TEXT: by Micah Watt
  
  1
  From the Ashes
  Adventure 3 for the What Lies Beyond Reason Adventure Path
  Author: Micah Watt
  Cover Art: Xavier Ribeiro
  Interior Art: Dante Cifaldi, Denny Ibnu & Xavier Ribeiro
  Stock Art: Juan Diego Dlanderas
  Cartography: Micah Watt & Dante Cifaldi
  Review: Bryan Bartrop
  Playtesters: Dante Cifaldi, Owen Giersh & Lee Greaves
  Pyromaniac Press Firebrands!
  T. Minards
  Adam Matherly
  Zorba “The Dwarf Smasher”
  Vernon Swain-Nisbet
  Brian Dunnett
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  From the Ashes, Adventure 3: What Lies Beyond Reason, 2016 Pyromaniac Press, Open Gaming License © 2007 Wizards of the Coast. All 
  rights reserved.
  Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, locations, etc.), dialogue, plots, story lines, 
  locations, characters, artwork and trade dress. (Elements previously designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Pyromaniac Press game product are 
  Open Game Content, as defined in the Open Game 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.
  
  2
  Firebrand Backers
  T. Minards
  Adam Matherly
  Zorba “the Dwarf Smasher” 
  Vernon Swain-Nisbet
  Brian Dunnett
  Fire Starter Backers
  Taiga Brennerman
  Zoldar
  Ailsa & Eric Dunnett
  Mark Featherston
  Eric Mills
  Bryan Bartrop
  Dexter Cobble Stevens
  Dual Torchbearer Backers
  “Leave the Silver” Davis
  Francois Mersch
  Jim Sharples
  Torchbearer Backers
  Ed Kowalczewski
  Tony Harding
  Dave “Wintergreen” Harrison
  Jeremy Birkett
  Stewart Hall
  J Evans Payne
  Martin Blake
  Francois Michel
  Jeff M.
  Oliver Volland
  Thaine Helper
  Oliver von Sprecklsen
  Stefan Radermacher
  Brian Perlis
  Christian Laartz
  Patrick Schweicher
  Bobby Stiles
  Tim Mushel
  Alan Wong
  Russ Brown
  Michael J Benensky
  Craig Cousins
  Jamie Van Doren
  Obsoletenexus
  Richard Develyn
  Morgan Boeringer
  Joshua F. Knowles
  Elexious Cummings
  Carey L. Duchesne
  David Paul Guzmán
  Jonathan Smith
  Brian Chumney
  Richard Meyer
  Don, Beth & Meghan Ferris
  Bulldozers
  Jordi Rabionet
  Daniel Takai
  Anonymous
  Candle Holder Backers
  Mike Sneed
  Tonielle Morley
  Leanne Clark
  Andrew Ligas
  Flint & Tinder Backers
  Robert Adducci
  Kickstarter Credits
  
  3
   
  Table of Contents  
   
   
   
                
  Page
   
   
  Editorial - Scaring Players in an Age of Apathy 
   
   
  4
   
  Adventure Background 
   
   
   
   
   
   
  5
   
  Adventure Summary & Advancement Track  
   
   
  7
   
  A Note on Running the Adventure  
   
   
   
   
  8
   
  Chapter 1 – Getting There  
   
   
   
   
   
  12
   
  Chapter 2 – The Grounds  
   
   
   
   
   
  15
   
   
  Chapter 3 – The Manor 
   
   
   
   
   
   
  23
   
  Chapter 4 – The Caverns  
   
   
   
   
   
  51
   
  Conclusion   
   
   
   
   
   
   
   
  56
   
  Bestiary 
   
   
   
   
   
   
   
   
  57
   
   
  Pregenerated Player Characters  
   
   
   
   
  62
   
   
  Legal Appendix 
   
   
   
   
   
   
   
  67
  
  4
  Scaring Players in an Age of Apathy
  This seed of this adventure began life (a long time ago) as a stand-alone ‘haunted house’ scenario. I was much 
  younger, much newer to the game. I threw in the usual haunted house clichés and thought “Everybody’s going to get 
  a kick out of this!”
  It never got played. While running other horror/thriller scenarios I quickly realized that players don’t react to scary 
  adventures the way they do scary movies. Why? Well, there’s probably a lot of reasons, but I personally noted three 
  of significance.
  Firstly, no matter how evocative you think you’ve made your scenario, you need to bear in mind that it is a shared 
  experience. Movies and books are a singular experience. Even if you see a scary movie with others, your experience 
  of it is personal. Gaming is interactive and collective, and players draw from that. No matter how immersive your 
  game is players look around the table and see the people they were making off colour jokes with 15 minutes ago. A 
  key component in creating fear is making people feel alone and isolated. It’s an environment that’s hard – though not 
  impossible - to replicate in a gaming group.
  Secondly, creating fear requires a sense of loss or consequence. Books and movies draw you in by generating concern 
  for the protagonists. They play on our compassion. Will they main characters make it? The issue with RPGs is that 
  players are exposed to a veritable clown car of disposable NPCs, and in many cases PCs. While some PCs and 
  NPCs become player favourites, RPGs allow an almost instantaneous ‘replacement’ of lost characters. A favoured 
  character may be missed, but ultimately there’s always a new character to be explored. It’s hard to create a sense of 
  consequence when the game system is designed (and rightly so) to be a continuing experience.
  Thirdly, nothing is ‘new’ anymore. We all remember the thrill of our first few adventures. Goblins were strange and 
  unsettling, and we stared wide eyed as the GM (or DM in those days) described the 8 foot hulking form of an Ogre 
  that made us draw a deep breath and question how we would take on such a behemoth. These days I think we’ve 
  become very complacent. With the sheer history of the RPGs, and the availability of material from books to movies 
  to video games, there’s definitely a strong ‘been there, seen that’ vibe from veteran gamers. Long gone are the heady 
  days of wonder.
  So what does this mean for scaring players? Is it still possible? Yes. We’ve become more sophisticated as players, so 
  the scenarios for creating fear need to be more sophisticated. From the Ashes is designed to tap into this. Gone are the 
  ‘cheap thrills’ scares that dotted the original adventure. Such things no longer have impact. Instead they are replaced 
  with a complex unfolding history generated through supernatural means. The player characters are somewhat 
  isolated, but this is emphasized by concurrently exploring Damien’s isolation. Some of the challenges within are 
  ‘typical’ horror fare (shadows, ghosts) but the main fear element is generated by the Spirit Mist, a monster that 
  breaks the rules in ways that should genuinely make the players question how they would take on such a behemoth. 
  Consequence is represented not only be immediate character peril, but an unfolding threat to the setting itself. By this 
  stage of the campaign your players should be starting to question if this campaign is meant to end well or not (which, 
  by the way, is entirely up to you as GM – more on that later). By the conclusion of next few adventures they will be 
  genuinely convinced that it will not.   
  From the Ashes attempts to present something new that feels old, as a way of recapturing that excitement and thrill 
  we once had.  I had a lot of fun writing it, and even more fun putting a little bit of fear back into a very jaded gaming 
  group. I hope it works as well for you.
  Micah Watt
  Pyromaniac Press
  
  5
  Adventure Background
  Early History
  The Anthilas family is steeped in tragedy and misfortune. Once the rising star of the city’s merchant class, to the point 
  of establishing patents of nobility and breaking into the notoriously closed Aristocracy, Barrus Anthilas (Damien’s 
  father) seemed blessed. That was until he built the manor. Tavern talk and hallway gossip attribute this fall to a curse 
  or even to a Faustian deal gone wrong, but the truth is far simpler, though just as sinister.
  The land the manor is built on resides over a section of the machine infused with chaos and evil. This influence has 
  slowly poisoned the lives of anyone in proximity, sowing discord and ill-luck. His merchant business beginning to 
  fail, Barrus left his young wife (Hellena) and son (Damien) to sail overseas, taking a personal hand to correct it. Left to 
  her own devices, the young, wealthy and bored lady fell in with a bad element, shallow nobles seeking only personal 
  gratification. When Barrus died, Hellena spiralled downward into drugs and depression, and into the controlling 
  influence of Ramius Vellenhall, a cruel and manipulative rake.
  The family, the business, the servants, and most of all young Damien suffered under his spiteful attentions, and the 
  once proud house fell further from prominence. Damien withdrew into himself and the darkness, becoming obsessed 
  with the strange occurrences and mysterious feelings and visions he experienced. Deep below the manor he discovered 
  the Keystone, and began his journey into the occult.
  After many years of mismanagement and abuse, Ramius died unexpectedly in an accident, and the broken Hellena not 
  long after. The care of the house fell to the young scion, Damien. But Damien’s eyes had been opened to true evil, and 
  the future threat the city might face. Mercantile pursuits and noble's politics seemed petty things by comparison, and 
  he gave these over to a number of representatives and factors to manage. This ultimately proved the final straw for 
  the embattled house, with the unscrupulous merchants embezzling what they could before fleeing, leaving the house 
  penniless and deep in debt. 
  When the final confrontation with the debtors came, words turned to violence and a young girl, Alluria, was slain 
  by accident. This triggered a psychotic break in Damien, who spontaneously manifested his latent sorcerous abilities 
  and let forth a hellish conflagration that slew not only the debtors, but many of the servants and set the house itself 
  ablaze (see the Courtyard, Area G2, for further explanation). Damien was arrested, and charged with dark sorcery and 
  murder, though ultimately he was acquitted of the charges. The manor was abandoned and Damien relocated to the 
  city proper to continue his work. Amid rumour and speculation the House of Anthilas virtually disappeared.       
  Ramius’ Death, Damien’s Crusade & the Loss of Alluria
  Damien’s hardships were manifold. Abandoned and abused as a child, the discovery of the Keystone, and the self-
  imposed burden to discover the truth of it, have all left their mark on his psyche. But there were three catalyzing 
  moments that have brought Damien to the point of madness.
  The first was the death of Ramius. Damien had been raised to believe in the ideal that men are on the whole good, if a 
  little selfish, and that compassion and empathy were human traits everyone shared. Ramius disabused him of that ideal. 
  After years of physical and emotional abuse, not just to him, but everyone around him, Damien realized that Ramius 
  truly lacked empathy, and fed his own psychological shortcomings on the pain and domination of others. Powerless, 
  Damien endured and avoided this as best he could, but in his late teens he discovered that Ramius had escalated from 
  hurting people to killing people, collecting grizzly skin trophies from those he hunted like animals. Fearful for his own 
  life and the lives of those he cared about, he followed Ramius on a hunt, and pushed the unsuspecting man from a cliff, 
  
  6
  ending the threat. It was presumed Ramius died in an accident, and Damien said nothing. From this moment he learned 
  one powerful lesson. Evil will not abate until opposed. It cannot be waited out or ignored, it must be stopped, and in 
  stopping it if a small evil is committed (such as murder) but it is for the greater good, it is justified.      
  After Ramuis' death Damien was free to pursue his research openly, and with the resources of the house. He discovered 
  the threat the Keystone and the Machine pieces represented, and he tried to approach the City Council, and other 
  powerful figures, to warn them and gain assistance. Of course, he was a boy, scion of a disgraced house, and spouting 
  fanciful dire predictions with little to no proof. He was dismissed as mad, and the Echo used her position to secretly 
  discredit him at every turn. Despite what he knew none of the council were willing to look past their own interests to 
  give the threat credence. Frustrated at their unwillingness to give up their petty politics and narrow concerns for the 
  greater good of the city, he gave up, resigning himself to going it alone. From this he learned that people cannot always 
  be shown and accept what is in their best interests, even if it seems self-evident, and that sometimes people must be 
  forced to see for themselves. Damien resolved to save the city in spite of itself. 
  Damien became isolated in his obsession. With no support from outside, his world became the manor and the people 
  in it. The servants loved him dearly, having watched him grow, and free the house from the tyranny of Ramius (while 
  no one saw Damien’s actions that day, all suspected, and were grateful for them). They knew he obsessed and did 
  their best to help him where they could. From one such friendship Alluria was born. She was Damien’s illegitimate 
  daughter to the gardener, Violet. For a time this lightened his burden, but Violet was as stubborn as he was, and they 
  could not overcome the gulf of birth rank. Despite Damien’s best attempts, Violet would not marry him or formalise 
  their relationship for fear of further damaging the house. The identity of Alluria’s father was kept to just the household. 
  Not even Alluria was told, at the agreement of Damien and Violet. Damien buried himself once again in his work, but 
  kept Alluria as close as he could. By her late childhood years they had developed a friendship of sorts, though she still 
  thought of him as the ‘Master’ rather than a father.
  The night of the fire, the PTC representatives came to evict the household by show of force. When Alluria was accidentally 
  slain, Damien finally lost his tenuous grip on reality. A lifetime in the shadow of the Keystone and a decade delving into 
  forbidden lore had pushed his sanity to breaking point, and the loss of a daughter he never had the chance to fully know 
  stripped him back to animalistic drives in an instant. Drawing upon his suppressed sorcerous bloodline he lashed out 
  destroying not only his enemies but everything else he held dear. Even though he eventually came to his senses, that 
  event changed him forever. Already withdrawn from the wider population, the act of destroying the only place and 
  people he ever cared about tore away the little empathy he had remaining to him. All he had left now was his crusade. 
  He would save the city no matter the cost, sacrifice or opposition. He would save the city in spite of its resistance, 
  because it was the right thing to do. And he would do it alone, because no one else could be trusted to stay the course 
  or make the sacrifices necessary.         
  Current Events
  The manor has become a place of dark activity. Damien has visited the manor only once after the night of the fire, to 
  collect his most prized study materials. He is aware that the Spirt Mist arose in the wake of the fire, and that there are 
  ‘creatures’ in the caves. He sees this as a useful deterrent to anyone that might come seeking the Keystone (Seekers 
  particularly, or the shadowy figure of the Echo). He is content to leave them as they are. He is not aware of the revenant 
  of Ramius, or the ghosts of Hellena and Alluria. If he were he would bend his efforts to set them all to rest (for different 
  reasons). He is also not aware that the Echo has been to the Keystone chamber, or the alliance she has created with the 
  creatures that reside there (see below).
  The Echo is aware of all the undead, the Keystone and the Lonely One that inhabits the Keystone chamber (and its 
  servants). She believes she can break the runes on the Keystone if required, but is not willing to expend the energy at 
  
  7
  this time (or risk the ire of the Lonely One), but is content in the knowledge that it is here when she has need of it. Since 
  encountering the Lonely One, and its natural symbiosis mechanism, she has discovered a way to rapidly increase her 
  servants by addicting them to the Lonely One’s drug. Prior to this she was forced to carefully screen and groom true 
  believer servitors of those touched by madness. With the drug she has made a new class of slave, more useful than 
  the insane and more tightly controlled than the believers, but less loyal. She has made a deal with the Lonely One, a 
  supply of the drug for continued stewardship of the Keystone. She eventually plans to betray this deal, but only once 
  everything else is in place, and she no longer needs her drugged minions.
  Adventure Summary
  Following up on a cryptic clue from the last adventure, or following the activities of the Seekers or the Watch, the PCs 
  discover Damien’s abandoned family manor, a place that has become a focal point for dark activity.
  Traversing the grounds the PCs can unravel much of Damien’s past, and gain insight to his motivations and his ultimate 
  goal, however they must contend with spectres of his past and an unstoppable, insatiable monster that hungers for the 
  souls of the living.
  Deep under the building the PCs discover a strange cult that worships an enigmatic aberration, and a connection to the 
  Echo of Faith. Within this cavern complex resides another of the fell Machine pieces plaguing the city with chaos and 
  madness.
    
  Advancement Track
  From the Ashes is an adventure for 5th level characters. The module uses the Medium advancement track. Actual XP 
  gained might vary based on the number of encounters the GM uses and/or players choose to investigate or complete, 
  but on average the player characters should receive enough experience to advance into 6th level during, or by the end, 
  of the adventure.
  If the GM has chosen not to run a campaign side-trek or other adventure in the interim, the adventure can be run with 
  4th level characters with only a little effort to adjust (or not). The challenges represented in this adventure are for 5th 
  level characters, at a moderate to hard difficulty. It would be an extremely difficult adventure for 4th level characters, 
  bordering on impossible toward the cavern encounter. If the players are very experienced, with highly optimized 
  characters, this may be a way to challenge them. 
  If the adventure is being run for a 4th level party, and the GM would like to adjust the difficulty, make the following 
  adjustments;
  - All skill challenges should have their DCs lowered by 1
  - All creatures and adversaries should have their Hit Points reduced from average to 1/3
  - The treasure found in the adventure should be left as is. It might represent a greater than expected Wealth By Level 
  total, but the PCs would have really earned it.
  Of couse, the adventure can be adjusted upward as well. If the adventure is being run for a 6th level party simply make 
  the following adjustments;
  - All skill challenges should have their DCs raised by 1
  
  8
  - All creatures and adversaries should have their Hit Points raised from average to maximum
  - The treasure should remain the same, but the two well hidden items now become much easier to obtain. The stone 
  horse in the stables (Area M14) is much closer to the surface and can be found with a Perception DC 20 in a quick search, 
  or a Perception DC 15 after only 1 hour of digging. The coin of good luck in the well (Area G3) now reacts normally 
  to magical detection, making it visible from the well by detect magic or similar spells or abilities. Finally, the GM is 
  encouraged to add a gp value to the items in the trophy room (Area M33) of around 200-300gp each.   
  A Note on Running the Adventure
  Being such an open adventure with numerous elements, this section is more extensive than previous modules, offering 
  advice on managing the various in-game and out-of-game aspects;
  Running a Sandbox
  The adventure is set up as a true sandbox, limited only by the boundaries of the location itself. While the PCs should 
  arrive with a purpose or goal in mind, they can choose any method they desire to attempt to achieve it.
  There are effectively two major elements to the adventure that the PCs can explore;
  Firstly, Damien’s history is bound into this place. With a detailed exploration of the manor (and to a smaller extent the 
  caves) the party can learn a significant amount about him through the Haunts, and from items and clues left behind. 
  This gives the PCs greater insight into Damien himself. Parties that clear the entire location are likely to have the best 
  insight into Damien's character, motivation and the threats he has alluded to in the previous adventure.
  The second major element is more current – the Keystone, the Lonely One and the use of the secretions from the 
  creature as a means of control by the Echo. The PCs have an opportunity here to discover the Keystone itself, some 
  information about wards that help dampen or protect from its effects (and an item that does exactly that) and possibly 
  deal a setback to the Echo by slaying its source of control over many of its followers.
  The measure of success of the adventure is fairly open ended. Ultimately, if the PCs miss one or more of these 
  opportunities it will make elements of the campaign more difficult as they progress, but it will not preclude them from 
  advancing.  
  Note that while this adventure helps to bring the overall picture into focus, there is not a single element presented 
  here that is required to be successfully completed to advance to the next adventure. The players - and by extension, 
  the characters - have complete autonomy on how and when to 'finish' this adventure. It is suspected most will try to 
  complete  everything - its the nature of players to be thorough, whether for story, experience or treasure reasons - but 
  it is not required.
  Some players love the sense of self determination with sandbox style adventures. They will thrive here. However, some 
  players like direction and a hard conclusion point, where the story wraps up and ends logically. These players may find 
  the open-ended feel of the module frustrating.
  As GM you may need to gently nudge the narrative to keep the players 'on point' at times, remind them why they 
  are here and deal with any potential 'anticlimactic' feelings that arise from completing the 'boss fight' early, and then 
  searching out a series of rooms without a greater purpose.
  
