TEXT: by 
  Christina Stiles
  ADVENTURES
  MA5
  TM
  An adventure for 
  6th-Level Characters
  ReeF
  Ghostlight
  Beyond the
  
  Designed by
  Christina Stiles
  
  BEYOND THE GHOSTLIGHT REEF
  3
  Credits
  BEYOND THE GHOSTLIGHT REEF © 2013 Open Design LLC
  All Rights Reserved. Reproduction of this book in any manner without express permission from the publisher is prohibited.
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  ibility for more information on the compatibility license.
  Contents
  Design
  Christina Stiles
  Excerpts from Midgard
  Wolfgang Baur 
  Addtional Development
  Ben McFarland
  Playtesters
  Jimmy Ashley, Heath Medlin, 
  and Mike McCauley
  Cover Artist
  Hugo “Butterfrog” Solis
  Inside Artist
  Gill Pearce
  Layout
  Anne Trent
  Adventure Background ..................................................
  Adventure Summary ....................................................... 
  Adventure Hook ............................................................. 
  Friula .................................................................................  
  The Bibliotori ..................................................................  
  The Ghostlight Reef ......................................................  
  Red Hags ..........................................................................  
  Introductions ..................................................................  
  Part One: The Ghostlight Reef ...................................  
  Part Two: The Red Hag ’s Isle ..................................... 
  Part Three: Approaching the Ziggurat ....................... 
  Part Four: Hislargat ’s Ziggurat ................................... 
  Level One .......................................................................  
  Level Two ....................................................................... 
  Level Three .................................................................... 
  Concluding the Adventure .......................................... 
  TM
  4
  5
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  10
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  16
  21
  
  Christina Stiles 
  4
  Adventure Background
  Balack Giolan, a member of  Friula’s bibliotori, 
  has long been intrigued with the odd women work-
  ing the Ghostlight Reef, extracting its hallucinogenic 
  dream coral and delving its depths—places his own 
  hardened mercenaries fear to explore—to secure 
  the ebonsrib squid-ink for trade for blood and bone. 
  For some time, he’s been scrying upon their leader, 
  Hislargat, trying to gauge her true purpose among 
  the reef, which is known to hide vast treasures from 
  ancient cities lost to the cataclysm that long ago shat-
  tered the shores of the golden coast.
  His curiosity recently paid off. His scrying revealed 
  the strange red-skinned creature’s companions had 
  uncovered several chests from the dangerous waters 
  over a week ago. The chests contained several intact 
  tomes and other treasures. Seeking to gain the an-
  cient items for himself, he hires a group to discreetly 
  recover the objects from a Hislargat’s island base.
  The reef tenders, red hags from Verryane, have 
  been searching the waters for over a century, looking 
  for the lost palace of their former queen, Arligathas, 
  who collected vast knowledge and many artifacts 
  within her city of Talitheos. A cataclysm sunk the 
  island city many ages past. Blood Mother Margase, 
  an ancient and powerful red hag druidess from Ver-
  What’s a “stronger table?”
  Groups with six players, or with an Average Party level (APL) of 7, should be considered a “stronger table” 
  for convention situations. An APL8 table should only use the higher CR encounters in the recommended 
  convention sequence. 
  For Convention Play
  Use these recommendations for convention play:
  1. 	Add in “Introductions and the Streets of Friula”
  2. 	In Part One, when approaching the reef, the party encounters either the aboleth or the chuul, but not both. 
  • For stronger tables apply the advanced template to the chuul, or give the aboleth an additional 4 skum 
  raiders (Pathfinder Bestiary 1). (CR 8)
  • Very strong tables might simply face both the chuul and the aboleth in a single encounter. (CR 9)
  3. In Part Two, when approaching the ziggurat, the party encounters the worgs, the grass cloakers, or the 
  giant eagles. 
  • Use the worgs if the group simply marches inland. (CR 7, 4 creatures)
  • Use the cloakers if the group attempts a stealthy approach, but change the number appearing to 4. (CR 
  7, 4 creatures)
  • Use the giant eagles if the group flies to the ziggurat or otherwise evades the first two options. (CR 7, 4 
  creatures)
  • If the players seem to need additional challenge, consider increasing the number of foes in each 
  encounter to 6, and make these CR 8 encounters.
  4. In Part Three, do not have additional hags in the ziggurat unless directed by the strength-scaled 
  encounters below. Hislargat has either sent them to acquire new servants after having sacrificed the old 
  ones, or left only her trusted lieutenant to remain behind and help her as she studies the tome. For the 
  encounter within the ziggurat, use the following:
  • For weaker groups, room Z14 is occupied by two red hags (CR 8). The blood weird ritual has failed.
  • For most groups, room Z14 is occupied by one hag (Hislargat), a blood weird and a yeth hound. (CR 9)
  • Strong parties find room Z14 occupied by Hisgarlat (Advanced blood hag stats) and a blood weird. (CR 9)
  • If they require further challenge, add one more red hag, (CR 9+, 8,800xp ), or a red hag and a yeth 
  hound. (CR 10)
  Convention play usually accommodates three combat encounters in a 4-hour slot with roughly three and a 
  half hours of playing time. Adjust accordingly. This adventure has sandbox-like aspects which could distraction 
  a party. Keep the island’s ziggurat the group’s focus with an impending storm which will drive their vessel out 
  to sea and leave them at the mercy of the returning red hags.
  
  BEYOND THE GHOSTLIGHT REEF
  5
  rayne, tasked them with finding the staff of Arli-
  gathas. It is one four items she needs to complete her 
  quest for godhood.
  Adventure Summary
  The adventurers must brave the dangerous Ghost-
  light Reef and its inner Dead Man’s Ring, home to 
  kelpies, giant squid, and a coal-black aboleth the lo-
  cals call Dark Willy. Once past the reef, the PCs must 
  locate Hislargat’s island; bypass the island’s prowling 
  worgs; sneak past the dangerous grass cloakers guard-
  ing the clearing in front of the ziggurat, and avoid 
  the ziggurat’s giant eagle aerial guardians; and then 
  infiltrate Hislargat’s ziggurat. 
  If the PCs fail, they become just another blood sac-
  rifice to Hecate, the dark force the red hags venerate.
  Adventure Hook
  The adventure assumes the PCs receive a job offer 
  from Balack Giolan, one of the openly ruling biblio-
  tori in Friula, to acquire the ancient tomes the reef 
  tenders have uncovered. He offers up to 15,000 gp 
  for their recovery, and provides the party with a wand 
  of  cure light wounds (25 charges) to help them survive 
  the dangers. Alternately, the PCs might be members 
  of this organization and have learned of the reef 
  tenders’ discovery themselves. 
  Friula
  The stone spires of Friula thrust skyward over the 
  shore, casting their shadows over a massive bar-
  rier reef. In Old Verrayne, the wealthy and powerful 
  luxuriated in private keeps along the golden coast, 
  stretching from Friula to Capleon in the South. The 
  great mystic orders built their monasteries on these 
  quiet waters, undisturbed by imperial roads.
  When the cataclysm that destroyed Caelmarath and 
  seven other Magocracies shattered the shores of the 
  golden coast, only Friula remained. Though it was 
  not unscathed, exiles and refugees poured into Friula 
  and took up residence in ancient towers abandoned 
  by the elves. Soon after, a few dared to explore the 
  ruined coast, abandoned keeps, and monasteries, 
  bringing their treasures back to Friula. Within a de-
  cade, Friula housed more books, scrolls, and records 
  than any city outside of the Magocracy and the 
  temples of Thoth- Hermes.
  Friula’s great wealth of knowledge has attracted 
  scholars, arcanists, and secret-seekers from all cor-
  ners, and with this success has come great suspicion 
  from its neighbors. A city of exiles and refugees that 
  invites Mahroti arcanists to trade tomes – and allows 
  ships of the Magocracy safe harbor! – cannot help 
  but unnerve Verrayne and Trombei.
  The Bibliotori
  A closed, cabal of collectors called the bibliotori 
  rules Friula. While they guard the city’s repositories 
  of books and scrolls, they also compete tirelessly to 
  expand their own private collections. Entry into the 
  cabal is by invitation and extended only to those who 
  can add substantially to the cabal’s collections. 
  No one knows the exact number of bibliotori, but 
  currently 12 members serve openly to administer 
  Friula’s government and act as diplomats. In addition 
  to the powers of government, the bibliotori work 
  closely with rogues and various guilds to expand their 
  collections and to spy on their enemies.
  The bibliotori do not control the Great Library and 
  often find themselves in conflict with Keeper Lyn-
  nean and with Ulsavus the Golden Voice, the bardic 
  loremaster. Ulsavus is not afraid to speak out and use 
  his popularity to raise the public ire when the biblio-
  tori cross his wishes.
  The Ghostlight Reef
  The Ghostlight Reef shimmers incandescently, puls-
  ing gently beneath the waters surrounding Friula. 
  Sailors must navigate a narrow channel to reach the 
  city’s quay, or watch the tides and approach along the 
  shore. Many sailors are lured to their doom by beauti-
  ful kelpies, or pulled under by giant squid that inhabit 
  the reef. While sailors call it the Ghostlight Reef, the 
  red hag tenders of the reef know it by a more ancient 
  name: Tholeachrus.
  For centuries, elves and humans alike have made 
  
