TEXT:  
   
   
   
  The Reign of Terror 
   
  A Pathfinder Roleplaying Game adventure for 4-6 characters of level 4. 
  Jean Lemaistre, celebrated cavalier of the Order of the Lily, defeated the vampires of Château Rougemord many winters ago, 
  though he himself perished in the process. Having no wish to be brought back to life, in common with most cavaliers of his 
  Order, Lemaistre was entombed near the village of Sans-Secours, close to the château, with all of his possessions either 
  bequeathed to the Order or sent back to his family. 
  All, that is, except for his banner, the “Fleur de Lis”, which inexplicably failed to return, and which the Order is now paying 
  you handsomely to retrieve for them from Lemaistre’s tomb, which is presumably where it ended up. 
  So wrapped up in warm winter clothing you have journeyed into the mountains in the hope that the trail that you now seek 
  has neither gone too cold nor regained any of its former danger. After all, it has been 50 years … 
   
  Four Dollar Dungeons are standalone adventures designed to be logical, entertaining, challenging and balanced, and easily 
  integrated into any campaign world. 
  Each adventure has enough material to last three or more playing sessions and enough experience to raise four characters of 
  the appropriate level up by one extra level. Treasure is commensurate with the encounter challenges faced. Scaling 
  information is included for adventuring parties of five or six. 
  Although this adventure is set around a snow-capped mountain range most of the action takes place within the cold stone 
  walls of the Château de Rougemord. 
  
   
  The Reign of Terror 
  By Richard Develyn 
  Cover Artwork: Bradley K. McDevitt (bkmcdevitt@yahoo.com www.bradleykmcdevitt.net) 
  Inner Artwork: Sylwia Siwiec, Pawel Dobosz Maciej Zagorski (The Forge, www.theforge.pl, theforge@theforge.pl), Storn Cook, 
  V. Shane, “Bite Me” © Rob Torno, 2010. Licensed by Nevermet Press, LLC. used by permission, some artwork copyright 
  William McAusland, used with permission; Playtesters: Chris Forrest, Stuart Kevin Smith, Joe Lawrie, Ian Porteous, Adam 
  Bates, Arran Corbet, and my thanks to Thilo (Enzeitgeist) Graf for his help with the Order of the Lily 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: artwork, cartography and non-game-rules-related text. The names and statblocks of all creatures are declared as Open Game Content. 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined 
  in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in 
  any form without written permission.
  
   
  The Reign of Terror 
  4.1 
  3 
  Contents 
  Contents ................................................................................... 3 
  Background ............................................................................... 4 
  The “Fleur de Lis” ................................................................. 5 
  Notes for the Games Master .................................................... 6 
  Overview .............................................................................. 6 
  A Land of Fear ...................................................................... 6 
  Specifics ............................................................................... 7 
  Maps .................................................................................... 8 
  Encounter Summary ................................................................. 8 
  Scaling .................................................................................. 8 
  Wilderness .............................................................................. 10 
  Englouti .............................................................................. 10 
  Survival and Exploration .................................................... 11 
  Terrain ........................................................................... 11 
  Weather ........................................................................ 11 
  Travel ............................................................................ 11 
  Wandering Monsters ......................................................... 11 
  Sans-Secours ........................................................................... 13 
  Key Locations ..................................................................... 13 
  Week 1 ............................................................................... 15 
  Week 2 ............................................................................... 16 
  Week 3 ............................................................................... 17 
  Week 4 ............................................................................... 18 
  Rendre L'âme .......................................................................... 19 
  Château de Rougemord .......................................................... 22 
  Overview ............................................................................ 22 
  Masonry ........................................................................ 22 
  Vertical distance between levels ................................... 23 
  Doors ............................................................................. 23 
  Visions and Nightmares ................................................ 23 
  The Hunting Lodge (CR 6) .................................................. 23 
  Caryatids ............................................................................ 24 
  Ecology ............................................................................... 25 
  Ravens and Murder thereof (CR 3) ............................... 25 
  Cats / Panther (CR 3) ..................................................... 26 
  Crawling Hands ............................................................. 27 
  Bats, rats and other vermin........................................... 27 
  Aygo .............................................................................. 27 
  Key ..................................................................................... 31 
  1. 
  The Gatehouse and Observatory (CR 4) .............. 31 
  2. 
  The Western Courtyard ....................................... 31 
  3. 
  The Eastern Courtyard......................................... 31 
  4. 
  Place de la guillotine ........................................... 32 
  5. 
  The garden of nymphly delights .......................... 32 
  6. 
  Shriekers (CR 3) ................................................... 32 
  7. 
  The Pied Piper ..................................................... 33 
  8. 
  The Graveyard (CR 5) ........................................... 33 
  9. 
  Aygo's Shed ......................................................... 34 
  10. 
  The Costume Room ........................................ 34 
  11. 
  The Parlour ..................................................... 34 
  12. 
  The Theatre (CR 5) .......................................... 34 
  13. 
  The Ballroom .................................................. 36 
  14. 
  The Bedroom .................................................. 36 
  15. 
  The Bathroom ................................................. 36 
  16. 
  The Kitchen ..................................................... 36 
  17. 
  Vent ................................................................ 37 
  18. 
  The Bat Tower ................................................ 37 
  19. 
  The View ......................................................... 37 
  20. 
  A Tyrant from the Past ................................... 37 
  21. 
  The Cat Salon .................................................. 37 
  22. 
  A Bargain of Necessity .................................... 38 
  23. 
  The Dining Room (CR 6) .................................. 39 
  24. 
  The Chapel ...................................................... 40 
  25. 
  The Final Entrance (CR 5) ................................ 41 
  26. 
  The Star .......................................................... 43 
  27. 
  Hell's Gallery ................................................... 43 
  28. 
  The Temple ..................................................... 44 
  29. 
  The Crypt (CR 6) .............................................. 44 
  30. 
  The Wine Cellar .............................................. 44 
  31. 
  Prisoners of Petrificationery ........................... 45 
  32. 
  Baths ............................................................... 45 
  A Change of Identity ............................................................... 46 
  Entrance and Exit ............................................................... 46 
  The Vein ............................................................................. 46 
  The Fleur de Lis .................................................................. 46 
  Heartbeat ........................................................................... 46 
  The First Vampire Spawn (CR 3) ......................................... 47 
  
   
  The Reign of Terror 
  4.1 
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  The Second (and subsequent) Vampire Spawn (CR 4) ....... 47 
  Aygo Revived (CR 5) ........................................................... 48 
  The Sledge and the Slain (CR 5) ......................................... 48 
  Escape ................................................................................ 50 
  First check – the quick way down ................................. 50 
  Second check – the snowy way down ........................... 51 
  Third check – the river way down ................................. 51 
  The sensible way down ................................................. 51 
  Aftermath .......................................................................... 51 
  The Order of the Lily ............................................................... 52 
  Bestiary Reference .................................................................. 53 
  Item Reference ....................................................................... 57 
  Rules Reference ...................................................................... 58 
  Spell Reference ....................................................................... 68 
  Artwork ................................................................................... 84 
  OPEN GAME LICENSE Version 1.0a ......................................... 88 
   
  Background 
  Somewhere deep below the ground lies a vampiric creature of 
  fearsome proportions. 
  Very little is known about it, as nothing alive or dead has ever 
  seen it in its entirety, but those scholars that do have some 
  knowledge about it speculate that it must rival in size the 
  greatest city ever built, or maybe the highest mountain ever 
  climbed. 
  And in this they are not far wrong. 
  No one knows if it can move, and anyone who knows about it 
  hopes that it can’t. No one can tell if it has any motives or 
  even to what degree it may be sentient. All that is known 
  about it is that it stretches its veins, each of them big enough 
  to swallow the tarrasque, through densely packed iron, rock 
  and stone like questing tendrils cutting through loose soil, and 
  that where those tendrils break through the earth’s crust a 
  dynasty of vampires soon comes into being, always of the 
  greatest and most bloodthirsty kind. 
  Centuries ago one of those questing veins ripped through the 
  earth at a small valley in the upper reaches of the Massif de 
  Dent Blanches, otherwise known as the White Teeth 
  Mountains. Although the area was deserted the “scent” 
  generated by that rend attracted vampires for miles around, 
  and the first to arrive there clustered round it like feral beasts 
  at a gaping wound. 
  It was not long, however, before those early vampires grew 
  powerful enough to found Maison d’Artère, a savage and 
  terrifying dynasty of undead. 
  Château de Rougemord was built above the vein soon after, 
  not only to conceal it from the outside world but also to 
  protect and nurture whatever it was that was feeding from it 
  from way down below. 
  No vampire ever explored that bloody conduit any more than 
  they had to. All were satisfied with the symbiotic relationship 
  that existed between them and none of them ever saw the 
  need to risk their necks discovering anything more about how 
  the vein worked. Vampires fed from the vein whenever their 
  thirst grew too much and the vein fed from the vampires 
  whenever they had blood to spare. 
  (And although the vampires felt they were in control of the 
  situation it was actually the vein that was controlling them). 
  At its height, Maison d’Artère boasted over 60 vampires 
  “gracing” its château, plus countless lovers, servants, enslaved 
  spawn and other companions, and the atrocities that were 
  committed within that grim edifice’s cloistered halls defied 
  even the most depraved of imaginations. 
  Paradoxically the one village nearby, Sans-Secours, was left 
  unmolested. Being the only source of mundane labour for the 
  château “feeding” from it was strictly controlled. Apart from 
  that the vampires of Maison d’Artère roamed far and wide in 
  their hunt for victims and the resulting Reign of Terror that 
  came into being was a plague of fear, horror and suffering for 
  miles around. 
  Unsurprisingly various attempts were made to end this 
  vampiric menace by heroic parties of one sort or another, but 
  until Lemaistre’s crusade all of them failed miserably. There 
  was, at that time, an arrogance about undeath driven by a rise 
  in the prominence of those gods championing life, light and 
  the sun, together with an increase in magical lore relating to 
  vampires and their ilk. Everywhere undead creatures of all 
  persuasions were being driven back into the shadows and 
  knights and mages had become overconfident in their ability 
  to deal with your average blood-sucking monstrosity. None of 
  them were ever prepared for the strength of vampiredom that 
  greeted them when they reached the château, and all of them 
  perished as a result. 
  It was only Lemaistre and the cavaliers of the Order of the Llly 
  who finally had the good sense to thoroughly research their 
  enemy before embarking on their crusade. It was they who 
  discovered what was behind the power of Maison d’Artère 
  and thus they who were the first to arrive at the château with 
  some sort of credible plan in place. 
  Lemaistre learnt not only about the presence of the vein but 
  also found out about some of the details of its composition. 
  The vein was, indeed is, not simply a single huge pipeline 
  rising up through the ground but rather a mass of hundreds of 
  bloody cables each 1 or 2 feet wide, at times compacted into a 
  twisting coil 20’ or so across and at others spread out across 
  the walls of a tunnel 50’ or more in diameter. As the vein turns 
  tortuously in its search for the surface, its bloody cables join 
  together and part into tubes and passageways, even 
  
   
  The Reign of Terror 
  4.1 
  5 
  undulating chambers of varying dimensions, 
  sometimes 
  travelling 
  horizontally 
  for 
  hundreds of feet before making rises or 
  drops, whilst at others twisting up and down 
  like a snake before sealing the way through 
  the midst of them completely. 
  Lemaistre’s key revelation, however, was that 
  these cables occasionally converge upon 
  nodal points which act as pumps and filters 
  for the creature that lies below, and that one 
  of those nodal points lay reasonably close to 
  the surface. This was where an opportunity 
  lay for the cavaliers to cut the vampires off 
  from the source of their power, especially as 
  silver magical weapons are as toxic to the vein 
  and its nodes as they are to vampires 
  themselves. 
  This was how it came to pass that on one 
  fateful day over 50 years ago Lemaistre’s cavaliers stormed 
  the vampires of Maison d’Artère and fought their way down 
  to the vein-laced tunnel that opened up below like a bleeding 
  throat under the château. It had taken years of preparation, 
  but armed with an extraordinary banner-cum-lance called the 
  “Fleur de Lis”, Lemaistre finally reached that first nodal point 
  and plunged his lance deep into that heart-like organ. The 
  banner immediately poisoned the blood that flowed through 
  the node and caused a massive convulsion in the creature that 
  fed below, a convulsion that was felt all along the walls of the 
  tunnel right up to the surface. 
  Mythic vampires of this kind, however, are not so easily 
  vanquished. The vampire’s metabolism quickly isolated and 
  cut off the poison within its cardiovascular system. The atria 
  and ventricles in its mini heart reconfigured themselves to 
  redirect their flows of blood into tight loops, bypassing the 
  lance’s poisonous effect and separating the upper veins from 
  those below. These upper veins, cut off from their main supply 
  of blood, reacted by drawing in all their symbiotic vampire 
  “allies” that had fed from them in the past, so that gradually 
  all of the vampires of Maison d’Artère were drawn irresistibly 
  into the walls of the vein and drained by the coiling mass of 
  bloody tendrils that were desperately trying to hold off their 
  own exsanguination. 
  Fortunately, however, since there were not enough vampires 
  in the château to satisfy the vein’s needs those upper cables 
  eventually dried up and solidified. 
  Unfortunately, Lemaistre and his closest companions all died 
  before they could witness the victory that they had achieved. 
  Vampires have powers beyond those relating to their status as 
  undead, powers which Lemaistre’s banner could not protect 
  them from, and there was enough time before their 
  assimilation for the vampires of the château to take their 
  revenge upon the cavaliers. 
  It was, nevertheless, finally all over for 
  Rougemord. Those few members of the 
  crusade that survived extricated Lemaistre 
  and his colleagues from the gruesome charnel 
  pit below the château and buried them in a 
  mausoleum way up in the mountains. 
  Lemaistre’s possessions were returned to the 
  Order and to his family except for the “Fleur 
  de Lis” which was, unsurprisingly, never 
  brought back, though no one now knows why. 
  It took many years for the Order to recover 
  the loss of so many of their number and 
  although the victory was famous in its time it 
  is all but forgotten now. A few records do 
  remain, and the Order has now realised that it 
  is time that they recovered one of their 
  historical heirlooms. 
  The “Fleur de Lis” 
  The “Fleur de Lis” took several years to construct and almost 
  bankrupted Lemaistre. Combining the power of a Crusading 
  Lord’s Banner with an intelligent magical silver lance it was 
  one of the most powerful weapons ever to be wielded by any 
  member of the Order and has not been surpassed since. 
  In a way, though, Lemaistre slightly miscalculated in its 
  construction. When the “Fleur de Lis” woke up, its ego was 
  massively inflated by the power of the Banner, and it became 
  just a little bit of a pain in the neck, especially as it never 
  stopped talking! 
  Fearing spies or betrayal Lemaistre went to great pains to 
  ensure that the banner’s powers remained secret. Until the 
  time of the crusade came, it was kept carefully hidden and 
  even to this day nobody knows what exactly what it can do. 
  Indeed most members of the Order think its actual powers are 
  somewhat limited, which is why the Order has employed the 
  PCs to go and fetch it rather than get it themselves. 
  More significantly, however, nobody within the Order knows 
  the role that the banner continues to play to this day, for if 
  they did then they would surely not be asking anyone to 
  remove it. 
  It is only while the banner remains embedded in that vampiric 
  heart below the château that the creature that feeds below it 
  is unable to regain its power. In fact, the vampires that were 
  absorbed into the walls of the vein were not destroyed, but 
  rather lie like desiccated corpses awaiting for the arrival of 
  life-giving blood in order to reanimate. 
  Blood which they’re sure to get if the PCs pull that banner 
  free. 
  
   
  The Reign of Terror 
  4.1 
  6 
  Notes for the Games Master 
  Overview 
  This adventure takes place in the spring. As the snows start to 
  melt in the Massif de Dent Blanches the cavaliers of the Order 
  of the Lily have offered the adventurers 500gp each plus 
  travelling expenses to Englouti to recover the Fleur de Lis1. 
  They also furnish them with tabards bearing a fleur-de-lis 
  insignia that will allow them to enter Lemaistre’s tomb. 
  From this point on the adventure is in three parts. 
  First comes the prologue, in which the PCs venture up into the 
  mountains in search of a guide to the Tomb. 
  Passing briefly by the lowland village of Englouti, rebuilt after 
  it was ravaged by the vampires of Maison d’Artère years ago, 
  the PC’s eventually arrive at Sans-Secours, a village 5,500 feet 
  above sea level, where they are forced to spend a few weeks 
  acclimatising to the high altitude2 and getting to know the 
  locals. 
  The PCs finally mount an expedition to Lemaistre’s Tomb with 
  the help of a guide only to find that the “Fleur de Lis” is not 
  there at all3 - clearly it never left Rougemord so the PCs will 
  now have to go and search for it there instead. 
  The main part of the adventure then takes place in the 
  château itself, which holds a number of unpredictable and 
  disturbing challenges in store. This part is essentially a 
  sandbox where the PCs investigations eventually lead them to 
  discover the secret to the doorway in the central tower that 
  grants them access, via a circular stairway, to the vast tunnel 
  of grey twisting cables that lies below the château. 
  The final, climactic, part of the adventure, takes place down 
  there. 
  Somewhere deep below ground the “Fleur de Lis” lies waiting, 
  and as it senses the adventurers approaching it calls out to 
  them to be rescued. No encounters prevent the PCs from 
  getting to the banner and although it takes a bit of effort to do 
  so the banner is eventually freed. A minute or so later, 
  however, an enormous heart-beat reverberates around the 
  tunnel walls as Rougemord starts coming back to life! All the 
  PCs can do now is try to escape with their lives as a succession 
  of progressively stronger vampires try to prevent their escape. 
  As the PCs finally get clear of the château’s walls, with wolves 
  howling in the distance and converging upon the château, a 
  friend from Sans-Secours appears with his sledge in order to 
  help them get away, but in a final bitter twist he is himself 
                                                                          
  1 100gp in advance 
  2 if they’re sensible and don’t fancy spending all of their time 
  fatigued; note that acclimatisation is necessary at this height 
  according to the rules, and at a somewhat greater height 
  according to other references; if this bothers you, raise the 
  height of the whole adventure by a few thousand feet! 
  3 but a rather aggressive white dragon is! 
  devoured by a massive white wolf which leaps in behind him, 
  and which then emerges from the sledge to attack the PCs. 
  Assuming the PCs prevail, the survivors jump onto the sledge 
  and career at high speed down the mountain, hoping that 
  they don’t overshoot some precipice and get themselves killed 
  after all they’ve been through. Eventually they end up at 
  Englouti, more than likely after crashing their sledge. 
  The next day, as the dust (snow) settles and the PCs prepare 
  to take the “Fleur de Lis” back to the Order of the Lily the 
  villagers of Englouti inform them that both Sans-Secours and 
  Rougemord have disappeared off the face of the map entirely; 
  banished, it would seem, by the gods, to some dreadful demi-
  plane of horror, hopefully never to return4. 
  A Land of Fear 
  Horror in an RPG is hard to reproduce. 
  We can all pretend to be frightened. We can even introduce 
  rules into the game that force us all to make our PCs behave 
  as if they really were frightened. 
  But can we actually role-play fear? 
  I believe that fear carries with it the hardest emotion for an 
  RPG to portray because it holds with it the weakest link 
  between what we experience as a player and what our PCs 
  experience as our alter egos. 
  If an NPC annoys our PC, for example, we will, as players, most 
  likely be annoyed with them too. Equally if an NPC pleases our 
  PC and gives them a good laugh then it’s quite likely that we 
  will be laughing with them. The problem with fear is that it 
  requires a tangible threat to be effective, and it would be a 
  very strange RPG session indeed if the players were to feel as 
  frightened whilst playing it as their characters did whilst living 
  in it. 
  Faced with this problem most writers tend to fall back onto 
  the use of trope and revulsion as a means of reproducing 
  something resembling horror. 
  Trope is used to create a link between your experiences in an 
  RPG and any books or films which you might have seen or 
  read where the feelings of fear were much greater thanks to 
  the particularly absorbing nature of both of those types of 
  media5. This in itself, though, is too indirect a means of 
  presenting a frightening situation for it to be effective in an 
  RPG, i.e. it is far too easy for players to see an investigation 
  into a werewolf-haunted forest as just another monster bash 
  in a pretty setting with a lot of flashy silver weapons. 
  Revulsion can also be used to reinforce the message but, 
  again, this ultimately fails because of the difficulty of 
                                                                          
  4 unless, of course, you want this cataclysmic turn of events to 
  take place in your own campaign world, or you would like to 
  send your own PCs into that demiplane of horror 
  5 funnily enough, both books and films can make you feel 
  personally threatened 
  
   
  The Reign of Terror 
  4.1 
  7 
  conveying it without actually giving the players the means of 
  experiencing it6. 
  Reign of Terror takes a slightly different approach. 
  An investigation into a dilapidated castle of a now defunct 
  house of vampires is certainly going to be using trope to 
  portray a frightening setting. Within this environment the PCs 
  will discover locations which were clearly once scenes of 
  horror in the past, and when the PCs wake up the terror that 
  lives beneath the château and flee for their lives they should 
  certainly be experiencing fear (as PCs). 
  Players can’t be frightened in the same way, of course, at least 
  not legally, but with a little bit of care and attention they can 
  be disquieted, perhaps even made just a little bit horrified if 
  not ultimately screaming and running for cover. 
  Horror is all about pushing people out of their comfort zones, 
  which is difficult in a fantasy RPG where players can construct 
  vampire hunters and demon slayers just as easily as they can 
  build highwaymen and barbarians. The in-game presentation 
  of horror-themes clearly does not have the same detrimental 
  or disquieting effect upon the players as it does upon their 
  PCs, so in order to worry the players a little bit of meta-
  gaming is necessary. 
  Players naturally meta-game and it will not take long for them 
  to conclude than they are in a horror adventure complete with 
  the inevitable encounters that such scenarios present. Even if 
  you haven’t already told them what the name of the 
  adventure is, your PCs will more than likely be expecting 
  undead to be lurking around every corner. 
  Against these expectations they will then be attacked by 
  everything but. The undead theme is clearly there but the 
  undead themselves seem to be missing or harmless. 
  Players who like to be in control7 may start to feel uneasy as 
  they continue to come upon these unexpected challenges, 
  and by the time they have entered the caverns under the 
  château may well have “figured out” that despite all 
  appearances this adventure actually has no undead in it. They 
  will then discover, of course, that there are hordes of vampire-
  spawn waiting below ready to come out and overwhelm them. 
  Hopefully this will shake them up a bit. 
  The balance of encounters is deliberately a bit unusual. The 
  first encounter with the dragon is deliberately the hardest 
  encounter in the adventure. Although the sequence of 
  encounters which takes place at the end makes the climax the 
  hardest part of it overall, that first encounter with the white 
  dragon has the highest challenge rating individually. This 
  reversal is there to upset your players’ expectations – if the 
  first encounter is that hard, who knows what the rest of the 
  adventure might bring! 
                                                                          
  6 and no one’s going to want to do that – especially if they 
  have to clean up afterwards 
  7 which is most of them in my opinion 
  This adventure is also unusual in that it does not have a happy 
  ending. 
  Most adventures provide a “feel good” factor at their 
  conclusion wherein the PCs not only succeed in terms of 
  experience but also the players come away feeling that they 
  have done some “good” thanks to their bravery and initiative. 
  “Reign of Terror” is not like that at all. The name of the 
  adventure reflects not what the PCs vanquish but rather what 
  they unleash. As the PCs escape the château’s grounds, with a 
  blood red moon rises behind them, cold mists coming up from 
  the ground and blood-curdling howls reverberating around 
  the hills, the PCs might imagine or even spot the faces of the 
  villagers that helped them earlier now hollow-eyed and numb 
  with the realisation of the dreadful fate that will has befall 
  them. The PCs are powerless to do anything about it – the 
  horror which they have awoken is far too powerful for them 
  to deal with and all they can do is run for their lives - saving 
  their own skins whilst leaving the villagers to their rather grim 
  fate. 
  If your players turn to each other in horror then, this 
  adventure will have done in its job.8 
  Specifics 
  Although Rougemord is abandoned the château has an 
  ecology about it which can be as active or as passive as you 
  like. The Crawling Hands, for example, don’t have to make an 
  appearance at all if you don’t want them to, or you could have 
  them making an absolute nuisance of themselves pinching 
  items, closing doors, untying ropes and so on. The CR balance 
  of the adventure does assume you will attack the PCs with the 
  panther and the ravens at some point but, of course, you 
  don’t have to, and Aygo can play as much or as little a part as 
  you want in the adventure until he turns into a vampire and 
  attacks the PCs at the end. 
  The encounter with the Green Hag does not play by the 
  “normal” rules as such in that she seeks to separate the PCs 
  from each other and attack them individually or perhaps in 
  pairs. The lethality of the encounter, therefore, or the CR if 
  you will, depends on the degree to which your players are 
  taken in by her various whiles, which depends very much on 
  how you play her against the skill of your players. At one 
  extreme this encounter could be a push-over, at the other a 
  TPK, albeit a bit-by-bit one. 
  The encounter with the Ankheg can be pretty nasty, 
  particularly if someone trips over, because the creature is 
  quite capable of killing a PC with two blows. The dragon at the 
  beginning can do much the same. These sort of encounters 
  require the PCs to act as a party and get themselves organised 
  very quickly if they’re not to have a casualty. 
  The encounter with Aygo is potentially lethal not only because 
  he can also kill with two blows but also because he has a high 
                                                                          
  8 you might want to run something cheerful next. 
  
   
  The Reign of Terror 
  4.1 
  8 
  AC and will probably encounter the PCs at the top of a set of 
  stairs forcing them into single file. Depending on how tough 
  your PCs are you might want to let them spot him up ahead 
  and taunt him into an open area at the bottom of the stairs to 
  take him on, especially if your PCs can’t take advantage of his 
  low Will save and hit points. 
  The Temple (room #28) has a Scarab of Death in it which is, in 
  case you don’t know, a save or die trap. It’s well signposted, 
  but some PCs don’t read signposts. Although its lethality is an 
  important part of the atmosphere which this adventure is 
  trying to convey if you or your PCs don’t like that kind of thing 
  then there’s no problem leaving it out altogether. 
  Maps 
  Maps are provided for all four levels of Rougemord plus the 
  surrounding countryside and the village and the town, though 
  the latter isn’t really needed. The underground area below 
  Rougemord where the finale takes place isn’t mapped as there 
  isn’t really any practical way to do so9. 
  The layout of Rougemord was inspired by its illustration, 
  however the map doesn’t stick to that picture rigidly. It’s up to 
  you whether you show the picture to your PCs at all and how 
  you resolve any differences they might point out (e.g. the 
  different ways the domes look). I cut out little paper covers to 
  put over the insides of the rooms during the playtest and let 
  the players see all three upper level maps plus the picture as 
  well – and nobody seemed to mind the discrepancies. 
  Encounter Summary 
  This adventure has one encounter, the hardest, in its 
  prologue, four encounters in rapid succession in its conclusion, 
  a trap which leads into the end game and nine further 
  encounters in the middle. 
  The following table summarises what can be found herein: 
  Type 
  Number 
  Description 
  Easy 
  (CR < 4) 
  4 
  Leopard (advanced) 
  Murder of Crows 
  Vampire Spawn (stunned) 
  Violet Fungus 
  Average 
  (CR 4) 
  2 
  Centipede Swarm 
  Vampire Spawn 
  Challenging 
  (CR 5) 
  5 
  Animated Objects (2xmedium) 
  Ankheg (Advanced, Giant) 
  Ogre Vampire 
  Trap (various spells) 
  Winter Wolf 
  Hard 
  3 
  Green Hag 
                                                                          
  9 you can vary the difficulty of the two Vampire Spawn 
  encounters down there by either having them occur on a 
  platform or on a “cable-bridge” of any sort of width you like 
  (and over a *very* deadly precipice!) 
  (CR 6) 
  Yellow Mold 
  Hungry Fog 
  Epic 
  (CR 7) 
  1 
  Juvenile White Dragon 
  The amount of treasure which should be available according 
  to the encounter difficulty is 21,900 gp. The actual amount is 
  650gp more than this, which is only slightly generous, 
  particularly given that some of it may well not be found or 
  realised (e.g. the paintings might be too cumbersome to carry 
  out, or the silverware may not be fully appraised or sold to the 
  right people). Note that there are two options for the treasure 
  found within the solid black pudding in location #3 in 
  Rougemord depending on whether you wish to introduce the 
  Solidification spell into your campaign. 
  Scaling 
  Given that this adventure is not easy for parties of 4 
  characters, there’s no problem running it as it stands for 
  parties of 5 or 6, particularly if the players are inexperienced. 
  Alternatively 
  the various encounters, experience and 
  treasures could be scaled up in order to present the same 
  degree of challenge for larger parties. 
  For encounters, I would recommend doing one of the 
  following: 
  1) 
  Increase all opposition HPs by 50% (for 1 extra PC) 
  or by 100% (for 2 extra PCs). 
  2) 
  Add or subtract 1 (for 1 extra PC) or 2 (for 2 extra 
  PCs) to every die roll made during the adventure, in 
  an advantageous way for the opposition and in a 
  disadvantageous way for the PCs. 
  3) 
  Apply a +2 (for 1 extra PC) or +4 (for 2 extra PCs) to 
  every prime characteristic of the opposition and 
  work out the consequences. 
  There’s nothing stopping you using whichever approach you 
  like, even using different approaches for different encounters, 
  however my preferred method is the first. Although changes 
  in HP are not hugely realistic, this change is the least intrusive 
  to the tactics and structure of the encounters in this 
  adventure and therefore the easiest to manage. 
  Whichever scaling technique you use, you should also increase 
  the experience points awarded for each encounter by 25% (for 
  1 extra PC) or by 50% (for 2 extra PCs), and adjust the amount 
  and value of treasure that is to be found. Since the latter isn’t 
  straight forward I have included recommendations on what 
  should be added in the table below. For 1 extra PC use the 
  extra treasure given in bold-italics, for 2 extra PCs use the 
  extra treasure given in red. 
  
   
  The Reign of Terror 
  4.1 
  9 
  R# 
  Encounter 
  CR 
  XP 
  Treasure 
  Total Value 
   
  Reward 
   
   
  4 x 500gp 
  + 500gp 
  +1000gp 
  2000 
  +500 
  +1000 
  Rendre 
  L’ame 
  Juvenile White 
  Dragon 
  7 
  3200 
   
   
  Lodge 
  Green Hag Bard 
  6 
  2400 
  +1 Glamered Chain Shirt 
  3950 
  Ravens 
  Murder of 
  Ravens 
  3 
  800 
   
   
  Cats 
  Panther 
  3 
  800 
   
   
  1 
  Centipede 
  Swarm 
  4 
  1200 
   
   
  3 
  Solid Black 
  Pudding 
   
   
  Either: Scroll of Solidification (1125) 
               + Wand of Lesser Restoration with 14 charges (1260) 
               + 20 gp 
  Or: +1 Silver Longsword (2405) 
  + Ring of climbing (2500) 
   
   
   
  2405 
  +2500 
  6 
  Violet Fungus 
  3 
  800 
  Alluring Golden Apple (1 left, 400) 
  Alluring Golden Apple (3 left, 3 x 400) 
  +400 
  +1200 
  8 
  Ankheg 
  (fiendish, giant, 
  advanced) 
  5 
  1600 
  Amulet of Natural Armour +1 (2000) 
  2000 
  9 
  Aygo’s Shed 
   
   
  Masterwork Greataxe (320) 
  Broken Full plate armour (1200) 
  1520 
  12 
  2 x medium 
  animated 
  objects 
  2x3 
  1600 
  Robe of Bones (2400) 
  Ring of Eloquence (3500) 
  + Boots of the Winterlands (2500) 
  5900 
   
  +2500 
  21 
  The Cat Salon 
   
   
  Two panther cubs (2 x 150) 
  300 
  23 
  Yellow Mold 
  6 
  2400 
  Silverware (1000) 
  1000 
  24 
  The Chapel 
   
   
  Chalice of Poison Weeping (8000) 
  +8000 
  25 
  Trick/Trap 
  (various spells) 
  5 
  1600 
   
   
  27 
  Hell’s Gallery 
   
   
  200 gp pictures 
  Shackles of Compliance + Key (3280) 
  3480 
  28 
  The Temple 
   
   
  Scarab of Death 
   
  29 
  Hungry Fog 
  6 
  2400 
   
   
  30 
  The Wine Cellar 
   
   
  Blood Reservoir of Physical Prowess (2000) 
  2000 
  Finale 
  Vampire Spawn 
  (stunned) 
  3 
  800 
   
   
  Finale 
  Vampire Spawn 
  4 
  1200 
   
   
  Finale 
  Ogre Vampire 
  5 
  1600 
   
   
  Finale 
  Winter Wolf 
  5 
  1600 
   
   
  T 
   
   
  24000 
   
  22555 
  28455 
  34755 
  
   
  The Reign of Terror 
  4.1 
  10 
  Wilderness
  The mountains known as the “Massif de Dents-Blanches” rise 
  steeply from a landscape of grey slate interspersed by bright 
  green grasses and shrubs topped with the occasional pine 
  tree. Mountain tops are covered in snow for most of the year. 
  Valleys are cut by rivers which are either frozen or ice cold. 
  Even in the summer it is an inhospitable place to adventure in 
  unless proper precautions are taken. 
  Englouti 
  The adventure starts off at Englouti, a walled town of some 
  considerable size run by an elected council and a town mayor. 
  Lying on the Lawful Good / Lawful Neutral alignment border, 
  the town is a hive of crafting and marketing activity whose 
  population is a mixture of decent human beings with a few 
  rather heartless entrepreneurs that were brought in when the 
  town re-discovered itself after being wiped out by werewolves 
  during the time of Maison d’Artère. 
  The town should be able to provide adventurers of 4th level 
  with all of the products and services that they need for the 
  module. The PCs can not only stock up before they set off but 
  also, since the journey from Sans-Secours is only on the order 
  of half a day, they could even make the round trip back from 
  Sans-Secours in a day should they need further supplies. 
  Prices in Englouti are all at the normal core book rates. 
  Englouti 
  LN Small Town 
  Corruption 1; Crime 0; Economy 2 
  Law -1; Lore -1; Society 4 
  Qualities guilds, resettled ruins 
  Danger 0 
  Demographics 
  Government council 
  Population 1930 (950 humans, 220 half-elves, 140 
  dwarves, 350 halflings, 170 half-orcs, 60 elves, 40 others) 
  Notable NPCs 
  Loup-Garou (council-leader) 
  LN Male Human Oracle 8 
  Marketplace 
  Base Value 1,000gp; Purchase Limit 5,000gp 
  Spellcasting 4th 
  Minor Items 3d4+1d3; Medium Items 1d6+1d3; Major 
  Items 1 
  If a buyer rolls a natural one on any Appraise or 
  Diplomacy check made to examine or purchase a locally 
  bought magic item, that item is always cursed. 
   
  
   
  The Reign of Terror 
  4.1 
  11 
  Survival and Exploration 
  Terrain 
  Terrain in the mountains is split into two types: gentle hills at 
  an altitude below 5000 feet, which is from Englouti up to the 
  river which runs east-west at a point more or less half-way up 
  the map, and rugged hills and high mountain passes from 
  north of that river, including the three main locations of this 
  adventure. 
  Gentle hills have gradual slopes10 which have no effect on 
  movement save that it is always possible for an attacker to 
  gain height advantage against a lower defender11. 
  Rugged hills and high mountain passes cost double movement 
  to traverse and pose three additional hazards: Steep Slopes12, 
  Height Sickness13 and Cold Weather. 
  In either case, terrain should be considered “mountains” for 
  rangers and for any other abilities that rely on it. 
  Rivers are cold and relatively fast flowing, requiring either a 
  DC 15 Swim check or DC 15 Strength check to avoid being 
  swept away at a rate of 30’ per round. Getting wet also 
  increases the risk of hypothermia as described in the section 
  on weather. 
  DC 
  Summary 
  15 
  Swim or Strength check to prevent being swept 
  away in the rivers 
  Weather 
  The time of year is late spring. The mountain snow is thawing 
  and the rivers are flowing once again. It is still cold and snow 
  falls are not uncommon, though thaws are generally quick. 
  Once into rugged hills PCs will suffer the effect of Cold 
  Weather. Should the PCs get wet, this condition will rise to 
  Severe Cold. See the Rules Appendix for information on the 
  effects of Cold and Severe Cold on the PCs. 
  If you wish to use more specific weather conditions then roll 
  on the table below as needed: 
  D% 
  Type 
  Effect 
  01-80 
  Cold 
  Cold effects as normal, 1 foot of 
  snow thaws 
  81-90 
  Chill 
  -2 on all cold-related saving 
  throws, snow remains 
  91-99 
  Snow 
  Visibility ½ 
  Perception -4 
                                                                          
  10 see rules appendix 
  11 +1 to melee attacks 
  12 see rules appendix 
  13 See Mountain Travel in rules appendix, with reference to 
  High Passes 
  Ranged attacks -4 
  1d6 inches of snow left on the 
  ground which halves movement 
  100 
  Heavy Snow 
  Visibility 5ft only   
  Perception -4 
  Ranged attacks -4 
  1d4 feet of snow left on the 
  ground, which quarters 
  movement 
  Travel 
  The best way to travel from Englouti to Sans-Secours is 
  north/north-east, cutting through the hills and then joining 
  the river just before it disappears behind the wooded hills to 
  the north-west. Total distance is 8 miles, the last mile of which 
  counts as mountain terrain (i.e. half speed). 
  Travel from Sans-Secours either to the château to the east or 
  to 
  Lemaistre’s 
  tomb 
  to 
  the 
  northwest 
  consists 
  of 
  approximately 4 miles of mountainous terrain (i.e. all half 
  speed). 
  The following table summarises travel times (in hours) for the 
  different party speeds: 
  From 
  To 
  30’ 
  20’ 
  15’ 
  Englouti 
  Sans-
  Secours 
  3 
  4.5 
  6 
  Sans-
  Secours 
  Rougemord 
  2.67 
  4 
  5.33 
  Sans-
  Secours 
  Lemaistre 
  3 
  4.5 
  6 
  Getting Lost 
  Getting lost is only possible if travelling to or from Lemaistre’s 
  tomb without a guide, in which case the survival check which 
  must be performed every hour has a DC 12. See the Rules 
  Appendix for more information on the effects of getting lost. 
  DC 
  Summary 
  12 
  Chance of getting lost every hour in the mountains 
  travelling between Sans-Secours and Lemaistre’s 
  tomb, without a guide 
  Wandering Monsters 
  Wandering monsters are usually supplemental in four dollar 
  dungeons given the aim of controlling the amount of 
  experience and challenge in the module. It is unusual, 
  however, for there not to be any possibility of a random 
  encounter whilst trekking through dangerous country, but in 
  the end it’s up to you. 
  The adventure features four locations: the town of Englouti, 
  the village of Sans-Secours, Lemaistre’s Tomb at Rendre L'âme 
  and the château de Rougemord. Sans-Secours is at the centre 
  of this group and connects together the other three– i.e. it is 
  
   
  The Reign of Terror 
  4.1 
  12 
  generally not possible to travel between any of the other 
  three locations without first going through the village. Travel 
  between Sans-Secours and any other location takes 
  approximately 4 hours. My recommendation is that you allow 
  the possibility of a random encounter for any given trip based 
  on the following table: 
  Time of Day 
  Chance of Encounter 
  Daytime 
  1 in 20 chance 
  Nighttime 
  1 in 12 chance if the party are travelling 
  without light sources, 1 in 8 chance 
  otherwise. 
  If an encounter is indicated, use the following table to 
  determine what is met, substituting the 2d6 roll with 2d4+2 
  for trips between Sans-Secours and Englouti (since that is a 
  safer journey). 
   
  2d6 
  CR 
  B 
  Encounter 
  2 
  6 
  1 
  2 x Yeti 
  3 
  6 
  2 
  Glacier Toad 
  4 
  5 
  1 
  Troll 
  5 
  5 
  1 
  Grizzly Bear (Brown Bear) 
  6 
  4 
  1 
  Barghest 
  7 
  4 
  1 
  2 x Worg 
  8 
  4 
  2 
  Peryton 
  9 
  5 
  3 
  Shadow Mastiff 
  10 
  5 
  1 
  Wraith at night, Dire Lion during the day 
  11 
  6 
  1 
  Wyvern 
  12 
  6 
  2 
  Belker 
  Individual descriptions of wandering monsters are not 
  provided here however the “B” column in the table above 
  gives the Pathfinder Roleplaying Game Bestiary where the 
  entry for that creature can be found. 
  