  9
  The adventure has a few built in tricks for this. The Spirit Mist adds a random element to spice things up if the fires 
  begin to burn low. Several NPCs and locations are triggered or altered by actions and the haunts are a way of driving 
  exploration.       
  The Spirit Mist
  On the night of the fire, several servants died in the conflagration, and Damien fled the manor. The remaining servants 
  gathered up the remains of Alluria and buried her, then aimlessly went about their duties awaiting Damien’s return. 
  However, the manner of death caused one servant’s disquiet spirit to rise as a ravenous incorporeal undead. It began 
  stalking the remaining staff, picking them off one by one, and incorporating their spirits into its own, growing in size. 
  Some staff fled, but the most loyal stayed behind to try to salvage the situation. Quickly they were all consumed.
  The Spirit Mist goes into protracted periods of dormancy, only to emerge periodically to mindlessly pursue and slay 
  anything or anyone encroaching on the manor. The presence of the watch and seekers have agitated it at the beginning 
  of this adventure, and it is currently silently roaming the grounds, prowling for intruders to devour.
  The Spirit Mist has a deadly defence. Though it can be driven away by holy energy, it cannot be harmed by anything 
  other than the possessions of its component spirits. A magical sword is useless against it, but a mere table knife a deadly 
  weapon if it was owned in life by one of the spirits that makes up the gestalt creature.  
  Initially the servants of the household that died in the fire formed the Mist. Their devotion to Damien, the manor and 
  their former lives caused this. Any creature the Mist slays becomes part of it. Creatures killed in the manor by other 
  means do not join the entity. 
  Using the Mist
  The Spirit Mist is the device that makes this haunted house actually scary. The creature is genuinely unkillable until the 
  PCs figure out its weakness, and then actually gather enough weapons (improvised or otherwise) to offset its ability to 
  heal. While it doesn’t move quickly or do a great deal of damage (at least initially) it should fill even veteran players 
  with uncertainty. 
  The Spirit Mist haunts the ruins. The GM can either choose when the PCs encounter it, or every room the party enters 
  roll 1d6. On a roll of 1 they encounter the creature. 
  From this point on it will doggedly pursue the party into all areas of the manor and grounds except the chapel (Area 
  M16), the meditation chamber (Area M29) or watchtower top (Area M38). The former is protected by divine presence, 
  while the latter two is is simply unable to access. If the party leaves the grounds, pursuit stops. The Mist, once locating 
  the party, will pursue until it can no longer detect them, then it will return to roaming randomly.
  It is fairly stupid and can be tricked into falling from broken areas as it is heavier than air. This will not harm the Mist, 
  but will buy the party some time.
  Instead or as well as random appearances, it is suggested that GMs spring the Mist on the party at inconvenient times, 
  such as when they are resting or in locations that make escape awkward. The curtain wall (Area M15), the upper levels 
  of the keep (Damien’s rooms and above) and the basement are all great locations to make the players sweat, particularly 
  if they have evaded the Mist previously and are confident they can outrun it. 
  
  10
  The Haunts
  Around the ground, basement and upper levels of the manor, haunts have formed where staff have died. Regardless 
  of their manner of death (most to the fire or the Spirit Mist), each haunt now replays a scene from the past, something 
  pivotal in the life of the servant, in the location of their death. In all cases, the scenes revolve around Damien, as the 
  servants were devoted to him.
  In addition to really boosting the ‘haunted house’ feel to the environment, the haunts provide a ‘window’ into critical 
  information that the PCs could not normally obtain.  The haunts are a device to give the PCs insight into past events to 
  develop the character of Damien.
  Haunts are often disliked by players due to their ‘automatic’ nature, in that they happen regardless of player actions 
  and are hard (though not impossible) to avoid altogether. The haunts are not intended to be a major challenge for 
  this adventure, hence their relatively low save DCs and relatively limited potential for harm. The haunts have been 
  generated 'rules light' specifically to keep them as part of the narrative rather than representing 'traps'. If the GM wishes 
  to use the full rules then all the haunts as equivalent to CR 1 challenges. 
  In any case the GM should be aware of player frustrations and manage them accordingly.
  If there is a sense that the haunts will reduce enjoyment, they can either be modified so that they become easier to resist 
  as the players advance (reduce the save DC by one for each previously successful save) or the GM could reduce or 
  remove the effects, making them interesting by otherwise not harmful scenes.
  The GM cannot remove the haunts without serious impact to the story, as the information contained within not only 
  informs the characters about Damien, but it is the vehicle by which they might be able to redeem him in the future 
  adventures. Without access to that information the characters will find it extremely difficult to make a connection to 
  Damien in the later adventures, and the players will struggle to justify trying.
   
  The Gloves Come Off
  As discussed in the Campaign Guide, What Lies Beyond Reason is not an adventure path that can be conquered blindly at 
  the end of a sword. Otherworldly powers of frightening potency are descending to crush the city of Anduria - powers 
  that have brought gods undone. 
  Players are going to need to be creative and clever in order to succeed, and while several encounters in previous 
  adventures have hinted at this, From the Ashes is the first real test. 
  There are several encounters which could very well result in deaths or even a TPK for foolish or brash play. The 
  Campaign Guide discusses this holistically, but for this adventure the three areas that are likely to cause problems are 
  addressed specifically.
  The Courtyard 
  Of the three this is the most obvious, and the easiest to manage. Ten flaming skeletons should give most players pause. 
  They are a clearly visible threat (or should be), ensuring the players are not caught unaware. There is the added fail 
  safe that they can attack at range, hopefully not allowing the PCs to become entangled in melee before they realize their 
  plight. Their mode of attack – fire - is common, obvious, and easily countered by magic most parties should have access 
  to at this level. Finally it is an encounter which is completely avoidable, though the players will miss vital history and 
  the chance to ‘free’ Alluria from her destructive state as well as gain valuable information about the Dark Folk. Only 
  
  11
  the most reckless parties will die here.
  The Spirit Mist
  A unique challenge, this threat roams the halls (albeit slowly) and cannot be harmed until the players discover its 
  weakness through the clue in the chamberlain’s room or by clever deduction. However, it can be driven off in a logical 
  fashion (Channeling affecting undead is not a massive leap for most experienced players), it can be outrun, and even 
  tricked into falling from the upper levels (which does it no harm, but gives the characters some ‘breathing space’). The 
  GM has control of the random movement elements to the creature, and can pick and choose to make encounters with 
  it easy or hard based on the terrain. Only parties that are complacent enough to allow themselves to get cornered are 
  likely to die here.
  The Cathedral
  This is the real danger. There are subtle clues and a number of useful items in the adventure to ease the difficulty of this 
  encounter, but the adversaries are unusual, and have the advantage of being able to quickly and repeatedly counter 
  light, creating difficult conditions for the PCs. With the advantage of numbers and darkness, the Dark Folk could 
  overwhelm a PC party in the caverns. The PC’s best options here are either surprise attack with area of effect attacks 
  (supplied in the alchemy lab, Area M36), hit and run tactics, or a combination of both strategies. Even careful parties 
  may suffer losses here.
  The adventure offers an option for a single raise dead (Area M16) if the GM wishes to use it, but otherwise leaves the 
  players to their own devices. As always the GM is free to adjust as they see fit, but the intent of this adventure is to jolt 
  jaded players into feeling that old thrill of fear, so anything that makes the adventure easier is likely to detract from this.  
  
  12
  Chapter 1 – Getting There
  The previous adventure ended with the escape of 
  Damien, leaving the PCs with the parting words;
  “This is why I can’t afford to be arrested. Things like this will 
  continue to get worse. I wish I could make you see. I wish there 
  was time. If you truly want to understand, go to where I was 
  forged in fire. There are answers there for those with the wit to 
  see them”
  Getting there depends largely on how much of Damien’s 
  backstory the GM has revealed to the players at this point, 
  and how desperate the players are to get there quickly.
  The modules were written with the expectation that 
  the players/characters know very little about Damien 
  at this point, and that there will be at least a little down 
  time between adventures (perhaps even a side trek or 
  two). Of course this is easily adjustable if the situation is 
  otherwise.
  At the end of the last adventure, Triast is aware of the 
  nature of the cryptic message, but will not share it with 
  the PCs. He also knows that the Watch will visit the manor 
  in short order, either because they heard and understood 
  the cryptic clue, or simply because its standard protocol 
  to check previous known abodes while searching for a 
  fugitive. Despite having Watch-like powers concerning 
  the Machine parts, the Seekers aren’t the Watch, and 
  cannot interfere with their investigations (although they 
  do collaborate on ‘shared’ investigations). Triast will 
  report back to his superiors, who send another team to 
  investigate the manor. If they fail (and they do) Triast 
  and a second team will be dispatched later.
  
  13
  Inspector Sharpes (if he survived the previous adventure) 
  makes his report to the Watch. If no watchmen survived 
  there is another inspector assigned and the investigation 
  continues, including the facts surrounding the loss of the 
  watchmen at the tower. In either case, the Watch send an 
  inspector and a patrol to investigate the manor
  Within 24 hours of the conclusion of the last adventure 
  the following activity takes place at the manor;
  1) The Watch patrol arrives. They push the gates ajar 
  and enter the grounds. They approach the front of the 
  manor, and are surprised by the Flaming Skeletons lying 
  dormant in the courtyard. All the watchmen are slain 
  in the opening exchange, and the inspector is gravely 
  wounded, crawling back to the gate before collapsing. 
  The Flaming Skeletons remain animated.
  2) The Seeker group arrives a few hours later, consisting 
  of 8 enforcers. Discovering the injured inspector, two 
  men are assigned to carry him back to the city, while the 
  remaining 6 enter the grounds. Observing the flaming 
  skeletons, they skirt the western side of the manor, 
  entering through the vegetable garden (G7), into the 
  storage room (M6 – where they crush a fallen painting), 
  through the gallery (M3) and into the Ballroom (M2 
  – where they meet their end at the hands of an irate 
  Hellena).
  This is the assumed state of affairs when the PCs 
  arrive for the adventure. The Watch and Seekers are in 
  negotiations about the risks of the manor, and how best 
  to proceed with investigation.
  If the PCs arrive within 24 hours the adventure will have 
  to be amended to remove the Watch and Seeker bodies, 
  and the courtyard will have the skeletons concealed 
  rather than visible. 
  If the PCs take more than 1 week to arrive, there should 
  be further evidence of activity. This might include 
  Watch patrols of the area and presence at the gate. There 
  might be evidence of several repulsed attempts to get 
  inside the manor, with watchmen discussing openly the 
  ‘invulnerable killer mist’ roaming the halls. All Watch 
  and Seeker efforts to explore the manor are repulsed at 
  this time. The PCs have no authority to be here, so they 
  may have the added complication of dodging patrols 
  and investigation teams inside the grounds.
  By the 3 week mark the Seekers lose patience and send 
  in Triast and a large contingent to clear the place out. 
  They systematically go through the place, using men 
  to lure the Spirit Mist away from the main group. Most 
  of the Seekers die but Triast eventually wins through to 
  the caves below, slaughtering the Lonely One and its 
  dark folk worshippers and discovering the Keystone. 
  The Seekers can’t remove it, but set up a permanent 
  contingent to guard it.      
  If the PCs haven't acted at this point some of the adventure 
  content is lost to them, though they can still explore the 
  manor, with the GM replacing the slain monsters in the 
  caverns with a Seeker group. The ghosts, the Spirit Mist 
  and the haunts are all still active. The manor shows signs 
  of heavy traffic, but is otherwise much the same.
  If the PCs fail to complete any of the adventure objectives 
  it will not stop them progressing to the next adventure, 
  but they will do so with a poorer overall understanding 
  of campaign events. 
  Making the Connection
  Assuming the players do not have direct knowledge of 
  Damien’s past, there are a number of ways to gain the 
  necessary connection to the location. A Knowledge (local) 
  or Knowledge (nobility) check as DC 18 will provide 
  the PCs with the commonly available information 
  surrounding the events of the night. Chiefly the following;
  • 
  Around 10 years ago, there was a huge fire at the 
  manor of the disgraced Anthilas family.
  • 
  There were a number of deaths including some of 
  the staff and some merchant representatives from 
  the Trade Guild.
  • 
  Damien Anthilas was arrested and charged with 
  Practicing Dark Magic and Murder, among a number 
  of other lesser charges (magical misadventure 
  causing death, destruction of property etc). 
  • 
  Damien was acquitted of the charges.
  • 
  Damien relocated to the city proper, going on to 
  become one of the most prominent alchemists and 
  arcane specialists in the city. The manor has been 
  uninhabited since that time.   
  The PCs can ask around in the city, in taverns or other 
  such places where gossip and tales are told. With a 
  successful Diplomacy check DC 18 the above information 
  
  14
  can be gleaned through the more fanciful tales. A failed 
  check still nets some information however much of it is 
  exaggerated or outright false. A failed check imparts the 
  following “information”;
  • 
  13 years ago, on the 13th hour of the 13th day, there 
  was a demonic fire at the ‘old Anthilas place’. The 
  boy Damien summoned forth a demon to command. 
  He sacrificed 13 virgins to his demonic lord but 
  could not control it as he wished. The hellish creature 
  lashed out, destroying the manor in retribution for 
  the upstart’s arrogance.
  • 
  Damien was arrested for the crimes of Dark Magic 
  and Virgin Sacrifice (not a real charge - it would 
  actually be Murder), and was brought before the 
  city council. However as they were all ensorcelled or 
  bribed (or had their own dark pacts) the council let 
  him go free.
  • 
  Damien has continued his dark works to this day. 
  Demons roam the streets at night and snatch goodly 
  folk from their beds. All the evils in the city can be 
  traced back to him and his cursed family.
  The best source of information is Lysenesse at the Celestial 
  Scriptorium. History and Folklore are her specialties, 
  and this was a huge scandal at the time. For her standard 
  fee (possibly discounted depending on PC actions in A 
  Simple Job) she can impart all of the information above, 
  indicating which is factual and which is fantasy, as well 
  as the following;
  • 
  Damien was acquitted on lack of evidence. 
  Apparently several of the surviving servants spoke 
  on his behalf, indicating he was not responsible for 
  the blaze.
  • 
  The Trade Guild representatives present at the time 
  were also exclusively PTC members as well. The 
  distinction is significant only because the Trade 
  Guild has strong internal politics and often the sub 
  sects are not working on behalf of the greater guild.
  • 
  Damien is reputed to be a different man now than 
  he was before the fire. According to some reports he 
  was always driven however before the fire he was 
  far less grim. He used to attend aristocratic social 
  gatherings and at least maintained both noble and 
  mercantile connections. After the fire the Anthilas 
  house essentially ceased to exist, with almost no 
  mercantile activity outside the trade of the products 
  of his alchemy research.
  The above should be enough to direct the PCs toward 
  the manor as a location of interest.
  Another option for the PCs is to follow the activities 
  of either the Seekers or the Watch. At the end of the 
  last adventure both groups were clearly intending on 
  pursuing this information so the PCs can use them as a 
  stepping stone to reach the adventure location.
  The PCs may have methods or resources to track activities 
  within either or both groups, or they may rely on street 
  informants (Saravel for example), rumourmongers or 
  information brokers (Lysenesse). 
  Once both Seeker and Watch groups are destroyed on 
  the first foray, rumours hit street sources that both have 
  suffered losses and the location it occurred (Anthilas 
  Manor). The rumours also indicate the injury to Inspector 
  Sharpes and the possible co-operation of the two groups 
  concerning the investigation.   
  Location, Location, Location   
  Once the PCs know where they want to go, finding it is 
  relatively easy. Any of the above sources can tell the PCs 
  where the manor is. Similarly, city records held with the 
  Scholar’s Guild, mercantile writs held by the Trade Guild 
  and lineage records held by the Guild of Aristocracy all 
  indicate the location of the manor.
  The manor is located at the north western edge of 
  The Retreat which is as far as one can get and still be 
  considered inside city limits. It sits on the north bank of 
  the River Glory, where the river forks and transitions 
  from its natural course into the crafted waterway that 
  supplies The Retreat with its picturesque lakes. 
  Despite its relative distance the roads of The Retreat 
  are wide and well maintained so travel times are rapid 
  and unhindered by the press of the city. A trip from the 
  Noble’s Gate to the manor takes about 2 ½ hours by 
  horse or carriage.
  The manor grounds are small and enclosed on three sides 
  by a fence, the fourth being bounded by the river itself. 
  The lands on the east and west are technically owned 
  by other families but have lain unused for decades (long 
  before Anthilas manor was constructed). The manor is 
  isolated by at least a mile to the next closest estate.        
  
  15
  Chapter 2 - The Grounds (G)
  G1) The Gates
  Wrought iron gates span the entrance to the manor grounds, 
  set into a huge stone arch more than 30 feet across. In the 
  centre of the arch is a rusted and weathered crest – some sort 
  of bird in flight. Beyond the gates a crushed gravel roadway 
  leads up to a massive three story manor house where the 
  frontage of the building appears to be burned out. The road 
  continues to the west, around an ancient keep wall that has 
  been built into the mansion. A strange series of fires can be 
  seen in the courtyard ahead, though you can’t make out any 
  details from here. One of the iron gates stands slightly ajar, 
  just enough to squeeze through.
  The manor is surrounded by a high stone wall (8 feet) 
  on all sides except that of the lake, though in truth it 
  is easily climbable (Climb DC 8) at any point. The 
  wrought iron gates are heavy, and the hinges that 
  once allowed easy access are heavily warped. There is 
  enough room for a medium creature to squeeze through 
  (the Watch accomplished this) or the gates can be 
  moved by a combined Strength of 45, though they will 
  make an incredibly loud metallic squeal that resounds 
  throughout the entire grounds.  
  A close inspection of the crest, or an inspection by 
  someone knowledgeable in heraldry (Perception DC 
  15 or Knowledge (nobility) DC 12) will reveal it to be a 
  raven clutching a scepter, which was the heraldic crest 
  of House Anthilas.
  G2) The Courtyard (CR 7) 
  Between the burned out remnants of two front wings of the 
  house is the courtyard leading up to the main doors of the 
  manor. While soot and ash covers everything it is possible to 
  make out the foundations of a low wall and the remnants of a 
  garden in the mess. 
  A series of bodies lie toward the estate gate end of the 
  courtyard. This haphazard collection of charred remains are 
  still identifiable as armoured men although their allegiance is 
  hard to determine. 
  Beyond them and toward the main doors are around a dozen 
  flaming humanoid skeletons. Each stands motionless in the 
  ankle deep ash like macabre candles on a drearily frosted cake. 
  Flames crackle and spit from their cadaverous forms, but you 
  fear you see a glimmer of intelligence in their flaming eye 
  sockets.
  The flaming skeletons are a unique form of undead 
  created in the conflagration that slew them (variant 
  of the burning skeleton). They are the remains of the 
  merchants and guards that came to repossess the manor 
  from Damien. A vestige of their living personalities 
  remain, but it is tainted by pain and cruelty. Anyone 
  approaching from any direction is attacked once they 
  get within 30 feet (or at any range if they initiate combat).
  Flaming Skeletons (10) – Hp 13 each. Their statistics are 
  found in the Bestiary on page 58. 
  The skeletons will not move from the courtyard. Given 
  enough time (days) they will sink to the ground and 
  their flames will gutter out, seemingly nothing more 
  than ancient corpses. However, proximity triggers their 
  animation and they rise up again. Anyone unaware of 
  their nature (such as the armoured men were) are likely 
  to be surprised and slaughtered.
  The armoured men are all watchmen (six in total) and 
  are the remains of a unit sent to investigate the manor 
  after Damien’s escape in the last adventure. They were 
  either here as a direct result of overhearing Damien’s 
  cryptic clues to the party or as a routine follow up of his 
  last known address. 
  In any case, the only survivor was a tenacious inspector 
  (Inspector James Sharpes if he survived the last 
  adventure) who is recovering in a local hospice from 
  severe wounds. The watchmen wear chain shirts and 
  are armed with longswords and light crossbows (with a 
  dozen bolts). All equipment is stamped with the Watch 
  armoury seal, so selling them may be difficult as no 
  reputable armourer will take them and attempting to 
  do so will likely to draw attention from the Watch.
  Defeating the skeletons will trigger the courtyard 
  haunt and give the PCs the best understanding of what 
  occurred on the night of the fire. If they trigger the 
  haunt read the following;
  As the last skeleton falls the area seems to shimmer and 
  blur. Suddenly you find yourself standing in a fully intact 
  