  Christina Stiles 
  6
  sacrifices to the reef, adding blood and bone to its 
  ancient structure. None remember why. The reef 
  extends deep into the earth. Some say it touches an-
  other world, and that it is a conduit between planes. 
  Sailors spin a lot of wild tales—especially about 
  Dark Willy, the reef’s resident aboleth—but what is 
  known is that the tenders of the reef harvest dream 
  coral, a powerful hallucinogenic drug, and ebonsrib, a 
  highly poisonous squid-ink. When enchanted, ebon-
  srib produces an indelible, deep black valued in glyph 
  and ink magic.
  The reef also provides the city of Friula with an 
  abundance of fish and the makings of the valuable 
  Friulan scarlet dye.
  Red Hags 
  Also known as blood hags, red hags are the most 
  cunning and longest living of the hags. Their crim-
  son-colored skin is leathery, and their facial features 
  are sharp, with high foreheads, pointed ears, and 
  long noses. Unlike their hag kin, they are not horrid 
  to look upon, and some have even been considered 
  oddly comely in their own right. 
  Red hags are more sociable than their kin, and 
  even live in small communities of 200 or more. In 
  ancient times, they settled together in larger clusters, 
  ruling small cities throughout Old Verryane. They 
  have a deep connection with all elements of nature, 
  and often make their homes in deep forests, caves, or 
  along coastlines.  
  Red hags are known as blood hags because they 
  crave humanoid blood. Like vampires, they can 
  directly drain this from victims (done through their 
  claws), benefitting from the victim’s life source just 
  as vampires. Red hags participate in blood sacrifices, 
  perform ritualistic blood magic, and venerate Hecate. 
  They all answer to a hierarchy, of which the current 
  leader is Blood Mother Margase, an ancient druidess 
  of Verrayne.
  RED HAG 	
  CR 6
  XP 2,400
  NE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +18
  Aura siphoning aura (30 ft., DC 17) 
  DEFENSE
  AC 21, touch 13, flat-footed 17; (+3 Dex, +8 natural)
  hp 66 (7d10+28)
  Fort +8, Ref +8, Will +11
  Defensive Qualities SR 18
  OFFENSE
  Spd 30 ft., swim 30 ft.
  Melee 2 claws +11 (1d4+5)
  Special Attacks blood drain
  Spell-Like Abilities (CL 7th)
  At will—summon monster I
  3/day: charm monster, summon monster III
  Spells Prepared (CL 7th; concentration +13)
  4th—dispel magic, flame strike (DC 20) 
  3rd—call lightning(DC 19), cure moderate wounds, greater 
  magic fang*
  2nd—barkskin, flame blade, flaming sphere (DC 18), heat 
  metal (DC 18), warp wood (DC 18)
  1st—cure light wounds, endure elements, entangle (DC 17), 
  faerie fire (DC 17), jump, longstrider 
  0—detect magic, flare, mending, resistance
  *already cast
  STATISTICS
  Str 19, Dex 16, Con 18, Int 18, Wis 22, Cha 13
  Base Atk +7; CMB +11; CMD +24
  Feats Alertness, Blind-Fight, Great Fortitude, 
  Intimidating Prowess
  Skills Bluff +6, Craft (alchemy) +13, Craft (sculpturing) 
  +10, Diplomacy +7, Knowledge (arcana) +11, 
  Knowledge (nature) +11, Intimidate +13, Perception 
  +18, Sense Motive +9, Stealth +10, Swim +14; +8 
  racial bonus to Swim
  Languages Common, Giant
  SQ amphibious
  ECOLOGY
  Environment any
  Organization solitary, coven (3 red hags), hags are 
  the more sociable of the hags and convene in small 
  communities 
  Treasure double
  
  BEYOND THE GHOSTLIGHT REEF
  7
  SPECIAL ABILITIES
  Blood Sense (Su) A red hag’s claws are barbed and 
  contain hollow needles within. A red hag can use them 
  to suck blood from a grabbled opponent; if the red hag 
  establishes or maintains a pin, it drains blood, dealing 
  1d4 points of Constitution damage. The red hag heals 5 
  hit points or gains 5 temporary hit points for 1 hour (up 
  to a maximum number of temporary hit points equal to 
  its full normal hit points) each round it drains blood.
  Siphoning Aura (Su) Red hags can radiate an aura in 
  a 30-foot radius as a free action that causes a creature 
  to bleed from its mouth, nose, eyes, and ears. Affected 
  creatures must succeed on a DC 17 Fortitude save each 
  round or take 1 point of Constitution damage from 
  blood loss.  Once a successful save is made, targets 
  cannot be affected by an individual hag’s aura for 24 
  hours. The save DC is Constitution-based. 
  Spells A red hag casts spells as a 7th-level druid, but 
  cannot substitute prepared spells to cast summon spells.
  Introductions 
  This adventure takes place along the Friulan coast-
  line. To get to the reef tenders’ island, the characters 
  must first bypass the dangers of Ghostlight Reef and 
  Dead Man’s Ring. 
  For convention play, it begins in Friula, where the 
  party is hired for its task…
  INTRODUCTIONS AND THE  
  STREETS OF FRIULA
  Gathered for various reasons in the city-state of 
  Friula, the PCs receive an invitation to Balack Gio-
  lan’s home. Giolan is one of the city’s 12 rulers, all of 
  whom are known members of the cabal of bibliotori 
  (See Bibliotori page 5). Once the PCs arrive in Gio-
  lan’s luxurious mansion, his servant brings them to 
  Giolan’s personal study, where they are seated before 
  his mahogany desk. Balack is a finely dressed, rail-
  thin, dark-haired man with a pointy beard and odd 
  purple eyes. Read the following: 
  “Greetings. I’ve invited you here because you 
  have a well-earned reputation for tackling 
  dangerous tasks discreetly and--most 
  importantly--successfully. I am in need of 
  such services, and will pay handsomely for 
  you to acquire certain items that have recently 
  come to my attention. Before I proceed with 
  the information, I must request your secrecy 
  in this offer and its details, as I do not wish 
  competition in acquiring them. Do you swear 
  me that, one and all?”
  Giolan pushes a black book across his desk 
  and motions for them to swear upon it. Its 
  title reads, Balfour’s Book of Binding Oaths. 
  Internally, the book is filled with gibberish, 
  but outwardly it detects as magical, emitting a 
  strong enchantment aura (thanks to a magic 
  aura spell). Giolan does not allow anyone to 
  study it closely. The PCs feel a tingling wash 
  over their hands as they swear the oath, but 
  otherwise feel no different. 
  “Good. Good. I appreciate your 
  professionalism. Recently, the reef tenders in 
  Dead Man’s Ring, a most dangerous part of the 
  Ghostlight Reef, have recovered some chests 
  from the sea, some of which contain ancient 
  books and scrolls. These are the items I seek. 
  I have no further information about them, 
  but do know they hail from one of the lost 
  cities now lying upon the ocean floor. The reef 
  tenders have since ferried these treasures on 
  their island home, and I wish you to infiltrate 
  their home and bring them to me. I’m offering 
  10,000 gp.”
  If the PCs ask questions about the reef tenders or 
  their island, Giolan knows little about them, other 
  than they’ve worked the reef as long as anyone 
  recalls. They are secretive and good at culling things 
  from the sea, including squid ink and dream coral-
  -and lost treasures. If the PCs need a boat, he recom-
  mends they negotiate with Captain Lymie Jamus at 
  the docks (Diplomacy 18 check and at least 350 gp), 
  who owns the sloop, The Second Star. He also says they 
  may gain more information about the reef and the 
  reef tenders from the sailors frequenting the dock-
  side taverns (See Part One: The Ghostlight Reef for 
  information checks). 
  After learning about Dark Willy (see page 6) and 
  his proclivities, if the party desires, they can find a 
  number of tales, bards, and playhouses in Friula with 
  