   
  The Reign of Terror 
  4.1 
  13 
  Sans-Secours
  Perched at the edge of the cliffs where the river Noye drops 
  down to the foothills of the Massif de Dents-Blanches, Sans-
  Secours clings precariously to existence despite its somewhat 
  disadvantageous position and the ghosts that haunt it from its 
  horror-filled past. 
  Defiance binds the residents of Sans-Secours together, as the 
  old remember how they managed to survive in the shadow of 
  Rougemord, the middle-aged accept that their lost childhood 
  came in exchange for a rapid acquiring of survival skills 
  necessary once their serf-like existence came to an end, and 
  the young defying both generations in an attempt to prove 
  that there is something better to life than a grim hard-working 
  existence in the shadow of a danger now long gone. 
  The PCs are destined to get to know these villagers fairly well 
  as they spend 4 weeks in Sans-Secours acclimatising to the 
  high altitude. This acclimatisation isn’t altogether necessary 
  however the adventure will prove far harder if they don’t, as 
  altitude-sickness causes fatigue which cannot be recovered 
  without descending all the way down to Englouti. 
  The villagers of Sans-Secours will eventually provide a guide to 
  take the PCs up to Lemaistre’s Tomb. The PCs will not need a 
  guide to get to Rougemord since it is connected to the village 
  by a wide mountain track. Nobody in the village ever goes to 
  Rougemord. The vampires that once lived in the château may 
  be long gone but it was an evil place once and may well be so 
  again. 
  Key Locations 
  Most of the houses in Sans-Secours are simple single-storey 
  wooden buildings used by the villagers for life, love, leisure 
  and the pursuit of whatever profession or craft supports their 
  community. The following paragraphs describe five key points 
  of interest: 
  1. 
  The Guest House 
  Overlooking the edge of a waterfall this small dwelling is used 
  to house “visitors” to Sans Secours. The village does not 
  altogether trust strangers so this old two storey house with its 
  outhouses is sufficiently out of the way for the PCs to stay so 
  that the villagers need not feel threatened. It also provides the 
  most cost-effective lodging and affords some degree of 
  privacy. 
  Despite its somewhat precarious outlook the house is quite 
  safe. The river isn’t, of course, and anyone swept over the 
  waterfall will drop 100’ into the turbulent waters below (DC 
  20 swim or strength check to get away from the bottom of the 
  mass of falling water). 
  The Guest House belongs and is let out by the owner of Le 
  Chien Gris. 
  DC 
  Summary 
  20 
  Swim or Strength check to escape drowning at the 
  bottom of the waterfall 
  2. 
  “Le Chien Gris” 
  This four storey building serves as tavern, inn and store for the 
  whole village. The landlord, Léon Colbert (CG Male Human 
  Expert/2 Ranger/2), and his wife Danielle (CG Female Human 
  Expert/2 Skald/2), run a tidy operation providing foodstuffs 
  and general goods brought up from Englouti, and serve good 
  meals and drink in the evening at a reasonable price (at least, 
  for the locals). 
  The top two floors have rooms available at 5 sp per night (8 
  of them), but Léon suggests to strangers that they hire out 
  the Guest House instead for 1 gp per night for the whole 
  house. 
  3. 
  The Pétanque Tree 
  An imposing but nonetheless dead tree is used every 
  lunchtime by some of the more elderly villagers for a game of 
  Pétanque. The rest of the time the tree is a haven for ravens,  
   
   
  Sans-Secours 
  LG Village 
  Corruption 0; Crime -4; Economy -1 
  Law 2; Lore -1; Society 2 
  Qualities impoverished, superstitious, untamed 
  Danger 0 
  Demographics 
  Government none 
  Population 156 (87 humans, 12 half-elves, 15 dwarves, 
  25 halflings, 2 half-orcs, 4 elves, 11 others) 
  Notable NPCs 
  Jules Renan (guide) 
  CG Male Human Commoner/2 Ranger(Warden)/1 
  Léon Colbert (landlord) 
  CG Male Human Expert/2 Ranger/2 
  François de Luge (dog/sled handler) 
  CG Male Human Ranger/2 
  Paul Barras (ranger) 
  CN Male Half-Elf Ranger/3 
  Baissier (dwarven lumberjack) 
  CG Male Dwarf Ranger/2 
  Marketplace 
  Base Value 250gp; Purchase Limit 1250gp 
  Spellcasting 1st 
  Minor Items 1d4; Medium Items 1d2 
  Use wilderness encounter table if random encounters 
  are required, rolling 2d4+2 on the table 
   
  
   
  The Reign of Terror 
  4.1 
  14 
   
   
  
   
  The Reign of Terror 
  4.1 
  15 
  though these tend to fly away if there is more than one person 
  around as the villagers are far from friendly towards them. 
  If any single PC spends any time alone here while the ravens 
  are around then there is a chance14 that they will spot one of 
  the birds with something odd held in its beak. If the raven is 
  disturbed in any way, such as by throwing a stone at it, then it 
  will fly away with a squawk and leave behind a human finger, 
  old but strangely preserved, strongly suggesting undeath 
  though it is in no way animate15. 
  4. 
  The Stocks 
  This small structure in the centre of the village consists of a 
  wooden enclosure open to the elements at the sides with a 
  set of masterwork manacles embedded securely in its stone 
  floor. 
  In the past, these Stocks were used as a rather nasty form of 
  punishment, with the criminal chained inside not only in for an 
  uncomfortable night in the open but also at high risk of being 
  kidnapped by the residents of Rougemord. 
  Although the latter part of the punishment is no longer 
  applicable the Stocks are still used to chain up petty criminals 
  overnight. Anyone forced to spend the night in here must 
  make six checks for cold weather, unless adequately 
  protected, and will in any case be fatigued the next day from a 
  lack of a proper night’s sleep. 
  5. 
  The Well 
  The well in the centre of the village provides safe drinking 
  water for the population, as drinking river water is generally 
  not a good idea. 
  The well is 50’ deep. The walls are brick and not that easy to 
  climb (DC 25). Using the rope to climb down is fine and much 
  easier (DC 5) but note that the handle used to pull up the rope 
  and bucket will snap if it is used to support more than 100lbs 
  of weight16. 
  DC 
  Summary 
  20 
  Swim or Strength check to escape from the bottom 
  of the waterfall 100’ below the level of the Guest 
  House 
  25 
  Climb check for the walls of the well 
  5 
  Climb check for the rope descending into the well, 
  but note the lever snaps clean off if it is used to try 
  to pull up more than 100lbs weight 
                                                                          
  14 up to you what that is or when it happens 
  15 taken from one of the Crawling Hands in Rougemord 
  16 no stress is applied to the handle itself if the rope is fully 
  extended to the bottom of the well, the stress in that case 
  being taken entirely by the spindle 
  Week 1 
  The PCs will arrive at Sans-Secours late in the afternoon, 
  whereupon they will be directed to Le Chien Gris to either hire 
  rooms for the night or hire out the Guest House for the entire 
  duration of their stay. 
  On the first week of their stay at the PCs get the opportunity 
  to experience life as normal within the village. The three 
  activities described here happen every week. 
  1. 
  Ghost Stories at Le Chien Gris 
  In the evening every night the locals like to tell ghost stories 
  by the dying embers of a fire in the common room of Le Chien 
  Gris, and strangers are always welcome to join in if they can 
  come up with something suitably blood-chilling. Every evening 
  while they’re here one PC can attempt a DC 15 Perform 
  Oratory roll to see if they can entertain the crowd. If they’re 
  successful, the landlord will waive the accommodation fee for 
  that night for the whole party. Only one PC may attempt this 
  once on any given night, without assistance. Further attempts 
  by the same PC suffer a cumulative -2 on the check as the PC 
  struggles to come up with anything spooky enough. 
  Suitable magical accompaniments grant a +2 to the check (e.g. 
  Ghost Sound spells and the like). 
  DC 
  Summary 
  15 
  Perform Oratory check to tell a good Ghost Story at 
  Le Chien Gris 
  2. 
  Hunting 
  Paul Barras (CN Male Half-Elf Ranger/3) goes out hunting from 
  time to time up in the mountains, typically for antelope, 
  mountain goats or even a few rabbits if the going gets bad. 
  Paul will happily allow anyone with at least one rank in 
  Survival to come out hunting with him. 
  Paul’s skill at survival is +8 and he will always be the ranger in 
  charge. Because game is scarce there is a +5 increase to the 
  Survival check needed to find food for one person. PC’s can 
  attempt to aid-another by making a successful DC 10 Survival 
  check. If at least one PC succeeds and Paul also succeeds 
  against the DC 20 check (including the aids) then the PCs will 
  have made a difference to the hunt, and Paul’s attitude will 
  change to friendly. 
  Every time the PCs are out hunting there is a 50% chance that 
  they encounter the tracks of a massive wolf that has come 
  down from the mountains. These tracks make Paul very 
  nervous – he hasn’t seen anything of this size for a very long 
  time, and that evening at Le Chien Gris he tells a very nasty 
  tale about villagers being dragged away from their beds and 
  devoured by massive white wolves with frosty breaths. 
  Although Paul does not know the way to Lemaistre’s tomb, he 
  knows the countryside and its predators well, and if made 
  friendly can impart much of the information presented on the 
  section on Wilderness above. 
  
   
  The Reign of Terror 
  4.1 
  16 
  DC 
  Summary 
  20 
  Survival check for Paul Barras hunting, PCs can only 
  aid-another (DC 10) 
  3. 
  Pétanque 
  Every lunchtime half a dozen elderly men play Pétanque17 for 
  a couple of hours over by the huge tree (location 3 on the 
  map) next to Le Chien Gris. The games are played in a fairly 
  good natured way to the accompaniment of beer and a 
  sandwich or two from the tavern. If any PC spends their 
  lunchtimes here for 3 days or more then they will learn that 
  one of those men is none other than Jules Renan, the only 
  person in the village capable of guiding them up to Lemaistre’s 
  tomb. Although PCs cannot use Jules until they’ve acclimatised 
  to the high altitude, encountering him early on can provide 
  them with information about what they might need for the 
  journey18. 
  Additionally if after 3 weeks no PC has encountered the raven 
  with the finger in its beak described under The Pétanque Tree 
  above, then a PC playing Pétanque will find that finger under 
  the tree towards the end of one of their sessions. 
  Week 2 
  The PCs meet Baissier and his dwarves, sort out a little 
  misunderstanding with the local youth and help the landlord 
  with his supplies from Englouti 
  4. 
  Logging 
  Baissier (CG Male Dwarf Ranger/2) leads a team of 4 dwarves 
  up into the woodlands along the river once a month to go 
  logging. The dwarves all work from a hunting lodge that they 
  regularly use as a base in a wooded area just about two hours 
  north up river. 
  (The dwarves will mention in passing that several of these 
  lodges are present in the mountains including one just to the 
  east of Rougemord, though most see little use now.) 
  The team chops down one tree and then floats it down the 
  river in the form of small logs which are then caught human 
  helpers waiting near the inn. It’s hard, physical work, however 
  any PC who wants to come out and help and who can succeed 
  on both a DC 10 Strength check and a DC 10 Constitution 
  check will make a valuable contribution to the effort and 
  improve the attitude of Baissier and his dwarves to “friendly”. 
  Although Baissier and co were not living in the village during 
  the time of the vampires, details about that time are held in 
  dwarven chronicles. Any PC that succeeded in the logging task 
  and who wishes to spend time with Baissier in the evening will 
                                                                          
  17 a form of boules where the goal is to throw hollow metal 
  balls as close as possible to a small wooden ball called a 
  cochonnet (literally a "piglet") while standing inside a circle 
  with both feet on the ground 
  18 Jules doesn’t know anything about the Fleur-de-Lis, though 
  learn that although the dwarves were not generally troubled 
  by the vampires of Rougemord but that they nevertheless 
  shunned the area because it was felt that the ground below 
  the château had also been in some way corrupted. 
  DC 
  Summary 
  10 
  Strength and Constitution check to succeed in the 
  logging task 
  5. 
  J’accuse! 
  Genevieve loves Émile. Émile loves her sister, Annabelle. 
  Annabelle loves Gaston. Gaston is with Annabelle but seeing 
  Michelle on the side.  
  And that’s just the start of it.  
  The love lives of the youth of Sans-Secours could provide 
  material for a romantic novelist for a lifetime. 
  At some point during this week, however, Émile discovers 
  Gaston and Michelle and confronts Annabelle about it in the 
  evening, hoping to win her over. She still refuses him and, 
  enraged, he more or less attacks her though he doesn’t 
  actually rape her. Annabelle returns home tearful and ragged 
  but before her parents see her she meets her sister, 
  Genevieve, who pleads with her not to implicate Émile. 
  Annabelle’s parents throw up a storm when they catch her 
  and Annabelle, cornered, blames one of the PCs instead. 
  The next morning a small group of villagers round on the PCs 
  as they wake up. Annabelle testifies that she was attacked 
  and, though not actually raped, injured by the amorous PC in 
  question. The PCs are allowed to produce some sort of 
  defence. Failure to do so results in the supposed perpetrator 
  having to spend a night in The Stocks. Refusing to spend the 
  night in The Stocks will stop the PCs being able to obtain a 
  guide. 
  Annabelle will have accused a PC who doesn’t have an obvious 
  alibi. The testimony of other PCs won’t count since the 
  villagers will be expecting them to lie for each other. There is 
  no hard and fast answer to this; any sensible use of skills or 
  magic used to get to the truth of the situation should suffice. 
  Annabelle and the other teenagers of Sans-Secours may be 
  practiced liars but they’re hardly hardened criminals. 
  The crime of assault, incidentally, is not rape, and not that 
  serious. PCs should not see this incident as a just cause for the 
  torture and execution of Annabelle or the burning down of 
  Sans-Secours!19 
  6. 
  Supplies from Englouti 
  Once a week Léon Colbert, landlord of Le Chien Gris, has to 
  make a trip down to Englouti for supplies. It takes away a day 
  of his time, which is annoying for him because he could well 
  be using the time for something else. If the PCs wish to make 
                                                                          
  19 one would hope … 
  
   
  The Reign of Terror 
  4.1 
  17 
  the journey for him then he will allow 
  them free accommodation for the next 
  week. 
  As many or as few PCs can make the 
  journey down and back as they like. As 
  long as they return no later than the next 
  day 
  this 
  will 
  not 
  affect 
  their 
  acclimatisation to the heights of Sans-
  Secours. The PCs will have to fund the 
  purchases out of their own money, 100gp 
  should do, as Léon will not trust them 
  enough to provide them with the cash up 
  front, but there will be no problem getting 
  their money back off him when they return. 
  On the way back up the PCs will spot a creature flying in the 
  distance over the mountains to the west. A Knowledge Arcana 
  check with a DC 20 identifies this as a dragon, even at this 
  distance. If the check beats the DC by 5 then the dragon will 
  be known to be medium sized. If the check beats the DC by 15 
  (!) then it will also be more specifically identified as a medium 
  white dragon. 
  DC 
  Summary 
  20 
  Knowledge Arcana check to identify the dragon in 
  the distance 
  25 
  As above to identify the dragon as medium 
  35 
  As above to identify the dragon as medium and 
  white 
  Week 3 
  The party meets a future adversary, a future friend, and 
  encounters the region’s unpredictable weather. 
  7. 
  Granny Grump 
  Josephine, the Green Hag Bard that lives in the Hunting Lodge 
  to the east of Rougemord20, visits Sans-Secours in her guise of 
  an old woman selling kindling. Calling herself Joana, she’s 
  visited the village in this way on many occasions before, 
  always on the lookout for any news that might lead her 
  towards catching the odd roving child either here or in 
  Englouti. On this occasion the PCs will interest her 
  tremendously and she will ask lots of questions about them, 
  maybe even spy on them for a day or two. If confronted about 
  this she will merely feign an old woman’s curiosity for 
  anything new, especially around here, and given her high Bluff 
  skill (+20) and her constant Undetectable Alignment it’ll be 
  very difficult for the PCs to spot anything odd about her. 
  8. 
  The Sledge 
  François de Luge (CG Male Human Ranger/1) owns 20 huskies 
  that he uses to pull his sledge around when it’s snowy. A 
                                                                          
  20 See The Hunting Lodge later on 
  pleasant, jovial young man, he loves his 
  dogs and is considerably friendlier to the 
  PCs than most of the other surly villagers 
  that the PCs will initially encounter. 
  François 
  occasionally 
  goes 
  off 
  on 
  “adventures” on his sledge in the winter, 
  and much like Paul Barras he knows 
  something of the predators in the area. If 
  the PCs mention the tracks found during 
  event 2 then he will confirm that there are 
  Winter Wolves living up in the mountains 
  and that he did, in fact, notice most 
  recently the presence of their tracks at 
  lower altitudes. 
  It’s all slightly worrying but then last winter was a particularly 
  cold one so perhaps this is no more than a natural migration. 
  In any case, François will be naturally drawn to the PCs and 
  invite them over in the evening for drinks if they’re willing to 
  share a few tales. 
  François’ sledge is an impressive affair big enough to carry 8 
  people. He will happily show it off, and anyone with a suitable 
  specialist skill who can make a DC 10 check, or anyone who 
  can make a DC 15 Survival check, will learn enough from 
  inspecting it and listening to François talk about it to later gain 
  a +2 bonus on their checks whilst driving it down the 
  mountain at the end of this adventure. 
  Additionally anyone who chooses to spend a day helping 
  François with his dogs and who can make a DC 10 Handle 
  Animal check will also gain a second +2 bonus, stacking with 
  the first, to those driving checks. 
  DC 
  Summary 
  10/15 
  Specialist skill check or Survival check to 
  understand the Sledge sufficiently to gain a +2 
  bonus when using it later on. 
  10 
  Handle Animal check with François’ dogs to gain a 
  +2 check to steer the sled 
  Since François is destined to play a small, but doomed, part at 
  the end of this adventure, it would be good if you could have 
  him continue to socialise with the PCs whenever they return 
  to Sans-Secours while they are investigating Rougemord. The 
  horror of his demise will work best if the PCs have had a 
  chance to build up a good relationship with him. 
  9. 
  Snow and Ice 
  About half way through the PCs stay in Sans-Secours a sudden 
  heavy snow fall hits the village and the PCs wake up to snow 
  almost up to the tops of their doorways. The snow thaws 
  quickly and the river doesn’t freeze, but round about mid-
  morning massive chunks of ice float down the river and break 
  up both of Sans-Secours’ bridges – the larger stone one 
  merely damaged but the one connecting the guest house to 
  the west bank totally destroyed. The sudden fall and rise in 
  
   
  The Reign of Terror 
  4.1 
  18 
  temperature upset a portion of the river that was still frozen 
  further up, resulting in ice floes of unexpected size floating 
  down to the village. One or two ice floes even crash against 
  the small rocky outcrop where the guest house is located, and 
  although it’s a bit alarming no permanent damage is done. 
  That day most of the working population of the village is 
  involved with repairing the mess. The PCs are expected to 
  help out as by now they should be more or less accepted as 
  part of the community. Assuming they do, then the villagers 
  waste little time telling them what an unusual occurrence this 
  is. There appear to be portents in the air, and they hope the 
  PCs know what they’re doing. 
  Week 4 
  Troubling news comes up from Englouti, a really troubling 
  hazard comes up from the well, and the PCs get ready to 
  travel to Rendre L'âme. 
  10. Troubador 
  Harlequin, the Troubador (CG Male Half-Elven Bard/3), arrives 
  up from Englouti with disturbing news. One of the fishermen 
  from the town and his son failed to return from a trip to the 
  small lake directly to the south and below Rougemord, and 
  subsequent investigations found their small boat and 
  possessions to the side abandoned. There were no signs of a 
  struggle however when a ranger went up to look for tracks he 
  discovered both father and son had moved away from the 
  lake for about 300 yards and then disappeared completely, 
  almost as if they’d been snatched away by an aerial predator. 
  (In fact, they were both overpowered by Josephine the Green 
  Hag Bard, and then taken home and cooked). 
  Harlequin stays at the Chien Gris that evening and regales 
  everyone with romantic tales and other drossy crowd-pleasing 
  stuff. If the PCs ask him about Rougemord then Harlequin tells 
  them all about the vampires of Maison d’Artère, the château 
  with its welcoming light, from which no one ever returned, the 
  attempts to destroy that dynasty that failed miserably and the 
  eventual crusade by Lemaistre and the Order of the Lily which 
  did succeed. Harlequin knows nothing about either the Vein 
  under Rougemord or the Fleur-de-Lis – both being quite secret 
  in their own ways. 
  11. The Green Slimy Well 
  Towards evening on the fourth week, a patch of green slime 
  rises up from below the well and contaminates the water 
  within it. Unfortunately one of the villagers, an elderly man 
  called Rouvray, happens to pull up a pail of water and, seeing 
  the slime, scoops it up with his hand to see what it might be. 
  The PCs are close by when Rouvray collapses and the slime 
  starts to spread over him, consuming him completely in less 
  than a minute. Other villagers nearby who witness it scream 
  and recoil in horror. 
  Anyone who can recognise this hazard can do something 
  about it21. Two patches of Green Slime are present after this 
  incident, one outside the well and the other at the bottom of 
  it under a few feet of water. Sunlight will kill the outside patch 
  next morning if it is just left alone. The patch inside, however, 
  is much harder to destroy, since not only does it lie in an area 
  where the sunlight does not reach, but the surface of the 
  water prevents line of effect for any fire-based spells the PCs 
  might wish to drop on it. 
  A simple Ray of Frost spell, of course, will kill it off without 
  problem, but note that the well is 50’ deep and that the 
  bucket, though not the rope, has been rendered useless by 
  the slime that was brought up. 
  (This encounter has not been given a CR since it’s more in the 
  nature of a problem to be solved rather than a hazard to be 
  faced22.) 
  12. The Guide 
  There is only one villager who knows where to find 
  Lemaistre’s Tomb and his names is Jules Renan (CG Male 
  Human Commoner/2 Ranger (Warden)/1). His wife Danielle 
  (LG Female Human Commoner/2), is vigorously opposed to 
  Jules venturing out into the mountains at his age however, so 
  in order for the PCs to gain access to him they will have to 
  spend a bit of time persuading her that he will be kept 
  completely safe, and that it will be worth their while and so 
  on. This is entirely a role-playing situation which is up to you 
  to adjudicate as it is pointless making it a skill check as the 
  adventure cannot proceed without it. 
  At the end of the fourth week in Sans-Secours the PCs should 
  be ready to proceed to Rendre L'âme. 
   
                                                                          
  21 see the bestiary entry in the appendix 
  22 unless your PCs are *really* daft 
  Green Slime 
  CR 4 
  This dungeon peril is a dangerous variety of normal 
  slime. Green slime devours flesh and organic materials 
  on contact and is even capable of dissolving metal. Bright 
  green, wet, and sticky, it clings to walls, floors, and 
  ceilings in patches, reproducing as it consumes organic 
  matter. It drops from walls and ceilings when it detects 
  movement (and possible food) below. 
  A single 5-foot square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that 
  it must be frozen, burned, or cut away (dealing damage 
  to the victim as well). Anything that deals cold or fire 
  damage, sunlight, or a remove disease spell destroys a 
  patch of green slime. Against wood or metal, green slime 
  deals 2d6 points of damage per round, ignoring metal's 
  hardness but not that of wood. It does not harm stone. 
  
   
  The Reign of Terror 
  4.1 
  19 
  Rendre L'âme
  The weather in the mountains is always unpredictable and 
  when the time comes to make the trip to Lemaistre’s tomb 
  Jules recommends to the party that they come prepared for at 
  least one overnight stay possibly two, even though it should 
  be possible to make the journey to the tomb and back in a 
  day. By now the PCs should have experienced at least one 
  unexpected heavy snow fall in Sans-Secours so this should 
  come as no surprise to them. 
  Jules is a grizzled old fellow well in his 60s. Remarkably 
  pleasant and optimistic in his outlook he saw little of the 
  horror which used to take place back in the days of 
  Rougemord because as a teenager he tended to spend most 
  of his time up in the mountains herding goats23. He wasn’t 
  even on hand when Lemaistre’s cavaliers arrived in Sans-
  Secours to mount their attack on the château, however he 
  was there for the aftermath and so was able to lead the 
  survivors up to an abandoned mausoleum called Rendre 
  L'âme, an ancient site looted centuries ago, which the Order 
                                                                          
  23 Unbeknownst to him the vampires of the château were well 
  aware of the presence this particular lonely goat-herd, and 
  occasionally even debated whether or not something 
  *interesting* might be done with him. Fortunately for him, 
  nothing was. 
  of the Lily then sanctified for themselves and used to bury 
  their dead. 
  Jules knows the way to the mausoleum like the back of his 
  hand. It should soon become apparent to the PCs, however, as 
  they twist around mountain passes and climb ever higher to 
  just about the level of the snowline, that without him they 
  could easily become lost. 
  Depending on their speed (see Wilderness) the party should 
  arrive at the mausoleum sometime in the afternoon just as a 
  light snow begins to fall. The building itself is 50’ square, two 
  stories high, about 30’ away from the edge of a frozen lake in 
  a valley surrounded by high mountains. Should anyone state 
  that they wish to check for tracks straight away as they arrive 
  then allow them to make a DC 20 Survival or Perception check 
  (the ground is hard here) to learn that a medium sized 
  predator of some kind or another hunts nearby, possibly 
  draconic. Any delay in making this check will result in the DC 
  going up to 30. 
  The snow will continue to fall overnight and not clear for a few 
  days thereafter as the weather remains chilly but not severe; 
  all movement outside will be reduced to half speed. 
  The mausoleum itself is a curious structure in that it consists 
  of four two-storey towers and a central clerestory, none of 
  Jules Renan 
  CR 2 
  Human Commoner/2 Ranger (Warden) /1 
  CG Medium humanoid (human) 
  Init 1; Perception 3 
  Defense 
  AC 14, touch 11, flat-footed 13 
  hp 19 (3 HD; 2d6+1d10+4) 
  Fort 3, Ref 3, Will -1 
  Offense 
  Speed 30 ft. 
  Melee longsword +3 (1d8+1/19-20) 
  Ranged mwk composite longbow +4 (1d8+1/×3) 
  Statistics 
  Str 13, Dex 12, Con 12, Int 8, Wis 9, Cha 11 
  Base Atk 2; CMB 3; CMD 14 
  Feats Far Shot, Point-blank Shot, Self-sufficient 
  Skills Climb 5, Handle Animal 4, Heal 5, Survival 7 (+1 
  tracking), Swim 5 
  Languages Common 
  SQ Favored Terrain (mountainous +2), Feart of the 
  Wilderness, Wild Empathy +1 
  Gear (light): mwk leather armor, mwk buckler, 
  longsword, mwk composite longbow (+1 Str), wand of 
  Endure Elements (17 charges). 
  
   
  The Reign of Terror 
  4.1 
  20 
  which are connected either to each other or to the burial 
  chamber within. The purpose of these five areas is purely 
  decorative and anyone who climbs in or somehow flies up will 
  simply find four 10’ square rooms and one 20’ square room 
  open to the elements with no exits or anything else of any 
  interest. 
  The original entrance to the mausoleum was covered over 
  with a Wall of Stone when it was appropriated by the Order of 
  the Lily 50 years ago. A permanent Phase Door spell at the 
  side of the mausoleum facing the lake is now the only way in, 
  granting entrance to anyone displaying a Fleur de Lis24. 
  The air inside the mausoleum is stale, but breathable. Some 
  fresh air will come in with each PC passing through the Phase 
  Door so for a little while PCs might wish to come in and out in 
  order to make the interior more comfortable. 
                                                                          
  24 the PCs were each given tabards with that insignia at the 
  beginning of the adventure 
  Forty-seven cavaliers of the Order of the Lily lie inside 
  individually sealed tombs within the mausoleum. Each tomb 
  has the name of its occupant inscribed upon it, including 
  Lemaistre, the bodies decayed down to skeletons wrapped in 
  funeral shrouds. 
  None of the corpses have any possessions, including 
  Lemaistre, leading to the inevitable conclusion that the “Fleur 
  de Lis” banner was not interred with its owner. 
  Searching the mausoleum to discover this fact will take at 
  least an hour. With the snow falling and daylight fading Jules 
  will then insist that the party spends the night inside before 
  heading home. The next day as the PCs set off on their return 
  journey, however, a Juvenile White Dragon that hunts in the 
  area will attack them. 
  
   
  The Reign of Terror 
  4.1 
  21 
  Although the dragon itself lairs somewhere far away the 
  creature has fashioned25 a cave up in the mountains nearby to 
  provide full cover from observers whilst allowing it full view of 
  the valley below. 
  The dragon will launch its attack as soon as the party gets 
  about 100’ away from the mausoleum. At a distance of 250’ 
  with improved cover the dragon will have +35 to its stealth so 
  unless you have some god-like perceivers in your party the 
  dragon will be able to use its surprise round to close the 
  distance to the PCs to 100’, 50’ off the ground. 
  The dragon’s tactics will then be to use flyby attack with its 
  breath weapon from a 30’ height (thus getting a group of PCs 
  on the ground in a 30’ diameter circle), then turn26, land and 
  attack on the ground whoever is causing it the most damage 
  from range. Once the dragon feels it has exhausted the party’s 
  ranged combat abilities it will fly up into the air and make 
  flyby attacks with its breath weapon until they are all dead. 
  Although this creature’s still a baby, by dragon standards, it 
  has plenty of natural cunning, even if its ruthlessness tends to 
  be in control of it most of the time. The dragon will certainly 
  have observed the party coming out of the side of a solid 
  mausoleum wall and realise that some sort of magic is afoot. If 
  the party retreats back within the mausoleum but leaves a 
  dead colleague outside then the dragon will pick up the corpse 
  and attempt to fly in through the Phase Door – which might 
  just work depending on what the corpse is wearing! 
  Make / Type 
  Height 
  Climb 
  Break DC 
  External Walls 
  10’ 
  20 
  35 
   
  Make / Type 
  Hardness 
  HP per 10’ sq. 
  External Walls 
  (2’ thick) 
  8 
  180 
   
  DC 
  Summary 
  20 
  Survival or Perception check to notice that a 
  medium sized predator, possibly draconic, hunts in 
  the area 
  +10 
  To the DC above if the check is not done almost as 
  soon as the party arrive at the mausoleum, because 
  of the falling snow. 
  20 
  Fly check needed by the dragon (at +14) to turn 
  around completely after one flyby attack in order 
  to make another 
                                                                          
  25 with his Ice Shape ability 
  26 note that the dragon needs to make a DC 20 Fly check to be 
  able to turn around after one attack and come straight back to 
  make another, otherwise it must waste a round to turn 
  around more slowly. 
  Juvenile White Dragon 
  CR 7 
  CE Medium dragon (cold) 
  Init 6; Senses dragon senses, snow vision 
  Perception 15 
  Defense 
  AC 23, touch 12, flat-footed 21 
  hp 94 (9d12+36) 
  Fort 10, Ref 8, Will 7 
  Immune cold, paralysis, sleep 
  Weaknesses Vulnerability to fire 
  Offense 
  Speed 60 ft., burrow 30 ft., fly 150 ft., swim 60 ft. 
  Melee 
  bite +15 (1d8+7), and 
    
  2 claws +14 (1d6+5), and 
    
  2 wings +9 (1d4+2) 
  Power 
  bite +12 (1d8+16), and 
  Attack  
  2 claws +11 (1d6+11), and 
    
  2 wings +6 (1d4+5) 
  Special Attacks breath weapon (30-ft. cone, DC 18, 8d4 
  cold) 
  Spell-Like Abilities 
  CL 9; conc 9 
  At will: fog cloud 
  Statistics 
  Str 21, Dex 14, Con 19, Int 10, Wis 13, Cha 10 
  Base Atk 9; CMB 14; CMD 26 (+4 vs. trip) 
  Feats Alertness, Flyby Attack, Improved Initiative, Power 
  Attack, Weapon Focus (bite) 
  Skills Fly 14, Intimidate 12, Spellcraft 12, Stealth 14, 
  Swim 25 
  Languages Draconic 
  SQ icewalking, ice shape 
  Special Abilities 
  Ice Shape (Su): A young white dragon can shape ice and 
  snow at will. This ability functions as stone shape, but 
  only targeting ice and snow, not stone. A white dragon's 
  caster level for this effect is equal to its Hit Dice. 
  Icewalking (Ex): This ability works like the spider climb 
  spell, but the surfaces the dragon climbs must be icy. The 
  dragon can move across icy surfaces without penalty and 
  does not need to make Acrobatics checks to run or 
  charge on ice. 
  Snow Vision (Ex): A very young white dragon learns to 
  see perfectly well in snowy conditions. A white dragon 
  does not suffer any penalties to Perception checks while 
  in snow. 
  
   
  The Reign of Terror 
  4.1 
  22 
  Château de Rougemord
  Overview 
  Rougemord’s blood red domes and towers rise up against a 
  background of snow-capped mountains. The air around the 
  château is crisp, clean and cold, smelling not a little of pine. At 
  night a bright and welcoming light shines out of the round 
  tower above the gatehouse, but since nobody travels up here 
  anymore it goes unheeded. The light might have been 
  welcoming, but the residents never were. 
  The river Veine descends from the mountains to the north and 
  passes around the château to the east and south before 
  dropping sharply towards Englouti. Conversely the road from 
  Sans-Sauvage rises and falls more gradually as it climbs to 
  Rougemord, crossing the river twice before arriving at the 
  château's gatehouse across a long flat stone bridge. 
  The river water, effectively forming a moat on two sides of the 
  château, is cold, swift and home to many small, harmless fish 
  that dart about in multi-coloured schools away from any 
  disturbances. The land-based ecology within the château, 
  however, is of a far more sinister kind. Vermin are common, 
  including some rather nasty looking centipedes frequently 
  seen climbing the walls, which are fed on by oily black ravens, 
  who in turn fall prey to feral cats and even a panther. Vying 
  for position of top-predator, however, are scores of undead 
  crawling hands, though only the panther poses a danger to 
  humanoids. 
  At night a cloud of bats exits the highest tower to go hunting 
  in the woods nearby, looking from a distance like a huge 
  plume of black smoke, and underground packs of rats maraud 
  the corridors, viciously hunting anything that might have 
  become lost or injured. 
  A juvenile descendant of one of the original minions of the 
  vampires that lived here now looks after the place as best he 
  can, so that the château does not look altogether unkempt - 
  apart from here and there where damage to the upper areas 
  have been too difficult for him to repair. 
  Masonry 
  Make / Type 
  Height 
  Climb 
  Break DC 
  External Walls 
  10’ 
  20 
  45 
  Internal Walls 
  10’ 
  20 
  35 
  Iron Wall (12” thick) 
  50’ 
  10/20 
  60 
   
  
   
  The Reign of Terror 
  4.1 
  23 
  Make / Type 
  Hardness 
  HP per 10’ sq. 
  External Walls 
  (2’ thick) 
  8 
  180 
  Internal Walls 
  8 
  90 
  Iron Wall (12” thick) 
  20 
  360 
  Gaps in the ground floor walls represent tall thin arches, 2’ 
  wide by 10’ tall, which PCs can squeeze through in order to get 
  through to the graveyard and the countryside to the north and 
  east of the château (this is the direction that Josephine comes 
  and goes from – see The Hunting Lodge below). 
  The Iron Wall is described in greater detail under “The Final 
  Entrance”. 
  Vertical distance between levels 
  The vertical distance between each map is 20’, with the 
  towers rising approximately 20’ further from the top map up 
  to their roofs (i.e. they’re about 60’ tall). 
  Doors 
  Doors are of the reinforced wooden kind and locked unless 
  otherwise noted. The keys to all of the doors is held by Aygo, 
  again unless otherwise noted, and he always locks any doors 
  he finds open or unlocked as he goes about his wanderings. 
  Locks are all of good quality (DC 30 Disable Device). 
  Make / Type 
  Thickness 
  Break DC (locked) 
  Strong Wooden Door 
  2” 
  25 
   
  Make / Type 
  Hardness 
  HP per 10’ sq. 
  Strong Wooden Door 
  5 
  20 
   
  DC 
  Summary 
  30 
  Disable Device to pick a standard door 
  Visions and Nightmares 
  Places like Rougemord cannot exist for any length of time 
  without leaving "disturbances in the force" so to speak. These 
  here manifest as "visions": a type of harmless haunt, and 
  "nightmares": a variation on the effect of the Nightmare spell 
  which is nevertheless inimical to anyone trying to pass the 
  night within a 1/2 mile of the château's walls. 
  The effects of the various Visions are detailed within the text. 
  Since by the rules CR 0 Haunts cannot actually exist, these 
  have to be considered haunt variations, which have an area of 
  effect independent of their CR, cannot be noticed before they 
  appear, last for one round, have 10 hp and can be destroyed 
  in the normal way save that they regenerate 1 hp per day (and 
  cannot operate again until they are back at full hit points). 
  Visions are all mind-affecting fear illusions, as are normal 
  haunts, though these have no saving throw (anyone immune 
  to fear doesn't actually see them27). 
  Nightmares spoil the overnight rest of anyone who tries to 
  sleep within Rougemord or in the surrounding area. A DC 15 
  Will save is necessary to prevent the effects, otherwise the 
  sleeper does not get a good night's rest, wakes up fatigued, 
  doesn't regain hit points and is not considered sufficiently 
  rested to replenish their arcane spells. 
  DC 
  Summary 
  15 
  Will save to resist the effects of a nightmare whist 
  within ½ a mile of the château’s walls 
  The Hunting Lodge (CR 6) 
  Just over half a mile to the east of the château, beyond the 
  nightmare effect described above, an old hunting lodge lies - a 
  structure of wooden logs with a tiled roof pierced by a metal 
  chimney betraying the presence of a stove within. Difficult to 
  find given that the current inhabitant leaves no tracks as she 
  passes, it is the home of a cunning and relentless hunter who 
  preys on humanoids whenever she can get them. 
  Josephine in her natural form appears as a middle aged 
  human woman such as might be found in Sans-Secours or 
  Englouti. In no way hag-like, despite being a Hag, she is both 
  comely and beguiling, charming and convincing, though also 
  savage when she springs her trap onto whatever witless 
  creatures have come into her presence. 
  Josephine rarely appears in her natural form, however, 
  preferring instead to adopt the guise of three well-practiced 
  personas that she effects using a combination of her Alter Self 
  spell-like ability and her armour's "glamor" property (and 
  capitalising on her disguised alignment). She uses her 
  disguises in order to gauge her victims before she attacks, 
  rarely targeting more than one or two individuals at a time 
  despite the temptation that her constant hunger for 
  humanoid flesh inevitably brings. Occasionally Josephine has 
  captured humanoids from the nearby settlements, typically 
  children who have wondered too far from their parents, but 
  since she fears organised pursuit she keeps these activities 
  rare. 
  (There is enough grisly evidence in her lodge to condemn her, 
  of course, should it ever come to that. If any PCs fall prey to 
  her then surviving PCs who discover her lodge will find bits of 
  their dismembered colleague in various forms of storage and 
  cookery amongst the bones, skins, skulls and other gruesome 
  trophies.) 
                                                                          
  27  it's all in the mind, you see 
  
   
  The Reign of Terror 
  4.1 
  24 
  Josephine’s first disguise is that of a young girl in raggedy 
  clothes, a ragamuffin who runs away from the PCs as soon as 
  she sees them, though she might spy on them fearfully from 
  behind a wall or a tree. At all times adopting the personality of 
  a slightly playful feral child, Josephine in this form might be 
  found throwing snowballs at Aygo, or otherwise bothering 
  him, or climbing up trees, or feeding the ravens and so on. In 
  this guise Josephine tries to tempt one or two PCs to chase 
  her away into the woods, only revealing her true nature to 
  them when they are beyond any signs of help. 
  Josephine’s second disguise is that of an elderly woman 
  carrying kindling on her back. This was the guise she used 
  when she encountered the PCs during their third week at 
  Sans-Secours. If she adopts this disguise once more, then she 
  will appear on the road or in the woods rather than in the 
  château, and berate the PCs for daring to enter Rougemord; 
  “Evil things should not be disturbed”. During her conversation 
  with them she will drop hints that her hut is in bad need of 
  repair but never actually invite the PCs to help her, waiting 
  instead for one or two of them to make the offer to come and 
  help. If they do then she will lead those one or two PCs over to 
  her lodge and to its stove and the bubbling broth in sore need 
  of a tasty bit of adventurer meat … 
  Josephine’s final disguise is that of a gruff thick-bearded 
  trapper wrapped in warm furs and carrying an axe. Claiming to 
  be from Englouti, Josephine (Joseph) appears like this when 
  she suspects that her presence might have been suspected. 
  Offering to help the hunters find wherever that horrible Hag is 
  (or whatever it is they think they are after), she suggests that 
  the party split in two as they approach the lodge in order to 
  cut off the Hag’s retreat, then attacks her own party before 
  turning invisible and going after the others. 
  Josephine’s strong sense of self-preservation coupled with her 
  ability to turn invisible at will (albeit with spell-like ability 
  limitations) means that that she will present quite a challenge 
  to PCs who wish to defeat her. She is very unlikely to initiate 
  an attack on a group of four or more of them if they have 
  shown any degree of competence, or if they radiate sufficient 
  magic about them to suggest that they are not novices, so 
  determined PCs will have to hunt her out and use spells such 
  as Invisibility Purge to find her. 
  From an experience point of view, I would allow the PCs to 
  make their gain as long as they have had some reasonable 
  amount of confrontation with her. Her treasure, however, can 
  only be gained by defeating her. 
  Caryatids 
  Seven specialised caryatid Columns in various humanoid 
  shapes grace the grounds and halls of Rougemord. Each is 
  possessed by a spirit which is inimical to life and friendly to 
  Josephine 
  CR 6 
  Green Hag bard (voice of the wild) 1 
  CE (undetectable) Medium monstrous humanoid 
  Init 3; Senses darkvision 90 ft.; Perception 17 
  Defense 
  AC 26, touch 13, flat-footed 23 
  hp 74 (9d10+1d8+21) 
  Fort 7, Ref 11, Will 8 
  SR 16 
  Offense 
  Speed 30 ft., swim 30ft. 
  Melee 2 claws +15 (1d4+6 plus weakness) 
  Special Attacks blind-fight, bardic performance 7 rounds 
  / day (distraction, fascinate DC 13, inspire courage +1) 
  Spell Like Abilities 
  CL 9, conc 12 (+ combat casting) 
  Constant: Pass Without Trace, Tongues, Water Breathing 
  At Will: Alter Self, Dancing Lights, Ghost Light (DC 13), 
  Invisibility, Pyrotechnics (DC 15), Tree Shape, Whispering 
  Wind 
  Bard Spells 
  CL 1, conc 4 (+ combat casting) 
  1st (2/day): Endure Elements, Undetectable Alignment 
  0th (at will): Detect Magic, Know Direction, Mending, 
  Prestidigitation 
  Statistics 
  Str 23, Dex 16, Con 14, Int 15, Wis 11, Cha 16 
  Base Atk 9; CMB 15; CMD 28 
  Feats Alertness, Blind-fight, Combat Casting, Deceitful, 
  Great Fortitude 
  Skills Acrobatics 6, Bluff 20, Climb 9, Disguise 20, Escape 
  Artist 6, Knowledge Arcana 14, Knowledge Geography 6, 
  Knowledge Nature 7, Sense Motive 11, Stealth 14, Swim 
  19 
  Languages Aklo, Common, Giant  
  Gear (light): +1 glamered chain shirt 
  SQ: Mimicry 
   
  Josephine’s Special Abilities 
  Weakness (Su) A green hag's claws sap strength from 
  those she strikes. Each time a green hag hits a foe with 
  her claw attack, the victim takes 2 points of Strength 
  damage unless he resists the weakness with a DC 16 
  Fortitude save. Alternatively, a green hag can attempt to 
  inflict even greater weakness on a foe by making a touch 
  attack—this variant requires a standard action, and 
  cannot be attempted in the same round the hag makes 
  claw attacks. The opponent touched must succeed on a 
  DC 16 Fortitude save or take 2d4 points of Strength 
  damage. The save DC is Charisma-based. 
  Mimicry (Ex) A green hag can imitate the sounds of 
  almost any animal found near its lair. 
  
   
  The Reign of Terror 
  4.1 
  25 
  unlife, apart from on the one particular day of the week when 
  each individual spirit rebels. 
  These caryatids are non-combative however they express 
  their like and dislike in manners most theatrical as described 
  in their entries in the text that follows28. Each caryatid has an 
  equivalent in the final hallway which leads down to the 
  drained vein below, and knowing which of these caryatids is in 
  "friendly" mode is necessary to proceed past that last barrier 
  safely. 
  The following table summarises the 7 caryatids: 
  Location 
  caryatid 
  Friendly Day 
  5 
  Nymph 
  Monday 
  26 
  Monarch 
  Tuesday 
  32 
  Grindylow 
  Wednesday 
  18 
  Bat Man 
  Thursday 
  7 
  Faun 
  Friday 
  8 
  Angel (of Death) 
  Saturday 
  27(A) 
  (Anti) Paladin 
  Sunday 
  Ecology 
  Stats are presented for individual bats, cats, rats, hands and 
  ravens, even though there are essentially non-combative, just 
  in case your PCs start shooting at them, or casting spells at 
  them, or whatever. 
  Note also that there is absolutely no truce between these 
  critters and you should occasionally punctuate the PCs 
  investigations in Rougemord with the sound of a cat and a 
  raven fighting, or maybe even a raven suddenly snatched from 
  its perch on the château’s walls (mysteriously to the PCs, but 
  actually by a crawling hand) followed by some squawks and 
  then the ejecting of the bird with its neck broken onto the 
  ground below. 
  Ravens and Murder thereof (CR 3) 
  One for sorrow, two for joy, a couple of hundred for a swarm 
  to thoroughly ruin your day - these creatures seem to possess 
  an alien intelligence about them, or maybe it's just the PCs 
  paranoia, as there always seems to be at least one of them 
  watching them from somewhere, or a few clustered around 
  together looking "murderous" when the PCs are at their most 
  vulnerable. 
  If you've seen Alfred Hitchcock's "The Birds" you'll know all 
  about building up tension by varying the presence of these 
  little bastards. From one or two lone "spies" to a hundred or 
  so on a tree, any counter measures taken by the PCs are a 
  waste of time until the ravens form into a swarm and attack, 
  which you should time carefully in order to maximise the 
  feeling that even the wildlife in the area is conspiring against 
  them. 
                                                                          
  28 though feel free to have them be more static if having them 
  move around makes them an obvious target for the PCs and 
  diffuses the tension 
  Caryatid 
  Variant caryatid column 
  NE Medium Construct 
  Init -1; Senses Darkvision 60ft., Low-Light Vision 
  Perception 0 
  Defense 
  AC 18, touch 9, flat-footed 14 
  hp 36 (3d10+20) 
  Fort 1, Ref 0, Will 1 
  Defensive Abilities Shatter Weapons, DR 5/— 
  Immune Construct Traits. Magic 
  Offense 
  Speed Immobile but specialised Dimension Door 
  Statistics 
  Str 18, Dex 9, Con -, Int -, Wis 11, Cha 1 
  Base Atk 3; CMB 7; CMD 16 
  SQ Statue (DC 20) 
  Special Abilities 
  Immunity to Magic (Ex) A caryatid column 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 transmute rock to mud spell deals 1d6 points of 
  damage per caster level to a caryatid column, with no 
  saving throw. 
  • Transmute mud to rock immediately heals any and all 
  damage currently suffered by a caryatid column. 
  • A stone to flesh spell does not actually change the 
  column's structure but negates its damage 
  reduction and immunity to magic for 1 round. 
  Shatter Weapons (Ex) Whenever a character strikes a 
  caryatid column with a weapon (magical or nonmagical), 
  the weapon takes 3d6 points of damage. Apply the 
  weapon's hardness normally. Weapons that take any 
  amount of damage in excess of their hardness gain the 
  broken quality. 
  Statue (Ex) A caryatid column can stand perfectly still, 
  emulating a statue (usually one that is holding up the 
  ceiling, like a carved column). An observer must succeed 
  at a DC 20 Perception check to notice the caryatid 
  column is alive. If a caryatid column initiates combat 
  from this pose, it gains a +6 bonus on its initiative check. 
  Dimension Door (Su) These particular caryatid Columns 
  can Dimension Door up to 30’ whenever no one is 
  looking at them. This is never used for offense, and many 
  choose not to do so. 
  