  16
  10'
  5'
  G1
  G2
  G3
  G5
  G4
  G6
  G8
  G7
  G9
  M1
  M2
  M3
  M4
  M5
  M6
  M7
  M8
  M9
  M10
  M11
  M12
  M3
  M14
  M15
  M16
  N
  
  17
  courtyard on a stormy night. The soot and ash are gone and 
  the walls are restored. The manor is beautiful and meticulously 
  kept - dark wood polished to a shine and crushed white gravel 
  paths leading through a manicured garden. Lightning cracks 
  and a thick mist of rain falls all around you. 
  Ringing the courtyard are a number of people in matching 
  livery, looking onto a scene unfolding in the centre. Damien 
  stands alone, facing a dozen men across a twenty-foot garden 
  bed. These men are mounted with the majority armoured and 
  armed with crossbows. The leader is finely dressed, and sneers 
  at Damien across the gap.
  “Your debts are called in young master. The Peregrine Trading 
  Consortium is foreclosing on your assets and reclaiming what 
  little it can out of this debacle. You have one day to leave our 
  property”. 
  Damien stares across at them, raindrops streaking down his 
  face. He’s younger than when last you saw him, maybe mid 
  20’s, but still carries the same tired look. As the man speaks 
  Damien's visage slowly changes from resignation to anger, 
  and fire seems to smoulder in his eyes, smoke rising from his 
  clenched fists. 
  “This is my land, and my legacy. Be gone, you’ll get no more 
  from me!” he hisses through gritted teeth.
  The sneering man seems momentarily taken aback but then 
  makes a curt gesture. One of the soldiers looses a bolt from his 
  crossbow, striking Damien in the abdomen, and driving him to 
  his knees. A young girl screams Damien’s name, breaking free 
  of her mother’s grasp and runs out into the garden. There is a 
  twang of another crossbow and the bolt takes her in the throat, 
  flinging her small frame backward. You see that she is dead 
  before she hits the ground - her eyes wide and blood seeping 
  into the earth, mixing with the gathering water. 
  Time seems to slow. You see the shocked soldiers look to one 
  of their own, barely more than a boy, holding his crossbow at 
  arm’s length and staring at it with horror. The sneering dandy 
  turns from his men to look at Damien - his hands lifted in 
  supplication, or to ward of what inevitably must be coming. 
  A woman’s scream can be heard from somewhere, but it is 
  drowned out by the inhuman roar that escapes Damien. 
  He literally catches fire, wearing it like a hellish cloak. His 
  arms fling wide and hungry flames rush outwards to devour 
  everything in sight. Men scream as they are reduced to blistered 
  and melting masses. The heat washes over you and against all 
  logic you feel it, as if it reaches out from the past to cleanse not 
  only the courtyard then, but now as well.
  All characters in the courtyard must make Reflex saves 
  at DC 15 or suffer 10 points of fire damage. A successful 
  saving throw reduces it to 1 point. 
  The fire washes over you, leaving its mark, then disappears. 
  The courtyard has returned to its current state - an old burned 
  out ruin, covered in ash, the fires cold for years. Strangely 
  enough the skeletons you just destroyed seem burned anew, 
  reduced further by the ethereal fires you just bore witness to.
  Damien is aged 27 at the time of the haunt, and Alluria is 
  aged 7. If the party has already seen her, they can identify 
  the girl as Alluria. 
  This is the opportunity to understand the events of that 
  night. Pushed past the brink of insanity by the slaying 
  of Alluria, Damien flew into a rage and destroyed 
  everything in sight. While not intended, several servants 
  (including Alluria’s mother Violet) were slain in the 
  conflagration. Damien was arrested and charged, but 
  the remaining servants (those that fled and escaped the 
  Spirit Mist) refused to testify against him. They did, 
  however, all testify that the PTC debt collector ordered 
  Alluria slain. The PTC, wishing to avoid a PR disaster, 
  had the charges dropped, cleared the debt, and threw 
  enough money at the situation to ‘make it go away’.  
  Damien was (of course) shattered, becoming more or less 
  the man he is today – driven, obsessed, wracked with 
  guilt and irrationally determined to single-handedly 
  save the city. He eventually returned to the manor but by 
  then the staff were dead or gone. He took a few treasured 
  personal possessions and left the manor (with its undead 
  guardian) as it is today, feeling that a dangerously 
  haunted ruin was a good a deterrent as any to would be 
  machine-part seekers. 
  Once this Haunt is played out, the ghost of Alluria on 
  the island no longer has a flaming, charred aspect - nor 
  is she hostile. All of her unearthly anger has subsided in 
  this scene. She now appears as a beautiful young girl, 
  willing to converse.                        
  
  18
  G3) The Well
  A crushed gravel path leads up to this lonely well. Surrounded 
  by once manicured trees left to grow wild, this small stone well 
  is covered in moss. An ornamental roof covers the bucket and 
  crank with several of the wooden shingles are missing. 
  This well supplied the manor with water. The crank is 
  rusty and emits a high pitched metallic squeal if used, 
  but is otherwise serviceable, as is the bucket. The well is 
  40 feet to the water level then another 10 feet or so deep 
  to the bedrock. It is barely 5 feet wide. In the bottom of 
  the well (covered in silt) are 20 silver coins. These were 
  thrown in by Damien, one a year, from the age of seven 
  onwards. Originally as a child’s fancy for luck (to keep 
  his father safe on his journeys) it became a superstition 
  he continued until the manor was abandoned. These 
  are all standard Andurian silver coins except a rather 
  distinctive D has been scratched into one face on each. 
  Unbeknownst to Damien, the very first coin thrown is 
  actually a holy symbol of Rhion Barakar, Patron of Lost 
  Causes. If retrieved it acts like a stone of good luck. It does 
  not radiate magic, and cannot be detected by spells or 
  abilities such as detect magic, but once touched the holder 
  automatically understands its significance and powers.     
  The well has a climb DC of 15 to climb safely into, but 
  retrieving the coins means bobbing underwater in the 
  dark. 
  It’s a seemingly small thing, but these coins are a 
  tangible connection to Damien’s childhood, and a less 
  complicated (if not happier) life. If any one of the coins is 
  used later on as part of the effort to return Damien to the 
  moral path, add a +1 to the roll (See the Campaign Guide 
  for more information).
  G4) The Crypt (CR 6)
  The PCs might get the idea that Hellena can be 
  permanently laid to rest by accessing the crypt, or they 
  might just want explore the crypt.
  Surrounded by numerous plain headstones at one end of the 
  garden is a gothic style stone crypt with intricately carved 
  patterns adorning its walls and columns. The wooden doors 
  are bound by rusted metal and once may have been intended to 
  look like the gates to a heavenly place. However, time and age 
  has transformed them ominously to their opposite. It looks very 
  much like a set of gates to hell now. 
  The headstones outside the crypt are all blank as no one 
  buried here. As the first generation living in the house, 
  there have been no family deaths (until the events of 
  the adventure background). The headstones were an 
  affectation of Barrus’.  
  The gates to the crypt are are locked, but the lock has 
  weathered the time poorly (DC 20 to unlock, or DC 20 
  to break. Hardness 5, 2hp). Once the doors are opened;
  A thick stench of rot wafts from inside the crypt. You peer 
  into the darkness beyond and see half a dozen raised biers upon 
  which stone sarcophagi sit. Three look closed and undisturbed 
  but the other three are open, with stone lids lying on the floor. 
  There is a shrouded statue at the back of the crypt, although 
  you cannot make out who or what it is intended to depict. As 
  you stare its shrouded head raises up and two glowing eyes 
  gaze back at you. “Still No Respect?” it asks in a cavernous 
  voice. “I’ll teach you Respect if it kills you!” 
  
  19
  It is not as statue but a monster. This creature is the 
  undead remains of Ramius, risen as a Revenant only 
  recently. The crypt has not been opened since, and he/
  it was content to stay here to come to terms with its new 
  state - until now. Being disturbed has incurred its wrath, 
  its one drive that kept it clinging to existence was its 
  need for the one thing it never received in life – respect. 
  Revenants are animated by their desire to avenge their 
  murder, and Ramius seeks to avenge himself upon 
  Damien. Of course, the sadistic creature is happy to vent 
  his anger on the closest targets. He will not fight to the 
  death however. This disturbance has spurred him to 
  fulfil his purpose of revenge. If reduced to 1/3 Hp he 
  flees south and hurls himself into the river to escape and 
  begins his last hunt (see below).
  If the PCs flee, Ramius does not pursue them beyond 
  the garden. Instead, he leaves the manor grounds, 
  and begins to hunt for Damien, going to the location 
  of the Alchemy Tower, and other places Damien has 
  frequented. Ramius is cunning, if the PCs let him escape 
  the GM is encouraged to have Ramius show up at a later 
  time in the campaign, being sighted periodically, or 
  perhaps even when the PCs are in Damien’s presence.
  Ramius the Revenant – Hp 76. 
  Ramius wears a gem encrusted signet ring (200gp) of the 
  Vellenhall family (a current noble family in the city), and 
  several other pieces of jewelry (150gp total), as well as 
  ruined noble clothes.
  There are 6 sarcophagi here, though only 4 bear 
  inscriptions (the 2 closest to the door are blank). 
  The furthest on the left reads “Barrus, Patron of House 
  Anthilas, Husband to Hellena, Father to Damien” below 
  which is a set of dates (correspondent to the campaign 
  calendar) indicating a birth and death date 47 years 
  apart. The sarcophagus is closed, and has an ornate 
  wooden coffin in it, but it is empty (never used). 
  The sarcophagus at the far right reads “Hellena Anthilas, 
  Wife of Barrus, Mother of Damien”, though the names 
  Anthilas and Barrus have been deeply scratched as if by 
  claws on stone. The stone lid is off and the coffin open. 
  Inside is a well-dressed corpse of a woman in advanced 
  decay. Her neck is crushed so badly that she is essentially 
  decapitated, though otherwise the corpse is undamaged. 
  She wears around 300gp in fine jewelry.    
  The sarcophagus in the middle on the left (near Barrus) is 
  inscribed “Damien Anthilas, Son of Barrus and Hellena”. 
  Its lid is off, and the whole thing has been scratched and 
  smeared with rotting flesh, blood and excrement. There 
  is no coffin.
  The sarcophagus in the middle on the right (near 
  Hellena) reads “Ramius Vellenhall” though the last 
  name has been scratched out and ‘The Bastard’ has be 
  written in ink or the like under it. The coffin within has 
  been torn apart.       
  Though it’s likely to remain a mystery to the PCs, the 
  sarcophagi for the original three family members were 
  commissioned and carved in Barrus’ time, while the 
  other three were for future occupants. Barrus’ was never 
  used because his body was never recovered. Ramius died 
  (in mysterious circumstances) in Damien’s late teens, 
  and was interred here at Helena’s insistence. Damien 
  simply never got around to removing him afterward as 
  he was distracted by the research of the caves below. A 
  disgruntled servant defaced Ramius’ tomb. The rest of 
  the damage was done by Ramius as he ‘arose’ recently. 
  When Helena died (as a consequence of her illicit 
  substance habits) the servants had her interred here. 
  The damage to her neck was caused by Ramius recently, 
  though he was careful to not damage her body otherwise. 
  Damien’s tomb has never been used, hence no wooden 
  coffin, but was defiled by the risen Ramius out of spite.
  Helena’s ghost is linked to this defiled place, but laying 
  her to rest is not a simple thing. The crypt would have to 
  be cleansed, and she and Ramius placed at the head of 
  the biers (ie occupying top right and left), while Barrus’ 
  would have to be removed altogether. It is unlikely the 
  PCs will know to - or care to – do so, so it’s likely her 
  tortured ghost will be bound to this place for eternity. 
  G5) Formal Gardens (CR 1)
  This heavily overgrown area was once a carefully manicured 
  garden. Through the rampant weeds and bushes you can make 
  out the remains of paths and garden bed dividers. The choking 
  plant life looks sickly, with not a flower to be seen. A wider 
  central area is dominated by a stone fountain, its basin dry 
  and cracked.
  
  20
  Very little remains of this once carefully tended area. The 
  plants have taken over in the last decade, with hardy 
  weeds and creepers choking out the more delicate flora 
  that once graced this garden.
  The fountain actually resembles the main Council 
  building of Anduria, and water once sprayed from the 
  minarets and towers. Barrus was a proud Andurian, as 
  the city gave him the opportunity to rise from obscurity 
  to prominence. He has always been a patriot, and strong 
  defender of the city and its people (he even served on the 
  council for a time). Barrus’ civic pride was the origin for 
  Damien’s loyalty to the city.
  The representation of the Council Chambers is detailed 
  and elaborate, and accurate to a fault. Though nothing of 
  the internals is depicted, the maze of courtyards between 
  the various wings and towers is, along with minute 
  details such as gates and doors. Anyone studying this 
  model for more than a few hours gains +1 circumstance 
  bonus on rolls to avoid becoming lost, or to find a 
  specific place when visiting the Council Chambers as 
  they can recall some of the details (useful in Adventure 
  7 – Doors Best Left Closed) and if attempting to teleport 
  to the Council Chambers (outdoors only) it is treated 
  as ‘Studied Carefully’ (unless the individual has better 
  personal knowledge of the location).
  Searching the reproduction (Perception DC 17) may turn 
  up something of interest – a small gem has been jammed 
  deep into a space between two ‘walls’ (A lost toy of 
  Damien’s as a child). The gem is a topaz, worth 50gp, but 
  also rests just above an aggressive snake that has taken 
  up residence in the model (it has Total Cover). Anyone 
  reaching for the gem is subject to a single bite attack.
  Viper - Hp 3.
          
  G6) Gardener’s Tower
  This tower ruin is clearly one of the original keep towers. The 
  upper level has collapsed into the lower, leaving it a mess of 
  rubble.
  In life, this is where Alluria and her mother Violet lived, 
  the lower level being given over to living quarters, and 
  the upper a bedroom where the pair slept. This was as 
  close as Violet was willing to come to living in the manor. 
  She was the gardener for the grounds.
  A thorough search will turn up the remnants of furniture 
  and a few odd items (a candlestick, a picture frame and 
  a hairbrush). There is also an exquisite doll dressed in 
  a plain gown, oddly preserved if a little dirty. The doll 
  is worth 20gp if cleaned up. Unlike several other objects 
  around the grounds, this is not helpful in negotiating 
  with Damien. It reminds him painfully of not only his 
  loss, but his personal rejection, incurring a -1 to any 
  rolls and driving him deeper into his obsession with 
  saving the city at all costs (See Campaign Guide for more 
  information). The doll was given to Alluria by Damien, 
  but she did not favour it, preferring a more tomboyish 
  upbringing in the gardens.  
  Anyone who understands stability and structure – 
  Knowledge (engineering) DC 18 will observe that there 
  is no structural or other reason the tower should have 
  collapsed, and is in fact in much better repair than the 
  rest of the original keep that still stands. Its collapse is not 
  only inexplicable, it defies logic. 
  G7) Vegetable Garden
  Bedraggled vines and creepers hang over wooden supports 
  here, and have begun to advance into the surrounding areas. 
  A broken wheelbarrow and a number of rusted gardening tools 
  lie nearby, apparently discarded mid use. In the centre of this 
  patch is an upright framework, below which is a scarecrow half 
  buried in soil and reaching plant-life. One arm outstretched, it 
  almost looks like it’s trying in vain to crawl away. 
  Violet and Alluria were tending to this vegetable patch 
  when the PTC collectors came and confronted Damien. 
  They dropped everything and rushed out to the front 
  courtyard where they ultimately died.
  Violet’s spirit was one of the first to form the Spirit Mist. 
  The tools belonged to her, and as such can be used to 
  damage it. There is a sickle, a knife (dagger) and a rake 
  here (improvised) that could all be of use. They are rusty, 
  however, and incur a -1 to hit and damage, and have the 
  fragile property.
  G8) The Boathouse (CR 6)
  
  21
  Down the bottom of the garden trail, on the edge of the river, 
  is a weathered boathouse set on stilts. The wooden boards of 
  the roof sag, giving it a drooping look, and lichen clings to the 
  walls. The one window is shut, and the glass covered in dust 
  and grime to the point where nothing can be seen beyond. Both 
  the small access door and the large barn style doors are closed 
  and bound with heavy chains and padlocks. From within you 
  can hear a semi rhythmic thumping, in time with the lapping 
  of the river waters on the bank.   
  The boathouse is sturdy despite the visible look of it, 
  though the roof is weaker, and sagging under the weight 
  of the occupants (see below). The walls/doors have a 
  hardness of 5, and Hp 20. The locks are old and in poor 
  condition, requiring a disable device DC 20 to open. 
  The hinges are rusted and will not open quietly (-20 to 
  Stealth).
  Inside, the boathouse has a small rowboat tied up at 
  the dock, just barely ‘seaworthy’, but will make it to the 
  island and back. It can fit up to 4 medium characters 
  comfortably or 6 if squeezed in (small characters count as 
  ½, large count as 2). There is also a small wagon parked 
  behind the barn doors. A workbench sits under the 
  window, complete with old and rusted woodworking 
  tools. 
  The boathouse is home to a colony of Chokers, the small 
  aberrations drawn to the emanations of the Keystone, 
  but unwilling (and unwelcome) to venture into the caves 
  below. They have also managed to avoid detection by the 
  Spirit Mist so far, as it tends to stay in the manor. Instead 
  they remain here, feeding on the fish that swim up under 
  the docks. When the PCs arrive there are 3 in the rafters, 
  1 under the wagon, and 1 clinging to the underside of 
  the boathouse. They will attack intruders mercilessly 
  from ambush, waiting until their prey is in the perfect 
  position to be flanked if possible. The chokers are hard 
  to see, gaining a +5 to stealth from the dark corners, dust 
  and spider webs they conceal themselves in.
  5 Chokers – Hp 16 (each).
  G9) The Island (CR 5 or 0)
  This tiny islet is a mere stone’s throw across, having room for 
  only a Gazebo and a loveseat. The islet is heavily overgrown, 
  but the old crushed gravel paths leading to the only two 
  features on the place are still discernible. 
  In the wake of the fire, the few remaining manor staff 
  buried Alluria here, as it was her favourite place on the 
  grounds. Unfortunately, her unquiet soul still remains 
  due to the circumstances of her death. Until the Characters 
  have viewed the scene/haunt in the courtyard, Alluria is 
  hostile and appears as a ghostly, hideously burned girl 
  wreathed in flames. Once the courtyard haunt has been 
  viewed, she is still ghostly, but appears as she did in life, 
  is not hostile, and will talk to the PCs. 
  Her grave is on the west side, overgrown but with a 
  small tombstone reading “Alluria” “Beloved by all, lost 
  to greed”. Her blackened bones rest in an expensive but 
  decaying coffin. Disturbing them in any way does not 
  put her to rest, but does cause her to reform immediately 
  (even if just slain). This might be particularly dangerous 
  if she remains hostile.
  Alluria can be found 50% of the time in the Gazebo, and 
  50% of the time on the loveseat, though given the size of 
  the islet, both are within sight of each other. In either case 
  she sits singing to herself, apparently unaware of the PCs 
  (but in reality fully aware of them). Any approach causes 
  her to face and react to the encroaching presence based 
  on her current status
  ‘Burning’ Alluria
  You see a small girl sitting nearby, singing quietly to herself. 
  She is both ghostly and wreathed in blue-white flames, belying 
  her seemingly passive nature. She turns as you stare, and you 
  realize she is horribly burned, the flesh of her face melted and 
  charred, skull and bone showing through scorched clothing and 
  skin. She smiles a slow, ghastly smile, and her tiny, melodic 
  voice chilling you as she speaks. “Aren’t you cold…?’ she asks, 
  all innocence and light. “I used to be cold, but not anymore. I 
  will warm you…”
  Alluria has several very unpleasant special abilities 
  to bring to bear on the PCs, but if any PC is wearing 
  her pendant (found in Damien’s wardrobe in the last 
  adventure) they find themselves unaffected by any of 
  them. This is just the abilities granted to her as a ghost 
  (Corrupting Touch, Frightful Moan, Hungry Flame Aura) 
  but not her sorcerer spells and abilities (which affect the 
  PC normally). This is unlikely to be much comfort to the 
  rest of the party however. 
  