  Christina Stiles 
  8
  a Diplomacy (gather information) check, DC 25. 
  Every 100gp spent reduces this DC by 3.
  This bulk of this adventure takes place along the 
  Friulan coastline. To get to the reef tenders’ island, 
  the characters must first bypass the dangers of 
  Ghostlight Reef and Dead Man’s Ring. Once the 
  party is done with their business in Friula, proceed to 
  Part One: The Ghostlight Reef
  Part One:  
  The Ghostlight Reef 
  If the characters attempt to use Diplomacy (gather 
  information) to learn about the Ghostlight Reef and 
  Dead Man’s Ring while in Friula or elsewhere along 
  the coast, consult the following skill table for lore. 
   While characters are traveling near the Ghostlight 
  ghostlight reeF lore table
  SKILL
  DC
  BENEFIT
  Diplomacy  
  (gather information)
  < 5
  It glows. Other than that, you can’t find out anything about the 
  Ghostlight Reef
  5
  A sea creature called “Dark Willy” claims the Ghostlight Reef and Dead 
  Man’s Ring. Kelpies and giant squid also inhabit the area.
  10
  Dark Willy is an aboleth who has several kelpies working for him.
  15
  Dark Willy has a chuul pet.
  20
  The red-skinned reef tenders are some type of sea hag relative.
  25
  Dark Willy will grant you passage for a good secret. A bard claims to 
  have befriended Willy with a rendition of scenes from a popular Friulan 
  play he’d been performing in.
  28
  The reef tenders are a blood-sucking race called the red hags. 
  30
  The ancient city Talitheos lies somewhere out beyond the reef. It is 
  rumored to yet contain many treasures, both magical and mundane.
  Knowledge (local)
  < 5
  All local Friulans know about Dark Willy, and why he has that name. 
  10
  The unusual reef tenders accept blood in exchange for their ink, dyes, or 
  dream coral. They do not accept animal blood, however. No one knows 
  what they do with it.
  15
  The reef tenders live on an island within Dead Man’s Ring. A cataclysm 
  destroyed some very rich cities out beyond the reef. Treasure hunters 
  are always diving for loot; most find their deaths instead.
  20
  The reef tenders also accept slaves in payment for their goods. 
  Reef, they have a 20% chance of encountering one 
  of the following wandering monsters per half hour. 
  Once they are within Deadman’s Ring, add +6 to the 
  roll, as they are bound to encounter Dark Willy or 
  one of his minions:
  GHOSTLIGHT REEF  
  WANDERING MONSTER TABLE
  ROLL 
  (1D10)
  CREATURE
  1-3
  Giant squid, Pathfinder RPG Bestiary
  4-5
  Kelpie (1d4)
  6-7
  Sharks (1d4+2), Pathfinder RPG Bestiary
  8-9
  Dark Willy’s chuul minion, Pathfinder  
  RPG Bestiary
  10
  The aboleth Dark Willy (see A1)
  
  BEYOND THE GHOSTLIGHT REEF
  9
  A1. NAVIGATING THE GHOSTLIGHT REEF & 
  DEAD MAN’S RING (CR 3-5)
  Glowing rocks jut up from the ocean, making 
  passage here quite dangerous. Beyond the 
  barrier’s Friulan edge, you can see an interior 
  coral ring the locals call the Dead Man’s Ring. 
  The best dream coral lies within its realm, and 
  sunken treasures are said to abound in the 
  waters below it. Getting there is, of course, the 
  problem. Only the odd, red-skinned reef tenders 
  dare to travel there. 
  ROCKY REEF HAZARD (CR 3 OR 5)
  This area houses a reef barrier. Sailors attempting 
  to clear the area must bypass the sharp coral rocks 
  protruding at various heights both below and above 
  the waterline. Sailors navigating the Ghostlight Reef 
  must succeed at three consecutive Profession (sailor) 
  checks at DC 15, moving at half speed, to safely clear 
  the reef. If no one in the group has this skill, allow 
  the players to roll for the crew and use a Profession 
  (sailor) skill of +6. 
  Movement faster than 1/2 speed causes a -4 penalty 
  per ¼ increment (being -8 at normal speed) and re-
  duces the number of checks necessary by one. Sailors 
  failing by 5 or more on any attempt ground the boat, 
  causing 2d6 points of hull damage. Rolling a 1 on this 
  check punctures the boat (assume a critical hit), and it 
  begins taking on water. If the boat becomes ground-
  ed, the PCs need to make a DC 15 Strength check to 
  dislodge it.  The chuul is most commonly found in 
  this area and arrives if the boat becomes grounded.
  Deadman’s Ring is more dangerous, and requires 
  three Profession (sailor) checks be made at DC 18. If 
  no one in the group has this skill, allow the players to 
  roll for the crew and use a Profession (sailor) skill of 
  +6. Additionally, speeds greater than 1/2 movement 
  through this area cause a -3 penalty per ¼ increment 
  (being -3 at three-quarters speed and -6 at normal 
  speed). Increasing the speed of the boat reduces 
  number of checks necessary by 1 per ¼ increment. 
  The rocks here cause 2d6+2 damage. The aboleth 
  often lurks in this region and arrives if the boat be-
  comes grounded.
  DARK WILLY AND HIS MINIONS (CR 7+)
  The aboleth Gorzilokith is the self-proclaimed master 
  of the Ghostlight Reef. The local sailors call the coal-
  black, thin, tubular-shaped creature “Dark Willy”—a 
  derogatory term reflecting the male body part his 
  head and his long, thin body resemble, especially 
  when he is mostly submerged. For this reason, the 
  creature is always referred to as a “he.” 
  Gorzilokith is aware of this ridiculous name the 
  sailors have dubbed him/her, and so the creature 
  enjoys eating them, Intimidating or dominating them, 
  or merely crashing them to their deaths with illusions. 
  Of course, a few folks know about Dark Willy’s pen-
  chant for secrets and love of entertainment. (The sea 
  can be so very lonely at times, after all; the creatures 
  he associates with just don’t have much culture to 
  speak of and are mostly boring). Characters with 
  such knowledge can attempt to gain safe passage 
  from him for a trade. Above all, Dark Willy most val-
  ues secrets about the bibliotori. However, entertain-
  ment will do in a pinch. Dark Willy especially enjoys 
  scene recitals from current-running plays (though 
  being told the story behind the play in an enthralling 
  manner suffices). Additionally, he can be serenaded 
  with popular Friulan songs. The GM should allow 
  players some leeway with whatever entertainment 
  they attempt. Dark Willy is very fickle, though, so 
  only a DC 20 check at Perform (act, oratory, sing, or 
  the like) gains the PCs unhindered (one-way) passage. 
  He requests at least two performances for passage.
  Aboleth, hp 84, Pathfinder rPG Bestiary  
  p. 8; DArk Willy hAs hallucinatory terrain 
  At Will insteAD of illusory wall.  
  Minions (1D8 neArby kelpies) hp 38,  
  Pathfinder rPG Bestiary 2, p. 172; 1 
  chuul, hp 85, Pathfinder Bestiary p. 46   
  TacTics: Dark Willy uses his spell-like abilities to 
  harass sailors navigating the reef. With hallucinatory 
  terrain, he creates images of clear passages in areas 
  of extreme danger, or blocks otherwise safe passages 
  with rising rocks. He has a programmed image of 
  himself rising up menacingly out of the water when-
  ever a boat passes Dead Man’s Ring’s entrance. Seeing 
  this image usually causes the crewmen to waste a few 
  rounds of spells and missile weapons. The subse-
  