   
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  4.1 
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  Cats / Panther (CR 3) 
  A panther prowls the grounds of Rougemord. 
  A cunning, careful hunter that will only attack a strong party if 
  they're carrying away one of its cubs, otherwise targeting lone 
  PCs or perhaps two of them if they appear to be injured. 
  Raven 
  N Tiny animal 
  Init 2; Senses low-light vision; Perception 6 
  Defense 
  AC 14, touch 14, flat-footed 12 
  hp 3 (1d8-1) 
  Fort 1, Ref 4, Will 2 
  Offense 
  Speed 10ft., fly 40 ft.  
  Melee bite +4 (1d3-4) 
  Space 2½ ft.; Reach 0ft. 
  Statistics 
  Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 
  Base Atk 0; CMB 0; CMD 6 
  Feats Skill Focus (perception), Weapon Finesse 
  Skills Fly 6 
  Murder of Ravens 
  CR 3 
  (aka Murder of Crows) 
  N Tiny animal (swarm) 
  Init 6; Senses low-light vision, scent; Perception 11 
  Defense 
  AC 14, touch 14, flat-footed 14 
  hp 27 (6d8) 
  Fort 5, Ref 9, Will 4 
  Defensive Abilities half damage from slashing and 
  piercing weapons; Immune swarm traits 
  Offense 
  Speed 5 ft.; fly 40ft. 
  Melee swarm (2d6 plus distraction plus eye rake)  
  Special Attacks Distraction (DC 13) 
  Space 10ft., Reach 0ft. 
  Statistics 
  Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6 
  Base Atk 4; CMB 4; CMD 9 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (perception) 
  Skills Fly 12, Stealth 0 
  Special Abilities 
  Eye Rake (Ex) Any living creature damaged by a murder 
  of crows must succeed on a DC 13 Reflex save or be 
  blinded as the swarm scratches and tears at the victim’s 
  eyes. The blindness lasts for 1d4 days or until healed 
  with remove blindness. The save DC is Constitution-
  based. 
  Panther 
  CR 3 
  Cat (leopard) advanced 
  N Medium animal 
  Init 6; Senses low-light vision, scent; Perception 7 
  Defense 
  AC 19, touch 16, flat-footed 13 
  hp 25 (3d8+12) 
  Fort 7, Ref 9, Will 4 
  Offense 
  Speed 30 ft.; climb 20ft. 
  Melee  
  bite +8 (1d6+5 plus grab), 
    
  2 claws +8 (1d3+4) 
  Special Attacks pounce, rake (2 claws +8, 1d3+5) 
  Statistics 
  Str 20, Dex 23, Con 19, Int 2, Wis 17, Cha 10 
  Base Atk 2; 
  CMB 7 (+4 grapple); CMD 23 (+4 vs trip) 
  Feats Skill Focus (stealth), Weapon Finesse 
  Skills Acrobatics 10, Climb 13, Steal 13 (+4 in 
  undergrowth) 
  Cat 
  N Tiny animal 
  Init 2; Senses low-light vision, scent; Perception 5 
  Defense 
  AC 14, touch 14, flat-footed 12 
  hp 3 (1d8-1) 
  Fort 1, Ref 4, Will 1 
  Offense 
  Speed 30 ft.  
  Melee  
  bite +4 (1d3-4), 
    
  2 claws +4 (1d2-4) 
  Space 2½ ft.; Reach 0ft. 
  Statistics 
  Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 
  Base Atk 0; CMB 0; CMD 6 (+4 vs trip) 
  Feats Weapon Finesse 
  Skills Climb 6, Stealth 12 
  
   
  The Reign of Terror 
  4.1 
  27 
  The party will more than likely spot the panther fairly early on 
  in their investigations, watching them carefully from a 
  distance high up on one of the walls, or perhaps a ranger will 
  find its tracks, though tracking it will be difficult without the 
  ability to spider climb. 
  The panther shares its lair (#21) with a number of large and 
  feral cats (non-combative) who play with its cubs, even though 
  their loyalty to each other is limited. These cats are also 
  frequently seen crawling around the walls of the château, 
  occasionally tousling with ravens, crawling hands and each 
  other, though most of the time just doing what cats do. One of 
  them might even befriend the PCs.29 
  Crawling Hands 
  About 30 crawling hands, give or take a few fingers, creep 
  about the château, generally making a nuisance of themselves 
  but mostly doing so out of sight. As far as the PCs go, they are 
  non-combative, even if cats, ravens, bats, rats and centipedes 
  see them in a different light. To the PCs the hands will simply 
  be an annoyance, moving things around, stealing anything 
  that they can get their hands (themselves) on, closing doors 
  left open, loosening ropes left dangling, and so on. 
  Crawling Hands are tiny enough to squeeze themselves 
  through mouse-hole sized gaps in the masonry, or between 
  roof and floor tiles, and the funny skittering noise they make 
  as they dart about the place will probably be interpreted as 
  mice - though perhaps rather intelligent and mischievous 
  mice. Once spotted it'll almost seem like they are everywhere, 
  scampering out of windows, sliding down bannisters or 
  jumping over the rooftops. 
  There is an evil side to them too, however - they're not just a 
  comedy act – as they always seem to turn up at a time and 
  place when they can cause the PCs the most bother. The PCs 
  may also come across a strangled cat dangling from the 
  ceiling, or a raven pined with rusty nails out to dry and die in 
  the sun, or whatever other macabre acts you can think of. 
  Bats, rats and other vermin 
  The fact that this is an adventure for 4th level PCs does not 
  mean that lower level creatures do not exist in the building, 
  it's just that squashing the odd rat, bat or giant centipede is 
  not important or interesting enough to merit an encounter. 
  As well as the 6 inch long centipedes crawling the walls, PCs 
  will find moths clustering around lights at night, spider webs 
  and their evil looking owners gathering in every corner, nasty 
  looking big winged beetles regularly colliding with the PC’s 
  faces, rats peering out at them from dark recesses and bats 
  that failed to make the journey home lying in the sun cursing 
  and spitting as they dry out and burn. 
  Any food of any sort, including corpses, left unattended will be 
  covered with worms and centipedes in about an hour if 
                                                                          
  29 the way cats sometimes do 
  outside, three hours if inside. Corpses so attacked cannot be 
  raised after a couple of hours of vermin nibbling, and will be 
  stripped to their bones in 24 hours. 
  Aygo 
  This rather pitiful individual is ugly and degenerate even by 
  Ogre standards. Young, mute, hunch-backed and buck-
  toothed, Aygo is harmless in his current form, and though 
  proud enough to be rude to the PCs if they abuse either him 
  or the château that he protects, he will only whimper pitifully 
  and plead for his life if he is seriously attacked. 
  Crawling Hand 
  NE Diminutive undead 
  Init 0; Senses blindsense 30ft., Darkvision 60ft. 
  Perception 4 
  Defense 
  AC 14, touch 14, flat-footed 14 
  hp 9 (1d8+5) 
  Fort 2, Ref 0, Will 2 
  Immune undead traits 
  Offense 
  Speed 40 ft.; climb 40ft. 
  Melee claws +5 (1d1+1 plus grab) 
  Space 1ft.; Reach 0ft. 
  Special Attacks mark quarry, strangle 
  Statistics 
  Str 13, Dex 11, Con -, Int 2, Wis 11, Cha 14 
  Base Atk 0; CMB -4 (+4 grapple); CMD 7 
  Feats Toughness 
  Skills Climb 9, Stealth 12, Survival 4 
  Languages common (can’t speak) 
  Special Abilities 
  Grab (Ex) A crawling hand can use its grab ability on a 
  creature of up to Medium size. 
  Mark Quarry (Su) A crawling hand is assigned a quarry by 
  anointing the hand with a drop of the intended quarry’s 
  blood. If the hand has no current quarry, it automatically 
  gains the next creature it damages as its quarry. Once 
  attuned to a target, it becomes aware of the target’s 
  location as if under the effect of a continuous locate 
  creature spell. The hand gains a +1 bonus on all attack 
  rolls, damage rolls, and skill checks made to seek out and 
  destroy the marked quarry. The mark quarry ability lasts 
  until the quarry or the hand is slain. 
  
   
  The Reign of Terror 
  4.1 
  28 
  Aygo will not even attack PCs that are alone and helpless and 
  might even help them if they have not given him any cause to 
  hate them. 
  Aygo is the son of one of the original caretakers of Rougemord 
  and carries on his father's task to this day despite the 
  disappearance of the vampires. In this he has inherited a 
  peculiarly binding spirit to the cold stone walls of the château 
  - almost as if the old building speaks to him - and he always 
  seems to know where the PCs might be and what they might 
  be up to. 
  Whilst the crawling hands might prove mischievous and cause 
  the PCs problems Aygo's agenda is actually to tidy up after 
  them, perhaps with some annoyance, by sorting out the mess 
  that they leave behind, making repairs, cleaning up and so on. 
  Like as not the PCs first knowledge of Aygo’s presence will be 
  as a result of his actions rather than by actually seeing him. In 
  time they will probably spot him through one of the windows, 
  sorting something out outside whilst they explore within. 
  Once Rougemord comes to life, however, his nature will 
  change completely. 
   
   
  Rat 
  N Tiny animal 
  Init 2; Senses low-light vision, scent; Perception 1 
  Defense 
  AC 14, touch 14, flat-footed 12 
  hp 4 (1d8) 
  Fort 2, Ref 4, Will 1 
  Offense 
  Speed 15ft., climb 15ft., swim 15 ft.  
  Melee bite +4 (1d3-4) 
  Space 2½ ft.; Reach 0ft. 
  Statistics 
  Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 
  Base Atk 0; CMB 0; CMD 6 (+4 vs trip) 
  Feats Weapon Finesse 
  Skills Climb 10, Stealth 18, Swim 10 
  Bat 
  N Diminutive animal 
  Init 2; Senses blindsense 20ft., low-light vision 
  Perception 6 
  Defense 
  AC 16, touch 16, flat-footed 14 
  hp 2 (1d8-2) 
  Fort 0, Ref 4, Will 2 
  Offense 
  Speed 5ft., fly 40 ft.  
  Melee bite +6 (1d3-5) 
  Space 1ft.; Reach 0ft. 
  Statistics 
  Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 
  Base Atk 0; CMB -2; CMD 3 
  Feats Weapon Finesse 
  Skills Fly 16 
  Aygo (normal form) 
  CR 3 
  Ogre (variant, young, additional HD) 
  CE Medium humanoid (giant) 
  Init -1; Senses Darkvision 60ft., low-light vision 
  Perception 4 
  Defense 
  AC 17, touch 11, flat-footed 16 
  hp 28 (5d8+5) 
  Fort 4, Ref 2, Will 3 
  Offense 
  Speed 40 ft.  
  Melee unarmed +6 (1d3+3 lethal or non-lethal) 
  Statistics 
  Str 17, Dex 12, Con 11, Int 6, Wis 10, Cha 7 
  Base Atk 3; CMB 6; CMD 17 
  Feats Improved Unarmed Strike, Iron Will, Toughness 
  Skills Climb 9, Craft Blacksmith 0, Craft Carpentry 0, 
  Survival 4 
  Languages Common 
  Gear (light): Masterwork hide shirt 
   
  
   
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  4.1 
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  Ground Floor 
  One Floor Up 
  
   
  The Reign of Terror 
  4.1 
  30 
   
   
  Two Floors Up 
  Undeground 
  
   
  The Reign of Terror 
  4.1 
  31 
  Key 
  1. 
  The Gatehouse and Observatory (CR 4) 
  The main entrance to Rougemord is through a large gatehouse 
  at the end of a 15' wide stone bridge which spans the river 
  Veine. The passageway through the gatehouse is blocked with 
  a portcullis at either end, though only the second, inner one to 
  the north is lowered. The corridor between the portcullises is 
  decorated on the ceiling with a collection of snarling open-
  mouthed faces of various creatures from nightmare (many 
  forms of vampire, werewolves, demons and so on). The open 
  mouths of these faces connect to the square observatory 
  above the gatehouse, where is also found the mechanism for 
  raising and lowering both portcullises. This observatory is also 
  home for a centipede swarm and occasionally centipedes 
  descend through the mouths in the corridor in order to go out 
  hunting and whatever it is that centipedes do when they’re 
  out and about. 
  Raising a portcullis requires a DC 25 Strength check with up to 
  2 people able to assist. Portcullises can be held up with some 
  suitable implement from below. 
  The mechanism for controlling the raised (southern) portcullis 
  is much corroded and any amount of fiddling with it or with 
  the portcullis itself will cause the portcullis to come crashing 
  down. 
  Should either portcullis fall, the centipede swarm in the 
  observatory will descend through the open mouths in the 
  ceiling and attack living creatures in the passage below, 
  pursuing as necessary. 
  The mechanism for the northern portcullis can be latched shut 
  when it is in the up position. The southern one can also be 
  latched in the same way until it has dropped once, at which 
  point it can only be held in the upward position by propping it 
  up from below. 
  If the centipedes have not attacked by the time someone goes 
  into the observatory then they will swarm and attack then. 
  DC 
  Summary 
  25 
  Strength check to raise the portcullis 
   
  Make / Type 
  Thickness 
  Break DC (locked) 
  Iron portcullis 
  2” 
  25 
   
  Make / Type 
  Hardness 
  HP 
  Iron portcullis 
  10 
  60 
   
  2. 
  The Western Courtyard 
  As the PCs near the central tower a vision assaults their 
  senses. First tiny spots of blood appear on the floor then as 
  the PCs look up they see blood running down the wall of the 
  tower in fits and spurts, with larger quantities sloshing over 
  the rims of the upper windows further up as if the whole 
  structure was full to overflowing. A few seconds later the 
  vision is gone. 
  3. 
  The Eastern Courtyard  
  A huge blob-like creature that at first looks like an immense 
  abstract sculpture 15' across lies in the middle of the 
  courtyard. On closer inspection and with a successful DC 17 
  Knowledge Dungeoneering check the creature is revealed to 
  be a solidified Black Pudding. 
  This ooze was killed decades ago using a spell that caused it to 
  “concentrate” into its solid state30. The skeletal remains of its 
  last victims, picked clean by time and vermin, can be seen 
  where they still exist partially out of the body of the monster: 
  here a face just barely free preserved in a silent scream, there 
  two legs stuck out at awkward angles and, almost underneath 
  the pudding, the arms and upper torso of some poor 
  humanoid trying to claw its way out as it was sucked in. The 
  ooze does not constitute any sort of danger now and if it is 
                                                                          
  30 a spell which is no longer in general circulation though it is 
  detailed in the appendix (Solidification) 
  Centipede Swarm 
  CR 4 
  N Diminutive vermin (swarm) 
  Init 4; Senses Darkvision 60ft., tremorsense 30ft. 
  Perception 4 
  Defense 
  AC 18, touch 18, flat-footed 14 
  hp 31 (9d8-9) 
  Fort 5, Ref 7, Will 3 
  Immune weapon damage, swarm traits 
  Offense 
  Speed 30 ft.; climb 30ft. 
  Melee swarm (2d6 plus poison plus distraction) 
  Special Attacks Distraction (DC 13) 
  Space 10ft., Reach 0ft. 
  Statistics 
  Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 
  Base Atk 6; CMB —; CMD — 
  Feats Weapon Finesse 
  Skills Climb 12 
  Poison (Ex) 
  Type injury (bite); Save Fort DC 13 
  Frequency 1/round for 6 rounds 
  Effect 1d4 Dex; Cure 1 save 
  
   
  The Reign of Terror 
  4.1 
  32 
  chipped apart and broken open (hardness 8) a few interesting 
  bits of treasure will be found within31. 
  DC 
  Summary 
  17 
  Knowledge dungeoneering to recognise the black 
  pudding 
  4. 
  Place de la guillotine 
  The small courtyard just in front of the southern gardens holds 
  a fully functional guillotine, well-oiled and ready for use with 
  the blade always up. The basket at the front of the thing 
  where the heads end up is generally empty, though at some 
  point or another some of the crawling hands in the château 
  will guillotine a cat, leaving its form in two pieces until Aygo 
  comes along and clears it up. 
  5. 
  The garden of nymphly delights 
  The gardens at the north of the château are of a manicured 
  sort, such as might be found in the grounds of a rich but 
  pretentious aristocrat. Flower beds and lawns are unnaturally 
  symmetrical, shrubs and borders clean-cut rather than 
  displaying nature's normal voracious desire for one plant to 
  overcome another, colours and patterns carefully co-
  ordinated, and so on. 
  Ridiculous little statues of woodland creatures such as rabbits, 
  foxes, frogs and the like, portrayed in miniature waistcoats, 
  skirts and tam o'shanters, play out their little scenes as if from 
  a child's theatre. Cherubim adorn the bordering walls and four 
  of them sit at the compass points of a shallow fountain in the 
  garden's centre, their feet dangling playfully in the water. 
  A nymph-like creature of surpassing beauty32, one of 
  Rougemord’s caryatids, forms the centrepiece of the fountain. 
  On a "good" day the nymph stands in the centre of the 
  fountain gazing down at the cherubim around her with an 
  expression of beatific motherhood on her face, as if nothing in 
  the world could have fulfilled her life more than the presence 
  of these charming little children all around her. On her six 
  "bad" days, however, she gazes at the PCs in loathing whilst 
  holding in her arms the dismembered heads of two of the 
  cherubim (their heads detach), then following the PCs around 
  the garden via her Dimension Door ability in order to strike 
  poses which corrupt the scenes of pastoral splendour around 
  her as much as possible. 
  6. 
  Shriekers (CR 3) 
  This garden is of the "natural" sort. Not exactly overgrown, or 
  unkempt, rather it has been landscaped so as to appear to 
  look like a wild setting instead of a cultivated one. 
  The theme of the garden appears at first sight to be a 
  deciduous forest full of lavender. Closer inspection, however, 
                                                                          
  31 See the Encounter Summary 
  32 depending on the day of the week 
  reveals that the trees are unnaturally coarse, rather than 
  waxy, and that the small purple flowers are not actually 
  lavender but instead are attached to giant mushrooms 
  sprouting long tendrils from their tops. 
  There is no path through this wilderness though the 
  vegetation yields readily to the PCs as they push through. 
  After getting past the first few hedgerows a beautiful tree 
  bearing golden apples can be seen in the south-west corner. 
  However: 
  The mushrooms here are a specialised form of shrieker. They 
  only react to movement, not light, and don't exactly go 
  "eeeeee" when someone approaches them but rather shriek 
  with the sounds of people being murdered or tortured. Real 
  shrieks, as it were, like "aaaaaagh!" cut off by a sudden 
  gurgling sound, or "noooooooooooo!" ending with a sudden 
  Violet Fungus 
  CR 3 
  N Medium plant 
  Init -1; Senses low-light vision; Perception 0 
  Defense 
  AC 15, touch 9, flat-footed 15 
  hp 30 (4d8+12) 
  Fort 7, Ref 0, Will 1 
  Immune plant traits 
  Offense 
  Speed 10 ft.  
  Melee 4 tentacles +4 (1d4+1 plus rot) 
  Space 5ft., Reach 10ft. 
  Statistics 
  Str 12, Dex 8, Con 16, Int —, Wis 11, Cha 9 
  Base Atk 3; CMB 4; CMD 13 
  Special Abilities 
  Rot (Ex) A creature struck by a violet fungus's tentacle 
  must succeed on a DC 15 Fortitude save or the flesh 
  around the point of contact swiftly begins to rot away, 
  exposing raw bone with shocking swiftness. This hideous 
  affliction causes 1d4 points of Strength damage and 1d4 
  points of Constitution damage. This is a poison effect. 
  The save DC is Constitution-based. 
   
  Shrieker (variant) 
  CR - 
  This human-sized purple mushroom emits a screaming 
  sound that lasts for 1d3 rounds whenever there is 
  movement within 10 feet. This shriek makes it impossible 
  to hear any other sound within 50 feet. The sound 
  attracts nearby creatures that are disposed to investigate 
  it. Some creatures that live near shriekers learn that this 
  noise means there is food or an intruder nearby. 
  
   
  The Reign of Terror 
  4.1 
  33 
  swift swish, or a loud, female shriek that chills the marrow, 
  not because it's a shriek generated by fright, but because it's a 
  shriek generated by sheer, abject all-consuming terror. 
  Two of these screaming fungi stand next to the apple tree at 
  the far end. One of these turns out to be a Violet Fungus 
  (which also shrieks). 
  The apple tree is full of golden fruit including a small number 
  of Alluring Golden Apples. Exactly how many are left after this 
  encounter is given in the Encounter Summary. The Violet 
  Fungus can cause one of the apples to fall near a PC by 
  nudging the tree as a standard action. See the Item Appendix 
  for an exact description of the effects and note that a PC gets 
  two chances to resist it, once when the apple falls and then 
  again on its own initiative, before the Fungus attacks them 
  with its 10' reach33. 
  7. 
  The Pied Piper 
  The south-west garden has a sort of masculine feel about it. 
  There are no flowers or any sort of delicate vegetation, 
  instead there are low-lying bushes with variegated leaves 
  interspersed with a small number of trees whose foliage 
  boasts deep greens, browns and violets. A pebbled yellow 
  path leads from the entrance towards the west, twisting in a 
  gentle arc and widening from 5' to 15'. 
  A caryatid in the shape of a faun, complete with pipes, leads a 
  cavalcade of stone children in a dance towards the exit. 
  On a good day. 
  On the one day of the week when the faun is "nice" it is a 
  picture of fey loveliness, sylvan splendour, or perhaps slightly 
  drunken frolics and playfulness. The children around it dance 
  in step, looking up at it with joy on their faces. 
  On the six bad days, however, the statues of the children, 
  although unchanged, are covered with rats - real rats, which 
  the faun appears to be have summoned and be controlling. 
  The rats are harmless, but the tableau presented is disturbing, 
  as the rats appear to be acting out their biting of the children 
  in their most intimate of places, whilst the faun is clearly 
  delighted with the result. When the PCs appear, of course, the 
  faun seems to direct the rats towards them, and although 
  many of the little rodents will try to climb up the PCs legs they 
  do not actually pose any threat. 
  8. 
  The Graveyard (CR 5) 
  The role of a graveyard in a place which honours undeath is a 
  curious one, which perhaps explains why this one is not found 
  within the walls of Rougemord itself but rather under the 
  shade of the north-eastern dome that juts out just beyond the 
  walls of the château34. 
                                                                          
  33 it’s probably not intelligent enough to do a coup-de-grace, 
  but that’s up to you 
  34 requiring the PCs to squeeze through one of the arched 
  holes in the outer walls to get there 
  Vampires either tend to dissolve into dust when they die as 
  the weight of years catches up with them in a moment or turn 
  to ashes if the method of their demise is sunlight. From time 
  to time, however, a favoured servant of theirs, if not raised or 
  converted, is interred somewhere like this, with a headstone 
  in place to aid in their remembrance, and the collection of 
  names in this graveyard testifies that cooks, craftsmen, 
  concubines and servants of all sorts can be found in the soil 
  below. 
  One of Rougemord’s caryatids stands on a plinth in the centre 
  of the graveyard. Written on the plinth in Celestial beneath it 
  is the phrase “And so it comes that each may in his day rebel.” 
  On a friendly day the caryatid looks like a stereotypical angel 
  complete with wings, halo, beatific look and so on. One hand 
  points towards the graves and the other skyward, as if 
  indicating that the dead are on their way to better things. On 
  Graveyard Ankheg 
  CR 5 
  Ankheg (advanced, fiendish, giant) 
  N Huge magical beast 
  Init 1; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60ft. 
  Perception 10 
  Defense 
  AC 21, touch 9, flat-footed 20 
  hp 40 (3d6+10) 
  Fort 10, Ref 4, Will 4 
  Resist cold 5, fire 5; SR 10 
  Offense 
  Speed 30 ft.; burrow 20 ft. 
  Melee bite +8 (3d6+10+1d4(acid) plus grab) 
  Space 15 ft.; Reach 5 ft. 
  Special Attacks Spit Acid (30’ line, 4d4, reflex DC 18 
  halves), Smite Good (1/day, +3 damage) 
  Statistics 
  Str 24, Dex 12, Con 25, Int 1, Wis 17, Cha 10 
  Base Atk 3; CMB 12 (+4 grapple); CMD 23 
  Feats Skill Focus (perception), Toughness 
  Skills Climb 12 
  Special Abilities 
  Spit Acid (Ex, DC 18) Once every 6 hours, an ankheg can 
  spit a 30-foot line of acid. Creatures struck by this acid 
  take 4d4 points of acid damage (Reflex save halves). 
  Once an ankheg uses this attack, it must wait 6 hours 
  before using it again. Additionally, during this time 
  period, its bite attack does not inflict any additional acid 
  damage. As a result, an ankheg does not use this ability 
  unless it is desperate or frustrated, most often spitting 
  acid when reduced to fewer than half its full normal hit 
  points or when it cannot not successfully grab an 
  opponent. The save DC is Constitution-based. 
  
   
  The Reign of Terror 
  4.1 
  34 
  bad days, however, the angel’s wings knit together into a grim 
  black cloak, its flesh tightens and sinks back against its bones 
  so that it appears almost skeletal, and the hand that 
  previously pointed skyward now points at the PCs, as if 
  indicating that they are soon be part of the graveyard. 
  A mighty ankheg lives below the gravestones, ready to fulfil 
  that prophesy. With its tremorsense ability it will readily 
  detect the PCs investigating the ground above and 
  immediately rise up to attack. 
  The PCs will feel the earth moving beneath them as the 
  creatures rises, such is its size and power, which may well lead 
  them to think that an attack by zombies or ghouls is imminent. 
  The truth of the situation will become clear as the ankheg 
  burrows up out of the ground with bits of skeleton and 
  gravestone scattering about it. As it does, everyone 
  immediately next to it on its arrival will have to make a DC 10 
  Reflex save or fall prone. 
  The ankheg will follow the normal tactics for its kind, perhaps 
  with a bit more savagery about it since it is quite a prime 
  predator in the area, though it will still save its acid spit as a 
  last attack before retreating into the ground if it is able to do 
  so. 
  Note that burrowing creatures leave no tunnel behind them, 
  however if the PCs dig down 20 feet or so they will find its lair 
  and whatever treasure the Encounter Summary indicates that 
  it has. 
  DC 
  Summary 
  10 
  Reflex save to avoid tripping over if standing next 
  to the Ankheg when it rises up out of the ground 
  9. 
  Aygo's Shed 
  Tall wooden doors open outwards from a rectangular two 
  storey tower just to the north east of the gatehouse. The 
  doors have no lock and though they can be barred from the 
  inside the actual bar is missing. 
  Within the tower at ground floor there is a horse stall to the 
  east - empty save that when the party first enters a "vision" 
  occurs, signalled by a panicked neighing sound coming from 
  inside the stall. As the vision progresses a series of kicks 
  against the stall gates splinters them apart and a bloody 
  unicorn staggers out, its throat slit, quickly collapsing in front 
  of the party and expiring. A few seconds later, of course, the 
  vision is past, and everything looks clean and tidy. 
  The ground floor of the tower is also a storage area for tools 
  used in the maintenance work that is needed around the 
  château, whilst upstairs are the living quarters for the 
  château's live-in caretaker: Aygo. 
  Aygo's room is sparsely furnished. His bed is made from a pile 
  of humanoid clothing, male and female, of various fashions, 
  clearly once having value but now too old and worn to be 
  worth anything. A trestle table ingeniously made by stretching 
  a tabard across the lower part of four lances holds the 
  carcasses of a few woodland animals, chewed but picked 
  clean35, plus an ordinary dagger and a hand axe. The tabard 
  used for the table bears a faded Fleur-de-lis. A large bucket in 
  one corner serves as a latrine, emptied every morning out in 
  the woods. A large masterwork greataxe leans against the wall 
  next to a medium sized set of full plate armour which has 
  been dismantled and broken by Aygo’s clumsy attempts to 
  resize it for himself for when he grows up (i.e. becomes 
  Large). 
  10. The Costume Room 
  This small room contains costumes and props such as might 
  be found in any theatrical production. Although preference is 
  given to the foppish and loose flowing garments of stylised 
  and largely improbable romances, there are also some 
  medieval clothes and even about half a dozen or so pirate 
  outfits complete with fake peg-legs, hooked hands and a 
  stuffed parrot. A dressing table in the far corner contains 
  theatrical make up which, being made mainly of pig fat, has 
  rotted and smells badly. 
  11. The Parlour 
  A number of rooms such as these can be found around the 
  château. They are carpeted, though the pile is threadbare in 
  many places, and filled with soft furnishings, though these are 
  now covered with damp and dust. Aygo does what he can to 
  keep them nice, but he’s more skilled with picks and shovels 
  than he is with a feather duster. 
  A DC 10 perception check whilst searching one of these areas 
  turns up a delicate diary decorated with pressed flowers 
  written by some naïve young lass who served here without 
  fully understanding what was going on. The entries describe 
  her bewilderment at the strange behaviour of the “Lords and 
  Ladies”, the rooms that she was forbidden from entering and 
  all the visitors who came and then left mysteriously in the 
  middle of the night. Her last entry details her delight at being 
  asked to attend a special event that night, for which her Lady 
  had given her a special white gown to wear. Although she 
  then writes that she will give the details of that event in her 
  diary the next day, nothing else is written. 
  DC 
  Summary 
  10 
  Perception check to discover a maid’s diary 
   
  12. The Theatre (CR 5) 
  The sounds of laughter, clapping and cheering can be heard 
  from behind the doors to the north and east, though the door 
  to the west is solid enough to obscure it. A DC 15 Perception 
  check, however, reveals that there is something unnatural 
  about the laughter, though it’s impossible to say what. 
                                                                          
  35 first by Aygo then by all the bugs that crawl around 
  Rougemord 
  
   
  The Reign of Terror 
  4.1 
  35 
  The room itself is a theatre consisting of a raised stage upon 
  which some sort of performance is being played out, faced by 
  rows of wooden seats many of which are occupied. 
  A backdrop on the stage shows a cobbled street in a wealthy 
  town with tall stone two-storied buildings sporting balconies 
  and red tiled roofs. Light from above shines down on to the 
  platform where two male fencing swashbucklers play out a 
  duel that for some reason exists between them. 
  The duellists’ rapiers flash dangerously as they lunge, parry, 
  withdraw and riposte in a stylised and somewhat dramatic 
  fashion, never quite landing a blow but still punctuating their 
  fencing with flourishes and swaggers whilst making occasional 
  asides to the audience and trading indecipherable insults. 
  Although it sounds strange it appears as if the fencers are tap-
  dancing as they fight, though it soon becomes apparent that 
  the fencers are actually skeletons and that the clicketty-
  clacketty sound that comes from them is the sound of their 
  bones knocking together as they cavort backwards and 
  forwards in their mock act. 
  The auditorium appears to be filled with dozens of spectators 
  of all ages and sizes, dressed in various attires, clearly enjoying 
  the show given their shouts of appreciation. Again, though, 
  further inspection betrays the fact that they are all skeletons 
  too, their bony faces peering out from under bonnets and 
  hats, their skeletal clapping hands emerging from the folds of 
  shirts, blouses and dresses. 
  Skeletons in loose, ragged clothes and flat caps lounge to one 
  side, laughing and slapping their skeletal knees, whilst others 
  in more dignified clothing watch quietly from the middle of 
  the auditorium occasionally turning to each other as if to 
  share in a private joke. Small skeletons in children’s clothing 
  sit next to skeletons dressed in petticoats and bonnets, the 
  little ones jumping up and down in delight as if hardly able to 
  keep to their seats whilst the larger ones keep a stern hold on 
  their hands just in case they should choose to misbehave. 
  At the back of the auditorium a number of skeletons in 
  fashionable shirts lean back on their chairs with their feet up, 
  watching the proceedings with skeletal detachment, whilst 
  over to the left two others, one in male clothes and one in 
  female, hold hands and stare into each other’s eyes, or rather 
  where their eyes should be, oblivious to everything around 
  them. 
  Despite the obviously fake nature of the performance all of 
  the skeletons appear to be playing out their parts well, the 
  ones on stage performing, the ones in the auditorium clapping 
  their hands whenever anything happens which is interesting 
  or witty. 
  The seated skeletons are all animated by necromancy, the 
  ones on stage by transmutation. None of them will pay any 
  attention to the PCs until they are some way into the room, at 
  which point the performance will stop, the two fencers will 
  turn to face the PCs, bow, and present themselves ready to 
  accept a challenge, whilst the skeletons in the auditorium shift 
  in their seats to face the PCs, ready to see what they will do. 
  The skeletons in the auditorium are all victims of the vampires 
  that once lived here, placed into this tableau in order to 
  provide their murderers with some sort of sick amusement. 
  They will not attack, though they will become quite involved in 
  the proceedings that follow, clapping and cheering or nodding 
  to each other appreciatively, perhaps even booing depending 
  on the PCs actions. 
  The skeletons on stage will attack the PCs in a gentlemanly 
  fashion, as long as the PCs behave similarly. If the PCs start 
  Duelling Skeleton (2) 
  CR 3 
  Medium Animated Object 
  N Medium construct 
  Init 0; Senses darkvision 60 ft.; Perception -5 
  Defense 
  AC 14, touch 10, flat-footed 14 
  hp 36 (3d10+20) 
  Fort 1, Ref 1, Will -4 
  Defensive Abilities hardness 5; Immune construct traits 
  Offense 
  Speed 30 ft. 
  Melee (pretend) rapier +5 (1d6+3/x3) 
  Space 5ft.; Reach 10ft. 
  Statistics 
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1 
  Base Atk 3; CMB 5; CMD 15 
  SQ Two construction points (exceptional reach, piercing 
  attack) 
  Skeleton audience 
  NE Medium undead 
  Init 6; Senses Darkvision 60ft.; Perception 0 
  Defense 
  AC 14, touch 12, flat-footed 12 
  hp 4 (1d8) 
  Fort 0, Ref 2, Will 2 
  DR 5/bludgeoning; Immune cold, undead traits 
  Offense 
  Speed 30ft. 
  Melee 2 claws +2 (1d4+2) 
  Statistics 
  Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10 
  Base Atk 0; CMB 2; CMD 14 
  Feats Improved Initiative 
  
   
  The Reign of Terror 
  4.1 
  36 
  using ranged weapons the fencers will come off the stage to 
  fight them on the aisles, with much booing from the audience, 
  otherwise the fencers will try to persuade the PCs to keep 
  their combat on the stage and take them each on one to one. 
  There is treasure here as indicated in the Encounter Summary, 
  and the possessing skeletons will not prevent the PCs taking it. 
  Note that the amount of necromantic magic here, however, 
  will make finding the treasure difficult. 
  DC 
  Summary 
  15 
  Perception check to hear something unnatural in 
  the laughter of the audience 
  13. The Ballroom 
  This large airy circular room has a tall ceiling with gothic 
  arches over the windows which sport long thin black curtains. 
  The floor is parquet with a large cello and piano36 at one end 
  of the hall and full length mirrors occupy the walls between 
  each window. 
  This was once clearly a ballroom. 
  The piano is a favourite of the Crawling Hands that live here 
  and it’s not unusual to hear them playing pleasant music in 
  this room at all hours37. The Hands disappear, of course, as 
  soon as they hear the PCs coming. 
  If any PC approaches one of the mirrors then a vision is 
  triggered. Suddenly all of the mirrors fill with images of 
  elegant, if somewhat dustily dressed, middle aged men and 
  women standing behind the PCs (as seen from the point of 
  view of the reflection) and staring intensely out of the mirror 
  at them38. As a collection they like looking at the cast of a 
  vampire film or television series: for example a blonde tousle-
  haired woman in a gown with a tight bodice next to a dark 
  haired man in shirt and pantaloons, or a dark-haired beauty 
  with huge eyes and red lips arm in arm with an elderly man in 
  a wig with a white powdered face, and so on. The expression 
  on their faces as they stare out at the PCs is one of feral 
  curiosity. A few seconds later they’re gone. 
  14. The Bedroom 
  There are a number of rooms within Rougemord which fit the 
  description of “bedroom”, though vampires, of course, don’t 
  tend to use these for sleeping. All have an enormous bed, 
  typically four poster, with a huge mattress, lots of pillows and 
  an abundance of frilly bedding. Also present are wardrobes 
                                                                          
  36 pianos and cellos are typically more “advanced” 
  technologically than musical instruments tend to be in a sword 
  and sorcery setting; this is deliberate, reflecting the 
  sophistication of the vampires of Maison d’Artère, though you 
  might wish to describe them as a strange harp in a box 
  covered with a row of black and white buttons and a huge 
  fiddle, resting upright on a tripod, next to a chair. 
  37 the Hands even know how to keep the thing tuned 
  38 I know vampires don’t cast reflections – this is just a vision. 
  with moth-eaten clothes to suit different shapes and sizes, 
  dressers with drawers full of perfume and make up, though no 
  mirrors39, and perhaps a chest to one side with some masks, 
  whips and other such items. 
  The first time the PCs enter one of these bedrooms they will 
  trigger the following vision: 
  Two vampire women raise their heads from a naked and very 
  pale body lying on the bed, one bent over his neck and the 
  other over his groin, blood dripping from their mouths as the 
  body below them gives a few last twitches and lies still. The 
  look on their beautiful faces suggests to each PC exactly whom 
  they would like to drain next, but then a few seconds later 
  they are gone. 
  15. The Bathroom 
  Three wooden baths lie in this room: two on the right and one 
  on the left. A hand pump over a wooden bucket over on the 
  far left corner runs dry. As the party opens the door to this 
  room a soft giggling and splashing heralds the occurrence of 
  another vision: 
  Three beautiful young vampires are bathing in the baths which 
  are now filled with blood: a man on the left, two girls on the 
  right. All turn to look at the PCs as they open the door, clearly 
  pleased to see them. The girl in the nearest bath even lifts 
  herself up and sits on the far rim of her bath, her legs still 
  within it, smiling at them with fanged teeth as the blood 
  slowly drips from her body. As with all visions, a few seconds 
  later they are gone. 
  16. The Kitchen 
  A huge oaken table, much scarred by falling blades, has 
  manacles attached to its corners suggesting that the residents 
  of Rougemord liked to eat their meat "freshly cooked". A 
                                                                          
  39 vampire ladies need help getting their make-up on 
  
   
  The Reign of Terror 
  4.1 
  37 
  second table alongside is covered with knives, saws and 
  implements that one might more associate with carpentry 
  than with cooking. Piles of pots, trivets, skewers, forks and 
  gigantic spoons, however, make it clear that this was once a 
  kitchen. 
  Tall cupboards full of condiments, oils and pickles, now 
  beyond use, stand next to a large coal based stove, dusty and 
  cold. A cauldron big enough to boil a man hangs on a tripod 
  over a fire pit. As the PCs enter the room, however, the smell 
  of cooking forecasts another vision: 
  A fire can be seen burning under the pot within which cooks a 
  gruesome stew. As the PCs watch, an arm reaches up from 
  inside the broth as if trying to get out, but then an old woman 
  with a huge spoon and protruding canines appears from 
  behind the pot and pushes the victim under. 
  Once the vision clears, stairs can be seen at the northern end 
  of the room leading both up and down. 
  17. Vent 
  Steps ascend from below ground into a squat stone tower in 
  the south west corner of the château. Tiny holes around the 
  roof let in pin-pricks of light40. 
  18. The Bat Tower 
  The tallest tower in Rougemord is the somewhat narrow and 
  non-descript one to the north-west, rising in defiance of 
  sensible architecture as it climbs to a height of over 100'. At 
  times open to the elements and at other times enclosed, the 
  interior of the tower doing nothing to allay any fears about its 
  structural integrity as it is in essence a hollow tube 
  circumnavigated by stone steps which are merely slabs built 
  into the walls with nothing to support them from beneath. 
  An enormous colony of bats lives in the huge cave that lies at 
  the bottom of the tower. In the evening the bats rise up 
  through the "tube" to go out hunting in the forest to the east, 
  looking like a massive plume of black smoke. At dawn they 
  return. It takes the bats a full 15 minutes to fly through the 
  tower, and anyone caught in their midst at this time must 
  make a DC 13 Reflex check to avoid falling down through the 
  hole in the middle unless they go down on to their hands and 
  knees and hold on to the steps with both hands. 
  The central domed chamber that interrupts the tower’s ascent 
  is filled with permanent moonlight shining down from a huge 
  crescent moon painted on the ceiling. This light causes any 
  creatures or effects which are affected by the presence of 
  moonlight to behave as if they were within the light of a real 
  moon - though only whilst within this room. 
  A half-man half-bat caryatid stands inside. 
  When in "friendly" mode, the caryatid looks more like a 
  normal human dressed in a smooth and sleek black cloak. 
                                                                          
  40 or allow anyone in or out who happens to be in gaseous 
  form … 
  Noble, upright, and a champion of justice, one hand of the 
  caryatid is formed into a fist which is cupped in the other hand 
  as if ready to meet out a few unarmed strikes against any 
  wickedness that opposes him. 
  In "unfriendly" mode, however, the caryatid's wings are 
  definitely those of a bat. The caryatid’s mouth protrudes 
  canine teeth and its eyes glare with hatred as it crouches like a 
  feral beast gazing at the nearest PC. In this form, the caryatid 
  follows the PCs up and down the stairs with its Dimension-
  Door ability, “blinking” while no one is looking. 
  This caryatid never exits the tower or the cavern below and as 
  with all caryatids it is harmless despite appearances. 
  DC 
  Summary 
  13 
  Reflex save to avoid falling down the stairs when 
  the bats are either entering or exiting the tower 
  19. The View 
  The laborious climb to the top of the eastern tower appears at 
  first to have been a waste of time until, as the first PC reaches 
  the summit, a wail of anguish can be heard from outside. Alas 
  this is just another vision which operates at the top of the 
  tower, even though the events which it shows happen in the 
  courtyard below. 
  Once at least one PC has reached the top, they will see a 
  middle aged woman in peasant clothing appearing on the 
  ground from around the central tower. 
  "You evil monsters!” she cries out, “What have you done with 
  my children?" 
  By way of answer three huge wolves converge on her from all 
  directions then drag her away to the sound of snarls and rips 
  and screams. 
  20. A Tyrant from the Past 
  Another vision awaits the PCs as they reach the top of the 
  North East tower. 
  A tall man, clad in superior black leather armour, a rapier at 
  his side but his hands clawed as if he had little need for such a 
  weapon, gazes out over the tops of the trees to the east as if 
  deep in thought. As the PCs arrive he turns his cold red gaze 
  upon them and asks: "Why are you here?" 
  The man stares at them levelly as the PCs give whatever 
  answer they wish, seeming to listen, and then a moment later 
  he’s gone. 
  21. The Cat Salon 
  This high circular chamber is furnished with all manner of soft 
  furnishings such as sofas, chaise-longues, padded chairs with 
  elaborate backs, and so on, all rather reminiscent of the courts 
  of Louis XIV in Versailles in our own world. Most of the 
  beautiful furnishings, alas, have been scratched to ruin by the 
  two panther cubs that live here along with their panther 
  
