Special Thanks
  Thanks to my playtesters for putting up 
  with years of abuse, to Bill and Clark  
  for creating Necromancer Games and  
  preserving the First Edition feel, Bill for 
  creating Frog God Games as a vehicle for 
  this to make it into print, and most of all to 
  all the rabid, loyal fans out there who have 
  been clamoring for this adventure for six 
  years and without whom this wouldn’t have 
  been possible.
  Credits
  Frog  
  God 
  Games
  Where you 
  can be the 
  frog . . .  
  not the flies
  ©2010 Bill Webb and Greg Vaughan, Frog God Games. All rights reserved. All rights
  reserved. Reproduction without the written permission of the publisher is expressly forbid-
  den. Frog God Games, Frog God Games. and the Frog God Games logo, Slumbering Tsar: 
  The Temple-City of Orcus is a trademark of Frog God Games. All rights reserved. All char-
  acters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a challenge to 
  the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
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  mation on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
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  compatibility license.
  
  3
  Introduction, p. 5
  Chapter 1: The Black Gates of Tsar, p. 8
  Chapter 2: Kirsha Durgaut, p. 16
  Monster Appendix, p. 41
  Magic Item Appendix, p. 43
  Legal Appendix, p. 44
  Map Appendix, p. 45 
  Table of Contents
  
  4
  Through the haze of the reeking pits rises a black, evil-looking fortress.  It squats over 
  the gates of the city like a demonic claw bursting forth from the earth to clutch at the 
  hated light above.  Endless spikes protrude from its outer face, many bent and broken by 
  the machines of war, but many more still dangling the skeletal remains of those whose ill-
  fated attempts to breach their heights failed gruesomely.  The ground before the walls is 
  a pock-marked waste of craters and pits, some still steaming with vile gases and strange 
  miasmas.  And rising above it all, like a cyclopean spike driven into the heart of the for-
  tress, stands a tower of scarred stone and scabrous motif — a house of untold horrors 
  and unguessed tragedies.  Rising above the fortress of Kirash Durgaut and the Black 
  Gates of Tsar stands the Tower of Weeping Sores.
  Slumbering Tsar: Temple-City of Orcus, Part 1 –  
  The Tower of Weeping Sores
  By Greg A. Vaughan
  
  5
  Welcome to Slumbering Tsar: Temple-City of Orcus, second in 
  the three-part Slumbering Tsar Saga adventure series by Frog God 
  Games. If you are running this adventure, then it is likely that your 
  players have already experienced the rigors of Slumbering Tsar: The 
  Desolation wherein they were tested by the travails of the wastelands 
  surrounding the temple-city of Tsar. If they ran through that 
  adventure, then they should be around 11th level and have probably 
  had the opportunity to create replacement characters or adopt one of 
  the many NPCs available in that adventure as their own to carry on in 
  the footsteps of one of the Desolation’s many casualties. 
  Slumbering Tsar: Temple-City of Orcus consists of five parts: 
  Part 1—The Tower of Weeping Sores, Part 2—The Lower City, 
  Part 3—The Harrow Lanes, Part 4—The Crooked Tower, and Part 
  5—Foundations of Infamy. While players may be looking for a breather 
  from the constant dangers of the wastes, they will find no such respite 
  here. If anything, the dangers within the ruined city are worse than 
  those that that lurked without its dark walls. This adventure is designed 
  for four to six 11th-level characters. By the end of this adventure, when 
  the characters are ready to complete the saga in Slumbering Tsar: The 
  Hidden Citadel, they should be about 16th level. As with the previous 
  adventure, a good mix of character classes is recommended, but in 
  the spirit of 1st Edition feel, combat abilities are crucial. Also like the 
  prior adventure, this one is exceedingly dangerous—characters will 
  die! There are opportunities to recover lost characters and some NPCs 
  are available to serve as potential replacement PCs, but be forewarned 
  that if players are loath to lose their favorite PCs they may want to roll 
  up new characters for this adventure series.
  More than just adventures, this series is a mini-campaign that can 
  take your players’ mid-level characters far on their careers, provided 
  they survive. Each adventure is playable as a stand-alone module, but 
  to truly reap all of the rewards and grasp the fullness of the threat at 
  hand, they work best as a complete series. The adventures are set in 
  and around the environs of the ruined temple-city of Orcus known as 
  Tsar, where a great battle was fought between the disciples of Orcus 
  and the forces of Good. The first adventure encompassed a settlement 
  known as The Camp, which the party likely used as its base camp 
  during their explorations in and around the Desolation, a vast field 
  of death and destruction left by the long-ago war.  The second part 
  of the adventure covers the abandoned ruins of the great temple-city 
  itself—not quite as abandoned as rumor would have one believe. 
  Here the party must explore the various nooks and crannies of the 
  city to find the pieces necessary to assemble a magical pentagram 
  needed to summon the great Citadel of Orcus that has been ripped 
  from its place in reality and set adrift across the planes. Only when 
  the citadel has been recalled to its home plane can the party venture 
  into the third part of the series exploring the massive Citadel of Orcus 
  and finally the hidden Caverns of the Barrier deep beneath, wherein 
  a great secret, carefully guarded by Orcus for millennia, waits to be 
  discovered before it is too late. Each of these adventures is like the 
  layers of an onion that the party peels back as they progress in their 
  exploration until, finally, they reach the ultimate goal of their quest 
  and discover the sinister and true purpose and history of this ancient 
  redoubt of vile wickedness.
  While set in a generic world, these adventure do draw on background 
  and information presented in the Rappan Athuk—The Dungeon of 
  Graves series by Necromancer Games. Those adventures are not 
  necessary to run this adventure or any in the series. If you would like 
  to remove this adventure to your own campaign world entirely, you 
  can do so with little effort by ignoring the fate of Orcus’s followers 
  and the pursuing Army of Light following the Battle of Tsar or 
  tailoring it to fit the history of your own setting.
  Introduction
  
  6
  Adventure Background
  Tsar the Evil, Temple-City of Orcus, the Black Gates of the Pit: 
  all this and more has this vast center of evil been aptly named. 
  However, known to few is the original name of this bastion of 
  wickedness—St. Harul’s Hold, shrine of a sainted patriarch of 
  the churches of both Thyr and Muir. Who this important religious 
  figure was and what his relevance may have been has been lost to 
  obscurity, but it was he who first broke ground for a small fortified 
  chapel on this out-of-the-way plot of ground. In the ages since, 
  memory of these humble beginnings was lost to mortal man, and 
  over time the name of the hold’s name was shortened to just St. 
  Harul’s.
  A thousand years ago agents of Orcus began infiltrating the order 
  at St. Harul’s and the small settlement that had sprung up around it, 
  appearing first as mendicant monks seeking freedom from religious 
  persecution. Why they chose to corrupt this obscure shrine none 
  would know, but because of its obscurity no one suspected the foul 
  influence slowly growing in the community. Subtly the corruption 
  took hold first as town leaders — secretly in league with Orcus — 
  increased trade to the city and began the establishment and upkeep 
  of a north-south trade road. Then as the town prospered and grew in 
  wealth from the plans of these leaders, the agents of Orcus gained 
  greater political power and influence in the development of the hold 
  and the shrine. These corrupt leaders were able to use their pull 
  to get their own petitioners accepted as acolytes of the shrine to 
  slowly and systematically continue their corruption from within. 
  Within decades the last true clerics of Thyr and Muir had packed up 
  and left St. Harul’s (now shortened to Tsarul’s or just Tsar among 
  the citizenry) leaving it in the hands of politically powerful clerics 
  who had no true faith in those benign deities. Some, in fact, truly 
  worshipped Orcus in secret.
  Within a century the small shrine and settlement had grown 
  into a full temple-city dedicated to the vile demon prince. Led by 
  the terrible Grand Cornu, highest disciple of Orcus on the mortal 
  planes, and now called simply Tsar (for which the goodly churches 
  were duly thankful, fearing the shame that would have been theirs 
  had the name of one of their saints been used in conjunction with 
  such a festering boil of evil), this fortified city placed a stranglehold 
  on the lucrative trade between the great southern kingdom and the 
  exotic northern lands. The city grew fat and rich on its prohibitive 
  tariffs.  Men and creatures of evil mien came from all over, 
  attracted to this growing center of organized Orcus worship in the 
  world. A road was cut through the nonhuman tribal lands to the 
  east bringing those brutal humanoids into the fold, and a port city 
  was established at the distant eastern coast to further expand Tsar’s 
  sphere of influence.
  Finally several centuries ago the churches of Good could 
  stand this affront no longer. The churches of Thyr and Muir, 
  somewhat diminished from their heyday but still powerful at that 
  time, gathered a delegation of other good and neutral faiths and 
  approached Graeltor, the last overking to rule over the united 
  southern kingdoms. At the behest of these religious leaders, 
  Overking Graeltor proclaimed a grand crusade of all faiths and 
  peoples to once and for all remove the blot that was Tsar from the 
  face of the land. The intellects of the time reckoned that if they 
  could confront all of Orcus’s followers concentrated in one place 
  in the defense of Tsar, they could forever eradicate the influence 
  of the demon lord from the world.
  At the head of this great crusade Overking Graeltor placed his 
  most trusted advisor, the archmage Zelkor. A combined force of 
  different races, ethos, and even planes swept through the temple-
  city’s outer defense posts. Then this Army of Light gathered out 
  on the Plain of Tsar for a horrific year-long siege that resulted in 
  the creation of an ecological wasteland that became known as the 
  Desolation. Full details on this massive military campaign can be 
  found in Slumbering Tsar: The Desolation. 
  After a year of exhaustive battle where it seemed the Army of 
  Light grew no closer to victory, the tide of war suddenly changed. 
  In a single night the precincts of the city emptied of defenders. This 
  was accomplished by powerful magic unleashed by the reigning 
  Grand Cornu of Orcus himself in conjunction with his entire 
  hierarchy of priests. A dimensional gate was opened within the 
  city through which the entire populace of the city marched only to 
  reappear several miles to the south beyond the encircling Army of 
  Light. The exertion necessary for this harnessing of magic drained 
  the very life from the Grand Cornu but enabled his entire force to 
  escape the siege intact.
  The Army of Light quickly scrambled to pursue the fleeing 
  disciples of Orcus. Suspicious of some sort of ploy, Zelkor left a 
  company of veteran knights under the command of the paladin-
  lord, Bishu, to enter and secure the abandoned city. Then Zelkor 
  led his crusader army in pursuit of the fleeing army of Orcus. 
  Both armies disappeared into the distant Forest of Hope far to the 
  south, and neither ever emerged. It wasn’t until centuries later that 
  adventurers discovered the Dungeon of Graves and the ultimate 
  fate of the Army Light, seemingly led into a trap and destroyed to 
  a man.
  Bishu and his knights likewise followed their last orders and 
  thundered through the now-open Black Gates of Tsar. Meeting no 
  organized resistance they swept up through the terraces of the city 
  to the Plateau of the Demon Prince where they entered the very 
  Citadel of Orcus. Not long after that, the entire citadel disappeared 
  from the city, ripped from the mortal plane by powerful magic set 
  to activate at a preordained time, taking the knights inside with it. 
  Decades later when a single knight did emerge somehow from the 
  lost citadel he rode his broken nag out into the Desolation, which he 
  continued to roam and haunt until the present day (See “Martimus 
  the Lost” in Slumbering Tsar: The Desolation).
  Now the city remains empty save for the scavengers and creatures 
  that have wandered in over the years to lair among the crumbling 
  buildings and broken streets. Occasionally even these new denizens 
  run afoul of ancient guardians left behind by the disciples of Orcus 
  that continue to follow their last orders in defense of the temple-
  city. What defenses could still remain among the desolate ruins? 
  Why did the seemingly victorious followers of Orcus never return 
  to reclaim their sacred city? Why did the Citadel of Orcus suddenly 
  disappear after the city and been abandoned, and what other latent 
  magic may remain waiting some preordained time to unleash its 
  insidious influence? All of these secrets lie sleeping within the 
  Temple-City of Orcus.
  Adventure Summary
  The adventure begins as the party has won through the 
  dangers of the Desolation to the very doorstep of the city. 
  There are several ways for the party to enter the city, including 
  the Black Gates themselves. However the party enters they 
  find themselves exploring the various locations existing in 
  the city as they head up the city’s terraces towards the Citadel 
  of Orcus, which seems to be missing. Through clues found 
  in the city or perhaps hints whispered by a familiar midnight 
  peddler, the party learns that the citadel has been hidden in a 
  reality beyond this one. To bring the citadel back to this plane 
  they must recover the Nine Disciples — small statuettes lost 
  in the city — and erect them in a pentagram on the Plateau of 
  the Demon Prince.
  The quest for the Nine Disciples leads the party into all 
  corners of the city as they search for the missing idols. In the 
  process the party encounters numerous side quests and events. 
  They also learn of the alignment-warping effects of spending 
  the night in the cursed city, which possibly sends them back 
  out into the Desolation for a cure to such corruption said to 
  be found there. Finally, with the Nine Disciples assembled 
  on the plateau, the adventure ends with the party able to call 
  the Citadel of Orcus back to this plane and gain entrance. 
  That portion is covered in the final adventure in the series, 
  Slumbering Tsar: The Hidden Citadel.
  introduction
  
  7
  Adventure Hooks
  The primary hook for this adventure is completion of the previous 
  adventure in the series, Slumbering Tsar: The Desolation However, 
  if you have not played that adventure, some of the adventure hooks 
  from it have been included here to serve as a platform for launching 
  this adventure.
  To Boldly Go: 
  1. 
  The Desolation is a largely ignored and 
  unexplored wasteland where two massive armies virtually 
  smashed themselves to pieces. Those who have braved its 
  depths have hurriedly passed through, studiously ignoring 
  the battleground around them and the ruined city it 
  surrounds. Surely something of value remains to be gleaned 
  from such a cataclysmic conflict of old. In this instance, the 
  party, having gained enough power to attempt it, can be one 
  of the few to have ever tried plumbing the great unknown 
  that is Tsar and the Desolation surrounding it. Most have 
  deemed the city too dangerous or devoid of anything of 
  value, but there are always legends of some great treasure 
  that must have been forgotten there somewhere. Perhaps 
  the party just wants to be the first to have successfully 
  braved the ruined city and lived to tell of it.
  Trail Blazers:  
  2. 
  A party of this level has many connections 
  gained over their career. One of these, a merchant-lord and 
  sometimes patron of their expeditions, has his eye on the 
  lucrative trade of the distant north. There are fortunes to 
  be made but the risks and expense are too great to make 
  caravans through the Desolation worthwhile; great dangers 
  stem from the ruins of the evil city. However, if a party 
  of proven adventurers could tame the area and open a 
  safe trade route, a monopoly on the new route could be 
  established and fortunes made by all. Maybe he wants 
  someone to clear the monsters out of Tsar altogether and 
  establish a stronghold there to guard the trade route from 
  bandit incursions. Either way such an endeavor has never 
  been successfully accomplished, but if the right group 
  could be persuaded to undertake the task…
  Land Grant:
  3. 
    Rewards come in many forms to parties 
  of successful adventurers, not always just heaps of gold 
  and magic items. For the successful completion of a recent 
  mission a king has bestowed upon a member of the party 
  noble title and grant to land at the farthest flung reaches 
  of his holdings. The land just so happens to be the long-
  unclaimed city of Tsar. The party must come to Tsar to 
  try to tame and refortify the ruins in order to establish 
  their fiefdom. A variation on this theme is that a newly 
  ennobled baron has just received such a grant and needs 
  to hire a party of adventurers to reclaim his lands for him. 
  Perhaps minor titles and land grants await them if they are 
  successful.
  Sleepless Knights:
  4. 
    A cleric of Muir has located in the 
  temple archives a set of orders issued by Zelkor during the 
  Battle of Tsar that somehow survived and were transported 
  back to civilized lands. These orders detail the assignment 
  of the paladin-lord Bishu and his company, adherents to 
  the faith of Muir, to hold the city of Tsar and await relief 
  from the Army of Light. Lord Bishu was always thought 
  lost in the Dungeon of Graves like the rest of the Army of 
  Light. The fact that he never returned and the possibility 
  that he or some of his command may have survived for 
  some time at Tsar, holding to their duty, has ignited the 
  church hierarchy. What did Bishu accomplish during his 
  time in the city? Do his bones — surely now sacred relics 
  of the church — still rest there awaiting repatriation? Could 
  he or any of his knights somehow by the grace of the gods 
  have survived all the intervening span of years and man 
  their posts still awaiting relief? The church cannot afford 
  to send any of its own on a possibly foolhardy mission into 
  unknown danger with only a small hope of success, but 
  adventuring parties are often to known to undertake such 
  assignments.
  Sinister Secrets:
  5. 
    Zelkor was not the only one suspicious 
  of the disciples’ sudden withdraw from the city after the 
  Battle of Tsar. The record of that event is well-known and 
  has been pondered by many since that day. Was it all just 
  to trap and destroy the Army of Light at Rappan Athuk? If 
  so why not reoccupy Tsar, a vast and defensible temple-
  city along a lucrative trade route, instead of settling for a 
  dingy hole in the ground in some far-flung forest. Could 
  the entire withdrawal and debacle in the Forest of Hope 
  have been a ruse within a ruse to draw attention away 
  from seemingly abandoned Tsar for some other, altogether 
  unguessed reason? Questions such as these and more have 
  been on the minds of the patriarchs of the temples of Thyr 
  and Muir for some time. Now they wish to send in a small 
  group to infiltrate the unplumbed ruins and discover what 
  sinister secret may have been kept so well for so long. This 
  hook works well with parties of a noble or holy content. It 
  could also be used in conjunction with Adventure Hook 5 
  above.
  GM Notes
  This module, and in fact the entire series, is designed to provide 
  the players with great freedom in where they go and what they do. 
  Familiarize yourself with the entire adventure including the NPCs and 
  their motivations. These NPCs and the many clues and encounters 
  can guide the players in what directions they might go, but allow 
  them to make their own choices. Don’t be afraid to let foolish players 
  suffer for poor decisions if they get in over their heads, but if innocent 
  mistakes or unlucky rolls are to blame you might allow a well-played 
  party the opportunity to withdraw from overwhelming encounters (if 
  they are wise enough to do so).
  As the party progresses through the various encounter areas, allow 
  them to add experience points and level up, if applicable, whenever 
  they stop to camp or rest for any significant period of time. A good 
  way to adjudicate this is to allow let them add their experience points 
  to their characters any time they stop long enough for the spellcasters 
  to regain their spells. The adventure is designed to bring a party of 
  six 11th-level characters up to 16th level by the end. Parties of four 
  characters can reach as high as 17th or 18th level. Allow them to do 
  so. The encounters in the adventure can be played in any order the 
  characters see fit even if they come face to face with opponents who 
  are too powerful for them. As mentioned, characters are likely to die, 
  and opportunities to recover those characters or introduce replacement 
  characters have been written into the adventure. Regardless of 
  the order that the encounters are run, the Nine Disciples must be 
  assembled on the Plateau of the Demon Prince in order for the party 
  to gain entrance to the Citadel of Orcus covered in Slumbering Tsar: 
  The Hidden Citadel.
  In addition, it should be noted that due to the serial release of this 
  adventure in sections, not all of the information necessary to run a 
  complete campaign may be present in a single chapter.  For instance, 
  Part 1—The Tower of Weeping Sores covers the walls, gates, and 
  gate fortress that guard entry into the city, they do not describe 
  what lies beyond those entrances.  Furthermore, the Pall over Tsar 
  (as described in Part 2—The Lower City) affects the gates and gate 
  fortress as well but is not repeated herein.  As a result, it is better 
  to have most or all of a given adventure’s parts before running it to 
  ensure that some vital information is not being missed.
  introduction
  
  8
  Rising like a ruptured boil from the bleak terrain of the Desolation 
  stand the Black Gates of Tsar. Countless prisoners being dragged in 
  chains and opposing generals marshalling their besieging armies have 
  looked on these massive portals and despaired. They seem to defy all 
  who seek to enter unbidden and promise no escape for those brought 
  in against their will. Rising from the center of the Black Gates is the 
  great fortress of Kirash Durgaut and its Tower of Weeping Sores. 
  Sweeping out to either side of the gates are the seemingly endless 
  gray walls of the city festooned with formidable towers as they rise 
  back towards the mountain face.
  There are no random encounters for the gates and walls 
  themselves other than those included in the original encounter areas 
  themselves. Any encounters inside the walls should be rolled on 
  the random encounter tables in the chapters describing The Grunge 
  and The Dread Swamp (see Part 2—The Lower City). Any random 
  encounters occurring outside the walls should be rolled on the 
  table provided for the Desolation in Chapter 3 (see Part 2—The 
  Lower City). The encounter areas of The Black Gates of Tsar 
  begin with a “B” and are followed by a numeral designating the 
  specific encounter. Different areas in the encounters are designated 
  by a hyphenated number following the “B” and the numeral. For 
  example the Iron Tower is identified as B2-3.
  Note: Due to the extensive size of the fortress Kirash Durgaut, it is 
  not described in depth in this chapter. Details of this fortress and its 
  dread tower can be found in Chapter 2: Kirash Durgaut.
  B1. Kirash Durgaut  
  And The Tower 
  Of Weeping Sores
  This massive citadel stands like a breakwater between the Black 
  Gates, allowing opposing armies to smash themselves like waves 
  against its battle-scarred walls. See Chapter 2 for details of this 
  area.
  Chapter 1:  
  The Black Gates of Tsar
  Throughout the Black Gates and Kirash Durgaut 
  are references to bonemen, meatmen, and sandmen. 
  These are all types of an undead creature known as 
  siege undead. Siege undead first appeared in Creature 
  Collection II: Dark Menagerie by Sword and Sorcery 
  Studio, but information on them is repeated here for your 
  convenience.
  “Siege undead” is a collective term for three different 
  types of undead creatures that may be crafted from a 
  single corpse. The formula for doing this was hit upon by 
  a mysterious individual found living among the dregs of 
  the city in its Grunge quarter (see Part 2—The Lower City 
  for more details) during the latter stages of the Battle of 
  Tsar. By then the casualty count was becoming so high that 
  there were insufficient able bodies to continue defending 
  the city effectively and even those reanimated as undead 
  soldiers did not number enough to meet the needs of the 
  war. In order to maximize the value of each dead soldier 
  who was raised to fight again for the city, the unique 
  methodology for fashioning three undead soldiers from a 
  single cadaver was developed. Thus from the application 
  of this magical formula on a single corpse, each of the 
  following three types of undead was created:
  Boneman: Often mistaken for a normal skeleton, a 
  boneman is held together by nails, rivets, and bits of wire. 
  To create a boneman, a cadaver’s entire skeleton was 
  carefully removed and any cartilaginous or soft-tissue 
  attachments strengthened or replaced with the wire and 
  nails. Though fast, they are fairly jerky and uncoordinated. 
  However, unlike the other siege undead forms, the brain 
  of the cadaver remains within the boneman giving it a 
  rudimentary intelligence and placing it in positions of 
  authority over the other siege undead types.
  Meatman: The creation of a meatman requires a 
  cadaver’s skin to be peeled off and the entire skeleton to 
  be removed as carefully as possible to avoid damaging the 
  underlying muscle tissues. The bones are then replaced 
  with wooden rods or metal bars, and the muscles are sewn 
  back up. Because of the lack of delicate bone structures 
  such as hands, weapons are affixed directly to the rods at 
  the ends of the creature’s arms. In concealing clothing or 
  armor, at a distance a meatman can be mistaken for a man 
  holding a blade, but at a closer range, the stench of rotten 
  meat is a dead giveaway.
  Sandman: When the skin has been peeled from the 
  cadaver for the creation of a boneman and a meatman, if this 
  covering remains fairly intact it too can serve in the creation 
  of an undead soldier. First it is carefully sewn back up, and 
  then its orifices are likewise sealed shut with tar and wax, 
  save for the mouth. Through this orifice, the entire thing 
  is then filled with a mixture of wet sand and small stones, 
  before the mouth, too, is sealed shut. The small stones tend 
  to collect in and around lacerations in the skin, preventing 
  the escape of too much sand. The result is a bulky undead 
  creature that is slow and lumbering but extremely tough.
  A Word About Siege Undead
  
  B2. The Black Gates
  The actual Black Gates consist of far more than the portals 
  themselves. They comprise the entire bailey and surrounding fortress 
  structures combined to form a terrible death trap for enemy forces 
  that should actually happen to break through the outer gates and enter 
  a bailey where archers and javelin throwers line the walls. Standing 
  in the midst of this parade ground is the formidable Iron Tower 
  providing additional firepower to rain down upon enemies trapped 
  within the bailey. The inner gates allow eventual access to the city 
  for those powerful or fortunate enough to break through. Anchoring 
  this entire complex is the forbidding Kirash Durgaut.
  B2-1.  Outer Gates (CR 9)
  These gates flank the bulk of the fortress of Kirash Durgaut. 
  The walkways are 40 feet above the ground and 20 feet wide with 
  crenellation along the inside and outside edges. The walkways 
  connect between Kirash Durgaut and the curtain fortresses. The 
  gates themselves are 8 feet thick and enchanted for strength. When 
  the city was abandoned, Lord Bishu and his knights found the north 
  gate open, allowing access to the city. That gate still stands open 
  wide enough for two riders to pass through abreast. The south gate 
  remains closed and barred. Six massive steel bars run along the 
  inside of each gate and can only be raised with winch mechanisms 
  set into the inside face of the walls, further reinforcing them. Four 
  huge adamantine chains have been attached to the insides of the gates 
  by massive bolts. Opening the gates required four stone giant slaves 
  tugging these chains simultaneously.
  Creatures: Atop each of these walkways crouch 15 sandmen. 
  They do not move to engage unless attacked or until someone actually 
  enters the bailey (Area B2-2). They then rise from their positions of 
  cover and rain broken stones that have been piled along the inside 
  merlons. These have only a range increment of 10 feet out from the 
  wall but inflict +4 damage as they gain momentum from their 40-foot 
  drop. The siege undead have cover against those on the ground.
  SIEGE UNDEAD, SANDMAN ROCKHURLERS (15) 
  CR 2
  XP 600
  Creature Collection II: Dark Menagerie 153
  NE Medium undead
  Init –3; Senses darkvision 60 ft.; Perception +0
  AC 10, touch 7, flat-footed 10 (–3 Dex, +3 natural)
  hp 27 (5d8 plus 5)
  Fort +1; Ref –2; Will +4
  Defensive Abilities channel resistance +2; Immune bludgeoning 
  and piercing weapons, undead traits
  Speed 20 ft.
  Melee 2 slams +6 (1d8+3)
  Ranged rock +1 (2d8+4 [+8 from rooftop])
  Special Attacks blinding, rock throwing (10 ft.)
  Str 16, Dex 5, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +6; CMD 13
  Feats ToughnessB
  Blinding (Ex) When a sandman is struck by a slashing or piercing 
  weapon, it sprays a line of sand out of the wound in the direction of 
  the enemy that struck it to a distance of 10 feet. Anyone within that 
  line of sand must make a DC 15 Reflex save or be blinded for 1d4 
  9
  Chapter 1: The Black Gates of Tsar
  Massive portals of black-stained, heavily scarred wood 
  rise 30 feet, banded with adamantine, pitted with age, but still 
  strong. The huge hinges of these gates are protected — nested 
  in the stone of the surrounding wall. Above these gates are 
  shallow arches blocked by vertical iron bars. Above this are 
  the crenellations of the stone wall walks.
  