  Christina Stiles 
  10
  quent noise alerts Dark Willy to the visitors’ arrival, 
  whereupon he may choose to send a projected image of 
  himself instead of torturing the crew in person. The 
  image uses dominate monster against the crew. He may 
  also call upon his chuul and kelpie minions to aid 
  him, if necessary.  
  When the characters first see Willy (likely via the 
  programmed image), describe him as such: 
  A menacing, tentacled beast rises from the sea. 
  It has a sleek black, tubular-shaped body and 
  a slightly bulbous head with red eyes. It lashes 
  out with its tentacles and begins chanting 
  something… From the looks of the creature, you 
  can guess you’ve encountered the infamous 
  Dark Willy.  
  Part Two:  
  The Red Hag’s Isle
  After the PCs defeat or deal with Dark Willy, they 
  can proceed to the red hags’ island. Upon reaching 
  it, the characters have a 30% chance of encounter-
  ing one of the following wandering monsters per 
  half hour. The further the characters enter the for-
  est, subtract 6 from an encounter’s d10 roll (mean-
  ing the characters are more likely to encounter the 
  guardian worg):
  ISLAND WANDERING MONSTER TABLE
  ROLL (1D10)
  CREATURE
  1-6
  (See “Guardian Worg”)
  7
  1d6 wights, Pathfinder RPG Bestiary
  8-9
  Basidirond (1d2), Pathfinder RPG 
  Bestiary
  10
  Quickwoods, Pathfinder RPG  
  Bestiary 2
  THE ISLAND
  When the PCs manage to safely navigate Dead Man’s 
  Ring, read them the following: 
  Up ahead lies the three-mile-long, kidney-bean-
  shaped island. A thirty-foot-wide channel cut in 
  the coral-rock marches along the sea, guiding 
  your boat toward the island’s beach. 
  If the PCs stay in the channel, they arrive safely to 
  the beach (unless encountering a wandering mon-
  ster). Attempting to take an alternate route, subjects 
  the PCs to more CR5 rocky reef hazards and doubles 
  their chances of encountering wandering monsters. 
  On a DC 25 Perception check during the boat’s ap-
  proach, the PCs spot smoke rising from the forest’s 
  center, and they can see the tip of a structure rising 
  just above the trees.
  THE BEACH
  Seaweed mars the beauty of the beach’s white 
  sand. A stack of 30 or more crab shells lie 10 
  feet up the shore, but there are no signs of a 
  cooking fire. A set of deep, larger-than-man-sized 
  footprints leads off into the woods ahead, and 
  nothing but forest stretches before you.
   An ogre fisherman left behind the crab shells. 
  He preferred eating them raw, so he had no camp-
  fire. The ogre later met his fate at the hands of the 
  island’s prowling worgs when he went to the woods 
  (his footprints) to relieve himself and be on his way 
  into the forest’s interior. The worgs consumed all but 
  a few bones of him. 
  PCs can easily follow the footprints to the woods. 
  Continuing to follow them into the woods requires a 
  DC 15 Survival check. The worgs attacked the ogre 
  just 100 feet into the forest, that area being a favored 
  prowling ground for the worgs. As such, there is a 
  70% the characters encounter the creatures if they 
  follow the path. On a Perception DC 18 check, the 
  party members spot a large, bloodied bone just off 
  the trail they are following. 
  The hags’ skiff lies hidden beneath cut branches 
  just 10 feet into the forest to the left of the ogres’ 
  
  BEYOND THE GHOSTLIGHT REEF
  11
  trail (Perception DC 20 to spot). They have not taken 
  it out in a few days, as they have been busy prepar-
  ing dye and poisons within their workshop. A few of 
  their sisters are out to sea, further exploring the ruins 
  they located.    
  GUARDIAN WORGS (CR 7)
  If the intelligent worgs have spotted the party traips-
  ing about the island and have not themselves been 
  seen, they first use their favored ambush tactic of 
  pretending to be a humanoid calling out for help to 
  lure the party to them. GMs should have the worg 
  decoy emulate a raspy male voice (a lost sailor):
  ”Hello? Hello? Is anyone out there? I’ve fallen in 
  a hole and broken my leg.” He pauses. “Hello? 
  Hello? I’ve been trapped on this accursed island 
  for days, and now I’ve fallen in a hole. Help me! 
  Please! Don’t let the wights get me. Please!”
  If the PCs try to ask him questions about who he 
  is, then play along with the ruse and have him answer 
  back until they arrive or refuse to fall for it. Either 
  way, the worgs attack. With each response from the 
  party, have the worgs make Stealth rolls. With two 
  successes, the creatures are in ambush position and 
  gain a surprise round.
  Four large, dark-furred wolves standing four feet 
  tall circle the party. The creatures are easily 350 
  pounds of pure muscle. Saliva drips from their 
  maws. 
  These creatures can also appear as wandering 
  monsters throughout the adventure. They travel in 
  groups of four, and howl for other packs to join 
  them if they become entangled in losing battles. They 
  are friendly and loyal to the red hags, who often feed 
  them exsanguinated bodies. The worgs know these 
  particular red hags work directly for Blood Mother 
  Margase, and that is very strong incentive not to 
  reveal anything about the red-skinned women to the 
  party. The worgs would rather die at the party’s hands 
  than at the ancient hag’s.
  ADVANCED WORG	
  CR 3
  XP 800
  NE Medium magical beast
  Init +4; Senses darkvision 60 ft., low-light vision,
  scent; Perception +13 
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural
  hp 34 (4d10+12)
  Fort +7, Ref +8, Will +5 
  OFFENSE
  Speed 30 ft.
  Melee bite +9 (1d6+7 plus trip)
  STATISTICS
  Str 21, Dex 19, Con 17, Int 10, Wis 18, Cha 14
  Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
  Feats Run, Skill Focus (Perception)
  Skills Perception +13, Stealth +11, Survival +8;
  Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
  Languages Common, Goblin
  Part Three: 
  Approaching the 
  Ziggurat
  Z. THE OUTER ZIGGURAT
  Over 150 years ago, the red hags enslaved the is-
  land’s monster population and forced the creatures 
  to build this hilltop ziggurat temple for their then-
  ruling priestess of Hecate. Hislargat came to the 
  island 50 years later, after the priestess’ demise, and 
  she has since taken over its leadership, tasking the 
  ziggurat’s red hags to seek out ancient treasures for 
  Blood Mother Margase, their reigning queen who 
  resides in Verrayne. See page 17 for maps of the 
  structure’s interior.
  The hill and temple rise a total of 120 feet from the 
  forest’s surface and rest in the center of a clearing. A 
  grove of trees rings the hill’s bottom at a distance of 
  25 feet. 
  This section on the ziggurat covers the outer zig-
  gurat itself (Z0), the clearing (Z0-A), the hill (Z0-B), 
  and the aerie (Z0-C).
  