   
  The Reign of Terror 
  4.1 
  38 
  mother and the massive collection of feral cats of various 
  breeds that scratch, preen, fight, spray, copulate and sharpen 
  their claws on everything that they can get their paws on. The 
  smell of competing toms and the noise that they make, 
  especially in season, keeps pretty much everything else away, 
  including the Crawling Hands that would otherwise rather 
  enjoy attempting to strangle the cats should they ever catch 
  them. 
  A ledge about 1' wide, 10' high, just below the level of the 
  windows, runs around the walls, providing a convenient 
  method for all the feline occupants to get in and out. The 
  adult panther is generally out hunting. The cats and cubs are 
  non-combative though the latter will no doubt deliver a few 
  well-placed scratches to anyone trying to catch them (and 
  they're worth a few gp as they are ripe for training). 
  Note that the panther will have little trouble tracking her 
  offspring if they are taken from this room and will attack 
  kidnappers using neither stealth nor caution - probably sealing 
  her own fate and that of her cubs as a result. 
  22. A Bargain of Necessity 
  The entirety of this vast circular chamber is covered by the 
  effects of a Mage's Private Sanctum spell cast by the resident 
  within, and anyone trying to look inside, particularly up the 
  railed stairs from the bedroom below, will see nothing but a 
  dark foggy mass, regardless of their means of perception or 
  divination. 
  The Phistophilus that lives and works inside can see out quite 
  clearly, however, though he’s generally too busy and self-
  important to give the PCs any attention until they pluck up the 
  courage to go in through the fog. 
  This Contract Devil, for such the Phistophilus is, works day and 
  night on the fine details of his contracts, either for himself or 
  on behalf of his superiors. He cannot abide interruptions 
  unless they are of a business nature, which is to say relating to 
  the drawing up or fulfilment of a contract regarding a 
  creature's soul, and charges 100 gp per minute for his time 
  otherwise, as he will respectfully inform anyone before 
  agreeing to answer any questions. If attacked, the Phistophilus 
  will kill with calm precision, explaining later that there is a 
  clear legal precedent for him doing so, and then presenting 
  the PCs with a bill for the time it took him to do so. 
  The Devil’s room is full of shelves of books on legal matters as 
  well as scrolls of contracts plus a few other affectations such 
  as might be found in a library – e.g. maps, elaborate ink-wells, 
  candle-holders, and so on. Anything taken or broken will have 
  to be replaced or paid for. If the PCs incur “costs” and refuse 
  to pay then the Devil will attack them, adding again the cost of 
  the time it takes to kill them to the overall debt incurred (i.e. 
  "cost of debt recovery"). 
  The Devil is otherwise polite and business-like and more than 
  happy to sell his customary three wishes to any PC in 
  exchange for their souls, as detailed in the sidebar on Infernal 
  Contracts. 
  Contract Devil (Phistophilus) 
  CR 10 
  LE Medium outsider (devil, evil, extraplanar, lawful) 
  Init 11; Senses darkvision 60ft., see in darkness  
  Perception 26 
  Defense 
  AC 25, touch 18, flat-footed 17 (mobility) 
  hp 136 (13d10+65) 
  Fort 9, Ref 15, Will 16 
  DR 10 / good; SR 21; Immune fire, mind-affecting effects, 
  poison; Resist acid 10, cold 10 
  Offense 
  Speed 30 ft.  
  Melee 
  binding contract (whip) +20/+15/+10 
    
   
   
  (1d4+7 plus bleed), 
    
  gore +11 (2d6+3) 
  Space 5ft.; Reach 5ft. (10ft. with binding contract) 
  Special Attacks binding contract, bleed (1d6), impale 
  (2d8+4) 
  Spell-Like Abilities 
  CL 13; conc 19 
  Constant: tongues 
  At will: bestow curse (DC 20), detect thoughts (DC 18), 
  dimension door, erase, identify, major image (DC 19), 
  produce flame, sending 
  3/day: arcane eye, break enchantment, greater teleport 
  (self plus 50 lbs. of objects only), hold person (DC 18), 
  locate creature, mage's private sanctum, scorching ray, 
  silence (DC 18), vision 
  1/day: contact other plane, delayed blast fireball (DC 23), 
  dismissal (DC 21), plane shift (DC 23), summon (level 4, 
  1d6 bearded devils or 1 bone devil 50%), symbol of pain 
  (DC 21) 
  Statistics 
  Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22 
  Base Atk 13; CMB 16; CMD 34 
  Feats Alertness, Deceitful, Dodge, Improved Initiative, 
  Iron Will, Mobility, Persuasive 
  Skills Bluff 26, Diplomacy 26, Disguise 8, Intimidate 26, 
  Knowledge arcana/nobility/planes/religion 23, Linguistics 
  20, Profession Scribe 19, Sense Motive 26, Sleight of 
  Hand 20, Spellcraft 20 
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Draconic, Dwarven, Elven, Giant, Gnome, 
  Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, 
  Terran, Undercommon; telepathy 100 ft., tongues 
  SQ Infernal Contract, Infernal Investment 
  
   
  The Reign of Terror 
  4.1 
  39 
  23. The Dining Room (CR 6) 
  This high hall to the west of Rougemord is set with a number 
  of banqueting tables as if for a feast: three tables running 
  north-south and two, at the ends, running east-west. About a 
  hundred high-backed wooden chairs line up against the tables, 
  most with an insignia or coat of arms carved upon them. 
  There is about 1000gp of silverware and silver-plated dining 
  utensils on the tables, all covered in mould of different 
  colours. 1000 lbs of weight of the stuff is worth 5 sp per lb (i.e. 
  500 gp for the lot), whilst 100 lbs of it is worth 2gp per lb (i.e. 
  200 gp). Identifying the more valuable tableware requires 
  making a DC 15 Appraise check. 
  Most of the expensive stuff is also inscribed with the names of 
  various families with vampiric connections still in operation to 
  this day. If this is brought back to an organisation such as the 
  Phistophilus Special Abilities 
  Binding Contract (Su) All contract devils carry numerous 
  lengthy contracts draped over their horns or within their 
  numerous carrying cases. They can wield these contracts 
  like whips, but deal lethal damage regardless of the 
  armor bonus of their target. A contract devil modifies 
  attack and damage rolls when using a binding contract by 
  its Intelligence modifier, not its Strength modifier (this 
  equates to a +7 bonus for most contract devils). Wounds 
  created by a binding contract resemble horrifically deep 
  paper cuts and cause 1d6 points of bleed damage. A 
  contract devil can use its binding contract to disarm and 
  trip foes as if the contract were a whip. If it is itself 
  disarmed of the contract, the devil can rearm itself with 
  a new contract as an immediate action. 
  Impale (Ex) As a swift action, a contract devil can impale 
  an opponent grappled by its binding contract, dealing 
  2d8+4 points of piercing damage. 
  Infernal Contract (Su) As a full-round action, a contract 
  devil can produce an infernal contract for a single living 
  mortal creature. This contract can grant a wide range of 
  abilities and effects, as detailed on the following page. To 
  receive any of these bonuses, however, the mortal must 
  sign its true name to the document of its own free will. 
  Upon doing so, that mortal's soul is sworn to the 
  contract devil, condemning the soul to an eternity of 
  servitude in Hell rather than whatever fate would 
  naturally befall it upon the mortal's death. Breaking a 
  contract with a contract devil is difficult and dangerous; 
  as long as the infernal contract remains in effect, the 
  victim cannot be restored to life after death save by a 
  miracle or a wish. If a mortal is restored to life in this 
  way, the contract devil immediately senses the 
  development—it not only knows which soul has been 
  restored to life, but also gains the benefits of a discern 
  location spell targeted on the character or creature that 
  restored the damned soul to life. 
  Infernal Investment (Su) As a subclause of all infernal 
  contracts, a contract devil can use greater scrying at will 
  upon any creature it has a contract with. The target 
  creature always fails its save against the devil's scrying 
  attempt—this ability otherwise functions at caster level 
  20th. 
  Infernal Contracts 
  While numerous types of infernal contracts exist, the 
  following two are those most often offered to mortals by 
  contract devils. 
  Evil Wishes: Upon signing this contract, a mortal is 
  granted three wishes, as per the spell. It must use these 
  wishes within 24 hours of signing the contract—if it does 
  not, the wishes are wasted but it remains bound to the 
  contract nevertheless. While the mortal chooses the 
  intention of the wishes, the contract devil decides upon 
  the specifics, allowing for its own diabolical 
  interpretation of the results should the mortal 
  imprecisely phrase a wish. 
  Infernal Slave: A mortal can negotiate with a contract 
  devil for the lifelong service of a devil. The mortal 
  chooses any type of devil (except for a contract devil) of 
  a CR equal to or less than its own character level at the 
  time of the bargain. Upon signing the contract, the 
  mortal's infernal slave appears and is bound to do the 
  mortal no harm and follow its orders for as long as it 
  lives. Although the devil must obey its master's 
  commands, many devils delight in corrupting the 
  intentions of these orders in all manner of cruel or 
  mischievous ways. 
  Breaking an Infernal Contract 
  An agreement with a contract devil can only be broken in 
  two ways. When a contract is signed, a second copy 
  manifests; one copy is retained by the devil and the 
  other is given to the mortal. Mortals are free to do 
  whatever they please with the lengthy, obviously evil 
  documents, while contract devils typically keep active 
  contracts with them at all times. Should both copies of a 
  contract be destroyed, any effects caused by the 
  contract are cancelled or reversed and the mortal's soul 
  goes to its normal place of rest after death and can be 
  resurrected as normal. Merely absconding with both 
  copies of the contract is not enough to break the 
  contract—as long as both copies exist, the signer's soul 
  remains forever damned. Alternatively, a second mortal 
  might be allowed to adopt the terms of a contract—with 
  its soul replacing that of the original contract signer after 
  death. The mortal who seeks to pay the debt of another 
  must contact the contract devil who holds the relevant 
  contract. The contract devil has a choice of whether or 
  not to allow one mortal to pay another's debt, but values 
  religious and good-aligned souls over others. Shrewd 
  manipulators, contract devils often only agree to allow 
  one mortal to pay another's debt in return for some 
  service or proof of worth. If a contract devil agrees to 
  accept another soul in payment, the original contract 
  signer retains all of the benefits of the contract, but is 
  released from damnation and may be resurrected as 
  normal. The new signer, however, receives no benefits, 
  cannot be returned to life upon dying, and spends an 
  eternity in Hell after death. 
  
   
  The Reign of Terror 
  4.1 
  40 
  Cavaliers of the Order of the Lily then a further 300 gp of value 
  can be obtained from its sale. 
  A DC 16 Knowledge Nature check also identifies the presence 
  of Yellow Mold among all of the other mould on the 
  silverware, as long as someone actively inspects it. 
  IMPORTANT NOTE: Yellow Mold is dormant in sunlight. 
  Given the number of tall windows in the dining room the 
  Yellow Mold is totally harmless while the sun is up. It will also 
  be unlikely to become dangerous if stuck in sacks within this 
  room or anywhere else where illumination is provided by the 
  sun, even if that illumination is dim. The Yellow Mold will 
  trigger, however, if the stuff is taken out later during the 
  evening, for example, back in the PCs habitation in Sans-
  Secours in order to be appraised. 
  (This is one of the few places in which Aygo does not venture, 
  nor will any of the other wildlife including the ravens) 
  DC 
  Summary 
  15 
  Appraise check to recognise the more valuable 
  silverware from the “dross” 
  16 
  Knowledge Nature check to recognise Yellow Mold 
   
  24. The Chapel 
  This tall room sports a gothic architecture, the walls rising up 
  to pointed arches in the ceiling, the windows likewise pointed 
  and pointed arches also present in the low wooden panel that 
  stretches out in front of the altar. The altar itself bears no 
  recognisable denomination or decoration, but three four 
  pronged candlesticks stand upon it, the candles on the centre 
  one appearing to be lit though this is just the effect of Dancing 
  Lights41. At each corner of the chapel stands a statue of an 
  angel: 
   
  The northwest angel holds a greataxe in both hands 
  and wears a blindfold. The caption beneath it reads: 
  "death strikes without looking". 
   
  The northeast angel holds a spiked flail in one hand 
  and a bleeding heart in the other, the caption 
  beneath it reading "death strikes without pity". 
                                                                          
  41 Possibly a chalice (treasure item) is also present on the altar 
  if there are 6 PCs in the party (see Encounter Summary) 
   
  The southwest one holds a mace in one hand and a 
  set of scales in the other, the caption beneath it 
  reading "death strikes without judgement". 
   
  The southeast angel holds a greatsword in both 
  hands, the caption beneath it reading "death strikes 
  so that we may live". 
  All of the writing is in common. 
  A series of wooden pews lines up in front of the altar. Upon 
  the front of these sits a maiden in a pretty dress, not in 
  mourning but rather with an air of expectancy about her. She 
  doesn't turn to the PCs as they enter, but answers if they 
  speak to her, at which point her skeletal form becomes 
  apparent. 
  Yellow Mold 
  CR 6 
  If disturbed, a 5-foot square of this mold bursts forth 
  with a cloud of poisonous spores. All within 10 feet of 
  the mold must make a DC 15 Fortitude save or take 1d3 
  points of Constitution damage. Another DC 15 Fortitude 
  save is required once per round for the next 5 rounds, to 
  avoid taking 1d3 points of Constitution damage each 
  round. A successful Fortitude save ends this effect. Fire 
  destroys yellow mold, and sunlight renders it dormant. 
  Psychopomp, Catrina 
  CR 5 
  N Medium outsider (extraplanar, psychopomp) 
  Init 7; Senses darkvision 60ft., low-light vision, 
  spiritsense ; Perception 11 
  Aura Calm Emotions (30ft., DC 17) 
  Defense 
  AC 19, touch 13, flat-footed 16 
  hp 51 (6d10+18) 
  Fort 5, Ref 8, Will 9 
  DR 5 / adamantine; SR 16; Immune death effects, 
  disease, poison; Resist cold 10, electricity 10 
  Offense 
  Speed 30 ft.  
  Melee 
  2 slams +6 (1d8)  
  Special Attacks compel condemned, kiss of death 
  Spell-Like Abilities 
  CL 6; conc 10 
  At will: dancing lights, death watch, greater teleport (self 
  plus 50lbs of objects only), invisibility (self only), speak 
  with dead 
  3/day: major image (DC 20) 
  Statistics 
  Str 10, Dex 17, Con 16, Int 13, Wis 14, Cha 19 
  Base Atk 6; CMB 6; CMD 19 
  Feats Combat Expertise (-2 to hit, +2 AC), Improved 
  Initiative, Iron Will 
  Skills Diplomacy 13, Heal 8, Knowledge planes 10, 
  Knowledge Religion 10, Stealth 12, Use Magic Device 10 
  Languages Abyssal, Celestial, Common, Infernal; 
  Tongues, Telepathy (100ft.) 
  
   
  The Reign of Terror 
  4.1 
  41 
  Although it is tempting to think of vampires as bestial they 
  possess both a great intellect and education, being curious 
  about most things and great accumulators of knowledge. The 
  fact that they avoid death does not take away its fascination 
  for them, or indeed its draw when the weight of all their years 
  seems too much of a burden to bear. Some vampires are even 
  willing to give themselves up to death, frequently by daylight 
  conflagration, just out of sheer melancholia, and vampire 
  retinues are also sometimes overtaken with morose thoughts, 
  either caused by the unhappiness of their current 
  predicament or the sadness that they feel when they reflect 
  on what they have lost. 
  It is for this reason that the psychopomp Catrina exists here by 
  invitation. She’s not here to fight, unless attacked, but to 
  engage in long discourses upon the subject of death, and to 
  provide a gentle transition to it for anyone who should decide 
  that this is what they want42. Although like all psychopomps 
  Catrina sees undeath as an abomination, her answer to this is 
  to use persuasion, rather than aggression, to bring the 
  undeath to an end. 
  25. The Final Entrance (CR 5) 
  Directly beneath the château’s central tower, indeed forming 
  part of its foundation, is a large circular chamber dominated 
  by an iron cylinder, 20’ in diameter, which extends all the way 
  up the tower to a point half way up its upper storey. This 
  cylinder is decorated with reliefs depicting the residents of 
                                                                          
  42 via her kisses, which although might seem a little macabre 
  are actually quite pleasant to experience 
  Rougemord at the time of their greatest excesses, and 
  although the dark colour of the iron makes it hard to work it 
  out with a bit of effort the PCs will be able to make out 
  vampires of all shapes and sizes seducing, terrifying, 
  slaughtering and consuming humanoids of all ages, sexes, 
  sizes races and persuasions. 
  The iron cylinder radiates a strong transmutation magic which 
  raises its hardness to 20. Additionally, any attack on the 
  cylinder results in the attacking implement suffering 3d6 
  points of damage which affects even adamantine, in addition 
  to any other damage that the implement might suffer from 
  the strike. 
  As the iron cylinder disappears into the ceiling 10’ above, a 
  small gap of about 3’ between the cylinder and the inner wall 
  of the tower lets in daylight from slit-like windows 50’ up. 
  Getting up there requires climbing up the iron wall first, which 
  is a DC 20 check for the first 10’, followed by a much simpler 
  DC 10 climb check for the next 40’ made possible by the ability 
  to brace against the outer stone wall. 
  (Note that throwing a grappling hook is not possible in these 
  circumstances because the lack of space between the inner 
  iron wall and the outer stone wall does not allow a grapple to 
  arc into place.) 
  Once on the rim of the cylinder, the lower level of the tower 
  within it becomes visible 30' below43. Getting down into it will 
  require a rope or some ability to fly or float, as the inside of 
  the cylinder is perfectly smooth until at a point 5’ from the 
  bottom where seven evenly spaced metal carvings of the 
  caryatids found within the rest of the château can be found. 
  Being part of the iron wall the carvings defend in the same 
  way against attack. The depictions are portrayed without 
  expression or indication of whether they are in friendly or 
  unfriendly mode. Clockwise from the north they are: 
   
  A beautiful naked nymph-like creature 
   
  A faun posed in a dance step with a set of pan-pipes 
  to its lips 
   
  A man in a cloak with bat like ears and narrow eyes 
   
  An angel with an expression on its face which is cold 
  and appraising, one hand pointing up, the other 
  down 
   
  A figure wearing a golden mask and crowned with a 
  star-like crown, both mask and crown slightly 
  melted 
   
  A creature with the upper body of a woman and 
  lower body consisting of 4 tentacles 
   
  An armoured knight holding a bastard sword and a 
  shield, without insignia 
                                                                          
  43 i.e. level with Rougemord’s ground floor 
  Catrina Special Abilities 
  Calm Emotions Aura (Su) A catrina's aura acts like a calm 
  emotions spell with a radius of 30 feet. A creature that 
  succeeds at its save is immune to that catrina's aura for 
  24 hours. The save DC is Charisma-based. 
  Compel Condemned (Su) As a standard action, a catrina 
  can force one humanoid within 30 feet to make a DC 17 
  Will save or be affected as per the spell dominate 
  person. This ability functions exactly as that spell, but the 
  catrina can only command an affected creature to 
  approach and kiss her. This action is not considered to be 
  against the target's nature or self-destructive. Any 
  damage taken by the target (other than damage the 
  catrina deals) immediately ends this effect. 
  Kiss of Death (Su) A catrina can kill a grappled, helpless, 
  or willing target with a long, passionate kiss. The target 
  must succeed at a DC 17 Fortitude save or take 5d6 
  points of damage. Any creature damaged by the same 
  catrina's kiss for three consecutive rounds instantly dies, 
  regardless of how many hit points it has remaining. 
  Creatures of the old age category take a –2 penalty on 
  saving throws to resist this ability, while those in the 
  venerable age category take a –4 penalty. This is a death 
  effect. The save DCs are Charisma-based. 
  
   
  The Reign of Terror 
  4.1 
  42 
  A 10' diameter disk in the centre of the floor shows a huge 
  heart dripping blood. Around the outside of it are two circular 
  sets of writing, the inner one reading: "Life from Blood from", 
  the outer one: "Choose carefully whom you ask for help". 
  All of the writing is in common. 
  If the word “help” is spoken in any language at any of the 
  carvings then something will happen depending on: 
  (a) which statue was addressed, 
  (b) what day of the week it is, and  
  (c) whether the speaker is alive or undead (note that 
  Dhampirs count as undead for this purpose). 
  Only one effect can happen at any one time. 
  As described earlier, each caryatid in Rougemord is in 
  “friendly” mode for one day of the week, and in “unfriendly” 
  more otherwise. When a caryatid is friendly, it favours the 
  living and disfavours undead; when unfriendly it’s the other 
  way around. 
  If someone asks for help from one of the statues that 
  represents a favourable caryatid (i.e. 1 out of 7 for the living, 6 
  out of 7 for undead), then the disk with the bleeding heart on 
  it will slowly drop down to reveal a set of spiralling stairs. 
  If an undead creature asks for help from an unfavourable 
  caryatid, then that undead creature will be targeted by a 
  Searing Light spell. 
  If a living creature asks for help from an unfavourable caryatid, 
  then that living creature will be targeted by a spell which 
  varies depending on which unfavourable caryatid was asked 
  (see below)44. 
  All spells are cast at CL 7 and have a save DC 16. Additionally, 
  consider any touch attacks to have automatically succeeded 
  against the person that triggers the spell. 
   
  Nymph: Confusion 
   
  Pied Piper: Contagion (bubonic) 
   
  Bat Man: Moonstruck 
   
  Angel of Death: Fleshworm Investation 
   
  Crowed figure: Acid Pit 
   
  Grindilow: Black Tentacles 
   
  Knight: Lesser Planar Ally (Bearded Devil) 
  The Bearded Devil summoned by Lesser Planar Ally is pre-paid, 
  so to speak, to attack everyone with specific preference to the 
  individual that inadvertently summoned it. Only one such devil 
  will ever appear so once that devil is dead the Knight statue 
  will no longer have any detrimental effects on the living. 
                                                                          
  44 In the case of a spell with an area of effect, the area of 
  effect will be centred on the person who asked for help 
   
  Bearded Devil (Barbazu) 
  CR 5 
  LE Medium outsider (devil, evil, extraplanar, lawful) 
  Init 6; Senses darkvision 60ft., see in darkness 
  Perception 10 
  Defense 
  AC 19, touch 12, flat-footed 17 
  hp 57 (6d10+24) 
  Fort 9, Ref 7, Will 3 
  DR 5 / good or silver; SR 16; Immune fire, poison 
  Resist acid 10, cold 10 
  Offense 
  Speed 40 ft.  
  Melee 
  glaive +11/+6 (1d10+6 plus inf wound), or 
    
  2 claws +10 (1d6+4) 
  Power 
  glaive +9 (1d10+12 plus inf wound), or 
  Attack  
  2 claws +9 (1d6+15) 
  Special Attacks beard 
  Spell-Like Abilities 
  CL 12; conc 12 
  At will: greater teleport (self plus 50lbs of objects only) 
  1/day: summon (level 3, 1 bearded devil or 6 lemures, 
  50%) 
  Statistics 
  Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10 
  Base Atk 6; CMB 10; CMD 22 
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (glaive) 
  Skills Climb 13, Intimidate 7, Sense Motive 6, Stealth 11 
  Languages Celestial, Common, Draconic, Infernal, 
  Telepathy (100ft.) 
  Bearded Devil Special Abilities 
  Beard (Ex) If a bearded devil hits a single opponent with 
  both claw attacks, it also lashes at the same target with 
  its spiky, filthy beard. The victim takes 1d8+2 points of 
  damage and must succeed on a DC 17 Fortitude save or 
  contract devil chills. The save DC is Constitution-based. 
  Infernal Wound (Su) The damage a bearded devil deals 
  with its glaive inflicts persistent wounds that cause 2 
  points of bleed damage. Bleed caused from an infernal 
  wound is particularly difficult to stanch - a DC 17 Heal 
  check stops the damage, and any attempt to heal a 
  creature suffering from an infernal wound must succeed 
  on a DC 16 caster level check or the spell does not 
  function. Success indicates the healing works normally 
  and stops all bleed effects on the victim. The infernal 
  wounds caused by a bearded devil are a supernatural 
  ability of the devil, not of the weapon. 
  Devil Chills Disease (Ex) 
  Type injury (bite); Save Fort DC 17 
  Onset 1d4 days; Frequency 1/day 
  Effect 1d4 Str damage; Cure 3 consecutive saves 
   
  
   
  The Reign of Terror 
  4.1 
  43 
  The weather outside will turn decidedly chilly as the party 
  reaches the inner part of this tower, and stay that way for a 
  few days almost as if winter is coming straight back. A light 
  snow even starts to fall when the party opens the stairs. 
  DC 
  Summary 
  20 
  Climb check up the iron wall for the first 10’ 
  10 
  Climb check between the iron wall and the stone 
  wall on the inside of the tower for the next 40’ 
  16 
  Save DC for any spells triggered by a disfavouring 
  caryatid 
  26. The Star 
  The round chamber at the top of the gatehouse, open to the 
  elements in all directions, glows like a lighthouse for hundreds 
  of feet around, the light being provided by a star embossed on 
  the ceiling which shines with the equivalent of a Daylight 
  spell. In times gone by this beacon attracted humanoids 
  seeking shelter which the resident vampires then welcomed 
  with open arms, and mouths, much to their own amusement. 
  Below this star is a caryatid, on a good day clothed in a long 
  white robe that covers the whole of its body, a gold mask 
  upon its face and a gold crown, star-pointed, on its head. 
  The features of its mask are benevolent, one hand holds a 
  golden sceptre which it points towards the star, the other is 
  held out towards the PCs in a gesture of friendship. 
  On the six bad days of the week the caryatid's robe, mask, 
  crown and sceptre are removed, tied together in a bundle 
  which the caryatid holds in one pitiful hand, its body revealed 
  to be burnt and deformed as if by extreme heat or acid. It 
  crawls upon its hands and knees, its midsection almost 
  dragging on the ground, looking like it's trying to engulf the 
  PCs with its twisted, melted form, lesions on its face weeping 
  blood or pus and its skin burnt beyond repair. 
  27. Hell's Gallery 
  Rougemord's gallery, wherein are displayed paintings and 
  sculptures as well as a few minor trophies, is spread across a 
  series of underground natural caves, all enhanced by 
  permanent illusions. These illusory enhancements, which 
  include visual, auditory, olfactory and thermal elements, make 
  the underlying scenes appear all the more real and disturbing, 
  though a DC 15 Will save made by anyone interacting with 
  them recognises them for what they are. A moderate illusion 
  magical aura emanates from everywhere which obscures the 
  aura of the various magical items to be found herein45. Careful 
  and meticulous use of Detect Magic, however, should allow 
  the treasures to be found. 
                                                                          
  45 detailed in the Encounter Summary 
  DC 
  Summary 
  15 
  Will save to recognise the illusory elements of the 
  scenes below 
   
  Hells gallery A 
  This room contains a life-sized diorama sculpted from stone 
  showing devils of various types emerging from behind rocks 
  and out of lava pools in a landscape decidedly volcanic. The 
  illusory enhancement gives the devils a life-like colour and 
  appearance as well as adding a hellish light, heat and sulphuric 
  odour to the setting, with snarls and screams heard in the 
  distance. 
  A caryatid in the shape of a warrior in full plate armour, 
  wielding a bastard sword and heavy steel shield, faces off 
  against the devilish onslaught - on a good day, just like any 
  good paladin in hell should. 
  On the six bad days, however, the caryatid faces in the same 
  direction as the devils, seeming to lead them, and looking 
  decidedly more anti-paladin-like than paladin-like46. 
  Hell's Gallery B 
  This hallway is hung with twenty portraits of aristocratic 
  vampires of various races, the frames as ornate as the pictures 
  that appear within. All of the portraits have been enhanced by 
  illusion to give the appearance of movement in a manner 
  which is in accordance to the people they represent, i.e. 
  adding a barely repressed feral sexual hunger to the original 
  artwork. Without the illusory element the paintings are 
  ordinary and worth only 10 gp each, mainly for the frames. 
  Hell's Gallery C 
  A torture chamber that chills both literally and figuratively is 
  present within, looking like something out of a waxworks’ 
  chamber of horrors not least thanks to the fact that the 
  various angelic and holy victims being tortured are in fact 
  made out of wax (with illusion based enhancement). Present 
  within are: 
   
  a Solar stretched out on a rack, face down, two 
  bleeding stumps where its wings should be, the 
  wings themselves being covered in excrement and 
  shoved underneath, 
   
  a blond haired warrior suspended in his armour over 
  glowing coals, screaming horribly, 
   
  a halfling imprisoned in a glass box full of rats, 
  fighting them off futilely while they gnaw away at 
  him, 
   
  an elven woman in tattered clothes hanging 
  suspended from the ceiling by her arms, which have 
                                                                          
  46 At your option, if it makes sense in your campaign world, 
  the caryatid's shield bears a holy symbol which can be 
  inverted to make it unholy depending on the day of the week 
  (e.g. like a crucifix). 
  
   
  The Reign of Terror 
  4.1 
  44 
  been tied up behind her and then twisted up and 
  broken, 
   
  a naked dwarf with a huge bloated stomach chained 
  to a post and force-fed water via a collar round his 
  neck, so that he either has to drink or drown, 
  … and whatever else your twisted imagination can come up 
  with. 
  Hell's Gallery D 
  A sculpted creature of nightmarish proportions creates a 
  forest of tentacles in this room, making it quite difficult to 
  navigate from one end of it to the other. 
  The sculpture appears to have been fashioned out of metal, 
  with illusionary elements added to create a flesh-like texture 
  and semblance to the metallic strength. In appearance it 
  resembles a huge humanoid lying in the centre of the room 
  with tentacles bursting out from its torso. The tentacles 
  gradually get bigger and split into more tentacles until the 
  room is full of them. Additional humanoid statues are 
  depicted trapped by the tentacles whilst either being 
  throttled, ripped apart or ex-sanguinated by them by means 
  of wicked little hooks and barbs. All of the victims hang upside 
  down or bent at awkward angles, their faces a rictus of agony 
  and despair. 
  Blood appears to flow from the victims up through the 
  tentacles to the humanoid in the centre, and a massive 
  heartbeat can be heard throbbing in the background. 
  28. The Temple 
  Steps lead down into the floor of a huge underground 
  chamber which is clearly the temple to some evil deity - a DC 
  10 Knowledge Religion check recognising it as Asmodeus. 
  The floor is 10’ below the level of the doors. The ceiling is 20’ 
  above the level of the floor. Huge black drapes hang the 
  length of the walls with the Asmodean holy symbol upon them 
  in red. An altar of black stone, striated with red veins, lies at 
  one side of the room, with grooves cut along it running to 
  copper chalices at either end47. A massive iron statue of a Pit 
  Fiend stands at the far end, holding in front of it a brazier full 
  of glowing coals. The floor of the temple behind and to either 
  side of the altar is covered in infernal writing. If this is 
  translated then it will be seen to be advice and instructions for 
  the drawing up of contracts for the binding of souls. 
  In the centre of the room is a pentagram within a magic circle. 
  Black candles burn at the points of the pentagram though no 
  wax runs down their sides. Both the braziers and the candles 
  radiate faint evocation magic, commensurate with Continual 
  Flame, and all cease to function if taken out of this room. 
  Anyone who squeezes in behind the Pit Fiend and examines 
  the statue will find, with a DC 20 Perception check, a secret 
  compartment in its back, six inches cubed. The compartment 
                                                                          
  47 the chalices can be removed from the altar but they don't 
  have any value. 
  is locked: a DC 35 Disable Device check is needed to open it 
  cleanly or an attack against a hardness of 10 and 30 hp to 
  smash it open. The inside of the lid of the compartment has 
  writing on it in infernal which reads “Scarab of Death”. Inside 
  the compartment is a small bejewelled brooch in the shape of 
  a beetle which is, indeed, a Scarab of Death. 
  DC 
  Summary 
  10 
  Knowledge Religion check to recognise the temple 
  as Asmodean 
  20 
  Perception check to find the secret compartment at 
  the back of the Pit Fiend statue 
  35 
  Disable Device check to open the secret 
  compartment 
   
  Make / Type 
  Hardness 
  HP 
  Secret Compartment 
  10 
  30 
  29. The Crypt (CR 6) 
  I suppose one could call it a dormitory for residents past and 
  present, or perhaps residents active and inactive, and though 
  no vampires reside here now this catacomb of twisty little 
  passages once held the resting place for about 200 vampires. 
  Each little alcove to the side of the main passageways has 9 
  stone shelves, 3 per wall, one at just over ground level, one at 
  waist height and one level with a humanoid’s head. 
  A Hungry Fog, one of the more recent additions to the 
  denizens of Rougemord, hunts in here. Attracted by the 
  residual negative energy still present 50 years on, this gaseous 
  ooze has found pickings to be rather disappointing beyond the 
  odd rat or so but still can’t quite give up on such a promising 
  environment. The PCs will encounter it as they turn a corner 
  into one of the main corridors of the crypt, seeing it up ahead 
  as a green glowing fog with the occasional ghostly shape 
  forming within it and disappearing. The creature will then 
  pursue the PCs as best it can given its appalling Perception, 
  but not emerge above ground for fear of being blown away by 
  the wind. 
  (For the avoidance of doubt, the Fog is not subject to any 
  penalties for squeezing through tight spaces48). 
  30. The Wine Cellar 
  Steps descend into a dark room full of wooden trestle-style 
  wine racks running floor to ceiling. The temperature of the 
  cellar is comfortably cool. Several hundred bottles of what 
  appears to be red wine are on the racks, labelled rather 
  strangely as if indicating who their owner was and the date 
  they were laid down rather than the type of grape (for 
  example "Mesiriel, female human, 2017" (or some suitable 
                                                                          
  48 at least, this one isn’t, depending on your reading of the 
  rules 
  
   
  The Reign of Terror 
  4.1 
  45 
  date for your campaign), or "Sigroun, male halfling, 2022"). 
  These are, of course, bottles of blood, not wine, presumably 
  of a good vintage, though unfortunately most are past their 
  prime. A DC 30 Appraise check identifies 5 bottles that could 
  be worth 100 gp each if sold to vampires, but given the 
  unlikelihood of realising the values of these bottles they are 
  not considered "treasure" in this adventure. 
  DC 
  Summary 
  30 
  Appraise check to recognise 5 bottles of blood 
  worth 100gp each to a discerning vampire 
  31. Prisoners of Petrificationery 
  This large hall exists on two levels. A ledge 10’ higher than the 
  main floor connects with the entrance to the north. The main 
  floor of the hall is entered via a downward-sloping 
  passageway which leads through a narrow portcullis to the 
  west. The opening mechanism of the portcullis is on the 
  outside of the room. 
  The hall itself is a jumble of pillars of different heights with 
  shelves, tables and other strange low stone constructions 
  almost looking like the room was built for a game of hide and 
  seek. Seventeen statues of humanoid children, exceptionally 
  life-like, crouch, hide, peer and run from around the various 
  bits of masonry, their expressions betraying fear, horror and 
  misery. A DC 10 Perception check discovers a non-petrified 
  child’s toy lying amongst the obstacles – a clue that these 
  children were once flesh rather than stone. The cause of their 
  petrification, however, is no longer present. 
  DC 
  Summary 
  10 
  Perception check to find an old toy among the 
  statues and the obstacles 
   
  32. Baths 
  This large mosaic-floored room contains a huge pool filled to a 
  depth of 5' with relatively clean river water. A huge wheel 
  attached to one of the walls allows the river to run through 
  the pool in order to clear it out. The wheel is generally closed 
  though Aygo opens it up every now and then just to swill the 
  pool through. 
  A caryatid in the form of a human sized grindylow is in the 
  pool. 
  When in friendly mode, the caryatid's upper form appears like 
  that of a beautiful naked woman, frolicking and laughing in 
  the water, with even her tentacles looking somewhat 
  alluring49. 
  In unfriendly mode her body is hag-like, her hands clawed, her 
  teeth bared in a permanent snarl and her tentacles covered in 
  barbs and suckers that look like they could easily rip a man to 
  pieces. 
  As with all unfriendly caryatids her hatred in this mode is 
  directed at the PCs with an unblinking stare, and she regularly 
  “blinks” around the pool in order to get close to them, though 
  never actually harms them. 
                                                                          
  49 well – you never know 
  Hungry Fog 
  CR 6 
  N Huge Ooze 
  Init -3; Perception -5 
  Aura bewitching brume (10ft.; DC 8) 
  Defense 
  AC 5, touch 5, flat-footed 5 
  hp 59 (7d8+28) 
  Fort 6, Ref -1, Will -3 
  DR 10/magic; Resist cold/10 
  Defensive Abilities gaseous, negative energy affinity 
  Immune acid, electricity, sonic, ooze traits 
  Weaknesses vulnerable to wind 
  Offense 
  Speed fly 15 ft.  
  Melee +5 touch (6d6 negative energy) 
  Space 15ft.; Reach 15ft. 
  Special Attacks enveloping mists (DC 17, 3d6 negative 
  energy and staggered) 
  Statistics 
  Str -, Dex 4, Con 18, Int -, Wis 1, Cha 1 
  Base Atk 5; CMB 5; CMD 12 (can’t be tripped) 
  Special Abilities 
  Bewitching Brume (Su) Any creature within 10 feet of a 
  hungry fog or currently being affected by its enveloping 
  mists must succeed on a DC 8 Will save at the start of 
  that creature's turn or become shaken for 1 round at the 
  half-glimpsed shapes of phantoms floating within the 
  fog. This is a mind-affecting fear effect. The save DC is 
  Charisma-based. 
  Enveloping Mists (Ex) A hungry fog can engulf foes. A 
  creature engulfed by a hungry fog does not gain the 
  pinned condition and may move normally—such a 
  creature is not in danger of suffocating, but as long as it 
  begins its turn engulfed, it is staggered in addition to the 
  damage the attack causes. The save DC to avoid the 
  enveloping mists is Constitution-based. 
  Gaseous (Ex) A hungry fog has a body composed of eerie 
  mist. It can pass through small holes or narrow openings, 
  even mere cracks, but cannot enter water or other liquid. 
  It has no Strength score, and cannot manipulate objects 
  as a result. 
  Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny 
  creature for the purposes of determining the effects high 
  wind has upon it. 
  
   
  The Reign of Terror 
  4.1 
  46 
  A Change of Identity
  Entrance and Exit 
  The 20’ diameter disc in Rougermord’s final entrance is in fact 
  the top of a tall cylinder which, when triggered, descends in 
  stages so as to produce a spiral staircase leading down to the 
  floor of a second circular room 40’ below. This second room is 
  similar to the one above save for the presence of an exit 
  between two of the carvings around the metal wall. 
  To continue the puzzle presented at The Final Entrance, the 
  circular stairs remain in place until midnight passes, when the 
  allocation of “friendly caryatid” passes on to the next one in 
  line. As soon as this happens, the stairs rise up again to form a 
  20’ diameter, 40’ high, white stone pillar. 
  Nothing is written on the floor or walls here, however 
  restoring the stairs works in exactly the same as with the room 
  above, with exactly the same repercussions for asking the 
  wrong caryatid for help50. 
  The exit between the caryatids leads to a steep and precarious 
  set of natural stairs cut into the side of a natural cavern which 
  drop 60’ before entering The Vein below. 
  The Vein 
  Without either the means of illuminating or seeing beyond 60’ 
  or so, the party’s first clue that they have transitioned into 
  somewhere quite different from a natural cavern will be a 
  radical change in the makeup of the walls to the side of them 
  and of the steps that they are waking on, coupled with a 
  feeling that the precipice on the side away from the cavern 
  has become vaster and colder. 
  The walls of this new “cavern” consist of a mass of cables like 
  the roots of an enormous tree, though cold, grey and lifeless. 
  Knots and twists in these cables protrude from the walls to 
  provide the precarious steps that the party now must climb 
  down in order to descend51. The wall at the far side of the 
  cavern is rarely seen, apart from when a tangle of cables 
  emerges from the near wall and crosses over the cavern like a 
  precarious and twisted bridge that the party has to follow. 
  A Knowledge Nature check DC 20 reveals that these “roots” 
  actually don’t belong to any sort of plant at all, but it requires 
  a DC 40 check to recognise them as having once been blood-
  carrying veins. 
  After 1000’ of scrambling52 down a voice starts calling up to 
  the PCs from below, in common, sounding surprised and even 
  pleased to be hearing them coming. It is the banner, of course, 
  the object of the PCs quest, which lies embedded in the walls 
  of the tunnel some 500’ of vertical distance below, and 
                                                                          
  50 note that the “friendly caryatid” will have changed 
  overnight 
  51 albeit with a simple DC 5 
  52 at ¼ speed, since the party is climbing 
  another 1500’ of root-traversal, at a small platform at the end 
  of one of the root bridges. 
  The Fleur de Lis 
  The Fleur de Lis has been stuck in the wall for a very long time. 
  The poor thing doesn’t have a very big brain, for a magic item, 
  and has forgotten why it was down here in the first place. 
  Furthermore it was never actually told why it had to be 
  rammed in up to its flag in the side of this miserable cavern, so 
  naturally it’s quite pleased to be seeing some company. 
  Being naturally gregarious, the Fleur de Lis will be delighted to 
  meet the PCs and want to know all about them, including their 
  adventures, who sent them, why they’re here and so on. If 
  asked about itself then it will remember that it was part of 
  some great crusade undertaken many years ago, and if the 
  Order of the Lily is mentioned then that will trigger the 
  recollection that it was once wielded by someone called 
  Lemaistre who had come here to destroy lots of vampires 
  (though there doesn’t appear to be any here now53). 
  It will require a DC 25 Strength check to pull the Lance out of 
  the wall, with one person pulling and up to two others 
  assisting. Doing so will delight the Lance considerably and it 
  will sing54 the praises of the party from that point on until they 
  ask it to stop. No amount of fiddling will ever replace the 
  Lance where it once was, by the way. Stabbing the right node 
  requires divine-led precision. 
  The Fleur de Lis is quite adventurous at heart so if the PCs are 
  wondering what to do next it will suggest that they explore 
  the cavern below. 
  If they do, the stairs beyond the platform will be seen to carry 
  on for another 1000’ before they reach what appears to be 
  the bottom of the tunnel 300’ below them, at which point the 
  walls spiral into a single nodal point through which all of the 
  cables disappear. 
  DC 
  Summary 
  25 
  Strength check to free the Fleur de Lis, with up to 
  two PCs able to assist 
  Heartbeat 
  A massive heartbeat will then reverberate around the walls of 
  the cavern55! 
                                                                          
  53 the Lance will explain quite proudly its ability to detect 
  undead at a distance and also what its other powers and 
  special purpose are 
  54 literally 
  55 the exact timing of the heartbeat is up to you, but I would 
  suggest that it be the point at which the PCs start thinking 
  about heading out. 
  
   
  The Reign of Terror 
  4.1 
  47 
  It should stop everybody in their tracks, including the chatty 
  Lance. If the PCs happen to be at the bottom of the tunnel, 
  the nodal point there will have opened up a foot or so like a 
  sphincter, with a faint red glow coming from below. 
  Over the course of the next few minutes: 
   
  the heartbeats continue, the second two minutes 
  after the first, then after that after only one minute, 
  then about once every 30 seconds, 
   
  with each heartbeat, the sphincter opens up 
  another foot until it gets to 50’ across, and just in 
  case there are any lunatics in the party there is no 
  way to descend it safely56, 
   
  the cables comprising the walls and floor acquire red 
  flecks, quite small at first, like little dots which then 
  join together into threads, which widen into veins, 
                                                                          
  56 with a double emphasis on “safely” 
  bringing a “healthy” colour to the cables so that they 
  change from grey, to maroon, to a dark red, to a 
  bright red – though by that time the PCs will be well 
  and truly slaughtered if they haven’t got out of there 
  in a hurry, 
   
  it starts to get warmer, and brighter, 
   
  a scent rises up from below reminiscent of a 
  slaughter house, 
   
  and if all this wasn’t enough, the Lance starts to 
  describe a “feeling” that there might be some 
  vampires nearby – perhaps only one, can’t be sure - 
  its aura being a bit confused and hidden by the walls 
  around them … 
  … all of which should be persuading the party that they need 
  to get out fast! 
  The First Vampire Spawn (CR 3) 
  The first true obstacle on the way out is a vampire spawn that 
  gets spewed out of the walls right in front of the PCs. 
  It’s a bit of a pathetic creature this: hairless and naked. Clearly 
  not quite back in the land of the un-living, it staggers around a 
  bit and even seems to be in some pain as it acclimatises to its 
  resurrection. It has no problem sniffing out the PCs, though, 
  and attacks them in feral desperation57. 
  The Second (and subsequent) Vampire 
  Spawn (CR 4) 
  The Lance is now beginning to get a bit excited. 
  Assuming that the PCs are doing the sensible thing and trying 
  to get out as quickly as possible, the Lance cheerfully informs 
  them that there really could be quite a lot of these vampire 
  creatures embedded in the walls. Here and there spawn 
  similar to the one just encountered appear to be struggling for 
  release, with the occasional arm or head poking through the 
  veins but being drawn back in again, perhaps until strong 
  enough to emerge. 
  Snarls, groans, cries and other exhalations from below seem 
  to support this theory, and it soon becomes clear that more 
  spawn are being released, albeit in a dazed and confused 
  state, into the cavern below them. 
  As the PCs race upwards a second vampire spawn awaits them 
  up ahead, not at all stunned and clearly after the PCs blood. 
  Things are getting worse and there’s plenty more where that 
  came from. 
                                                                          
  57 if forced into Gaseous Form the vampire retreats into the 
  walls of the cavern 
  The “Fleur-de-Lis”  
  124,790 gp 
  LG Medium Intelligent +1 Silver Lance 
  Purpose Detect / Slay vampires 
  Senses Speech, Darkvision 60ft., Detect Vampires 60ft. 
  Aura Hallow / Death Ward 40ft. when wielded by a 
  cavalier of the Order of the Lily 
  Item Statistics 
  Aura Moderate Conjuration, Evocation, Necromancy 
  CL 10 
  Weight 13lbs 
  Statistics 
  Int 10, Wis 10, Cha 10, Ego 13 
  Skills Knowledge Religion 10 
  Languages Common 
  Description 
  Constructed by the cavalier Lemaistre to aid him with his 
  crusade against the vampires of Rougemord, this 
  intelligent lance is essentially a Crusading Lord’s Banner 
  with the ability to actually harm vampires by virtue of it 
  being both silver and magical. 
  The Fleur-de-Lis is possessed of a charmingly naïve 
  personality, since little attention was given to its mental 
  statistics. It talks a bit too much and, since it has a rather 
  poor memory, tends to always be asking the same 
  questions (such as “when do we get to kill some 
  vampires?”). Faced with vampires to kill it will try to 
  force its wielder into combat (Will DC 13 to resist), even 
  against a superior force, since it’s not a very good judge 
  of battle odds either. 
  Construction Requirements (62,240 gp) 
  Construct Wondrous Item, Craft Magic Arms and 
  Armour, Hallow, Death Ward, Summon Monster I.  
  