  22
  Alluria (Unique Ghost) Hp – 45. Stats are found in the 
  Bestiary on page 57.
  ‘Restored’ Alluria
  You see a small girl sitting nearby, singing quietly to herself. 
  She is ghostly in form, but appears otherwise as a well-dressed 
  child. She turns as you look on, and you see a pretty face with a 
  winsome smile. Her tiny, melodic voice is comforting, if a little 
  sad. “Why have you come?” she asks. 
  Once ‘restored’ by having the Haunt banished in the 
  courtyard, Alluria is not hostile, and will willingly talk 
  to the PCs, though she will not leave the island, saying 
  she feels that the islet is where she is supposed to be. 
  She is not aware of her ghostly state, and ignores any 
  indications or evidence that she is. For example, if shown 
  her gravestone or remains she simply does not see them 
  and changes the subject.
  Alluria cannot directly interact with the real world, 
  though she acts like she can, 'sitting' on the bench or 
  gazebo. She will unconsciously avoid contact or taking 
  items from the PCs, and she will flee crying if the PC's 
  force the issue, such as deliberately passing things 
  'through' her. She will return after a time, acting as though 
  nothing occurred. The exception to this is if the PCs bring 
  her objects from the house that may have significance 
  - such as her doll or hairbrush from G6 or gardening 
  implements from G7. She will 'take' these items, the 
  physical objects falling discarded to the ground while 
  phantom versions of them appear in her hands. These 
  phantom objects will remain with her, disappearing if 
  she places them, but reappearing when she 'picks them 
  up' (from where only she can see).  
  Alluria can tell the PCs of the events of the house in the 
  last few years before the fire (she was about 7 years of age 
  at the time of her death) from a child-like perspective, 
  but importantly she speaks of Damien as a friend and 
  as being loving and attentive, though he was reclusive 
  and only saw the staff infrequently. When he was with 
  them, he looked tired, but smiled and played with her. 
  She loved him very much. She does not remember her 
  death, and now complains of being cold.
  Alluria can tell the PCs about the layout of the manor, but 
  not much about the current state or occupants. She knows 
  there’s a ‘mean lady’ in the manor somewhere. She can 
  say is that there’s something evil in the basement, and 
  it feels like it’s both pushing her and holding her at 
  the same time (this is the Keystone, and Alluria cannot 
  be permanently laid to rest while it remains on the 
  grounds). She has hazy memories of visiting it once, but 
  all she can recall is that there are ragged creatures that 
  create darkness down there (the Dark Folk). 
  The party do not have the resources to remove the 
  Keystone at this time, so Alluria may become a figure 
  they see in the future. In any case, she will be laid to rest 
  (after a brief appearance) once the Keystone is removed 
  in Adventure 7 – Doors Best Left Closed.
  
  23
  Chapter 3 - The Manor (M)
  Manor Detail
  The manor has high ceilings, each is 15 feet high unless 
  otherwise stated. It is stone construction outer walls 
  (and some supporting inner walls – the areas with 
  ceilings higher than a single story) with wooden internal 
  walls (plastered or painted), wooden floors (carpeting 
  throughout the ‘living’ spaces). The doors are all wood 
  construction with tarnished brass fittings. There are 
  no light sources present, and most of the windows are 
  covered in soot or dust (unless indicated as broken). 
  Lighting conditions are generally ‘dim light’ during the 
  day or total darkness at night.
  The manor has some extensive fire damage in the front 
  section (where Damien’s primal fireball exploded), and 
  around the side where burning embers where blown 
  onto the wooden stables (and effectively into the curtain 
  wall). The damage is less severe toward the rear of the 
  building, but the ash and soot is throughout almost all of 
  the structure. Individual areas will indicate the level of 
  damage or effect. 
  The entire building not only suffers from a decade 
  of neglect, but the sheer concentration of negative 
  energy from the Spirit Mist and two Ghosts is having a 
  supernatural degradation effect on much of the building. 
  Where not explicitly stated otherwise, the GM should 
  indicate that the manor is in a general state of decay and 
  disrepair, with crumbling plaster and paint, rotting and 
  mouldering fabrics, worn and cracked leather, and heavy 
  dust and grime where there isn’t a thick coating of ash 
  and soot.  
  Despite the abandoned state of the building, there are 
  absolutely no signs of life. No rats, spiders or insects to be 
  found, though occasional skeletons or desiccated husks 
  can be discovered in out of the way corners. The regular 
  sweeping of the Spirit Mist ensures nothing living lasts 
  here for long.
  M1) Grand Entry
  If approached from the front;
  A pair of bronze doors stand before you, slightly ajar, somehow 
  intact despite the clear scorch marks and ash on its surface. 
  Each door has a bas-relief of a Raven holding a scepter in its 
  claws. 
  The doors are heavy and squeal loudly as they are 
  opened.
  A Knowledge (nobility) check DC 10 will identify this 
  as the Crest of House Anthilas in its prime. Damien no 
  longer uses the crest.
  The entire front wall of this Gothic style entry hall is in 
  ruins, with huge windows reduced to twisted and blackened 
  iron frames, the glass and curtains long gone. A slight breeze 
  causes ash to dance in the air. The room is two stories in height 
  with a pair of marble staircases curling up to a balcony level 
  above, their ornate wooden handrails blackened and crumbling. 
  Between the staircases stand life sized statues of armoured 
  knights, as if guarding the way beyond. Several tattered 
  banners hand from the walls. Everything shows signs of heavy 
  fire damage, and a thick layer of soot covers all surfaces. Several 
  sets of doors lead off in all directions.
  The lighting conditions here are based on time of day and 
  state of the burning skeletons in the courtyard beyond. If 
  they remain, they are clearly visible from this room.
  The room is structurally intact as it is mostly sheathed 
  in stone or marble, though details are hard to determine 
  beneath the layer of soot. Highly perceptive characters, 
  or those with knowledge of engineering (Perception 
  or Knowledge (engineering) DC 18) may notice that 
  the balcony supports for the level above are partially 
  wooden, and structurally compromised (see M22).
  The banners are too damaged to determine heraldry, and 
  the statues are generic knights. While they were once fine 
  quality, the fire was so intense here it actually caused the 
  stone to crack and has rendered them worthless.
  The doors in this room have all suffered heavily from fire 
  damage. The wood is twisted and blackened. None of the 
  doors can be opened (they are too warped to function), 
  but basically collapse under any applied pressure (no 
  damage required). Only the front doors, being made of 
  bronze, still function.
  M2) Ballroom
  This immense ballroom must have been a fine sight, but the 
  once polished wood floors are cracked and strewn with ash 
  
  24
  and rubble, and scattered shards of crystal chandelier. Broken 
  instruments lie forlornly on the raised stage to the south. Ash 
  and grime coats the walls and the once resplendent tapestries 
  that cling grimly to them. Some of the north wall suffers from 
  burn scarring, as does the balcony level above, but this tapers 
  off within 20 feet or so. 
  In the centre of the chamber is a disturbing sight. Huddled 
  together are six desiccated corpses dressed in Asmodean Seeker 
  armour. Their equipment appears new, but the corpses are 
  wizened, looking ancient and mummified. 
  This Seeker squad made a brave but futile stand here. 
  They had the misfortune of raising the ire of Hellena 
  by inadvertently destroying one of her paintings (M6). 
  Without any real means of hurting her, they all succumbed 
  to her aging touch. The Seekers have chainmail, heavy 
  maces and heavy crossbows with bluntbolts (~12-15 
  each), but they are clearly of Asmodean design and 
  markings, and attempting to sell these is likely to draw 
  Seeker attention.
  Given the ash and soot, a skilled tracker (Survival DC 15 
  check) can back trace their trail, which leads out into the 
  Gallery (M3), through the Ballroom Storage (M6) and out 
  into the garden. The Seekers – having seen the fate of the 
  Watch patrol at the front – thought (incorrectly) a side 
  entry the safer course.
  3) Lower Gallery (CR 3)
  This long hall has paintings set onto its walls at intervals, 
  though several have fallen or hang crookedly. Empty lantern 
  hooks indicate this was once a well-lit area. The faded carpet 
  crunches underfoot as you traverse it, caked with soot and 
  grime. 
  This gallery once held some of the finest paintings of the 
  day, an expensive collection designed to impress visitors. 
  Of the original 24 paintings, 7 are missing (stolen), 6 are 
  badly damaged (cut, ripped or soiled by ash) and the 
  remaining 11 are mildly worn, weathered or soiled. An 
  Appraise DC 18 check can determine that even in their 
  state of disrepair, the 11 decent paintings could fetch 
  10-40gp each (1d4x10gp) to discerning buyers or art 
  restorers. However, for each sold there is a 5% chance it 
  is recognized, and the PCs are reported to the authorities 
  as thieves.
  
  25
  Lurking in this hall is a Shadow, who will seek to harass 
  the PCs, draining and retreating if possible. It hides in 
  the paintings, making it seem if the painting itself is 
  attacking PCs as they pass, and moves to another if it’s 
  cover art is damaged or destroyed.   
  Shadow - Hp - 19
  M4) Greenhouse 
  This area was once a greenhouse, but now every single pane of 
  glass is smashed, leaving an iron framework resembling a cage. 
  The plants in the area are sparse and scrubby, barely clinging 
  to life. A small bench sits forlornly in the middle of the plant 
  pot racks. Near the bench is the skeletal remains of a person, its 
  clothing rotted to rags. A small pink flower seems to grow out 
  of the empty skull. 
  As the PCs enter this area they trigger a haunt.  
  One moment you are standing amid the shattered glass of the 
  ruined greenhouse, and the next you see it in all its glory, sun 
  shining brightly though it’s intact panes, the garden alive with 
  greenery and flowers of all kinds and colours. A bench has been 
  placed centrally, with several crushed gravel paths leading to 
  it. You see Damien sitting there with a small girl. He looks 
  similar to what you know of him, his face lined by unseen cares, 
  though less grey at his temples. You estimate he might be in his 
  mid twenties. The girl is no more than five, a bright, blonde 
  talkative thing in a simple dress. A young female servant waits 
  a respectful distance away, and another woman can be seen 
  tending the gardens outside.
  The little girl chats away in a light voice, though she is 
  currently directing a scowl at Damien. ”You look tired. You 
  should sleep more” she states matter-of-factly, and a genuine 
  smile spreads across Damien’s face. “I’d love to Princess, but 
  I’m very busy”
  She rolls her eyes and says “You are always busy” with an 
  exaggerated elongation of the words. “We haven’t seen you in 
  ages. You are always stuck in that tower. You look pale and 
  you don’t eat the meals left for you” she scolds.
  Damien looks genuinely surprised “And how do you know 
  that Princess?”, casually plucking a flower and handing it 
  to her. She sighs theatrically while tucking it behind her ear. 
  “Servants talk to each other, don’t you know anything?” she 
  says exasperatedly, “And why do you keep calling me Princess 
  anyway? My mother is a servant so I’m a servant”.
  Damien smiles and looks at her knowingly “All little girls are 
  princesses, don’t you know anything?”
  She smiles up at him with a dazzling look, and hugs him 
  tightly. “That’s stupid” she says with an impish grin, then 
  slips off the bench, “I have to go back to work now”, she runs 
  off toward the garden, waving as she goes. He waves back.
  Once she has gone Damien lets out a long sigh, gesturing for 
  the female servant to follow the girl. He turns to look up at the 
  keep tower. “I have to go back to work too” he whispers.
  The PCs must make Will saves DC 15, or be overcome 
  with bittersweet regret, and a sense of loss. For the next 
  hour all affected PCs take a -1 morale penalty to all attack 
  rolls, saves and skill checks. This can be countered by 
  anything that positively affects emotions.       
  Damien is 25 at the time of this haunt, and Alluria is 5
  The body is that of the serving maid assigned as Alluria’s 
  minder. After the girl’s death, the maid killed herself by 
  cutting wrists here. The serving maid’s spirit has joined 
  the Spirit Mist. Next to the skeleton is a small dagger, 
  slightly rust specked but serviceable. It can harm the 
  Spirit Mist.
  M5) Ablutions
  This small hall has a set of double doors leading out to the 
  gardens to the south, and doors leading to washrooms to the 
  north. The north doors have brass signs fitted to them, one 
  reading Ladies, and the other Gentlemen. 
  Each of the rooms contains a fitted porcelain basin and 
  a wooden stall with a bench that a chamber pot can be 
  placed under. Most of the fittings are worn or broken. 
  The small room to the east is a linen closet with faded, 
  but surprisingly serviceable linens.
  M6) Storage (Ballroom)
  This room is heaped with stacked chairs and folded trestle 
  tables. One of the chair stacks has fallen and broken sections 
  
  26
  of chair lie scattered on the floor. A painting lies on the floor, 
  its frame smashed and a heavy boot print marring its surface. 
  The painting is a view of the grounds from Area M33, 
  painted by a talented amateur. The PCs could match this 
  to the works in Area M23. 
  This reasonably uninteresting room was last used to 
  temporarily (as it turns out permanently) store items 
  for the ballroom to be set out for a party. The chairs and 
  tables are aged and precariously stacked. Anything other 
  than careful movement through this room (ie combat or 
  running) causes the stacks to fall, resulting in the area 
  becoming difficult terrain, and anyone in the area at the 
  time to make a DC 15 Reflex save or become prone. The 
  Spirit Mist passes through the objects, neither affected by 
  terrain, nor disturbing them in any way. 
  The stack that has fallen was the result of the Seekers 
  passing though on the way to the Ballroom (Area M2), 
  as is the damaged painting, which happened to be on the 
  floor and was callously trod on by one of the enforcers. 
  Hellena was displeased, the results of which can be seen 
  in M2.
  GMs should make note of the suggestions raised at M15 
  while the PCs explore this room.
  M7) Dining Room
  This blasted room is significantly damaged by fire. Most of the 
  east wall is gone, leaving blackened and burned stones that 
  end in jagged tooth-like points. The front windows are gone, 
  and the iron frame is a twisted mess. Most of the north portion 
  of the room is open to the elements and a layer of thick ash 
  blankets the remnants of a massive dining table and chairs. 
  Solidified pools of metal indicate the table was set at the time 
  of the fire. A breeze stirs the tattered tapestries that remain 
  in the southern half of the room. Curled up in one corner is a 
  charred body.
  As the PCs enter this room, they trigger a haunt.
  The room shimmers and is replaced by a scene of a family 
  sitting around a well-lit dining table, being served by a portly 
  waiter in house livery. The man at the head of the table is well 
  dressed and neatly groomed, an impressive figure. To his left 
  is a young and attractive woman in her mid 20’s, with a sad 
  look on her face. To his right is a young boy, maybe 7 years old, 
  face tear streaked. 
  “Must you go again husband?” the woman asks in a pitiful 
  voice. “It’s so lonely here without you”. The man turns to her, 
  his face set, though his words are meant to be comforting. “The 
  house needs to grow, else our competitors will take our markets 
  from us while we remain indolent. The Prince of Calimtar is 
  offering great opportunity to expand our business influence. 
  I must oversee it personally. Do not worry wife, I will not 
  be gone long. Besides, our son will keep you company in my 
  absence. Isn’t that right Damien?, he turns his attention to the 
  boy, who mumbles something to the affirmative. Neither see the 
  young woman’s expression shift from sadness to resentment.
  Each of the PCs must make Will saves vs DC 14 or be 
  consumed with the desire to strike out at the nearest 
  creature with an open handed slap. If the PC does not 
  have Improved Unarmed Strike or proficiency with 
  natural weapons this provokes an attack of opportunity, 
  but only in the form of a similar unarmed attack (and 
  only if the target has the above proficiency). The slap, if 
  it lands, deals 1d2 points of non-lethal damage.  
  The people depicted are Damien (aged 7), his mother 
  Hellena (aged 25) and his father Barras (aged 40). This is 
  the only haunt that has Barras in it.
  The body is that of a servant who was gravely wounded 
  in the blast that started the fire. He didn’t die instantly, 
  but managed to crawl away in agony, only to expire in 
  
  27
  here. His Spirit has joined the Spirit Mist. His body has 
  nothing of value or use.
  The solidified metal is a steel-silver alloy, and more or 
  less worthless.
  M8) Ladies Parlour / Sewing Room
  Almost the entire front half of this room is blackened, the 
  internal walls burned away leaving just the stone supports to 
  hold up the roof above. Gaping holes in the walls and ceiling 
  emit light from outside, and a chilling breeze whips through, 
  plucking at your clothes. The southern half of the room is 
  more intact, though still heavily scorched and damaged. A few 
  twisted frames and shards of furniture remain, and you can 
  make out the remnants of once plush chairs, several tables of 
  varying sizes and a strange rack of sorts. 
  This room took the brunt of the fire damage, along with 
  the stables. It was once a ladies parlour, arranged by the 
  somewhat outdated Barrus with ‘women’s activities’ 
  such as tapestry weaving (the rack remains), painting, 
  sewing and the like. Though he meant well, Barrus’ rather 
  conservative views on women were in part a factor in the 
  unhappy marriage. Hellena (and her friends) used some 
  of the stations while Barrus was present, but almost 
  never while he was gone. Only the painting was of any 
  interest to Hellena, the results of which are displayed in 
  some of the upper areas of the manor.
  Searching through the ash here, there are a number 
  of warped knitting needles to be found, but almost 
  everything else in here was combustible, adding fuel to 
  the fire on the fateful night.
  If the Flaming Skeletons are still active in the courtyard, 
  they are clearly visible from here. Anyone approaching 
  within 10 feet of the front or west walls (facing the 
  courtyard) will be attacked. The holes are not big enough 
  to get through easily (the largest being 2 feet across) but 
  are big enough to admit projectiles. The intervening 
  walls offer cover for both sides.   
  M9) Smoking Lounge
  This room has heavy curtains that block out the bay windows, 
  and a number of low couches that have begun to fray and split. 
  Ash and soot have slowly crept into this room from the front 
  of the manor, and a heavy scent of tobacco smoke still lingers. 
  A number of small unidentifiable lumps lie in the detritus on 
  the floor.
  Entering this room triggers a haunt.
  A smoke haze seems to obscure the room, which then resolves 
  into a well-appointed parlour, candle lit and furnished with 
  plush divans. A number of young men and women lie strewn 
  about, inhaling smoke from an ornate hookah that dominates 
  the centre of the room. The people are thin and sallow, but have 
  dreamy expressions on their faces. Several servants in house 
  livery stand against the walls with untouched refreshments 
  on trays. A pre-teen boy sits in the corner, trying to look 
  inconspicuous. He breathes shallowly, then his face contorts 
  and he lets out a small cough.
  Suddenly one woman’s head snaps up, and she looks blearily 
  around until she fixes on the boy. “Damien” she hisses in a 
  husky voice, “I told you to clean the stables! Why are you still 
  here?!”. The boy looks apprehensive, but defiant. “Mother, it 
  was yesterday you told me that, and I did it as you instructed. 
  Around two hours ago you told me to sit here and be quiet, 
  and so I have”. The woman sneers at the response, and a 
  man looks up. Once powerfully built, he now seems wasted 
  and pale. His face contorts in a cruel smile. “Still no respect 
  boy? You dare to speak to your mother like that?”. It seems 
  momentarily like he will rise, then he settles back down. “You 
  were told to be quiet. Not to cough. You have disobeyed and 
  will be punished!”. “You there” he says, pointing to a random 
  servant, a middle aged man, “take the boy out back and beat 
  him till he bleeds! Bring me his bloody shirt as proof. That’ll 
  teach you some manners whelp”. 
  The servant waits until the man closes his eyes before replying 
  in a mild tone that belies his look of disgust. “Certainly sir, it 
  shall be done”. He takes the boy by the arm gently and throws 
  him a sly wink, “Come boy and face your punishment” he says 
  harshly, leading the boy from the room.
  Each of the PCs must make a Fortitude save DC 15 or 
  become intoxicated by the substance burning in the 
  hookah. Failure indicates the PC gains the sickened 
  condition for the next hour. The condition can be 
  removed by neutralise poison or similar effects.
  The people depicted are Damien (aged 12), his mother 
  Hellena (aged 30) and her then paramour Ramius (aged 
  32). Ramius is the man depicted in most of the haunts.     
  