  Christina Stiles 
  12
  When the PCs view the hill from the forest, read 
  the following:
  A rounded 60-foot-tall hill rests in the center of 
  a grassy clearing beyond. A three-level ziggurat 
  of tanned mud-brick rises from the hilltop, 
  ascending another 60 feet high. The ziggurat 
  ends in a flat, garden-covered rooftop with 
  15-foot-tall trees growing from it. Ivy and other 
  vines cling to the upper level, and between each 
  level lie well-tended gardens of trees, plants, and 
  various herbs and flowers. Smoke rises from 
  western side of the roof.
  The ziggurat’s bottom level stretches 130 feet 
  wide, and its top level, the smallest, is 60 feet 
  wide. Three sets of 20-foot-tall mud-brick steps 
  climb the ziggurat at each level. Lush plants and 
  red flowers flank the walled steps.   
  If the PCs succeed at a DC 25 Perception check on 
  viewing the ziggurat from the forest, add the follow-
  ing detail:
  From the ziggurat’s top to bottom, rivulets of red 
  lines snake throughout its tan surface, appearing 
  much like arteries. On the rooftop, a giant bird 
  moves about the foliage.
  The bird is a giant eagle, and the rooftop actually 
  serves as home to an aerie of 4, two of whom are 
  currently asleep (see area Z0-C). One giant eagle 
  is Hislargat’s trained pet, which remains alert for 
  trespassers. If the PCs seem persistent about reach-
  ing the ziggurat, the pet squawks loudly to inform the 
  red hags they have visitors (DC 15 Perception to be 
  heard). The other eagles try to eat PCs. 
  GM’s NoTe: If the characters are observing the 
  ziggurat from the edge of the woods, then in the 
  second round of observation, have them roll a 
  
  BEYOND THE GHOSTLIGHT REEF
  13
  Perception check (DC 10). Alternately, you can have 
  them roll this check when they come within 60 feet 
  of the center of the clearing. On a success, they hear 
  a curious buzzing noise. Successful listeners must 
  then make a DC 14 Will check or become intrigued 
  by the buzzing and begin moving to the clearing’s 
  center (likely within 12 ½ feet of them from any edge 
  of the forest. The grass cloaker flock is emitting the 
  noise (see area Z0-A for more information).
  Z0-A. THE CLEARING (CR 9)
  Ankle-high grass grows like a thick carpet in 
  front of the hill. The area is otherwise empty. 
  Beyond the clearing lies a visible path up the hill. 
  Unless the characters use obscuring magic or great 
  stealth to cross the open clearing, the rooftop eagle 
  (area Z0-C) may notice them (Perception +15). The 
  giant eagle alerts the other three eagles if the charac-
  ters fly toward the ziggurat, whereupon the giant ea-
  gles fly out and dive-bomb the trespassers, pulling up 
  just short of attacking them. Their intent is to warn 
  the PCs away, but they fight if attacked.  Any com-
  bat noise may alert the three red hags within level 1 
  (DC 15), one of which exits the secret door to check 
  on the ruckus (if the PCs have a line of sight on the 
  door, allows them a DC 20 Perception check to note 
  this during their fight). See page 9 for locations
  CREATURES 
  The clearing is not as clear as it appears. Eight grass 
  cloakers inhabit it, each marked with a C on the map. 
  The guardian worgs are well aware of them, and skirt 
  them whenever they must approach the hill, growling 
  and howling during their advance to drown out the 
  buzzing (giving them a +2 to their Will save). This is 
  not always an effective method, so the worgs travel in 
  close packs too large to easily engulf. The eagles also 
  give the grass cloakers wide berth, flying above the 
  reach of their buzzing. 
  Four cloakers reside near the clearing’s center, and 
  another four others rest closer to the trail’s entrance, 
  per the map.
  GRASS CLOAKERS (8)	
  CR 9
  Grass cloaker cr 3
  XP 800 
  CN Large Aberration 
  Init +8; Senses darkvision 60 ft.; Perception +9 
  DEFENSE
  AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 
  size)
  hp 34 (4d8+16)
  Fort +5, Ref +5, Will +6
  OFFENSE
  Spd 20 ft.
  Melee bite +6 (1d6+4), tail slap +2 (1d8+2)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks engulf, entrancing buzz
  STATISTICS
  Str 19, Dex 18, Con 19, Int 14, Wis 15, Cha 14
  Base Atk +3; CMB +8; CMD +22 (can’t be tripped)
  Feats Alertness, Combat ReflexesB, Improved Initiative
  Skills Disguise +6 (+14 as grass), Perception +9, Stealth 
  +11, Swim +11; Racial Modifiers +8 Disguise to appear 
  as any type of outdoor surface, especially grass
  Languages Common
  SQ camouflage
  ECOLOGY
  Environment any temperate plains, forest, grassland; 
  swamps and bodies of water
  Organization solitary, pair, mob (3-6), or flock (7-12)
  Treasure standard
  SPECIAL ABILITIES
  Camouflage (Ex) Since a grass cloaker looks like 
  normal grass when at rest, a DC 20 Perception check is 
  required to notice it before it attacks for the first time. 
  Anyone with ranks in Survival or Knowledge (nature) 
  or Knowledge (dungeoneering)  can use either of those 
  skills instead of Perception to notice the creature
  Engulf  (Ex) A grass cloaker can try to wrap a Medium 
  or smaller creature in its body as a standard action. The 
  grass cloaker attempts a grapple that does not provoke 
  an attack of opportunity. If it wins the grapple check, 
  it establishes a hold and bites the engulfed victim with 
  a +4 bonus on its attack roll. It can still use its whip-
  like tail to strike at other targets. Attacks that hit an 
  engulfing grass cloaker deal half their damage to the 
  monster and half to the trapped victim.
  Entrancing Buzz (Ex) A grass cloaker can emit a curious 
  
  Christina Stiles 
  14
  infrasonic buzzing noise as a standard action that attracts 
  living things within a 60-foot spread. Creatures hearing 
  the buzzing for two consecutive rounds must make a 
  Will save (DC 14), or the intriguing sound causes them 
  to seek out and investigate its source, whereupon the 
  grass cloaker attempts to engulf it. 
  Grass cloakers are immune to these sonic, mind-
  affecting attacks. A creature that successfully saves 
  against the grass cloaker’s entrancing buzz cannot be 
  affected by that same creature for 24 hours. The Will 
  save is Charisma-based.
  The grass cloaker has a pancake-flat, circular body 
  10-15 feet in diameter, with multiple eyestalks placed 
  at intervals around its circumference. It has a wide 
  maw teeming with thin, needle-like teeth in the center 
  of its upper side. The grass cloaker can mimic virtu-
  ally any outdoor surface, from parched and cracked 
  dirt with a scattering of rocks (partially retracted 
  eyestalks) to windswept grasses. 
  Grass cloakers lurk in grassy areas, using their cam-
  ouflage and entrancing abilities to catch unwary prey. 
  A grass cloaker is almost impossible to distinguish 
  from its surrounding terrain as it lies in wait for pos-
  sible victims. 
  More than one grass cloaker can occupy a territory. 
  When they do so, those without prey remain hidden, 
  waiting for victims escaping their neighbors to stum-
  ble upon them in their flight. If multiple adversaries 
  attack an isolated grass cloaker, nearby grass cloakers 
  attempt to sneak up on the attackers and engulf them 
  from behind. 
  TREASURE
  The grass cloakers have no treasure.
  Z0-B. THE HILL
  A worn path meanders up the hill toward the zig-
  gurat. Foliage and undergrowth grow heavily up the 
  rocky hill and beside the path, but not upon it. The 
  path leads to a set of walled, mud-brick, 20-foot-tall 
  stairs…which lead to another set…and finally another. 
  The red hags keep the trail freshly marked to make 
  passage easier for their unknowing sacrificial victims 
  to enter the ziggurat. If their soon-to-be victims can 
  survive the grass cloakers, then they are surely worthy 
  of sacrifice, after all. 
  The trail’s path is devoid of monsters, but the PCs 
  may be overly wary after dealing with the grass cloak-
  ers and the eagles. Be sure to play up their paranoia, 
  requiring Perception checks every few minutes to 
  encourage the mood. 
  TERRAIN
  Though the hill is rocky and thick with undergrowth, 
  the provided trails allows for ¾ movement rate.
  Z0-C. THE ROOFTOP AERIE (CR 7)
  A small tree garden rings the top of the roof, climb-
  ing to a height of 20 feet. Somehow they are growing 
  out of the ziggurat itself, but the mud-brick remains 
  intact, not breaking from their roots. A large bird 
  nest is visible between two of the larger trees. 
  In the center of the roof sits a 15-foot-tall, 
  20-foot-square wooden stand with a metal grat-
  ing cover. Metal torch poles rest at either end of 
  it. Below the grate lies a mud-brick cistern bearing 
  red-black stains. A three-inch hole rests at its cen-
  ter. Hollow, metal tubes run from the cistern to the 
  plants, as well.  The trees growing on the rooftop are 
  an unusual species that garners nourishment from 
  blood, which the red hags supply to them via their 
  rooftop blood rituals. The trees are normal plants, 
  not monsters.
  CREATURES 
  If the PCs have not yet encountered the giant eagles, 
  they can be found here. One rests in the nest with 3 
  good-sized eggs. Two others rest atop a nearby tree. 
  The fourth, Hislargat’s pet, sits atop the metal grate, 
  picking at the remains of meat stuck between the bars. 
  GiAnt eAGles (4), 26 hp,  
  (Pathfinder rPG Bestiary). 
  These particular giant eagles are Neutral creatures with 
  evil tendencies; thus they try to consume the characters.
  TREASURE
  The giant eagles have no treasure.
  DEVELOPMENT
  The PCs can attempt to break open the cistern to 
  enter the ziggurat: 
  ZiGGuraT cisTerN: Break Dc 25,  
  harDNess 8, hp 140. 
  A 10-foot-wide, mud-brick shaft lies beneath it, 
  