  10
  rounds.  The save DC is Strength-based.
  Rock Throwing (Ex) The sandman rockhurler is an accomplished 
  rock thrower, gaining a +1 racial bonus on attack rolls with a thrown 
  rock. The range increment is 10 feet, but do not count the vertical 
  drop of the rock from a battlement or rooftop as part of the range 
  increment up to a distance of 50 feet. Add +1 damage for each vertical 
  10 feet that the rock falls when thrown as it picks up speed.
  Adamantine-Banded Wooden Gates: 8 ft. thick; Hardness 10; hp 
  2,000; Break DC 75; Drag wt. to open (if unbarred or broken) 40,000 
  lb.
  B2-2. Bailey (CR 12 or 18)
  Creatures: The hard-packed earth of this bailey hides a hideous 
  defense force merely waiting for intruders to penetrate this area 
  before rising in explosions of dried earth to attack. Buried throughout 
  the yard are total of 50 bonemen. Their attack is joined by the siege 
  undead atop the curtain fortresses (Area B2-4), outer gates (Area 
  B2-1), and the rear battlement (Area B2-5), as well as the marrow 
  knights and siege undead from the inner gates (Area B2-6) and the 
  attacks of the Dokkalfoer from the Iron Tower (Area B2-3). This 
  combined force if encountered simultaneously raises the area’s CR 
  to 18.
  SIEGE UNDEAD, BONEMEN (50) 
  CR 1
  XP 400
  Creature Collection II: Dark Menagerie 151
  NE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +4
   
  AC 17, touch 10, flat-footed 17 (+3 armor, +2 natural, +2 shield)
  hp 13 (2d8+4)
  Fort +2; Ref +0; Will +3
  Defensive Abilities channel resistance +2, half damage slashing 
  and piercing; Immune cold, undead traits
   
  Speed 40 ft.
  Melee longsword +2 (1d8+2/19–20) or 2 claws +2 (1d6+2)
   
  Str 14, Dex 11, Con —, Int 5, Wis 10, Cha 14
  Base Atk +0; CMB +2; CMD 12
  Feats Improved Initiative
  Skills Climb +3, Perception +4
  Languages Common (cannot speak)
  Gear studded leather armor, heavy wooden shield, longsword
  B2-3. The Iron Tower (CR 15)
  Riveted plates of rusty iron compose the shell of this 80-foot tower. 
  Its interior is a single spiral stair rising through the tower’s center to 
  an octagonal room at its peak. Arrow slits look out from each face 
  of this top chamber. Etched into the 15-foot-high iron ceiling of this 
  top chamber is a huge face with large, blank eyes and pronounced 
  cheekbones. There are no entrances in the tower’s exterior, though 
  a trapdoor at the base of the spiral stair leads to a tunnel running 20 
  feet below the surface of the bailey to the southern curtain fortress 
  (area B2-4).
  Creature: This tower is unoccupied save for a strange inhabiting 
  presence known as the Dokkalfoer. The face etched into the ceiling 
  of the top chamber of the tower is the focus of this unusual creature, 
  though its body is actually the entire iron tower, which it animates 
  to some extent. The Dokkalfoer uses its illusory powers to send a 
  hail of arrow fire down on intruders in the bailey (Area B2-2).The 
  damage these inflict seems real unless PCs manage to penetrate the 
  interior of the tower to see the face in the upper room and there the 
  truth about the absence of archers. Then a DC 32 Will save (with 
  +15 circumstance bonus) is allowed by those PCs that witness this 
  to disbelieve any damage sustained from these attacks. If the tower 
  or the Dokkalfoer’s focus is destroyed, then any illusory damage 
  automatically disappears.
  DOKKALFOER 
  CR 15
  XP 51,200
  hp 288  (See Monster Appendix)
  Iron Tower Walls: 1 ft. thick; Hardness 10; hp 270 per 10-ft.-by-
  10-ft. section; Break DC 60.
  B2-4. Curtain Fortresses (CR 11)
  These long fortresses extend from tall, square towers at 
  their western end, which anchor the inner gates to towers at  
  their eastern end that anchor the outer gates and from which 
  walkways connect to Kirash Durgaut. A slender, central tower  
  in each of these fortresses marks the junction where they  
  connect with the city walls (see Area B5). The battlements 
  running along the top of these fortresses are 40 feet above  
  the bailey and the walls beneath are solid stone built upon an 
  earthen core. 
  The western towers are each 50 feet high with a clay tile roof. 
  The bases of these towers are also solid stone and earth. An outer 
  stair climbs 40 feet along the wall of these towers ending at 
  barred wooden doors. Within is a level of guard rooms, armories, 
  mess halls and barracks — all now abandoned. Another heavy 
  door opens out onto the battlement of the fortress. The central 
  towers are a single floor of strong rooms atop the battlement. 
  Heavy doors exit onto the battlements to the east and west, and 
  another leads to a stair that descends to the city walls. A central 
  room in each of these towers has a spiral stair leading to a guard 
  house atop the tower roof which is likewise surrounded by a 
  battlement. 
  The southern of these towers has a secret door in the floor (DC 
  20 Perception check to find) that hides a spiral stair leading down 
  into the ground and eventually to a tunnel traveling beneath the 
  bailey that connects the fortress to the Iron Tower (Area B2-3). 
  The eastern towers have a single heavy wooden door opening 
  onto the battlement of the fortress, and another opening onto the 
  wall walks that pass over the outer gates. They too consist of a 
  single floor of guard rooms and storage areas — now long empty 
  — covered with a clay tile roof. These roofs of the easternmost 
  towers are smashed through and broken in many places from 
  the bombardments by siege engines in the long-ago war, though 
  they are still structurally intact. 
  Creatures: The stench of death hovers over the roofs of these 
  fortresses. Sprawled upon the battlement roofs of each are 24 
  meatman archers. They lie still, awaiting intruders in the bailey 
  below or until they themselves are approached or attacked. If 
  intruders enter the bailey below, they rise and begin to fire the 
  bows that have been attached to their arms in place of hands. 
  The creatures’ own sinews serve as strings for the bows and each 
  wears two quivers holding 40 arrows altogether.
  Chapter 1: The Black Gates of Tsar
  A wide parade ground occupies the area sandwiched be-
  tween the gate fortresses. Lanes formed by the massive central 
  fortress of the gate complex feed into this area from the outer 
  gates. Smaller inner gates lead north and south into the city 
  proper. Battlements line the roofs of the fortresses overlook-
  ing this bailey, and standing in the center of the this field like 
  a cyclopean needle is a tall tower composed of riveted iron 
  plates coated with a patina of red rust. Narrow arrow slits look 
  down from this strange tower in all directions, and it has no 
  visible entrance.
  
  11
  SIEGE UNDEAD, MEATMAN ARCHERS (24) 
  CR 2
  XP 600
  Creature Collection II: Dark Menagerie 152
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  Aura frightful presence (30 ft., DC 12)
   
  AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
  hp 22 (4d8 plus 4)
  Fort +1; Ref +1; Will +4
  Defensive Abilities channel resistance +2; Immune undead traits
   
  Speed 30 ft.
  Ranged mwk composite longbow [+5 Str] +5 (1d8+5/x3)
   
  Str 20, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +8; CMD 18
  Feats Weapon Focus (composite longbow)B
  Gear studded leather armor, masterwork composite longbow [+5 
  Str]—attached to arm, 40 arrows
  B2-5. Rear Battlement (CR 11)
  This battlement is nothing more than a solid curtain wall, 30 feet 
  high, with a platform overlooking the bailey below. A double stair 
  descends from the rear of the platform into the city below. On each 
  wing of this platform is a heavy winch that provides the means 
  through which a series of chains can open or close the inner gates, 
  though both currently stand open. Two creatures using the winches 
  can open or close the gates in 5 rounds.
  Creatures: Stationed upon this platform are 30 sandmen. They 
  crouch behind the platform’s battlements waiting for intruders to 
  enter the bailey below or climb atop their own position. If attacking 
  intruders in the bailey, they hurl broken rock fragments that have 
  been stacked against the battlement. These missiles have a range 
  increment of 10 feet (not including vertical distance) and gain a +4 
  damage bonus from the velocity they gain in falling 40 feet upon 
  attackers below.
  SIEGE UNDEAD, SANDMAN ROCKHURLERS (30) 
  CR 2
  XP 600
  hp 27  (See Area B2-1)
  B2-6. Inner Gates (CR 10)
  These heavy wooden gates stand 30 feet high and are opened by 
  means of winches set atop the rear battlement (Area B2-5). Both of 
  these gates currently stand open. 
  Creatures: Waiting at each of these gates around the corner from the 
  bailey, with the patience of undeath, is an attack force. Each of these 
  groups is composed of 12 meatmen led by 2 marrow knights. Marrow 
  knights resemble skeletal centaurs but are actually crafted from the 
  skeletal torso of a knight magically bonded to the body of his own steed. 
  They wait for intruders to enter the bailey or approach them from within 
  the city before they attack. If they charge against foes within the bailey, 
  sandmen at Area B2-5 immediately begin closing the inner gates behind 
  them to close their trap. The marrow knights charge immediately while 
  the meatmen rush to catch up and engage the intruders.
  SIEGE UNDEAD, MEATMEN (12) 
  CR 2
  XP 600
  Creature Collection II: Dark Menagerie 152
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  Aura frightful presence (30 ft., DC 12)
   
  AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
  hp 22 (4d8 plus 4)
  Fort +1; Ref +1; Will +4
  Defensive Abilities channel resistance +2; Immune undead traits
   
  Speed 30 ft.
  Melee 2 blades +8 (1d6+5/19–20)
  Special Attacks rend (2 blades, 2d6+7)
   
  Str 20, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +8; CMD 18
  Feats ToughnessB
  Gear studded leather armor
  MARROW KNIGHTS (2) 
  CR 5
  XP 1,600
  Creature Collection Revised 120
  NE Large undead
  Init +6; Senses darkvision 60 ft.; Perception +15
   
  AC 20, touch 10, flat-footed 20 (+8 armor, +2 natural)
  hp 90 (12d8+24 plus 12)
  Fort +6; Ref +6; Will +8
  Defensive Abilities channel resistance +4; DR 10/bludgeoning; 
  Immune undead traits
   
  Speed 60 ft.
  Melee lance +13/+8 (2d6+6/x3) and 2 hooves +7 (1d6+2) or 
  greatsword +12/+7 (3d6+6/19–20) and 2 hooves +7 (1d6+2) or 2 
  claws +12 (1d6+4) and 2 hooves +7 (1d6+2)
  Ranged longbow +10/+5 (1d8/x3)
  Space 10 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks spurs, trample (2d6+6, DC 20)
   
  Str 18, Dex 14, Con —, Int 10, Wis 10, Cha 14
  Base Atk +9; CMB +14; CMD 26 (30 vs. trip)
  Feats Improved Initiative, Mounted Combat, Ride-By Attack, 
  Spirited Charge, Toughness, Weapon Focus (lance)
  Skills Acrobatics +7, Perception +15, Stealth +10, Survival +12
  Languages Common
  Gear half-plate, lance, greatsword, longbow, 20 arrows
   
  Spurs (Ex) Bone spurs protruding from the flanks and limbs of a 
  marrow knight serve as a measure of defense against those attempting 
  grapple them in combat (including attempts to leap on its back, bite 
  attacks, or combat maneuvers that involve bodily contact) must make 
  a DC 20 Reflex save each round of potential contact or take 1d10 
  points of damage.  The save DC is Strength-based.
  Chapter 1: The Black Gates of Tsar
  
  12
  B3. Sunken Gates
  The northeastern gates to the city of Tsar guarded access for the 
  secondary road known as the Dolorous Way. These towers of black 
  stone once stood 50 feet high flanking the heavy gates between 
  them. After the fall of the city and the flooding of the city’s northern 
  sections, the foundations of the Dolorian Gate were undermined and 
  have since begun to sink. Now the formidable gates stand in a dark 
  pool of stagnant water as they slowly succumb to gravity and sink 
  ever further into the swamp.
  B3-1. Gate Pool
  Though old and battered, the rowboat is perfectly safe. It can hold up to 
  eight Medium creatures if they crowd in, and lying across its benches is a 
  pair of oars seemingly waiting to be placed in the oarlocks and put to use. 
  Despite its suspicious nature, there is nothing unusual or dangerous about 
  the boat. The water of the pool is brackish and murky with visibility of 
  only a few inches. The bottom of the pool is a slick, silty muck and drops 
  away quickly from the edge to a depth of 20 feet at the pool’s center.
  Wooden Rowboat: 2 in. thick; Hardness 5; hp 20; Break DC 25.
  B3-2. Boggy Waters (CR 11)
  Creature: The span of water between the gate posts is the demesne of 
  a living bog. This bloated creature lurks here feeding on the frogs and 
  water birds that wander through the area. It is an amorphous creature that 
  comprises the entire boggy section in between the gate towers. Some 
  sadistic denizen of the city learned of the creature’s presence and left the 
  inviting rowboat at the pool’s edge. The bog is aware of the mummies at 
  Area B2-4 but does not interfere with them since it instinctively knows that 
  they sometimes leave it diseased corpses to feed on. Anyone swimming, 
  rowing or otherwise traveling into the living bog’s area must make a DC 
  20 Survival check to notice anything out of the ordinary. It opens its attacks 
  by detonating a swamplight to try and destroy any watercraft intruders 
  may be employing and deposit them in its grasp. The bog mummies at 
  B3-4 are unaffected by these blasts since they lie beneath the water.
  LIVING BOG 
  CR 11
  XP 12,800
  Creature Collection III: Savage Bestiary 136
  N Gargantuan ooze (aquatic)
  Init –5; Senses blindsight 60 ft.; Perception –5
   
  AC 1, touch 1, flat-footed 1 (–5 Dex, –4 size)
  hp 138 (12d8+84)
  Fort +11; Ref –1; Will –1
  Immune ooze traits
   
  Speed 20 ft., swim 20 ft.
  Melee slam +16 (4d6+16 plus poison and grab)
  Space 20 ft.; Reach 15 ft.
  Special Attacks create swamplights, incendiary burst, swamp gas
   
  Str 33, Dex 1, Con 24, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +24 (+28 grapple); CMD 29 (can’t be tripped)
  Skills Swim +19
  SQ boglike
   
  Boglike (Ex) A motionless living bog so closely resembles a 
  stretch of boggy ground that a creature about to walk into one 
  must make a DC 20 Survival check to discern the difference.
  Create Swamplights (Su) At will, as a standard action, a living 
  bog can create swamplights, small hovering spheres of light 
  similar to those made by a dancing lights (caster level equals the 
  living bog’s HD).
  Incendiary Burst (Ex) Seven times per day, as a free action, 
  a living bog can cause one of its swamplights to explode. The 
  resulting 50-foot burst deals 7d6 points of fire damage to any 
  creature within the area (DC 23 Reflex, half).  The save DC is 
  Constitution-based.
  Poison (Ex) Slam—injury; save DC 23; frequency 1/round for 
  10 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. 
  The save DC is Constitution-based.
  Swamp Gas (Ex) At will, as a standard action, a living bog 
  can release a cloud of swamp gas similar in effect to a stinking 
  cloud (DC 23). Twice per day, it can make this cloud similar to a 
  cloudkill spell (DC 23). In each case, the area of the cloud is 30 
  feet radius, but it otherwise functions as the appropriate spell. 
  The save DCs are Constitution-based.
  Treasure: For anyone diving to the bottom of the pool 12 feet 
  down, a DC 18 Perception check locates a charred troll skeleton 
  half-buried in the silt. Upon one finger is a bluestone ring of 
  climbing.
  B3-3. South Tower
  Though superficially intact, this tower is actually in far worse shape 
  than the northern tower. The bottom floor of the tower is under 10 
  feet of water. The roof and every floor below have collapsed filling 
  the bottom with flooded rubble and leaving the walls of the tower as 
  a brittle, hollow shell. Anyone climbing on these walls or causing 
  structural damage (i.e. with a battering ram, explosive spells, etc.) 
  has a 35% chance each round or with each attack to cause a partial 
  collapse dealing 6d6 points of damage to anyone within 20 feet (DC 
  17 Reflex save for half).
  B3-4. Mudbars (CR 8 or 9)
  Chapter 1: The Black Gates of Tsar
  Two towers stand in the center of a swampy pool that ex-
  tends out from the city’s northernmost gate and covers more 
  than five acres of the surrounding land. Though once prob-
  ably a formidable barrier, the gates themselves are missing — 
  rusted and broken hinges bearing mute testimony to the effects 
  of decay and the ever rising water on the former portals. In 
  addition, the flooding seems to have undermined the founda-
  tions of the flanking gate towers. The southern tower still rises 
  a majestic 40 feet above the pool, but the northern tower has 
  subsided quite a bit, rising barely 20 feet above the pool, lean-
  ing slightly to the south and showing obvious signs of collapse 
  and deterioration. It looks like its ready go over at any mo-
  ment. On the eastern edge of the pool an old rowboat has been 
  pulled up and beached on the muddy, reed-grown bank.
  The rising gate towers seem to lean together menacingly 
  above the flooded gateway. Their bulky shadows block the 
  light of day and keep this opening in a perpetual boggy twi-
  light. Water lilies float on the still surface and reeds grow out 
  of the pool in clumps around the towers’ bases. Fooled by the 
  omnipresent gloom, the sounds of nocturnal frogs become 
  clearly audible the closer one gets to the gateway. Further 
  completing the picture of twilight are the fireflies or glowing 
  swamp gases that bob above this benighted pool.
  The side of the crumbling, leaning northern tower has a 
  gaping hole opening at water level just north of this position. 
  Standing silently in this shadowy, cavelike opening is a single 
  humanoid figure. At this range it is difficult to tell if it is a 
  statue or living creature just standing impossibly still.
  
  13
  Beneath the murky water at this location, large mudbars of silt have 
  formed only a foot below the surface. If the party is in a boat, unless 
  someone is taking soundings or they just happen to take the right 
  route the boat grounds on the mudbar and characters must get out 
  and make a DC 22 Str check (+2 for every 100 lb. in the boat) to 
  push it off. 
  Creatures: This is not as easy as it sounds, as 2 bog mummies lie 
  on these mudbars (one on each) and arise to attack as soon as PCs 
  intrude upon their resting place. As soon as combat begins, one of 
  the bog mummies at Area B3-5 stalks across the silt to join in the 
  fray. The bog mummies look like desiccated humans wrapped in mud 
  encrusted rags, their flesh stained almost black from long exposure 
  to the mud. Movement on the mudbar is the equivalent of a shallow 
  bog as described in the “Marsh Terrain” section in Chapter 13 of the 
  Pathfinder Roleplaying Game.
  BOG MUMMIES (2) 
  CR 6
  XP 2,400
  The Tome of Horrors Revised 42
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
   
  AC 18, touch 10, flat-footed 18 (+8 natural)
  hp 60 (8d8+16 plus 8)
  Fort +4; Ref +2; Will +8
  DR 5/—; Immune undead traits; Resist fire 10
  Weaknesses vulnerability to cold
   
  Speed 20 ft., marsh move
  Melee slam +10 (1d6+4 plus bog rot)
  Special Attacks create spawn
   
  Str 17, Dex 10, Con —, Int 6, Wis 14, Cha 15
  Base Atk +6; CMB +9; CMD 19
  Feats Improved Initiative, Skill Focus (Perception), Toughness, 
  Weapon Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
   
  Bog Rot (Su) Supernatural disease—slam; save Fort DC 16; onset 
  1 day; frequency 1 day; effect 1d6 Str, Dex, Con, or Cha (determine 
  randomly using 1d4); cure —. Creatures afflicted with bog rot do not 
  heal naturally and gain only one-half benefit from magical healing 
  until the disease is cured. Unlike normal diseases, bog rot continues 
  until the victim reaches Constitution 0 (and dies) or receives a remove 
  disease spell or similar magic. The save DC is Charisma-based.
  Create Spawn (Su) Any humanoid that dies from bog rot becomes 
  a bog mummy in 1d4 days unless a remove disease is cast (within 
  one day after death) or the creature is brought back to life (raise dead 
  is ineffective, but resurrection or true resurrection works). Spawn are 
  under the command of the bog mummy that created them and remain 
  enslaved until their death. They do not possess any of the abilities 
  they had in life.
  Despair (Su) All creatures within a 30-feet radius that see a bog 
  mummy must make a DC 16 Will save or be paralyzed with fear 
  for 1d4 rounds. Whether or not the save is successful, that creature 
  cannot be affected again by the same bog mummy’s despair ability 
  for one day. This is a paralysis and a mind-affecting fear effect. The 
  save DC is Charisma-based.
  Marsh Move (Ex) Bog mummies can move at their normal 
  movement speed through mud, marshes, and swamps with no penalty.
  B3-5. Flooded Overlook (CR 9)
  Creatures: This room serves as the resting place for 3 bog 
  mummies. Unless it has already been encountered at Area B3-4, 
  one is always standing silently at the edge of this chamber looking 
  out over the submerged mudbars. The other two slump in corners 
  of this room and attack only if the area is entered. These are all the 
  remains of members of the tower guard who fell in battle during the 
  war. Their bodies were stored in the tower’s cellar for later burial 
  and forgotten. As the swamp crept in and the tower sank, they 
  were preserved and eventually rose as mummies. After managing 
  to burrow themselves out from the bottom of the pool they began 
  using the tower as their lair.
  BOG MUMMIES (3) 
  CR 6
  XP 2,400
  hp 60  (See Area B3-4)
  B3-6. Collapsed Guard Room (CR 5)
  Chapter 1: The Black Gates of Tsar
  The outer wall of the gate tower has collapsed here leaving 
  one entire side of a room open to the swamp pool beyond. Two 
  of the room’s other walls have partially collapsed inward leav-
  ing treacherous rubble piles to support the sagging ceiling. A 
  broken and sagging door exits through the room’s one intact 
  wall. The floor of this chamber is under about an inch of water 
  almost all the way to the northern door.
  Once a guard room, the collapsing roof of the tower above 
  and walls of this chamber have fallen together to form a dome 
  of rubble that seems to be fairly stable. A narrow tunnel leads 
  out of this room to the west, and an old corridor, now caved-
  in after only a few feet, once headed east. A dried, desiccated 
  humanoid corpse, its legs pinned beneath the rubble of this 
  collapse, lies on the floor here.
  
  14
  Creature: Near the end of the battle for Tsar, an attack by a siege 
  engine caused part of this tower’s roof to cave in. A guardsman was 
  pinned in this collapse and left for dead when his comrades joined 
  the retreat from the city. Left alone and trapped, he eventually died, 
  though he did not rest easy. The guardsman now exists as a mummy. 
  He entered his current state before the flooding of the tower and thus 
  is not a bog mummy like the others found here. Though it appears, to 
  be pinned by its legs, the mummy has actually managed to tear off its 
  own legs below the knees and is quite capable of movement. It just 
  likes to lie by the rubble pile giving the appearance that it is pinned 
  to draw potential victims closer before it attacks.
  MUMMY 
  CR 5
  XP 1,600
  hp 60  (Pathfinder Roleplaying Game Bestiary “Mummy”)
  Speed 10 ft. (due to its legs being severed at the knees)
  B3-7. Hidden Entrance
  Concealed back in the shadows of the tower’s corner is an out-of-
  the-way entrance noticeable on a DC 18 Perception check. Once an 
  arrow slit, the mortar and stone collapsed outward forming a narrow 
  doorway. The lip of this entrance is just above water level, though as 
  the tower sinks it will eventually flood. The water beyond its edge is 
  a full 20 feet deep. The remnant of a room beyond still has an intact 
  door leading to Area B3-8 as well as a narrow passage through the 
  rubble to Area B3-6.
  B3-8. Abandoned Quarters (CR 7)
  Creature: Once the gate commander’s quarters, it is now the lair of 
  a bonesucker. It stands in the shadowy alcove and is easily mistaken 
  for a tree trunk unless a DC 21 Spot check is made or someone 
  approaches within 10 feet of it. It attacks if anyone attacks or comes 
  in range. Otherwise it attempts to snatch the last person to leave the 
  room. It goes out through Area B3-7 to hunt in the swamp and leaves 
  the mummies alone, seeing them as useful guards for its lair.
  BONESUCKER 
  CR 7
  XP 3,200
  The Tome of Horrors Revised 47
  NE Large aberration
  Init +5; Senses all-around vision, darkvision 90 ft.; Perception +19
   
  AC 17, touch 11, flat-footed 15 (+1 Dex, +1 dodge, +6 natural, –1 
  size)
  hp 60 (8d8+24)
  Fort +5; Ref +5; Will +7
  DR 10/magic; Immune flanking
   
  Speed 20 ft.
  Melee 4 tentacles +9 (1d4+4 plus grab and liquefy bones)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+4 plus liquefy bones)
   
  Str 18, Dex 13, Con 17, Int 10, Wis 12, Cha 13
  Base Atk +6; CMB +11 (+15 grapple); CMD 23
  Chapter 1: The Black Gates of Tsar
  Once somebody’s quarters, this chamber has weathered the 
  sinking and collapse of the tower better than other parts. The 
  rotten remains of a bed lie in a pile against the south wall. On 
  the north wall is a splintered weapons rack. A single arrow slit 
  looks out over the bog and allows creeping vines and mosses 
  to grow in the room. Protruding from the alcove is a hoary, old 
  tree trunk that appears to have grown through the floor at one 
  time long ago.
  