   
  The Reign of Terror 
  4.1 
  48 
  If the PCs are sensible they will want to get away from all of 
  these vampires as fast as they can. Assuming they can deal 
  with the Fleur de Lis itself, which will attempt to take over its 
  wielder in order to stay and fight (DC 13 Will save to resist), 
  the PCs should just about be able to stay ahead of their 
  vampiric pursuers until they get all the way out, even including 
  dealing with problems such as unfriendly caryatids in case 
  they’ve forgotten how the entrance / exit works. 
  You can make this part of the adventure as atmospheric or as 
  deadly as you like. Personally I would recommend not 
  attacking the PCs with any more Vampire Spawn if they are 
  doing the sensible thing and trying to get out as fast as they 
  can. Sealing the way behind them by asking the right caryatid 
  for help is also a sensible move, though note that the Vampire 
  Spawn cannot be held back in that way forever. 
  DC 
  Summary 
  13 
  Will save to resist being taken over by the Fleur de 
  Lis 
  Aygo Revived (CR 5) 
  Aygo’s special relationship with Rougemord results in a 
  singular event occurring to him as the château comes back to 
  life. It is almost as if the vampiric essence which once 
  permeated Rougemord was already inside the Ogre’s soul, 
  and as the blood from the Vein starts to suffuse the château’s 
  walls again, turning its green striated walls to a gradually 
  deeper red, Aygo suffers a terrifying transformation, which 
  happily nobody witnesses as it is not a pleasant thing to 
  watch. 
  Whether slain or still alive, Aygo immediately either resurrects 
  or converts into a fully-fledged vampire. 
  Always sensitive to the château’s “vibrations”, Aygo’s 
  empathy with Rougemord increases, and as the party seeks to 
  make their escape they find him blocking their way out of the 
  hallways underground whichever way they choose to take. 
  Unfortunately the party will have to defeat him if they are to 
  make their escape. 
  (In Gaseous Form, Aygo retreats to his “shed”. The party might 
  wish to pursue, but they have more pressing problems at 
  hand.) 
   
  The Sledge and the Slain (CR 5) 
  As the party finally gets outside it seems like time has moved 
  on unexpectedly. The sun has set and a huge full moon is out. 
  Snow lies thick on the ground and the PC’s breath condenses 
  Aygo (vampire form) 
  CR 5 
  Vampire Ogre (variant, young, additional HD) 
  CE Medium undead (humanoid,giant) 
  Init 7; Senses Darkvision 60ft., low-light vision 
  Perception 15 
  Defense 
  AC 26, touch 14, flat-footed 12 
  hp 28 (5d8+5); fast healing 5 
  Fort 4, Ref 6, Will 4; +4 vs channelled energy 
  DR 10 / magic and silver 
  Resist cold 10, electricity 10; Immune undead traits; 
  Weaknesses vampire weaknesses 
  Offense 
  Speed 40 ft.  
  Melee slam +9 (1d3+9 plus energy drain) 
  Special Attacks Blood Drain, Children of the Night, 
  Create Spawn, Dominate (DC 12), Energy Drain (2 levels, 
  DC 12) 
  Statistics 
  Str 23, Dex 16, Con —, Int 8, Wis 12, Cha 11 
  Base Atk 3; CMB 9; CMD 23 
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Iron Will, Lightning 
  Reflexes, Toughness 
  Skills Bluff 8, Climb 9, Craft Blacksmith 1, Craft Carpentry 
  1, Sense Motive 11, Stealth 11, Survival 4 
  Languages Common 
  SQ change shape (dire bat or wolf, Beast Shape II), 
  Gaseous Form, Shadowless, Spider Climb 
  Gear (light): Masterwork hide shirt 
   
  Vampire Spawn 
  CR 4 
  LE Medium undead (humanoid) 
  Init 1; Senses Darkvision 60ft.; Perception 11 
  Defense 
  AC 15, touch 11, flat-footed 14 
  hp 26 (4d8+8); fast healing 2 
  Fort 3, Ref 2, Will 5; +2 vs channelled energy 
  DR 5 / silver 
  Resist cold 10, electricity 10; Immune undead traits; 
  Weaknesses resurrection vulnerability, vampire 
  weaknesses 
  Offense 
  Speed 30 ft.  
  Melee slam +4 (1d4+1 plus energy drain) 
  Special Attacks Blind Fight, Blood Drain, Dominate (DC 
  14), Energy Drain (1 level, DC 14) 
  Statistics 
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15 
  Base Atk 3; CMB 4; CMD 15 
  Feats Blind Fight, Skill Focus (Perception)  
  Skills Intimidate 2, Knowledge Religion 7, Stealth 16 
  Languages Common 
  SQ Gaseous Form, Shadowless, Spider Climb 
   
  
   
  The Reign of Terror 
  4.1 
  49 
  in the cold night air almost as if winter has made a sudden 
  reappearance. 
  Most alarmingly of all, however, is the night being rent by the 
  howling of hundreds of wolves, as if every specimen for miles 
  around was converging upon the château. 
  Assuming that the PCs have no intention of taking on every 
  lupine monster to be found in the Dent Blanches Mountains58, 
  the PCs should be running, slipping or skating out through the 
  gatehouse and across the bridge as fast as they can, while 
  black silhouettes race past them and snarling faces gaze at 
  them from around every corner. In the current conditions it 
  seems like a very long way from Rouegmord to Sans-Secours, 
  however just as events appear to be about to overtake the PCs 
  a familiar face appears in his sledge at the top of a small 
  incline just clear of the château’s grounds: François de Luge 
  has come to rescue them! 
  And then disaster happens! 
  As the PCs watch in horror a huge white shape leaps into the 
  sledge behind François and then onto François himself. It only 
  takes a few seconds of snarling and ripping before his 
  screaming stops. The sledge, with its breaks on, does little 
  more than slide a bit to the sides, with the dogs tethered to it 
                                                                          
  58 wolves, worgs, dire wolves, winter wolves, werewolves – 
  there’s going to be quite a party 
  Vampire and Vampire Spawn Special 
  Abilities 
  Blood Drain (Su) A vampire (spawn) can suck blood from 
  a grappled opponent; if the vampire establishes or 
  maintains a pin, it drains blood, dealing 1d4 points of 
  Constitution damage. The vampire (spawn) 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. 
  Change Shape (Su) A vampire can use change shape to 
  assume the form of a dire bat or wolf, as beast shape II. 
  Children of the Night (Su) Once per day, a vampire can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 
  wolves as a standard action. (If the base creature is not 
  terrestrial, this power might summon other creatures of 
  similar power.) These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour. 
  Create Spawn (Su) A vampire can create spawn out of 
  those it slays with blood drain or energy drain, provided 
  that the slain creature is of the same creature type as the 
  vampire's base creature type. The victim rises from death 
  as a vampire in 1d4 days. This vampire is under the 
  command of the vampire that created it, and remains 
  enslaved until its master's destruction. A vampire may 
  have enslaved spawn totalling no more than twice its 
  own Hit Dice; any spawn it creates that would exceed 
  this limit become free-willed undead. A vampire may 
  free an enslaved spawn in order to enslave a new spawn, 
  but once freed, a vampire or vampire spawn cannot be 
  enslaved again. 
  Dominate (Su) A vampire (spawn) can crush a humanoid 
  opponent's will as a standard action. Anyone the vampire 
  targets must succeed on a Will save or fall instantly 
  under the vampire (spawn)'s influence, as though by a 
  dominate person spell (caster level 12th). The ability has 
  a range of 30 feet. At the GM's discretion, some vampire 
  (spawn)s might be able to affect different creature types 
  with this power. 
  Energy Drain (Su) A creature hit by a vampire (spawn)'s 
  slam (or other natural weapon) gains one (spawn) or two 
  (vampire) negative levels. This ability only triggers once 
  per round, regardless of the number of attacks a vampire 
  (spawn) makes. 
  Gaseous Form (Su) As a standard action, a vampire 
  (spawn) can assume gaseous form at will (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect manoeuvrability. 
  Shadowless (Ex) A vampire (spawn) casts no shadows 
  and shows no reflection in a mirror. 
  Spider Climb (Ex) A vampire (spawn) can climb sheer 
  surfaces as though under the effects of a spider climb 
  spell. 
   
  Vampire and Vampire Spawn Weaknesses 
  Vampires and Vampire Spawn: cannot tolerate the 
  strong odour of garlic and will not enter an area laced 
  with it. Similarly, they recoil from mirrors or strongly 
  presented holy symbols. These things don't harm the 
  vampire (spawn) — they merely keep it at bay. A 
  recoiling vampire (spawn) must stay at least 5 feet away 
  from the mirror or holy symbol and cannot touch or 
  make melee attacks against that creature. Holding a 
  vampire (spawn) at bay takes a standard action. After 1 
  round, a vampire can overcome its revulsion of the 
  object and function normally each round it makes a DC 
  25 Will save. 
  Vampire (spawn)s cannot enter a private home or 
  dwelling unless invited in by someone with the authority 
  to do so. 
  Reducing a vampire (spawn)'s hit points to 0 or lower 
  incapacitates it but doesn't always destroy it (see fast 
  healing). However, certain attacks can slay vampire 
  (spawn)s. Exposing any vampire (spawn) to direct 
  sunlight staggers it on the first round of exposure and 
  destroys it utterly on the second consecutive round of 
  exposure if it does not escape. Each round of immersion 
  in running water inflicts damage on a vampire (spawn) 
  equal to one-third of its maximum hit points—a vampire 
  (spawn) reduced to 0 hit points in this manner is 
  destroyed. Driving a wooden stake through a helpless 
  vampire (spawn)'s heart instantly slays it (this is a full-
  round action). However, it returns to life if the stake is 
  removed, unless the head is also severed and anointed 
  with holy water. 
  Resurrection Vulnerability (Su) A raise dead or similar 
  spell cast on a vampire spawn (not a vampire) destroys it 
  (Will negates). Using the spell in this way does not 
  require a material component. 
  
   
  The Reign of Terror 
  4.1 
  50 
  hide beneath it, whimpering. Then the Winter Wolf that killed 
  François jumps out of the sledge and faces the PCs making 
  their way up the slope. Its eyes burn red, blood and tissue drip 
  from its jaws. 
  Escape 
  And it’s not over yet, even after the Winter Wolf is dead. 
  Wolves of all sorts are converging upon the château, and 
  vampires and their spawn are rising up through the central 
  tower ready to take on the world of the living. The PCs are in 
  possession of a sledge and a team of huskies but can they get 
  away in time without injury? The route from Rougemord is 
  precarious for the untrained, but without the sledge or some 
  other magical means to escape at high speed they are surely 
  doomed. 
  The time has come for them to jump aboard, yell “Mush” and 
  drive away as fast as possible. 
  Driving a sledge, however, requires skill. 
   
  Anyone who has anything like a sensible skill for 
  driving a sledge and a team of huskies can use that 
  skill unmodified, and take 10 on the roll even though 
  the situation is stressful. 
   
  Otherwise, if someone has ranks in both Handle 
  Animal and Ride they can use either one of those 
  skills with a -1 penalty. 
   
  If someone has ranks in either Handle Animal or 
  Ride but not both, they can use whichever of those 
  skills they have ranks in but with a -2 penalty. 
   
  Finally, as a last resort, someone can make straight 
  charisma or dexterity checks. 
  Only one PC can take the reins. Aiding is not possible. If the PC 
  holding the reigns succeeded in the activities made during 
  week 3 at Sans-Secours then they will be entitled to a +2 or +4 
  bonus to their roll. 
  Note that the lines connecting to the huskies will all snap if 
  the PCs end up taking anything but “the sensible way down”, 
  which is just as well as we wouldn’t want this adventure to 
  end with a lot of innocent doggies being killed. 
  First check – the quick way down 
  The PCs first check comes right at the beginning of the ride 
  when a DC 15 check is needed to prevent the sledge taking a 
  very direct route down the mountains towards Englouti. 
  Should this check be failed, the PCs will end up travelling at 
  breakneck speed down the mountain, even spending a bit of 
  time skating over the frozen river59, before eventually coming 
  to a crashing stop at the far side of a frozen lake. All PCs on 
  board will take 8d6 damage, with a DC 15 reflex save for half, 
  halved again if the sledge driver can actually make a DC 15 
  skill check right at the end. 
  DC 
  Summary 
  15 
  Sledge skill check to prevent going “the quick way 
  down” 
  15 
  Reflex save for half damage at the end of “the quick 
  way down” 
                                                                          
  59 re-frozen after the spring thaw – it certainly feels like winter 
  has come back! 
  Winter Wolf 
  CR 5 
  NE Large magical beast (cold) 
  Init 5; Senses Darkvision 60ft., low-light vision, scent; 
  Perception 11 
  Defense 
  AC 17, touch 10, flat-footed 16 
  hp 57 (6d10+24) 
  Fort 9, Ref 6, Will 3 
  Immune cold 
  Weaknesses vulnerability to fire 
  Offense 
  Speed 50 ft.  
  Melee bite +10 (1d8+7 +1d6(cold) plus trip) 
  Special Attacks breath weapon (every 1d4 rounds, 15-ft. 
  cone, 6d6 cold damage, Reflex half DC 17) 
  Statistics 
  Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10 
  Base Atk 6; CMB 12; CMD 23 (+4 vs trip) 
  Feats Improved Initiative, Run, Skill Focus (perception)  
  Skills Stealth 4 (+6 in snow), Survival 5 
  Languages Common, Giant 
   
  
   
  The Reign of Terror 
  4.1 
  51 
  15 
  Sledge skill check to further halve the damage (and 
  save a bit of pride for the sledge driver!) 
  Second check – the snowy way down 
  If that first check is passed, another DC 15 check is necessary 
  about half way to Sans-Secours to avoid descending directly to 
  Englouti more directly though this time through powdered 
  snow. If that check is missed then the sledge will descend at 
  high speed down the mountain whilst giving off great clouds 
  of snow as it bounces along, finally leaping over the frozen 
  river before crashing against a snow-bank on its far side. PCs 
  in this case will take 4d6 points of non-lethal damage with a 
  DC 15 reflex save for half. 
  DC 
  Summary 
  15 
  Sledge skill check to prevent going “the snowy way 
  down” 
  15 
  Reflex save for half damage at the end of “the quick 
  way down” 
  Third check – the river way down 
  If the second check is also passed, the final check takes place 
  just as the PCs are approaching Sans-Secours. Failure to make 
  this one (again, DC 15) results in the sledge skating down the 
  frozen river, ending up at the frozen lake as was the case with 
  the first check but with damage from the final sudden stop 
  halved (i.e. 4d6, 2d6 or even 1d6 on a successful driving check 
  and reflex save). 
  DC 
  Summary 
  15 
  Sledge skill check to prevent going “the river way 
  down” 
  15 
  Reflex save for half damage at the end of “the river 
  way down” 
  15 
  Sledge skill check to further halve the damage 
  The sensible way down 
  If the steering PC succeeds on all three checks then they will 
  steer the sledge all the way down to Englouti without 
  receiving any injury. Although it will not have been possible to 
  stop or divert via Sans-Secours on this journey the PCs may 
  well spy some of the villagers’ frightened faces looking down 
  at them from the overhanging cliff above as they slide along 
  past the bottom of the frozen waterfall. 
  Whichever way they end up using to descend the mountains, 
  a cold cloying mist will be seen rising up from the ground 
  around them and the moon above will have turned a full 
  blood-red. 
  Aftermath 
  The events up at the château will not have gone unnoticed by 
  the townsfolk of Englouti, and regardless of how the PCs finish 
  their sledge-ride there will be people immediately on hand to 
  help them get back to safety and stabilise the injured. 
  The PCs will then be put up in the town for as long as they 
  need to recover. When they’re finally conscious and well, as 
  they slowly reunite with each other, they will hear the news 
  that both Rougemord and Sans-Secours have disappeared off 
  the face of the map completely. It’s almost as if the evil mist 
  that came up out of the ground spirited both places away - 
  somewhere. No one has any explanation, but everyone that 
  talks about it does so with a shudder. 
  In the end, the PCs have the object of their quest, though they 
  may not feel that they have been altogether heroic given the 
  fate of Sans-Secours. Nevertheless it is time to take the Fleur 
  de Lis back to the Order of the Lily and then move on to 
  challenges new. 
  
   
  The Reign of Terror 
  4.1 
  52 
  The Order of the Lily
  The cavaliers of the order of the Lily believe in the natural 
  order of Life and Death. Death regulates life, for it is only with 
  the knowledge that life is short that the living are inspired to 
  live their lives to the full. 
  Those who live for too long stagnate and decline into torpor. 
  Elves, for example, who live for hundreds of years, gain no 
  more out of their long lives than does a human who only lives 
  for seventy. Long lived races spread out their lives so thinly 
  that you frequently wonder whether they’re really alive at all. 
  Then there are those who return from the dead, corrupting 
  the flow of life with their anachronistic and inappropriate 
  existence. If you were meant to be dead, you should be dead, 
  your time has passed and you belong in the past. The world 
  has moved on and you need to accept that there are others 
  now who should be taking your place.  
  Finally there are those who cling on to life with the powers of 
  undeath. These creatures are the worst of the lot. 
  Abominations who not only drag the world backwards into 
  misery with their moribund ways but who also inevitably turn 
  against the living in their pitiful desire to avoid oblivion. 
  Cavaliers of this order believe in progress, change, freedom 
  and individuality. They are also vigorously opposed to undead. 
  Edicts 
  The cavalier must seek out and fight undeath to the best of 
  her ability. 
  Furthermore a cavalier’s soul resists returning to life in the 
  same body that she left it (e.g. Raise Dead or Resurrection) 
  and spells that attempt to do so cost an extra 50gp per level of 
  the cavalier in additional material components (typically 
  powdered diamonds) to work. Reappearing after death in a 
  different body (e.g. Reincarnation, even to the same race) 
  does not have the same problem as the order does not 
  consider this to be the same as properly coming back from the 
  dead (i.e. different body = different cavalier, even if the soul is 
  the same). 
  Challenge 
  When the cavalier hits the target of the challenge and deals at 
  least 1hp of damage to it, the target cannot benefit from 
  healing spells or spell-like abilities for 1 round + 1 round for 
  every 4 levels the cavalier possesses. At 6th level this includes 
  supernatural abilities such as Channel Positive or Negative 
  Energy. At 12th level this includes extraordinary abilities such 
  as Fast Healing and Regeneration. 
  Skills 
  An order of the lily cavalier adds Knowledge (nobility) (Int) and 
  Knowledge (religion) (Int) to her list of class skills. An order of 
  the lily cavalier receives a bonus on Knowledge (religion) 
  checks equal to 1/2 her cavalier level (minimum +1) when 
  using that skill to ascertain the powers and abilities of undead. 
  Order Abilities 
  An order of the lily cavalier gains the following abilities as she 
  increases in level. 
  Heaven Scent (Su) 
  At 2nd level, cavaliers of the order of the lily can no longer be 
  subject to the spawn ability or animated as undead. 
  Furthermore when they die, a scent of lilies emanates from 
  their corpses, which is pleasant for the living but repulsive for 
  undead, who must make a DC  Will save  against DC 10 + 1/2 
  the cavalier's class level + their Constitution modifier to 
  approach within 5’. This scent also makes the cavalier’s body 
  unpalatable to animals, and animals will not eat a dead 
  cavalier of the order of the lily. 
  Hell Bent (Su) 
  At 8th level, a cavalier can, once per day, inter a corpse into 
  ordinary earth. 
  The cavalier may touch a dead body as a standard action, 
  which then immediately sinks 6 feet below the earth along 
  with all of their possessions. The next round the body is 
  consumed by worms and can no longer be animated or 
  spawned as undead. The round after that a patch of lilies 
  appears on the ground directly over where the body once lay. 
  These lilies have the same repelling scent against undead as 
  described in the Heaven Scent ability above. 
  Smite Undead (Su) 
  At 15th level, the cavalier gains the Smite Undead ability as 
  described below. While the smite is in effect, the cavalier’s 
  eyes glow white and misty and lily-like decorations appear on 
  her weapons, shield and armour. 
  Smite Undead (Su): 
  Once per day, the cavalier can channel the training of her 
  order to aid her in her struggle against evil. As a swift action, 
  the cavalier chooses one undead creature within sight to 
  smite. The cavalier adds her positive Charisma bonus (if any) 
  to her attack rolls and adds her cavalier level to all damage 
  rolls made against the target of her smite. The bonus to 
  damage on the first successful attack is increased to 2 points 
  of damage per class level the cavalier possesses. Regardless of 
  the target, smite undead attacks automatically bypass any DR 
  and miss-chances due to incorporeality the creature might 
  possess. 
  In addition, while smite undead is in effect, the paladin gains a 
  deflection bonus equal to her Charisma modifier (if any) to her 
  AC against attacks made by the target of the smite. If the 
  cavalier targets a creature that is not undead, the smite is 
  wasted with no effect. 
  The smite undead effect remains until the target of the smite 
  is destroyed or the next time the cavalier rests and regains her 
  uses of this ability. At 19th level, the cavalier can smite 
  undead an additional time per day. 
  
   
  The Reign of Terror 
  4.1 
  53 
  Bestiary Reference
  Textual descriptions of the various creatures found in this 
  module plus the base Knowledge DC needed to recognise 
  them. 
   
  Ankheg 
  This burrowing, bug-like monster scuttles about on six legs, 
  drooling noxious green ichor from its clacking mandibles. 
  Knowledge Arcana DC 13 
  Ankhegs are an all-too-common plague upon the rural areas 
  of the world. These horse-sized burrowing monsters generally 
  avoid heavily settled areas like cities, but their predilection for 
  livestock and humanoid flesh ensures that they do not keep to 
  the deep wilderness either. Their preferred habitat is rural 
  farmlands, as the loose soil of such regions makes it easy for 
  the creatures to burrow. Tales speak of larger ankhegs that 
  dwell in remote deserts—such creatures likely feed primarily 
  on giant scorpions and camels, and rarely come in contact 
  with civilization due to their remote locations. (A desert 
  ankheg is a Huge advanced ankheg.) 
  In combat, an ankheg prefers to attack with its bite. Against 
  multiple foes, an ankheg often grabs one of the available 
  targets and then attempts to retreat to safety, burrowing into 
  the ground. A creature carried underground can still breathe 
  with difficulty (the ankheg needs to breathe as well, so its 
  tunnels are relatively porous), but is often eaten alive before 
  its allies can rescue it. 
  Ankhegs burrow with their legs and mandibles, moving with 
  unsettling speed through loose soil, sand, gravel, and the 
  like—they cannot burrow through solid stone. Burrowing 
  ankhegs can construct tunnels by pausing frequently to shore 
  up the walls with a thicker, less caustic secretion from their 
  mouths. If an ankheg chooses to make a permanent tunnel 
  when burrowing, it moves at half speed. A typical ankheg 
  tunnel is 10 feet tall and wide, roughly circular in cross-
  section, and from 60 to 150 feet long ([1d10 + 5] × 10). 
  Clusters of ankhegs often share the same territory and create 
  intricate winding networks of tunnels under farmlands, 
  sometimes resulting in sinkholes where too many burrow at 
  once. 
  Although ankhegs resemble immense vermin, they are in fact 
  much more intelligent than the typical arachnid and, given 
  time and a talented trainer, can even be trained to serve as 
  mounts or beasts of burden. The fact that even 
  “domesticated” ankhegs are prone to squirting acid when 
  frightened or startled makes them unsafe at best in most 
  heavily populated regions, but for more savage races like 
  hobgoblins, troglodytes, and particularly orcs, ankhegs make 
  popular guardians or even pets. 
  Barbazu (Devil, Bearded) 
  This seething devil deftly wields a vicious, saw-toothed 
  glaive, while below its toothy maw writhes a hideous, 
  twitching beard. 
  Knowledge Planes DC 15 
  Elite warriors in Hell's legions, bearded devils—or barbazus—
  fight savagely in the name of their infernal lords and 
  command mindless hordes of the damned into battle. They 
  collect and train with their infernally forged glaives among the 
  vaults of Hell's third layer, Erebus, but inevitably return to the 
  first layer, Avernus, to serve at the side of the dread lord 
  Barbatos. 
  Barbazus are fond of making charge attacks with their glaives, 
  and try to maintain a 10-foot gap between themselves and 
  their foes so they can use their signature polearms to great 
  effect. Against a foe that has greater reach (or one able to 
  otherwise avoid the devil's favored tactic), they drop their 
  glaives and resort to their claws and hideous beards. 
  At attention, bearded devils stand over 6 feet tall (though 
  their squatting battle stances often make them appear 
  shorter) and weigh upward of 200 pounds. 
  Black Pudding 
  This black, amorphous blob piles up on itself, a quivering 
  mound of midnight sludge that glistens darkly before surging 
  forward. 
  Knowledge Dungeoneering DC 17 
  Black puddings are the scavengers of the underworld, 
  constantly on the lookout for a meal. They can sense organic 
  or metallic objects within 60 feet and mindlessly attack such 
  items or beings until they are dissolved or the ooze is killed. A 
  black pudding reproduces by breaking off a piece of its body 
  and forming a new, smaller black pudding, which grows to full 
  size in 1 months’ time. Some of the more intelligent creatures 
  in the underworld use black puddings as natural garbage 
  disposals, creating stone pits to house the pudding and 
  throwing organic refuse or foes in as needed. 
  Larger specimens of black puddings have been encountered in 
  the deepest parts of the world, with gargantuan individuals 
  having up to 30 HD. Other colored puddings are rumored to 
  exist, with white ones living in the arctic, brown ones living in 
  swamps, and tan ones living in deserts. 
  caryatid Column 
  With its feet planted firmly together, this marble statue of a 
  female warrior holding a stone sword rises up to support the 
  ceiling. 
  Knowledge Arcana DC 13 
  caryatid columns are the lesser cousins of true golems, 
  constructs created by spellcasters to guard objects or areas. 
  Unlike true golems, caryatid columns cannot be made into 
  shield guardians, but they are often used in greater numbers 
  because of their relatively inexpensive creation cost. Each 
  caryatid column is programmed to guard an object or area 
  when created, and once set, this command cannot be 
  changed. caryatid columns are often given specific parameters 
  concerning whom to ignore and whom to attack, but since 
  they have no special form of detection, such restrictions can 
  be overcome with disguises if the parameters are known. 
  A caryatid column stands 7 feet tall and weighs 1,500 pounds. 
  caryatid columns are always equipped with a masterwork 
  weapon that appears to be made out of stone as long as the 
  construct remains in statue form. The weapon can be 
  recovered after a caryatid column has been defeated. Arming 
  a caryatid column with magical weapons is expensive but 
  feasible—even the most powerful of magic weapons appear 
  
   
  The Reign of Terror 
  4.1 
  54 
  as nothing more than stone when held by a caryatid column. 
  Since a weapon held in this manner does not radiate magic, 
  many use this trait as a method to hide potent or powerful 
  weapons from both casual observation and study via detect 
  magic. True seeing reveals such disguised weapons for what 
  they really are. Often, only particularly powerful caryatid 
  columns (typically those with advanced Hit Dice, but rarely 
  those made much larger than Medium size) are entrusted with 
  the care and protection of such weapons. Of course, the 
  constructs themselves make full use of any magic weapons 
  they are given to guard. 
  Cat, Great (i.e. leopard, panther, etc) 
  With each graceful step, this leopard's steely muscles ripple 
  beneath its spotted fur. 
  Knowledge Nature DC 12 
  Leopards are 4 feet long and weigh 120 pounds. The statistics 
  presented here can describe any feline of similar size, such as 
  jaguars, panthers, and mountain lions—what differentiates 
  these big cats from the similarly sized cheetah is primarily 
  their habitats—leopards and their kin prefer to hunt at night 
  and ambush their prey from above, pouncing down from trees 
  or high rocks. 
  Leopards eat almost any animal they can run down and catch, 
  preferring small prey but capable of downing Large herbivores 
  or surviving on rodents, birds, and insects. Healthy leopards 
  are generally not aggressive toward humanoids, and if they 
  aren't hungry and don't feel threatened, it is possible to 
  approach closely without a hostile reaction. Yet a leopard that 
  settles in an area bordered by humanoid civilization can easily 
  and swiftly become a dangerous predator. 
  Catrina (Psychopomp) 
  With lengthy curling hair, a dancer's dress, and a bouquet of 
  flowers, this woman remains beautiful, despite having no 
  flesh. 
  Knowledge Planes DC 15 
  Catrinas welcome the dead into the afterlife, doing what they 
  can to lessen the shock and terror experienced by mortals 
  who haven't accepted their own deaths or who still grieve for 
  themselves. Eschewing the funereal themes and colors 
  preferred by most other psychopomps, catrinas dress in 
  festive shades, surrounding themselves with light and color to 
  dispel a measure of death's gloom. However, they don't 
  disguise their skeletal bodies, for despite any gilding they 
  might put on the moment, they don't seek to disguise the 
  finality of death. 
  A catrina's motivation for easing the transition from life to 
  death has more to do with making the soul's progression calm 
  than compassion for the soul—after all, screaming and 
  outrage disrupts the processing of the dead. 
  Catrinas rarely ever visit the Material Plane, but when they do 
  so it's typically at the command of a more powerful 
  psychopomp or deity of death who seeks to ease the passing 
  of a mortal of singular importance—such as a high-ranking 
  priest of a death goddess. In such instances they serve as 
  companions and ushers into the realm of the dead, not 
  executioners. However, they're capable of serving in both 
  capacities, especially if misguided mortals try to keep them 
  from their duty, using their deadly but painless kisses to end a 
  life in an instant. Catrinas always appear as festively dressed 
  skeletons—usually in women's garb but sometimes in colorful 
  men's formal wear, and usually decorated with or carrying 
  flowers. They do not have true genders, but an individual 
  catrina may have a more masculine or feminine voice and 
  personality. They typically stand between 5 and 6 feet tall and 
  weigh about 20 to 30 pounds. 
  Centipede, Swarm 
  A writhing mass of legs and poisonous pincers swarms across 
  the ground in a deadly, undulating wave. 
  Knowledge Nature DC 14 
  Crawling Hand 
  With a jolt, this severed hand springs to life, its fingers 
  propelling it forth at great speed like a deformed spider. 
  Knowledge Religion DC 10 
  Some say the origins of the crawling hand lie in the 
  experiments of demented necromancers contracted to 
  construct tiny assassins. Other tales tell of gruesome 
  prosthetics sparked to life by evil magic, which then 
  developed primitive sentience and vengefully strangled their 
  hosts. Regardless, the crawling hand is an efficient killing tool. 
  When not commanded to kill, the crawling hand remains still 
  and can be handled and transported safely. Typically, owners 
  carry them about in small, velvet-lined boxes. Crawling hands 
  can also be placed as guardians and programmed with 
  contingency commands, such as to hunt down and slay an 
  individual who performs a specific task like violating a shrine, 
  opening a warded door, or breaking the seal of a casket. 
  Devil (general) 
  Masters of corruption and despoilers of purity, devils seek to 
  destroy all things good and drag mortal souls back with them 
  to the depths of Hell. 
  As the most numerous fiendish occupants of Hell, the various 
  forms of devils are well catalogued by diabolists. Most are 
  known by two names: an evocative title given to the fiends by 
  commoners and folklore, and an obscure, ancient designation 
  spoken by the servants of Hell and those who would seek to 
  deal with the damned. 
  Born from the foulest of mortal souls—their personalities and 
  memories long since scoured by millennia of torment—would-
  be devils rise from the masses of suffering souls as lemures, 
  revolting beings of mindless evil potentiality. Only through 
  continued centuries of torture or by the edicts of more 
  powerful devils do these least of devilkind rise to become 
  deadlier fiends, graduating through a pain-wracked 
  metamorphosis dictated by their masters or the infernal 
  whims of Hell's semi-sentient layers. While fiendish lords 
  wield transformation into greater or lesser forms as both prize 
  and punishment, some devils spontaneously rise from 
  particularly evil souls long trapped upon an infernal layer. 
  Thus, although the various diabolical breeds possess 
  recognizable abilities and hold generalized rankings in the 
  great infernal hierarchy, a devil's type alone does not always 
  correspond to a specific tenure of torment or place in the 
  infernal chain of command. 
  Devils fill the nine layers of Hell, though certain fiends are 
  more common on specific layers than others, their specialized 
  
   
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  duties or fealty to individual archdevils drawing them to one 
  torturous domain more than others. Although the various 
  types of devils tend to specialize in unique forms of depravity 
  or temptation, the hierarchies of Hell are not without 
  flexibility for uncommon individual talents. Thus, particularly 
  watchful hamatulas might join the ranks of Phlegethon's bone 
  devil inquisitors, while veteran barbazus might serve among 
  the pit fiends of Nessus. 
  Beyond the pits of Hell, devils often travel to the Material 
  Plane at the summons of evil spellcasters. Quick to bargain 
  and willing to serve mortals to assure their damnation, devils 
  ever obey the letter of their agreements, but serve the whims 
  of Hell foremost. Thus, even the least of devilkind might come 
  to the Material Plane intent on further corrupting souls, 
  cleverly escaping the bonds of their contracts to indulge their 
  own plots, or to further the unspeakable goals of the 
  archdevils of Hell. 
  Green Slime 
  Knowledge Nature DC 14 
  This dungeon peril is a dangerous variety of normal slime. 
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, and 
  sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from walls 
  and ceilings when it detects movement (and possible food) 
  below. 
  A single 5-foot square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On the 
  first round of contact, the slime can be scraped off a creature 
  (destroying the scraping device), but after that it must be 
  frozen, burned, or cut away (dealing damage to the victim as 
  well). Anything that deals cold or fire damage, sunlight, or a 
  remove disease spell destroys a patch of green slime. Against 
  wood or metal, green slime deals 2d6 points of damage per 
  round, ignoring metal's hardness but not that of wood. It does 
  not harm stone. 
  Hag, Green 
  Knots of dark, moldering hair spill over the features of this 
  sickly, thin, green-skinned crone. 
  Knowledge Nature DC 15 
  Terrifying crones known to haunt foul swamps and tangled 
  forests, green hags harbor an intense hatred for all beauty and 
  purity. Making use of their varied deceptive abilities, these 
  crones delight in murdering innocents, unhinging noble minds, 
  and debasing the pure of heart. They are particularly fond of 
  using alter self to assume the forms of alluring young maidens 
  and then seducing young men away from their lovers or 
  families. In this form, they can infect such noble and 
  upstanding citizens with all manner of debauchery and 
  scandal. Some green hags prefer to reveal their true natures 
  to their lovers at a moment precisely engineered to drive the 
  man mad with horror and shame. Others drag out their 
  dalliances and do what they can to utterly ruin the lives of the 
  men they seduce before showing the broken shell that 
  remains the truth. In the end, the luckiest of these 
  unfortunate lovers end up being eaten by their green hag 
  companions—for the unlucky, their final doom can be much 
  worse, for the cruel imagination of the green hag is vast. 
  A typical green hag stands between 5 and 6 feet tall and 
  weighs just under 160 pounds. 
  Murder of Crows (Ravens) 
  A screeching cawing whirlwind of buffeting wings, clawing 
  talons and pecking beaks. 
  Knowledge Nature DC 13 
  A raven swarm is a disorienting mass of angered birds. Raven 
  swarms have the same general characteristics and habitat of 
  normal ravens. 
  Ogre 
  This lumbering giant's beady eyes are devoid of wit or 
  kindness, and its puffy face features a wide mouth with ill-
  fitting teeth. 
  Knowledge Local DC 13 
  Stories are told of ogres—horrendous stories of brutality and 
  savagery, cannibalism and torture. Of rape and 
  dismemberment, necrophilia, incest, mutilation, and all 
  manners of hideous murder. Those who have not encountered 
  ogres know the stories as warnings. Those who have survived 
  such encounters know these tales to be tame compared to the 
  truth. 
  An ogre revels in the misery of others. When smaller races 
  aren't available to crush between meaty fists or defile in 
  blood-red lusts of violence, they turn to each other for 
  entertainment. Nothing is taboo in ogre society. One would 
  think that, left to themselves, an ogre tribe would quickly tear 
  itself apart, with only the strongest surviving in the end—yet if 
  there is one thing ogres respect, it is family. 
  Ogre tribes are known as families, and many of their 
  deformities and hideous features arise from the common 
  practice of incest. The leader of a tribe is most often the 
  father of the tribe, although in some cases a particularly 
  violent or domineering ogress claims the title of mother. Ogre 
  tribes bicker among themselves, a trait that thankfully keeps 
  them busy and turned against each other rather than 
  neighboring races. Yet time and again, a particularly violent 
  and feared patriarch rises among the ogres, one capable of 
  gathering multiple families under his command. 
  Regions inhabited by ogres are dreary, ugly places, for these 
  giants dwell in squalor and see little need to live in harmony 
  with their environment. The borderland between civilization 
  and ogre territory is a desperate realm of outcasts and 
  despair, for here dwell the ogrekin, the deformed offspring 
  and results of frequent ogre raids against the lands of the 
  smaller folk. 
  Ogre games are violent and cruel, and victims they use for 
  entertainment are lucky if they die the first day. Ogres' cruel 
  senses of humor are the only way their crude minds show any 
  spark of creativity, and the tools and methods of torture ogres 
  devise are always nightmarish. 
  An ogre's great strength and lack of imagination makes it 
  particularly suited for heavy labor, such as mining, forging, 
  and clearing land, and more powerful giants (particularly hill 
  giants and stone giants) often subjugate ogre families to serve 
  them in such regards. 
  A typical adult ogre stands 10 feet tall and weighs roughly 650 
  pounds. 
  
   
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  Phistophilus, (Devil, Contract) 
  With rust-coloured skin and a jutting crown of ridge-like 
  horns, this muscular devil is draped in lengthy contracts. 
  Knowledge Planes DC 20 
  A contract devil, also a called phistophilus, always appears 
  handsome and confident, its chiselled features housing a 
  perpetually smug grin. Contract devils have red skin and black 
  hair and stand near 6-1/2 feet in height, not counting their 
  horns. The thicket of horns around a contract devil's body 
  increases its height to 7 feet and its weight to 350 pounds. 
  Contract devils serve Asmodeus, archfiends, and the vast 
  bureaucracy of Hell as clerks, scribes, and bargainers for 
  mortal souls. They exist to keep track of the damned, to 
  manage Hell's endless ordinances, and, when time and 
  opportunity permit, to coax mortals into damnation. Most 
  phistophiluses spend their eternities in the various courts of 
  Hell's nine layers, particularly in the maze-like fortress-
  libraries where all infernal laws and oaths are recorded. 
  Occasionally they serve similar roles on the Material Plane 
  when summoned by particularly desperate, arrogant, or 
  foolish mortals. 
  When one of the souls damned by a contract devil is restored 
  to life (typically via powerful magic like a wish or miracle), the 
  phistophilus immediately notices the transgression. Usually, 
  the contract devil recruits the aid of more powerful allies to 
  track down and punish such transgressors and to collect the 
  escaped soul as quickly as possible. 
  Psychopomp (general) 
  All life has its beginning and its end. From the moment of 
  birth, everything that shrieks and struggles upon the Material 
  Plane crawls toward a singular finale, that fatal climax that 
  grants passage into the River of Souls and the unimaginable 
  infinities of the afterlife. As the spirits of the deceased flow 
  from the confusion of mortality to their ultimate fates, they 
  are each judged by the goddess of death, who assures that all 
  who die reach their prescribed afterlife. Yet with all the worlds 
  of the Material Plane, with the countless faces and exceptions 
  of mortality, and with all those who would turn fate and 
  finality to their own devices, death as a system and institution 
  requires more agents than a single goddess to uphold. So 
  serve the psychopomps–denizens of the Boneyard and the 
  dispassionate stewards, chroniclers, and guides of all that die. 
  Psychopomps preside over the flow of life. Their primary 
  concerns focus upon souls in the vulnerable transition 
  between death and their final destinations upon the planes. 
  Psychopomps carry out their duties with the dispassion of 
  veterans and cynics. In terms of service measuring in ages, 
  psychopomps meet countless souls from innumerable worlds, 
  and soon nearly every story, fate, plea, and exception 
  becomes all too familiar. They care little for the histories or 
  personalities of the souls that pass them by, concerned only 
  for the efficient and unvaried processing of each spirit to its 
  final unremarkable eternity. Damnation and paradise are the 
  same to them, as are heroes and villains, and no psychopomp 
  cares one jot for great deeds left undone, other fates hanging 
  in the balance, or bribes worth even a world's ransom. But 
  while drudgery is the lot of many psychopomps–interrupted 
  only by the diversions they sometimes create for themselves–
  their system is not without flaws. There are those who would 
  seek to deny the natural order of death–creatures that prey 
  upon souls, spirits lost in their migration, undead 
  abominations. To counter such abnormalities and preserve 
  the flow of souls as the multiverse requires, numerous 
  specialized psychopomps exist to protect the dead and 
  counter any who would seek to pervert the state of death to 
  their own ends. Noteworthy among psychopomps are their 
  masks. Nearly all who have dealings with the living wear some 
  manner of grim face covering or funerary mask. While these 
  masks are not part of a psychopomp's body and grant them no 
  special abilities, the legends of numerous cultures suggest that 
  a living creature that sees a psychopomp's unmasked 
  countenance invites a premature death. Those psychopomps 
  who deal predominately with the dead typically eschew such 
  marks of station except as a formality. 
  As psychopomps help convey souls to all of the Outer Planes, 
  and thus provide petitioners equally to each of those realms, 
  they enjoy a special status among many planar races as 
  respected neutrals. As such, most other planar races grant 
  them a wide berth, with even archons and demons going out 
  of their ways to avoid interfering with death's emissaries. 
  Soul-hungry daemons and reality-violating qlippoth number 
  among the only races that actively oppose psychopomps. 
  Consequently, the deadlier classes of psychopomps watch for 
  and hunt disruptive members of these races, seeking to 
  expunge the paths between the planes of any that would 
  impede the certain cycle of death. 
  Skeleton 
  The pile of bones suddenly stirs, rising up to take on a human 
  shape. Its long, bony fingers reach out to claw at the living. 
  Knowledge Religion DC 11 
  Skeletons are the animated bones of the dead, brought to 
  unlife through foul magic. While most skeletons are mindless 
  automatons, they still possess an evil cunning imparted to 
  them by their animating force—a cunning that allows them to 
  wield weapons and wear armor. 
  Vampire 
  Knowledge Religion DC varies 
  Vampires are undead humanoid creatures that feed on the 
  blood of the living. They look much as they did in life, often 
  becoming more attractive, though some have a hardened, 
  feral look instead. 
  Vampire Spawn 
  Knowledge Religion DC 14 
  A vampire can elect to create a vampire spawn instead of a 
  full-fledged vampire when she uses her create spawn ability 
  on a humanoid creature only. 
  White Dragon (juvenile) 
  This dragon's scales are a frosty white. Its head is crowned 
  with slender horns, with a thin membrane stretched 
  between them. 
  Knowledge Arcana DC 17 
  Although most consider it to be the weakest and most feral of 
  the chromatic dragons, the white dragon makes up for its lack 
  of cunning with sheer ferocity. White dragons dwell on 
  remote, frozen mountaintops and in arctic lowlands, making 
  
   
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  their home in glittering caves full of ice and snow. They prefer 
  their meals completely frozen. 
  Winter Wolf 
  This bear-sized wolf has white fur and a rime of frost around 
  its muzzle. Its eyes are pale blue, almost white in color. 
  Knowledge Arcana DC 15 
  Winter wolves are larger, smarter, more ferocious variants of 
  worgs with white fur and a deadly breath weapon. 
  A typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the 
  shoulder, and weighs about 450 pounds. Winter wolves will 
  often ally themselves with frost giants, hill giants, and other 
  large humanoids, serving entire tribes of giants as both scouts 
  and guards. 
   