  BEYOND THE GHOSTLIGHT REEF
  15
  descending to the bottom level. The shaft runs 50 
  feet and ends 10 feet above the blood weird’s pool in 
  the sanctuary below (area Z14). The noise, however, 
  would alert the red hags in the workshop (area Z1) to 
  their presence.
  Part Four:  
  Hislargat’s Ziggurat
  THE ZIGGURAT
  See page 17 for layout of the ziggurat. Unless oth-
  erwise indicated, the following information applies to 
  all walls and doors within the structure. 
  MuD-Brick Wall 2 fT. Thick; harDNess 15; 
  hp 240; Break Dc 40; cliMB Dc 15. 
  MuD-Brick Door: 4” Thick; harDNess 8; 
  hp 40; Break Dc 22.
  LEVEL ONE
  The outer ridge of between Level One and Two is 
  15 feet wide, and is plant covered. The hags utilize 
  the plants in their alchemical concoctions. The vines 
  covering the western side hide two Small-sized holes 
  (Perception DC 35 to note from outside), which His-
  largat uses to send and receive messenger ravens.   
  Z1. ENTRANCE
  The secret door (DC 25 Perception) to the first-level 
  of the ziggurat lies midway-up within the right-hand 
  wall of the stairway leading to the rooftop. It is 
  locked (DC 28 Disable Device). The door opens to a 
  small hallway leading into the hags’ workshop area. 
  Z2. ALCHEMICAL WORKSHOP (CR 9+)
  Just inside the door, a 10-foot-wide wall splits the 
  room in two. Both sides are filled with tables, various 
  glass bottles, and numerous metal instruments—
  some holding the glass bottles. A long shelf of 
  bottled materials spans the northern wall. 
  A rank smell permeates the room; it appears to 
  be emanating from the pot heating in the western 
  fireplace. 
  If the PCs surprised the red hags, the women are at 
  work within the lab.
  In the western wall are two Small-sized holes, one 
  above the barrels and the other above the table.
  CREATURES CR 9+ (7,200)
  Three hags here are concocting various poisons, dyes, 
  and inks within this lab. 
  reD haGs (3) hp 66
  TacTics: If prepared for the PCs’ attack, the hags 
  cast bear’s endurance and resist energy [fire] on them-
  selves, and then cast summon monster III. At least one 
  initiates her siphoning aura, as well.
  Treasure: PCs spending any serious time search-
  ing through the workshop can find just about any 
  plant-related material component on the back shelf. 
  Additionally, the hags have 40 bottles of scarlet dye 
  prepared, 20 barrels of dream coral, 20 vials of eb-
  onsrib ink (combined value 10,000 gp).   
  LEVEL TWO
  The outer ridge between Level Three and Two is 20 
  feet wide, and is covered in shrubs and taller plants. 
  Z3. KITCHEN
  This room contains a fireplace (northwest wall); 
  a table for eight; a preparation table; and a set of 
  cabinets (south wall) which contains pots and pans, 
  cooking utensils, and tableware. All items here are of 
  average quality. Barrels of flour and water lie against 
  the north wall. A rotting vegetable and a slicing knife 
  sit upon the preparation table (western wall).  
  Z4. GUEST ROOM
  The red hags host the occasional guest from Ver-
  rayne, but the room is currently unoccupied. It 
  contains high-quality furniture, including a bed, desk, 
  plush sitting chair, and an armoire.
  Z5. STOREROOM
  The room contains linen, cleaning supplies, lantern 
  oil, candles, and a few tinderboxes. 
  Z6-Z7. RED HAG QUARTERS (CR 0-6)
  These quarters appear sparse like the servants’ quar-
  ters, only their unlocked chests contain scarlet and 
  sea-blue robes of good quality (10 gp each). Rooms 
  Z6 and Z9 each contain a sleeping hag (in the bed 
  farthest from the door).
  
  Christina Stiles 
  16
  reD haGs (2), hp 66
  TREASURE 
  The red hags have no treasure.
  Z8. SITTING AREA
  This open area contains two round tables with 
  chairs for four. Along the eastern wall rests a nice-
  quality couch. Two plush sitting chairs rest near the 
  couch’s ends. 
  Z10-Z13. SERVANTS’ QUARTERS
  The rooms to these doors are open, and their interi-
  ors are sparse, containing only two beds with bedside 
  tables, and chests containing two mundane tunics 
  each. The beds’ coverings are in disarray, with some 
  mostly lying on the floor. The red hags dragged their 
  servants out of bed during the night and sacrificed 
  them to fill the summoned blood weird’s pool in the 
  sanctuary below (area Z14). The hags gave the ser-
  vants’ bodies to the worgs and giant eagles. 
  LEVEL THREE
  The metal steps down to Level 3 empty in the 
  sanctuary (area Z14), just outside the sanctuary door. 
  Unless the PCs are extremely stealthy, the steps 
  reverberate with their weight, especially if more than 
  one person uses them at a time (-2 to Stealth rolls per 
  person descending).
  Z14. SANCTUARY (CR 7-9)
  If the PCs descended the stairway, they approach the 
  sanctuary from the southern archway. The room is lit 
  by torches, which flicker along the cistern’s cardinal 
  points, providing the room’s only light. A mud-brick 
  shaft extends half-way from the ceiling, emptying 
  into the cistern. 
  Four stone pillars rise from the floor to ceiling on 
  either side of the cistern. Black tapestries depicting 
  ritual sacrifices hang on the eastern and western wall, 
  breaking at the archways. A marble altar sits against 
  the north wall. 
  A marble cistern rests in the center of this red-
  marble-tiled room, and a red-skinned woman is 
  staring into it, while her left hand lightly swirls 
  the crimson liquid within. 
  Torches flicker along the cistern’s cardinal points, 
  providing the room’s only light. A mud-brick 
  shaft extends half-way from the ceiling, emptying 
  into the cistern. 
  Four stone pillars rise from the floor to ceiling 
  on either side of the cistern. Black tapestries 
  depicting ritual sacrifices hang on the eastern 
  and western wall, breaking at the archways. A 
  marble altar sits against the north wall.
  The cistern’s walls stand four feet high. The altar 
  is dedicated to Hecate, whom the druidess and the 
  red hags venerate. The hags no longer have a cleric 
  among them, so the sanctuary is little used; Hislargat 
  prefers to worship Hecate under the night sky. She is 
  currently in the sanctuary observing her newest arriv-
  al: the blood weird, and enjoying some of the blood 
  pool herself (with her fingers). Hislargat prepared for 
  the creature’s arrival by sacrificing her servants and 
  others to provide enough blood for his pool. That is 
  why Level Two is now practically devoid of life.
  CREATURES
  The room contains Hislargat and the blood weird.
  hislarGaT cr 7
  WeirD, BlooD cr 7 (see paGe 18)
  TacTics If Hislargat has had time to prepare, she 
  has cast barkskin and resist energy [fire] upon herself. 
  She attempts to use her charm monster ability on the 
  PCs to get them to stop and listen to her and possi-
  bly negotiate. At first, she offers to pay off the group 
  with the goods in Z2. If pressed, she might offer 
  the PCs a set of different tomes to get rid of them, 
  attempting to use Bluff to convince the party they 
  are the tomes they seek. She has some very old (but 
  mundane) texts lying on her study desk, and only a 
  successful opposed Sense Motive or an inspection 
  with a successful Knowledge (arcana) check DC 25 
  