  15
  Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Climb +15, Perception +19, Stealth +8, Swim +15
  Languages Aklo
   
  All-Around Vision (Ex) A bonesucker’s symmetrically placed 
  eyes allow it to look in any direction, bestowing a +4 racial bonus on 
  Perception checks. Bonesuckers cannot be flanked.
  Liquefy Bones (Ex) A bonesucker that has successfully grappled 
  an opponent deals 1d2 points of Strength and 1d2 points of Dexterity 
  damage to an opponent as long as the hold is maintained.
  Treasure: On the floor of the alcove, hidden by the bonesucker’s 
  bulk is the boneless carcass of a gnoll, the creature’s last meal, as 
  well as its collected treasures. These consist of 338 sp and a garnet 
  worth 25 gp.
  B4. Broken Gates (CR 13)
  This gate once guarded the Woeful Road leading southeast out of 
  the city. Climbing on the 30-foot pile of rubble is relatively easy 
  requiring only a DC 5 Climb check. However, anyone doing so 
  must make a DC 15 Perception check to notice a subtle vibration in 
  the rubble pile. Anyone making this observation and then actively 
  listening can hear a faint grinding hum coming from somewhere in 
  the buried depths. 
  Creature: Anyone digging into the rubble pile from the south 
  unearths the source after 5 man hours of digging. This source is 
  revealed to be the battlehulk that was reducing these towers to dust 
  when one collapsed on it burying it centuries ago. Once released, it 
  continues its last command to destroy any enemy soldiers it finds. 
  It classifies anyone found within the vicinity of the gate towers as 
  enemies unless they have its controlling amulet (long since lost, 
  of course). This battlehulk pursues those it perceives as enemies 
  until destroyed, though it could be fooled by a party splitting up for 
  instance or traveling to an area it cannot physically reach (such as a 
  mountaintop).
  BATTLEHULK 
  CR 13
  XP 25,600
  hp 177  (See Monster Appendix)
  B5. The Walls of Death 
  (CR varies)
  The foreboding walls of Tsar stand intact after all these years. 
  They are composed of a rough, dark gray stone quarried from the 
  Stoneheart Mountains, and the massive blocks fit together seamlessly. 
  In many places the walls show the scars from long ago battle, and 
  bone fragments and the crumbling remains of siege engines are not 
  uncommon at their base. The walls themselves stand 30 feet high 
  and 25 feet thick at the base, tapering slightly to 20 feet thick at the 
  top. The top of the wall is a wide parapet with battlements along the 
  inside and outside edges. The parapet is wide enough for two chariots 
  to pass one another, and such conveyances were often used upon the 
  walls to ferry troops quickly from one location to the other. Access 
  to the parapets is gained by multiple stairways and ramps on the 
  inside face of the walls. They are called the Walls of Death because 
  of the city’s penchant for mounting the heads or entire corpses of 
  executed prisoners on wickedly sharp steel spikes that jut up from the 
  battlement here and there. None of the spikes are currently occupied, 
  but the wall’s current defenders will impale any intruders who fall 
  victim to them upon one of these.
  The wall is pierced by only three gates and has towers at fairly 
  regular intervals. These towers are 40 feet high and protrude outward 
  from the wall. They are connected to the parapet by a heavy door, 
  and are composed of solid stone except for the top level which holds 
  barracks, armories, etc. The roofs of these towers are wide battlements 
  equipped with the broken remains of apparatuses for heating oil and 
  water to be poured upon attacking troops, as well as the crumbled 
  ruins of siege equipment. All of these are now inoperable, and the 
  towers have been abandoned by any living defenders.
  Where the walls abut the cliff terraces and mountain face, they 
  abruptly end, seamlessly joining the natural stone. In the case of the 
  terraces, they begin again atop the cliffs and continue their perimeter. 
  On the terraces themselves, small extensions of the walls with 
  small towers extrude outward often along the edges of the terrace, 
  providing additional defense against enemies that might wish to 
  circumvent the city walls by gaining the heights above the city. These 
  extending walls were connected to the main walls by wooden bridges 
  that could be removed if one of the secondary walls was overrun so 
  that they would not provide access over the city walls. Those bridges 
  have all long since fallen leaving 20-foot gaps between the secondary 
  walls and the city walls. These secondary walls are now completely 
  abandoned.
  When the disciples of Orcus abandoned Tsar, they did not leave it 
  entirely undefended. Hordes of siege undead still roam the Walls 
  of Death and wait within many of the towers thereon. Every time 
  the walls or one of their adjacent towers are approached, roll on the 
  encounter table below to determine what troops may be present to try 
  and repulse them. Reroll every time the walls are approached again. 
  If the party stays upon the walls, roll again for another encounter 
  every 5 minutes. There is a virtually limitless supply of siege undead 
  guarding the more than 3 miles of wall that surround the city. 
  Fortunately, these undead have orders to guard the walls only and do 
  not come down inside or outside the city, not even to pursue quarry.
  Chapter 1: The Black Gates of Tsar
  Whatever gate towers once blocked entrance to the city here 
  have been reduced to massive piles of rubble standing in the 
  wall’s midst. The destruction of this gate is complete, leaving 
  no intact structures and effectively blocking this road into the 
  city without climbing over the rubble or digging through.
  The Walls of Death  
  Random Encounter Table
  Roll d6  
  Encounter
   
  1 
  No encounter
   
  2 
  1d10 bonemen: See Area B2-2
   
  3 
  1d4 meatmen: See Area B2-6
   
  4 
  2d10  bonemen: See Area B2-2
   
  5 
  1d12 sandmen: See Chapter 2, Area 23
   
  6 
  1d4 sandmen: See Chapter 2, Area 23,  
   
   
  and 2d8 meatmen: See Area B2-6
  
  16
  The great gate fortress Kirash Durgaut and its Tower of Weeping 
  Sores rises above the Black Gates of Tsar like a mountain — a replica 
  in miniature of the mighty Stoneheart escarpment behind the city. 
  With the Black Gates themselves opening on either side of the lower 
  fortress, Kirash Durgaut stands like a breakwater against incoming 
  tides of enemies. To successfully attack the gates, enemy forces must 
  expose themselves beneath the grim walls of this citadel. Atop the 
  lower fortress stands the tower itself overseeing all that lies before 
  the city and silently conveying its ominous threat to invaders. There 
  is a reason why the Black Gates never fell before the assaulting Army 
  of Light — Kirash Durgaut is that reason.
  As mentioned Kirash Durgaut consists of a massive lower fortress, 
  largely composed of solid stone and fill to prevent frontal attacks 
  from penetrating the city’s defenses. The fortress walls rise 40 feet 
  before topping off at a great platform from which siege engines could 
  fire out upon besieging foes. Rising like a sentinel from this platform 
  stands the Tower of Weeping Sores to a height of another110 feet. 
  The watch post at this tower’s pinnacle is said to be able to see the 
  whole of the Desolation spread out before it. The veracity of this 
  claim has yet to be tested, as no living being has stood upon that 
  perch since long before the city’s fall.
  The Tower of Weeping Sores if so named because of the great, 
  stained craters that mar the walls of the tower and fortress from some 
  long-ago and long-forgotten engagement, predating even the Battle 
  of Tsar. Whatever powerful weapons caused these impacts, they were 
  obviously ineffective, as the walls of Kirash Durgaut continue to stand 
  strong and unbroken. Direct command of the tower was turned over 
  to a powerful general long ago by the Grand Cornu. The legendary 
  General Myrac created in the tower his own demesne, recruiting and 
  training his own troops and barring even the disciples of Orcus from 
  all but support and advisory roles. He gathered information about 
  the enemies of the city through his own intelligence network, and 
  the tortures that his underlings performed upon captives within the 
  tower became legendary. This, too, added to tower’s fell reputation 
  and the results of these torments proved the name of the tower to be 
  an apt moniker.
  The Grand Cornu did not mind this as long as the general’s 
  loyalties continued to lie with the city and its devotion to Orcus. 
  This the general did, and his incredible longevity carried him 
  through the reigns of many generations of Grand Cornus. How he 
  survived so many centuries none could say — rumors speaking of 
  demonic heritage and worse. Nevertheless, General Myrac himself 
  commanded the defense of the tower during the Battle of Tsar, and 
  none can say what became of him afterward, though rumors persisted 
  that he did not accompany the Great Retreat from the city.
  The truth of the matter is that the enigmatic general holds his 
  command of Kirash Durgaut to this day, though he rarely leaves his 
  personal chambers. There he lives in whatever reverie his alien mind 
  concocts while his troops continue to perform their functions like the 
  automatons that they are. Where once, highly trained and disciplined 
  soldiers manned the tower, now mindless undead guardians perform 
  the duties, their living predecessors having fallen in the battle or been 
  pressed into service for the battles outside the city. With the might 
  facing the city and dire straits of its defenders General Myrac was 
  unsuccessful in deterring the Grand Cornu from this requisitioning of 
  his elite troops. Nor, since he had so firmly entrenched his command 
  outside the hierarchy of the Disciples’ ordinary command structure, 
  was he able to sally forth to lead his own men in battle. Instead 
  he was left to continue to hold the gate against the invaders. The 
  Grand Cornu reasoned that mindless undead could easily serve in 
  this function while intelligent and trained troops would be of more 
  worth out in the fluctuating terrain of battlefield strategy. Ironically, 
  General Myrac did resume command of most of his loyal troops after 
  their corpses were brought back from the fighting and reanimated for 
  the defense of the city.
  When the disciples of Orcus chose to flee the city, General Myrac 
  defied their orders and remained in his tower. The Grand Cornu, in 
  no position to try and root out his errant subordinate and knowing 
  full well that the slow undead of Myrac’s command would better 
  serve as a final defense of the city rather than on the forced march of 
  the Disciples’ flight, allowed General Myrac to remain behind in his 
  bastion uncaring of his former commander’s fate. When Lord Bishu 
  and his knights stormed the city, they found the Black Gates open 
  and received no harassment from the forbidding heights of Kirash 
  Durgaut. Myrac no longer cared for the fate of the city, choosing 
  instead to ensconce himself as supreme commander within Kirash 
  Durgaut, and the rest of the world be damned.
  This situation remains today. The tower is now primarily defended 
  by skeletons and siege undead, and Myrac takes no interest in the 
  goings-on outside his walls. Woe be unto him, however, that should 
  try to set foot within his domain. For within, Myrac’s programmed 
  undead continue to man their posts in simulation of the general’s 
  former elite troops, and the defenses still remain effective and 
  deadly.
  The Fortress
  Kirash Durgaut is built of some incredibly dense, unidentifiable 
  black stone quarried from deep beneath the Stoneheart Mountains. 
  All of the stone is considered magically treated. Whether this is a 
  natural effect of whatever eldritch source it came from or a later 
  treatment applied by the Disciples is unknown, but it has the same 
  net effect of making the walls extremely tough. The first 10-foot 
  thickness of walls, exterior or interior, is this magically treated stone 
  (ergo if the wall is 20 feet thick it is solid stone because the first 10 
  feet from each side is solid stone). If the wall is thicker than that, 
  then the interior is a combination of tightly packed gravel and dirt fill 
  interspersed with great columns of the treated stone for stability. 
  The exterior of the tower is huge blocks of this stone placed together 
  nearly seamlessly. The front portion of the fortress (facing outward 
  from the city) is pin-cushioned with outward projecting iron spikes 
  up to a height of 20 feet. Originally these were 3 feet long, but time 
  and rust makes them range from stunted nubs to their full length 
  and everything in between. Spaced in between these iron spikes at 
  5-foot intervals are great, iron-reinforced stone spikes extending up 
  to 10 feet long. The iron spikes served to dissuade enemy soldiers 
  from attempting to reach the wall. These stone spikes likewise 
  prevented large siege engines from having easy access. The base of 
  the fortress sits on exposed bedrock out to a distance of about 30 
  yards from the wall. Set into this bedrock in a band 20 feet wide 
  running along the base of the fortress (ending at the two gates) are 
  2-foot iron spikes pointing straight upward. Once again many of 
  these are broken, bent or missing, but they still serve as a deterrent 
  to foes trying to approach the wall. From the long ago war, countless 
  Chapter 2:  
  Kirash Durgaut
  
  17
  skeletons lie crumpled within the spike field where they fell while 
  attacking the fortress. A few still stand upright against spikes on the 
  wall that they somehow managed to become impaled on. The net 
  result of this hedge of spikes is that the wall cannot be approached 
  easily (half speed for a character on foot to pick his way through, 
  mounted characters and engines cannot approach at all unless a path 
  is somehow cleared), but the wall can easily be scaled at least up to 
  the height of 20 feet (Climb DC 5) due to all the projections to use 
  as hand and footholds. However, a fall onto the spike field results in 
  impalement on 1d6 of the spikes (2d6 for a Large creature) that deal 
  damage as a spear plus falling damage. Likewise, running into the 
  wall results in impalement on 1d4 spikes (no falling damage).
  Interior walls between rooms are usually 1 foot thick. Ceilings are 
  17 feet high and supported by great stone groins giving the chambers 
  a feeling of vast, empty spaces. The thickness of stone between the 
  floors is 3 feet. There are no light sources unless otherwise noted, 
  however many rooms have arrow slits. These are not equipped with 
  shutters and allow in outside lighting as well as weather conditions. 
  The arrow slits provide improved cover and concealment for those 
  behind them and are too small for anything larger than size Tiny 
  to squeeze through with an Escape Artist check (DC 30 for Small 
  creatures). As a whole, the fortress is a damp, cold place that often 
  seems more like a cavern than a building. Roofing is composed of 
  heavy, 1-foot-thick slate tiles mortared into place to prevent fires and 
  bombardments from causing significant damage.
  Doors are heavy affairs of iron bound wood that can be barred 
  from the inside by heavy wooden beams. If the room beyond has 
  occupants that are capable of doing so, then the door usually is barred 
  unless otherwise noted. A Disable Device roll will not work on a 
  barred door. Brute strength or some magical means is necessary to 
  obtain entry.
  Magically Treated Superior Masonry Walls: 1–20 feet thick; 
  Hardness 16; hp 180 per foot of thickness; Break DC 55; Climb DC 
  20 (DC 5 where there are projecting spikes).
  Strong Wooden Door: 2 in. thick; Hardness 5; hp 20; Break DC 
  25.
  1. Main Gate and Entry Hall  
  (CR varies)
  The main gate of Kirash Durgaut opens out onto the Black Gate 
  Bailey. Normally anyone approaching these doors would be subjected 
  to attacks by troops stationed at the arrow slits and battlements above. 
  Currently, however, none of these are manned so the approach is free 
  from attacks within the fortress. The gates themselves are massive 
  iron portals inscribed with runes and symbols both arcane and foul. A 
  DC 20 Knowledge (arcana) check can determine that while the gate 
  was defended by powerful magic and curses at one time, none of the 
  symbols present hold power any longer. The only things securing the 
  gates now are the materials of their construction and the heavy iron 
  bar securing them from the inside.
  Iron Gates: 6 in. thick; Hardness 10; hp 180; Break DC 45.
  Read the following only after the part has entered the hall beyond the 
  gates. When the party first enters this area, all the portcullises are up.
  Creature: This is the first line of defense against enemies that 
  somehow manage to breach the fortress’s gates. The eastern double 
  doors are barred and are just like the standard doors of the fortress. 
  The stone torches are everburning torches; there are a total of twelve, 
  though they are made of stone and weigh 10 lb. apiece. Each of the 
  stone archways has a portcullis currently in the up position. Each of 
  the portcullises is a Huge animated object. They remain quiescent 
  with readied actions until someone passes beneath them (see Tactics 
  below).
  ANIMATED PORTCULLISES (3) 
  CR 7
  XP 3,200
  Pathfinder Roleplaying Game Bestiary “Animated Object”
  N Huge construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
   
  AC 17, touch 6, flat-footed 17 (–2 Dex, +11 natural, –2 size)
  hp 78 (7d10+40)
  Fort +2; Ref +0; Will –3
  Defensive Abilities hardness 10; Immune construct traits
   
  Speed 0 ft.
  Melee slam +15 (2d6+12 plus grab)
  Space 15 ft.; Reach 5 ft.
  Special Attacks constrict (2d6+12)
   
  Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
  Base Atk +7; CMB +19 (+23 grapple); CMD 27 (can’t be tripped)
  SQ construction points (4), metal
  Tactics: Anyone peering through one of the arrow slits sees the 
  skeletons at Area 2 standing silently at attention, bows in hand. 
  However, no attack comes until the party has penetrated to at least 
  the second section of the hall (either east or west). Once most of the 
  party members have passed beneath a portcullis, it uses its readied 
  action to drop on a PC passing beneath (preferably to pin him to 
  the floor as a grapple attempt) cutting the party members off from 
  one another. The clanging of this portcullis dropping is the signal 
  for the attack. All of the other portcullises immediately drop further 
  limiting the party’s maneuverability. The skeleton archers in Area 
  2 step up to the arrow slits and begin firing at anyone in the section 
  their arrow slit looks out upon. They continue firing until there are 
  no more moving targets (playing dead works well here). Meanwhile 
  the sandmen in Area 23 begin overturning the cauldrons of boiling 
  oil above the sections of the hall that have intruders within them. 
  This occurs 1 round after a section has been entered following the 
  initial signal. The boiling oil deals 3d6 points of fire damage to all 
  within the section. Those struck by the oil are dealt 2d6 points of 
  fire damage in the following round and 1d6 points of damage in the 
  round after as the oil cools. If cold spells or large amounts of water 
  (at least three waterskins worth) are used to cool the oil affecting a 
  character, then the subsequent rounds of damage are avoided. Each 
  section of the hall can be subjected to the boiling oil twice before the 
  supply is exhausted. It takes 10 minutes for them to be replenished.
  2. Archer Posts (CR 8)
  There are actually only two of these rooms, one to the north of Area 
  1 and one to the south, but each is subdivided into smaller sections to 
  prevent area spells cast through the arrow slits from effecting more 
  than a handful of the archers at one time. Even channeling energy 
  attempts only affect the skeletons in the immediate sections targeted 
  because the arrow slits and dividers block the line of effect. 
  Creatures: There are a total of 44 skeleton archers in each of 
  these rooms. Most of them are human or orc skeletons, and all are 
  the equivalent of human skeletons. There are 2 skeletons for every 
  arrow slit, and each bears a shortbow that it is capable of using and 
  a quiver holding 20 arrows. One skeleton mans each arrow slit while 
  cHAPTER 2: Kirash Durgaut
  A cavernous hall runs from the main gate seemingly into 
  the very heart of the fortress. The hall is partitioned into four 
  sections by stone walls with arched openings in them. A large, 
  wooden double door leads out to the east. Lining the north and 
  south walls are rows of arrow slits looking out into the hall. 
  The ceiling high above is perforated with murder holes. The 
  entire length of the hall is lit by flickering stone torches set 
  every 20 feet in the north and south walls.
  
  18
  the second waits in reserve in case the first is destroyed or runs out of 
  arrows. If attacked in melee they abandon their bows and fight with 
  their claws.
  SKELETON ARCHERS (44) 
  CR 1/3
  XP 135
  hp 4  (Pathfinder Roleplaying Game Bestiary “Skeleton, Human 
  Skeleton”)
  Ranged shortbow +2 (1d6/x3)
  3. Killing Chamber (CR 6 or 12)
  This is designed as a death trap for troops invading the tower who 
  have made it this far. All of the doors are barred.
  Tactics: When invaders to the fortress penetrate this far, they 
  immediately come under attack by the skeleton archers in Areas 
  19 and 21. Furthermore if the invaders manage to break through 
  one of the other doors or activate the trap in Area 4, then the siege 
  undead come pouring into the room from Area 5 to engage them and 
  attempting to make flanking attacks while the archers continue their 
  sniper fire.
  4. Death Trap (CR 11)
  This chamber is designed to lure the lead elements of enemy forces 
  into its confines and then eliminate them all with its deadly trap.
  Death Trap: The doors on the east wall give all appearances 
  of being identical to the preceding ones, even to the point of 
  being apparently barred from the opposite side. However, they 
  are actually false doors. Anyone succeeding in bashing through 
  these doors or otherwise opening them finds a blank stone wall. 
  However, the act of opening them or breaking through them 
  activates the trap. A massive block of stone, 20 feet on a side, 
  hangs suspended 17 feet above the floor of this room. When the 
  trap is activated this block is released to fall, filling the entire 
  chamber with its crushing weight and blocking all further access. 
  The groins that seem to support this faux ceiling are for show only 
  and crumble immediately when the block is released. Massive 
  winches in Area 20 are used to haul the stone block back up by 
  the heavy chains attached to its top surface. Anyone crushed by 
  the ceiling is trapped unless succeeding at a DC 30 Escape Artist 
  check or somehow freed.
  CRUSHING BLOCK TRAP 
  CR 11
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger touch; Reset repair
  Effect no attack roll required (18d6, crush); multiple targets (all 
  targets in a 20 ft.-by-20-ft. room)
  5. Mustering Chamber (CR 9)
  These bare chambers served as staging areas for the fortress’s 
  garrison to muster in order to repel invaders. 
  Creatures: Siege undead stand in close ranks filling the room. 
  There are currently 9 meatmen and 9 bonemen in each of these 
  chambers. They await only the signal of battle to lift the bar from 
  the door of their chamber in order to charge into battle in Area 3. 
  See Tactics in Area 3 for details. Because of the enclosed space and 
  the presence of the meatmen, both of these chambers carry the foul 
  stench of rot.
  SIEGE UNDEAD, BONEMEN (9) 
  CR 1
  XP 400
  hp 13  (See Area B2-2)
  SIEGE UNDEAD, MEATMEN (9) 
  CR 2
  XP 600
  hp 22  (See Area B2-6)
  6. Guard Room (CR 5 or 3)
  Each of these rooms is empty of all save a few splintered sticks of 
  furniture, an old water barrel (long since emptied and broken), and a 
  stone stair rising to Area 22 above. The doors are kept barred. 
  Creatures: Guarding these chambers are undead with orders to 
  allow no one admittance unless he comes from above — not even 
  the undead soldiers found on this floor. Anyone coming down from 
  above is ignored by the guardians, but the door will be barred behind 
  them when they leave and access denied if they try to come back 
  through. The northern guard room is guarded by an ettin skeleton. 
  The southern room is guarded by a minotaur zombie.
  ETTIN SKELETON 
  CR 5
  XP 1,600
  Pathfinder Roleplaying Game Bestiary “Skeleton”
  NE Large undead
  Init +4; Senses darkvision 60 ft.; Perception +0
   
  AC 18, touch 9, flat-footed 18 (+7 armor, +2 natural, –1 size)
  hp 45 (10d8)
  Fort +3; Ref +3; Will +7
  DR 5/bludgeoning; Immune cold, undead traits
   
  Speed 40 ft.
  Melee 2 flails +12/+7 (2d6+6) or 2 claws +12 (1d6+6)
  Space 10 ft.; Reach 10 ft.
   
  Str 23, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +7; CMB +14; CMD 24
  Feats Improved InitiativeB
  Gear splint mail, 2 flails
  MINOTAUR ZOMBIE 
  CR 3
  XP 800
  Pathfinder Roleplaying Game Bestiary “Zombie”
  NE Large undead
  Init –1; Senses darkvision 60 ft.; Perception +0
   
  AC 15, touch 8, flat-footed 15 (+4 armor, –1 Dex, +3 natural, –1 
  size)
  hp 44 (8d8 plus 8)
  Fort +2; Ref +1; Will +6
  DR 5/slashing; Immune undead traits
  cHAPTER 2: Kirash Durgaut
  A wide bare trapezoidal chamber stretches out from the 
  western doors. Directly opposite them is another set of iron-
  bound doors leading deeper into the fortress. Additional sets 
  of double doors exit to the northwest and southwest. Twenty-
  five feet above, scores of arrow slits look down on the cham-
  ber conspicuously absent only directly above the eastern and 
  western sets of doors.
  A short hall, 20 feet long, ends at another ironbound door. 
  No arrow slits or murder holes pierce the walls or ceiling of 
  this anteroom.
  
  19
  Speed 30 ft.
  Melee greataxe +10/+5 (3d6+7/x3) and gore +5 (1d6+2) or slam +10 
  (1d8+7) and gore +10 (1d6+5)
  Space 10 ft.; Reach 10 ft.
   