  28
  Behind one of the couches is a curled up skeleton, with 
  scraps of flesh and cloth still attached. This is the remains 
  of the servant called on in the haunt to punish young 
  Damien. He survived the night of the fire only to be 
  cornered and slain in here by the emerging Spirit Mist 
  before the servants were aware of its presence. His spirit 
  has joined the Spirit Mist.
  The lumps in the ash include the broken remnants of 
  the hookah, as well as several pipes and other smoking 
  paraphernalia. One of the pipes is an ancient relic of a 
  long extinct civilization that Barrus discovered on his 
  travels. Carved from Ivory, it is an unbelievably intricate 
  piece depicting seasonal ceremonies, and is worth 100gp 
  to the right buyer.
     
  M10) Kitchen
  This area takes up almost half of the lowest floor of the original 
  keep tower. It seems fairly obvious that this room was once a 
  kitchen. A huge stone fire place dominates the west wall and 
  stone shelves line the north and south curves of the wall. The 
  centre of the room is occupied by a huge, slate topped table. 
  On the floor amidst shattered clay jars and rusted iron pots is 
  a skeleton garbed in scraps of cloth. A surprisingly preserved 
  butcher’s knife is grasped in its left hand
  The skeleton is that of the cook, Rich. He was slain on 
  the first night the mist arose while preparing the evening 
  meal. It was witnessed by the chamberlain Charles (see 
  M24). His spirit has joined the Mist. The knife is actually 
  the equivalent of a +1 dagger, and since it was owned by 
  the cook, it is able to strike the Mist.
  If the room is searched the party can also find a battered 
  rolling pin under some low shelves. It seems somewhat 
  out of place because the rest of the room (save the obvious 
  struggle in the centre) is in meticulous order. In a pinch it 
  could be used as an improvised club, and as it belonged 
  to the cook it can harm the mist.
  There is no haunt associated with Rich. He was the only 
  servant to have almost no contact with Damien, and no 
  real love for the house and its people. He loved only the 
  culinary arts.
   
  M11) ‘Cold’ Storage
  This walls, floor and ceiling of this room are completely covered 
  in pale tiles, giving it a cold and sterile feel. Chains hang from 
  the ceiling, from which dangle the skeletal remains of animals, 
  the flesh long since rotted away. There are a number of benches 
  against the walls, with several clay jars and jugs on them.   
  This was once the ‘cold’ storage for the kitchen, holding 
  meat, milk, cheese and other perishables. Enough time 
  has passed that these have all rotted away, leaving just 
  residue and a slight dry surface mould on the inside of 
  the containers here. 
  There is one cheese that remains intact, though it is shot 
  with a strange blue mould. It detects as magical. The 
  cheese itself was a gift to Barrus from a gastronomically 
  minded Arcanist. It is magically preserved, and anyone 
  eating a portion (there is enough cheese for 4 portions) 
  temporarily gains the benefit of a bull’s strength 
  enchantment (CL 10th - similar to a potion). However, 
  the mould is not part of the cheese, it is in fact a rather 
  nasty mould growing on the dairy product. Anyone 
  eating the cheese must make a Fortitude save DC 16 or 
  contract an illness;
  Dysentery – Type disease (parasite), contact or injury; 
  Save Fortitude DC 16, Onset 1d3 days; Frequency 1/
  day, Effect 1d6 nonlethal damage and target is fatigued 
  and staggered; Cure 2 consecutive saves.
    
  M12) Pantry
  This room is stacked with crates and sacks, and shelves line the 
  walls filled with small jars and boxes. A staircase curls away 
  down the south western wall, leading into darkness below.
  This used to be the dry pantry for the kitchen. The crates 
  and sacks hold ancient roots, grains, flour and the like. 
  The jars hold dried herbs, sugar, salt, honey and so forth. 
  Most of the foodstuffs are desiccated and aged beyond 
  use, but a careful search (Perception DC 15) can turn up 
  a number of sealed jars that have not been exposed to air. 
  Most contain fairly common spices, but a knowledgeable 
  individual (Appraise DC 25 or Profession (Cook) DC 15) 
  can find a series of incredibly rare spices from distant, 
  exotic shores. These are worth 200gp in total.    
  M13) Herb Garden 
  
  29
  This heavily overgrown area was once a carefully manicured 
  garden. Poking through a blanket of ash are a few remaining 
  shrubs or weeds. The choking plant life looks sickly, save for 
  one large, vibrant orange flower in the middle of the area.
  Once a herb garden for the kitchen, this area was heavily 
  blanketed by the ash from the stables. One plant, a 
  Phoenix Lily has thrived in these conditions, though it 
  is hazardous to any that approach within 30 feet. This 
  particular plant has 5 blossoms.
  Phoenix Lily - Hp 42
  This large flowering plant has numerous brilliant orange-red, 
  trumpet shaped blossoms. The faint smell of smoke hangs in 
  the air.
  Phoenix Lily  
   
   
   
   
  CR 4
  XP 1,200
  N Medium plant
  Init +1; Senses low-light vision; Perception +0
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  Hp 42 (5d8+20)
  Fort +8, Ref +2, Will +2
  Defensive Abilities fire thrower; Immune plant traits;
  Resist fire 10;
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 5 ft.
  Melee 2 slams +6 (1d6+4)
  Ranged fiery blossom +4 touch (4d6 fire)
  Space 5 ft.; Reach 5 ft.
  STATISTICS
  Str 16, Dex 12, Con 19, Int —, Wis 13, Cha 6
  Base Atk +3; CMB +6; CMD 17 (can’t be tripped)
  SQ volatile
  ECOLOGY
  Environment tropical or temperate forest, jungle or 
  swamp
  Organization single, or patches (2-4)
  Treasure incidental
  SPECIAL ABILITIES
  Fiery Blossom (Su) Each phoenix lily bears 1d4+4 
  blossoms that it can use as a standard action to produce 
  a single scorching ray. After producing this attack the 
  blossom wilts and dies. The plant must wait 1d2 rounds 
  before it can produce another scorching ray and may 
  only do so as long as it has living blossoms.
  Fire Thrower (Ex) When a phoenix lily uses its fiery 
  blossom ability it does not provoke attacks of opportunity 
  for making ranged attacks when threatened.
  Volatile (Su) If the fire resistance of a phoenix lily 
  is exceeded, there is a chance the plant will erupt in a 
  fireball. The plant must succeed at a Fortitude save 
  where the DC is equal to the amount of fire damage 
  taken, after applying fire resistance. Otherwise the plant 
  erupts in a fireball centred on one corner of its occupied 
  square. The fireball deals 1d6 damage for each living 
  blossom on the plant and the Reflex save is DC 16. This 
  save is Constitution based. The phoenix lily is included 
  as a target of the fireball and afterwards all remaining 
  blossoms wilt and die.
  Created by Russ Brown (used with permission).
  Harvesting Flowers
  At the GM’s discretion, once the plant is 
  defeated the PCs can harvest any remaining 
  blossoms using a Knowledge (nature) DC 
  14 check. 
  Success indicates a blossom is viable for 
  1d3 days. Failure destroys the blossom
  PHOENIX BLOSSOM
  Source Phoenix Lily; Harvest Knowledge 
  (nature) DC 14
  Yield All live blossoms Price 75 gp; 
  Weight 0 lbs.
  This orange-red trumpet shaped flower is 
  harvested from a phoenix lily plant and 
  preserved alchemically.
  When holding a phoenix blossom, character 
  can make a DC 20 Knowledge (nature) 
  check as a standard action to cause the 
  blossom to produce a single scorching ray.
  This causes the blossom to wilt and die. The 
  blossom does not wilt after an unsuccessful 
  check.
  Created by Russ Brown
  
  30
  M14) Stables (burned out)
  Wooden beams stick out like broken teeth from a massive 
  dune of ash here. Only foundations remain of what once must 
  have been a sizable structure. Huge blackened scorch marks 
  reach up the Curtain wall of the old fortress, and the stones 
  are fractured and crumbling with gaping holes showing in the 
  once impressive battlement. The fire must have been incredibly 
  intense here to have affected the stones in this fashion.
  The initial fire in the courtyard produced cinders that 
  were carried on the breeze, landing on the roof of the 
  stables. Between the dry thatching, hay and straw and 
  the wooden construction, the stables were doomed, and 
  the fire was the most intense here. The flames were so hot 
  they cracked the stones of the wall, and the transferred 
  heat actually ignited the wooden supports inside the 
  wall, which lead to its collapse (see areas M15, M28 and 
  M37). The fact that this area is surrounded on all sides by 
  tall stone is the only reason the fire did not spread.   
  If the PCs are willing to dig (for hours, which will 
  certainly result in at least one encounter with the Spirit 
  Mist, if not several), they will find the cracked bones of 
  half a dozen horses, and solidified iron and brass that is 
  all that is left of the metal fittings of tack and the carriage 
  stored here. If they are very fortunate (Perception 25) or 
  extremely through (Perception DC 15 after 20 hours of 
  clearing) they may unearth the one item of value that 
  withstood the fire – a stone horse (destrier) that was being 
  'stored' here. It is deep within the ash, and on its side. 
  The statue has the name Windstrider engraved on it 
  (which is its command word). In addition to its regular 
  item powers, Windstrider has an Intelligence of 12, an 
  alignment of Chaotic Neutral and a desire to travel. It 
  can understand, though not speak, common. It has a 
  difficult and willful disposition, though it will obey the 
  person that animated it (begrudgingly).
  M15) Curtain Wall (ground level)
  This long passage is cluttered with stone and wood debris from 
  the collapsed ceiling and level above. The walls are blackened 
  in many places, particularly around the arrow slits that face 
  the inner yard. The floor is slick with brackish puddles.
  As part of the original defences for the keep, this curtain 
  wall has arrow slits facing both outward and inward 
  – about every 10 feet and offset from each side. There 
  are metal brackets periodically that once held torches or 
  lanterns, but most of these melted in the fire or rusted 
  away over time.
  As both levels above have suffered heavy damage, open 
  sky can be seen in several places along the corridor. This 
  entire corridor is considered difficult terrain due to the 
  debris and slick puddles.  
  M16) Chapel 
  This small tower room has been converted into a shrine – a 
  rarity in the agnostic city of Anduria. The room has a couple 
  of wooden benches that face a small altar. The altar is topped 
  with an icon that looks like a coin balanced on its edge. Several 
  tattered hangings adorn the walls, though whatever was 
  depicted on them has long faded into obscurity. A small trap 
  door is set into the ceiling on the east side.
  The trap door leads up to area M29. While there is 
  no immediately obvious way up, a series of offset 
  depressions in the east wall acts as a ladder. These are 
  hidden behind a faded hanging, but can be found with a 
  Perception DC 10 at a glance (or automatically if a player 
  Evil GM Moment!
  If the GM has not used the Spirit Mist yet, 
  this is a perfect place to introduce it, using 
  the terrain to induce genuine fear of being 
  caught by the slow moving nightmare. 
  The Chapel at the end provides succour, 
  but this will not be immediately apparent 
  to the PCs. The looks on the player’s faces 
  when they enter essentially a dead end will 
  be worth it I assure you! 
  Micah  
  
  31
  states they are searching or looking behind the hanging). 
  The trap door is under the rug in area M29, but any 
  exerted force will tear through the degraded carpet.
  The Icon is made of stone, and at this time cannot be 
  moved or damaged in any way (see below).
  This is a shrine to Rhion Barrakar – Patron of Lost Causes. 
  This long forgotten demi-deity is an aspect of fortune, 
  but one that presides over fool’s errands and long-shots. 
  It normally requires a Knowledge (religion) check DC 25 
  to recognise, however, the PCs recently met a devotee 
  of the god in Adventure 1 - A Simple Job (the merchant 
  Thaddeus) and so gain a +10 circumstance bonus to 
  recall any basic facts discussed with Thaddeus. 
  Barrus attributed his meteoric rise to wealth partly to 
  his own abilities, but partly to good fortune as well. 
  When he discovered the existence of Rhion Barrakar on 
  his first voyage abroad, he immediately identified with 
  the religion, and took the Patron as his own. When he 
  returned and built the manor, he took pains to ensure 
  the faith had a place here, though common sense dictated 
  that it be concealed in an isolated part of the place where 
  guests wouldn’t stumble onto it. 
  In truth this is the one remaining holy site to Rhion 
  Barrakar on this continent. In addition to this being the 
  last effective focus for his power, Rhion Barrakar has 
  taken a special interest in the city, current events and the 
  PCs in general (see the Campaign Guide for more details). 
  Once, and only once, if a recently deceased body (within 
  1 week) is placed onto the altar and a prayer plea is made 
  Rhion, that person will receive the benefit of a raise dead 
  spell. Once used, the Chapel will noticeably dim, and the 
  icon will crumble. Knowing the use of the Icon does not 
  require a check in any way, the Party are simply ‘aware’ 
  of it. 
  Note that if the GM is going for a grittier experience, or 
  wants to completely remove already rare resurrection 
  magic (see sidebar on page 33) the shrine can produce a 
  lesser healing magic such as cure critical wounds, or mass 
  cure light wounds instead.     
  Due to the radiant holy nature of this chapel, the Spirit 
  Mist will not enter it. However, once the power of the 
  shrine is expended, it can enter as it chooses.
  M17) Ablutions
  Two scorched wooden doors can be found along the east wall 
  here. Each has a brass plaque that is just barely legible, one 
  reading Ladies, and the other Gentlemen. 
  Each of the rooms contains a fitted porcelain basin and 
  a wooden stall with a bench that a chamber pot can be 
  placed under. Most of the fittings are worn or broken. 
  The small room across from them is a linen closet with 
  faded, smoky-smelling linens and towels.
  M18) Entertaining Room
  Soot stained tapestries and the broken remnants of furniture 
  suggest that this might once have been a parlour or sitting 
  room. The floor sags alarmingly in places. The frames of 
  bay doors lead out onto a small balcony, and you can see the 
  charred remains of a body slumped over the railing, a blackened 
  hunting bow clutched in its arms.
  
  32
  Entering this room triggers a haunt.
  A cacophony of laughter erupts all around you as the room 
  transforms to a scene of merriment. A well-dressed young 
  woman entertains a group of equally well dressed men and 
  women, lying languidly on divans and couches, drinking 
  heavily from goblets of wine served by several servants in house 
  livery. The room is lit by braziers and a smoke haze permeates 
  the air. Off to one side, a small dark haired boy stands quietly 
  in the shadows, staring silently into the flames. 
  “My dear you throw such wonderful occasions for us” one 
  woman giggles, her words slurring “it must cost you a fortune 
  to live like this”. The young woman smiles a drunken smile “I 
  love entertaining, and money is no object” she gushes, draining 
  her goblet and gesturing for a refill. “Besides, my husband is 
  over the seas making yet another fortune I suspect”, she says, a 
  bitter hint creeping into her tone. 
  An awkward pause settles over the conversation, and the 
  young woman looks around, spying the boy in the shadows. 
  “Damien! What are you doing here? I told you to go to your 
  room and bother us no longer!”. She turns to one of the young 
  men, a handsome and powerfully built specimen of nobility. 
  “Ramius, could you?” she purrs, her tone seductive, and the 
  man rises from his couch and approaches the boy. Shadows 
  hide the cruel look on his face from the other guests, though his 
  voice sounds almost congenial “You should mind your mother 
  boy, lest you be punished”. The boy looks up in abject fear, then 
  flees the room as fast as he can.
  Each of the PCs must make Will saves vs DC 14 or be 
  subject to fear, fleeing in a random direction for one round 
  (Roll 1d3 – 1 indicates out onto the balcony, 2 indicates 
  onto the main balcony above the entrance (area M22) 
  and 3 indicates down the hall toward the hideaway (area 
  M21). If they encounter and hazards in the surrounding 
  rooms as a result of this movement, they suffer a -2 to 
  any checks relating to avoiding these effects.   
  M17
  M18
  M19
  M20
  a
  M21
  M22
  M23
  X
  M24
  M25
  M27
  M26
  M28
  M29
  5'
  N
  
  33
  The people depicted are Damien (aged 8), his mother 
  Hellena (aged 26) and her new lover Ramius (aged 28). 
  Ramius is the man depicted in most of the haunts
  The body is that of a servant killed by the initial explosion 
  of fire. Having seen the approach of the PTC collectors, he 
  grabbed the hunting bow and a quiver from the trophy 
  room (area M33), and took position here to assist Master 
  Damien if needed. The bow is fire damaged beyond 
  use, as are most of the arrows, but three arrows remain 
  intact, all of which are +1 human bane arrows (these were 
  secretly added to the hunting gear by Ramius when he 
  was still alive, to pursue a very sick pastime). The servant 
  is part of the Spirit Mist, but the arrows did not belong to 
  him, and thus cannot affect it.
  The balcony was badly damaged in the fire, and is on 
  the verge of collapse. The first time anyone stands on it, 
  it falls through the weakened roof below it into area M8 
  – the Ladies’ Parlour. The triggering person must make 
  a Reflex save DC 13, or fall 15 feet to the floor below, 
  suffering 1d6 falling damage, and 1d6 piercing damage 
  from the wood debris.  
  M19) ‘Cold’ Room 
  Whatever intended purpose this room had has been lost to 
  time and fire. Large sections of the floor have fallen through to 
  the level below. The windows are long gone and the walls are 
  blackened and cracked. A large stone fireplace has been built 
  into the Keep wall. Huddled deep in its recesses is a skeleton 
  frozen in a pose of supplication with one hand gripping what 
  appears to be a hammer.
  Entering this room triggers a haunt. 
  Suddenly the fireplace bursts into flame, a roaring fire where 
  it was cold only moments before. The room has changed too. 
  Gone are the blank walls, replaced by warm wood panelling 
  draped with tapestries and paintings. A boy sits before the 
  fireplace, too close, staring deeply into the flames. An elderly 
  servant stands nearby, sweating silently in his house livery. 
  A door bursts open, and a burly man storms in, followed by 
  a weary looking young woman. “What the hell is this boy? 
  Wasting wood on a warm night. It’s as hot as hell in here!” the 
  man rages, his expression set with disdain. 
  The boy looks past him to the woman. “I’m cold mother. I need 
  the fire” he says in a small voice. The woman cringes as if she’s 
  been slapped, and the man’s face twists in hatred.
  “Don’t you ignore me boy. I’m the man of this house!” he 
  strides over and grabs the boy by the collar, hoisting him off 
  his feet and shaking him. “You’ve no respect boy. I’ve seen 
  your like before. I’ll teach you respect. You like fire do you?!”. 
  The man slowly extends the dangling boy toward the flames, 
  ignoring his protests and flailing. The servant’s eyes lock with 
  the man’s, almost pleading, but looks away as the man scowls. 
  “Mother! Help me!” the boy exclaims, fighting desperately as 
  he is inched closer to the blaze. The woman begins to weep and 
  turns away as the boy is pushed closer, flames licking at his 
  clothes. He begins to scream as cloth and hair catch fire”.
  All PCs must make Will saves at DC 14 or suffer 1d4 
  points of 'burning' damage, localized to their back of their 
  Raising the Dead
  In a campaign where religions are close 
  to outlawed and cleric magic is rare, 
  raise dead and similar magic are next to 
  impossible to obtain.  
  In the entire city there are only 2 or 3 
  individuals even capable of such magic 
  and they will not use it lightly, or without a 
  direct furtherance of their cause. 
  This ‘gift’ in the shrine will only work for 
  the PCs, not anyone else who may stumble 
  onto it, and it will only work once. It can be 
  ‘saved’ beyond the end of this adventure, 
  remaining until used.
  In many ways this is a boon to resurrect a 
  favoured character or ‘reset’ a run of poor 
  luck that results in death. 
  Eventually the PCs are likely to have access 
  to such magic themselves, but this is just 
  another reason why they alone in the city 
  are capable of resisting the growing threat.
  