  BEYOND THE GHOSTLIGHT REEF
  17
  
  Christina Stiles 
  18
  reveals they are not the ancient texts the group needs. 
  If this is successful, she conceals the book while the 
  group goes to remove their payment and departs 
  immediately after the characters leave. Or, if the PCs 
  attempt to negotiate, she is amenable, but wants to 
  learn who sent them, as she doesn’t like others spying 
  upon her. If the PCs tell her honestly (she uses Sense 
  Motive to determine this), she offers to give them a 
  set of old tomes to trick Balack Giolan instead and to 
  allow them fulfill their part of the agreement. Giolan 
  does not know exactly what tomes the reef tenders 
  recovered, after all.
  If the PCs want to fight, she activates her siphon-
  ing aura, rouses the blood weird, and casts flame strike. 
  Regardless, the blood weird attacks any PC getting 
  close to its pool. He also uses his drench ability to 
  extinguish the torches, as both he and the red hag 
  have darkvision.
  HISLARGAT 	
  CR 7
  XP 3,200
  Advanced Red Hag 
  NE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft, blood sense 90 ft..; 
  Perception +20
  Aura siphoning aura (30 ft., DC 19) 
  DEFENSE
  AC 25, touch 15, flat-footed 10; (+5 Dex, +10 natural)
  hp 80 (7d10+42)
  Fort +10, Ref +10, Will +13
  Defensive Abilities SR 18
  OFFENSE
  Spd 30 ft., swim 30 ft.
  Melee 2 claws +14 (1d4 + 7 plus bleed and grab)
  Special Attacks bleed (1d6), blood drain (1d4 Con)
  Spell-Like Abilities (CL 7th)
  At will—summon monster I
  3/day: charm monster, summon monster III 
  Spells Prepared (CL 7th; concentration +15)
  4th—dispel magic, flame strike (DC 22) 
  3rd—call lightning(DC 21), cure moderate wounds, greater 
  magic fang*
  2nd—barkskin, flame blade, flaming sphere (DC 20), 
  heat metal (DC 20), resist energy [fire]
  1st—cure light wounds, endure elements, entangle (DC 
  19), faerie fire (DC 19), jump, longstrider 
  0—detect magic, flare, mending, resistance
   *already cast
  STATISTICS
  Str 23, Dex 20, Con 22, Int 22, Wis 26, Cha 17
  Base Atk +7; CMB +13; CMD +28
  Feats Alertness, Blind-Fight, Great Fortitude, 
  Intimidating Prowess
  Skills Skills Bluff +8, Craft (alchemy) +15, Craft 
  (sculpturing) +12, Diplomacy +9, Knowledge (arcana) 
  +13,  Knowledge (nature) +13, Intimidate +17, 
  Perception +20, Sense Motive +11, Stealth +12, Swim 
  +; +8 racial bonus to Swim
  Languages Giant, 
  SQ amphibious, trackless step
  SPECIAL ABILITIES
  Blood Sense (Su) A red hag’s claws are barbed and 
  contain hollow needles within. A red hag can use them 
  to suck blood from a grabbled opponent; if the red hag 
  establishes or maintains a pin, it drains blood, dealing 
  1d4 points of Constitution damage. The red hag heals 5 
  hit points or gains 5 temporary hit points for 1 hour (up 
  to a maximum number of temporary hit points equal to 
  its full normal hit points) each round it drains blood.
  Siphoning Aura (Su) Red hags can radiate an aura in 
  a 30-foot radius as a free action that causes a creature 
  to bleed from its mouth, nose, eyes, and ears. Affected 
  creatures must succeed on a DC 17 Fortitude save each 
  round or take 1 point of Constitution damage from 
  blood loss.  Once a successful save is made, targets 
  cannot be affected by an individual hag’s aura for 24 
  hours. The save DC is Constitution-based.
  Spells A red hag casts spells as a 7th-level druid, but 
  cannot substitute prepared spells to cast summon spells
  WEIRD, BLOOD 	
  CR 7
  XP 3,200
  CE Large Outsider (Chaotic, Evil, Extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +14 
  DEFENSE
  AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 
  size)
  hp 60 (8d10+16)
  Fort +4, Ref +9, Will +7
  DR 10/bludgeoning
  OFFENSE
  Spd 40 ft., Swim 20 ft.
  Melee bite +12 (1d8+6 plus grab)
  
  BEYOND THE GHOSTLIGHT REEF
  19
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks drench, drown, siphon (1d4 
  Constitution, DC 16 Fort save)
  STATISTICS
  Str 19, Dex 17, Con 15, Int 12, Wis 12, Cha 16
  Base Atk +8; CMB +13; CMD +26 (can’t be tripped
  Feats Alertness, Improved Initiative, Weapon Focus (bite
  Skills Bluff +14, Intimidate +14, Knowledge (arcana) 
  +12, Knowledge (planes) +12, Perception +14, Stealth 
  +14, Sense Motive +8, Survival +8, Swim +12; Racial
  Modifiers +8 Swim
  Languages Infernal, Trade Tongue, Weird
  SQ blood pool, reform, transparency
  ECOLOGY
  Environment any liquid-based outer or inner plane
  Organization solitary or pack (2-4)
  Treasure standard
  SPECIAL ABILITIES
  Blood Pool A blood weird’s pool is a bubbling, flowing 
  mass of dark, rich, red blood. Creatures pinned 
  underneath the blood are subject to drowning. See 
  Drowning rules, Pathfinder RPG Core Rulebook.
  Drench (Ex) The weird’s touch puts out torches, 
  campfires, exposed lanterns, and other open flames of 
  nonmagical origin if these are of Large size or smaller. 
  The creature can dispel magical it touches as a dispel 
  magic spell (caster level equals weird’s HD). 
  Drown (Ex) If a blood weird pins a grabbed foe, it can 
  fully immerse its victim in its blood pool. A victim 
  completely immersed must hold its breath or drown. 
  See Drowning rules, Pathfinder RPG Core Rulebook. 
  Reform (Ex) When reduced to 0 hit points or fewer, a 
  blood weird collapses back into its pool. Four rounds 
  later, it reforms at full strength minus any damage taken 
  from fire-based spells and effects.
  Siphon (Su) A blood weird that hits a foe siphons off a 
  portion of its blood. The victim suffers 1d4 points of 
  Constitution damage each hit, unless he succeeds at a 
  Fortitude (DC 16) save. The save is Constitution-based. 
  Transparency (Ex) A blood weird is effectively invisible 
  in its blood pool until it attacks. A DC 20 Perception 
  check is required to notice it within its pool before it 
  attacks for the first time. 
  These creatures resemble a 10-foot-long, crimson 
  serpent with glistening scales, dark red in color. Some 
  have bands of black that spiral the length of their 
  body. Their eyes are a deep reddish brown in color. 
  These creatures cannot exist without a large 
  source of blood. Casters summoning this creature 
  must fill a large basin or font with the blood of slain 
  foes or captives.
  Blood weirds wait patiently in their pools for poten-
  tial prey. When a foe wonders close, the weird lashes 
  out and intertwines itself around the opponent. On 
  the next round, it attempts to fall back into its pool, 
  bringing its grabbed prey with it. Grabbed foes are 
  either drowned or subjected to its siphoning attack. 
  TREASURE
  The four ancient tapestries here are magically kept 
  mended, and are in excellent condition. They weigh 
  over 400 lbs. each, but are worth 1,000 gp each.   
  Z15. SUNLESS GARDEN
  Several potted midnight-black plants lie haphazardly 
  against the walls in this large area, their pots over 
  three feet in circumference. Dirt and mud-brick are 
  scattered throughout the floor. 
  Hislargat is preparing to place garden in this expan-
  sive area, but had not had time to fully prepare it. She 
  