  Str 21, Dex 8, Con —, Int —, Wis 10, Cha 10
  Base Atk +6; CMB +12; CMD 22
  Feats ToughnessB
  SQ staggered
  Gear chain shirt, greataxe
  7. Stables
  These military stables are no longer used and nothing ever wanders 
  through here, so they could serve admirably well for any mounts 
  that the party may have. Each stall has an empty stone trough and 
  old bucket for feed and water. Neither of these has anything in them 
  other than dust. The eastern end of each of these long chambers holds 
  many racks, hooks and stands for saddles, barding and tack. These 
  are long gone save for the occasional item that was left behind for 
  repair. The southern stable also has a portable forge set up with the 
  tools and supplies necessary for shoeing horses.
  Treasure: A DC 20 Perception check around the forge reveals a 
  hidden compartment in its side. Hidden within are four horseshoes 
  of a zephyr awaiting the steed of some field commander who never 
  returned from battle.
  8. Guard Room
  Each of these rooms holds tables and benches as well as ample room 
  for drilling by the guards who were on duty here. Now, however, they 
  are empty — abandoned after the departure of the troops for battle. 
  Each of these rooms has a spiral stair rising to the floor above and 
  a partitioned-off latrine capable of servicing a half-dozen soldiers at 
  once. These latrines open into 40-foot-deep pits that are now empty 
  of any refuse.
  9. Main Armory
  The main armory of Kirash Durgaut, most of the weapons and 
  armor were taken into battle or used in the creation of the various 
  siege undead now defending the fortress. There is a 25% chance that 
  any simple or martial weapon or any armor or shield from Chapter 6 
  of the Pathfinder Roleplaying Game can be found here. Once found, 
  there is a 10% chance that the item is masterwork. All items found 
  here are sized for Medium creatures.
  10. Forges of Kirash Durgaut (CR 4)
  In the days of Tsar these forges produced a perpetual cloud of black 
  smoke over the city as General Myrac’s smiths churned out armor 
  and weapons for his troops. These craftsmen were all either slain 
  in battle or retreated from the city with the rest of the disciples of 
  Orcus. 
  Creature: Today a solitary forge wight calls this place home. It 
  resides in the forge marked with an “x”. It appears as a flickering 
  tongue of pale flame. Once a powerful elemental tasked to keep the 
  forges hot, lack of fuel and isolation have reduced it to its current 
  state. It can be temporarily placated if the characters throw in hot 
  coals to feed its fire but otherwise attacks anyone in range with its 
  heat metal ability.
  FORGE WIGHT 
  CR 4
  XP 1,200
  Creature Collection Revised  76
  N Tiny outsider (elemental, fire)
  Init +7; Senses darkvision 60 ft.; Perception +6
   
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 63 (6d10+24 plus 6)
  Fort +9; Ref +10; Will –1
  Immune electricity, elemental traits, fire, mind-affecting effects; SR 
  17
  Weaknesses vulnerability to cold
   
  Speed 0 ft.
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks heat metal
   
  Str 5, Dex 16, Con 18, Int 4, Wis 4, Cha 4
  Base Atk +6; CMB +1; CMD 14
  Feats Improved Initiative, Lightning Reflexes, Toughness
  Skills Bluff +6, Perception +6, Stealth +20
  Languages Ignan
   
  Heat Metal (Su) A forge wight, as a standard action, can impart 
  blistering heat to any metal objects on one target within 30 feet. 
  Weapons become red-hot and deal 1d4 points of fire damage per 
  round of contact. Metal armor and shields cause damage to the 
  wearer equal to their armor bonuses each round. The forge wight can 
  use this effect against one target per round but may use the power an 
  unlimited number of times. The effect lasts 2d4 minutes.
  Treasure: Hidden within the cold ashes beneath the wight (DC 17 
  Perception check to notice) is a +2 adamantine dagger thrown in as 
  a sacrifice to the gods of the forge long ago.
  11. Storage Chambers
  These various rooms spaced around the fortress held crates, bins 
  and stacks of whatever supplies were pertinent to that portion of the 
  fortress. For instance, the rooms near Area 10 held metals, fuel, and 
  supplies necessary for the creation of arms and armor. Now these 
  rooms are largely empty with empty crates and boxes or holding 
  cHAPTER 2: Kirash Durgaut
  Long rows of dusty, stone horse stalls disappear into the 
  darkness of this vast hall. They are unoccupied, long since 
  emptied of their occupants to fight in that long ago war, from 
  which none of the mounts or their riders ever returned.
  Filling this chamber are countless racks and stands for 
  holding armor and weapons. Most have long since been 
  emptied of their contents, though the odd polearm, blade, 
  or suit of armor still remains unclaimed under a layer of 
  dust. A wide spiral stair climbs through the ceiling of an 
  alcove.
  A cavernous chamber stretches back into the very founda-
  tions of the tower. Rows of anvils, racks of tools, and cooling 
  barrels stand in silence. Scraps and bits of metal debris still 
  cover the floor, scooted out of the way of the main areas of 
  traffic. A row of now-cold forges lines the north wall. Doors 
  to various storage rooms stand ajar across from them. A single 
  blue flicker provides dim illumination, a tiny, lone flame danc-
  ing in one of the forges.
  
  20
  items deteriorated beyond use from the long years in the damp 
  fortress. It is up to you if you would like to place anything useful in 
  these chambers.
  12. Interior Guard Room (CR 5)
  Both doors to this chamber are barred from within cutting off 
  access to the eastern portion of this level. Both doors have a spy hole 
  at eye level with a metal shutter that can be opened and closed from 
  the inside.
  This guard room once controlled access between the prison and 
  storage areas and the rest of the fortress. A password was necessary 
  to gain access in either direction. The hanging metal bar served as an 
  alarm that could be heard as far as Areas 8 and 15. The metal clapper 
  for striking the bar lies in the dust below the table. Though the room 
  is no longer guarded, the eastern door is bears a trap.
  Door Trap: Anyone opening the eastern door (including breaking 
  it down) without first hitting a hidden catch on the inside of the frame 
  (DC 20 Perception check to find) activates a volley of darts that fires 
  from the ceiling directly at the doorway. Anyone standing in the 
  doorway or the 10-foot-square just west of the doorway is subject to 
  being hit by these missiles.
  FUSILLADE OF DARTS 
  CR 5
  Type mechanical; Perception DC 19; Disable Device DC 25 (or 
  locating hidden switch)
   
  Trigger location; Reset manual
  Effect Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per 
  target in a 10-ft.-by-10-ft. area)
  13. Well Room
  The wells here descend 60 feet into the bedrock and each holds 20 
  feet of water. The water is pure and drinkable but has an unpleasant 
  metallic taste to it. The buckets and pulleys are still functional and 
  can be used to draw water from these wells if necessary.
  14. Occupied Storeroom (CR 6)
  The largest of the fortress’s storage rooms, this chamber has walls 
  partitioning it into three different sections. It still holds stacks of 
  crates and barrels (most empty) that were never removed. At the back 
  of the chamber is the lip of another well. This one descends only 20 
  feet to a 5-foot-diameter underground stream that runs through the 
  bedrock. The rotten remains of a wooden bucket and coiled line lie 
  next to the well.
  Creature: Hiding in the crates and barrels near the well is a cave 
  leech. Its appearance is that of a sickly yellow, semi-translucent, 
  flattened fluke with eight whiplike tentacles surrounding a frontal 
  maw ringed with dozens of needlelike teeth. Hundreds of smaller 
  tentacles and cilia cover its body. Roll Perception checks opposed to 
  the creature’s Stealth check to determine if it is noticed. It lashes out 
  at the rearmost party member that passes it by it to examine the well 
  and stays back within the piles to prevent attacks from any direction 
  other than frontal. It crawled up through the well years ago and made 
  a lair in this chamber. It returns to the well when it needs to hunt.
  CAVE LEECH 
  CR 6
  XP 2,400
  The Tome of Horrors II  24
  N Medium magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 60 
  ft.; Perception +7
   
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 76 (8d10+24 plus 8)
  Fort +9; Ref +6; Will +3
  DR 10/piercing or slashing
   
  Speed 40 ft., swim 30 ft.
  Melee 8 tentacles +11 (1d4+2 plus grab), bite +10 (1d6+2 plus grab 
  and blood drain)
  Special Attacks constrict (1d4+2)
   
  Str 15, Dex 11, Con 17, Int 3, Wis 12, Cha 6
  Base Atk +8; CMB +10 (+14 grapple); CMD 20 (can’t be tripped)
  Feats Improved Initiative, Skill Focus (Stealth), Toughness, Weapon 
  Focus (tentacle)
  Skills Perception +7, Stealth +10, Swim +14
   
  Blood Drain (Ex) If a cave leech makes a successful grapple after 
  hitting with its bite attack, deals 1d4 points of Constitution damage 
  each round from blood drain.
  cHAPTER 2: Kirash Durgaut
  A wooden table scooted against the south wall has a half-
  dozen chairs around it. Above the table dangles a metal bar on 
  the end of a chain suspended from the ceiling. Empty sconces 
  in the walls once held torches. An old waste bucket sits in the 
  corner.
  The odors of dampness and rot fill this chamber. The waist-
  high brick lips of three wells rise from the floor of this room. 
  A pulley on the ceiling above each suspends a steel bucket on 
  a chain. The warped and rotten remnants of water barrels are 
  scattered about the floor.
  
  21
  15. Guard Room
  Both doors to this chamber are barred from the inside.
  This room is empty of occupants. The air current was merely 
  caused by the party’s entry into the room. The tankards hold only 
  the dried remnants of beer and the black bread is completely eaten 
  through by weevils (no longer present). Under one of the tables is a 
  small cask of lamp oil for the lantern. The manacles hanging on the 
  wall are masterwork, and the keys are part of the sets. How this room 
  was abandoned and left with both doors barred from the inside is a 
  mystery.
  16. Prison (CR 6)
  It was here that the unfortunate prisoners of Kirash Durgaut were 
  held for questioning and torture for sport. This rumored dungeon and 
  the horrors it spawned was largely responsible for the naming of the 
  tower. Those less fortunate were taken up into the tower itself for 
  the ministrations of General Myrac and his personal torturers (see 
  Area 79).
  At the center of this area’s narrow corridors is a wide space where 
  the overseer of the prisoners maintained his vigil. A door in the east 
  wall leads into Area 17 from there. Beside the door are seven rings 
  of keys, one for each of the dungeon’s aisles. The broken remnants 
  of a table lie in the center of this area, and an empty iron sconce is 
  mounted on the wall on either side of the door. 
  Creature: Slumped in the corner of this area is an athach skeleton 
  (misshapen giant-sized skeleton with three arms), the last jailer of 
  the cell block. If someone enters the central area the skeleton rises to 
  attack. It pursues any characters who attempt to flee.
  ATHACH SKELETON 
  CR 6
  XP 2,400
  Pathfinder Roleplaying Game Bestiary “Skeleton”
  NE Huge undead
  Init +6; Senses darkvision 60 ft.; Perception +0
   
  AC 17, touch 10, flat-footed 15 (+4 armor, +2 Dex, +3 natural, –2 
  size)
  hp 63 (14d8)
  Fort +4; Ref +6; Will +9
  DR 5/bludgeoning; Immune cold, undead traits
   
  Speed 35 ft.
  Melee greatclub +16/+11 (3d8+12), claw +11 (1d8+4), and bite +11 
  (2d8+4)
  Space 15 ft.; Reach 15 ft.
   
  Str 26, Dex 15, Con —, Int —, Wis 10, Cha 10
  Base Atk +10; CMB +20; CMD 32
  Feats Improved InitiativeB
  Gear hide armor, greatclub
  17. Torture Chamber (CR 9)
  This torture chamber was abandoned when the city was deserted 
  and has not been opened since. A search of the black-robed skeleton 
  reveals a spiked heavy mace at its belt and a silver ram skull symbol 
  around its neck. A DC 23 Perception check notices that one of the 
  cage doors on the second row has been wrenched open and hangs 
  askew. 
  This skeleton is a former cleric of Orcus. While Myrac’s troops did 
  not remain a part of the Disciples’ regular army, he did understand 
  the value that their vile priesthood brought to the table in the 
  specialization of torture. This cleric was alone with the prisoners in 
  the dungeon about to give orders to execute all of them before joining 
  the Disciples’ flight in the Great Retreat when one of the prisoners, 
  a brawny half-orc, managed to break open his cage and attack the 
  priest. Before the cleric could even draw his weapon, the escaped 
  half-orc managed to slam him down, impaling him on a bed of spikes 
  to the cheers of the other prisoners. 
  Unfortunately the prisoner’s freedom was short-lived. The room’s 
  guardian, an iron maiden golem, that had long stood quietly as just 
  another instrument of torture, jolted into action by the prisoner’s 
  escape, quickly captured the half-orc and dragged him inside to his 
  doom. The half-orc’s dried husk still remains impaled within the 
  golem. The other prisoners remained trapped in their cells until they 
  died of thirst, as no one ever came to check on this room again. More 
  details on this dead cleric are given in Area 75.
  The winch and elevator platform have rusted in place and are no 
  longer functional.
  Creature: The iron maiden golem still stands against the west wall 
  of the room alongside two ordinary iron maidens. Long quiescent, it 
  takes 3 rounds after characters enter the room before it lurches back 
  to life and attacks. Its goal is to quickly capture another victim to 
  drain his life essence while it fights. To do so it releases the half-orc’s 
  husk that still remains within as a zombie.
  IRON MAIDEN GOLEM 
  CR 9
  XP 6,400
  The Tome of Horrors II 83
  N Large construct
  Init +0; Senses low-light vision, darkvision 60 ft.; Perception +2
   
  AC 29, touch 9, flat-footed 29 (+20 natural, –1 size)
  hp 118 (12d10+30 plus 22)
  Fort +4; Ref +4; Will +4
  DR 15/adamantine; Immune construct traits, magic
  Weaknesses vulnerability to rust
   
  Speed 20 ft.
  cHAPTER 2: Kirash Durgaut
  An air current raises a swirl of dust momentarily from the 
  center of this room. An unlit lantern hangs from the ceiling. 
  Two tables have been scooted against the walls, each with 
  three chairs. Pewter tankards still stand on their surface. A loaf 
  of black bread sits on one table beneath a layer of dust. Hang-
  ing from hooks on the walls are three barbed scourges, two 
  sets of manacles, and a ring of keys. A door on the opposite 
  wall of this room is also barred.
  A short flight of stairs descends into this sunken chamber. 
  Instruments of torture occupy the floor space. Rows of tight 
  cages stacked three high — one atop the other — line the 
  walls. Several hold the skeletal remains of former prisoners. 
  A wooden platform suspended from a swiveling arm provides 
  access to the various cage doors. A heavy winch in the corner 
  allows this contraption to swing around and raise and lower 
  the platform. A black-robed skeleton lies impaled at an awk-
  ward angle on a spiked bed.
  Rows of heavy ironbound doors with tiny barred windows 
  line these narrow halls. A heavy lock secures each one. Behind 
  each is a cramped cell of cold stone walls, a few pieces of 
  moldy straw on the floor and suspicious stains and scratches 
  marring the stones. Several of the cells hold the bones of their 
  last occupants, stark white against the dark stone of the floors. 
  A feeling of bleakness and abject misery seems to rise from 
  these hellholes like a stench.
  
  22
  Melee 2 slams +19 (2d10+12 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks animated host, bladed lid, steal essence
   
  Str 27, Dex 10, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB +21 (+25 grapple); CMD 31
  Feats Toughness
  Skills Perception +2
   
  Animated Host (Su) Once a victim trapped within an iron maiden 
  has died, it reanimates as a zombie in the next round (as if by an 
  animate dead spell). It cannot escape, however, and serves only to 
  fuel the iron maiden and provide it with skills and abilities. While it 
  is trapped, the zombie cannot be attacked, damaged, turned, rebuked, 
  or commanded, and it doesn’t suffer any damage from the bladed lid. 
  If the lid of the golem is somehow forced open, the zombie has the 
  normal abilities of a Medium zombie (as detailed in the Pathfinder 
  Roleplaying Game Bestiary). The victim of an iron maiden golem 
  must be alive when it is placed inside and the lid is closed or the 
  golem’s animate host ability fails.
  Bladed Lid (Ex) A living creature inside an iron maiden when the 
  lid is closed is pierced by twenty dagger–like blades, dealing a total 
  of 50 points of piercing damage each round. The lid automatically 
  seals with an arcane lock spell with a caster level equal to that of 
  the iron maiden golem’s creator (14th level usually). The lid can be 
  forced open with a successful Strength check (DC 34) or by casting 
  dispel magic. The knock spell has no effect on the lid. The check DC 
  is Strength–based and includes a +10 bonus from the arcane lock 
  spell.
  Because of the shape of the iron maiden, only a Medium humanoid 
  can be sealed inside.
  Immunity to Magic (Ex) An iron maiden golem is immune to any 
  spell or spell–like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the creature, as 
  noted below.
  A magical attack that deals electricity damage slows an iron maiden 
  golem (as the slow spell) for 3 rounds, with no saving throw.
  A magical attack that deals fire damage breaks any slow effect on 
  the iron maiden golem and heals
  1 point of damage for each 3 points of damage the attack would 
  otherwise deal. If the amount of healing would cause the golem to 
  exceed its full normal hit points, it gains any excess as temporary hit 
  points.
  Steal Essence (Su) An iron maiden golem that has created a host 
  using its animate host ability (see above) gains 10 temporary hit 
  points, uses its own base attack bonus or the host’s (whichever is 
  higher), and can make normal use of the victim’s skills, feats, and 
  non–magical class abilities.
  The golem must substitute its own ability scores when determining 
  its total skill bonuses; therefore it cannot use skills requiring 
  Constitution or Intelligence, and since it cannot speak, many Charisma 
  skills are severely limited. Likewise, the iron maiden golem must 
  meet the requirements for any feat in order to make use of that feat 
  (thus feats such as Dodge and Combat Expertise are unavailable to 
  the golem). An iron maiden cannot use any divine spells or divinely 
  granted special abilities, since the host within is no longer able to 
  receive such abilities from her deity. An iron maiden likewise cannot 
  use any arcane spells as its inherent magic immunity disrupts any 
  attempt to do so.
  Vulnerability to Rust (Ex) An iron maiden golem is affected 
  normally by rust attacks, such as that of a rust monster or a rusting 
  grasp spell.
  HALF-ORC ZOMBIE 
  CR 1/2
  XP 200
  hp 12  (Pathfinder Roleplaying Game Bestiary “Zombie”)
  Treasure: A pouch on the dead cleric holds 32 gp, 7 pp, and a still-
  sealed flask of acid. At his belt is a +2 spiked heavy mace (see Magic 
  Items Appendix).  The silver unholy symbol of Orcus is worth 25 gp.
  18. Duty Sergeant (CR 6)
  This room served as the office of the duty sergeant and payroll 
  master for the fortress. Though this fellow does not look like it, he 
  was actually murdered shortly after the Battle of Tsar by a deserting 
  soldier who then stole the payroll from the chest. The tabard bears 
  cHAPTER 2: Kirash Durgaut
  A spiral stair rises through the floor of this room. Two doors 
  exit to the east. Numerous arrow slits in the west wall over-
  look a room below. A table stands before the north wall. Next 
  to it sits a large iron chest, lid open, smashed padlock on the 
  floor next to it. Slumped back in the chair is an orc soldier in 
  a black tabard, a short sword protruding from his breastplate. 
  He appears to be dead, though he is largely intact. His flesh is 
  swollen and taut with the effects of decomposition but has not 
  yet begun deteriorate.
  
  23
  the image of a red tower (crest of Kirash Durgaut). The body itself 
  has defied decay for all this years largely through a strange reaction 
  with a colony of yellow mold that infests the corpse. The mold grows 
  beneath the corpse’s flesh and has some property that has slowed 
  down its external decay, though the inside is largely a hollow shell 
  with a mold-encrusted skeletal structure. The gases given off by 
  the mold have given the orc’s skin its bloated texture. If the orc is 
  touched, the paper-thin flesh tears and immediately releases a cloud 
  of yellow mold spores in a 10-foot-radius. Disturbing the table or 
  chest has a 35% chance of resulting in a bump against the body that 
  likewise provokes a release of spores.
  Yellow Mold: CR 6; see Chapter 13 of the Pathfinder Roleplaying 
  Game.
  19. Guard Room (CR 4)
  This guard room overlooks the killing zone in Area 3. 
  Creatures: There are 10 skeleton archers of humans and orcs in 
  here that are the equivalent of human skeletons. Each is armed with 
  a shortbow and fires through the arrow slits when anyone enters Area 
  3. The second steps up when the first has exhausted its arrow supply. 
  One rank attempts to repel intruders in this room with claws while 
  the second stays back and fires into the melee.
  SKELETON ARCHERS (10) 
  CR 1/3
  XP 135
  hp 4  (Pathfinder Roleplaying Game Bestiary “Skeleton, Human 
  Skeleton”)
  Ranged shortbow +2 (1d6/x3)
  20. Barracks
  The boxed text applies for the easternmost of the barracks. Adjust 
  the description accordingly for the other two and feel free to add 
  different treasures that can be found in them.
  With the commandeering of Kirash Durgaut’s forces for the battle 
  and replacement with undead troops, this room fell into disuse. 
  The winches attach to huge pulleys in the ceiling that connect to 
  the massive stone block in Area 4. Each winch requires a DC 40 
  Strength check simultaneously to raise the massive block after the 
  trap is activated. Ordinarily groups of giants or ogres aiding one 
  another would have been used for this task.
  Treasure: Beneath the bunks are footlockers once belonging to the 
  soldiers of Kirash Durgaut. Anyone searching through these can find 
  one of the following for every 10 minutes spent searching (1 hour 
  to find them all): a crudely carved ivory good luck charm (10 gp), 
  an old sock holding 9 gp, a miniature portrait of a woman (15 gp), 
  a light masterwork weapon of your choice, a potion of cure light 
  wounds, or a set of loaded bone dice (5 gp).
  21. Defensive Chamber (CR 7)
  These are large bare rooms with arrow slits overlooking Area 3. 
  Their purpose is to allow archers to fire down on invaders below. 
  Creatures: Each of these chambers holds 24 skeleton archers 
  standing silently in ranks. The skeletons are all human or orcish and 
  bear shortbows and quivers of 20 arrows each. They are equal to 
  human warrior skeletons. They alternate firing out the arrow slits 
  after one has run out of ammunition. If attacked in melee, half engage 
  with claws while the rest stand back and fire their bows.
  SKELETON ARCHERS (24) 
  CR 1/3
  XP 135
  hp 4  (Pathfinder Roleplaying Game Bestiary “Skeleton, Human 
  Skeleton”)
  Ranged shortbow +2 (1d6/x3)
  22. Armory
  Each of these rooms holds rack upon rack of shortbows and light 
  crossbows. All are of the mundane variety, though there are a few 
  longbows and heavy crossbows interspersed within. Bins around 
  the walls of the rooms hold hundreds if not thousands of arrows 
  and crossbow bolts. The racks nearest the western doors hold large 
  ballista missiles for the ballistae at Area 24.
  23. Defensive Corridor (CR 9 or 11)
  Creatures: This chamber lies directly above the entry hall (Area 1). It 
  is manned at all times by 15 sandmen who continually stoke the fires, 
  replenish the oil, shovel fuel and wait for intruders to enter the hall below 
  so they can activate their trap. The cauldrons hold oil that the sandmen 
  keep constantly boiling. Each pair of cauldrons can be tipped by a single 
  sandman and activates the trap described in Area 1. It takes 10 minutes for 
  a cauldron to be refilled and brought to a boil by the sandmen. Every few 
  months General Myrac sends them out to collect more fuel from various 
  locations in the city. The casks hold more of the oil. The winches no longer 
  function since the portcullises are now animated objects and move up or 
  down of their own volition (and will move up in here to assist the sandmen 
  if not already dealt with below). If intruders enter this chamber, the sandmen 
  immediately surge toward them en mass to engage them in melee.
  SIEGE UNDEAD, SANDMEN (15) 
  CR 2
  XP 600
  Creature Collection II: Dark Menagerie 153
  NE Medium undead
  cHAPTER 2: Kirash Durgaut
  Hundreds of bunks fill this massive chamber. It appears that 
  the majority of the fortress’s garrison once resided here. Now 
  it is eerily empty. A rail surrounds a stair that descends through 
  the center of the floor. At the middle of the west wall are two 
  massive winches, each requiring dozens of operators on their 
  massive handles. Huge chains rise from the winches through 
  holes cut in the ceiling.
  Splinters of wood mark where tables and chairs once stood 
  in this room. A spiral stair leads to the floor below. Arrow slits 
  look out to the west, and a door exits east.
  This long hall is lined with numerous doors and pairs 
  of fireplaces spaced across from each other. These give off 
  shimmering waves of heat from the coals that glow in their 
  recesses. Large cauldrons suspended on metal frames stand 
  over these hearths. Levers allow the cauldrons to be tipped 
  to pour their contents into sluices in the floor that divide into 
  many individual grooves before terminating at murder holes 
  in the floor. Many casks have been stacked next to these fire-
  places. Mounds of coal, peat and wood stand at each end of the 
  corridor. The room is further divided by rectangular holes in 
  the floor that allow portcullises to be raised or lowered in the 
  passage below this one. Winches stand next to each of these to 
  operate the portcullises.
  
  24
  Init –3; Senses darkvision 60 ft.; Perception +0
   
  AC 10, touch 7, flat-footed 10 (–3 Dex, +3 natural)
  hp 27 (5d8 plus 5)
  Fort +1; Ref –2; Will +4
  Defensive Abilities channel resistance +2; Immune bludgeoning 
  and piercing weapons, undead traits
   
  Speed 20 ft.
  Melee 2 slams +6 (1d8+3)
  Special Attacks blinding
   
  Str 16, Dex 5, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +6; CMD 13
  Feats ToughnessB
   
  Blinding (Ex) When a sandman is struck by a slashing or piercing 
  weapon, it sprays a line of sand out of the wound in the direction of 
  the enemy that struck it to a distance of 10 feet. Anyone within that 
  line of sand must make a DC 15 Reflex save or be blinded for 1d4 
  rounds.  The save DC is Strength-based.
  24. Defensive Overlook
  Once manned by grim-faced guards scanning the ground below 
  for trouble, these overlooks are now empty of all save old ballistae, 
  warped and useless from years of exposure. The overlooks have 
  crenellated battlements that provide cover from below and have a 
  clear field of fire over the Black Gate Bailey.
  25. Archer Post
  Each of these rooms is bare with a series of arrow slits looking 
  out over the plaza below. Here archers would muster to defend 
  against any incursion that managed to penetrate the walls of Tsar 
  and attack Kirash Durgaut from the rear flank. They are no longer 
  manned as Myrac does not fear such an assault and would rather let 
  intruders penetrate into Area 1 to face the deadly ambush that has 
  been prepared. Some of these chambers have a few stools or a bench, 
  but otherwise they are empty.
  26. Mess Hall
  There is nothing of interest left in here.
  27. Kitchens (CR 7)
  The kitchens once turned out meals in great quantities (if not 
  quality) for the soldiers of Kirash Durgaut. 
  Creatures: The fortress’s cooks were sent to the field with the 
  rest of the regiment leaving behind only the cooks’ assistants — 20 
  human zombies that still stand silently in this room. They attack 
  anyone who enters and is not wearing the uniform of Kirash Durgaut 
  or the robes of the priesthood of Orcus.
  HUMAN ZOMBIES (20) 
  CR 1/2
  XP 200
  hp 12  (Pathfinder Roleplaying Game Bestiary “Zombie”)
  28. Storage Rooms
  These rooms simply store supplies pertinent to the portion of the 
  fortress wherein they are situated. Those near the kitchens hold the 
  moldering remnants of foodstuffs, those near the officers’ quarters 
  hold linens and mundane equipment necessary for the running of the 
  fortress, the one near the quartermaster’s office hold stacks of black 
  tabards bearing the red Tower of Weeping Sores, uniforms of the 
  garrison of Kirash Durgaut. Allow the party to locate any mundane 
  equipment you deem appropriate in these rooms.
  29. Guard Room
  The western doors to these rooms have covered eye slits where 
  those inside could inspect anyone seeking entry, and these doors are 
  barred from the inside. This was considered a necessary precaution 
  by the primarily human officer corps considering that many of the 
  troops attached to the garrison were orcs and goblinoids whose 
  loyalty was always somewhat suspect. A bell hanging inside each of 
  these rooms could be used to sound the alarm if it appeared the door 
  might be breached.
  30. Quartermaster
  This room served as the office of Kirash Durgaut’s quartermaster. 
  The desk drawers hold sheaves of blank parchment, brittle quills and 
  inkwells, their contents long since dried out. The keys have been 
  lost to the two chests, but if opened they are found to contain only 
  endless stacks of parchment holding requisition orders, inventories 
  of uniforms, supplies, equipment and weapons, and billeting 
  assignments. None of it is of interest to the party.
  Locked Wooden Trunk: 1 in. thick; Hardness 5; hp 10; Disable 
  Device DC 18; Break DC 20).
  Treasure: There is a false bottom in the bottom drawer of the desk 
  located with a DC 24 Perception check. Within are stashed 5 citrines 
  (50 gp each).
  cHAPTER 2: Kirash Durgaut
  Long trestle tables and benches fill this room, many of which 
  have collapsed with age. The tables and floor are strewn with 
  wooden dishes, shattered earthenware and goblets of leather 
  and wood. It appears that this hall was used for one final meal 
  before the garrison left. The remnants of that meal have long 
  since decayed, and everything lies under a thick layer of dust.
  A desk with a hard chair sits before the east wall. Across 
  from it are two doors. Beside the desk are two large wooden 
  trunks with padlocks. Behind the desk hangs a large black tap-
  estry of the red tower.
  A bank of fireplaces and ovens cover the northern wall with 
  high arrow slits between them to allow ventilation in this 
  chamber. Chopping blocks and tables crowd the room. Racks 
  of knives, tongs, ladles and other utensils hang on one wall, 
  and shelves hold stacks of pans and dishes.
  