  Item Reference
  Descriptions of the magic items found within this module plus 
  their auras and the spellcraft DCs required to discover their 
  powers if applicable. Note that either Detect Magic or Identify 
  must be used, that an attempt can only be made on a specific 
  item once per day, that the item must be thoroughly 
  examined, and that it takes 3 rounds per item. Using Identify 
  gets you +10 on the spellcraft check but since it only lasts 3 
  rounds per level this means you basically get to identify one 
  item per spell cast per spell-caster level. Note that Identify 
  does not work on Artifacts. 
  +1 Armour or Shield 
  Faint evocation; DC 18 
  +1 AC. 
  +1 Weapon 
  Faint evocation; DC 18 
  +1 to hit and damage. 
  Alluring Golden Apple 
  Faint enchantment; DC 20 
  This enchanted apple appears to be made of solid gold. 
  When dropped or thrown, it draws the attention of the 
  nearest hostile creature within 20 feet. The creature must 
  make a DC 13 Will save or be paralyzed as if by hold person as 
  it focuses its undivided attention on the golden apple. If the 
  creature makes its save on a later round, it realizes it has been 
  affected by magic and the apple is not actually gold. While 
  focusing on the apple, the target takes a -2 penalty on 
  Perception checks. The apple is consumed upon being 
  dropped or thrown. 
  Amulet of Natural Armour 
  Faint transmutation; DC 20 
  This amulet, usually containing some type of magically 
  preserved monster hide or other natural armor - such as bone, 
  horn, carapace, or beast scales - toughens the wearer's body 
  and flesh, giving him an enhancement bonus to his natural 
  armor from +1 to +5, depending on the kind of amulet. 
  Blood Reservoir of Physical Prowess 
  Faint necromancy; DC 18 
  This blown-glass vial has a chain for attaching it to the handle 
  of a weapon. When filled with the wearer's blood, it gains 
  powerful magic. Filling the reservoir takes a full minute, deals 
  4 points of Constitution damage (which can be healed 
  normally), and imbues the reservoir with 4 charges. Charging 
  the reservoir changes the blood to magical fluid, which does 
  not clot or decay with time. 
  The wearer can speak the first command word to draw 1 or 
  more charges from the reservoir, curing 1 point of physical 
  ability score damage per charge used. 
  The wearer can speak the second command word to imbue 
  herself with a great burst of physical prowess, depleting all 
  remaining charges and gaining an inherent bonus to one 
  physical ability score equal to twice the number of charges 
  used. This bonus lasts until the end of the wearer's next turn. 
  The bearer can only use the reservoir if it is held in hand or 
  attached to a held or wielded weapon. A bearer can safely 
  carry only one charged reservoir at a time; any others 
  spontaneously drain their charges in 1d10 rounds, leaving only 
  the highest-charged reservoir intact. A reservoir has no effect 
  if not charged with the wearer's blood, and cannot be charged 
  by bloodless creatures or those that cannot take Constitution 
  damage. 
  Boots of the Winterlands 
  Faint abjuration and transmutation; DC 20 
  The wearer of these boots is able to travel across snow at her 
  normal speed, leaving no tracks. Additionally, the boots 
  enable her to travel at normal speed across the slipperiest ice 
  (horizontal surfaces only, not vertical or sharply slanted ones) 
  without falling or slipping. 
  Finally, boots of the winterlands warm the wearer, as if she 
  were affected by an endure elements spell. 
  Chalice of Poison Weeping 
  Moderate conjuration; DC 22 
  This silver chalice has stylized representations of rearing 
  unicorns serving as handles. The bearer of the chalice can 
  expel toxins from a poisoned creature's body, causing the 
  target to weep the poison from its eyes and allowing the 
  bearer to collect it in the chalice. 
  This functions as neutralize poison on the target, eliminating 
  that poison. If the target is immune to poison or the poison 
  has run its course, the chalice has no effect. If the poison 
  normally has a solid or liquid form, it collects as a single dose 
  of the poison in the cup (regardless of how many times the 
  target was poisoned). The collected poison has all the normal 
  effects of the original poison, except its DC is 4 lower, and can 
  be stored in another container or used like any other poison. 
  The chalice can be used once per day. 
  Glamered Armor Property 
  
   
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  4.1 
  58 
  Moderate Illusion; DC 25 
  Upon command, a suit of glamered armor changes shape and 
  appearance to assume the form of a normal set of clothing. 
  The armor retains all its properties (including weight) when it 
  is so disguised. Only a true seeing spell or similar magic reveals 
  the true nature of the armor when it is disguised. 
  Ring of Climbing 
  Faint transmutation; DC 20 
  This magic ring has the deceptively simple appearance of a 
  plain leather cord that wraps securely around a finger. The 
  ring continually grants the wearer a +5 competence bonus on 
  Climb checks. 
  Ring of Eloquence 
  Faint divination; DC 18 
  Fine etchings spell out the alphabets of four languages around 
  the inside of this finely crafted silver band. The wearer gains 
  the ability to speak and understand the four languages whose 
  alphabets are inscribed on the ring. Normally the languages 
  are Common, Dwarven, Elven, and Gnome. Less often, such 
  rings are attuned to Giant, Goblin, Orc, and Undercommon, 
  and rings with different sets of languages might also exist. The 
  wearer retains the ability to speak in these languages even if 
  she assumes a form normally unable to do so (such as a druid 
  wild shaped into a wolf). 
  The ring also makes it easier for the wearer to find the correct 
  words to express herself, granting a +2 competence bonus on 
  Bluff, Diplomacy, Intimidate, and Perform (oratory) checks. 
  Also, if the wearer is deafened and attempts to cast a spell 
  with a verbal component, the chance of spell failure is 
  reduced to 10%. 
  Robe of Bones 
  Moderate Necromancy; DC 21 
  This sinister item functions much like a robe of useful items 
  for the serious necromancer. It appears to be an 
  unremarkable robe, but a character who dons it notes that it 
  is adorned with small embroidered figures representing 
  undead creatures. Only the wearer of the robe can see the 
  embroidery, recognize them for the creatures they become, 
  and detach them. One figure can be detached each round. 
  Detaching a figure causes it to become an actual undead 
  creature (see the list below). The skeleton or zombie is not 
  under the control of the wearer of the robe, but may be 
  subsequently commanded, rebuked, turned, or destroyed. A 
  newly created robe of bones always has two embroidered 
  figures of each of the following undead: 
  Human skeleton 
  Wolf skeleton 
  Heavy horse skeleton 
  Fast goblin zombie 
  Tough human zombie 
  Plague ogre zombie 
  Scarab of Death 
  Strong Abjuration; DC 29 (note that handling the scarab in 
  order to make a Spellcraft check triggers its magic) 
  If this small scarab brooch is held for more than 1 round or 
  carried in a living creature's possessions for 1 minute, it 
  changes into a horrible burrowing beetle-like creature. The 
  thing tears through any leather or cloth, burrows into flesh, 
  and reaches the victim's heart in 1 round, causing death. A DC 
  25 Reflex save allows the wearer to tear the scarab away 
  before it burrows out of sight, but he still takes 3d6 points of 
  damage. The beetle then returns to its scarab form. Placing 
  the scarab in a container of wood, ceramic, bone, ivory, or 
  metal prevents it from coming to life and allows for long-term 
  storage of the item. 
  Shackles of Compliance 
  Faint enchantment; DC 18 
  These battered iron manacles are typically found with a small 
  spiked iron key in one of the locks. 
  The shackles magically adjust themselves to fit around the 
  wrists of any creature from Small to Large size and 
  automatically lock. A creature wearing shackles of compliance 
  becomes more susceptible to intimidation. Any creature 
  attempting to intimidate or demoralize a target wearing 
  shackles of compliance gains a +4 bonus on Intimidate checks. 
  In addition, the holder of the manacles’ key can cast command 
  (DC 25 Will) on the wearer of the shackles three times per day. 
  Shackles of compliance have hardness 10 and 10 hit points, 
  and a DC 30 Disable Device check is required to pick the 
  shackles’ lock. A manacled creature can break free with a DC 
  28 Strength check or DC 35 Escape Artist check. The manacles 
  lock can be opened with a DC 30 Disable Device check. 
   
  Rules Reference
  All rules-related terms not otherwise explained within the 
  text. 
  Note that feats or abilities which result in an unconditional 
  bonus or penalty will already have been factored into a 
  creature’s statistics block. 
  Alertness 
  You often notice things that others might miss. 
  Benefit: You get a +2 bonus on Perception and Sense Motive 
  skill checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill. 
  Bardic Performance 
  A bard is trained to use the Perform skill to create magical 
  effects on those around him, including himself if desired. He 
  can use this ability for a number of rounds per day equal to 4 + 
  his Charisma modifier. At each level after 1st a bard can use 
  bardic performance for 2 additional rounds per day. Each 
  round, the bard can produce any one of the types of bardic 
  performance that he has mastered, as indicated by his level. 
  
   
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  4.1 
  59 
  Starting a bardic performance is a standard action, but it can 
  be maintained each round as a free action. Changing a bardic 
  performance from one effect to another requires the bard to 
  stop the previous performance and start a new one as a 
  standard action. A bardic performance cannot be disrupted, 
  but it ends immediately if the bard is killed, paralyzed, 
  stunned, knocked unconscious, or otherwise prevented from 
  taking a free action to maintain it each round. A bard cannot 
  have more than one bardic performance in effect at one time. 
  At 7th level, a bard can start a bardic performance as a move 
  action instead of a standard action. At 13th level, a bard can 
  start a bardic performance as a swift action. 
  Each bardic performance has audible components, visual 
  components, or both. 
  If a bardic performance has audible components, the targets 
  must be able to hear the bard for the performance to have 
  any effect, and many such performances are language 
  dependent (as noted in the description). A deaf bard has a 
  20% chance to fail when attempting to use a bardic 
  performance with an audible component. If he fails this check, 
  the attempt still counts against his daily limit. Deaf creatures 
  are immune to bardic performances with audible components. 
  If a bardic performance has a visual component, the targets 
  must have line of sight to the bard for the performance to 
  have any effect. A blind bard has a 50% chance to fail when 
  attempting to use a bardic performance with a visual 
  component. If he fails this check, the attempt still counts 
  against his daily limit. Blind creatures are immune to bardic 
  performances with visual components. 
  Distraction (Su): At 1st level, a bard can use his performance 
  to counter magic effects that depend on sight. Each round of 
  the distraction, he makes a Perform (act, comedy, dance, or 
  oratory) skill check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by an illusion 
  (pattern) or illusion (figment) magical attack may use the 
  bard's Perform check result in place of its saving throw if, after 
  the saving throw is rolled, the Perform skill check proves to be 
  higher. If a creature within range of the distraction is already 
  under the effect of a noninstantaneous illusion (pattern) or 
  illusion (figment) magical attack, it gains another saving throw 
  against the effect each round it sees the distraction, but it 
  must use the bard's Perform skill check result for the save. 
  Distraction does not work on effects that don't allow saves. 
  Distraction relies on visual components. 
  Fascinate (Su): At 1st level, a bard can use his performance to 
  cause one or more creatures to become fascinated with him. 
  Each creature to be fascinated must be within 90 feet, able to 
  see and hear the bard, and capable of paying attention to him. 
  The bard must also be able to see the creatures affected. The 
  distraction of a nearby combat or other dangers prevents this 
  ability from working. For every three levels the bard has 
  attained beyond 1st, he can target one additional creature 
  with this ability. 
  Each creature within range receives a Will save (DC 10 + 1/2 
  the bard's level + the bard's Cha modifier) to negate the 
  effect. If a creature's saving throw succeeds, the bard cannot 
  attempt to fascinate that creature again for 24 hours. If its 
  saving throw fails, the creature sits quietly and observes the 
  performance for as long as the bard continues to maintain it. 
  While fascinated, a target takes a –4 penalty on all skill checks 
  made as reactions, such as Perception checks. Any potential 
  threat to the target allows the target to make a new saving 
  throw against the effect. Any obvious threat, such as someone 
  drawing a weapon, casting a spell, or aiming a weapon at the 
  target, automatically breaks the effect. 
  Fascinate is an enchantment (compulsion), mind-affecting 
  ability. Fascinate relies on audible and visual components in 
  order to function. 
  Inspire Courage (Su): A 1st-level bard can use his performance 
  to inspire courage in his allies (including himself), bolstering 
  them against fear and improving their combat abilities. To be 
  affected, an ally must be able to perceive the bard's 
  performance. An affected ally receives a +1 morale bonus on 
  saving throws against charm and fear effects and a +1 
  competence bonus on attack and weapon damage rolls. At 5th 
  level, and every six bard levels thereafter, this bonus increases 
  by +1, to a maximum of +4 at 17th level. Inspire courage is a 
  mind-affecting ability. Inspire courage can use audible or 
  visual components. The bard must choose which component 
  to use when starting his performance. 
  Bleed (Ex) 
  A creature with this ability causes wounds that continue to 
  bleed, inflicting additional damage each round at the start of 
  the affected creature's turn. This bleeding can be stopped by a 
  successful DC 15 Heal skill check or through the application of 
  any magical healing. The amount of damage each round is 
  determined in the creature's entry. 
  Blind-Fight 
  You are skilled at attacking opponents that you cannot clearly 
  perceive. 
  Benefit: In melee, every time you miss because of 
  concealment (see Combat), you can reroll your miss chance 
  percentile roll one time to see if you actually hit. 
  An invisible attacker gets no advantages related to hitting you 
  in melee. That is, you don't lose your Dexterity bonus to 
  Armor Class, and the attacker doesn't get the usual +2 bonus 
  for being invisible. The invisible attacker's bonuses do still 
  apply for ranged attacks, however. 
  You do not need to make Acrobatics skill checks to move at 
  full speed while blinded. 
  Normal: Regular attack roll modifiers for invisible attackers 
  trying to hit you apply, and you lose your Dexterity bonus to 
  AC. The speed reduction for darkness and poor visibility also 
  applies. 
  Special: The Blind-Fight feat is of no use against a character 
  who is the subject of a blink spell. 
  Blindsense (Ex) 
  Using nonvisual senses, such as acute smell or hearing, a 
  creature with blindsense notices things it cannot see. The 
  creature usually does not need to make Perception checks to 
  pinpoint the location of a creature within range of its 
  blindsense ability, provided that it has line of effect to that 
  creature. Any opponent the creature cannot see still has total 
  concealment against the creature with blindsense, and the 
  creature still has the normal miss chance when attacking foes 
  that have concealment. Visibility still affects the movement of 
  a creature with blindsense. A creature with blindsense is still 
  denied its Dexterity bonus to Armor Class against attacks from 
  creatures it cannot see. 
  
   
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  Breath Weapon (Su) 
  Some creatures can exhale a cone, line, or cloud of energy or 
  other magical effects. A breath weapon attack usually deals 
  damage and is often based on some type of energy. Breath 
  weapons allow a Reflex save for half damage (DC 10 + 1/2 
  breathing creature's racial HD + breathing creature's Con 
  modifier; the exact DC is given in the creature's descriptive 
  text). A creature is immune to its own breath weapon unless 
  otherwise noted. Some breath weapons allow a Fortitude save 
  or a Will save instead of a Reflex save. Each breath weapon 
  also includes notes on how often it can be used, even if this 
  number is limited in times per day. 
  Burrow (Ex) 
  A creature with a burrow speed can tunnel through dirt, but 
  not through rock unless the descriptive text says otherwise. 
  Creatures cannot charge or run while burrowing. Most 
  burrowing creatures do not leave behind tunnels other 
  creatures can use (either because the material they tunnel 
  through fills in behind them or because they do not actually 
  dislocate any material when burrowing); see the individual 
  creature descriptions for details. 
  Change Shape (Su) 
  A creature with this special quality has the ability to assume 
  the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of its own physical 
  qualities. A creature cannot change shape to a form more 
  than one size category smaller or larger than its original form. 
  This ability functions as a polymorph spell, the type of which is 
  listed in the creature's description, but the creature does not 
  adjust its ability scores (although it gains any other abilities of 
  the creature it mimics). Unless otherwise stated, it can remain 
  in an alternate form indefinitely. Some creatures, such as 
  lycanthropes, can transform into unique forms with special 
  modifiers and abilities. These creatures do adjust their ability 
  scores, as noted in their description. 
  Cold Dangers 
  Cold and exposure deal nonlethal damage to the victim. A 
  character cannot recover from the damage dealt by a cold 
  environment until she gets out of the cold and warms up 
  again. Once a character has taken an amount of nonlethal 
  damage equal to her total hit points, any further damage from 
  a cold environment is lethal damage. 
  An unprotected character in cold weather (below 40° F) must 
  make a Fortitude save each hour (DC 15, +1 per previous 
  check) or take 1d6 points of nonlethal damage. A character 
  who has the Survival skill may receive a bonus on this saving 
  throw and might be able to apply this bonus to other 
  characters as well (see the skill description). 
  In conditions of severe cold or exposure (below 0° F), an 
  unprotected character must make a Fortitude save once every 
  10 minutes (DC 15, +1 per previous check), taking 1d6 points 
  of nonlethal damage on each failed save. A character who has 
  the Survival skill may receive a bonus on this saving throw and 
  might be able to apply this bonus to other characters as well. 
  Characters wearing a cold weather outfit only need check 
  once per hour for cold and exposure damage. 
  A character who takes any nonlethal damage from cold or 
  exposure is beset by frostbite or hypothermia (treat her as 
  fatigued). These penalties end when the character recovers 
  the nonlethal damage she took from the cold and exposure. 
  Extreme cold (below –20° F) deals 1d6 points of lethal damage 
  per minute (no save). In addition, a character must make a 
  Fortitude save (DC 15, +1 per previous check) or take 1d4 
  points of nonlethal damage. 
  Combat Casting 
  You are adept at spellcasting when threatened or distracted. 
  Benefit: You get a +4 bonus on concentration checks made to 
  cast a spell or use a spell-like ability when casting on the 
  defensive or while grappled. 
  Combat Reflexes 
  You can make additional attacks of opportunity. 
  Benefit: You may make a number of additional attacks of 
  opportunity per round equal to your Dexterity bonus. With 
  this feat, you may also make attacks of opportunity while flat-
  footed. 
  Normal: A character without this feat can make only one 
  attack of opportunity per round and can't make attacks of 
  opportunity while flat-footed. 
  Special: The Combat Reflexes feat does not allow a rogue to 
  use her opportunist ability more than once per round. 
  Construct Traits (Ex) 
  Constructs are immune to death effects, disease, mind-
  affecting effects (charms, compulsions, phantasms, patterns, 
  and morale effects), necromancy effects, paralysis, poison, 
  sleep, stun, and any effect that requires a Fortitude save 
  (unless the effect also works on objects, or is harmless). 
  Constructs are not subject to nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion, or energy drain. 
  Constructs are not at risk of death from massive damage. 
  Damage Reduction (Overcoming) 
  Damage reduction may be overcome by special materials, 
  magic weapons (any weapon with a +1 or higher 
  enhancement bonus, not counting the enhancement from 
  masterwork quality), certain types of weapons (such as 
  slashing or bludgeoning), and weapons imbued with an 
  alignment. 
  Ammunition fired from a projectile weapon with an 
  enhancement bonus of +1 or higher is treated as a magic 
  weapon for the purpose of overcoming damage reduction. 
  Similarly, ammunition fired from a projectile weapon with an 
  alignment gains the alignment of that projectile weapon (in 
  addition to any alignment it may already have). 
  Weapons with an enhancement bonus of +3 or greater can 
  ignore some types of damage reduction, regardless of their 
  actual material or alignment. The following table shows what 
  type of enhancement bonus is needed to overcome some 
  common types of damage reduction. 
  DR Type 
  Weapon Enhancement Bonus 
  Equivalent 
  
   
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  DR Type 
  Weapon Enhancement Bonus 
  Equivalent 
  cold iron/silver 
  +3 
  adamantine* 
  +4 
  alignment-based 
  +5 
  * Note that this does not give the ability to ignore hardness, like 
  an actual adamantine weapon does 
  Darkvision 
  Darkvision is the extraordinary ability to see with no light 
  source at all, out to a range specified for the creature. 
  Darkvision is black-and-white only (colors cannot be 
  discerned). It does not allow characters to see anything that 
  they could not see otherwise—invisible objects are still 
  invisible, and illusions are still visible as what they seem to be. 
  Likewise, darkvision subjects a creature to gaze attacks 
  normally. The presence of light does not spoil darkvision. 
  Deceitful 
  You are skilled at deceiving others, both with the spoken word 
  and with physical disguises. 
  Benefit: You get a +2 bonus on all Bluff and Disguise skill 
  checks. If you have 10 or more ranks in one of these skills, the 
  bonus increases to +4 for that skill. 
  Distraction (Ex) 
  A creature with this ability can nauseate the creatures that it 
  damages. Any living creature that takes damage from a 
  creature with the distraction ability is nauseated for 1 round; a 
  Fortitude save (DC 10 + 1/2 creature's HD + creature's Con 
  modifier) negates the effect. 
  Dodge 
  Your training and reflexes allow you to react swiftly to avoid 
  an opponents' attacks. 
  Prerequisite: Dex 13. 
  Benefit: You gain a +1 dodge bonus to your AC. A condition 
  that makes you lose your Dex bonus to AC also makes you lose 
  the benefits of this feat. 
  Dragon Senses 
  Dragons have darkvision 120 ft. and blindsense 60 ft. They see 
  four times as well as a human in dim light and twice as well in 
  normal light. 
  Energy Drain 
  This attack saps a living opponent’s vital energy and happens 
  automatically when a melee or ranged attack hits. Each 
  successful energy drain bestows one or more negative levels 
  (the creature’s description specifies how many). If an attack 
  that includes an energy drain scores a critical hit, it bestows 
  twice the listed number of negative levels. Unless otherwise 
  specified in the creature’s description, a draining creature 
  gains 5 temporary hit points for each negative level it bestows 
  on an opponent. These temporary hit points last for a 
  maximum of 1 hour. Negative levels remain until 24 hours 
  have passed or until they are removed with a spell such as 
  restoration. If a negative level is not removed before 24 hours 
  have passed, the affected creature must attempt a Fortitude 
  save (DC 10 + 1/2 the draining creature’s racial HD + the 
  draining creature’s Cha modifier; the exact DC is given in the 
  creature’s descriptive text). On a success, the negative level 
  goes away with no harm to the creature. On a failure, the 
  negative level becomes permanent. A separate saving throw is 
  required for each negative level. 
  Energy Resistance 
  A creature with resistance to energy has the ability (usually 
  extraordinary) to ignore some damage of a certain type per 
  attack, but it does not have total immunity. 
  Each resistance ability is defined by what energy type it resists 
  and how many points of damage are resisted. It doesn't 
  matter whether the damage has a mundane or magical 
  source. 
  When resistance completely negates the damage from an 
  energy attack, the attack does not disrupt a spell. This 
  resistance does not stack with the resistance that a spell might 
  provide. 
  Far Shot 
  Prerequisites: Point-Blank Shot. 
  Benefit: You only suffer a –1 penalty per full range increment 
  between you and your target when using a ranged weapon. 
  Normal: You suffer a –2 penalty per full range increment 
  between you and your target. 
  Fast Healing (Ex) 
  A creature with the fast healing special quality regains hit 
  points at an exceptional rate, usually 1 or more hit points per 
  round, as given in the creature's entry. Except where noted 
  here, fast healing is just like natural healing. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body 
  parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function 
  (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately. 
  Favoured Terrain (Ex) 
  Favoured Terrain grants a +2 bonus on initiative checks and 
  Knowledge (geography), Perception, Stealth, and Survival skill 
  checks when on this terrain. Traveling through favored terrain 
  normally leaves no trail and prevents tracking (though a trail 
  may be left if desired). 
  Flyby Attack 
  This creature can make an attack before and after it moves 
  while flying. 
  Prerequisite: Fly speed. 
  Benefit: When flying, the creature can take a move action and 
  another standard action at any point during the move. The 
  creature cannot take a second move action during a round 
  when it makes a flyby attack. 
  
   
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  Normal: Without this feat, the creature takes a standard 
  action either before or after its move. 
  Getting Lost 
  There are many ways to get lost in the wilderness. Following 
  an obvious road, trail, or feature such as a stream or shoreline 
  prevents most from becoming lost, but travellers striking off 
  cross-country might become disoriented—especially in 
  conditions of poor visibility or in difficult terrain. 
  Poor Visibility: Anytime characters cannot see at least 60 feet 
  due to reduced visibility conditions, they might become lost. 
  Characters traveling through fog, snow, or a downpour might 
  easily lose the ability to see any landmarks not in their 
  immediate vicinity. Similarly, characters traveling at night 
  might be at risk, too, depending on the quality of their light 
  sources, the amount of moonlight, and whether they have 
  darkvision or low-light vision. 
  Difficult Terrain: Any character in forest, moor, hill, or 
  mountain terrain might become lost if he moves away from a 
  trail, road, stream, or other obvious path or track. Forests are 
  especially dangerous because they obscure far-off landmarks 
  and make it hard to see the sun or stars. 
  Chance to Get Lost: If conditions exist that make getting lost a 
  possibility, the character leading the way must succeed on a 
  Survival check or become lost. The difficulty of this check 
  varies based on the terrain, the visibility conditions, and 
  whether or not the character has a map of the area being 
  traveled through. Refer to the table below and use the highest 
  DC that applies. 
  Terrain 
  Survival DC 
  Desert or plains 
  14 
  Forest 
  16 
  Moor or Hill 
  10 
  Mountain 
  12 
  Open Sea 
  18 
  Urban, ruins or dungeon 
  8 
   
  Situation 
  Check Modifier 
  Proper navigational tools 
  (map, sextant) 
  +4 
  Poor visibility 
  -4 
   
  A character with at least 5 ranks in Knowledge (geography) or 
  Knowledge (local) pertaining to the area being traveled 
  through gains a +2 bonus on this check. 
  Check once per hour (or portion of an hour) spent in local or 
  overland movement to see if travelers have become lost. In 
  the case of a party moving together, only the character 
  leading the way makes the check. 
  Effects of Being Lost: If a party becomes lost, it is no longer 
  certain of moving in the direction it intended to travel. 
  Randomly determine the direction in which the party actually 
  travels during each hour of local or overland movement. The 
  characters' movement continues to be random until they 
  blunder into a landmark they can't miss, or until they 
  recognize that they are lost and make an effort to regain their 
  bearings. 
  Recognizing You're Lost: Once per hour of random travel, 
  each character in the party may attempt a Survival check (DC 
  20, –1 per hour of random travel) to recognize that he is no 
  longer certain of his direction of travel. Some circumstances 
  might make it obvious that the characters are lost. 
  Setting a New Course: Determining the correct direction of 
  travel once a party has become lost requires a Survival check 
  (DC 15, +2 per hour of random travel). If a character fails this 
  check, he chooses a random direction as the “correct” 
  direction for resuming travel. 
  Once the characters are traveling along their new course, 
  correct or incorrect, they might get lost again. If the conditions 
  still make it possible for travelers to become lost, check once 
  per hour of travel as described above to see if the party 
  maintains its new course or begins to move at random again. 
  Conflicting Directions: It's possible that several characters 
  may attempt to determine the right direction to proceed after 
  becoming lost. Make a Survival check for each character in 
  secret, then tell the players whose characters succeeded the 
  correct direction in which to travel, and tell the players whose 
  characters failed a random direction they think is right, with 
  no indication who is correct. 
  Regaining Your Bearings: There are several ways for 
  characters to find their way after becoming lost. First, if the 
  characters successfully set a new course and follow it to the 
  destination they're trying to reach, they're not lost anymore. 
  Second, the characters, through random movement, might 
  run into an unmistakable landmark. Third, if conditions 
  suddenly improve—the fog lifts or the sun comes up—lost 
  characters may attempt to set a new course, as described 
  above, with a +4 bonus on the Survival check. 
  Gradual Slope 
  This incline isn't steep enough to affect movement, but 
  characters gain a +1 bonus on melee attacks against foes 
  downhill from them. 
  Great Fortitude 
  You are resistant to poisons, diseases, and other maladies. 
  Benefit: You get a +2 bonus on all Fortitude saving throws. 
  Hardness 
  Think of this is DR / Adamantine, except that it also applies to 
  energy damage which is first of all halved before the hardness 
  reduction is applied. 
  Haunt 
  The distinction between a trap and an undead creature blurs 
  when you introduce a haunt—a hazardous region created by 
  unquiet spirits that react violently to the presence of the 
  living. The exact conditions that cause a haunt to manifest 
  vary from case to case—but haunts always arise from a source 
  of terrific mental or physical anguish endured by living, 
  tormented creatures. A single, source of suffering can create 
  
   
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  multiple haunts, or multiple sources could consolidate into a 
  single haunt. The relative power of the source has little 
  bearing on the strength of the resulting haunt—it’s the 
  magnitude of the suffering or despair that created the haunt 
  that decides its power. Often, undead inhabit regions infested 
  with haunts—it’s even possible for a person who dies to rise 
  as a ghost (or other undead) and trigger the creation of 
  numerous haunts. A haunt infuses a specific area, and often 
  multiple haunted areas exist within a single structure. The 
  classic haunted house isn’t a single haunt, but usually a dozen 
  or more haunted areas spread throughout the structure. 
  Haunt Rules 
  Although haunts function like traps, they are difficult to detect 
  since they cannot be easily observed until the round in which 
  they manifest. Detect undead or detect alignment spells of the 
  appropriate type allow an observer a chance to notice a haunt 
  even before it manifests (allowing that character the 
  appropriate check to notice the haunt, but at a –4 penalty). 
  A haunt can infuse a maximum area with a 5-foot radius per 
  point of CR possessed by the haunt, but the actual area is 
  usually limited by the size of the room in which the haunt is 
  located. 
  When a haunt is triggered, its effects manifest at initiative 
  rank 10 in a surprise round. All characters in the haunt’s 
  proximity can attempt to notice the haunt at the start of this 
  surprise round by making a notice check). All haunts detect 
  life sources and trigger as a result of the approach of or 
  contact with living creatures, but some haunts can be tricked 
  by effects like hide from undead or invisibility. On the surprise 
  round in which a haunt manifests, positive energy applied to 
  the haunt (via channeled energy, cure spells, and the like) can 
  damage the haunt’s hit points (a haunt never gains a Will save 
  to lessen the damage done by such effects, and attacks that 
  require a successful attack roll to work must strike AC 10 in 
  order to affect the haunt and not merely the physical 
  structure it inhabits). Unless the haunt has an unusual 
  weakness, no other form of attack can reduce its hit points. If 
  the haunt is reduced to 0 hit points by positive energy, it is 
  neutralized— if this occurs before the haunt takes its action at 
  initiative rank 10, its effect does not occur. 
  A haunt can have virtually any effect identical to an existing 
  spell effect, but often with different—and distinctly more 
  frightening or unnerving—sensory or physical features than 
  that spell effect normally has. (A haunt that has an effect not 
  identical to an existing spell is certainly possible, but this 
  requires designing a new spell effect.) A haunt might cause a 
  room to explode into flames (duplicating fireball or fire 
  storm), infuse a chamber with fear (duplicating cause fear, 
  scare, or fear), or try to frighten a target to death (duplicating 
  phantasmal killer or slay living). How the haunt’s effects 
  manifest are left to you to determine. 
  A neutralized haunt is not destroyed, and can manifest again 
  after a period of time—to destroy a haunt, a specific action 
  must be taken in the region to end the effect forever (such as 
  burning a haunted house to the ground or burying the bones 
  of the slaves who died on the site to create the haunt). This 
  specific act is different for every haunt (although a number of 
  nearby haunts often share the same destruction act). 
  Some haunts are persistent, and their immediate effects 
  continue beyond the surprise round into actual full rounds. 
  Persistent haunts continue to trigger their haunt effects once 
  per round on their initiative rank until destroyed or they no 
  longer have a target. All primary effects created by a haunt are 
  mind-affecting fear effects, even those that actually produce 
  physical effects. Immunity to fear grants immunity to a 
  haunt’s direct effects, but not to secondary effects that arise 
  as a result of the haunt’s attack. 
  Heart of the Wilderness 
  Humans raised in the wild learn the hard way that only the 
  strong survive. They gain a racial bonus equal to half their 
  character level on Survival checks. They also gain a +5 racial 
  bonus on Constitution checks to stabilize when dying and add 
  half their character level to their Constitution score when 
  determining the negative hit point total necessary to kill them. 
  This racial trait replaces skilled. 
  Improved Initiative 
  Your quick reflexes allow you to react rapidly to danger. 
  Benefit: You get a +4 bonus on initiative checks. 
  Improved Unarmed Strike 
  You are skilled at fighting while unarmed. 
  Benefit: You are considered to be armed even when 
  unarmed—you do not provoke attacks of opportunity when 
  you attack foes while unarmed. Your unarmed strikes can deal 
  lethal or nonlethal damage, at your choice. 
  Normal: Without this feat, you are considered unarmed when 
  attacking with an unarmed strike, and you can deal only 
  nonlethal damage with such an attack. 
  Iron Will 
  You are more resistant to mental effects. 
  Benefit: You get a +2 bonus on all Will saving throws. 
  Lightning Reflexes 
  You have faster reflexes than normal. 
  Benefit: You get a +2 bonus on all Reflex saving throws. 
  Low-Light Vision 
  Characters with low-light vision have eyes that are so sensitive 
  to light that they can see twice as far as normal in dim light. 
  Low-light vision is color vision. A spellcaster with low-light 
  vision can read a scroll as long as even the tiniest candle flame 
  is next to him as a source of light. 
  Characters with low-light vision can see outdoors on a moonlit 
  night as well as they can during the day. 
  Mobility 
  You can easily move through a dangerous melee. 
  Prerequisites: Dex 13, Dodge. 
  Benefit: You get a +4 dodge bonus to Armor Class against 
  attacks of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes you 
  lose dodge bonuses. 
  Dodge bonuses stack with each other, unlike most types of 
  bonuses. 
  
   
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  Mountain Travel 
  High altitude travel can be extremely fatiguing—and 
  sometimes deadly—to creatures that aren't used to it. Cold 
  becomes extreme, and the lack of oxygen in the air can wear 
  down even the most hardy of warriors. 
  Acclimated Characters: Creatures accustomed to high altitude 
  generally fare better than lowlanders. Any creature with an 
  Environment entry that includes mountains is considered 
  native to the area and acclimated to the high altitude. 
  Characters can also acclimate themselves by living at high 
  altitude for a month. Characters who spend more than two 
  months away from the mountains must reacclimate 
  themselves when they return. Undead, constructs, and other 
  creatures that do not breathe are immune to altitude effects. 
  Altitude Zones: In general, mountains present three possible 
  altitude bands: low pass, low peak/high pass, and high peak. 
  Low Pass (lower than 5,000 feet): Most travel in low 
  mountains takes place in low passes, a zone consisting largely 
  of alpine meadows and forests. Travelers might find the going 
  difficult (which is reflected in the movement modifiers for 
  traveling through mountains), but the altitude itself has no 
  game effect. 
  Low Peak or High Pass (5,000 to 15,000 feet): Ascending to 
  the highest slopes of low mountains, or most normal travel 
  through high mountains, falls into this category. All non-
  acclimated creatures labor to breathe in the thin air at this 
  altitude. Characters must succeed on a Fortitude save each 
  hour (DC 15, +1 per previous check) or be fatigued. The 
  fatigue ends when the character descends to an altitude with 
  more air. Acclimated characters do not have to attempt the 
  Fortitude save. 
  High Peak (more than 15,000 feet): The highest mountains 
  exceed 15,000 feet in height. At these elevations, creatures 
  are subject to both high altitude fatigue (as described above) 
  and altitude sickness, whether or not they're acclimated to 
  high altitudes. Altitude sickness represents long-term oxygen 
  deprivation, and affects mental and physical ability scores. 
  After each 6-hour period a character spends at an altitude of 
  over 15,000 feet, he must succeed on a Fortitude save (DC 15, 
  +1 per previous check) or take 1 point of damage to all ability 
  scores. Creatures acclimated to high altitude receive a +4 
  competence bonus on their saving throws to resist high 
  altitude effects and altitude sickness, but eventually even 
  seasoned mountaineers must abandon these dangerous 
  elevations. 
  Nauseated (condition) 
  Creatures with the nauseated condition experience stomach 
  distress. Nauseated creatures are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring attention. 
  The only action such a character can take is a single move 
  action per turn. 
  Negative Energy Affinity (Ex) 
  The creature is alive but is healed by negative energy and 
  harmed by positive energy, as if it were an undead creature. 
  Format negative energy affinity 
  Ooze Traits 
  Oozes are immune to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), gaze 
  attacks, visual effects, illusions, and other attack forms that 
  rely on sight, poison, sleep effects, paralysis, polymorph, and 
  stunning, critical hits or flanking or precision-based attacks. 
  Oozes with an intelligence score lose immunity to mind-
  affecting effects. Oozes are blind but possess the blindsight 
  special quality. 
  Persuasive 
  You are skilled at swaying attitudes and intimidating others 
  into your way of thinking. 
  Benefit: You get a +2 bonus on Diplomacy and Intimidate skill 
  checks. If you have 10 or more ranks in one of these skills, the 
  bonus increases to +4 for that skill. 
  Point Blank Shot 
  You are especially accurate when making ranged attacks 
  against close targets. 
  Benefit: You get a +1 bonus on attack and damage rolls with 
  ranged weapons at ranges of up to 30 feet. 
  Poison 
  No other affliction is so prevalent as poison. From the fangs of 
  a viper to the ichor-stained assassin's blade, poison is a 
  constant threat. Poisons can be cured by successful saving 
  throws and spells such as neutralize poison. 
  Contact poisons are contracted the moment someone touches 
  the poison with his bare skin. Such poisons can be used as 
  injury poisons. Contact poisons usually have an onset time of 1 
  minute and a frequency of 1 minute. Ingested poisons are 
  contracted when a creature eats or drinks the poison. 
  Ingested poisons usually have an onset time of 10 minutes and 
  a frequency of 1 minute. Injury poisons are primarily 
  contracted through the attacks of certain creatures and 
  through weapons coated in the toxin. Injury poisons do not 
  usually have an onset time and have a frequency of 1 round. 
  Inhaled poisons are contracted the moment a creature enters 
  an area containing such poisons. Most inhaled poisons fill a 
  volume equal to a 10-foot cube per dose. Creatures can 
  attempt to hold their breaths while inside to avoid inhaling 
  the toxin. Creatures holding their breaths receive a 50% 
  chance of not having to make a Fortitude save each round. 
  See the rules for holding your breath and suffocation in 
  Environment. Note that a character that would normally 
  suffocate while attempting to hold its breath instead begins to 
  breathe normally again. 
  Unlike other afflictions, multiple doses of the same poison 
  stack. Poisons delivered by injury and contact cannot inflict 
  more than one dose of poison at a time, but inhaled and 
  ingested poisons can inflict multiple doses at once. Each 
  additional dose extends the total duration of the poison (as 
  noted under frequency) by half its total duration. In addition, 
  each dose of poison increases the DC to resist the poison by 
  +2. This increase is cumulative. Multiple doses do not alter the 
  cure conditions of the poison, and meeting these conditions 
  ends the affliction for all the doses. For example, a character is 
  bit three times in the same round by a trio of Medium 
  monstrous spiders, injecting him with three doses of Medium 
  spider venom. The unfortunate character must make a DC 
  
   
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  18 Fortitude save for the next 8 rounds. Fortunately, just one 
  successful save cures the character of all three doses of the 
  poison. 
  Pounce (Ex) 
  When a creature with this special attack makes a charge, it 
  can make a full attack (including rake attacks if the creature 
  also has the rake ability). 
  Power Attack 
  You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength. 
  Prerequisites: Str 13, base attack bonus +1. 
  Benefit: You can choose to take a –1 penalty on all melee 
  attack rolls and combat maneuver checks to gain a +2 bonus 
  on all melee damage rolls. This bonus to damage is increased 
  by half (+50%) if you are making an attack with a two-handed 
  weapon, a one handed weapon using two hands, or a primary 
  natural weapon that adds 1-1/2 times your Strength modifier 
  on damage rolls. This bonus to damage is halved (–50%) if you 
  are making an attack with an off-hand weapon or secondary 
  natural weapon. When your base attack bonus reaches +4, 
  and every 4 points thereafter, the penalty increases by –1 and 
  the bonus to damage increases by +2. You must choose to use 
  this feat before making an attack roll, and its effects last until 
  your next turn. The bonus damage does not apply to touch 
  attacks or effects that do not deal hit point damage. 
  Rake (Ex) 
  A creature with this special attack gains extra natural attacks 
  under certain conditions, typically when it grapples its foe. In 
  addition to the options available to all grapplers, a monster 
  with the rake ability gains two free claw attacks that it can use 
  only against a grappled foe. The bonus and damage caused by 
  these attacks is included in the creature's description. A 
  monster with the rake ability must begin its turn already 
  grappling to use its rake - it can't begin a grapple and rake in 
  the same turn. 
  Run 
  You are swift of foot. 
  Benefit: When running, you move five times your normal 
  speed (if wearing medium, light, or no armor and carrying no 
  more than a medium load) or four times your speed (if 
  wearing heavy armor or carrying a heavy load). If you make a 
  jump after a running start (see the Acrobatics skill 
  description), you gain a +4 bonus on your Acrobatics check. 
  While running, you retain your Dexterity bonus to your Armor 
  Class. 
  Normal: You move four times your speed while running (if 
  wearing medium, light, or no armor and carrying no more 
  than a medium load) or three times your speed (if wearing 
  heavy armor or carrying a heavy load), and you lose your 
  Dexterity bonus to AC. 
  Scent 
  This extraordinary ability lets a creature detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell. 
  A creature with the scent ability can detect opponents by 
  sense of smell, generally within 30 feet. If the opponent is 
  upwind, the range is 60 feet. If it is downwind, the range is 15 
  feet. Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be 
  detected at three times these ranges. 
  The creature detects another creature's presence but not its 
  specific location. Noting the direction of the scent is a move 
  action. If the creature moves within 5 feet (1 square) of the 
  scent's source, the creature can pinpoint the area that the 
  source occupies, even if it cannot be seen. 
  Note: using scent to pinpoint a square a stealthed creature is 
  in still means that you've got a 50% miss chance if you can't 
  see it with your Perception check. 
  A creature with the Survival skill and the scent ability can 
  follow tracks by smell, making a Survival check to find or 
  follow a track. A creature with the scent ability can attempt to 
  follow tracks using Survival untrained. The typical DC for a 
  fresh trail is 10. The DC increases or decreases depending on 
  how strong the quarry's odor is, the number of creatures, and 
  the age of the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules for 
  the Survival skill in regards to tracking. Creatures tracking by 
  scent ignore the effects of surface conditions and poor 
  visibility. 
  Creatures with the scent ability can identify familiar odors just 
  as humans do familiar sights. 
  Water, particularly running water, ruins a trail for air-
  breathing creatures. Water-breathing creatures that have the 
  scent ability, however, can use it in the water easily. 
  False, powerful odors can easily mask other scents. The 
  presence of such an odor completely spoils the ability to 
  properly detect or identify creatures, and the base Survival DC 
  to track becomes 20 rather than 10. 
  See in Darkness (Su) 
  The creature can see perfectly in darkness of any kind, 
  including that created by deeper darkness. 
  Self-Sufficient 
  You know how to get along in the wild and how to effectively 
  treat wounds. 
  Benefit: You get a +2 bonus on all Heal checks and Survival 
  checks. If you have 10 or more ranks in one of these skills, the 
  bonus increases to +4 for that skill. 
  Settlement Modifiers 
  Life in a settlement is represented by six modifiers, each of 
  which adjusts the use of specific skills within the city. 
  Corruption: Corruption measures how open a settlement's 
  officials are to bribes, how honest its citizens are, and how 
  likely anyone in town is to report a crime. Low corruption 
  indicates a high level of civic honesty. A settlement's 
  corruption modifies all Bluff checks made against city officials 
  or guards and all Stealth checks made outside (but not inside 
  buildings or underground). 
  Crime: Crime is a measure of a settlement's lawlessness. A 
  settlement with a low crime modifier is relatively safe, with 
  violent crimes being rare or even unknown, while a settlement 
  