  34
  shoulders and neck. While the damage feels hot, this is 
  not a fire effect, it is untyped. Fire resistance or immunity 
  will not protect against it. It appears as a burn, but is 
  actually psychic in nature. Once the save is resolved the 
  haunt disappears and the room returns to normal.   
  The people depicted are Damien (aged 10), his mother 
  Hellena (aged 28) and her then paramour Ramius (aged 
  30). Ramius is the man depicted in most of the haunts.
  The body is that of the elderly servant in the haunt. He 
  survived the fire with many others, and the first night 
  of Spirit Mist attacks. He, along with the remaining few, 
  armed themselves against this unknown attacker while 
  they sought to find the missing servants. The old man 
  was chased into this room and cornered by the mist, 
  dying as he took cover. His spirit joined the Spirit Mist. 
  The hammer is a standard household carpentry hammer, 
  but can be used to harm the mist, treating it as a light 
  hammer.  
  The floor of this room is very unstable, except where it 
  attaches to the keep wall. While traversing any 5 foot 
  section that is not adjacent to the ‘keep wall’ there is a 
  25% chance of causing a collapse. Any collapse affects 
  the triggering square, and every adjacent square, all 
  characters on these squares must make a Reflex DC 14 or 
  fall to area M7 on the level below (1d6 falling damage).  
  M20) Grand Balcony
  This grand balcony overlooks both the main entry on one side 
  and the ballroom on the other. The marble flooring and banisters 
  are intact, though scorched and scarred with fire damage. 
  Scraps of carpet and tapestry remain, giving the impression 
  that this was once a very opulent viewing area. Several heraldic 
  shields still cling tenaciously to the walls, though they are 
  warped and obscured by soot. Narrow walkways extend to the 
  front of the building where a set of shattered doors leads to a 
  platform overlooking the front courtyard. 
  Most of this walkway is safe, though the section leading 
  to the external balcony has wooden supports that have 
  been weakened by the fire. There is a 50% chance that 
  anyone crossing here causes a section to crumble and fall, 
  which occupants requiring a Reflex DC 13 to avoid falling 
  into the entry 15 feet below, and suffering 1d6 damage. 
  If cleaned and searched, among the shields the PCs can 
  find a masterwork mithril buckler than withstood the 
  heat. In addition to its value as a shield (and its metal 
  value) it has a spring mechanism that projects a mithril 
  blade from the leading edge. This acts as a spiked shield 
  when revealed, and grants a +5 circumstance bonus 
  to Sleight of Hand to hide its nature. The spike can be 
  activated as a free action, and hidden as a standard action.
  M20a) Cloak Room
  Just off to the west side of the inner balcony is a small 
  closet. This is actually a cloak room where servants 
  took guests coats and cloaks. The outside of the door is 
  scorched, and the inside smells heavily of smoke, but 
  the contents weathered the fire intact. There are several 
  cloaks and coats of value (total of 40gp once laundered, 
  and a single cloak of protection +1 hidden in the back.   
  M21) Hideaway
  Hidden at the end of two hallways is a little nook with a loveseat 
  set under a large set of curtained windows.
  A discrete hideaway for guests on social occasions, this 
  was favoured for a little privacy or stolen moments of 
  romance. The first time the PCs enter here there is a 
  chance (20%) that the ghost of Hellena can be found here, 
  staring at the curtained windows as if looking through 
  them to the sky beyond. She will seem surprised, and a 
  little guilty if found here, before retreating quickly into 
  the ethereal. 
  If the loveseat is thoroughly searched, a small gold 
  earring set with a ruby can be found down the back 
  of one of the cushions, lost by the last couple to avail 
  themselves of this romantic spot. The earring is worth 
  only 20gp without its counterpart.
  M22) Balcony
  This marble balcony is circled by an ornate rail, and overlooks 
  the blasted courtyard below. Ash lies thick here, and swirls in 
  the breeze.
  If the Flaming Skeletons are still intact in the courtyard 
  below, they attack anyone who ventures out onto this 
  balcony. Being constructed entirely of stone this balcony 
  
  35
  has remained structurally intact.  
  M23) Upper Gallery 
  This long hallway stretches from one side of the manor to the 
  other, blending from the newer stonework of the house into the 
  older stonework of the curtain wall preserved from the original 
  keep. Occasional paintings dot the walls, and these look to be 
  portraits or pastoral scenes by a gifted amateur. The bulk of the 
  south wall is given over to massive floor to ceiling windows 
  overlooking the grounds. Though dusty, these are mostly 
  intact, with only a few panes broken.  
  The first time the PCs enter this hall they will see what 
  appears to be a little girl looking out the windows at the 
  point marked X. She seems to be staring out over the 
  grounds. She wavers briefly, then disappears. If the PCs 
  look out the windows at the exact point the apparition 
  was viewing from they see a blue fire flicker on the 
  island in the river (see Grounds area G9) for a few brief 
  moments, then go out. This is the capricious spirit of 
  Alluria attempting to lure them to the island. Her intent 
  is determined by whether or not the PCs have viewed the 
  courtyard Haunt (see Courtyard and Island descriptions).
  The paintings are of scenes and locations in and around 
  the Retreat (the ward the manor is in), and portraits of 
  various people and staff of the manor. Even without 
  the Appraise skill it is clear these are amateur works 
  (painted by Hellena) and are not valuable. If the PCs 
  disturb, damage or steal the paintings, Hellena (unless 
  temporarily destroyed or permanently set to rest) 
  appears in a rage and attacks the culprit for 1d4 rounds, 
  before retreating through the floor. If reduced to 1/2 Hp 
  she also retreats.  
  Hellena (Unique Ghost) Hp – 32. Stats are found in the 
  Bestiary on page 59.
  The last painting on the south wall, east end (nearest the 
  stairs) depicts a couple on a stroll through a garden. It 
  has a key hung on a hook behind it. This is the ‘spare’ 
  to the door above (Area M33 – locked stairwell). While 
  not particularly hidden, PCs would have to actively state 
  they are searching to discover it (ie they can’t find it ‘at a 
  glance’ as they move through the hall).
  M24) Chamberlain’s Room
  The door to this room is locked, but it’s old and weathered, 
  with a hardness 5 and 3 hp, and a break DC of 10. The 
  lock has a disable device DC 20.
  The interior of this room is reasonably well appointed, and has 
  withstood the ravages of time well. The walls are hung with 
  banners and tapestries, depicting battles and heraldic crests. 
  There is a comfortable looking bed, with a locker at its foot. 
  Against one wall is a writing desk, heavy with parchments and 
  dotted with candle wax. Hung on one wall is the scabbard for a 
  large sword but the sword itself is missing.
  This is the personal room of Charles the chamberlain, 
  one of the few servants that permanently resided in 
  the manor. Charles was Barrus’ personal retainer in his 
  early years, and a warrior of no small experience. When 
  Burrus became wealthy, Charles was appointed as head 
  of the household staff and stayed on to serve the family 
  faithfully.
  Charles was the last servant to remain in the house. He 
  survived the first night attacks by the Spirit Mist, and 
  even caught a glimpse of it slaying another servant 
  (and noted the potential weakness in it). He sent the 
  remaining servants away, hastily made some notes, and 
  then sought his master’s study. He knew that Damien 
  researched the occult and hoped he might find answers 
  there. Unfortunately that is where he died (see Area 
  M39). His spirit has joined the Mist. 
  The furniture in the room has a layer of dust on it, but is 
  in otherwise good condition. The locked door and lack 
  of external windows has helped preserve this area. The 
  tapestries and banners depict battles on another continent 
  and the heraldry is that of the forces involved. These 
  were battles Charles was personally involved in in his 
  youth. Knowledge (history) or Knowledge (nobility) DC 
  20 will impart information about the locales, participants 
  and outcomes of the battles (the GM is free to create a 
  history for these if desired, but they have no impact on 
  the campaign). The banners and tapestries are worth 
  100gp as a set, but if identified and a suitable historian or 
  collector is located could be worth up to 150gp.
  The papers on the desk are mostly household 
  administration related, such as pantry inventory, 
  requests, invoices and delivery dockets, as well as a few 
  
  36
  party invitations (for Damien) and a basic day planner. 
  However, on top there is an open journal and a hastily 
  scrawled letter.
  The journal is 30 years of sporadic entries, as Charles 
  chronicled the major events (and only those) in his life. 
  The early entries commence with the purchase of the land 
  and building of the house and span the time to the night 
  after the fire (see below). This gives the PCs access to any 
  and all information in the Adventure Background (in 
  observational narrative form from Charles’ perspective) 
  and it recounts major events such as those depicted in all 
  the haunts. Once the PCs have read the journal, they gain 
  +2 circumstance bonus against the effects of any haunts 
  they encounter, since they have foreknowledge of the 
  scenes. In addition if the journal is used in any efforts 
  to return Damien to the moral path, add a +1 to the roll 
  (See the Campaign Guide for more information). While the 
  journal has both positive and painful associations, the 
  narrative speaks well of Damien, reminding him he was 
  once loved and respected by those around him.
  The last journal entry is the night after the fire, and reads;
  “The fire is finally out. The storm helped, but not before wind 
  borne embers took to the stables. They are completely gone. 
  Many of the servants have left. I do not blame them. The Master 
  has been arrested, and the light of our lives was extinguished 
  by the greed of shallow men. 
  We buried Alluria on the island today. We’re all still in shock 
  and it’s hard to know what to do. Tomorrow those of us that 
  remain will see to the others. That ornamental graveyard will 
  finally get some occupants, may heaven rest their souls.” 
  The hastily scrawled note is possibly of most interest it 
  reads.     
  “Not all those that disappeared left. Some were taken by the 
  nightmare spirit. I saw it take Rich. It engulfed and sucked 
  the life from him. I swear I saw his face added to the unquiet 
  souls trapped within. Our weapons are useless. It fears and 
  feels nothing, although I thought I saw it recoil when I threw 
  Rich’s rolling pin at it in my haste to flee. Maybe it still clings 
  to the vestiges of its life. I do not know. 
  If you are reading this flee for your life. This place is cursed, of 
  that I do not doubt”
    
  M25) Cook’s Room
  This room has only very plain furnishings, making it seem both 
  large and empty. A narrow bed rests up against one wall, while 
  a desk and bookshelf are pressed up against another. 
  This was Rich the cook’s room. He was one of the few 
  servants to have permanent residence in the manor. Rich 
  was also the only servant that really didn’t socialize or 
  feel connected to the household or its staff, being a cold 
  and aloof but brilliant gastronomist. His attitude was 
  tolerated by Barrus, Ramius and Damien in turn because 
  of his skill, and he himself stayed because of a generous 
  wage and complete autonomy in his kitchen, and the 
  chance to cook for the wealthy and elite of Anduria (at 
  least in the early years). 
  Rich’s room appears plain and sparse (at least on the 
  surface) with a basic bed and writing desk/bookshelf. 
  There is a footlocker under the bed – not immediately 
  apparent, but easily discoverable with a cursory glance. 
  It contains plain clothing and a number of chef’s outfits. 
  The room has two significant points of interest.
  The bookshelf contains numerous recipe and cooking 
  technique volumes, including some penned by Rich 
  himself. Access to the full set of these books would offer 
  a +2 circumstance bonus to Profession (cook) checks. 
  Rich was a culinary genius, and some of his recipes were 
  unique masterpieces. If the right buyer was found, Rich’s 
  recipe book would sell for upward of 200gp, though the 
  book set would no longer grant the skill bonus without it.
  Rich commanded a massive wage for his services, but 
  lived an ascetic lifestyle. Everything he needed or desired 
  could be found in the Kitchen below, so he did not spend 
  his wage. Instead, he requested, and received, his wage 
  in yearly allotments in gold bar form, and hid them in the 
  base of his mattress. There are 25 gold bars hidden here 
  worth 100gp each. They can be found only by extremely 
  perceptive or lucky characters if the room is searched 
  (Perception DC 20) or by those specifically stating they 
  cut open and search the mattress (automatic).       
    
  M26) Serving / Chambermaid's Room
  This cramped room contains 6 bunk beds, a set of matching 
  footlockers, a large wardrobe and a dusty full length mirror 
  fixed to the wall. 
  
  37
  Most of the staff that worked at the manor were brought 
  in each day by carriage (long destroyed in the stable 
  fire) from the city proper and returned each night. 
  However there was a roster of ‘late shift’ staff that stayed 
  temporarily at times, or when the manor hosted parties 
  or events. This room served as a communal sleeping 
  room for the female staff that were unable to return home 
  on any given night.
  The wardrobe contains a number of serving maid outfits 
  in the house colours (in various sizes) and a couple of nice 
  (though inexpensive) dresses. The footlockers contain a 
  few plain garments and a scattering of personal items 
  belonging to either staff that died here or fled and did 
  not return to collect them. There are a few hairbrushes, 
  a hand mirror, several buttons and a spool of thread, a 
  couple of shells, a dried flower, a small crudely carved 
  wooden cat and a necklace of brightly coloured beads. 
  The full length mirror is 5 feet high by 2 feet wide low 
  quality silvered glass (slight warping), and if it was 
  carefully removed and transported (25lbs, 0 hardness, 1 
  hp) it might be sold for 50gp.     
  M27) Serving Men's Room
  This cramped room contains 6 bunk beds, a set of matching 
  footlockers, a large wardrobe and a full length mirror fixed to 
  the wall. Everything is covered in a layer of dust.
  This room is essentially a mirror of area M26 except that 
  it has a number of male uniforms in the wardrobe. 
  The footlockers contain some old clothes, several combs, 
  pins and laces, three quartz chess pieces (knight, rook and 
  pawn), a steel coin (plain faced), a worn deck of playing 
  cards, a carved wooden coaster from the Drunken Pixie 
  and half a bag of dried fruit (harder than leather now). 
    
  M28) Collapsed Hall
  Much of this hall is exposed to the outside now, with large 
  sections of the inner wall, and a portion of the outer wall 
  collapsed into the level below. Much of the floor is gone, and 
  the ceiling above. The entire hall is blackened stone, a clear 
  indication the fire was at its fiercest here. 
  This hall is open to the elements, and pools of water 
  congeal in the sooty stone. Large sections of the floor are 
  missing and need to be jumped or bridged (or another 
  method found) to be crossed. The stones grate a little 
  when any weight is applied, but what remains is stable 
  enough. The largest gap is just over 10 feet. Either the 
  trestle tables from Area 6 or ladders from area 45 could be 
  used as temporary bridges. Attempting to jump the gaps 
  (10 feet and 12 feet respectively) requires an Acrobatics 
  (jump) check at DC 10 (for the 10 foot gap and DC 12 for 
  the (12 foot gap). There is room for a 10 foot run-up on 
  both jumps from either direction.  
  M29) Meditation Chamber
  This chamber is oddly plain, with just a simple faded red carpet 
  and several mouldering cushions on the floor. There is a trap 
  door in the ceiling on the east side, but no obvious means to 
  reach it. 
  This room was set out as a meditation chamber by Barrus, 
  who was a devotee of this spiritual practice, learned 
  on one of his trips abroad. This chamber was isolated 
  enough from the rest of the house to create the conditions 
  he desired. It hasn’t been used since his time. 
  Unless the PCs have been to M16 below, the trap door is 
  completely concealed, and requires a Perception DC 25 
  to find unless they possess extraordinary means to do so.
  There are no ladders or wall depressions here to access 
  the ceiling trap door. A ladder from area M46 would be 
  ideal, or the wall can be climbed, though it has a base 
  Climb DC of 25. The trap door leads up to the tower top 
  (area M38).
  M30) Hall    
  This dark hall is carpeted in burgundy, with mouldering fabric 
  hangings clinging to the walls. Set every 5 feet is an ornate 
  brass lantern fitting, though several are broken or missing. At 
  the end of the hall is a massive floor to ceiling mirror, covered 
  in grime and spider webbed with cracks.  
  This was once intended to be an impressive promenade 
  to the bedroom, though age and mistreatment have 
  robbed it of its splendour. The mirror was cracked by 
  
  38
  Ramius in one of his frequent rages, and Damien never 
  saw a reason to replace it. 
    
  M31) Master Bedroom 
  The once magnificent wooden double doors open on to a 
  decadent bedchamber of ridiculous proportion. Before the fire 
  this chamber must have been a monument to lavish excess, with 
  indications that it was once filled with the finest furnishings 
  money could buy. Unfortunately its clear the fire caused 
  considerable damage here. 
  The huge floor to ceiling windows are mere empty and 
  blackened metal frames. Most of the carpeting, wall hangings 
  and furniture are little more than charred remains. In the 
  centre of the room is a twisted brass framework with scorched 
  remnants of a canopied bed clinging to it. The path to the bed 
  is treacherous, with several holes dropping away into the vast 
  entry hall below.
  To the east are several burnt stumps of wood, which could have 
  been anything but are completely unrecognizable now. On 
  the west side there are several partially burned wardrobes, the 
  remains sagging and leaning precariously. 
  In the south east corner, a singed but otherwise intact high 
  backed reading chair sits alone, a matching side table on its 
  side, legs broken away.
  The first time the PCs enter the room read the following;
  In the chair sits a ghostly figure of a woman. She is young and 
  beautiful, though her expression is cold and aloof. She wears a 
  finely tailored dress, several decades out of fashion. She reads 
  from a ghostly book, studiously ignoring your presence.  
  If the PCs have seen any of the haunts, the figure is 
  clearly the woman depicted in most (Hellena) though she 
  appears in better health (as a ghost) than she does in any 
  of the scenes. 
  M30
  M31
  M31a
  M32a
  M32b
  M33
  M37
  M34
  M35
  M36
  M38
  5'
  N
  