  25
  31. Officer of the Watch
  This once served as the office for the officer of the watch. A DC 20 
  Knowledge (nobility) recognizes the banners of many domains now 
  extinct, surprisingly there are devices of a few lands that are now 
  considered goodly and would be shocked to be affiliated with the 
  followers of Orcus (many rulers had changes of conscience during 
  the bloody purges in the aftermath of the Battle of Tsar). The books 
  are all records of troop strength and lists of soldiers attached to the 
  Kirash Durgaut garrison. Within the desk’s single drawer are sheaves 
  of parchment containing duty rosters, payroll records, various orders, 
  etc. A careful perusal of the payroll records (DC 15 Knowledge 
  [local]) shows that a payroll totaling 6,800 gp was never paid out 
  prior to the final engagements of the Battle of Tsar.
  The payroll documents above should provide the party with a clue 
  that there may be payroll funds still lying about somewhere. A DC 
  18 Perception check reveals an iron key with its bow fashioned 
  to resemble a notched executioner’s axe hidden at the back of the 
  desk’s drawer. A DC 20 Knowledge (local) or (nobility) identifies 
  it as the symbol of the Iron Neck ogre tribe. A banner with a similar 
  symbol hangs on the room’s south wall. Hidden behind this banner 
  is a small keyhole in the wall (DC 30 Perception to locate unless the 
  party knows to look behind this banner). The key fits perfectly and, 
  if inserted and turned, opens a secret panel in the floor behind the 
  desk. This panel can be located with a DC 25 Perception check but 
  is arcane locked (caster level 10th) cannot be opened without magic, 
  the key, or smashing through a foot of stone.
  Treasure: Within the secret compartment is an iron strongbox. Still 
  stored within are 500 pp, 1,000 gp and 8,000 sp — the forgotten 
  payroll of Kirash Durgaut.
  32. Officers’ Quarters (CR 13)
  These chambers are all similar in that they have doors with locks 
  (none currently are locked, and the keys are all missing). Each holds 
  sparse but quality furnishings to accommodate from two to four 
  junior officers of Kirash Durgaut. All are dusty and have not been 
  used since the forces were called out for battle and failed to return. 
  Not all are unoccupied, however. Some of the spirits of officers slain 
  on the field of battle have returned to their former quarters to pursue 
  their restless existence. During the Battle of Tsar, a Kirash Durgaut 
  company of orc and half-orc soldiers found themselves cutoff from 
  their allies by an overwhelming force of dwarven heavy infantry 
  from the Army of Light. A company of predominantly human troops 
  from Kirash Durgaut was in position to come to support their orcish 
  compatriots and allow them the opportunity to escape from the trap 
  in which they found themselves. However rather than potentially 
  expose their own flank to attack, the human officers ordered their 
  troops to withdraw and leave the orc company to its fate. The orcish 
  officers watched in dismay as their only chance of salvation withdrew 
  towards the city only moments before the dwarves overran their 
  position and slaughtered them to the last soldier. Meanwhile, the 
  human company likewise found itself surprised during its retreat by 
  an ambush of human and elven rangers. Ironically, had the humans 
  linked up with the orcish company they would have had the numbers 
  to overwhelm the superior firepower of their foes. As it was, they 
  broke and ran under a hail of arrows. The last surviving officer died 
  within a few paces of the city’s gates.
  Creatures: Due to the betrayal and guilt of their end, some of the 
  human and orc officers found themselves unable to obtain the sleep 
  of death and instead returned to their former quarters to settle their 
  grievances — eternally. Now 4 orc ghosts and 5 human spectres 
  wander these halls and chambers in perpetual warfare. Unfortunately 
  due to the nature of their cursed existence, they are unable to harm 
  each other. All appear as they did in life in uniforms recognizable as 
  those of Kirash Durgaut with officers’ insignia but bear obviously 
  fatal wounds (deep axe wounds, arrows in the neck, etc.). Every 
  round the party spends in these chambers and the surrounding 
  corridor there is a 1 in 6 chance of having a spectral visitation. Roll 
  on the table below.
  Area 32 Encounters (roll 1d6)
  1. 
  1 human spectre
  2. 
  1 orc ghost
  3. 
  1 orc ghost and 1 human spectre
  4-5. 
  1d3 human spectres
  6. 
  2 orc ghosts
  ORC GHOSTS (4) 
   
   
  CR 7
  XP 3,200
  Male orc ghost fighter 6 (Pathfinder Roleplaying Game Bestiary 
  “Ghost, Orc”)
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
   
  AC 14, touch 14, flat-footed 12 (+2 deflection, +1 Dex, +1 dodge)
  hp 55 (6d10+12 plus 6)
  Fort +5; Ref +3; Will +3 (+5 vs. fear)
  Defensive Abilities bravery +2, channel resistance +4, ferocity, 
  incorporeal, rejuvenation; Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +8/+3 (7d6, DC 15 half)
  Special Attacks telekinesis (CL 12th), weapon training (axes +1)
   
  Str —, Dex 13, Con —, Int 10, Wis 12, Cha 14
  Base Atk +6; CMB +6; CMD 18
  Feats Blind-Fight, CleaveB, Dodge, Improved InitiativeB, Power 
  AttackB, Weapon Focus (battleaxe) B, Weapon Focus (corrupting 
  touch)
  Skills Climb +12, Fly +9, Perception +16, Stealth +16
  Languages Common, Orc
  SQ armor training 1
  Gear full plate armor, heavy steel shield, masterwork battleaxe
  HUMAN SPECTRES (5) 
  CR 7
  XP 3,200
  hp 52  (Pathfinder Roleplaying Game Bestiary “Spectre”)
  Tactics: Individually encountered undead merely attempt to spy 
  on the party from the walls for a few rounds before disappearing 
  (Perception checks opposed to their Stealth checks to notice). If 
  members of opposing races are encountered, they are locked in silent 
  combat, which breaks off if they are attacked or after 3 rounds at 
  which time they flee in opposite directions. If encountered in groups 
  they spring from the floor and walls to attack. Continue to roll for 
  additional encounters while combat occurs. If members of the other 
  race arrive during combat, the combatants break off and attack the 
  new arrivals for 2 rounds before fleeing. If all of one kind or another 
  have been destroyed or are already present, treat additional rolls for 
  cHAPTER 2: Kirash Durgaut
  The back wall of this chamber is adorned with a banner de-
  picting the red tower of Kirash Durgaut. On the north wall 
  are two large black banners — one adorned with the demonic 
  ram’s skull, symbol of the Disciples of Orcus, and the other 
  the ram’s skull over a walled city, heraldry of the temple-city 
  of Tsar. The south wall is lined with banners in several garish 
  colors, though primarily black, adorned with various crude de-
  vices and insignias — emblems of the various tribes and bar-
  onies that had sworn fealty to the demon prince’s minions. At 
  the rear of the room a large desk sits before a well-upholstered 
  chair. Sitting across the front edge of the desk are numerous 
  leather-bound volumes.
  
  26
  that kind as no encounter.
  Treasure: Many of the officers left behind minor treasures and 
  trinkets hidden in their room. A DC 17 Perception check in each room 
  has a 25% chance of uncovering one of the following: an elixir of 
  love, a +2 light wooden shield with a broken arm strap (DC 10 Craft 
  [armor] to repair in 30 minutes), a cold iron short sword, a pouch 
  holding 40 pp, a jeweled insignia of junior officer rank (50 gp), a 
  Kirash Durgaut officer’s dress uniform (30 gp), and an immovable 
  rod.  No item can be found more than once.
  33. Officers’ Mess
  It is here that the officer corps of Kirash Durgaut dined. There is 
  nothing of interest or value.
  34. Gate Barracks
  Each of these rooms contains bunks and footlockers for 30 soldiers 
  assigned to manning the turret above and defending the main gate 
  wall walks. Arrow slits look out over the road and the bailey. A spiral 
  stair rises to the defense posts above. These rooms are unoccupied 
  and empty of treasure.
  35. Garderobe
  These small chambers hold chutes that empty out into the gateway 
  below. Travelers through the black gates learned to skirt the inner 
  wall to avoid any effluvia.
  36. Upper Guard Room (CR 11)
  The door to this chamber has been barred from the inside and bears 
  a trap. The room beyond is empty save for a spiral stair climbing to 
  the roof level. Guards once manned this post but are now gone, as is 
  any evidence of their presence.
  Barred Door Trap: If this door is opened (by force or magic) 
  without first removing the trap, a crudely-rigged flamethrower 
  device constructed of a bronze cask fitted with a long barrel on one 
  end pointing towards the door and a bellows on the other activates 
  and sends a cone of fire through the doorway and 10 feet into the hall 
  beyond. The fire affects anyone standing in the doorway or in the 
  squares immediately behind it. The bellows are activated by a wire 
  attached to the door itself on one end and a counterweight system at 
  the other. The trap exhausts its entire supply of alchemist’s fire with 
  one activation, but a spout in the top allows it to be refilled. The cask 
  holds 10 flasks of alchemist fire when full. General Myrac checks 
  this trap weekly and refills it if necessary. He has his minions replace 
  the door if necessary. It has never been activated before, so there 
  is no residue from its use in the hallway to give it away. Since the 
  alchemist’s fire ignites as it leaves the trap’s barrel, it does not stick 
  to its targets and continue to burn. The trap is easily detected and 
  disabled (DC 5 for both) by characters already inside the room.
  FLAMETHROWER TRAP 
  CR 11
  Type mechanical; Perception DC 33; Disable Device DC 30
   
  Trigger touch; Reset manual
  Effect alchemical fire (10d6, fire, DC 20 Reflex half); multiple 
  targets (all targets in a 15-ft. cone)
  37. War Room (CR 12)
  In this war room the defense strategies of Tsar were discussed 
  by General Myrac and his commanders. The maps are all horribly 
  outdated due to the changes wrought on the surrounding lands, 
  though a character examining them can get a general idea of the 
  layout of the city walls and the Black Gates. 
  Creature: Floating in the center of the room is a flailing 
  dreadnought , a strange creature horribly warped by the 
  experimentation of the disciples of Orcus and their ilk. It is an egg-
  shaped creature upon which row upon row of segmented metal plates 
  have been riveted. One side of its body is dominated by an enormous 
  fanged maw that it can extend like a proboscis when biting. It is 
  blind but is able to “see” its surroundings through disturbances in the 
  planet’s electromagnetic field. It was brought here to be given orders 
  and then left in a magical suspended animation to await the orders 
  that were never forthcoming. The creature awakens when someone 
  enters the room. It is famished and attacks wildly in order to feed. It 
  activates its flailing fury attack as often as possible, quickly reducing 
  the room’s furnishings and maps to splinters and shreds.
  FLAILING DREADNOUGHT 
  CR 12
  XP 19,200
  Creature Collection II: Dark Menagerie 72
  CN Huge aberration
  Init +5; Senses blindsight 200 ft., magnetic perception 200 ft.; 
  Perception +19
   
  AC 31, touch 9, flat-footed 30 (+1 Dex, +22 natural, –2 size)
  hp 157 (15d8+75 plus 15)
  Fort +10; Ref +6; Will +9
  SR 26
   
  Speed fly 40 ft. (average)
  Melee bite +17 (2d8+12/19–20)
  Space 15 ft.; Reach 10 ft.
  Special Attacks flailing fury
   
  Str 27, Dex 12, Con 21, Int 4, Wis 10, Cha 14
  Base Atk +11; CMB +21; CMD 32 (can’t be tripped)
  Feats Hover, Improved Critical (bite), Improved Initiative, Power 
  Attack, Cleave, Great Cleave, Skill Focus (Perception), Toughness
  Skills Fly +2, Perception +19, Survival +6 (+10 to avoid becoming 
  lost)
  Languages Abyssal
   
  Flailing Fury (Ex) Once every 1d4 rounds, as a full-round action, 
  the dreadnought can separate the metal plates that cover its body, 
  releasing dozens of metallic tentacles tipped with blades, barbs, and 
  spikes. In that round the tentacles flail in every direction, striking 
  every being in a 30-foot radius. The dreadnought makes a +17 melee 
  attack against every creature in that area and deals 2d12+12 points 
  of damage on a successful attack. For the duration of the flailing 
  round, there is a –8 penalty to attack rolls for ranged attacks that 
  pass through that area, a missiles are batted aside by the whirling 
  tentacles. However, during this round, the dreadnought’s natural 
  armor is reduced by half (AC 20, touch 9, flat-footed 19) as its 
  armored hide opens to unleash the tentacles.
  Magnetic Perception (Ex) The whole body of a flailing dreadnought 
  cHAPTER 2: Kirash Durgaut
  Heavy oak tables are spaced about the room, each surround-
  ed by a dozen chairs. Dangling from the ceiling hang black 
  banners bearing the red tower emblem and various company 
  crests in the upper left-hand corner.
  A long, polished table dominates this chamber surrounded 
  by dozens of padded chairs of fine wood. The walls are cov-
  ered with large parchment maps that show the Desolation as it 
  must have looked centuries ago. Floating in the center of the 
  room above the table is a massive egg formed of segmented 
  metal plates.
  
  27
  is very sensitive to electromagnetic fields; it can discern the position 
  and condition of every metal object within 200 feet. This gives the 
  creature an uncanny sense of orientation and a +4 racial bonus to 
  Survival checks to avoid getting lost.
  38. Chapel of Orcus (CR 10)
  While not a part of the disciples of Orcus’s official troops, the 
  garrison of Kirash Durgaut still revered Orcus as their patron deity. 
  The chaplains of the tower conducted regular worship services for 
  the officers of the tower who were forced to stand and observe the 
  proceedings. The common troops received exhortations in their 
  barracks or were allowed to attend services at the Cathedral of Pain. 
  Though the hollow evil of the chapel’s past services still seem to 
  linger, raising the hairs on one’s neck, there is no longer any power 
  here. However, the chaplains did leave behind one last trap for 
  anyone foolish enough to desecrate their altar.
  Altar Trap: Anyone touching the altar or suspended ram’s skull 
  who is not an ordained priest of Orcus activates the trap. Once the 
  altar is touched, the door of the room slams shut (if it was left open) 
  dislodging or shoving aside any impediments such as pitons, PCs, etc. 
  The door seals shut and magically transforms into stone. It is arcane 
  locked (caster level 20) and airtight. It reflects spells lower than 3rd 
  level. One round after the door seals, all of the air in the room is 
  magically pumped out leaving a vacuum. Characters trapped in the 
  room must then hold their breath while they attempt to escape (see 
  the “Suffocation” section in Chapter 13 of the Pathfinder Roleplaying 
  Game).
  VACUUM ROOM TRAP 
  CR 10
  Type mechanical and magical; Perception DC 30; Disable Device 
  DC 28
   
  Trigger touch; Reset repair
  Effect asphyxiation (PCs must hold their breath or suffocate); 
  multiple targets (all within room); onset delay (1 round)
  Arcane Locked Magically Treated Stone Door: 4 in. thick; 
  Hardness 8; hp 120; Break DC 48.
  39. Bodyguards’ Chamber (CR 7)
  Bodyguards assigned to guard the persons and quarters of the 
  highest ranking officers were stationed in these rooms. They did not 
  accompany the officers into battle, remaining behind to secure their 
  quarters.
  The southernmost of these rooms has a secret door that is very 
  carefully hidden requiring a DC 40 Perception check to locate.
  Creatures: Now 5 ogre juju zombies remain behind in each of 
  these rooms awaiting the return of their masters. They wear suits 
  of Large full plate armor and bear Large greatswords. They attack 
  anyone not wearing the uniform of Kirash Durgaut and insignia of a 
  field-grade officer’s rank. Anyone wearing such apparel must make a 
  Disguise or Bluff check opposed to their Perception or Sense Motive 
  check.
  OGRE JUJU ZOMBIES (5) 
  CR 3
  XP 800
  The Tome of Horrors Revised 411
  CE Large undead (augmented humanoid)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
   
  AC 27, touch 9, flat-footed 27 (+9 armor, +9 natural, –1 size)
  hp 30 (4d8+8 plus 4)
  Fort +6; Ref +1; Will +3
  Defensive Abilities channel resistance +4; DR 5/magic and 
  slashing; Immune cold, electricity, magic missile, undead traits; 
  Resist fire 10
   
  Speed 30 ft.
  Melee greatsword +9 (3d6+10/19–20) or slam +9 (1d8+10)
  Space 10 ft.; Reach 10 ft.
   
  Str 25, Dex 10, Con —, Int 4, Wis 10, Cha 14
  Base Atk +3; CMB +11; CMD 21
  Feats Improved InitiativeB, Iron Will, Toughness
  Skills Climb +14, Perception +2
  Languages Giant
  Gear full plate, greatsword
  40. Secret Room
  Only the highest ranking officers of Kirash Durgaut knew of this 
  bolthole prepared in case the fortress should ever fall without them 
  having a chance to escape. The chest holds mundane articles of 
  clothing (making a good disguise for someone formerly wearing a 
  Kirash Durgaut uniform), a backpack and the treasure.
  Treasure: At the bottom of the chest is a sustaining spoon in an 
  ordinary clay bowl and a decanter of endless water along with several 
  empty waterskins. In addition there are three potions of cure moderate 
  wounds, a potion of gaseous form, two potions of invisibility, and a 
  potion of fly. Lying beneath these wrapped in a bit of burlap is a +3 
  defending silver short sword.
  41. Field-Grade Officers’ Quarters
  Each of these chambers is finely furnished — though in a spartan 
  military style — for a single individual. They hold various knickknacks 
  personal interest such as regimental crests and campaign buttons but 
  nothing of actual value. There is a 30% chance of finding a field-
  grade officer’s rank insignia left behind in with the other personal 
  items.
  cHAPTER 2: Kirash Durgaut
  Black curtains shroud the walls of this dark chamber, and the 
  black paint of the ceiling further absorbs any lights brought in. 
  Against the far wall is a simple altar of gray stone. Suspended 
  above it by thin chains is a ram’s skull rendered in iron. Atop 
  the skull the melted remains of a fat, red candle dribble over 
  its features like rivulets of blood frozen in time.
  This room is bare save for a few arrow slits and five large 
  suits of full plate armor standing against the walls. Each 
  suit’s gauntlets clutch a greatsword resting on the floor, point 
  down.
  Beyond the secret door is a spartan chamber. A tiny viewport 
  obviously disguised with the rock of the outside wall provides 
  a horizontal band of light into this room in which motes of 
  dust float in lazy motions. A single cot with a few blankets is 
  pushed back against one wall. Beside it is a large chest.
  
  42. Officers’ Lounge
  Here the highest ranking officers of the garrison came to relax with 
  fine liquors, pipeweed, and games of knucklebones and dice. The 
  plaques are for various noteworthy actions of the officers of Kirash 
  Durgaut including deaths in battle. None are of particular interest.
  Treasure: The 24 crystal goblets on the bar are extremely fragile 
  but are worth 25 gp each if successfully transported and sold.
  43. Officers’ Armory (CR 15)
  This armory once held the quality weapons and armor reserved for 
  the officer corps of Kirash Durgaut. Most were taken into battle, but 
  some few remain behind. 
  Creature: Currently, however, a thief from the infernal realms has 
  infiltrated the room and searches for any lost weapons of power that 
  may be of use to the Dukes of Hell. The intruder is Lascer, a rare 
  male erinyes fighter/rogue. He lurks behind one of the weapons racks 
  using his Stealth ability to avoid detection (opposed Perception check 
  to notice). He heard the party approaching as he was examining the 
  longspear and bumped the lantern with it as he quickly laid it on the 
  floor.
  LASCER 
  CR 15
  XP 51,200
  Male erinyes rogue 4/fighter 3 (Pathfinder Roleplaying Game 
  Bestiary “Devil, Erinyes”)
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness, true seeing; 
  Perception +20
   
  AC 26, touch 15, flat-footed 26 (+5 armor, +4 Dex, +1 dodge, +6 
  natural)
  hp 166 (9d10+45 plus 4d8+20 plus 3d10+10 plus 4)
  Fort +15; Ref +18; Will +9 (+10 vs. fear)
  Defensive Abilities bravery +1, evasion, moderate fortification 
  (50% critical or sneak), trap sense +1, uncanny dodge; DR 5/good; 
  Immune fire, poison; Resist acid 10, cold 10; SR 19
   
  Speed 30 ft., fly 50 ft. (good)
  Melee +2 unholy spiked chain +23/+18/+13 (2d4+9)
  Ranged +1 flaming composite bow [+5 Str bonus] 
  +21/+21/+16/+11 (1d8+6/x3) or chain +22 touch (entangle)
  Special Attacks sneak attack +2d6
  Spell-like Abilities (CL 12th):
  Constant—true seeing
  At will—fear (single target, DC 19), greater teleport (self plus 50 
  lb. of objects only), minor image (DC 17), unholy blight (DC 19)
  1/day— summon (level 3, 2 bearded devils, 50%)
  Str 21, Dex 24, Con 21, Int 14, Wis 18, Cha 21
  Base Atk +15; CMB +20 (+24 trip); CMD 38 (42 vs. trip)
  Feats Combat Expertise, Combat Reflexes, DodgeB, Exotic 
  Weapon Proficiency (spiked chain)B, Greater TripB, Improved TripB, 
  MobilityB, Quick Draw, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Shot on the Run, Weapon Finesse
  Skills Acrobatics +19, Appraise +9, Bluff +17, Climb +15, 
  Diplomacy +14, Disable Device +20, Escape Artist +17, Fly +20, 
  Intimidate +20, Knowledge (planes) +12, Knowledge (religion) 
  +12, Perception +20 (+22 locate traps), Sense Motive +14, Stealth 
  +23, Use Magic Device +12
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
  SQ armor training 1, rogue talents (combat trick, stand up), 
  trapfinding
  Combat Gear 3 thunderstones; Other Gear +1 moderate 
  fortification chain shirt, +2 unholy spiked chain, +1 flaming 
  composite bow [+5 Str bonus], 40 arrows, 50-ft. chain, bag of 
  holding (type I), masterwork thieves’ tools
  Entangle (Su) Lascer carries a 50-ft.-long chain that 
  entangles opponents of any size as an animate rope spell (CL 
  16th, DC 25) but with hardness 10, hp 5, AC 10, Break DC 
  26. He can hurl his chain 30 feet with no range penalty. The 
  chain functions only for Lascer and no other. The save DC is 
  Dexterity-based.
  Tactics: If the party begins looking around, the erinyes attempts 
  to summon bearded devils to attack and distract the party. Then 
  from hiding, he flings his chain to entangle a stout-looking fighter 
  before teleporting to surprise a weak-looking spellcaster in order 
  to sneak attack with his spiked chain. He then attempts to trip 
  anyone that tries to enter his threat range holding them off with 
  his spiked chain and unholy blight. If hard pressed he grabs a 
  valuable-looking weapon off a nearby rack and tries to teleport 
  to safety. Roll randomly from the treasures below to determine 
  which weapon he grabs. If you like, he can begin to stalk the party 
  hoping to slay them or at least steal some of their powerful magic 
  items.
  Treasure: Though stripped of most of the items, this armory still 
  holds at least masterwork quality example of each simple and martial 
  weapon in the Pathfinder Roleplaying Game. There is also at least one 
  masterwork example of each type of armor and shield. In addition the 
  following items remain to be found:
  • +1 unholy silver longspear (lying on the floor — this was the 
  weapon the erinyes was examining).
  • +1/+1 orc double axe
  • +2 cold iron trident
  • Quiver of 20 +1 seeking crossbow bolts
  • +2 adamantine greatsword
  • assassin’s dagger
  • +1/+1 anarchic throwing two-bladed sword
  • +2 shocking burst whip
  • +3 shortbow
  • +1 greater shadow studded leather armor
  • +2 blinding buckler
  • +1 chain shirt
  • +1 moderate fortification sonic resistance heavy steel shield
  • locked gauntlet of luck (equal to banded mail of luck but with no 
  armor class bonus).
  44. Elite Bodyguard (CR 5)
  Creature: This room is bare save for its hulking guardian, a gray 
  render fast zombie. The creature served as the personal guardian of 
  the fortress’s commanding officer. It attacks all who enter who are 
  not accompanied by Undercommander Kreft (long ago slain on the 
  field of battle), so no one has succeeded in entering this chamber for 
  the last few centuries.
  28
  cHAPTER 2: Kirash Durgaut
  Plush leather chairs sit around mahogany game tables. A pol-
  ished bar at the side of the room holds rows of colored bottles 
  — their contents long since evaporated — and crystal goblets. 
  A rack of Meerschaum pipes hangs on one wall. Brass plaques 
  hang around the room.
  Wooden racks line the walls and stand in rows forming aisles 
  throughout this room. Many are empty, but some still hold 
  dusty weapons, shields, helms and suits of armor left behind 
  when the armies of the tower were called to the field. An un-
  lit lantern swings above one aisle, a longspear lying on the 
  floor beneath it. The faint but unmistakable smell of brimstone 
  hangs on the air.
  