   
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  with a high crime modifier is likely to have a powerful thieves' 
  guild and a significant problem with violence. The atmosphere 
  generated by a settlement's crime level applies as a modifier 
  on Sense Motive checks to avoid being bluffed and to Sleight 
  of Hand checks made to pick pockets. 
  Economy: A settlement's economy modifier indicates the 
  health of its trade and the wealth of its successful citizens. A 
  low economy modifier doesn't automatically mean the town is 
  beset with poverty—it could merely indicate a town with little 
  trade or one that is relatively self-sufficient. Towns with high 
  economy modifiers always have large markets and many 
  shops. A settlement's economy helps its citizens make money, 
  and thus it applies as a modifier on all Craft, Perform, and 
  Profession checks made to generate income. 
  Law: Law measures how strict a settlement's laws and edicts 
  are. A settlement with a low law modifier isn't necessarily 
  crime-ridden—in fact, a low law modifier usually indicates that 
  the town simply has little need for protection since crime is so 
  rare. A high law modifier means the settlement's guards are 
  particularly alert, vigilant, and well-organized. The more lawful 
  a town is, the more timidly its citizens tend to respond to 
  shows of force. A settlement's law modifier applies on 
  Intimidate checks made to force an opponent to act friendly, 
  Diplomacy checks against government officials, or Diplomacy 
  checks made to call on the city guard (see sidebar). 
  Lore: A settlement's lore modifier measures not only how 
  willing the citizens are to chat and talk with visitors, but also 
  how available and accessible its libraries and sages are. A low 
  lore modifier doesn't mean the settlement's citizens are idiots, 
  just that they're close-mouthed or simply lack knowledge 
  resources. A settlement's lore modifier applies on Diplomacy 
  checks made to gather information and Knowledge checks 
  made using the city's resources to do research when using a 
  library. 
  Society: Society measures how open-minded and civilized a 
  settlement's citizens are. A low society modifier might mean 
  many of the citizens harbor prejudices or are overly suspicious 
  of out-of-towners. A high society modifier means that citizens 
  are used to diversity and unusual visitors and that they 
  respond better to well-spoken attempts at conversation. A 
  settlement's society modifier applies on all Disguise checks, as 
  well as on Diplomacy checks made to alter the attitude of any 
  non-government official. 
  Settlement Qualities 
  Settlements often have unusual qualities that make them 
  unique. Note that increases to Settlement Modifiers will 
  already be reflected in the Settlement Stat Block. 
  Guilds 
  A variety of trade and mercantile guilds control the town's 
  industry and trade. These guilds are highly specialized (a 
  printer's guild, an eggler's guild, a swordsmith's guild, a 
  diamond cutter's guild,ect), and usually semi-hereditary, with 
  children following their parents into the guild. Increase 
  Corruption +1, Economy +1. Decrease Lore -1. 
  Impoverished 
  Because of any number of factors, the settlement is destitute. 
  Poverty, famine, and disease run rampant. (Corruption and 
  Crime +1; decrease base value and purchase limit by 50%; 
  halve magic item availability) 
  Resettled Ruins 
  The settlement is built amid the ruins of a more ancient 
  structure. The settlement might be little more than a 
  collection of tents and yurts erected in ruined plazas, or a 
  thriving metropolis whose stones were recycled from long-
  forgotten temples and fortresses. While ruins provide a ready 
  source of building materials, near-by dungeons to plunder and 
  ancient artifacts to explore, they might also provide a hiding 
  place for modern dangers or old curses. 
  Increase Economy +1, Lore +1. Add +1d3 to the amount of 
  magic items in any category the settlement's size would allow 
  it to normally offer. If the settlement's size would not 
  normally allow it to have magic items of a particular category, 
  it always has at least one randomly chosen item of that 
  category for sale. However, if a buyer rolls a natural one on 
  any Appraise or Diplomacy check made to examine or 
  purchase a locally bought magic item, that item is always 
  cursed. 
  Superstitious 
  The community has a deep and abiding fear of magic and the 
  unexplained, but this fear has caused its citizens to become 
  more supportive and loyal to each other and their settlement. 
  Increase Law and Society +2; Decrease Crime –4; reduce 
  spellcasting by 2 levels. 
  Untamed 
  The area around the settlement is still mostly untainted, 
  unclaimed wilderness. This settlement may be a remote 
  logging village, a trading post sprung up around a desert oasis 
  or a small mountain keep, for instance. 
  When rolling for random encounters within the settlement, 
  instead of using an urban random encounter chart solely, 
  alternate between the urban encounter chart and the 
  wilderness encounter chart (or chart) most appropriate to the 
  surrounding terrain. The settlement's Danger rating applies to 
  both encounter charts. 
  Skill Focus 
  Choose a skill. You are particularly adept at that skill. 
  Benefit: You get a +3 bonus on all checks involving the chosen 
  skill. If you have 10 or more ranks in that skill, this bonus 
  increases to +6. 
  Special: You can gain this feat multiple times. Its effects do not 
  stack. Each time you take the feat, it applies to a new skill. 
  Smite Good/Evil (fiendish or celestial creature) 
  (Su) 
  1/day as a swift action the creature adds its CHA bonus to 
  attack rolls and damage bonus equal to its HD against 
  evil/good foes; smite persists until target is dead or the 
  celestial/fiendish creature rests. 
  Spell Resistance (SR) 
  A creature with spell resistance can avoid the effects of spells 
  and spell-like abilities that directly affect it. To determine if a 
  spell or spell-like ability works against a creature with spell 
  resistance, the caster must make a caster level check (1d20 + 
  caster level). If the result equals or exceeds the creature's 
  spell resistance, the spell works normally, although the 
  creature is still allowed a saving throw. 
  Spirit Sense 
  
   
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  You are so attuned to the spiritual world that it is hard to get 
  the jump on you. 
  Benefit: You gain a +2 trait bonus on Perception checks to 
  avoid being surprised and to detect invisible or incorporeal 
  creatures. 
  Staggered (condition) 
  A staggered creature may take a single move 
  action or standard action each round (but not both, nor can he 
  take full-round actions). A staggered creature can still take 
  free, swift and immediate actions. A creature with nonlethal 
  damage exactly equal to its current hit points gains the 
  staggered condition. 
  Stealthy 
  You are good at avoiding unwanted attention and slipping out 
  of bonds. 
  Benefit: You get a +2 bonus on all Escape Artist and Stealth 
  skill checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill. 
  Steep Slope 
  Characters moving uphill (to an adjacent square of higher 
  elevation) must spend 2 squares of movement to enter each 
  square of steep slope. Characters running or charging downhill 
  (moving to an adjacent square of lower elevation) must 
  succeed on a DC 10 Acrobatics check upon entering the first 
  steep slope square. Mounted characters make a DC 10 Ride 
  check instead. Characters who fail this check stumble and 
  must end their movement 1d2 × 5 feet later. Characters who 
  fail by 5 or more fall prone in the square where they end their 
  movement. A steep slope increases the DC of Acrobatics 
  checks by 2. 
  Summon (Sp) 
  A creature with the summon ability can summon other 
  specific creatures of its kind much as though casting a 
  summon monster spell, but it usually has only a limited chance 
  of success (as specified in the creature's entry). Roll d%: On a 
  failure, no creature answers the summons. Summoned 
  creatures automatically return whence they came after 1 
  hour. A creature summoned in this way cannot use any spells 
  or spell-like abilities that require material components costing 
  more than 1 gp unless those components are supplied, nor 
  can it use its own summon ability for 1 hour. An appropriate 
  spell level is given for each summoning ability for purposes of 
  Will saves, caster level checks, and concentration checks. No 
  experience points are awarded for defeating summoned 
  monsters. 
  Swarm Attack 
  Creatures with the swarm subtype don't make standard melee 
  attacks. Instead, they deal automatic damage to any creature 
  whose space they occupy at the end of their move, with no 
  attack roll needed. Swarm attacks are not subject to a miss 
  chance for concealment or cover. A swarm's statistics block 
  has “swarm” in the Melee entry, with no attack bonus given. 
  The amount of damage a swarm deals is based on its Hit Dice, 
  as shown below. 
  Swarm HD 
  Swarm Base Damage 
  1–5 
  1d6 
  6–10 
  2d6 
  11–15 
  3d6 
  16–20 
  4d6 
  21 or more 
  5d6 
  A swarm's attacks are nonmagical, unless the swarm's 
  description states otherwise. Damage reduction sufficient to 
  reduce a swarm attack's damage to 0, being incorporeal, or 
  other special abilities usually give a creature immunity (or at 
  least resistance) to damage from a swarm. Some swarms also 
  have acid, blood drain, poison, or other special attacks in 
  addition to normal damage. 
  Swarms do not threaten creatures, and do not make attacks of 
  opportunity with their swarm attack. However, they distract 
  foes whose squares they occupy, as described below. 
  Swarms possess the distraction universal monster rule. 
  Spellcasting or concentrating on spells within the area of a 
  swarm requires a caster level check (DC 20 + spell level). Using 
  skills that involve patience and concentration requires a DC 20 
  Will save. 
  Swarm Traits 
  A swarm has no clear front or back and no discernable 
  anatomy, so it is not subject to critical hits or flanking. A 
  swarm made up of tiny creatures takes half damage from 
  slashing and piercing weapons. A swarm composed of Fine or 
  Diminutive creatures is immune to all weapon damage. 
  Reducing a swarm to 0 hit points or less causes it to break up, 
  though damage taken until that point does not degrade its 
  ability to attack or resist attack. Swarms are never staggered 
  or reduced to a dying state by damage. Also, they cannot be 
  tripped, grappled, or bull rushed, and they cannot grapple an 
  opponent. 
  A swarm is immune to any spell or effect that targets a specific 
  number of creatures (including single-target spells such 
  as disintegrate), with the exception of mind-affecting 
  effects (charms, compulsions, morale effects, patterns, and 
  phantasms) if the swarm has an Intelligence score and a hive 
  mind. A swarm takes half again as much damage (+50%) from 
  spells or effects that affect an area, such as splash weapons 
  and many evocation spells. 
  Swarms made up of Diminutive or Fine creatures are 
  susceptible to high winds, such as those created by a gust of 
  wind spell. For purposes of determining the effects of wind 
  on a swarm, treat the swarm as a creature of the same size as 
  its constituent creatures. A swarm rendered unconscious by 
  means of nonlethal damage becomes disorganized and 
  dispersed, and does not reform until its hit points exceed its 
  nonlethal damage. 
  Telepathy (Su) 
  The creature can mentally communicate with any other 
  creature within a certain range (specified in the creature's 
  entry, usually 100 feet) that has a language. It is possible to 
  
   
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  address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously 
  speaking and listening to multiple people at the same time. 
  Toughness 
  You have enhanced physical stamina. 
  Benefit: You gain +3 hit points. For every Hit Die you possess 
  beyond 3, you gain an additional +1 hit point. If you have 
  more than 3 Hit Dice, you gain +1 hit points whenever you 
  gain a Hit Die (such as when you gain a level). 
  Tremorsense 
  A creature with tremorsense is sensitive to vibrations in the 
  ground and can automatically pinpoint the location of 
  anything that is in contact with the ground. Aquatic creatures 
  with tremorsense can also sense the location of creatures 
  moving through water. The ability's range is specified in the 
  creature's descriptive text. 
  Undead Traits (Ex) 
  Undead are immune to death effects, disease, mind-affecting 
  effects (charms, compulsions, morale effects, phantasms, and 
  patterns), paralysis, poison, sleep, stun, and any effect that 
  requires a Fortitude save (unless the effect also works on 
  objects or is harmless). Undead are not subject to ability drain, 
  energy drain, or nonlethal damage. Undead are immune to 
  damage or penalties to their physical ability scores (Strength, 
  Dexterity, and Constitution), as well as to fatigue and 
  exhaustion effects. Undead are not at risk of death from 
  massive damage. 
  Vulnerabilties (Ex or Su) 
  A creature with vulnerabilities takes half again as much 
  damage (+50%) from a specific energy type, regardless of 
  whether a saving throw is allowed or if the save is a success or 
  failure. Creatures with a vulnerability that is not an energy 
  type instead take a –4 penalty on saves against spells and 
  effects that cause or use the listed vulnerability (such as spells 
  with the light descriptor). Some creatures might suffer 
  additional effects, as noted in their descriptions. 
  Weapon Finesse 
  You are trained in using your agility in melee combat, as 
  opposed to brute strength. 
  Benefit: With a light weapon, rapier, whip, or spiked chain 
  made for a creature of your size category, you may use 
  your Dexterity modifier instead of your Strength modifier on 
  attack rolls. If you carry a shield, its armor check penalty 
  applies to your attack rolls. 
  Special: Natural weapons are considered light weapons. 
  Weapon Focus 
  Choose one type of weapon. You can also choose unarmed 
  strike or grapple (or ray, if you are a spellcaster) as your 
  weapon for the purposes of this feat. 
  Prerequisites: Proficiency with selected weapon, base attack 
  bonus +1. 
  Benefit: You gain a +1 bonus on all attack rolls you make using 
  the selected weapon. 
  Special: You can gain this feat multiple times. Its effects do not 
  stack. Each time you take the feat, it applies to a new type of 
  weapon. 
  Wild Empathy (Ex) 
  A druid can improve the attitude of an animal. This ability 
  functions just like a Diplomacy check made to improve the 
  attitude of a person (see Using Skills). The druid rolls 1d20 and 
  adds her druid level and her Charisma modifier to determine 
  the wild empathy check result. The typical domestic animal 
  has a starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
  To use wild empathy, the druid and the animal must be within 
  30 feet of one another under normal conditions. Generally, 
  influencing an animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less time. 
  A druid can also use this ability to influence a magical beast 
  with an Intelligence score of 1 or 2, but she takes a –4 penalty 
  on the check. 
   
   
  Spell Reference
  A reference for all the spells which might be cast by the 
  denizens of this adventure or which become available to the 
  party via magic items found in this adventure. 
  Acid Pit 
  School conjuration [creation] acid 
  Level sorcerer/wizard 4, summoner 4 
  Casting Time 1 standard action 
  Components V, S, M (drop of acid), F (Fine shovel worth 10 
  gp) 
  Range medium (100 ft. + 10 ft./level) 
  Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels 
  Duration 1 round + 1 round/level 
  Saving Throw Reflex negates; see text 
  Spell Resistance no 
  This spell functions as create pit, except that it places a 5-foot 
  deep pool of acid at the bottom of the pit. The pit has a 
  maximum depth of 100 feet. Creatures who fall into the pit 
  take falling damage as normal (the acid counts as a yielding 
  surface), plus 2d6 points of acid damage per round spent in 
  contact with the acid. In addition, exposed items carried by a 
  creature in the pit may be harmed.  
  Items are affected one at a time in the order listed on the 
  table, and must make Fortitude saves after 3 consecutive 
  rounds in the acid or gain the broken condition. Objects with 
  the broken condition (regardless of how they became broken) 
  must make a Fortitude Saving Throw each round spent within 
  the acid or be destroyed. The walls of the pit are quite slippery 
  and have a Climb DC of 30. 
  
   
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  4.1 
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  Order 
  Item 
  1st 
  Shield 
  2nd 
  Armor 
  3rd 
  Magic helmet, hat, or headband 
  4th 
  Item in hand (including weapon, wand, or the like) 
  5th 
  Magic cloak 
  6th 
  Stowed or sheathed weapon 
  7th 
  Magic bracers 
  8th 
  Magic clothing 
  9th 
  Magic jewelry (including rings) 
  10th 
  Anything else 
  Alter Self 
  School transmutation (polymorph); Level alchemist 2, bard 2, 
  magus 2, sorcerer/wizard 2, summoner 2, witch 2 
  Casting Time 1 standard action 
  Components V, S, M (a piece of the creature whose form you 
  plan to assume) 
  Range personal 
  Target you 
  Duration 1 min./level (D) 
  When you cast this spell, you can assume the form of any 
  Small or Medium creature of the humanoid type. If the form 
  you assume has any of the following abilities, you gain the 
  listed ability: darkvision 60 feet, low-light vision, scent, and 
  swim 30 feet. 
  Small creature: If the form you take is that of a Small 
  humanoid, you gain a +2 size bonus to your Dexterity. 
  Medium creature: If the form you take is that of a Medium 
  humanoid, you gain a +2 size bonus to your Strength. 
  Arcane Eye 
  School divination (scrying); Level alchemist 4, sorcerer/wizard 
  4, witch 4; Domain arcane 4 
  Casting Time 10 minutes 
  Components V, S, M (a bit of bat fur) 
  Range unlimited 
  Effect magical sensor 
  Duration 1 min./level (D) 
  Saving Throw none; Spell Resistance no 
  You create an invisible magical sensor that sends you visual 
  information. You can create the arcane eye at any point you 
  can see, but it can then travel outside your line of sight 
  without hindrance. An arcane eye travels at 30 feet per round 
  (300 feet per minute) if viewing an area ahead as a human 
  would (primarily looking at the floor) or 10 feet per round 
  (100 feet per minute) if examining the ceiling and walls as well 
  as the floor ahead. It sees exactly as you would see if you were 
  there. 
  The eye can travel in any direction as long as the spell lasts. 
  Solid barriers block its passage, but it can pass through a hole 
  or space as small as 1 inch in diameter. The eye can't enter 
  another plane of existence, even through a gate or similar 
  magical portal. 
  You must concentrate to use an arcane eye. If you do not 
  concentrate, the eye is inert until you again concentrate. 
  Bestow Curse 
  School necromancy; Level cleric 3, sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration permanent 
  Saving Throw Will negates; Spell Resistance yes 
  You place a curse on the subject. Choose one of the following. 
  –6 decrease to an ability score (minimum 1). 
  –4 penalty on attack rolls, saves, ability checks, and skill 
  checks. 
  Each turn, the target has a 50% chance to act normally; 
  otherwise, it takes no action. 
  You may also invent your own curse, but it should be no more 
  powerful than those described above. 
  The curse bestowed by this spell cannot be dispelled, but it 
  can be removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell. 
  Bestow curse counters remove curse. 
  Black Tentacles 
  School conjuration (creation); Level bloodrager 4, magus 4, 
  sorcerer/wizard 4, summoner 3, witch 4; Bloodline aberrant 4 
  Casting Time 1 standard action 
  Components V, S, M (octopus or squid tentacle) 
  Range medium (100 ft. + 10 ft./level) 
  Area 20-ft.-radius spread 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance no 
  This spell causes a field of rubbery black tentacles to appear, 
  burrowing up from the floor and reaching for any creature in 
  the area. 
  Every creature within the area of the spell is the target of a 
  combat maneuver check made to grapple each round at the 
  beginning of your turn, including the round that black 
  tentacles is cast. Creatures that enter the area of effect are 
  also automatically attacked. The tentacles do not provoke 
  attacks of opportunity. When determining the tentacles' CMB, 
  the tentacles use your caster level as their base attack bonus 
  and receive a +4 bonus due to their Strength and a +1 size 
  bonus. Roll only once for the entire spell effect each round 
  and apply the result to all creatures in the area of effect. 
  If the tentacles succeed in grappling a foe, that foe takes 
  1d6+4 points of damage and gains the grappled condition. 
  Grappled opponents cannot move without first breaking the 
  grapple. All other movement is prohibited unless the creature 
  breaks the grapple first. The black tentacles spell receives a +5 
  bonus on grapple checks made against opponents it is already 
  grappling, but cannot move foes or pin foes. Each round that 
  black tentacles succeeds on a grapple check, it deals an 
  additional 1d6+4 points of damage. The CMD of black 
  tentacles, for the purposes of escaping the grapple, is equal to 
  10 + its CMB. 
  The tentacles created by this spell cannot be damaged, but 
  they can be dispelled as normal. The entire area of effect is 
  considered difficult terrain while the tentacles last. 
  Break Enchantment 
  
   
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  School abjuration; Level bard 4, cleric/oracle 5, inquisitor 5, 
  paladin 4, shaman 5, sorcerer/wizard 5, witch 5; Domain 
  liberation 5, luck 5; Subdomain restoration 5 
  Casting Time 1 minute 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets up to one creature per level, all within 30 ft. of each 
  other 
  Duration instantaneous 
  Saving Throw see text; Spell Resistance no 
  This spell frees victims from enchantments, transmutations, 
  and curses. Break enchantment can reverse even an 
  instantaneous effect. For each such effect, you make a caster 
  level check (1d20 + caster level, maximum +15) against a DC of 
  11 + caster level of the effect. Success means that the creature 
  is free of the spell, curse, or effect. For a cursed magic item, 
  the DC is equal to the DC of the curse. 
  If the spell is one that cannot be dispelled by dispel magic or 
  stone to flesh, break enchantment works only if that spell is 
  5th level or lower. 
  If the effect comes from a permanent magic item, break 
  enchantment does not remove the curse from the item, but it 
  does free the victim from the item's effects. 
  Calm Emotions 
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 2, cleric 2 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range medium (100 ft. + 10 ft./level) 
  Area creatures in a 20-ft.-radius spread 
  Duration concentration, up to 1 round/level (D) 
  Saving Throw Will negates; Spell Resistance yes 
  This spell calms agitated creatures. You have no control over 
  the affected creatures, but calm emotions can stop raging 
  creatures from fighting or joyous ones from reveling. 
  Creatures so affected cannot take violent actions (although 
  they can defend themselves) or do anything destructive. Any 
  aggressive action against or damage dealt to a calmed 
  creature immediately breaks the spell on all calmed creatures. 
  This spell automatically suppresses (but does not dispel) any 
  morale bonuses granted by spells such as bless, good hope, 
  and rage, and also negates a bard's ability to inspire courage 
  or a barbarian's rage ability. It also suppresses any fear effects 
  and removes the confused condition from all targets. While 
  the spell lasts, a suppressed spell, condition, or effect has no 
  effect. When the calm emotions spell ends, the original spell 
  or effect takes hold of the creature again, provided that its 
  duration has not expired in the meantime. 
  Confusion 
  School enchantment (compulsion) [mind-affecting]; Level bard 
  3, bloodrager 4, sorcerer/wizard 4, witch 4; Domain lust 4, 
  madness 4, trickery 4 
  Casting Time 1 standard action 
  Components V, S, M/DF (three nutshells) 
  Range medium (100 ft. + 10 ft./level) 
  Targets all creatures in a 15-ft.-radius burst 
  Duration 1 round/level 
  Saving Throw Will negates; Spell Resistance yes 
  This spell causes confusion in the targets, making them unable 
  to determine their actions. Roll on the following table at the 
  start of each subject's turn each round to see what it does in 
  that round. 
  Table: Confusion Effects 
  d% 
  Behavior 
  01-25 
  Acts normally 
  26-50 
  Does nothing but babble incoherently 
  51-75 
  Deals 1d8 points of damage + Str modifier to self 
  with item in hand 
  76-100 
  Attacks nearest creature (for this purpose, a familiar 
  counts as part of the subject's self) 
  A confused character who can't carry out the indicated action 
  does nothing but babble incoherently. Attackers are not at any 
  special advantage when attacking a confused character. Any 
  confused character who is attacked automatically attacks its 
  attackers on its next turn, as long as it is still confused when 
  its turn comes. Note that a confused character will not make 
  attacks of opportunity against any creature that it is not 
  already devoted to attacking (either because of its most 
  recent action or because it has just been attacked). 
  Contagion 
  School necromancy [disease, evil]; Level antipaladin 3, 
  bloodrager 4, cleric/oracle 3, druid 3, sorcerer/wizard 4; 
  Domain decay 3 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target living creature touched 
  Duration instantaneous 
  Saving Throw Fortitude negates; Spell Resistance yes 
  The subject contracts one of the following diseases: blinding 
  sickness, bubonic plague, cackle fever, filth fever, leprosy, 
  mindfire, red ache, shakes, or slimy doom. The disease is 
  contracted immediately (the onset period does not apply). 
  Use the disease's listed frequency and save DC to determine 
  further effects. For more information see Diseases. 
  Contact Other Plane 
  School divination; Level alchemist 5, sorcerer/wizard 5, 
  summoner 4, witch 5 
  Casting Time 10 minutes 
  Components V 
  Range personal 
  Target you 
  Duration concentration 
  You send your mind to another plane of existence (an 
  Elemental Plane or some plane farther removed) in order to 
  receive advice and information from powers there. See the 
  accompanying table for possible consequences and results of 
  the attempt. The powers reply in a language you understand, 
  but they resent such contact and give only brief answers to 
  your questions. All questions are answered with "yes," "no," 
  "maybe," "never," "irrelevant," or some other one-word 
  answer. 
  
   
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  You must concentrate on maintaining the spell (a standard 
  action) in order to ask questions at the rate of one per round. 
  A question is answered by the power during the same round. 
  You may ask one question for every two caster levels. 
  Contact with minds far removed from your home plane 
  increases the probability that you will incur a decrease in 
  Intelligence and Charisma due to your brain being 
  overwhelmed, but also increases the chance of the power 
  knowing the answer and answering correctly. Once the Outer 
  Planes are reached, the power of the deity contacted 
  determines the effects. (Random results obtained from the 
  table are subject to the personalities of individual deities.) On 
  rare occasions, this divination may be blocked by an act of 
  certain deities or forces. 
  Plane Contacted  
  Avoid Int/Cha Decrease 
  Elemental Plane 
   
   
  DC 7/1 week 
  Positive/Negative Energy Plane 
  DC 8/1 week 
  Astral Plane 
   
   
  DC 9/1 week 
  Outer Plane, demigod 
   
  DC 10/2 weeks 
  Outer Plane, lesser deity 
   
  DC 12/3 weeks 
  Outer Plane, intermediate deity 
  DC 14/4 weeks 
  Outer Plane, greater deity 
   
  DC 16/5 weeks 
  Plane 
  True 
  Don't Know 
  Lie 
  Random 
  Elemental Plane 
  01-34 
  35-62 
  63-83 
  84-100 
  Positive/Negative 01-39 
  40-65 
  66-86 
  87-100 
  Astral Plane 
  01-44 
  45-67 
  68-88 
  89-100 
  Demigod 01-49 
  50-70 
  71-91 
  92-100 
  lesser deity 
  01-60 
  61-75 
  76-95 
  96-100 
  intermediate  
  01-73 
  74-81 
  82-98 
  99-100 
  greater deity 
  01-88 
  89-90 
  91-99 
  100 
  Avoid Int/Cha Decrease: You must succeed on an Intelligence 
  check against this DC to avoid a decrease in Intelligence and 
  Charisma. You cannot take 10 on this check. If the check fails, 
  your Intelligence and Charisma scores each fall to 8 for the 
  stated duration, and you become unable to cast arcane spells. 
  If you lose Intelligence and Charisma, the effect strikes as soon 
  as the first question is asked, and no answer is received. If a 
  successful contact is made, roll d% to determine the type of 
  answer you gain. 
  True Answer: You get a true, one-word answer. Questions 
  that cannot be answered in this way are answered randomly. 
  Don't Know: The entity tells you that it doesn't know. 
  Lie: The entity intentionally lies to you. 
  Random Answer: The entity tries to lie but doesn't know the 
  answer, so it makes one up. 
  Continual Flame 
  School evocation [light] 
  Level cleric 3, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, M (ruby dust worth 50 gp) 
  Range touch 
  Target object touched 
  Effect magical, heatless flame 
  Duration permanent 
  Saving Throw none; Spell Resistance no 
  A flame, equivalent in brightness to a torch, springs forth from 
  an object that you touch. The effect looks like a regular flame, 
  but it creates no heat and doesn't use oxygen. A continual 
  flame can be covered and hidden but not smothered or 
  quenched. 
  Light spells counter and dispel darkness spells of an equal or 
  lower level. 
  Create Pit 
  School conjuration (creation); Level sorcerer/wizard 2, 
  summoner 2; Domain caves 2 
  Casting Time 1 standard action 
  Components V, S, F (miniature shovel costing 10 gp) 
  Range medium (100 ft. + 10 ft./level) 
  Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels 
  Duration 1 round + 1 round/level 
  Saving Throw Reflex negates; Spell Resistance no 
  You create a 10-foot-by-10-foot extra-dimensional hole with a 
  depth of 10 feet per two caster levels (maximum 30 feet). You 
  must create the pit on a horizontal surface of sufficient size. 
  Since it extends into another dimension, the pit has no weight 
  and does not otherwise displace the original underlying 
  material. You can create the pit in the deck of a ship as easily 
  as in a dungeon floor or the ground of a forest. Any creature 
  standing in the area where you first conjured the pit must 
  make a Reflex saving throw to jump to safety in the nearest 
  open space. In addition, the edges of the pit are sloped, and 
  any creature ending its turn on a square adjacent to the pit 
  must make a Reflex saving throw with a +2 bonus to avoid 
  falling into it. Creatures subjected to an effect intended to 
  push them into the pit (such as bull rush) do not get a saving 
  throw to avoid falling in if they are affected by the pushing 
  effect. 
  Creatures who fall into the pit take falling damage as normal. 
  The pit's coarse stone walls have a Climb DC of 25. When the 
  duration of the spell ends, creatures within the hole rise up 
  with the bottom of the pit until they are standing on the 
  surface over the course of a single round. 
  Dancing Lights 
  School evocation [light]; Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Effect Up to four lights, all within a 10-ft.-radius area 
  Duration 1 minute (D) 
  Saving Throw none; Spell Resistance no 
  Depending on the version selected, you create up to four 
  lights that resemble lanterns or torches (and cast that amount 
  of light), or up to four glowing spheres of light (which look like 
  will-o'-wisps), or one faintly glowing, vaguely humanoid shape. 
  The dancing lights must stay within a 10-foot-radius area in 
  relation to each other but otherwise move as you desire (no 
  concentration required): forward or back, up or down, straight 
  or turning corners, or the like. The lights can move up to 100 
  feet per round. A light winks out if the distance between you 
  and it exceeds the spell's range. 
  You can only have one dancing lights spell active at any one 
  time. If you cast this spell while another casting is still in 
  
   
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  effect, the previous casting is dispelled. If you make this spell 
  permanent, it does not count against this limit. 
  Dancing lights can be made permanent with a permanency 
  spell. 
  Daylight 
  School evocation [light]; Level bard 3, cleric 3, druid 3, paladin 
  3, sorcerer/wizard 3 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target object touched 
  Duration 10 min./level (D) 
  Saving Throw none; Spell Resistance no 
  You touch an object when you cast this spell, causing the 
  object to shed bright light in a 60-foot radius. This illumination 
  increases the light level for an additional 60 feet by one step 
  (darkness becomes dim light, dim light becomes normal light, 
  and normal light becomes bright light). Creatures that take 
  penalties in bright light take them while within the 60-foot 
  radius of this magical light. Despite its name, this spell is not 
  the equivalent of daylight for the purposes of creatures that 
  are damaged or destroyed by such light. 
  If daylight is cast on a small object that is then placed inside or 
  under a light-proof covering, the spell's effects are blocked 
  until the covering is removed. 
  Daylight brought into an area of magical darkness (or vice 
  versa) is temporarily negated, so that the otherwise prevailing 
  light conditions exist in the overlapping areas of effect. 
  Daylight counters or dispels any darkness spell of equal or 
  lower level, such as darkness. 
  Deathwatch 
  School necromancy; Level cleric 1 
  Casting Time 1 standard action 
  Components V, S 
  Range 30 ft. 
  Area cone-shaped emanation 
  Duration 10 min./level 
  Saving Throw none; Spell Resistance no 
  Using the powers of necromancy, you can determine the 
  condition of creatures near death within the spell's range. You 
  instantly know whether each creature within the area is dead, 
  fragile (alive and wounded, with 3 or fewer hit points left), 
  fighting off death (alive with 4 or more hit points), healthy, 
  undead, or neither alive nor dead (such as a construct). 
  Deathwatch sees through any spell or ability that allows 
  creatures to feign death. 
  Delayed Blast Fireball 
  School evocation [fire]; Level sorcerer/wizard 7; Subdomain 
  arson 7 
  Duration 5 rounds or less; see text 
  This spell functions like fireball, except that it is more powerful 
  and can detonate up to 5 rounds after the spell is cast. The 
  burst of flame deals 1d6 points of fire damage per caster level 
  (maximum 20d6). The glowing bead created by delayed blast 
  fireball can detonate immediately if you desire, or you can 
  choose to delay the burst for as many as 5 rounds. You select 
  the amount of delay upon completing the spell, and that time 
  cannot change once it has been set unless someone touches 
  the bead. If you choose a delay, the glowing bead sits at its 
  destination until it detonates. A creature can pick up and hurl 
  the bead as a thrown weapon (range increment 10 feet). If a 
  creature handles and moves the bead within 1 round of its 
  detonation, there is a 25% chance that the bead detonates 
  while being handled. 
  Detect Magic 
  School divination; 
  Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Component: V, S 
  Range 60 ft. 
  Area cone-shaped emanation 
  Duration concentration, up to 1 min./level (D) 
  Saving Throw none; Spell Resistance no 
  You detect magical auras. The amount of information revealed 
  depends on how long you study a particular area or subject. 
  1st Round: Presence or absence of magical auras. 
  2nd Round: Number of different magical auras and the power 
  of the most potent aura. 
  3rd Round: The strength and location of each aura. If the 
  items or creatures bearing the auras are in line of sight, you 
  can make Knowledge (arcana) skill checks to determine the 
  school of magic involved in each. (Make one check per aura: 
  DC 15 + spell level, or 15 + 1/2 caster level for a nonspell 
  effect.) If the aura eminates from a magic item, you can 
  attempt to identify its properties (see Spellcraft). 
  Magical areas, multiple types of magic, or strong local magical 
  emanations may distort or conceal weaker auras. 
  Aura Strength: An aura's power depends on a spell's 
  functioning spell level or an item's caster level; see the 
  accompanying table. If an aura falls into more than one 
  category, detect magic indicates the stronger of the two. 
  Aura 
  Spell 
  (spell level) 
  Magic Item 
  (caster level) 
  Faint 
  3rd or lower 
  5th or lower 
  Moderate 
  4th to 6th 
  6th to 11th 
  Strong 
  7th to 9th 
  12th to 20th 
  Overwhelming 10th+ (deity) 21st+ (artifact) 
  Lingering Aura: A magical aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of 
  a magic item). If detect magic is cast and directed at such a 
  location, the spell indicates an aura strength of dim (even 
  weaker than a faint aura). How long the aura lingers at this 
  dim level depends on its original power: 
  Original Strength 
  Duration of Lingering Aura 
  Faint 
  1d6 rounds 
  
   
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  Original Strength 
  Duration of Lingering Aura 
  Moderate 
  1d6 minutes 
  Strong 
  1d6 x 10 minutes 
  Overwhelming 
  1d6 days 
  Outsiders and elementals are not magical in themselves, but if 
  they are summoned, the conjuration spell registers. Each 
  round, you can turn to detect magic in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Detect magic can be made permanent with a permanency 
  spell. 
  Detect Thoughts 
  School divination [mind-affecting] 
  Level bard 2, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, F/DF (a copper piece) 
  Range 60 ft. 
  Area cone-shaped emanation 
  Duration concentration, up to 1 min./level (D) 
  Saving Throw Will negates; see text 
  Spell Resistance no 
  You detect surface thoughts. The amount of information 
  revealed depends on how long you study a particular area or 
  subject. 
  1st Round: Presence or absence of thoughts (from conscious 
  creatures with Intelligence scores of 1 or higher). 
  2nd Round: Number of thinking minds and the Intelligence 
  score of each. If the highest Intelligence is 26 or higher (and at 
  least 10 points higher than your own Intelligence score), you 
  are stunned for 1 round and the spell ends. This spell does not 
  let you determine the location of the thinking minds if you 
  can't see the creatures whose thoughts you are detecting. 
  3rd Round: Surface thoughts of any mind in the area. A 
  target's Will save prevents you from reading its thoughts, and 
  you must cast detect thoughts again to have another chance. 
  Creatures of animal intelligence (Int 1 or 2) have simple, 
  instinctual thoughts. 
  Each round, you can turn to detect thoughts in a new area. 
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood or dirt 
  blocks it. 
  Dimension Door 
  School conjuration (teleportation) 
  Level bard 4, sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components V 
  Range long (400 ft. + 40 ft./level) 
  Target you and touched objects or other touched willing 
  creatures 
  Duration instantaneous 
  Saving Throw none and Will negates (object) 
  Spell Resistance no and yes (object) 
  You instantly transfer yourself from your current location to 
  any other spot within range. You always arrive at exactly the 
  spot desired—whether by simply visualizing the area or by 
  stating direction. After using this spell, you can't take any 
  other actions until your next turn. You can bring along objects 
  as long as their weight doesn't exceed your maximum load. 
  You may also bring one additional willing Medium or smaller 
  creature (carrying gear or objects up to its maximum load) or 
  its equivalent per three caster levels. A Large creature counts 
  as two Medium creatures, a Huge creature counts as two 
  Large creatures, and so forth. All creatures to be transported 
  must be in contact with one another, and at least one of those 
  creatures must be in contact with you. 
  If you arrive in a place that is already occupied by a solid body, 
  you and each creature traveling with you take 1d6 points of 
  damage and are shunted to a random open space on a 
  suitable surface within 100 feet of the intended location. 
  If there is no free space within 100 feet, you and each creature 
  traveling with you take an additional 2d6 points of damage 
  and are shunted to a free space within 1,000 feet. If there is 
  no free space within 1,000 feet, you and each creature 
  travelling with you take an additional 4d6 points of damage 
  and the spell simply fails. 
  Dismissal 
  School abjuration; Level cleric/oracle 4, inquisitor 4, shaman 
  4, sorcerer/wizard 5, summoner 4; Bloodline abyssal 5 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one extraplanar creature 
  Duration instantaneous 
  Saving Throw Will negates; see text 
  Spell Resistance yes 
  This spell forces an extraplanar creature back to its proper 
  plane if it fails a Will save. If the spell is successful, the 
  creature is instantly whisked away, but there is a 20% chance 
  of actually sending the subject to a plane other than its own. 
  Endure Elements 
  School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1, 
  sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration 24 hours 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  A creature protected by endure elements suffers no harm 
  from being in a hot or cold environment. It can exist 
  comfortably in conditions between –50 and 140 degrees 
  Fahrenheit without having to make Fortitude saves. The 
  creature's equipment is likewise protected. 
  Endure elements doesn't provide any protection from fire or 
  cold damage, nor does it protect against other environmental 
  hazards such as smoke, lack of air, and so forth. 
  