  Christina Stiles 
  20
  has been preoccupied with summoning the blood 
  weird, a creature her red hag predecessors had kept 
  within their temples to bring them knowledge and 
  the goddess’ good graces. She’s found the creature to 
  be somewhat temperamental, and has had to spend 
  considerable time acclimating him to his new home. 
  Z16. SAND AND ROCK GARDEN
  Sand covers the entire floor in this room. Boulders 
  and smaller rocks ring the room; a wooden rake rests 
  against them. An oval, inset pool rests in the center 
  of the room. Hislargat uses this as her relaxation 
  chamber. She lounges in the pool or rakes the sand to 
  calm her mind. 
  Z17. HISLARGAT’S CHAMBERS
  The secret door to this room requires a DC 25 Per-
  ception to locate. It is unlocked.
  Unlike the spartan rooms above, this room is well 
  appointed, containing an elegant four-poster bed with 
  scarlet hangings, two handsome stuffed chairs, a teak 
  armoire, and a table.  
  TREASURE
  The armoire is unlocked. It contains 12 fine robes 
  (six sea-blue and six scarlet), a drawer of golden 
  bracelets and a necklace with pearl inlay. These items 
  are worth a total of 6,500 gp. 
  Z18. HISLARGAT’S STUDY
  The room contains a tome-filled bookshelf, a sitting 
  chair, and desk with tomes stacked upon it. Vials of 
  ink, a pen, and a parchment lie upon the desk. 
  DEVELOPMENT
  The tomes are in great condition, and many of them 
  are several centuries old. Most of the books cover 
  flora and fauna throughout the local regions and in 
  territories that no longer exist, though she has four 
  tomes on arcane magic (unusable to her and already 
  copied in Verrayne) which each contain one spell lost 
  to time (for the GM to flesh out). There are over 25 
  books, and each could garner 250 gp or more in the 
  open market, just for their age alone. The books on 
  arcane magic are worth 6,500 or more each to a col-
  lector. The open books on the table cover the inner 
  and outer planes. A page is marked; it discusses the 
  blood weird and the method for its summoning.
  The parchment has the beginning of a letter upon 
  it in an ancient language. It is Hislargat’s account 
  of the finding. She mentions she found the Staff  of  
  Arligathas, and is quite excited. Unfortunately, Blood 
  Mother Margase’s giant eagle companion came for 
  it almost immediately upon its discovery, so she did 
  not get to study it. He and a large flock whisked it 
  away, back to Verrayne. She notes that the queen of 
  the druids needs only three more items to make her 
  ascension beyond this realm. She does not detail what 
  those are.  
  Z19. TREASURE ROOM
  The secret door to this room requires a DC 30 
  Perception to locate. It is locked (Disable Device 
  DC 30). It is trapped (see below). If the PCs killed 
  Hislargat, she held the key. If the key is inserted in 
  the door, the wards are temporarily dispelled. 
  Door Trap: Glyph of WarDiNG, BlasT Glyph 
  (5D8, elecTriciTy, Dc 17 reflex halves; 
  Dc 28 percepTioN/DisaBle Device).
  This room is filled with statuary and four wooden 
  chests and three rusty metal chests. 
  TREASURE
  The three rusty chests are the recent discoveries. 
  They have been broken open. Each chest contains 
  10 clerical scrolls (all are 2nd-level scrolls; together, 
  all the scrolls compose the first 30 2nd-level spells 
  listed in the PFRPG). Additionally, they each hold five 
  
  BEYOND THE GHOSTLIGHT REEF
  21
  ancient books covering topics such as blood magic, 
  sacrificial rituals, and planar knowledge. Each tome is 
  worth 6,500 gp to a collector. 
  The four wooden chests are all locked (Disable 
  Device DC 25). Chest One contains masterwork 
  sacrificial implements (3,500 gp to a collector); Chest 
  Two contains 12,000 gp in gold, gems, and platinum; 
  Chest Three is trapped (see below), and it contains 
  the following clerical scrolls: raise dead, unholy blight, 
  symbol of  pain, regenerate, dimensional lock, and unholy 
  aura. The final chest contains. The final chest holds 
  8,500 gp in jewelry.
  Z20. STOREROOM
  The secret door to this room requires a DC 20 Per-
  ception to locate. It is unlocked.
  This room contains supplies for clerical rituals, can-
  dles, oils, sacrificial implements, and additional robes 
  stored in chests. Some of the supplies are expensive 
  items, so scavenging PCs could locate up to 1,500 gp 
  worth of salable items on a DC 20 Appraise check. 
  Z21. EMPTY PRIVATE CHAMBER
  The secret door to this room requires a DC 25 Per-
  ception to locate. It is unlocked.
  This room is empty. It was set aside for an assistant 
  priestess who was to join the temple, but Hislargat 
  never summoned her to the island after the high 
  priestess died. 
  Z22. PRAYER CHAMBER
  Murals of the night sky cover the walls and ceiling. 
  Large pillows are spread out in a circular pattern in the 
  room’s center. Tall, unlit candles in golden, five-foot-
  tall candlesticks circle the pillows. The former priest-
  ess used this as her meditation and private ritual room. 
  TREASURE
  The golden candlesticks are worth 300 gp each.
  Concluding The 
  Adventure
  If the PCs successfully acquire the tomes, Balack 
  Giolan pays them as agreed. He may additionally send 
  further work their way, though his targets may include 
  goodly temples hoarding or hiding knowledge in their 
  vaults. He is a knowledge-greedy, rich man who finds 
  ways to get what he wants, no matter the consequences. 
  If the PCs killed the legendary Dark Willy, their repu-
  tations do not soar to heroic proportions as one would 
  think. Oddly enough, the Friulans truly bore an unusual 
  love for the creature which has been the center of their 
  tales—tall or truthful—for over a century. Things just 
  won’t be as interesting now. The disgruntled Friulans go 
  out of their way to show their displeasure toward the 
  characters, charging them more for goods or services, 
  being rude and confrontational toward them whenever 
  possible, or outright ignoring their presence. In short, 
  the PCs become pariahs in Friula. 
  Then there is Blood Mother Margase. Once she 
  learns the PCs attacked her minions and disrupted 
  her plans to uncover further treasures from Talitheos, 
  she sends minions out to deal with them.  
  Of course, if the PCs worked out a deal with His-
  largat to provide Giolan with the other tomes present 
  in her study, then the red hags may call on the PCs 
  for assistance from time to time. They may even need 
  their help acquiring the other items Blood Mother 
  Margase seeks. And there is this dragon turtle His-
  largat could use the PCs’ help in eradicating if they 
  agreed to negotiate with her…
  
  Christina Stiles 
  22
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Advanced Player's Guide. Copyright 2011 Paizo Publishing, LLC; 
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on mate-
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