  GRAY RENDER FAST ZOMBIE 
  CR 5
  XP 1,600
  Pathfinder Roleplaying Game Bestiary “Zombie”
  NE Large undead
  Init +1; Senses darkvision 60 ft.; Perception +0
   
  AC 13, touch 10, flat-footed 12 (+3 natural, +1 Dex, –1 size)
  hp 66 (12d8 plus 12)
  Fort +4; Ref +5; Will +8
  Immune undead traits
   
  Spd 40 ft.
  Melee bite +15 (2d6+7) and 2 claws +15 (1d6+7) or bite +15 (2d6+7) 
  and slam +15/+15 (1d8+10)
  Special Attacks quick strikes
  Space 10 ft.; Reach 10 ft.
   
  Str 25, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +9; CMB +17; CMD 28
  Feats ToughnessB
  45. Undercommander’s Quarters 
  This suite of rooms is sumptuously furnished and provided 
  comfortable quarters to General Myrac’s second-in-command, 
  Undercommander Kreft. Kreft led the troops of Kirash Durgaut into 
  battle while Myrac remained behind with his token garrison to hold 
  the city gates. Kreft died on a celestial’s holy spear soon thereafter. 
  His quarters are as he has left them and have remained undisturbed 
  all these years.
  The suite consists of an anteroom with black velvet couches and 
  various bits of silver ornamentation. Off of this room is a small privy 
  with a marble toilet leading to a pit deep in the fortress’ foundations 
  and a marble washbasin. The undercommander’s study has a lush 
  white bearskin rug, a black-wood dining table with matching chairs, 
  and an elegant desk of the same black wood. Arrow slits with glass 
  panes and iron shutters let in light and look out over the gate. The 
  bedchamber holds a massive bed with red silk mattress and coverlet. 
  The sets of manacles attached to the bed posts and various whips and 
  scourges on the walls belie the former inhabitant’s twisted tastes. A 
  secret door in the bedchamber can be located with a DC 28 Perception 
  check.
  Treasure: The various furnishings and accoutrements of these 
  chambers are bulky but could be sold for 8,500 gp if somehow 
  transported to a suitable marketplace.
  46. Secret Chapel (CR 7 and 14)
  This secret chamber served Kreft as his own private chapel. A DC 
  30 Knowledge (religion) or (planes) recognizes the altar and bull’s 
  horns as the symbol of the demoness Beluiri, the Temptress. Kreft 
  revered this seductress of demon lords and worshipped her in secret 
  here, away from the prying eyes of the jealous Disciples of Orcus. 
  Creature: Also in this room is Kreft’s personal slave, the succubus 
  Sadie. 
  SADIE, SUCCUBUS 
  CR 7
  XP 3,200
  hp 84  (Pathfinder Roleplaying Game Bestiary “Demon, Succubus”)
  Tactics: Left by her master and paramour, Sadie has languished 
  in this room in utter boredom. His last command was for her to not 
  open the secret door or leave the room. Now that new and interesting 
  people have arrived, though, things look suddenly more engaging. 
  She immediately begins using all of her wiles to tempt the most 
  pious-looking member of the party (she prefers paladins) to abandon 
  his comrades and join her for an eternity of paradise. She will go so 
  far as to physically threaten those who interfere with her attempts. 
  She is emboldened and willing to risk open combat because of the 
  fact that she does not fear death. Long ago she managed to wrangle 
  a promise from the demon lord Baphomet that if she was slain she 
  would immediately be promoted in the Abyssal hierarchy. What she 
  does not realize (but probably should) is that a demon lord’s word is 
  not worth as much as the paper it is written on. If Sadie is slain she 
  immediately returns in the next round as a nalfeshnee demon, but not 
  in the Abyss before her new underlings as she expected. Rather she 
  remains on the Material Plane in this same room and once again faces 
  the same party that slew her. Baphomet’s promise kept, he is under 
  no further compunction to promote her, and she fights madly to the 
  death to avoid that very fate.
  SADIE, NALFESHNEE 
  CR 14
  XP 38,400
  hp 203  (Pathfinder Roleplaying Game Bestiary “Demon, Nalfeshnee”)
  Treasure: The copper censer is similar to an everburning torch in 
  that its flame never expires and, in this case, never stops giving off 
  the aroma of the strange-smelling incense. It could be sold as a curio 
  for as much as 150 gp.
  47. Archer Post
  These identical defensive chambers lie in the great “horns” that 
  protrude from the fortress to the north and south. They connect to 
  the walkways that pass over the Black Gates. Each has a small guard 
  room at its entrance connecting it to the fortress’s battlement and a 
  barred door blocking access to the wall walk. The exteriors of the 
  doors connecting to the wall walks are studded with bronze spikes 
  inflicting damage equal to 1d10 spears against anyone attempting to 
  break them open and make them more difficult to smash through with 
  weapons (Hardness 6; hp 40; Break DC 30). 
  In addition to the guard rooms, the interior of these horns is divided 
  into two chambers. The inner chamber houses the spiral stairs 
  climbing from the barracks (Area 34) below. The outer chambers are 
  adjacent to the wall walks and have a spiral stair climbing to the tip 
  of the horn (Area 48) above. Fire places set into the dividing walls 
  have fixtures for holding kettles of oil to be boiled and rolling carts 
  nearby so these kettles can be easily transported to drain spouts in 
  the floor, enabling the oil to be dumped over attackers on the ground 
  below. The kettles are currently empty. Each of the chambers is also 
  lined with three levels of arrow slits at heights of 4 feet, 10 feet and 
  16 feet. Wooden scaffolds allow use of these arrows slits and are 
  accessible by ladders. Chests for storing arrows and crossbow bolts 
  and pegs for holding bows and crossbows abound. There are plenty 
  of mundane specimens of these items present allowing characters to 
  replenish their supplies as needed.
  48. Artillery Position
  These 60-foot-high parapets are surrounded by crenellated 
  battlements and stand at the peaks of the three “horns” of the fortress. 
  The outermost point of each is a solid wall rising 8 feet high, forming 
  the horn’s tip and providing a little extra cover. These partial walls 
  have an arrow slit in them to prevent attackers from using them as 
  blind spots for cover from the defenders above. On each of these 
  29
  cHAPTER 2: Kirash Durgaut
  Beyond the secret door is a room smelling strongly of ex-
  otic incense. In the center of the room is a small, black-stone 
  altar. Upon it is a pair of curving bull’s horns turned down. 
  Next to it is a copper censer giving off slight stream of smoke. 
  The room is further occupied by a raven-haired beauty resting, 
  eyes closed, on a recamier couch against the east wall. Her 
  revealing undergarments and large bat wings provide warning 
  of potential trouble.
  
  30
  30
  platforms is a stair accessing the chambers in the horn below. Each is 
  also fitted with a heavy catapult. A stone locker set into the battlement 
  holds stone and lead shot for these siege engines. Each one of these 
  has a 10% chance to still be functional. General Myrac orders his 
  underlings to keep these in good working order, but his current 
  underlings are unskilled at best in the area of maintenance.
  49. Forward Defensive Post
  This area is similar in design to the archer posts at Area 47. There 
  are three levels of arrow slits accessed by scaffolds and ladders. A 
  spiral stair in the eastern end leads to the roof above. Two fireplaces 
  are built to heat cauldrons of oil that can then be dumped directly 
  into sluices that carry the boiling liquid through murder holes on 
  the tower’s bottom, to provide no cover or respite from above for 
  attackers, and out drain spouts built along the horn’s lower edge 
  to cover a wider area with the devastating attack. Like Area 47, 
  these cauldrons are empty. The exterior of this turret is chipped and 
  fractured from attacks but remains structurally sound.
  50. Battlement (CR 12 and 9)
  The ground is 40 feet below this platform. The eastern half 
  of this platform came under attack many times from the siege 
  engines of the Army of Light and still shows the damages that 
  were sustained.  Lining the eastern edges are heavy catapults and 
  ballistae. Each on has only a 10% chance of being in working 
  order, the rest being damaged or destroyed by time and the 
  elements or the attacks from long ago. Beside each of these 
  is a stone locker built into the parapet that holds ammunition 
  suitable for the weapon. Near the entrance to Area 49 are two 
  great furnaces, the northern one mostly smashed from the direct 
  hit of a catapult shot. These were used to heat huge cauldrons of 
  oil. The massive iron cauldrons, now rusted and cracked from 
  age, still stand on the stone hearths. Each had a lever allowing it 
  to be tipped to pour its contents into smaller pots for transport to 
  stone receptacles along the roof’s edge with drains that funneled 
  the boiling oil to gargoyle spouts along the fortress’ walls below 
  the battlement. These receptacles stand empty, their drains long 
  since clogged with debris. The rotten remains of wooden hand 
  carts that were once used for hauling the cauldrons of boiling oil 
  are situated near the furnaces and receptacles where they were 
  abandoned.
  Creatures: The eastern half of the battlement is guarded by a 
  flailing dreadnought, one of the hideous living war machines 
  created by the Disciples of Orcus that resides within the smashed 
  remains of the northern furnace. If it hears or sees anyone moving 
  about on the platform it immediately moves to attack. Occasionally 
  it feeds on one of the siege undead in Area 51 if it is particularly 
  hungry and one of them comes too close. The western half of the 
  platform is patrolled by the 4 marrow knights at Area 54. Each 
  round spent west of the central tower, there is a cumulative 10% 
  chance that the marrow knight patrol will spot the party and charge 
  to attack.
  FLAILING DREADNOUGHT 
  CR 12
  XP 19,200
  hp 157  (See Area 12)
  MARROW KNIGHTS (4) 
  CR 5
  XP 1,600
  hp 90  (See Area B2-6)
  51. Artillerists’ Barracks (CR 9 or 11)
  Each of these structures was once a small blockhouse in case 
  the battlements were overrun, with arrow slits and a trapdoor in 
  the ceiling leading to a crenellated battlement atop the building. 
  The artillerists charged with manning the siege engines of Kirash 
  Durgaut were quartered here. Both show damage from sustaining 
  many hits from siege engines belonging to the Army of Light. The 
  northern building has been holed in several places along the wall 
  and part of the roof has collapsed. There is no longer any furniture 
  in either.
  Creatures: They are now each occupied by 20 sandmen standing 
  in ranks awaiting orders. General Myrac occasionally sends them 
  orders to tend to their catapults and ballistae (which they do poorly 
  as attested to by the condition of their siege engines). Otherwise 
  they remain within their barracks until a general alarm is sounded 
  by Myrac, at which time they man their engines and prepare to repel 
  invaders, or until someone enters one of their barracks, in which 
  case they attack en mass. If the occupants of one barracks become 
  involved in melee, the occupants of the other notice and join in after 
  5 rounds.
  SIEGE UNDEAD, SANDMEN (20) 
  CR 2
  XP 600
  hp 27  (See Area 23)
  30
  cHAPTER 2: Kirash Durgaut
  <n>This vast platform covers the entire eastern half of the 
  fortress. From the center rises the dark form of the central 
  Tower of Weeping Sores like a gangrenous finger, climbing 
  another 100 feet into the air. Great hornlike projections — tur-
  rets — protrude from the northern, eastern, and southern tips 
  of this battlement. To the east, the remains of artillery and siege 
  engines line the crenellated edges with the battle-damaged re-
  mains of some stone structures behind them. To the west stone 
  buildings still stand, not subjected to the carnage visited upon 
  the forward half of the fortress. A huge crane stands at one 
  edge, extending out over the inner bailey of the city gates.
  
  31
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  cHAPTER 2: Kirash Durgaut
  52. Storage Barn (CR 10)
  This massive stone warehouse rises 40 feet into the air with a flat-
  topped roof. Huge doors open in the structures south side. Within are 
  stacked crates, boxes, barrels and bins of all sorts of mundane supplies 
  and equipment, most of it rotten and deteriorated to uselessness. 
  Kept herein were supplies for the tower (now mostly moldered 
  since the tower’s current residents have little need for foodstuffs), 
  ammunition for the many siege engines atop the fortress, parts and 
  materials for making repairs to the fortress and the siege engines, 
  fodder for the draft animals (long since rotten and rodent infested), 
  and every other conceivable type of equipment that might be needed 
  for the maintenance, upkeep, and defense of Kirash Durgaut. The 
  draft animals used by the fortress to haul the heavy equipment and 
  supplies are gone. 
  Creatures: Residing in this great barn are 3 cloud giant skeletons 
  that General Myrac was able to procure from the priesthood to 
  replace the beasts of burden. They remain here unless orders come 
  from Myrac or one of his officers. Anyone entering the barn other 
  than one of the Kirash Durgaut officers is attacked.
  CLOUD GIANT SKELETONS (3) 
  CR 7
  XP 3,200
  Pathfinder Roleplaying Game Bestiary “Giant, Skeleton”
  NE Huge undead
  Init +6; Senses darkvision 60 ft.; Perception +0
   
  AC 17, touch 10, flat-footed 15 (+4 armor, +2 Dex, +3 natural, –2 
  size)
  hp 72 (16d8)
  Fort +5; Ref +7; Will +10
  DR 5/bludgeoning; Immune cold, undead traits
   
  Speed 50 ft.
  Melee morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12) 
  or 2 claws +22 (1d8+12)
  Space 15 ft.; Reach 15 ft.
   
  Str 35, Dex 15, Con —, Int —, Wis 10, Cha 10
  Base Atk +12; CMB +26; CMD 38
  Feats Improved InitiativeB
  Gear chain shirt, morningstar
  53. Guard Shack
  Once a guard shack to provide some shelter for those on guard duty 
  between their rounds on cold or stormy nights, this small wooden 
  structure now stands empty. It holds only a few old benches and a 
  pot-belly stove. The wooden walls and roof have seen better days and 
  now do little to keep out inclement weather.
  54. Stables (CR 9)
  This long, low stone building once housed the draft animals necessary 
  for hauling the supplies and equipment needed for the defense of the 
  fortress. Five great sledges with wooden runners that were kept well 
  greased for hauling loads between the crane and the storage barn and 
  between the storage barn and various other destinations still rest near 
  the building’s east wall. Their huge wooden runners have cracked 
  and dry rotted making them useless without repairs, though their 
  harnesses are still intact for hitching draft teams to them. The stone 
  stalls along the buildings west wall are now empty. When the Great 
  Retreat occurred, the disciples of Orcus commandeered all of the 
  available draft animals in the city for their overland flight.
  Creatures: Now Myrac houses some unique officers in this building. 
  There are 4 marrow knights quartered here where the fixtures better 
  suit their form. Once the backbone of Kirash Durgaut’s cavalry, four 
  of the marrow knights were hidden by Myrac when the rest were sent 
  to the field by the priesthood. He had them moved up here and retains 
  them as his ranking officers in the fortress. It is they who see to the 
  defenses and deployment of the undead soldiers everywhere except 
  within the Weeping Tower itself. Each wears the tabard of the red 
  tower and the rank insignia of a field-grade officer.
  MARROW KNIGHTS (4) 
  CR 5
  XP 1,600
  hp 90  (See Area B2-6)
  Tactics: The knights periodically patrol the roof of the fortress (see 
  Area 50) using their bows to repel intruders and charging once they 
  are within range. They attempt to lure intruders into the waiting grasp 
  of the flailing dreadnought at Area 50 if they can without risking 
  themselves overmuch. If two of the marrow knights are destroyed, 
  one will remain behind to hold off the attackers, while the other 
  gallops to Area 52 to release the cloud giant skeletons and order them 
  to attack.
  55. The Stacks
  These huge smoke stacks once carried the constant fumes from 
  the kitchens (Area 27) and the smithy (Area 10). Though they are 
  very wide at this point, just above the kitchens, they narrow and split 
  into individual shafts for the various fireplaces, ovens, and forges. 
  At that junction they are too small for anything larger than Tiny size 
  to fit through, though a Small creature could wriggle through with a 
  successful DC 25 Escape Artist check. Climbing within the chimneys 
  is more difficult (DC 25) due to the thick layer of carbon that covers 
  the bricks. Even with these impediments this still remains a viable 
  way to infiltrate the fortress, though anyone doing so is soot-covered 
  and filthy by the time they emerge (+10 bonus to Survival checks for 
  anyone trying to track them until they have washed off the soot).
  56. Ballista Mount
  At each of these points a ballista has been mounted overlooking the 
  entryway into city below. These ballistae are somewhat sheltered from 
  the elements, and both remain operational due to the maintenance 
  they have received. Stone lockers hold 2d10 ballista bolts at each of 
  these locations.
  57. Crane
  This crane is still functional and can lift loads of 25,000 lb. A DC 
  40 Strength check is necessary to rotate the platform. It requires A 
  DC 25 Strength check to raise and lower the crane with an additional 
  +1 for every 1,000 lb. of load. It requires 8 rounds to raise a load 
  from the ground 40 feet below.
  Three massive chimneys of darkened, soot-stained stone rise 
  from the rooftop here, extending 30 feet into the air.
  A massive construct rises from the battlement here like some 
  sort of prehistoric monstrosity. Tree trunks lashed together 
  by bronze bands extend up and out over the bailey below. A 
  huge, iron-banded crossbar supports a myriad of ropes, chains 
  and pulleys. At the base of the crane’s arm a winch allows the 
  hoist to be raised and lowered. The entire crane rests on a huge 
  windlass platform so that the crane can be swung around to 
  allow loads to be deposited on the battlement.
  
  32
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  cHAPTER 2: Kirash Durgaut
  58. Fortress Roof
  The entire western portion of the fortress lies beneath this huge gable 
  roof covered in slate tiles fully a foot thick. The roof lies 5 feet below 
  the crenellation of the battlement (Area 50). Four chimneys pierce 
  the roof from various hearths in the fortress below. Only creatures 
  of Diminutive size or smaller can easily traverse the interior of these 
  shafts (DC 20 Climb check). A Tiny creature can squeeze with a DC 
  20 Escape Artist check. The slope of the roof is gentle, not requiring 
  an Acrobatics check to balance as one moves about on it.
  59. Lower Stair
  This featureless room holds only a stair descending to Area 36. The 
  set of doors are one of the few in the entire fortress that has a lock 
  rather than a bar (Disable Device DC 25). General Myrac and his 
  seneschal are the only ones who have keys to this door. A sliding 
  plate on the inside of the doors covers a viewing slit that looks out 
  onto the battlement roof.
  60. Tower Gate (CR 5)
  A wide stair climbs 10 feet to the gates of the actual Tower of 
  Weeping Sores sitting high atop the fortress of Kirash Durgaut. Like 
  the gates to the fortress, these portals are massive affairs of iron with 
  foul runes and symbols inscribed upon their outer surface. One of 
  these is a magical trap. The doors are secured by an iron bar on the 
  inside and are further reinforced by and arcane lock (caster level 
  16th).
  Door Trap: The gates of the tower bear a symbol of fear. It activates 
  when anyone of a non-evil alignment approaches within 20 feet of 
  the doors’ exterior. It then flashes into existence affecting all within 
  60 feet. The symbol then seems to fade, but after 24 hours it resets 
  itself.
  SYMBOL OF FEAR TRAP 
  CR 5
  Type magical; Perception DC 31; Disable Device DC 31
   
  Trigger proximity; Reset automatic
  Effect spell effect (symbol of fear, 16th-level wizard, DC 20 Will 
  negates); multiple targets (all targets within 60 ft.)
  Arcane-Locked Iron Gates: 6 in. thick; Hardness 10; hp 180; 
  Break DC 45.
  61. Killing Zone (CR 8)
  This corridor is intended as a trap for any who dare to invade 
  the Tower of Weeping Sores. The pit and its skeletal contents are 
  all part of a permanent image (caster level 16th). There is no pit, 
  but characters must interact with it and make a DC 20 Will save 
  to disbelieve. Falling into the pit allows an automatic Will save at 
  +10 when no damage is sustained and the character remains at floor 
  level. A failed save means the character believes he managed to grasp 
  the edge and roll away to avoid a fall. Anyone witnessing another 
  character “fall” into the pit receives the same Will save with the same 
  bonus to realize there is no pit.
  Creatures: The pit is merely intended to serve as a distraction for 
  the true danger of the hall. Set into either wall of the corridor are 
  three spring-loaded, sliding secret doors that cover concealed arrow 
  slits. Behind the arrow slits in a narrow corridor are 6 juju zombie 
  spearmen. The juju zombies can open an arrow slit with as a free 
  action, stab through into the corridor with their spears, and close the 
  arrow slit with a move action. They watch through their arrow slits 
  through tiny spy holes disguised as rivets (DC 35 Perception check to 
  notice from the hallway). The walls of the room are of stone, 1 foot 
  thick, with a 2-inch layer of iron over them. The arrows slit shutters 
  are likewise 2-inch-thick iron.
  JUJU ZOMBIE SPEARMEN (6) 
  CR 3
  XP 800
  Male human juju zombie fighter 3 (The Tome of Horrors Revised 411)
  NE Medium undead (augmented humanoid)
  Init +7; Senses darkvision 60 ft.; Perception +2
   
  AC 22, touch 13, flat-footed 19 (+6 armor, +3 Dex, +3 natural)
  hp 28 (3d10+6 plus 6)
  Fort +5; Ref +4; Will +1
  Defensive Abilities channel resistance +4; DR 5/magic and slashing; 
  Immune cold, electricity, magic missile, undead traits; Resist fire 
  10
   
  Spd 30 ft.
  Melee +2 spear +11 (1d8+9/x3) or slam +8 (1d6+7)
   
  Str 20, Dex 16, Con —, Int 4, Wis 10, Cha 14
  Base Atk +3; CMB +8 (+10 sunder); CMD 21 (23 vs. sunder)
  Feats Alertness, CleaveB, Improved InitiativeB, Improved SunderB, 
  Power AttackB, ToughnessB, Weapon Focus (spear)
  Skills Climb +14, Jump +6, Perception +2, Ride +4,  
  Sense Motive +2
  Languages Common
  SQ armor training 1
  Gear breastplate, +2 spear
  Tactics: While the characters are delayed by the illusory pit, the 
  juju zombies watch through spy holes with held actions to open their 
  arrow slits and stab through whenever anyone steps in the square 
  in front of it. They receive improved cover against attacks from the 
  corridor. The zombies attack on different initiative rolls so the arrow 
  slits open and close at different times never exposing them all to 
  attack at once. Because opening the arrow slits is a free action and the 
  zombies therefore threaten the squares in front of them, they are still 
  able to make attacks of opportunity against characters attempting to 
  pass in front of the arrow slits while they are closed. However, when 
  making such an attack of opportunity, the zombies are unable to once 
  again close their arrow slit immediately.
  Iron Wall Sheath and Arrow Slit Shutters: 2 in. thick; Hardness 
  10; hp 60; Break DC 28.
  Barred Iron Double Doors: 2 in. thick; Hardness 10; hp 60; Break 
  DC 35.
  62. Guard Post (CR 6)
  This bare room has arrow slits that look out on the door from Area 
  62 and down the defense corridors flanking it. 
  Creatures: There are 4 advanced bonemen in here with crossbows 
  that fire upon anyone coming through those doors other than a juju 
  zombie or someone accompanied by General Myrac. A winch on 
  the west wall controls a portcullis that is kept lowered to block the 
  western corridor from Area 61. A copper bell hangs in the northeast 
  corner which one of the siege undead rings as long as combat 
  continues to summon reinforcements from Area 65, stopping only if 
  directly threatened.
  The walls and ceiling of this corridor are sheathed in riv-
  eted metal plates. A set of iron doors blocks the far end of the 
  hall. At the mid point of the hall is a 10-foot-deep pit, 10 feet 
  across. Rusty spikes line the bottom of the pit; an old skeleton, 
  still clad in shreds of clothing, lies impaled upon them.
  
  33
  cHAPTER 2: Kirash Durgaut
  SIEGE UNDEAD, ADVANCED BONEMEN (4) 
  CR 2
  XP 600
  Advanced boneman (Creature Collection II: Dark Menagerie 151)
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +7
   
  AC 19, touch 12, flat-footed 17 (+3 armor, +2 Dex, +4 natural)
  hp 17 (2d8+8)
  Fort +4; Ref +2; Will +5
  Defensive Abilities channel resistance +2, half damage slashing and 
  piercing; Immune cold, undead traits
   
  Speed 40 ft.
  Melee 2 claws +4 (1d6+2)
  Ranged heavy crossbow with +1 unholy crossbow bolts +3 (1d10+1/19–20)
   
  Str 18, Dex 15, Con —, Int 9, Wis 14, Cha 18
  Base Atk +0; CMB +4; CMD 16
  Feats Improved Initiative
  Skills Climb +6, Perception +7, Stealth +4
  Languages Common (cannot speak)
  Gear studded leather armor, heavy crossbow wired to arm, 10 +1 
  unholy crossbow bolts
  63. Kitchen
  This kitchen once served the elite troops of the Tower of Weeping 
  Sores. The garrison of the tower has not required meals since the 
  Battle of Tsar, and the kitchen has fallen into disuse accordingly. A 
  DC 19 Perception check notices suspicious dark stains on the floor 
  and some of the tables as if perhaps this chamber was once used for 
  something more than just innocent meal preparation, and a DC 31 
  Perception confirms this by locating a chopped section of a charred 
  human femur tucked into one corner of the oven. The well itself is 
  80 feet deep with 20 feet of pure water from a spring deep beneath 
  the foundations of the fortress. However anyone exploring the well 
  or lowering the bucket find that there is a blockage 40 feet down. See 
  the treasure below.
  Treasure: Before abandoning the tower for the field, one of the 
  cooks robbed the quarters of an officer. Not wishing to be caught 
  and assuming that the officer would likely die in battle, the cook 
  dumped his ill-gotten goods in the well hoping to come back and 
  claim them later. Instead both cook and officer were slain in the field 
  so that the theft was neither discovered nor recovered. Now wedged 
  in the shaft of the well 40 feet down is spined shield, a +1good 
  outsiderbane bastard sword, and a handy haversack holding 850 pp, 
  a gem-encrusted eye patch (300 gp), a delicate elven crown crafted 
  from silver and polished wood (3,000 gp), and a ring of keys for all 
  of the cell and manacle locks in Area 75.
  A large hearth and oven occupy the east-
  ern wall. Tables, shelves and counters hold 
  utensils, pots and pans beneath a layer of 
  dust. A feeling of long abandonment fills 
  this chamber. To the south, in an alcove, 
  a wooden cover caps a well. Above this 
  well, anchored in the top of the alcove is a 
  winch with a heavy rope and steel bucket.
  