  39
  Death has not been kind to Hellena, as life was not. 
  Troubled, she cannot accept that her life has ended or 
  that the house is past its heyday. She exists emotionally 
  in a period where she was full of hope, not long after 
  marrying Barrus and before Damien’s birth. She has 
  repressed everything else as it is too painful to confront.
  Selfish, vain and very proud, she does her best to ignore 
  the party, though if they begin to ‘bother her’ she calls 
  for the servants to have them ejected. Bewildered that 
  her orders are met with silence, she demands the party 
  leaves, or her husband Barrus will see them “whipped for 
  their insolence”. If left alone she will remain here unless 
  the party’s actions elsewhere stir her (such as interfering 
  with her art in area M23 or her remains in the crypt).
  If she is confronted with events after the time period 
  she has limited herself to (anything including Ramius or 
  Damien) or evidence that her existence isn’t as she sees 
  it (the damaged house, lack of servants etc.) she becomes 
  enraged, transforming into an older, thinner, more sickly 
  version of herself (as she was before her death) and 
  attacks the PCs, retreating if hard pressed to fight in a 
  series of hit-and-run actions, harassing the party and 
  leading them into traps (or the Spirit Mist) until they 
  leave the grounds or she is destroyed. If only temporally 
  destroyed, when she rises she appears as her younger 
  self again until she is reminded of reality.   
  Hellena (Unique Ghost) Hp – 32. Stats are found in the 
  Bestiary on page 59.
  The room is also dangerously unstable, given the damage 
  it has sustained. In addition to the current holes in the 
  floor, any movement here is likely to cause a collapse, 
  similar to Area M19. While traversing any 5 foot section
  that is not adjacent to any of the walls there is a 25% 
  chance of causing a collapse. Any collapse affects 
  the triggering square, and every adjacent square, all 
  characters on these squares must make a Reflex DC 14 or 
  fall to area M1 below. Unlike area M7, this fall is 30 feet, 
  and the damage is 3d6 falling damage on impact.
  There is almost nothing of value remaining as the 
  fire ripped through the entire chamber, which was 
  particularly susceptible given the amount of cloth, 
  carpet, linens and wood within. A thorough search will 
  turn up the charred remnants of antique furniture, exotic 
  cloth, expensive outfits, rare books and the like, enough 
  to identify a massive fortune was destroyed here. On the 
  east side (in and around the charred wood), the party 
  finds molten and resolidified glass, silver and brass, with 
  a few drops of gold and platinum. This was Hellena’s 
  dressing table, and contained a large mirror and her 
  jewelry box. It is all hopelessly mixed and cannot be 
  extracted, however close examination (Perception DC 20 
  reveals several gems imbedded in the mass that survive. 
  These can be chipped free. There are half a dozen very 
  small diamonds (6 in total, 50gp each), three small rubies 
  (40gp each) three emeralds, one of which is larger (2x 
  30gp and 75gp) and three sapphires, one of which is 
  larger (2x 35gp and 90gp).      
  31a) Master Bathroom
  A blackened door crumbles at your touch, giving way to 
  a marble sheathed bathroom, complete with a massive free 
  standing porcelain bathtub the entire party could fit in. 
  Opposite the door there is a basin and mirror set above a vanity 
  
  40
  stocked with a veritable cornucopia of small glass bottles of 
  every colour and shape.
  The bathroom was not directly damaged by the fire, 
  but it did spread to the ballroom below and the floor is 
  structurally undermined, particularly under the weight 
  of the bath. If the PCs leave the bath alone the room will 
  remain intact, however if they shift its weight even a little 
  (for example by ‘testing’ its weight to lift or getting in it) 
  the entire floor of the room collapses into the Ballroom 
  below. Anyone within 10 feet of the door can make 
  a Reflex save vs DC 14 to dive to safety, but anyone 
  further in falls automatically. The floor below is 30 feet 
  down, incurring 3d6 points of falling damage. If the floor 
  collapses all the perfumes are lost. 
  The vanity has 46 bottles on it, various perfumes, 
  lotions, unguents and cosmetics from Anduria and all 
  over the world. These used to belong to Hellena. In the 
  intervening years most of them have ‘gone bad’, though 
  in a few cases that might be hard to discern. There are 
  a handful that have worth, as anyone making a DC 20 
  Appraise or Craft (Alchemy) check can determine (or any 
  other appropriate skill, GM’s discretion). These ‘good’ 
  fragrances are extremely pleasant to the senses, and any 
  female character wearing those gains a +2 circumstance 
  bonus to Charisma based skill checks vs individuals that 
  might find them attractive or delicious (GM’s Discretion). 
  Alternately the GM might rule that males wearing the 
  fragrances gain the same bonuses, but these are distinctly 
  feminine fragrances. There are enough exotic fragrances 
  for 5 applications lasting 1 hour each. If the PCs would 
  rather try to sell them, they might be worth a total 
  of 250gp to the right buyer. Any attempts to ‘reverse 
  engineer’ them fail as the vast majority of the ingredients 
  are unknown even here in Anduria (they were rare and 
  ruinously expensive in their native counties when Barrus 
  bought them for Hellena over twenty years ago).
  The mirror, if carefully removed, weighs 20lbs and could 
  be sold for 30gp.
    
  M32) Bedrooms (a&b)
  This room is a well-appointed, carpeted bedroom with a large 
  soft looking bed, a wardrobe, a desk and chair, with a curtained 
  window overlooking the grounds.
  These rooms were originally Damien’s childhood room 
  (a) and a guest room (b). In Ramius’ time Damien was 
  moved out to the tower room (much to his relief) and the 
  rooms were both for guests (often Ramius’ and Hellena’s 
  favoured friends). After Hellena’s death, Damien had the 
  old servant Jasper take one (he was far too frail to make 
  the city trip every day), and hoped Violet and Alluria 
  would eventually take the other. 
  Room (a) has a few of Jasper’s personal belongings, 
  including his serving outfits and some well-worn 
  personal clothes, a straw hat and some fishing gear, as 
  well as a number of wood, stone and shell carvings, and 
  an old carving knife (which can harm the Spirit Mist – 
  treat as a dagger). 
  Room (b) has almost no personal items, except two 
  dresses, one for a woman and one for a girl, both very 
  fine quality (10gp each). It is clear they have never been 
  worn.     
  M33) Library & Trophy Room
  This massive chamber is something of a cross between a library 
  and a museum. The floor is covered in a deep maroon carpet so 
  brittle with age that it cracks as you step upon it. The South 
  wall is dominated by massive 15 foot high windows that look 
  out over the grounds. They are intact, though grime clings to 
  them and several cracks are apparent.
  The west wall is given over to floor to ceiling bookshelves, most 
  of which are full, and a rolling ladder to access them. To the 
  east side is a huge fireplace before which are two high backed 
  chairs and side table between them. Above the fireplace and 
  along the east wall are a number of mounted heads and other 
  trophies. 
  The centre of this room is dominated by a dozen marble display 
  podiums, each with an exotic item and a brass descriptor 
  plaque. 
  This room has stood the test of time and fire better than 
  most. The door to the south east leads to a stairwell down 
  to level 2 and is locked (DC 20 to unlock, or DC 20 to 
  break. Hardness 4, 5hp). The key can be found in area 
  M23. 
  The bookshelves have over 600 tomes and scrolls, though 
  most are badly degraded and will need transcribing to 
  be preserved. Handling the books more than once will 
  
  41
  see the pages literally disintegrate under the touch. The 
  books are from all over the world, some in different 
  languages (though most are in common), and topics 
  range from political treatises, historical tomes and factual 
  lore on a range of subjects to biographies, fictional tales 
  and children’s stories. The mixture is incredibly diverse 
  and there seems to be no specific theme or continuity to 
  the collection. 
  The entire collection is worth about 10,000gp in total, but 
  is effectively worthless if not restored. Restoration means 
  hiring scribes or scribing the books personally with the 
  Profession (Scribe) Skill. Scribe costs vary, but on average 
  the cost will run about 1sp per page plus the cost of the 
  medium (parchment, book etc) and ink. A good scribe 
  can transcribe 20-50 pages in a day depending on quality, 
  or 1/10 of that for illustration work. Conservatively, 
  transcribing the entire collection will take about 1000 
  ‘scribe days’, at a cost of around 4000 gp total. 
  Anyone with that successfully makes an Appraise DC 
  20 check, that very carefully searches the book case with 
  minimal touching (several hours), can find the most 
  valuable tomes (1d6 tomes worth 1d4x50gp each) that 
  can be sold to judicious collectors. 
  On the east side of the room, the high backed chairs are 
  leather, but they are cracked with age, and uncomfortable 
  to sit in. The side table has a crystal decanter and 2 glasses 
  (50gp). The decanter has an inch of sludge in the bottom 
  that is unidentifiable and completely unpalatable.
  The huge fireplace has an empty hanger above it, with a 
  plaque below that reads “the Bow of Strunus, first hunter 
  of the Vhengels”. The bow is actually that found on the 
  body of the servant in area M18. It was gifted to Barrus 
  on his travels. He used it to hunt the creatures mounted 
  nearby. Ramius also used it to hunt, and his trophies 
  have been added to the wall as well.
  The trophies mounted on the wall include a selection of 
  creatures, and the value represents what they could be 
  sold for; A buck head (10gp), a wolf head (15gp), a bear’s 
  head (25gp), the pelt of a wolverine (25gp), an owlbear 
  head (50gp), a scaled hide (forest drake, but the head was 
  too badly damaged to mount, 75gp), and a manticore 
  pelt  (the head was ‘too humanlike’ to mount for Barrus’ 
  tastes, 75gp). 
  Nearby is a more disturbing collection of trophies. Each 
  is a patch of flayed skin in a frame, 9 in all, with no plaque 
  or reference. A Heal Check (DC 15) will determine they 
  are human skin. Ramius used to secretly hunt people 
  in the woods, either those he came across by chance, or 
  those he kidnapped and set loose. It was this discovery 
  by Damien that finally led to Ramius’ ‘accident’. Hellena 
  was unaware of the macabre nature of these trophies, 
  believing them to be rabbit skins (as told to her by 
  Ramius). After tracking down the victims remains, 
  returning them to their families and making reparations, 
  Damien left the gruesome trophies there as a reminder 
  that evil can come in any form, not just the supernatural.  
  The display items in the centre of the room rest lightly 
  atop 3 foot tall marble plinths. They are;
  • 
  An axe made of an intricately carved bone (handle 
  – human femur) and a wedge of obsidian (blade), 
  bound with gut and adorned with feathers. It 
  appears to be stained with old blood. It can be used 
  as an obsidian battleaxe. The plaque reads: Vhengel 
  Ceremonial Axe used for ritual sacrifice.
  • 
  A leathery breastplate made from a strange grey 
  hide (Elephant skin). Can be worn as hide armour. 
  The plaque reads: Earthshaker Armour from Astherium  
  • 
  A delicate blown glass bottle, streaked with rainbow 
  colours and fitted with a wax sealed stopper (the 
  colours are deep enough the bottle is opaque). Filled 
  with ash. The plaque reads: Whelumian Soul Bottle
  • 
  A mounted spider-like creature that is 2 feet across, 
  has a green, spiked chitin exoskeleton, 8 legs that 
  are serrated (and very sharp) on the inner edge, and 
  horns above its mandibles. It has only a single green 
  compound eye between its horns. The plaque reads: 
  Devil Spider from the Rhelden Wilds
  • 
  A set of pan pipes made from lengths of coral and 
  bound by a fibrous string. The plaque reads: Coral 
  Pipes, unknown origin. 
  • 
  A ceramic bowl with a series of 23 smooth red river 
  stones, each carved with a different, intricate rune. 
  The plaque reads: Sardelvian Seer’s Fate Stones.
  • 
  A squat statuette of a horrific creature sitting on a 
  
  42
  stone block. The creature has a squid-like head, 
  vaguely manlike body and dragon like wings folded 
  against its back. Its knees are drawn up. It is both 
  fascinating and horrifying to look upon. The plaque 
  reads: Idol found in abandoned Kerresai temple.
  • 
  A delicate glass curio that vaguely resembles a tree 
  root system or a web. The plaque reads: Lightning 
  Strike Glass from the Endless Desert 
  • 
  An empty plinth. The plaque reads: The Limits of Man 
  (This is of course intended to be empty. Something of 
  a personal motto to Barrus, who believed there were 
  no limits on a man but those he set himself).
  • 
  A copper skull, discoloured with green verdigris, 
  human looking, missing the lower jaw and with two 
  inch long fangs instead of canines (It is an actually 
  skull dipped in bronze). The plaque reads: Skull of a 
  Delantren Vampire 
  • 
  A fragile vellum scroll, unrolled and displaying a 
  strange script, with a heavy wax seal affixed to the 
  bottom of the page. The wax is white, and bears a 
  stylized stag. (It’s a rare language, but if deciphered 
  with Linguistics DC 25, or comprehend languages, 
  it is a letter of commendation to Barrus for valour in 
  bringing supplies to a besieged city named Vhalantar, 
  signed by ‘Patriarch Thespis’. The plaque reads: The 
  Gratitude of a Nation (a little self-aggrandizing, and 
  not wholly accurate).     
  • 
  An empty plinth. This used to hold the bejewelled 
  family crest that now sits in Damien’s study (area 
  M39). The plaque reads: The Birth of an Empire.
  M34) Balcony
  This balcony is slick with pooled water and ash, and has a small 
  track fixed to the floor that leads in through a set of double 
  doors. Looking out, it does offer a good view of the west side of 
  the grounds.
  The balcony is at the same height as the parapet wall, 
  and quite close to the guard tower top. From here the 
  characters can possibly see (Perception DC 15) what 
  looks like a fallen wooden frame and shapeless lump on 
  the tower top. It is also possible to spot the lonely blue 
  fire of Alluria’s ghost on the Island (area G9), though 
  impossible to make out what it is (Perception DC 15 
  during the day, automatic at night).  
  M35) Observatory
  This conspicuously empty room has a number of odd features. 
  The first is a track fixed to the floor that curves from the centre 
  of the room out through a set of double doors, which have been 
  purposefully crafted to allow for it. There is nothing on the 
  track, and ends abruptly in the middle of the room. 
  The walls have a few scraps of parchment and paper stuck to 
  them in odd places, as if adornments had been hastily ripped 
  from the walls. 
  The Display Trophies
  The trophies have been designed with 
  flexibility in mind, depending on what the 
  GM wants from them.
  The trophies listed are interest items that 
  have no particular purpose for the adventure 
  or the AP. They also have no value listed.
  It is here the GM can choose to add special 
  campaign items of their choice by simply 
  substituting, or give value (or not) to each 
  based on the wealth they wish to allocate in 
  their campaign. 
  The adventure sits pretty close to the 
  Wealth by Level guidelines, so if GM’s 
  wish to stick to this they could indicate 
  the items are badly decayed or damaged. 
  If they would like to add more gold value 
  into the campaign the items could have rare 
  and historical value in the hundreds of GP 
  range.
  Similarly, the origins listed for each item 
  are insignificant to this AP, and could be 
  changed to official or homebrew world 
  locations to tie the campaign to a setting.  
  
  43
  Looking up you see that the ceiling is painted in a fresco 
  depicting a starry sky.
  It is pretty obvious a number of items have been removed 
  from here. Damien once had a telescope and star charts 
  here, but relocated them to his tower in the city when he 
  abandoned the manor (see the last adventure – Ignorance 
  is Bliss).  
  M36) Alchemy Lab
  Spread across the semi-circle of the outer wall of this chamber 
  is an elaborate alchemical apparatus made of glass and tubes 
  and metal, in a twisting web of confusing lengths, flasks 
  and pots. Most of the glassware is tinted with residue from 
  unknown solutions, and there are several large scorch marks 
  in various locations suggesting some rather unexpected results 
  in the past. 
  The inner walls have an array of shelves and workbenches, 
  though there are significant gaps and overturned jars, like it 
  was ransacked at some point.
  This was Damien’s alchemy lab before he relocated it 
  to the tower in the city. He took anything of significant 
  use or value, but a lot was left behind because it was too 
  bulky or fragile, or easily replaceable. 
  An inspection of the alchemy lab shows that it is actually 
  several independent configurations that can be linked 
  to form a single unit. It is also obvious that the units 
  are inoperable as several key components have been 
  removed at various places. Anyone with Craft (alchemy) 
  skill can use the remaining components to cobble together 
  a portable alchemist’s lab (75gp), but most of the rest is 
  either worthless or too fragile to transport safely.
  If the shelves are searched a number of common alchemy 
  ingredients can be found, but they are effectively 
  worthless, with the total of all the jars (numbering in the 
  hundreds) contents being around 50gp. Anyone with 
  Craft (alchemy) can easily deduce that all of the valuable 
  or rare components you would expect to find in the lab 
  have been removed.
  There are 2 items of value here. Firstly, in a cup filled with 
  mixing sticks and spoons, there is a slightly discoloured 
  wand of fireball (Cl 5th, 2 charges). Damien purchased 
  this early in his studies, and expended most of it during 
  experimentation. Once he developed past its usefulness 
  it became a mixing stick like the rest.
  The second item is a jar filled with black worms suspended 
  in a green jelly. These are void worms (detailed in the 
  sidebar on the next page) and there are 6 in total. These 
  were the result of early experimentation by Damien on 
  aberrations, but that line of research was ultimately 
  scrapped.     
  M37) Damaged Parapets
  Huge gaps have formed on the parapets where the wall has 
  collapsed, leaving two gaping holes into the floors below. They 
  appear far too wide to jump across. Looking down you can see 
  into the two levels below.
  The gap nearest the manor is 30 feet (Acrobatics DC 
  30 to jump), and that nearest the guard tower is 25 feet 
  (Acrobatics DC 30 to jump). While not impossible (and 
  there is running room) it is highly unlikely that the PCs 
  would make it. Anyone falling from here lands in the 
  grounds or area M15, incurring 3d6 falling damage.
  There is nothing easily portable on the grounds that 
  could bridge the gaps (not even the ladders from area 
  45), though clever PCs might use the ladders to go up 
  from below, and the walls can be climbed (Climb DC 20)
       
  M38) Tower Top
  The top of this tower feels isolated. It is blackened and wet, 
  with a fallen flagpole and the sodden, ash covered remains of 
  a banner bundled up against the battlements on the west side.
  Despite the long years of exposure, the banner has 
  withstood the test of time due to its magical nature. It 
  doesn’t look like much covered in ash and dirt, but is 
  actually an enchanted banner that Barrus acquired on 
  his travels. The banner is 4 foot long and 1 ½ foot wide, 
  made of white fabric, but changes colour and displayed 
  device based on its present owner (anyone who attunes 
  themselves to it by possessing it more than 24 hours). The 
  banner does not change at will, but takes on the single 
  appearance of a crest or device the owner identifies with 
  (ie house, family or allegiance crest). If the owner does 
  not maintain the connection with physical contact at least 
  once per day, the banner reverts to its blank state. It has 
  