   
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  Erase 
  School transmutation 
  Level bard 1, sorcerer/wizard 1; Domain rune 1 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one scroll or two pages 
  Duration instantaneous 
  Saving Throw see text; Spell Resistance no 
  Erase removes writings of either magical or mundane nature 
  from a scroll or from one or two pages of paper, parchment, 
  or similar surfaces. With this spell, you can remove explosive 
  runes, a glyph of warding, a sepia snake sigil, or an arcane 
  mark, but not illusory script or a symbol spell. Nonmagical 
  writing is automatically erased if you touch it and no one else 
  is holding it. Otherwise, the chance of erasing nonmagical 
  writing is 90%. 
  Magic writing must be touched to be erased, and you also 
  must succeed on a caster level check (1d20 + caster level) 
  against DC 15. A natural 1 is always a failure on this check. If 
  you fail to erase explosive runes, a glyph of warding, or a sepia 
  snake sigil, you accidentally activate that writing instead. 
  Fireball 
  School evocation [fire]; Level bloodrager 3, magus 3, 
  sorcerer/wizard 3; Domain fire 3 
  Casting Time 1 standard action 
  Components V, S, M (a ball of bat guano and sulfur) 
  Range long (400 ft. + 40 ft./level) 
  Area 20-ft.-radius spread 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  A fireball spell generates a searing explosion of flame that 
  detonates with a low roar and deals 1d6 points of fire damage 
  per caster level (maximum 10d6) to every creature within the 
  area. Unattended objects also take this damage. The explosion 
  creates almost no pressure. 
  You point your finger and determine the range (distance and 
  height) at which the fireball is to burst. A glowing, pea-sized 
  bead streaks from the pointing digit and, unless it impacts 
  upon a material body or solid barrier prior to attaining the 
  prescribed range, blossoms into the fireball at that point. An 
  early impact results in an early detonation. If you attempt to 
  send the bead through a narrow passage, such as through an 
  arrow slit, you must "hit" the opening with a ranged touch 
  attack, or else the bead strikes the barrier and detonates 
  prematurely. 
  The fireball sets fire to combustibles and damages objects in 
  the area. It can melt metals with low melting points, such as 
  lead, gold, copper, silver, and bronze. If the damage caused to 
  an interposing barrier shatters or breaks through it, the 
  fireball may continue beyond the barrier if the area permits; 
  otherwise it stops at the barrier just as any other spell effect 
  does. 
  Fleshworm Infestation 
  School conjuration (summoning) [evil]; Level cleric/oracle 4, 
  inquisitor 4, sorcerer/wizard 4, witch 4 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration 1 round/level (D) 
  Saving Throw Fortitude partial (see text); Spell Resistance yes 
  With a touch, you cause an infestation of ravenous worms to 
  manifest in the target’s flesh. The target must make a 
  Fortitude save every round. Failure means it takes 1d6 hit 
  points of damage and 2 points of Dexterity damage, and is 
  staggered for 1 round. If it makes the save, it takes no hit 
  point or Dexterity damage and is only sickened for 1 round 
  rather than staggered. Fleshworm infestation cannot be 
  ended early by remove disease or heal, as the infestation 
  starts anew if the current worms are slain. Protection from 
  evil negates this spell’s effects for as long as the two durations 
  overlap. Dispel evil automatically ends a fleshworm 
  infestation. 
  Fog Cloud 
  School conjuration (creation); Level druid 2, magus 2, 
  sorcerer/wizard 2, witch 2; Domain water 2, weather 2 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft. level) 
  Effect fog spreads in 20-ft. radius 
  Duration 10 min./level 
  Saving Throw none; Spell Resistance no 
  A bank of fog billows out from the point you designate. The 
  fog obscures all sight, including darkvision, beyond 5 feet. A 
  creature within 5 feet has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker can't use sight to locate 
  the target). 
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round. 
  The spell does not function underwater. 
  Ghost Sound 
  School illusion (figment); Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S, M (a bit of wool or a small lump of wax) 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect illusory sounds 
  Duration 1 round/level (D) 
  Saving Throw Will disbelief; Spell Resistance no 
  Ghost sound allows you to create a volume of sound that 
  rises, recedes, approaches, or remains at a fixed place. You 
  choose what type of sound ghost sound creates when casting 
  it and cannot thereafter change the sound's basic character. 
  The volume of sound created depends on your level. You can 
  produce as much noise as four normal humans per caster level 
  (maximum 40 humans). Thus, talking, singing, shouting, 
  walking, marching, or running sounds can be created. The 
  noise a ghost sound spell produces can be virtually any type of 
  sound within the volume limit. A horde of rats running and 
  squeaking is about the same volume as eight humans running 
  and shouting. A roaring lion is equal to the noise from 16 
  humans, while a roaring dragon is equal to the noise from 32 
  
   
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  humans. Anyone who hears a ghost sound receives a Will save 
  to disbelieve. 
  Ghost sound can enhance the effectiveness of a silent image 
  spell. 
  Ghost sound can be made permanent with a permanency 
  spell. 
  Greater Teleport 
  School conjuration (teleportation); Level sorcerer/wizard 7, 
  summoner 5, witch 7; Domain travel 7; Bloodline abyssal 7, 
  arcane 7 
  This spell functions like teleport, except that there is no range 
  limit and there is no chance you arrive off target. In addition, 
  you need not have seen the destination, but in that case you 
  must have at least a reliable description of the place to which 
  you are teleporting. If you attempt to teleport with insufficient 
  information (or with misleading information), you disappear 
  and simply reappear in your original location. Interplanar 
  travel is not possible. 
  Hold Person 
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 
  2, shaman 2, sorcerer/wizard 3, witch 2 
  Casting Time 1 standard action 
  Components V, S, F/DF (a small, straight piece of iron) 
  Range medium (100 ft. + 10 ft./level) 
  Target one humanoid creature 
  Duration 1 round/level (D); see text 
  Saving Throw Will negates; see text 
  Spell Resistance yes 
  The subject becomes paralyzed and freezes in place. It is 
  aware and breathes normally but cannot take any actions, 
  even speech. Each round on its turn, the subject may attempt 
  a new saving throw to end the effect. This is a full-round 
  action that does not provoke attacks of opportunity. A winged 
  creature who is paralyzed cannot flap its wings and falls. A 
  swimmer can't swim and may drown. 
  Identify 
  School divination; Level bard 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, M (wine stirred with an owl's feather) 
  Range 60 ft. 
  Area cone-shaped emanation 
  Duration 3 rounds/level (D) 
  Saving Throw: none; Spell Resistance: no 
  This spell functions as detect magic, except that it gives you a 
  +10 enhancement bonus on spellcraft checks made to identify 
  the properties and command words of magic items in your 
  possession. This spell does not allow you to identify artifacts. 
  Invisibility 
  School illusion (glamer); Level bard 2, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S, M/DF (an eyelash encased in gum arabic) 
  Range personal or touch 
  Target you or a creature or object weighing no more than 100 
  lbs./level 
  Duration 1 min./level (D) 
  Saving Throw Will negates (harmless) or Will negates 
  (harmless, object); 
  Spell Resistance yes (harmless) or yes (harmless, object) 
  The creature or object touched becomes invisible. If the 
  recipient is a creature carrying gear, that vanishes, too. If you 
  cast the spell on someone else, neither you nor your allies can 
  see the subject, unless you can normally see invisible things or 
  you employ magic to do so. 
  Items dropped or put down by an invisible creature become 
  visible; items picked up disappear if tucked into the clothing or 
  pouches worn by the creature. Light, however, never 
  becomes invisible, although a source of light can become so 
  (thus, the effect is that of a light with no visible source). Any 
  part of an item that the subject carries but that extends more 
  than 10 feet from it becomes visible. 
  Of course, the subject is not magically silenced, and certain 
  other conditions can render the recipient detectable (such as 
  swimming in water or stepping in a puddle). If a check is 
  required, a stationary invisible creature has a +40 bonus on its 
  Stealth checks. This bonus is reduced to +20 if the creature is 
  moving. The spell ends if the subject attacks any creature. For 
  purposes of this spell, an attack includes any spell targeting a 
  foe or whose area or effect includes a foe. Exactly who is a foe 
  depends on the invisible character's perceptions. Actions 
  directed at unattended objects do not break the spell. Causing 
  harm indirectly is not an attack. Thus, an invisible being can 
  open doors, talk, eat, climb stairs, summon monsters and have 
  them attack, cut the ropes holding a rope bridge while 
  enemies are on the bridge, remotely trigger traps, open a 
  portcullis to release attack dogs, and so forth. If the subject 
  attacks directly, however, it immediately becomes visible 
  along with all its gear. Spells such as blessthat specifically 
  affect allies but not foes are not attacks for this purpose, even 
  when they include foes in their area. 
  Invisibility can be made permanent (on objects only) with 
  a permanency spell. 
  Know Direction 
  School divination; Level bard 0, druid 0 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration instantaneous 
  When you cast this spell, you instantly know the direction of 
  north from your current position. The spell is effective in any 
  environment in which “north” exists, but it may not work in 
  extraplanar settings. Your knowledge of north is correct at the 
  moment of casting, but you can get lost again within moments 
  if you don't find some external reference point to help you 
  keep track of direction. 
  Legend Lore 
  School divination; Level bard 4, inquisitor 6, sorcerer/wizard 
  6, witch 6; Domain knowledge 7 
  Casting Time see text 
  
   
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  Components V, S, M (incense worth 250 gp), F (four pieces of 
  ivory worth 50 gp each) 
  Range personal 
  Target you 
  Duration see text 
  Legend lore brings to your mind legends about an important 
  person, place, or thing. If the person or thing is at hand, or if 
  you are in the place in question, the casting time is only 1d4 x 
  10 minutes. If you have only detailed information on the 
  person, place, or thing, the casting time is 1d10 days, and the 
  resulting lore is less complete and specific (though it often 
  provides enough information to help you find the person, 
  place, or thing, thus allowing a better legend lore result next 
  time). If you know only rumors, the casting time is 2d6 weeks, 
  and the resulting lore is vague and incomplete (though it often 
  directs you to more detailed information, thus allowing a 
  better legend lore result next time). 
  During the casting, you cannot engage in other than routine 
  activities: eating, sleeping, and so forth. When completed, the 
  divination brings legends (if any) about the person, place, or 
  things to your mind. These may be legends that are still 
  current, legends that have been forgotten, or even 
  information that has never been generally known. If the 
  person, place, or thing is not of legendary importance, you 
  gain no information. As a rule of thumb, characters who are 
  11th level and higher are "legendary," as are the sorts of 
  creatures they contend with, the major magic items they 
  wield, and the places where they perform their key deeds. 
  Lesser Planar Ally 
  School conjuration (calling) [see text] 
  Level cleric/oracle 4, shaman 4 
  Casting Time 10 minutes 
  Components V, S, M (offerings worth 500 gp plus payment, 
  see text), DF 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one called outsider of 6 HD or less 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  By casting this spell, you request your deity to send you an 
  outsider (of 6 HD or less) of the deity's choice. If you serve no 
  particular deity, the spell is a general plea answered by a 
  creature sharing your philosophical alignment. If you know an 
  individual creature's name, you may request that individual by 
  speaking the name during the spell (though you might get a 
  different creature anyway). 
  You may ask the creature to perform one task in exchange for 
  a payment from you. Tasks might range from the simple to the 
  complex. You must be able to communicate with the creature 
  called in order to bargain for its services. 
  The creature called requires a payment for its services. This 
  payment can take a variety of forms, from donating gold or 
  magic items to an allied temple, to a gift given directly to the 
  creature, to some other action on your part that matches the 
  creature's alignment and goals. Regardless, this payment must 
  be made before the creature agrees to perform any services. 
  The bargaining takes at least 1 round, so any actions by the 
  creature begin in the round after it arrives. 
  A task taking up to 1 minute per caster level requires a 
  payment of 100 gp per HD of the creature called. For a task 
  taking up to 1 hour per caster level, the creature requires a 
  payment of 500 gp per HD. A long-term task, one requiring up 
  to 1 day per caster level, requires a payment of 1,000 gp per 
  HD. 
  A nonhazardous task requires only half the indicated payment, 
  while an especially hazardous task might require a greater gift. 
  Few if any creatures will accept a task that seems suicidal 
  (remember, a called creature actually dies when it is killed, 
  unlike a summoned creature). However, if the task is strongly 
  aligned with the creature's ethos, it may halve or even waive 
  the payment. 
  At the end of its task, or when the duration bargained for 
  expires, the creature returns to its home plane (after reporting 
  back to you, if appropriate and possible). 
  Note: When you use a calling spell that calls an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of 
  that type. 
  Locate Creature 
  School divination; Level bard 4, sorcerer/wizard 4, summoner 
  3, witch 4; Domain exploration 4 
  Components: V, S, M (fur from a bloodhound) 
  Duration 10 min./level 
  This spell functions like locate object, except this spell locates 
  a known creature. You slowly turn and sense when you are 
  facing in the direction of the creature to be located, provided 
  it is within range. You also know in which direction the 
  creature is moving, if any. 
  The spell can locate a creature of a specific kind or a specific 
  creature known to you. It cannot find a creature of a certain 
  type. To find a kind of creature, you must have seen such a 
  creature up close (within 30 feet) at least once. 
  Running water blocks the spell. It cannot detect objects. It can 
  be fooled by mislead, nondetection, and polymorph spells. 
  Mage’s Private Sanctum 
  School abjuration; Level sorcerer/wizard 5 
  Casting Time 10 minutes 
  Components V, S, M (a sheet of lead, a piece of glass, a wad of 
  cotton, and powdered chrysolite) 
  Range close (25 ft. + 5 ft./2 levels) 
  Area 30-ft. cube/level (S) 
  Duration 24 hours (D) 
  Saving Throw none; Spell Resistance no 
  This spell ensures privacy. Anyone looking into the area from 
  outside sees only a dark, foggy mass. Darkvision cannot 
  penetrate it. No sounds, no matter how loud, can escape the 
  area, so nobody can eavesdrop from outside. Those inside can 
  see out normally. 
  Divination (scrying) spells cannot perceive anything within the 
  area, and those within are immune to detect thoughts. The 
  ward prevents speech between those inside and those outside 
  (because it blocks sound), but it does not prevent other 
  communication, such as a sending or message spell, or 
  telepathic communication, such as that between a wizard and 
  her familiar. 
  The spell does not prevent creatures or objects from moving 
  into and out of the area. 
  
   
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  Mage's private sanctum can be made permanent with a 
  permanency spell. 
  Major Image 
  School illusion (figment) 
  Level bard 3, magus 3, sorcerer/wizard 3 
  Duration Concentration +3 rounds 
  This spell functions like silent image, except that sound, smell, 
  and thermal illusions are included in the spell effect. While 
  concentrating, you can move the image within the range. 
  The image disappears when struck by an opponent unless you 
  cause the illusion to react appropriately. 
  Mending 
  School transmutation 
  Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 
  Casting Time 10 minutes 
  Components V, S 
  Range 10 ft. 
  Target one object of up to 1 lb./level 
  Duration instantaneous 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: yes (harmless, object) 
  This spell repairs damaged objects, restoring 1d4 hit points to 
  the object. If the object has the broken condition, this 
  condition is removed if the object is restored to at least half its 
  original hit points. All of the pieces of an object must be 
  present for this spell to function. Magic items can be repaired 
  by this spell, but you must have a caster level equal to or 
  higher than that of the object. Magic items that are destroyed 
  (at 0 hit points or less) can be repaired with this spell, but this 
  spell does not restore their magic abilities. This spell does not 
  affect creatures (including constructs). This spell has no effect 
  on objects that have been warped or otherwise transmuted, 
  but it can still repair damage done to such items. 
  Moonstruck 
  School enchantment (compulsion) [emotion, mind-affecting] 
  Level bloodrager 4, druid 4, sorcerer/wizard 4, witch 4; 
  Subdomain insanity 4, moon 4, rage 6; Elemental School void 
  4 
  Casting Time 1 standard action 
  Components V, S, M (a pinch of powdered moonstone) 
  Range medium (100 ft. + 10 ft./level) 
  Targets one humanoid creature 
  Duration 1 round/level 
  Saving Throw Will negates; Spell Resistance yes 
  You invoke the mystical power of the moon to drive the target 
  into a mad, bestial frenzy. If the target fails its save, it is dazed 
  for 1 round, dropping held items as its nails and teeth 
  elongate and sharpen. The target gains a bite attack and two 
  claw attacks that deal damage appropriate for the creature's 
  size (1d6/1d4 medium, 1d4/1d3 small), and for the remainder 
  of the spell's duration the target behaves as if under 
  simultaneous rage and confusion spells, attacking with its 
  natural weapons in preference to other actions. During the 
  final round of the spell's duration, the target is again dazed as 
  it returns to its normal state. 
  Pass Without Trace 
  School transmutation; Level druid 1, ranger 1, shaman 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Targets one creature/level touched 
  Duration 1 hour/level (D) 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  The subject or subjects of this spell do not leave footprints or 
  a scent trail while moving. Tracking the subjects is impossible 
  by non-magical means. 
  Phase Door 
  School conjuration (creation); Level sorcerer/wizard 7, witch 
  7; Domain travel 8 
  Casting Time 1 standard action 
  Components V 
  Range touch 
  Effect ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep 
  per three levels 
  Duration one usage per two levels 
  Saving Throw none; Spell Resistance no 
  This spell creates an ethereal passage through wooden, 
  plaster, or stone walls, but not other materials. The phase 
  door is invisible and inaccessible to all creatures except you, 
  and only you can use the passage. You disappear when you 
  enter the phase door and appear when you exit. If you desire, 
  you can take one other creature (Medium or smaller) through 
  the door. This counts as two uses of the door. The door does 
  not allow light, sound, or spell effects through it, nor can you 
  see through it without using it. Thus, the spell can provide an 
  escape route, though certain creatures, such as phase spiders, 
  can follow with ease. A gem of true seeing or similar magic 
  reveals the presence of a phase door but does not allow its 
  use. 
  A phase door is subject to dispel magic. If anyone is within the 
  passage when it is dispelled, he is harmlessly ejected just as if 
  he were inside a passwall effect. 
  You can allow other creatures to use the phase door by setting 
  some triggering condition for the door. Such conditions can be 
  as simple or elaborate as you desire. They can be based on a 
  creature's name, identity, or alignment, but otherwise must 
  be based on observable actions or qualities. Intangibles such 
  as level, class, HD, and hit points don't qualify. 
  Phase door can be made permanent with a permanency spell. 
  Phantasmal Killer 
  School illusion (phantasm) [emotion, fear, mind-affecting]; 
  Level bloodrager 4, magus 4, sorcerer/wizard 4, witch 4; 
  Domain madness 6; Subdomain nightmare 4 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  
   
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  4.1 
  78 
  Target one living creature 
  Duration instantaneous 
  Saving Throw Will disbelief, then Fortitude partial; see text; 
  Spell Resistance yes 
  You create a phantasmal image of the most fearsome creature 
  imaginable to the subject simply by forming the fears of the 
  subject's subconscious mind into something that its conscious 
  mind can visualize: this most horrible beast. Only the spell's 
  subject can see the phantasmal killer. You see only a vague 
  shape. The target first gets a Will save to recognize the image 
  as unreal. If that save fails, the phantasm touches the subject, 
  and the subject must succeed on a Fortitude save or die from 
  fear. Even if the Fortitude save is successful, the subject takes 
  3d6 points of damage. 
  If the subject of a phantasmal killer attack succeeds in 
  disbelieving and possesses telepathy or is wearing a helm of 
  telepathy, the beast can be turned upon you. You must then 
  disbelieve it or become subject to its deadly fear attack. 
  Plane Shift 
  School conjuration (teleportation) 
  Level cleric 5, sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, F (a forked metal rod attuned to the plane 
  of travel) 
  Range touch 
  Target creature touched, or up to eight willing creatures 
  joining hands 
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance yes 
  You move yourself or some other creature to another plane of 
  existence or alternate dimension. If several willing persons link 
  hands in a circle, as many as eight can be affected by the plane 
  shift at the same time. Precise accuracy as to a particular 
  arrival location on the intended plane is nigh impossible. From 
  the Material Plane, you can reach any other plane, though you 
  appear 5 to 500 miles (5d%) from your intended destination. 
  Plane shift transports creatures instantaneously and then 
  ends. The creatures need to find other means if they are to 
  travel back (including casting plane shift again). 
  Prestidigitation 
  School universal; Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range 10 ft. 
  Target, Effect, or Area see text 
  Duration 1 hour 
  Saving Throw see text; Spell Resistance no 
  Prestidigitations are minor tricks that novice spellcasters use 
  for practice. Once cast, a prestidigitation spell enables you to 
  perform simple magical effects for 1 hour. The effects are 
  minor and have severe limitations. A prestidigitation can 
  slowly lift 1 pound of material. It can color, clean, or soil items 
  in a 1-foot cube each round. It can chill, warm, or flavor 1 
  pound of nonliving material. It cannot deal damage or affect 
  the concentration of spellcasters. Prestidigitation can create 
  small objects, but they look crude and artificial. The materials 
  created by a prestidigitation spell are extremely fragile, and 
  they cannot be used as tools, weapons, or spell components. 
  Finally, prestidigitation lacks the power to duplicate any other 
  spell effects. Any actual change to an object (beyond just 
  moving, cleaning, or soiling it) persists only 1 hour. 
  Produce Flame 
  School evocation [fire]; Level druid 1 
  Casting Time 1 standard action 
  Components V, S 
  Range 0 ft. 
  Effect flame in your palm 
  Duration 1 min./level (D) 
  Saving Throw none; Spell Resistance yes 
  Flames as bright as a torch appear in your open hand. The 
  flames harm neither you nor your equipment. 
  In addition to providing illumination, the flames can be hurled 
  or used to touch enemies. You can strike an opponent with a 
  melee touch attack, dealing fire damage equal to 1d6 + 1 point 
  per caster level (maximum +5). Alternatively, you can hurl the 
  flames up to 120 feet as a thrown weapon. When doing so, 
  you attack with a ranged touch attack (with no range penalty) 
  and deal the same damage as with the melee attack. No 
  sooner do you hurl the flames than a new set appears in your 
  hand. Each attack you make reduces the remaining duration 
  by 1 minute. If an attack reduces the remaining duration to 0 
  minutes or less, the spell ends after the attack resolves. 
  This spell does not function underwater. 
  Pyrotechnics 
  School transmutation; Level bard 2, bloodrager 2, magus 2, 
  sorcerer/wizard 2; Domain smoke 2 
  Casting Time 1 standard action 
  Components V, S, M (one fire source) 
  Range long (400 ft. + 40 ft./level) 
  Target one fire source, up to a 20-ft. cube 
  Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave 
  the smoke cloud; see text 
  Saving Throw Will negates or Fortitude negates; see text; 
  Spell Resistance yes or no; see text 
  Pyrotechnics turns a fire into a burst of blinding fireworks or a 
  thick cloud of choking smoke, depending on your choice. The 
  spell uses one fire source, which is immediately extinguished. 
  A fire so large that it exceeds a 20-foot cube is only partly 
  extinguished. Magical fires are not extinguished, although a 
  fire-based creature used as a source takes 1 point of damage 
  per caster level. 
  Fireworks: The fireworks are a flashing, fiery, momentary 
  burst of glowing, colored aerial lights. This effect causes 
  creatures within 120 feet of the fire source to become blinded 
  for 1d4+1 rounds (Will negates). These creatures must have 
  line of sight to the fire to be affected. Spell resistance can 
  prevent blindness. 
  Smoke Cloud: A stream of smoke billows out from the fire, 
  forming a choking cloud that spreads 20 feet in all directions 
  and lasts for 1 round per caster level. All sight, even 
  darkvision, is ineffective in or through the cloud. All within the 
  cloud take -4 penalties to Strength and Dexterity (Fortitude 
  
   
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  4.1 
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  negates). These effects last for 1d4+1 rounds after the cloud 
  dissipates or after the creature leaves the area of the cloud. 
  Spell resistance does not apply. 
  Rage 
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level alchemist 3, bard 2, bloodrager 3, sorcerer/wizard 3, 
  summoner 3, witch 3; Domain demon (chaos, evil) 3, 
  destruction 3, ferocity 3, madness 3; Bloodline abyssal 3, 
  boreal 2 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Targets one willing living creature per three levels, no two of 
  which may be more than 30 ft. apart 
  Duration concentration + 1 round/level (D) 
  Saving Throw none; Spell Resistance yes 
  Each affected creature gains a +2 morale bonus to Strength 
  and Constitution, a +1 morale bonus on Will saves, and a -2 
  penalty to AC. The effect is otherwise identical with a 
  barbarian's rage except that the subjects aren't fatigued at the 
  end of the rage. 
  Scorching Ray 
  School evocation [fire]; Level sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one or more rays 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  You blast your enemies with a searing beam of fire. You may 
  fire one ray, plus one additional ray for every four levels 
  beyond 3rd (to a maximum of three rays at 11th level). Each 
  ray requires a ranged touch attack to hit and deals 4d6 points 
  of fire damage. The rays may be fired at the same or different 
  targets, but all rays must be aimed at targets within 30 feet of 
  each other and fired simultaneously. 
  Searing Light 
  School evocation; Level cleric/oracle 3, inquisitor 3; Domain 
  glory 3, sun 3 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Effect ray 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  Focusing divine power like a ray of the sun, you project a blast 
  of light from your open palm. You must succeed on a ranged 
  touch attack to strike your target. 
  A creature struck by this ray of light takes 1d8 points of 
  damage per two caster levels (maximum 5d8). 
  An undead creature takes 1d6 points of damage per caster 
  level (maximum 10d6), and an undead creature particularly 
  vulnerable to bright light takes 1d8 points of damage per 
  caster level (maximum 10d8). 
  A construct or inanimate object takes only 1d6 points of 
  damage per two caster levels (maximum 5d6). 
  Sending 
  School evocation; Level alchemist 5, cleric/oracle 4, inquisitor 
  4, shaman 4, sorcerer/wizard 5, summoner 4 
  Casting Time 10 minutes 
  Components V, S, M/DF (fine copper wire) 
  Range see text 
  Target one creature 
  Duration 1 round; see text 
  Saving Throw none; Spell Resistance no 
  You contact a particular creature with which you are familiar 
  and send a short message of 25 words or less to the subject. 
  The subject recognizes you if it knows you. It can answer in 
  like manner immediately. A creature with an Intelligence score 
  as low as 1 can understand the sending, though the subject's 
  ability to react is limited as normal by its Intelligence. Even if 
  the sending is received, the subject is not obligated to act 
  upon it in any manner. 
  If the creature in question is not on the same plane of 
  existence as you are, there is a 5% chance that the sending 
  does not arrive. (Local conditions on other planes may worsen 
  this chance considerably.) 
  Silence 
  School illusion (glamer); Level antipaladin 2, bard 2, 
  cleric/oracle 2, inquisitor 2 
  Casting Time 1 round 
  Components V, S 
  Range long (400 ft. + 40 ft./level) 
  Area 20-ft.-radius emanation centered on a creature, object, 
  or point in space 
  Duration 1 round/level (D) 
  Saving Throw Will negates; see text or none (object); Spell 
  Resistance yes; see text or no (object) 
  Upon the casting of this spell, complete silence prevails in the 
  affected area. All sound is stopped: Conversation is 
  impossible, spells with verbal components cannot be cast, and 
  no noise whatsoever issues from, enters, or passes through 
  the area. The spell can be cast on a point in space, but the 
  effect is stationary unless cast on a mobile object. The spell 
  can be centered on a creature, and the effect then radiates 
  from the creature and moves as it moves. An unwilling 
  creature can attempt a Will save to negate the spell and can 
  use Spell Resistance, if any. Items in a creature's possession or 
  magic items that emit sound receive the benefits of saves and 
  Spell Resistance, but unattended objects and points in space 
  do not. Creatures in an area of a silence spell are immune to 
  sonic or language-based attacks, spells, and effects. 
  Silent Image 
  School illusion (figment) 
  Level bard 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, F (a bit of fleece) 
  Range long (400 ft. + 40 ft./level) 
  Effect visual figment that cannot extend beyond four 10-ft. 
  cubes + one 10-ft. cube/level (S) 
  Duration concentration 
  Saving Throw Will disbelief (if interacted with) 
  
   
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  Spell Resistance no 
  This spell creates the visual illusion of an object, creature, or 
  force, as visualized by you. The illusion does not create sound, 
  smell, texture, or temperature. You can move the image 
  within the limits of the size of the effect. 
  Solidification 
  School transmutation 
  Level sorcerer/wizard 5 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one ooze 
  Duration permanent 
  Saving Throw Fort negates; see text 
  Spell Resistance yes 
  This spell causes an ooze to slowly solidify over the course of 
  three rounds. The ooze is entitled to a saving throw each 
  round to halt the effects of the spell, though not reverse 
  them. 
  On the first round the ooze becomes staggered and reduced 
  to half speed as if under the effects of a Slow spell.  
  On the second round the ooze becomes entangled and 
  immobile. 
  On the third round the ooze ceases to move completely. 
  The ooze gains, or increases, its hardness as it solidifies. On 
  the first round the ooze increases its hardness by 2, on the 
  second round this rises to 5 and on the third to 8. A solidified 
  ooze is effectively as hard as stone. 
  Any creatures trapped inside an ooze as it solidifies take 
  damage equal to the ooze’s slam attack plus its constriction 
  special attack’s damage (if the ooze has the constrict ability). 
  This damage stops once the ooze is either completely solid or 
  it makes it saving throw, though trapped creatures are then 
  subject to suffocation and cannot free themselves. 
  An ooze that secretes acid continues to do so until completely 
  solid. 
  All of these effects are permanent. The ooze is not dead when 
  completely solid in much the same way that a flesh-based-
  creature does not die when turned to stone. Any spell or 
  effect that can be used to return a petrified creature can also 
  be used to reverse the effects of Solidification, unless such a 
  spell specifically states that it only relates to flesh (e.g. Stone 
  to Flesh). 
  Speak With Dead 
  School necromancy [language-dependent] 
  Level cleric/oracle 3, inquisitor 3, witch 3; Domain knowledge 
  3, repose 3 
  Casting Time 10 minutes 
  Components V, S, DF 
  Range 10 ft. 
  Target one dead creature 
  Duration 1 min./level 
  Saving Throw Will negates; see text 
  Spell Resistance no 
  You grant the semblance of life to a corpse, allowing it to 
  answer questions. You may ask one question per two caster 
  levels. The corpse's knowledge is limited to what it knew 
  during life, including the languages it spoke. Answers are brief, 
  cryptic, or repetitive, especially if the creature would have 
  opposed you in life. 
  If the dead creature's alignment was different from yours, the 
  corpse gets a Will save to resist the spell as if it were alive. If 
  successful, the corpse can refuse to answer your questions or 
  attempt to deceive you, using Bluff. The soul can only speak 
  about what it knew in life. It cannot answer any questions that 
  pertain to events that occurred after its death. 
  If the corpse has been subject to speak with dead within the 
  past week, the new spell fails. You can cast this spell on a 
  corpse that has been deceased for any amount of time, but 
  the body must be mostly intact to be able to respond. A 
  damaged corpse may be able to give partial answers or 
  partially correct answers, but it must at least have a mouth in 
  order to speak at all. This spell does not affect a corpse that 
  has been turned into an undead creature. 
  Spider Climb 
  School transmutation; Level alchemist 2, bloodrager 2, druid 
  2, magus 2, sorcerer/wizard 2, summoner 2 
  Casting Time 1 standard action 
  Components V, S, M (a live spider) 
  Range touch 
  Target creature touched 
  Duration 10 min./level 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  The subject can climb and travel on vertical surfaces or even 
  traverse ceilings as well as a spider does. The affected 
  creature must have its hands free to climb in this manner. The 
  subject gains a climb speed of 20 feet and a +8 racial bonus on 
  Climb skill checks; furthermore, it need not make Climb checks 
  to traverse a vertical or horizontal surface (even upside 
  down). A spider climbing creature retains its Dexterity bonus 
  to Armor Class (if any) while climbing, and opponents get no 
  special bonus to their attacks against it. It cannot, however, 
  use the run action while climbing. 
  Symbol of Death 
  School necromancy [death]; Level cleric/oracle 8, 
  sorcerer/wizard 8, witch 8; Domain rune 8 
  Casting Time 10 minutes 
  Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth 5,000 gp each) 
  Range 0 ft.; see text 
  Effect one symbol 
  Duration see text 
  Saving Throw Fortitude negates; Spell Resistance yes 
  This spell allows you to scribe a potent rune of power upon a 
  surface. When triggered, a symbol of death kills one or more 
  creatures within 60 feet of the symbol (treat as a burst) whose 
  combined total current hit points do not exceed 150. The 
  symbol of death affects the closest creatures first, skipping 
  creatures with too many hit points to affect. Once triggered, 
  the symbol becomes active and glows, lasting for 10 minutes 
  per caster level or until it has affected 150 hit points' worth of 
  creatures, whichever comes first. A creature that enters the 
  area while the symbol of death is active is subject to its effect, 
  
   
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  whether or not that creature was in the area when it was 
  triggered. A creature need save against the symbol only once 
  as long as it remains within the area, though if it leaves the 
  area and returns while the symbol is still active, it must save 
  again. 
  Until it is triggered, the symbol of death is inactive (though 
  visible and legible at a distance of 60 feet). To be effective, a 
  symbol of death must always be placed in plain sight and in a 
  prominent location. Covering or hiding the rune renders the 
  symbol of death ineffective, unless a creature removes the 
  covering, in which case the symbol of death works normally. 
  As a default, a symbol of death is triggered whenever a 
  creature does one or more of the following, as you select: 
  looks at the rune; reads the rune; touches the rune; passes 
  over the rune; or passes through a portal bearing the rune. 
  Regardless of the trigger method or methods chosen, a 
  creature more than 60 feet from a symbol of death can't 
  trigger it (even if it meets one or more of the triggering 
  conditions, such as reading the rune). Once the spell is cast, a 
  symbol of death's triggering conditions cannot be changed. 
  In this case, “reading” the rune means any attempt to study it, 
  identify it, or fathom its meaning. Throwing a cover over a 
  symbol of death to render it inoperative triggers it if the 
  symbol reacts to touch. You can't use a symbol of death 
  offensively; for instance, a touch-triggered symbol of death 
  remains untriggered if an item bearing the symbol of death is 
  used to touch a creature. Likewise, a symbol of death cannot 
  be placed on a weapon and set to activate when the weapon 
  strikes a foe. 
  You can also set special triggering limitations of your own. 
  These can be as simple or elaborate as you desire. Special 
  conditions for triggering a symbol of death can be based on a 
  creature's name, identity, or alignment, but otherwise must 
  be based on observable actions or qualities. Intangibles such 
  as level, class, HD, and hit points don't qualify. 
  When scribing a symbol of death, you can specify a password 
  or phrase that prevents a creature using it from triggering the 
  symbol's effect. Anyone using the password remains immune 
  to that particular rune's effects so long as the creature 
  remains within 60 feet of the rune. If the creature leaves the 
  radius and returns later, it must use the password again. 
  You also can attune any number of creatures to the symbol of 
  death, but doing this can extend the casting time. Attuning 
  one or two creatures takes negligible time, and attuning a 
  small group (as many as 10 creatures) extends the casting 
  time to 1 hour. Attuning a large group (as many as 25 
  creatures) takes 24 hours. Attuning larger groups takes an 
  additional 24 hours per 25 creatures. Any creature attuned to 
  a symbol of death cannot trigger it and is immune to its 
  effects, even if within its radius when it is triggered. You are 
  automatically considered attuned to your own symbols of 
  death, and thus always ignore the effects and cannot 
  inadvertently trigger them. 
  Read magic allows you to identify a symbol with a Spellcraft 
  check (DC 10 + the symbol's spell level). Of course, if the 
  symbol is set to be triggered by reading it, this will trigger the 
  symbol. 
  A symbol of death can be removed by a successful dispel 
  magic targeted solely on the rune. An erase spell has no effect 
  on a symbol of death. Destruction of the surface where a 
  symbol of death is inscribed destroys the symbol but also 
  triggers it. 
  Symbol of Pain 
  School necromancy [evil, pain]; Level cleric/oracle 5, 
  sorcerer/wizard 5, witch 5; Subdomain kyton 5, torture 5 
  Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 1,000 gp) 
  This spell functions like symbol of death, except that each 
  creature within the radius of a symbol of pain instead suffers 
  wracking pains that impose a -4 penalty on attack rolls, skill 
  checks, and ability checks. These effects last for 1 hour after 
  the creature moves farther than 60 feet from the symbol. 
  Unlike symbol of death, symbol of pain has no hit point limit; 
  once triggered, a symbol of pain simply remains active for 10 
  minutes per caster level. 
  Teleport 
  School conjuration (teleportation); Level sorcerer/wizard 5, 
  summoner 4, magus 5, witch 5; Domain travel 5 
  Casting Time 1 standard action 
  Components V 
  Range personal and touch 
  Target you and touched objects or other touched willing 
  creatures 
  Duration instantaneous 
  Saving Throw none and Will negates (object) 
  Spell Resistance no and yes (object) 
  This spell instantly transports you to a designated destination, 
  which may be as distant as 100 miles per caster level. 
  Interplanar travel is not possible. You can bring along objects 
  as long as their weight doesn't exceed your maximum load. 
  You may also bring one additional willing Medium or smaller 
  creature (carrying gear or objects up to its maximum load) or 
  its equivalent per three caster levels. A Large creature counts 
  as two Medium creatures, a Huge creature counts as four 
  Medium creatures, and so forth. All creatures to be 
  transported must be in contact with one another, and at least 
  one of those creatures must be in contact with you. As with all 
  spells where the range is personal and the target is you, you 
  need not make a saving throw, nor is Spell Resistance 
  applicable to you. Only objects held or in use (attended) by 
  another person receive saving throws and Spell Resistance. 
  You must have some clear idea of the location and layout of 
  the destination. The clearer your mental image, the more 
  likely the teleportation works. Areas of strong physical or 
  magical energy may make teleportation more hazardous or 
  even impossible. 
  Familiarity/On Target/Off Target/Similar Area/Mishap 
  Very familiar 
  01–97 
  98–99 
  100 
  — 
  Studied carefully 
  01–94 
  95–97 
  98–99 
  100 
  Seen casually 
  01–88 
  89–94 
  95–98 
  99–100 
  Viewed once 
  01–76 
  77–88 
  89–96 
  97–100 
  False destination 
  — 
  — 
  81–92 
  93–100 
  To see how well the teleportation works, roll d% and consult 
  the following table. Refer to the following information for 
  definitions of the terms on the table. 
  Familiarity: “Very familiar” is a place where you have been 
  very often and where you feel at home. “Studied carefully” is 
  a place you know well, either because you can currently 
  
   
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  physically see it or you've been there often. “Seen casually” is 
  a place that you have seen more than once but with which 
  you are not very familiar. “Viewed once” is a place that you 
  have seen once, possibly using magic such as scrying. 
  “False destination” is a place that does not truly exist or if you 
  are teleporting to an otherwise familiar location that no 
  longer exists as such or has been so completely altered as to 
  no longer be familiar to you. When traveling to a false 
  destination, roll 1d20+80 to obtain results on the table, rather 
  than rolling d%, since there is no real destination for you to 
  hope to arrive at or even be off target from. 
  On Target: You appear where you want to be. 
  Off Target: You appear safely a random distance away from 
  the destination in a random direction. Distance off target is 
  d% of the distance that was to be traveled. The direction off 
  target is determined randomly. 
  Similar Area: You wind up in an area that's visually or 
  thematically similar to the target area. Generally, you appear 
  in the closest similar place within range. If no such area exists 
  within the spell's range, the spell simply fails instead. 
  Mishap: You and anyone else teleporting with you have gotten 
  “scrambled.” You each take 1d10 points of damage, and you 
  reroll on the chart to see where you wind up. For these rerolls, 
  roll 1d20+80. Each time “Mishap” comes up, the characters 
  take more damage and must reroll. 
  Tongues 
  School divination 
  Level bard 2, cleric 4, sorcerer/wizard 3 
  Casting Time 1 standard action 
  Components V, M/DF (a clay model of a ziggurat) 
  Range touch 
  Target creature touched 
  Duration 10 min./level 
  Saving Throw Will negates (harmless) 
  Spell Resistance no 
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether 
  it is a racial tongue or a regional dialect. The subject can speak 
  only one language at a time, although it may be able to 
  understand several languages. Tongues does not enable the 
  subject to speak with creatures who don't speak. The subject 
  can make itself understood as far as its voice carries. This spell 
  does not predispose any creature addressed toward the 
  subject in any way. 
  Tree Shape 
  School transmutation; Level druid 2, ranger 3 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range personal 
  Target you 
  Duration 1 hour/level (D) 
  This spell allows you to assume the form of a Large living tree 
  or shrub or a Large dead tree trunk with a small number of 
  limbs. The exact type of tree, as well as its appearance, is 
  completely under your control. Even the closest inspection 
  cannot reveal that the tree in question is actually a magically 
  concealed creature. To all normal tests you are, in fact, a tree 
  or shrub, although a detect magic spell reveals a faint 
  transmutation on the tree. While in tree form, you can 
  observe all that transpires around you just as if you were in 
  your normal form, and your hit points and save bonuses 
  remain unaffected. You gain a +10 natural armor bonus to AC 
  but have an effective Dexterity score of 0 and a speed of 0 
  feet. You are immune to critical hits while in tree form. All 
  clothing and gear carried or worn changes with you. You can 
  dismiss tree shape as a free action (instead of as a standard 
  action). 
  Undetectable Alignment 
  School abjuration; Level alchemist 2, antipaladin 2, bard 1, 
  cleric/oracle 2, inquisitor 2, paladin 2 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature or object 
  Duration 24 hours 
  Saving Throw Will negates (object) 
  Spell Resistance yes (object) 
  An undetectable alignment spell conceals the alignment of an 
  object or a creature from all forms of divination. 
  Vision 
  School divination; Level shaman 7, sorcerer/wizard 7, witch 7 
  Casting Time 1 standard action 
  This spell functions like legend lore, except that it works more 
  quickly and produces some strain on you. You pose a question 
  about some person, place, or object, then cast the spell. If the 
  person or object is at hand or if you are in the place in 
  question, you receive a vision about it by succeeding on a 
  caster level check (1d20 + 1 per caster level; maximum +25) 
  against DC 20. If only detailed information on the person, 
  place, or object is known, the DC is 25, and the information 
  gained is incomplete. If only rumors are known, the DC is 30, 
  and the information gained is vague. After this spell is 
  complete, you are fatigued. 
  Wall of Stone 
  School conjuration (creation) [earth]; Level cleric/oracle 5, 
  druid 6, magus 5, shaman 6, sorcerer/wizard 5, summoner 4; 
  Domain earth 5 
  Casting Time 1 standard action 
  Components V, S, M/DF (a small block of granite) 
  Range medium (100 ft. + 10 ft./level) 
  Effect stone wall whose area is up to one 5-ft. square/level (S) 
  Duration instantaneous 
  Saving Throw see text; Spell Resistance no 
  This spell creates a wall of rock that merges into adjoining rock 
  surfaces. A wall of stone is 1 inch thick per four caster levels 
  and composed of up to one 5-foot square per level. You can 
  double the wall's area by halving its thickness. The wall cannot 
  be conjured so that it occupies the same space as a creature 
  or another object. 
  Unlike a wall of iron, you can create a wall of stone in almost 
  any shape you desire. The wall created need not be vertical, 
  
   
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  nor rest upon any firm foundation; however, it must merge 
  with and be solidly supported by existing stone. It can be used 
  to bridge a chasm, for instance, or as a ramp. For this use, if 
  the span is more than 20 feet, the wall must be arched and 
  buttressed. This requirement reduces the spell's area by half. 
  The wall can be crudely shaped to allow crenelations, 
  battlements, and so forth by likewise reducing the area. 
  Like any other stone wall, this one can be destroyed by a 
  disintegrate spell or by normal means such as breaking and 
  chipping. Each 5-foot square of the wall has hardness 8 and 15 
  hit points per inch of thickness. A section of wall whose hit 
  points drop to 0 is breached. If a creature tries to break 
  through the wall with a single attack, the DC for the Strength 
  check is 20 + 2 per inch of thickness. 
  It is possible, but difficult, to trap mobile opponents within or 
  under a wall of stone, provided the wall is shaped so it can 
  hold the creatures. Creatures can avoid entrapment with 
  successful Reflex saves. 
  Water Breathing 
  School transmutation; Level alchemist 3, bloodrager 3, 
  cleric/oracle 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, 
  summoner 3; Domain water 3 
  Casting Time 1 standard action 
  Components V, S, M/DF (short reed or piece of straw) 
  Range touch 
  Target living creatures touched 
  Duration 2 hours/level; see text 
  Saving Throw Will negates (harmless) 
  Spell Resistance yes (harmless) 
  The transmuted creatures can breathe water freely. Divide the 
  duration evenly among all the creatures you touch. The spell 
  does not make creatures unable to breathe air. 
  Whispering Wind 
  School transmutation [air]; Level bard 2, inquisitor 2, 
  sorcerer/wizard 2; Subdomain wind 1 
  Casting Time 1 standard action 
  Components V, S 
  Range 1 mile/level 
  Area 10-ft.-radius spread 
  Duration no more than 1 hour/level or until discharged 
  (destination is reached) 
  Saving Throw none; Spell Resistance no 
  You send a message or sound on the wind to a designated 
  spot. The whispering wind travels to a specific location within 
  range that is familiar to you, provided that it can find a way to 
  the location. A whispering wind is as gentle and unnoticed as a 
  zephyr until it reaches the location. It then delivers its 
  whisper-quiet message or other sound. Note that the message 
  is delivered regardless of whether anyone is present to hear it. 
  The wind then dissipates. 
  You can prepare the spell to bear a message of no more than 
  25 words, cause the spell to deliver other sounds for 1 round, 
  or merely have the whispering wind seem to be a faint stirring 
  of the air. You can likewise cause the whispering wind to move 
  as slowly as 1 mile per hour or as quickly as 1 mile per 10 
  minutes. 
  When the spell reaches its objective, it swirls and remains in 
  place until the message is delivered. As with magic mouth, 
  whispering wind cannot speak verbal components, use 
  command words, or activate magical effects. 
   
  
   
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  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE 
  Four Dollar Adventures 4.1, The Reign of Terror, by Richard Develyn, copyright Richard Develyn © 2015 
   
  Open Game License v 1.0a 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. 
   
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer. 
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. 
  Advanced Player's Guide. Copyright 2010, Paizo Inc.; Author: Jason Bulmahn. 
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Dermot Jackson. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. 
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian 
  McDowall. 
  Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian McDowall. 
  Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard. 
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. 
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Underworld Oracle. 
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley. 
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. Demon Lord, 
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.Demon, 
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Neville White. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. 
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. 
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flind and Flindbar from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by J.D. Morris. 
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian McDowell and Douglas Naismith. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian Livingstone. 
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Wizards of the Coast. 
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Greene, based on original material by Ian Livingstone 
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog GodGames; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Peter Brown. 
  Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. 
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy 
  Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! 
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian Livingstone and Mark Barnes. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. 
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. 
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author  Scott Greene, based on original material by Gary Gygax. 
  Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. 
  Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. 
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. 
  Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K 
  Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, 
  Jeremy Walker, and JD Wiker. 
  Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal Maclean and Colin McComb 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 2, Copyright 2010, Paizo Inc.; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Inc.; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, 
  James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.McFarland, Jason 
  Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N.Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben 
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. 
  Emerson, Jonathan H. Keith, Dale C. Tom Neil Spicer, Owen K.C. Stephens, and Russ Taylor.Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick 
  Renie, Mark Seifter, Tork Shaw,McCoy, Jr., Mark Moreland, 
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Inc.; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese. 
  Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Inc.; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason 
  Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric  Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.Hindley, Brandon Hodge, Ben 
  McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, 
  Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Inc.; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James 
  L. Sutter, Russ Taylor, and Stephen Townshend. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike 
  Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Inc.; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game: Bonus Bestiary. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn. 
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Inc.; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. 
  Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
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  Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax 
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Lewis Pulsipher. 
  Poltergeist from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lewis Pulsipher. 
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. 
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. 
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. 
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by David Cook 
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary 
  Gygax. 
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene. 
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax 
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, 
  Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb. 
  Tome of Horrors, Revised Edition. Copyright 2005, Necromancer Games, Inc.; Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, Bill Webb; Based on original content from TSR. 
  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. 
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Russell Cole. 
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Russell Cole. 
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Russell Cole. 
  Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene. 
  Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. 
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Albie Fiore. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. 
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax. 
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
   
  Neo-Exodus Campaign Setting. Copyright 2011, LPJ Designs. Author: JP Chapleau, Louis Porter Jr. 
  Cityscapes: New Settlement Options for the Pathfinder RPG. Copyright 2012, Otherverse Games. Author Chris A. Field 
   
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/4$d/The Reign of Terror.pdf