  34
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  cHAPTER 2: Kirash Durgaut
  64. Storage
  Bins and shelves hold typical kitchen items and supplies. No 
  foodstuffs remain as all were taken when the tower forces were 
  deployed and replaced by the living dead who had no need of such 
  staples.
  Treasure: Hidden behind a sack of charcoal (DC 14 Perception 
  check to locate) is a bottle of vintage dwarven whiskey over 500 
  years old but still good. A larcenous cook stole this prized possession 
  from the fortress undercommander’s quarters shortly before the 
  garrison’s deployment. The unopened bottle is worth 1,000 gp. Its 
  contents are quite potent and drinking from it requires a DC 17 
  Fortitude save for each drink to avoid becoming inebriated for 1d10 
  minutes (cumulative for multiple drinks even if saves were made). 
  While inebriated the character has the game effects of being both 
  sickened and staggered.
  65. Barracks (CR 10)
   Creatures: All bunks and furnishings have been removed from 
  this chamber to make room for the ranks of siege undead that now 
  occupy it when not given different orders. Currently there are 17 
  meatmen standing in here. The chamber smells strongly of rotten 
  meat from these hideous undead constructs. They respond to any 
  alarm by marching out to defend the portcullis, falling back to Area 
  69 if necessary.
  SIEGE UNDEAD, MEATMEN (17) 
  CR 2
  XP 600
  hp 22  (See Area B2-6)
  66. Officers’ Quarters
  Like those at Area 32, this chamber once housed officers in charge 
  of the tower garrison. Four beds remain along with lockers and a 
  table with four chairs. Any items of interest have removed, though 
  some mundane articles of clothing and personal effects still remain.
  67. Armory
  This room served as the armory for the tower. All of the barred 
  doors have good locks. The key to all of them can be found in the 
  seneschal’s chamber (Area 77). All of the weapons and armor in this 
  chamber were removed when the troops deployed. However, the four 
  lockers on the south wall (each within its own cage) all held special 
  substances used in defense of the tower. The easternmost locker 
  also had a flesh to stone trap. The statue is a hobgoblin officer who 
  deserted his troops and returned here steal some of these valuables to 
  sell on the black market. Unfortunately he was unaware of the trap 
  and has remained here since. He fails his Fortitude save if characters 
  cast stone to flesh on the creature.
  Iron-Barred Cages: 2 in.-thick bars spaced 4 in. apart; Hardness10; 
  hp 50; Break DC 28; Open Lock DC 30.
  Treasure: There are four lockers on the south wall numbered 1–4 
  from east to west. Their contents are as follows:
  Locker #1: 10 thunderstones, 20 tindertwigs, 7 smokesticks and 5 
  sunrods.
  Locker #2: 5 flasks of acid, 14 flasks of unholy water and 3 vials 
  of antitoxin.
  Locker #3: empty.
  Locker #4: 10 flasks of alchemist’s fire.
  68. Latrines
  Each of these rooms has stone seat with a hole descending 20 feet. 
  These are now empty, their foul contents long since turned to dust.
  69. Stairwell (CR 7)
  Creatures: A stair winds up the outer wall of this chamber between 
  the first and second floors. Standing upon these steps, cloaked with 
  permanent invisibility (caster level 13th) that does not end when they 
  attack, are 10 bonemen. They attack anyone approaching the stairs 
  from top or bottom not accompanied by General Myrac. Hidden in 
  a hollow beneath the top step (DC 15 Perception check to locate) is 
  a darkskull creating an unhallow effect throughout the chamber on 
  both floors giving the undead a +2 deflection bonus and +2 saves 
  versus good creatures and +4 resistance to channel energy. 
  INVISIBLE SIEGE UNDEAD, BONEMEN (10) 
  CR 1
  XP 400
  hp 13  (See Area B2-2)
  Ad Hoc XP Award: Because of the bonemen’s invisibility and the 
  unhallow effect award 600 XP for each of them.
  70. Waiting Room (CR 11)
  The sign next to the door is written in Abyssal and says simply, 
  “Wait here.” Everyone familiar with the tower back in its heyday 
  knew better than to wait in the waiting room but would instead walk 
  directly into the receiving chamber (Area 71). There was a practical 
  reason for this that exists to this day. 
  Creatures: Anyone loitering in the waiting room for more than 2 
  rounds is attacked by 8 wraiths that emerge from the hollow iron 
  skulls. They never leave this room but attack without mercy as long 
  as anyone remains here.
  WRAITHS (8) 
  CR 5
  XP 1,600
  hp 47  (Pathfinder Roleplaying Game Bestiary “Wraith”)
  Metal cages line the walls barring weapons racks and armor 
  stands. These are all now empty. The cages to the south protect 
  wooden lockers that line the wall. Standing before one of the 
  southern cage doors, its hand outstretched and touching the 
  metal is an extremely lifelike statue of an armored hobgoblin.
  Black tapestries bearing the image of a red tower adorn the 
  north and east walls of this room. Mounted along the rods 
  holding the tapestries are lifelike skulls cast in iron, four per 
  tapestry. Stone benches sit in front of the tapestries. A heavy 
  wooden panel is attached to the south wall just east of a set 
  of black double doors. Inscribed upon the panel are words in 
  some harsh, foul-looking language.
  
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  71. Receiving Chamber (CR 11)
  General Myrac has always been very open to admitting guests to 
  the upper portions of his tower. In fact many of his guests found 
  a permanent home in the cells while they experienced his twisted 
  form of “hospitality”. Entering was never a problem, only leaving 
  presented difficulties. One of the greatest difficulties lies in getting 
  past the guardian of the receiving chamber. 
  Creature: The huge construct is actually an abyssal construct 
  known as a retriever. This machine has been programmed by Myrac 
  to not molest those entering the chamber from the double doors. Only 
  if someone attempts to leave through the north doors or enters the 
  chamber through the east and west doors or down the stairs without 
  first saying the pass phrase “Pain take you” does the retriever attack. 
  If its victims retreat to the east, the west or up the stairs, it resumes its 
  silent vigil. Only if prey flees through the double doors does it follow 
  and, if necessary, leave the tower using its find target ability to bring 
  them back. To its credit, no one has ever successfully escaped from 
  within the Tower of Weeping Sores.
  The iron stairs end at the next floor where they become stone steps 
  contained within a walled stairwell.
  RETRIEVER 
  CR 11
  XP 12,800
  hp 137  (Pathfinder Roleplaying Game Bestiary “Retriever”)
  72. Guest Rooms
  This room held prisoners that Myrac thought may have held 
  valuable information that could pried out by the correct application of 
  incentives. None of the skeletons are animate, though the essence of 
  their spirits lingers on in the form of the psychic miasma that seems 
  to forever linger in this chamber. Attempts at speak with dead bring 
  a raucous, gibbering that echoes through the chamber and deafens all 
  within for 1d4 rounds.
  The cage doors can be opened with a DC 25 Disable Device check. 
  The keys have been lost. At the eastern end of the room is a large 
  fireplace. Before it sits a metal rack with a selection of pokers, knives, 
  branding irons, blades, pins and tongs that could placed within the 
  fire for heating. Beside them hang two pairs of heavy leather gloves. 
  Though this was not the primary torture chamber, General Myrac 
  did not mind his jailers getting in a little practice for sport every now 
  and then.
  73. Elite Barracks
  This chamber quartered General Myrac’s elite soldiers, a gang of 
  the most lethal and amoral warriors of all races that he could gather 
  together. In addition to their military duties, they also served as 
  jailers and torturers for the unfortunates imprisoned within the tower. 
  Fortunately for the world, none of these individuals survived the 
  carnage of the Battle of Tsar. Now their corpses and spirits comprise 
  some of the worst of the undead currently roaming the Desolation. 
  Within the metal trunks are the personal effects of these wicked 
  slayers that they chose not top carry with them into battle. Items 
  found here include parchments made of human skin, goblets formed 
  from humanoid skulls, various preserved appendages and body parts, 
  and pieces of armor and weaponry of a mundane sort though set with 
  as many spikes and serrated edges as possible. Feel free to add any 
  specific type of weapon or armor to the contents of these trunks. All 
  are gummed with dried blood and foulness.
  Treasure: Hidden within one of the mattresses — ogre hide stuffed 
  with foul-smelling straw — are 11 severed humanoid fingers, each 
  wearing a jeweled ring worth 200 gp (DC 30 Perception check to 
  locate unless PCs specifically cut open the mattresses).
  74. Elite Officer’s Quarters
  This chamber served as the quarters of the commander of Myrac’s 
  elite soldiers, a vile blackguard known only as Soulless. His penchant 
  for violence and torture were legendary and were what first brought 
  him to the general’s attention. His chair of contrition served as a focus 
  for his masochistic urges but with the addition of manacles (lying 
  on the floor beneath) also served for guests Soulless occasionally 
  brought in to entertain. The blackguard kept all of his equipment in 
  an untidy heap upon the floor and carried it all with him when he and 
  his troops took the field of battle. His mortal remains now exist as 
  a wandering mohrg in the part of the Desolation known as the Dead 
  Fields (see Slumbering Tsar: The Desolation). The commander’s 
  treasures were kept in a secret hollow beneath the mattress but were 
  later stolen by one of the tower’s cooks (see Area 63 for details).
  A feeling of hopelessness and loss is almost overwhelm-
  ing in this long chamber. It is augmented by the row of for-
  lorn cells lining the walls, little more than boxes composed 
  of overlapping metal bands welded and riveted into place. 
  Heavy locks secure the doors to these cages, and the skeletal 
  remains of their last tenants still huddle in some of them like 
  curs in a kennel. Clearly visible on the skeletal remains are 
  unset fractures, amputations and the deep scarring of hideous 
  burns and cuts — mute testimony to the final days of their sad 
  existences.
  The walls of this room are smeared with dried blood and 
  less identifiable stains. Markings dedicated to every dark 
  god imaginable are scrawled across this palate. The massive 
  wooden frame of a bed, its mattress long gone, dominates the 
  room. Beneath where the mattress would have lain is a secret 
  hollow now empty. Against one wall is metal chair set with 
  many small spikes and knobby protrusions. Lying across its 
  seat is a scourge still dark with old blood and bearing strips of 
  leathery skin still caught in its barbs.
  Massive columns support the four corners of this room, and 
  a wrought iron stair spirals up through the room’s center to the 
  level above. Doors exit to the east, west, and north. Behind the 
  stair stands a huge statue of a hideously misshapen spider. Its 
  forelegs stretch from corner post to corner post as it reaching 
  wide to grasp its prey. These forelegs end in wicked-looking 
  cleavers. The entire construction lies beneath a patina of dust.
  Five sets of bunks line the far wall oft his long room. Heavy 
  metal chests stand at the foot of these beds. Stretched hides 
  cover the walls and ceiling of the room bearing painted sym-
  bols of unimaginable evil and filth. Prominent among them is 
  the image of the red tower.
  
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  cHAPTER 2: Kirash Durgaut
  75. Special Guest Chamber (CR 8)
  This cellblock served for guests to whom Myrac wished to give 
  special attention or for creatures too powerful to be imprisoned in 
  the mundane cells of the tower. The cell bars are of mithral (Break 
  DC 36) and the manacles are all of masterwork quality. The plates to 
  which they are bolted require Break DC 30 to wrench the manacles 
  free from their anchor (though they still remain upon the prisoner). 
  The cell doors all have superior locks (DC 40 Disable Device). The 
  manacles in the large cell are dimensional shackles.
  Creature: The spectral figure in the cell (second from the north) 
  is a ghost. It appears to be a naked human male, head bowed, wrists 
  encased in spectral shackles that disappear into the wall behind it. He 
  raises his head and looks at the party pleadingly and says, “Please 
  release me”.
  CORRITH 
  CR 8
  XP 4,800
  Male human ghost cleric of Orcus 7 (Pathfinder Roleplaying Game 
  Bestiary “Ghost”)
  CE Medium undead (incorporeal)
  Init +3; Senses darkvision 60 ft.; Perception +11
  Aura chaos, evil
   
  AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
  hp 84 (7d8+35 plus 14)
  Fort +10; Ref +5; Will +10
  Defensive Abilities channel resistance +4, incorporeal, rejuvenation; 
  Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +8 (8d6, Fort DC 18 half)
  Special Attacks channel negative energy 8/day (DC 18, 4d6), 
  corrupting gaze (DC 18), destructive smite 6/day (+3 dmg), 
  spontaneous casting (inflict spells)
  Domain Spell-like Abilities (CL 7th):
  6/day— touch of evil (melee touch +8)
  Spells Prepared (CL 7th):
  4th—discern lies (DC 17), unholy blightD (DC 17)
  3rd—blindness/deafness (DC 16), rageD, searing light (ranged touch 
  +8), speak with dead
  2nd—darkness, desecrate, sound burst (DC 15), shatterD (DC 15), 
  zone of truth (DC 15)
  1st—bane (DC 14), cause fear (DC 14), command (DC 14), 
  deathwatch, entropic shield, truestrikeD,
  0 (at will)—bleed (DC 13, x3), detect magic
  D domain spell; Domains Destruction, Evil
   
  Str —, Dex 16, Con —, Int 11, Wis 16, Cha 20
  Base Atk +5; CMB +5; CMD 23
  Feats Combat Casting, Iron WillB, Persuasive, Skill Focus (Profession 
  [torturer]), Toughness
  Skills Bluff +12, Diplomacy +12, Fly +11, Heal +9, Intimidate +15, 
  Knowledge (religion) +5, Perception +11, Profession (torturer) +11, 
  Stealth +11
  Languages Common
  Development: This ghost is the spirit of the cleric of Orcus/torturer 
  slain by an escaped prisoner in Area 17 of the fortress, though 
  nothing about his appearance reveals that fact. Corrith attempts to 
  communicate with the party in Common. The shackles that hold him 
  are ephemeral but are a part of his ghostly essence and thus cannot 
  be removed unless certain conditions are met.  While bound by these 
  shackles, Corrith is under the effects of an undetectable alignment 
  that cannot be dispelled except by removal of the shackles. 
  Corrith claims to have been killed in the dungeons deep within the 
  tower. He describes area 17 to the party. He claims he was a victim 
  of that foul place’s denizens and is bound to this cursed existence 
  of undeath until the bones of the evil priest of Orcus found there 
  have been immolated in a funeral pyre. He doesn’t answer many 
  questions stating that his bonds restrict him from much interaction. 
  While he is not telling the truth, none of what he has said is an actual 
  lie that can be detected by magic or Sense Motive. Corrith actually 
  is the cleric of Orcus who was killed by the escaped prisoner in the 
  dungeons. If his conditions are met (this room’s great fireplace being 
  a perfect place to perform such an incineration) the spectral bonds 
  immediately melt from his wrists freeing him. At the same time, his 
  ghostly body becomes shrouded in the black robes and prominent 
  unholy symbol of the disciples of Orcus. His statistics reflect this 
  state since otherwise he is essentially helpless save for his ranged 
  abilities. He attacks his rescuers with relish, shouting praises to 
  Orcus all the while. If destroyed, Corrith rejuvenates in 24 hours and 
  appears back in this room. If his body is destroyed, he is no longer 
  bound to the cell. The only way to permanently lay him to rest is to 
  recover the mortal remains of the escaped prisoner that killed him 
  Five cages with silvery metal bars line the wall of this room, 
  one larger than the others. Each has a set of manacles attached 
  to a metal plate in the stone wall. To the west stands a massive 
  fireplace built to resemble the gaping mouth of a fiend. Before 
  the fireplace is a metal table with iron straps and manacles 
  to hold a victim in place. Runners on the bottom of the table 
  allow it to slide into the fireplace a little bit at a time. A dim 
  glow catches your eye, and you now see that a spectral prison-
  er stands in one of the cages that you’re sure was unoccupied 
  only moments ago.
  
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  cHAPTER 2: Kirash Durgaut
  (the husk-turned zombie held in the iron maiden golem in Area 17) 
  and give him a decent burial with a consecrate spell. Only then can 
  Corrith be destroyed and not rejuvenate. This method can be divined 
  through magic or guesswork.
  76. Tower Armory
  This armory served the elite soldiers of the tower as well as General 
  Myrac himself. Many of the most powerful items were carried into 
  battle centuries ago, though some still remain upon the racks and 
  stands as the treasure below.
  Treasure: The wicked-looking weapons and armor that have 
  remained in this chamber serve as back-up items for General Myrac 
  or equipment for new elite soldiers should he ever recruit them to 
  his cause. They include: five +1 unholy bastard swords, a +2 keen 
  battleaxe, and a quiver holding 3 lawful outsider slaying arrows.
  77. Seneschal’s Chamber
  The door to this chamber is composed of iron glowing red hot. It 
  is under a permanent heat metal effect (caster level 15th). Anyone 
  touching the door is dealt 2d4 points of fire damage per round. The 
  door is not locked but does stick in its stone frame requiring contact 
  and a DC 15 Str check to open.
  This room serves as the living quarters for General Myrac’s 
  seneschal, an iron devil, though the creature is seldom here. When it 
  is here, it sits in its iron chair, slowly heating the metal by its presence, 
  brooding upon its own pain and violent thoughts. Occasionally it 
  enters a rage and batters at the stones of its own room with its great 
  scythe. A DC 12 Perception check locates a whetstone lying beneath 
  the chair, worn down to just a nub from many, many years of use. 
  Small piles of iron shavings have likewise collected beneath the 
  chair from the seneschal’s obsessive sharpening of its weapon. Lying 
  beside the whetstone is the key to the lockers at Area 67.
  78. Tower Battlement
  A crenellated battlement surrounds the tower’s parapet at this 
  level. The roof of the fortress is 50 feet below. Ballistae are spaced 
  at intervals around this parapet, though none are in working order 
  any longer, and no ammunition is present. Stone kilns are set into 
  the battlement, one on each side of the tower, with cauldrons for 
  holding oil. Stone horns rise from the four corners of the battlement. 
  Each contains a metal funnel in which boiling oil can be poured 
  and directed out through pipes set in the base of the horns to fall on 
  attacking troops below. There is currently no oil located up here nor 
  any fuel with which to heat the kilns.
  Anyone standing atop this parapet is subject to attack by the siege 
  undead at Area 81 above.
  79. Playroom
  Despite the many cruel items within, there is nothing here of 
  particular interest otherwise. Feel free to add whatever torture device 
  you deem appropriate. If PCs should be captured and brought here 
  or if they happen to decide to use this equipment themselves (an act 
  with serious alignment repercussions), see the side box for details. 
  If torture victims are being questioned, allow a DC 15 Will save per 
  minute of torture to avoid disclosing any information. Add +1 to the 
  Will save DC for every one-tenth of the victim’s hit points that are 
  lost through the torturer’s ministrations during that minute or for 
  every point of ability damage sustained. On a failed save the victim 
  tells what the torturer wants to know or possibly makes up what he 
  thinks the torturer wants to hear (opposed Bluff check to the torturer’s 
  Sense Motive check to determine if this ruse is discovered).
  The cells in this chamber are identical to the ones in Area 79 except 
  all of them hold dimensional shackles that can be detached from the 
  cell’s wall plate if the correct key is used (carried by the seneschal).
  80. Chamber of Weeping Sores (CR 14)
  The smell of hot iron fills this chamber. It is bare of furnish-
  ings save for a large chair of wrought iron against the south 
  wall. The stone of the walls, floor and ceiling bear many scars 
  and chipped as if attacked by metal weapons.
  Torture Results Table
  Physical torture can take many forms, the details of which are not 
  discussed here.  However, the general levels of torture endured by 
  a victim are included below along with the physical consequences 
  suffered by the victim.  Each of these levels of torture is assumed 
  to be the result of one torture session that lasts anywhere from 1 
  minute to several hours and is included in the table below.  Note that 
  some levels cause ability damage and others permanent ability drain. 
  Tortures can be rolled randomly or selected as you see fit. A DC 10 
  (+2 per level) check for Profession (torturer) allows the torturer to 
  select the exact amount of damage given by a specific level.
  Roll d6 
  Level 
  Damage
   
  1 
  Stoning 
  10d10 hp plus 1d6 Cha drain
   
  2 
  Extreme 
  6d6 hp plus 1d3 Str, Dex, and Con drain
   
  3 
  Severe 
  5d6 hp plus 1d3 Str and Dex drain
   
  4 
  Moderate 
  4d6 hp plus 1d6 Con damage
   
  5 
  Mild 
  3d6 hp plus 1d6 Cha damage
   
  6 
  Quick 
  1d10 hp plus 1d3 Dex damage
  This chamber seems to hold every item of torture imagin-
  able. From racks to whips to iron maidens to furnaces in two 
  of the corners for heating tongs, pokers, water, oil or coals. 
  Two iron-barred cages stand in the southwest corner to hold 
  the unfortunates awaiting their fate. Throughout the room are 
  tables and chairs with attached straps and manacles for hold-
  ing unwilling participants as well as more comfortable seats 
  for spectators. A stone cylinder in the center of the room con-
  tains the spiraling stair that appears to be the only way in or 
  out. The entire chamber reeks of burnt flesh, death and fear.
  Herein lies the dark heart of this doleful fortress. Lining the 
  walls of the chamber are manacles from which hang still intact 
  skeletons and withered corpses. The smell of death is strong 
  in the air. Two figures still administer to one victim, a limply 
  dangling troll. The two figures are a tall, muscular human-
  oid with iron plates riveted to its jet black skin and a horned, 
  devil-faced helmet from which acrid fumes arise, and an evil-
  looking, black-bearded human in black half-plate with a large 
  scaled patch covering his left eye as well as a portion of his 
  face and scalp. The human holds a clay vessel in one hand.
  
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  cHAPTER 2: Kirash Durgaut
  This chamber is where general Myrac has long held prisoners 
  experiencing extended stays in the tower under his personal 
  ministrations. With proper care and the application of healing magic, 
  some prisoners have survived for years under near constant torture by 
  the tower’s sadistic denizens. When their usefulness and/or novelty 
  wears off they are typically left to starve in their bindings.
  Hidden in the ceiling (DC 20 Perception check) is a secret trapdoor. 
  There is no ladder providing access, so PCs will have to contrive 
  their own means of accessing it 17 feet above.
  Creatures: Currently in here are General Myrac and his Seneschal, 
  an iron devil. They are in the process of tormenting a troll that was 
  captured a few weeks ago trying to enter the city. They are enjoying 
  the trolls regenerative powers that allow it recover quickly from 
  the tortures it has endured. Currently it is paralyzed as the general 
  removes sour grubs from the clay vessel and applies them to its 
  flesh. Sour grubs are one of the tower’s secrets of torture rendering 
  their victim helpless but still able to feel every bit of the pain being 
  inflicted as they devour the flesh and the torturers practice their own 
  arts. These creatures are as a long as a forearm and resembles a fat, 
  maggotlike worm. The tower’s supply of these creatures is getting 
  low after all these years, so the 7 sour grubs in the clay jar are all that 
  is left. The troll remains paralyzed for 1d6 rounds and then struggles 
  to escape from its manacles. If freed it maniacally attacks anyone 
  within range.
  GENERAL MYRAC 
  CR 14
  XP 38,400
  Skeletal host fighter 3/rogue 2/blackguard 5 (Creature Collection II: 
  Dark Menagerie 155)
  NE Medium construct
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +13
  Aura despair (10 ft., DC –2 on saves), evil
   
  AC 31, touch 10, flat-footed 31 (+10 armor, +11 natural)
  hp 131 (7d10+20 plus 3d10 plus 2d8 plus 5d10 plus 3 plus 15 [skin]); 
  fast healing 1 (skin only)
  Fort +11; Ref +9; Will +6 (+7 vs. fear)
  Defensive Abilities absorb metal, bravery +1, dark blessing, evasion; 
  DR 15/magic; Immune construct traits, magic
   
  Speed 30 ft.
  Melee +2 greatsword of life stealing +25/+20/+15/+10 (2d6+11/17–
  20) or 2 (or 6) internal weapons +24 (1d8+8)
  Special Attacks command undead (3rd), internal weapons, rogue 
  talent (bleeding attack), smite good 2/day (+2 atk/+5 dmg), sneak 
  attack +2d6
  Spell-like Abilities (CL 5th):
  At will—detect good 
  Spells Prepared (CL 5th):
  1st—inflict light wounds (melee touch +22, DC 11)
   
  Str 22, Dex 10, Con —, Int 14, Wis 11, Cha 14
  Base Atk +16; CMB +22; CMD 32
  Feats Cleave, Great Cleave, Improved Critical (greatsword)B, 
  Improved Initiative, Power Attack, Skill Focus (Disguise), Weapon 
  Focus (greatsword) B
  Skills Bluff +14, Climb +11, Diplomacy +12, Disable Device +10, 
  Disguise +17, Intimidate +15, Knowledge (religion) +9, Perception 
  +13 (+14 locate traps), Profession (torturer) +13, Stealth +2, Use 
  Magic Device +7
  Languages Abyssal, Common, Orc
  SQ armor training 1, fiendish servant (none currently), poison use, 
  skinsteal, trapfinding
  Gear mithral full plate of speed, +2 greatsword of life stealing, 
  belt of giant strength +4, amulet of mighty fists +2, necklace of 
  fireballs (type III), wand of cure moderate wounds (26 charges), 
  keys to Area 59
   
  Absorb Metal (Su) When not wearing a stolen skin, a skeletal host 
  can absorb metal to heal itself. If it is struck by a metal weapon while 
  not wearing a skin covering, and the weapon does minimum damage 
  (a natural 1 is rolled on the each damage die), then the skeletal host 
  and attacker must make opposed Strength checks. If the skeletal host 
  
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  cHAPTER 2: Kirash Durgaut
  wins, rather than taking the damage it has drawn the weapon into itself 
  and heals a number of hit points equal to the unmodified maximum 
  damage of that type of weapon. The weapon itself is destroyed. 
  Magic items receive a DC 19 Reflex save to resist absorption (see the 
  “Saving Throw” section in Chapter 9 of the Pathfinder Roleplaying 
  Game). The save is Strength-based.
  Internal Weapons (Ex) A skeletal host has at a sharp object 
  concealed in each arm that springs forth as a free action to be available 
  for use as a natural weapon without greatly damaging any stolen 
  skin it is wearing. In addition, the skeletal host can also choose to 
  deploy another 4 weaponlike objects that are mounted on prehensile 
  mechanical limbs that deploy from its chest cavity, however, doing 
  so destroys any stolen skin the skeletal host is wearing. All of these 
  internal weapons resemble oddly curved knives, spiked swords, or 
  twisted, sharp, serrated things not easily named.
  Magic Immunity (Ex) A skeletal host is immune to all spells, 
  spell-like abilities, and supernatural effects that allow spell resistance 
  except as follows: rusting grasp and magic that deals electricity 
  damage. These affect the skeletal host normally.
  Skinsteal (Ex) A skeletal host has the ability to flay the skin off a 
  freshly killed humanoid, animal, dragon, fey, monstrous humanoid, 
  magical beast, or outsider of sizes Small, Medium, or Large. It is 
  able to reorient its metallic frame to become the endoskeleton for the 
  skin. Once this is done, the skeletal host looks exactly like the source 
  of the skin, gaining any natural attacks or extraordinary abilities the 
  creature possessed. The skeletal hosts gains the natural armor class 
  of the skin in addition to its own natural armor bonus. The skeletal 
  host even speaks in a similar tone to the deceased victim, but its 
  speech patterns may differ.
  The stolen skin worn by a skeletal host provides the skeletal host 
  with an additional 15 hit points. These hit points are taken off first 
  when damage is sustained. If the skin’s hit points are reduced to 0, the 
  skin is destroyed and can no longer be used by the skeletal host. The 
  skin itself has fast healing 1, though if the skin takes more than half 
  of its current hit points in damage from a single attack, while it can 
  fully heal the hit points lost through its fast healing, the skin never 
  fully repairs, leaving gaps and scars where the construct underneath 
  is visible (this results in the loss of the skeletal host’s racial bonus to 
  Disguise checks while wearing the stolen skin).
  Personality/Description: General Myrac (not his real name) is 
  older than the city of Tsar. Created by a powerful race of titans, 
  after their banishment by powerful avatars of Good, he roamed the 
  world stealing the skins of whomever he crossed. Finally centuries 
  ago while wearing the skin of an exotically tattooed monk, he 
  encountered the wicked General Myrac while that leader was out on 
  campaign subjugating lands around the city of Tsar. Curious about 
  this powerful warrior he had witnessed in battle, the skeletal host 
  allowed himself to be captured by Myrac’s men who, taking him for 
  a member of an esoteric religious order, took him to their leader for 
  sport. Myrac began the torture and interrogation of the seemingly 
  helpless monk while alone in his tent. When the powerful construct 
  suddenly sprouted a plethora of weapons from beneath his skin, 
  Myrac was caught unawares and quickly slain. The skeletal host took 
  the skin of his new kill and subsumed the identity of the taciturn 
  and cruel commander. If General Myrac seemed quieter and more 
  prone to violence and torture after having his underlings dispose of 
  the skinless remains of the “monk”, none of them had the courage 
  to point it out or ask questions. The skeletal host has maintained his 
  deception for centuries, slowly cultivating an autonomous position 
  of authority outside the Tsarite religious hierarchy as commander of 
  Kirash Durgaut. He has lent greatly to the reputation of the Tower of 
  Weeping Sores and has gone to great lengths to perfect his torturing 
  skills on the limitless victims at his disposal.
  The black dragon-hide patch covering his left eye along with the 
  left side of his face and scalp hides damage taken from a giant’s 
  flail long ago that tore away that portion of his skin and that his 
  fast healing was unable to repair, thus revealing the metallic bones 
  and plates beneath. Hidden beneath the right vambrace, couter 
  and rerebrace of his armor, his arm is completely stripped of flesh 
  down to the gears and struts of his construction — likewise damage 
  sustained in battle. In addition, under his clothing are hidden many 
  small cuts and tears from the many battles he has fought as General 
  Myrac, revealing his true form. Normally he would have shed a skin 
  this badly damaged but has elected to retain this one to keep up the 
  identity of the commander of Kirash Durgaut as long as possible.
  THE SENESCHAL 
  CR 10
  XP 9,600
  Male iron devil (Creature Collection II: Dark Menagerie 60)
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +0; Senses darkvision 60 ft., see in darkness; Perception +17
  Aura fear aura (20-ft. radius, DC 18)
   
  AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
  hp 138 (12d10+72)
  Fort +10; Ref +8; Will +10
  DR 10/good and magic; Immune fire, poison; Resist acid 10, cold 
  10; SR 22
   
  Speed 30 ft.
  Melee Huge mwk scythe +20/+15/+10 (3d6+10/x4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (30-foot cone, 8d8 fire damage, 
  Reflex DC 22 for half), pain transference, rage
  Spell-like Abilities (CL 12th):
  At will—burning hands (DC 13), create undead, dimension door, 
  desecrate, detect good, detect magic, fly, magic circle against good, 
  protection from good, greater teleport (self plus 50 lb. of objects 
  only), unholy blight (DC 16)
  1/day— incendiary cloud (DC 20), summon (level 5, 1 iron devil, 
  35%)
   
  Str 24, Dex 11, Con 22, Int 13, Wis 14, Cha 15
  Base Atk +12; CMB +20 (+22 trip); CMD 30 (32 vs. trip)
  Feats Cleave, Combat Expertise, Great Cleave, Improved Trip, 
  Power Attack, Weapon Focus (scythe)
  Skills Acrobatics +12, Bluff +17, Climb +19, Intimidate +14, 
  Knowledge (planes) +16, Perception +17, Sense Motive +17, 
  Stealth +11
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
  SQ heavy weapons
  Gear Huge masterwork scythe
   
  Heavy Weapons (Ex) An iron devil’s powerful hands and arms 
  allow it to wield Huge weapons without difficulty.
  Pain Transference (Su) Iron devils derive relief from their 
  constant pain by inflicting pain on others. Each round, an iron devil 
  receives a cumulative +1 bonus to its attack rolls for every foe that 
  it wounded in the previous round. This bonus lasts only for 1 round, 
  but successful attacks during that round will accumulate bonuses for 
  the following round.
  Rage (Ex) After 3d4 rounds of combat, an iron devil flies into a 
  berserk rage as a free action. This rage gives the iron devil a +4 bonus 
  to Strength and Constitution and a –2 penalty to AC. It lasts until the 
  end of combat, or until the iron devil is killed. It cannot use its spell-
  like abilities or any ability that requires patience or concentration. 
  After raging, an iron devil is fatigued for a number of rounds equal to 
  2 times the number of rounds spent in the rage. The iron devil cannot 
  enter another rage while fatigued.
  SOUR GRUBS (7) 
  CR 1/3
  XP 135
  Creature Collection Revised 182
  N Tiny vermin
  Init –1; Senses darkvision 60 ft.; Perception +2
   
  AC 14, touch 11, flat-footed 14 (–1 Dex, +3 natural, +2 size)
  hp 3 (1d8–1)
  
  40
  40
  cHAPTER 2: Kirash Durgaut
  Fort +2; Ref –1; Will –2
  Immune vermin traits
   
  Speed 5 ft.
  Melee bite +1 (1d4–4 plus paralysis)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks paralysis (1d6 rounds, DC 9)
   
  Str 3, Dex 8, Con 8, Int —, Wis 6, Cha 2
  Base Atk +0; CMB –6; CMD 3 (can’t be tripped)
  Feats Weapon FinesseB
  Skills Perception +2, Stealth +11
  PARALYZED TROLL 
   
   
  CR 5
  XP 1,600
  hp 63, currently 5  (Pathfinder Roleplaying Game Bestiary “Troll”)
  Tactics: Even if General Myrac and the Seneschal have become 
  aware of the party’s presence in the tower, they do not respond to any 
  alarms, assuming their guards will take care of any intruders. They are 
  not altogether unwelcome to the idea of new torture subjects making 
  their way up to this very chamber. When characters enter, Myrac 
  immediately throws the clay jar at the lead character. A successful 
  ranged touch causes no damage but deposits the sour grubs on that 
  character. The sour grubs attack and attempt to paralyze and feed 
  on their victim every round until all are destroyed. After throwing 
  the jar, Myrac draws his greatsword and prepares to attack anyone 
  who approaches. The iron devil begins combat with its fear aura and 
  breath weapon. It follows with unholy blight and incendiary cloud 
  (to which it and General Myrac are immune) before wading into 
  battle with its scythe. It tries to teleport so that it is flanking Myrac’s 
  opponent so it can attack others while Myrac makes sneak attacks on 
  that individual. The Seneschal attacks as many different opponents 
  as possible each round in order to maximize its pain transference 
  ability. If Myrac is on the verge of destruction, he foregoes his armor 
  and greatsword instead activating all of his internal weapons to use 
  in battle, which destroys his full plate armor as result. If possible 
  Myrac would like to capture one or two party members to torture and 
  question. See Area 79 for details of this. He is very interested in the 
  state of affairs around the Desolation and would like to raise a host to 
  conquer the surrounding territory and resume his days of glory and 
  power as General of Tsar.
  81. Watch Post (CR 3)
  Creatures: This chamber was long ago abandoned by General 
  Myrac; he hasn’t been up here since the Battle of Tsar. To this day 
  it remains manned by an advanced sandman armed with a heavy 
  crossbow, but the watcher’s supply of crossbow bolts is almost 
  exhausted — it has only 6 left — having fired upon flying creatures 
  coming too close to the top of the tower in the last few centuries. 
  Regardless it still keeps its vigil out the post’s eight arrow slits.
  SIEGE UNDEAD, ADVANCED SANDMAN 
  CR 3
  XP 800
  Creature Collection II: Dark Menagerie 153
  NE Medium undead
  Init –3; Senses darkvision 60 ft.; Perception +2
   
  AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
  hp 37 (5d8+10 plus 5)
  Fort +3; Ref +0; Will +6
  Defensive Abilities channel resistance +2; Immune bludgeoning 
  and piercing weapons, undead traits
   
  Speed 20 ft.
  Melee 2 slams +8 (1d8+5)
  Ranged heavy crossbow +2 (1d10/19–20)
  Special Attacks blinding
   
  Str 20, Dex 9, Con —, Int —, Wis 14, Cha 14
  Base Atk +3; CMB +8; CMD 17
  Feats ToughnessB
  Gear heavy crossbow, 6 crossbow bolts
   
  Blinding (Ex) When a sandman is struck by a slashing or piercing 
  weapon, it sprays a line of sand out of the wound in the direction of 
  the enemy that struck it to a distance of 10 feet. Anyone within that 
  line of sand must make a DC 17 Reflex save or be blinded for 1d4 
  rounds.  The save DC is Strength-based.
  Treasure: Standing the center of this chamber is a squat statue 
  depicting a robed priest of Orcus. This is one of the Nine Disciples. 
  It was deposited after Belishan’s ritual at Area P2 on the Plateau of 
  the Demon Prince went awry (see Part 2—The Lower City). General 
  Myrac is unaware that it resides here and if he knew would not 
  understand its significance. The sandman noted its sudden appearance 
  without comment and has merely stepped around it when moving 
  about the room ever since.
  The further secrets to be discovered in the temple-city await as the 
  adventure expands beyond the gates and Tower of Weeping Sores 
  into the city proper in Slumbering Tsar: Temple-City of Orcus, Part 
  2—The Lower City.
  
  41
  41
  Battlehulk
  A massive block of stone rolls ponderously toward you on 
  great stone rollers. Iron plates armor this stone monstrosity, 
  the front of which is studded with spikes of iron, adamantine 
  and stone. Great stone clubs capped in iron sprout from 
  loopholes in the sides like the arms of a giant. The top of 
  this huge structure is a platform surrounded by stone 
  merlons to provide cover for any defenders riding 
  upon it. At the back edge of this platform extend two 
  chains that end in great stone spheres that spin on 
  a pivoted base and lay waste to anyone behind the 
  mobile fortress.
  BATTLEHULK 
  CR 13
  XP 25,600
  N Huge construct (good)
  Init –4; Senses darkvision 60 ft., low-light vision; 
  Perception +0
   
  AC 27, touch 4, flat-footed 27 (+2 armor, –4 Dex, +21 
  natural, –2 size)
  hp 177 (25d10+40)
  Fort +8; Ref +4; Will +8
  DR 15/adamantine; Immune acid, cold, electricity, fire, construct 
  traits; SR 20
   
  Spd 10 ft.; charge
  Melee ram +38 (4d8+22) and 4 slams +38 (2d10+15)
  Space 15 ft.; Reach 5 ft. (10 ft. with slams)
  Special Attacks bull rush, charge, ram, sweep, trample (8d8+44, DC 
  37)
   
  Str 40, Dex 3, Con —, Int —, Wis 11, Cha 1
  Base Atk +25; CMB +42 (+46 bull rush); CMD 48 (52 vs. bull rush, 
  can’t be tripped)
  Feats Greater Bull RushB, Improved Bull RushB
   
  Environment any relatively flat and dry terrain
  Organization solitary
  Treasure none
   
  Bull Rush (Ex): If the battlehulk is charging it can opt to make a 
  bull rush attack without provoking an attack of opportunity. If the 
  bull rush is successful, the defender is automatically pushed back 
  the distance that the battlehulk moves forward past his position. The 
  battlehulk does not require a check result of 5 or more higher than the 
  defender’s check result to determine how far back the defender can 
  be pushed. The battlehulk can bull rush as many opponents as occupy 
  the squares in its path of travel with the usual –4 penalty to additional 
  combat maneuver checks.
  Charge (Ex): Each round a battlehulk double moves in a straight 
  line, it adds an additional 10 ft. to its speed as its weight and inertia 
  propel it forward. It can reach a maximum speed of 80 feet in this way. 
  A battlehulk can stop after charging only by striking an unyielding 
  obstacle (like a mountain) or by gradually slowing. It can reduce its 
  speed by 10 feet per round as it slows its momentum. A battlehulk 
  can only turn when going at a speed of 30 feet or less. If traveling 
  downhill on a steep slope, the battlehulk accelerates twice as fast (i.e. 
  it goes from 10 feet, to 30 feet, to 50 feet, etc.) and decelerate twice 
  as slow (i.e. it takes 2 rounds to decelerate from 80 feet to 70 feet and 
  so on). Likewise if traveling up hill on a steep slope it decelerates 
  twice as fast and accelerates twice as slow.
  Ram (Ex): The ram attack of the battlehulk is with the iron-
  plated and spike-studded front face. The damage this attack deals is 
  considered both piercing and bludgeoning. Because of the different 
  metal compositions used in the spikes and enchantments placed on 
  this front facing, this attack is both cold iron and adamantine and is 
  considered magic and good-aligned for the purpose of overcoming 
  damage reduction. This attack is particularly useful against evil 
  outsiders.
  Sweep (Ex): As a full round action a battlehulk can make a bull rush 
  attack with each of its slamming arms on targets within range without 
  provoking attacks of opportunity. Each stone arm is considered a 
  Large creature for this purpose and has a combat maneuver bonus 
  of +45. The flail on the back is also capable of making this bull 
  rush attack on any targets atop the platform (roll separately for each 
  target). Anyone moved off the platform results in a 15-foot fall to the 
  ground below for 1d6 points of damage.
  Immunities (Ex): A battlehulk is immune to acid, cold, electricity, 
  and fire and confers this immunity to anyone sealed within its inner 
  compartment.
  Battlehulks are constructs crafted for war. They were created by the 
  Army of Light to roll over enemy lines, smash enemy fortifications 
  and, if necessary, fight toe-to-toe with even the mightiest balor 
  demon.
  It resembles a squat stone building surmounting massive stone 
  rollers that provide it mobility. From embrasures in the sides (one on 
  each side and one in back) project long stone arms capped in iron that 
  the construct uses for slam attacks. In addition at the upper edge of 
  the back is a massive swivel-mounted double flail that also provides 
  a slam attack. 
  The front is studded with many spikes for ramming opponents. 
  Defenders can ride atop the platform and obtain cover from its merlons 
  while firing down on enemy troops. Normally they would lower a 
  rope or ladder to allow other riders on — otherwise it requires a DC 
  25 Climb check (DC 35 if the battlehulk is moving). The battlehulk 
  Monster Appendix
  
  42
  42
  Monster Appendix
  is able to reach those atop it with its flail slam if enemies reach that 
  position, though not with its club slams. 
  In the center of the platform is a secret door (DC 25 Perception 
  check to locate) leading to an interior chamber large enough to hold 
  two Medium creatures. This compartment is sealed against water 
  and air and holds enough air to supply two Medium creatures for 10 
  minutes before the door must be opened again or suffocation begins. 
  Ordinarily the controller would ride here. Anyone opening this door 
  other than the controller must make a DC 40 Strength check or deal 
  60 points of damage against a Hardness 8. These hit points are not 
  deducted from the battlehulk’s total. Slaying the controller does not 
  stop the battlehulk, which continues to carry out the controller’s last 
  command.
  A battlehulk is a 15-foot cube atop three 5-foot diameter stone 
  rollers. It weighs about 50,000 pounds.
  A battlehulk is nonintelligent and has no forms of communication, 
  taking direction telepathically from its controller. It rolls with a 
  grinding rumble, crushing anything in its path. Despite its bulk it is 
  able to maneuver well since its rollers are able to swivel individually 
  to some extent.
  A battlehulk is a terror to behold in combat, and very few will 
  willingly stand against one. Entire enemy formations are often routed 
  by the mere presence of a battlehulk on the field. Against obstacles 
  and large masses of troops, the battlehulk usually attempts its bull 
  rush, ram, and trample attacks, flailing with its slamming arms at any 
  who linger near. Against smaller groups it divides its slam attacks 
  against those within range and focuses its ram and trample attacks at 
  those who appear to be inflicting the most damage.
  Construction
  A battlehulk is constructed from a single block of granite and exotic 
  metals and processes that cost 10,000 gp. When created it is attuned 
  to an amulet or ring that is worn by a controller who can command 
  the battlehulk telepathically within a quarter mile.
  BATTLEHULK
  CL 18th; Price 250,000 gp
   
  CONSTRUCTION
  Requirements Craft Construct, bull’s strength, geas/quest, limited 
  wish, polymorph any object, align weapon, creator must be caster 
  level 18th; Skill Craft (sculptures) or (stonemasonry) DC 18; Cost 
  70,000 gp.   
  Dokkalfoer
   Atop this massive iron tower is an octagonal room with arrow slits 
  looking out from each wall. Etched into the 15-foot-high iron ceiling 
  of this chamber is a huge face with large, blank eyes and pronounced 
  cheekbones.
  DOKKALFOER 
  CR 15
  XP 51,200
  NE Colossal construct
  Init –1; Senses darkvision 60 ft. low-light vision; Perception +37
   
  AC 19, touch –3, flat-footed 19 (–5 Dex, +22 natural, –8 size)
  hp 288 (32d10+80 plus 32)
  Fort +10; Ref +5; Will +7
  Defensive Abilities hardness 10; Immune construct traits
   
  Speed 0 ft.
  Ranged force pulse +20 touch (4d8+13/19–20)
  Space 40 ft.; Reach 0 ft.
  Special Attacks force pulse, illusory defenders
   
  Str 28, Dex 1, Con —, Int 10, Wis 1, Cha 18
  Base Atk +32; CMB +49 (+51 bull rush); CMD 54 (56 vs. bull rush, 
  can’t be tripped)
  Feats Ability Focus (illusory defenders), Alertness, Awesome Blow, 
  Blind-Fight, Critical Focus, Improved Bull Rush, Improved Critical 
  (force pulse), Improved Initiative, Iron Will, Power Attack, Skill 
  Focus (Perception), Skill Focus (Sense Motive), Staggering Critical, 
  Stunning Critical, Toughness, Weapon Focus (force pulse)
  Skills Perception +37, Sense Motive +37
  Languages all (cannot speak)
   
  Environment any
  Organization solitary
  Treasure none
   
  Force Pulse (Ex) Against intruders in its top chamber, the focus 
  of the Dokkalfoer is able to produce a pulse of force each round as 
  a standard action by virtue of its indomitable will. This force pulse 
  is directed at a single target and deals 4d8+13 points of damage. It 
  strikes as a ranged touch attack. It is similar to the force effect created 
  by a ring of the ram, and like the ring subjects its target to a bull rush 
  on a successful hit. The force pulse uses the Dokkalfoer’s CMB. The 
  Dokkalfoer can use its Awesome Blow with the force pulse but is not 
  able to make attacks of opportunity with it.
  Illusory Defenders (Su) Against attackers outside the tower, the 
  Dokkalfoer creates illusory defenders who fire volleys of arrows. 
  These defenders are equivalent to a major image, but they cannot be 
  dispelled. From the exterior they appear as shadowy humanoid archer 
  shapes concealed behind the cover of the tower’s arrow slits. They 
  appear to respond normally to attacks (arrows fired at them, magic 
  missiles, etc.) but always seem to survive and continue attacking. 
  There is one defender at each of the arrow slits (8 in all), each with 
  a 90-degree field of fire. They attack as 7th-level fighters using a 
  composite longbow [+2 Str bonus]: Atk +9 ranged (1d8+2/x3); Full 
  
  43
  43
  Monster Appendix
  Atk +9/+4 ranged (1d8+2/x3), and their arrows seem real enough 
  until someone has cause to disbelieve and makes a successful DC 
  32 Will save (simply being hit by an arrow is not sufficient cause to 
  disbelieve). On a successful Will save, the attacks are recognized as 
  illusory and any damage taken from earlier attacks disappears.
  From the perspective of anyone standing in the tower’s top chamber, 
  the major images of the archers themselves do not exist, and the 
  arrows fired out of the arrow slits seem to appear in midair before 
  sailing off to their destinations. Witnessing this gives the character 
  cause to disbelieve and provides a +15 circumstance bonus on the 
  Will save. Anyone who arrives in the top chamber after the illusory 
  defenders have stopped firing and finds an empty room where he 
  expected to find archers stationed receives only a +5 circumstance 
  bonus to the Will save.
  The save DC is Charisma-based.
  The Dokkalfoer is a unique entity, often referred to simply as the 
  Iron Tower. Whether the tower was created as a construct or whether 
  it was merely constructed as a formidable tower that later became 
  inhabited by the possessing spirit of the Dokkalfoer is unknown. 
  What is known is that the two are seamlessly merged now into one 
  entity whether by accident or design — the Dokkalfoer is the Iron 
  Tower, and the Iron Tower is the Dokkalfoer. The Dokkalfoer stands 
  in the inner bailey of the Black Gates of Tsar and lends to the defense 
  of that evil city.
  The Iron Tower is octagonal in cross-section and stands 80 feet tall. 
  It is 40 feet in diameter. It is comprised entirely of riveted iron plates. 
  Its interior is hollow save for a spiral stair that climbs 65 feet to a 
  single room with eight arrow slits at the tower’s apex. Etched into 
  the ceiling of this room is a humanoid face that serves as the focus 
  of the Dokkalfoer’s essence. Other than the arrow slits, there are no 
  entrances into the tower except for a trapdoor at the ground floor that 
  leads to a tunnel running beneath the bailey.
  The Dokkalfoer is completely immobile and has no moving parts 
  save for the trapdoor in its lowest floor. It has no means to attack 
  or defend itself except through exertions of its considerable will. 
  Despite being a construct, the animating spirit is quite powerful 
  and able to interact with its surroundings by thought alone. The 
  entire tower is composed of 1-foot-thick iron plates (hardness 
  10, hp 270 per 10 ft.-by-10 ft. section, Break DC 60). However, 
  damaging the tower itself has no effect on the Dokkalfoer or 
  its abilities. Even toppling the tower over does not prevent the 
  Dokkalfoer from continuing its attacks. The only way to destroy 
  the Dokkalfoer is to face its focal point in the top chamber and 
  destroy it there from the inside out. Attacks in the top chamber 
  can be directed toward the face etching or even the surrounding 
  walls, floor, and ceiling and still remain effective. The face and 
  surrounding walls, etc. also gain the benefits of the construct’s 
  hardness just as the exterior walls do. 
  The Dokkalfoer understands the languages of all intelligent 
  creatures that are spoken within its hearing, but it lacks the ability to 
  communicate in any way.
  The Dokkalfoer peppers foes in the bailey below it with arrows from 
  its illusory defenders. For those that manage to infiltrate its interior, 
  they are safe from its attacks until they reach the top chamber where 
  it is able to use its force pulse.
  +2 SPIKED HEAVY MACE
  Aura moderate evocation; CL 6th
  Slot none; Price 8,362 gp; Weight 8 lb.
   
  DESCRIPTION
  A +2 spiked heavy mace is identical to a normal +2 heavy mace in 
  almost all respects. The only difference is that a spiked mace deals 
  both piercing and bludgeoning damage and can, therefore, take 
  enchantments normally prohibited to bludgeoning weapons (like 
  keen, for example).
   
  CONSTRUCTION
  Requirements Craft Arms and Armor; Cost 4,181 gp
  Magic Item Appendix
  
  44
  44
  Product Identity: The following items are hereby identified as Product 
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  Open Content: Except for material designated as Product Identity (see 
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  tent, as defined in the Open GameLicense version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game 
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  tion of this License to include the exact text of the COPYRIGHT NOTICE of any 
  Open Game Content You are copying, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright holder’s name to the COPY-
  RIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, includ-
  ing as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity 
  in Open Game Content does not constitute a challenge to the ownership of that 
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  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  13. Termination: This License will terminate automatically if You fail to comply 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Bog Mummy from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Bruce Cordell.
  Bone Sucker from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Erica Balsley.
  Juju Zombie from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott 
  Greene; Additional Authors: Erica Balsley, Keven Baase, Casey Christofferson, 
  Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill 
  Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte 
  Cook.
  Creature Collection Copyright 2000, Clark Peterson
  Creature Collection II: Dark Managerie Copyright 2001, White Wolf 
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publish-
  ing, Inc.
  Slumbering Tsar: The Desolation, Part 1 -The Edge of Oblivion- Copyright 
  2010 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Desolation, Part 2 -The Ghosts of Victory- Copyright 
  2010 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Desolation, Part 3 -The Western Front- Copyright 2010 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Temple-City of Orcus, Part 1 -The Tower of Weeping 
  Sores - Copyright 2010 Bill Webb and Greg Vaughan, Frog God Games 
  
  45
  45
  Map Appendix
  
  46
  46
  map appendix
  
  47
  47
  map appendix
  
  48
  48
  map appendix
  
  49
  49
  map appendix
  
  50
  50
  map appendix
  
  51
  map appendix
  
  52
  map appendix
  
  53
  map appendix
  
  54
  map appendix
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Slumbering Tsar/PFRPG - ST04, Temple-City Of Orcus, Part 1 - The Tower Of Weeping Sores (Lvl 11-16).pdf