  44
  no other properties, and could be sold as a curiosity for 
  100gp.
  M39) Damien’s Study
  This chamber is a well-appointed study, with rich blue carpet 
  and a massive, ornate wooden desk prominent in the centre of 
  the room. The east wall is lined with mostly empty bookshelves, 
  while the west wall displays art and banners between the arrow 
  slit windows of the keep. The south wall has a massive stone 
  fireplace, heaped with ash and long gone cold. On the mantle of 
  the fireplace sits a gold and gem encrusted crest, displaying the 
  raven and scepter emblem.  
  In the centre of the room, between the entry and the desk, is 
  a desiccated corpse of a well-dressed man, a bastard sword 
  clutched in his hands.  
  As they enter the room, the party triggers a haunt.
  The room shimmers in a now all-too-familiar way and you find 
  yourselves in a well-appointed study. Damien, now in his late 
  teens, sits at a desk piled high with tomes and scrolls, staring 
  deeply at their content. A group of men stand a respectful 
  distance away, while a finely dressed servant approaches and 
  clears his throat. “The service has finished Master Damien. 
  Your mother has been placed in the family crypt”. Damien does 
  not even look up, waving the servant away. 
  “Apologies young master, but the business advisers are here 
  to discuss the family holdings. It is important” the servant 
  asserts, an aloof and dignified mask in place. Damien rubs 
  his eyes and looks up, frustration clearly evident on his face. 
  “This again, Charles? Always bringing up money when you 
  can clearly see I have actual important work” he gestures to 
  the mass of papers on his desk. “You are the chamberlain, deal 
  with it!” 
  The servant looks pained “Sir, I have not the authority nor 
  the expertise. Money is important sir. You should speak to the 
  advisers” he insists.
  “To the Nine Hells with it!” exclaims Damien, throwing down 
  his quill dramatically, “The fate of the world is at stake and 
  you want me to balance the books!” Damien scans the group 
  of men, then points to the closest. “Umm… Therris right?”, 
  and the man nods to the affirmative. “Great! Therris, you are 
  now appointed Chief Factor for House Anthilas. Go forth and 
  Void Worms
  These creatures are both magical and alive, 
  a strange blend of creature and item.
  They are generally kept in a preservation 
  jelly that keeps them in a suspended state 
  until used. Once removed from the jelly 
  they need to be implanted within 1 minute 
  or they expire.
  If swallowed by a living creature, they 
  attach themselves to the stomach in a leech 
  like fashion, causing 2 points of Con drain 
  that cannot be cured until the worm is 
  removed. 
  Whilst attached, the worm emits an enzyme 
  that aids in cellular healing, granting the 
  creature Fast Healing 2 for the lifespan of 
  the worm.
  Additionally, if the host ever fails a saving 
  throw vs poison, the worm emits a massive 
  dose of the enzyme at once, neutralizing the 
  poison, but expiring in the process.   
  An implanted worm lives 1d6+4 days, and 
  then expires. A worm that expires causes the 
  host to be sickened for 24 hours afterward 
  as the worm breaks down. 
  A remove disease will remove a worm 
  before death, but not cure the sickness 
  afterward. A neutralise poison, or greater 
  magic such as heal, will remove the 
  sickness.
  Aura moderate necromancy; CL 7th Slot 
  slotless; Price 1200gp
  Construction: Craft Wondrous Item, 
  infernal healing, neutralise poison; Cost 
  600gp
  
  45
  make me money. Go now”, he declares, turning away from the 
  astonished men and back to his studies.
  The men hesitate a moment then shuffle out, Damien so 
  engrossed in his work that he sees neither the look of worry on 
  the chamberlain’s face nor the open avarice on the faces of the 
  men leaving.     
  The PCs must make a Will save DC 15, or be overcome 
  with greed. This lasts only a 1d4 rounds (roll per 
  character), but runs the risk of the party falling to 
  infighting. The most obvious object of value in the room 
  is the gem studded family crest, and anyone failing their 
  save will desire it with an unbearable longing. If more 
  than one character is affected, or if the unaffected PCs 
  seek to stop them, affected characters will use lethal force 
  to obtain it. 
  Damien is aged 18 at the time of this haunt.
  The body is that of Charles the Chamberlain (see area 
  M24). Searching his body, the PCs can find a few small 
  personal trinkets of value, including a key to his room 
  (area 24), a pocket watch (30gp) and an ornate Anthilas 
  family signet ring studded with gem chips (30gp). He 
  also has a masterwork bastard sword in good condition, 
  and this can be used to harm the mist. It’s the only true 
  weapon in the house that can. 
  The room shows signs of a hasty search and removal of 
  5'
  M39
  M40
  M41
  M42
  N
  
  46
  items. 
  The bookshelves have been ransacked, the remaining 
  books including some household ledgers and reports, 
  a few interest books (gardening, fishing & boating) 
  and a few fiction and poetry books. In total they would 
  fetch maybe 30gp.  
  The desk is similarly searched, with scattered 
  parchments on the top and several open draws 
  an indication that the searcher was hurried or just 
  uncaring (in truth, both). Aside from a few dated 
  correspondence items addressed to Damien from a 
  decade ago (business enquiries, polite invitations to 
  social events from various ladies or gentleman and 
  the like), and some uninteresting housekeeping notes 
  (an intent to build a servants building on the grounds, 
  requisitions for quarry stone, a list of builders etc) 
  there is little of worth here except in the top draw a 
  large envelope has been left, almost as if it is meant 
  to be found. Opening the envelope, there is a pendant 
  of bone carved with a stylized runic symbol on a 
  simple leather strap, a small notebook and a letter. The 
  necklace is a magical runestone necklace (see sidebar) 
  while the notebook contains precise instructions on 
  creating them. The letter reads;
  If you are reading this it’s likely you’ve the wit or just the 
  stubborn fortitude to stand against the coming darkness. 
  The city and its people are in peril unlike anything this 
  world has seen in centuries. Madness and destruction are 
  approaching from behind the stars. 
  In the basement of this place you will find the keystone, a 
  major playing piece in this cataclysmic game. Experience it 
  and survive, and know what I know. We are doomed if we do 
  not find a way to protect ourselves.
  Wear the necklace. It will aid you, but no more than that. 
  Make more if you can, or evolve past it as I have.
  Time is short. If I fail you must finish what I started
  Damien Anthilas
  The letter was written 10 years ago, and is clearly aged. 
  It was not written with anyone specific in mind, but 
  in the hopes that anyone who could get this far was 
  willing and able to stand against the imminent 
  cataclysm. This represents a last ditch effort to recruit 
  to his cause (see Adventure Background). 
  The Crest on the mantelpiece is exactly what it 
  appears, a remnant left over from the glory days of 
  House Anthilas. Barrus had this commissioned at the 
  height of his power and influence. Damien kept this 
  here to remind himself that all empires fall eventually. 
  Its second purpose was to remind him to be humble 
  and not be blinded by pride. Unfortunately this lesson 
  was not as well learned. The crest is about 12 inches 
  high, made from pure gold and inset with rubies and 
  sapphires, worth 500gp as raw materials or up to 750gp 
  to a collector of historical artefacts.
  The art was a number of rare and beautiful paintings. 
  Unfortunately they sit very near the arrow slits and 
  have been exposed to the weather over the last decade, 
  which has caused rot and flaking. They are now 
  practically worthless. The banners are similarly rotten, 
  with the once fine fabric now ruined.
  The Runestone Necklace
  The runestone necklace is crafted from 
  a slice of human bone, engraved with 
  an ancient version of the Elder Sign (a 5 
  branched rune), and enchanted to ward 
  against the chaotic emanations of R’lyeh 
  and its inhabitants.
  The wearer gains a sacred bonus of +2 to 
  all saves vs the spells, spell-like abilities 
  and supernatural abilities of aberrations, 
  natives of R’lyeh and effects from the 
  Machine parts or the realm of R’lyeh itself.
  Aura faint abjuration; CL 6th Slot neck; 
  Price 3000gp
  Construction: Craft Wondrous Item, bless, 
  protection from evil; Cost 1500gp
  
  47
  M40) Damien’s Bedroom
  This large bedroom is tastefully understated despite having 
  once high quality furnishings. The sky blue carpet shows early 
  signs of mould and decay, particularly under the tower’s arrow 
  slit windows, and the few wall hangings are thin and torn. 
  A bed with beautifully carved dark wood foot and headboards 
  rests in the centre of the chamber, though cracks show through 
  its grain in several places. The bed linens are immaculately 
  pressed, as if never used. 
  Against the north wall is a massive empty fireplace, and a 
  mahogany wardrobe, its doors open to reveal a collection of 
  men’s clothing.   
  This was Damien’s bedroom in his early teens to 
  adulthood. Moved here originally as a form of 
  ‘banishment’ by Ramius, Damien was more than happy 
  to be out from under the cruel boot heel and to be left to 
  his own devices.
  When Damien returned briefly after the night of the fire, 
  he took only what he needed, including a few personal 
  items and a couple of garments from the wardrobe.
  The furniture is of very fine craftsmanship, but the 
  constant damp from the rains through the arrow slits 
  has ensured that it has expanded and cracked, and the 
  carpet, hangings and linens are all mouldering. There is 
  nothing of worth to be salvaged. 
  The wardrobe (also suffering rot) holds more than 2 
  dozen outfits ranging from stylish evening attire to 
  simple gardening clothes, but all are mildewed and moth 
  eaten.
   
  M41) Damien’s Bathroom
  This room is tiled in sky blue, and a large free standing 
  porcelain tub dominates the centre, brackish water collecting 
  in the bottom. A wooden vanity, with a porcelain basin and 
  a cracked mirror rest against the west wall. A collection of 
  wooden buckets is stacked to the east. 
  This was Damien’s bathroom. It still has the remains 
  of a bath he was intending to take the night of the fire, 
  untouched for all these years. The bath is in reasonable 
  condition, but the vanity and mirror have cracked and 
  weathered in the cold and wet environment.
  Searching the vanity the PCs can find a small silver comb 
  (10gp) and a straight razor, with a few empty glass bottles 
  that once held aftershave and similar toiletries. 
  M42) Keep Top 
  The top of the keep is a forlorn expanse of grime streaked grey 
  stone, raked with cold winds. On the west side a thick bird’s 
  nest has been woven against the battlements. A large avian 
  skeleton lies curled within, along with a number of seemingly 
  calcified eggs. As you watch the skeletal wings twitch, then the 
  desiccated creature rises up, weaving menacingly toward you. 
  The creature is an Advanced Giant Vulture Skeleton (hp 
  32). The avian made a nest here a few years ago, but was 
  slain when the Spirit Mist discovered it one night. The 
  life draining properties of the mist caused it to rise as an 
  undead creature. As an animal, it did not become part of 
  the Mist, and can be harmed normally. 
  The Mist’s touch turned the bird’s living eggs into 
  strange calcified curiosities, almost like fossils. There are 
  4 eggs in all, and can be sold to collectors for 20gp each 
  if kept intact. 
  Giant Vulture Skeleton, Advanced 
   
  CR 3
  XP 600
  NE Large Undead 
  Init +9; Senses Perception +2
  DEFENSE
  AC 18, touch 14, flat-footed 13 (+5 Dex, +4 Natural, -1 
  size)
  Hp 32 (5d8+10)
  Fort +4, Ref +7, Will +4 
  Defensive Abilities DR 5/bludgeoning Immune Cold, 
  Undead Immunities
  OFFENSE
  Speed 10ft (no fly)
  Melee +10 bite (2d6+11 plus Disease)
  STATISTICS
  Str 26, Dex 21, Con -, Int 2, Wis 14, Cha 14
  Base Atk +3; CMB +10 CMD 22 
  Feats – Improved Initiative 
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  
  48
  The keep top allows a full 360 degree view of the manor 
  and grounds. With only slight interference from the 
  roof to the east. From here the characters can possibly 
  see (Perception DC 12) what looks like a fallen wooden 
  frame and shapeless lump on the Tower Top (area M38). 
  It is also possible to spot the lonely blue fire of Alluria’s 
  ghost on the Island (area G9), though impossible to 
  make out what it is (Perception DC 10 during the day, 
  automatic at night).  
  M43) General Storage
  This dark room has a rich, earthy smell, and plain brickwork 
  walls. Numerous barrels and crates are stacked in here in neat 
  arrangements, with narrow walkways between them. Shelves 
  line the walls, filled with dusty household objects. A wide path 
  has been cleared to the east and north, allowing access deeper 
  into the complex. 
  This area contained the general stores for the manor that 
  were accessed on a regular basis. A search of the barrels 
  and crates reveals brackish water, stale flour and grain, 
  and the residue of fruit and root vegetables long rotted 
  away. There are also lanterns (4), torches (12), rope (100 
  feet total), oil (2 flasks), and a few hand tools (hammer, 
  nails, brooms), curtain rods, spare handles, hooks 
  and fittings in brass, and a myriad of other household 
  knickknacks (GMs discretion on other objects).
  M44) Wine Cellar
  This dark room is fitted floor to ceiling with wine racks. Most 
  are empty, but several dozen bottles remain.
  The wine collection Barrus amassed was one of the finest 
  in all the world at one time, with rare vintages from 
  dozens of nations across the globe featured here. Sadly, 
  Ramius and Hellena ignorantly consumed most of the 
  priceless collection in their festivities, replacing them 
  with cheaper local wines when stocks ran low. Most of 
  the remaining bottles are cheap local plonk, worth barely 
  a silver each. However, one bottle remains of the original 
  collection, a sharp vintage that Barrus once had two of. 
  Ramius did not care for the first they opened, so left 
  the second untouched. A successful Appraise DC 25 or 
  Profession (vintner/winemaker) DC 10 will allow it to be 
  recognised for what it is, a 700 year old red worth 100gp. 
  M45) Long Term Storage
  This series of rooms holds innumerable crates, boxes and items 
  of furniture, all covered in dusty white linens, like miniature 
  snow covered mountains.
  These areas hold long term storage items, things that 
  were rarely used, or placed here and forgotten about. The 
  vast majority of what is in here is furniture, including 
  plain wood tables and chairs, a low couch, a plain 
  wardrobe, three single bed frames, summer sun lounges 
  and outdoor furniture, a number of children’s furniture 
  items (crib, high chair, rocking horse etc.), side tables, an 
  old grandfather clock with seized mechanisms and so 
  forth. The various crates hold crockery, children’s toys, 
  various luggage and travel chests, moth eaten quilts and 
  linens, two unmarked headstones, spare oars for the row 
  boat and other such items.
  Of potential interest are two wooden ladders, 20 feet 
  long, lying down against the south wall of the first room 
  (up against area M43). They are in serviceable condition.  
  M46) Fissure
  Past the jumble of stored items, the rear half of this room has 
  been cleared around a collapsed section of wall and floor. It 
  appears to drop away into the darkness. Strange silvery runes 
  have been carved into the surfaces surrounding the fissure, 
  which seem to give off a faint pale glow.  
  As the PCs enter the area and see the Runes, they trigger 
  a haunt.
  There is a shimmer in the air and the basement shifts. It appears 
  similar in all ways save there is now a young teenaged boy 
  and a fearful looking servant starting at the fissure in the rock, 
  which does not currently have runes carved into it. The boy has 
  a lantern and is peering intently into the darkness. The servant 
  is a thin old man that plucks at his sleeve. “Come away young 
  master”, he pleads, “your mother will miss you soon”. 
  The boy snorts, and shakes his head “My mother lives in her 
  drug induced dream world now Jasper, she wouldn’t notice if 
  I caught on fire”, as he finishes his quip you see the boy shiver, 
  as if shaking off an unpleasant memory. 
  The servant scowls briefly, then returns to looking nervous 
  “And what about Master Ramius? Will he not miss you?”. 
  
  49
  The boy looks up at that, genuine fear in his eyes. He stares 
  at the servant in silence for a long time, then his eyes are 
  drawn back to the fissure. “How many times have we been here 
  Jasper? How many times have we stopped and turned back? 
  I must know. It feels like I’m being called. There’s something 
  down here. It tugs at my mind, always there. I must know, 
  even if it means the wrath of Ramius. Tell him if you must. Ha! 
  I’d like to see the bastard follow me down here!”. The boy grows 
  bolder as he speaks, then shrugs off the old man and crawls into 
  the darkness…
  Each of the PCs must make a Will save DC 15 or become 
  compelled to proceed into the fissure. This obsession 
  lasts for only a few moments, but they are so focussed 
  they will not receive Perception checks to notice the 
  Piercers in the next area, falling automatically into 
  their ambush. Characters who do successfully save are 
  allowed Perception (vs DC 20) to recognise the danger.
  The people depicted are Damien (aged 14), and an elderly 
  servant.
  There is a body here, hidden behind an old crate. It has 
  decayed to a skeleton in rotted house livery, and has no 
  possessions. This is the body of the elderly servant 
  Jasper. He encountered the Spirit Mist and fed from it, 
  seeking the basement to hide in. The fright and physical 
  exertion proved too much for the old man, expiring of 
  heart failure as he hid.
  
  50
  M43
  M44
  M45
  M46
  C1
  C2
  C3
  C4
  C5
  C
  B
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  40'
  X
  X
  X
  X
  X
  D
  E
  N
  5'
  
  51
  Chapter 4 - The Caverns (C)
  The caverns below the manor are almost another world. 
  The Keystone is the source of all the ills to befall the 
  Anthilas family, and this location. The Keystone has been 
  here for 300 years – since the time of Aether. When the 
  cataclysm rent the city, the keystone of the Doorway was 
  torn free, and was hurled clear of the city in the blast. 
  It landed above a natural cave system, its momentum 
  breaking through the surface and causing it to fall deeply 
  before coming to a rest. Free of the city (if only barely) it 
  became dormant for a time.
  As time passed a watchtower was built here to give the 
  city early warning. One day it was found abandoned by 
  a relief patrol. Those sent into the caves to investigate 
  never returned, and the tower was abandoned. 
  Generations later the city nobles expanded out into the 
  retreat, but no family wanted this land, partly due to its 
  remote location, but partly due to persistent rumours of 
  curses and hauntings. Thirty five years ago, an incredibly 
  successful merchant, Barrus, bought himself noble 
  patents, and, boldly undeterred by superstition, the land 
  surrounding the old watchtower, where he built a manor 
  on and around the ruins for his new bride. The caverns 
  were buried in new foundations and the keystone (and 
  the creature that guards it) went undiscovered. But the 
  slowly emerging presence of the stone went to work, 
  corrupting the lives of those nearby.
  Fifteen years later, after Barrus’ death, a small seismic 
  event collapsed part of the basement, and created the 
  fissure that Damien discovered. He explored the caves, 
  learning about the Artefact, the creature and its twisted 
  cult of degenerate followers. Thus began his research and 
  obsession with the occult, and ultimately the discovery 
  that the city and its people were in grave danger from 
  otherworldly influences. At one point he discovered 
  abjurations that managed to seal the keystone in, much 
  to the chagrin of the horrors below, and placed those 
  same wards at the fissure to halt any potential incursions 
  into the manor itself. 
  Unfortunately events had already been set in motion, 
  and before he could complete his research, debt 
  collectors came and changed his life forever (as seen in 
  the Courtyard event above). He left the manor, believing 
  he could continue his crusade with the keystone and its 
  keepers anchored in place for now. It was only after he 
  was gone (and in fact because of the night of Fire) that 
  the Echo of Faith not only became aware of the keystone, 
  but the creature that guarded it, and the potential for 
  exploiting its natural secretions as a means of control.
  The strength of Damien’s wards are the only reason that 
  the keystone remains, and that as the machine becomes 
  more active that the keystone has remained relatively 
  dormant. It has still had 300 years to affect the caverns, 
  however, and even partially blocked as it is, that influence 
  can be felt heavily here.
  Note – anyone who is wearing the runestone necklace 
  from Damien’s study will feel a much reduced effect. In 
  addition to the bonus to saving throws, when describing 
  the general feel of the place indicate to this player that 
  the effects are muted, as if they were far away. If no one 
  is wearing the item, kind GMs might hint at its value 
  by allowing the person carrying it to ‘feel it react’ to the 
  other wards (ie those on the fissure and those on the 
  stone itself) by vibration, glow or the like.
  C1) The Fissure
  The crack in the wall and floor appears to angle downwards 
  steeply, but not impassibly. It is dark and slick looking, only a 
  few feet wide, but becoming quite tall as it descends. You won’t 
  have to crouch, but you will have to mind your step. Around 
  the edge of the crack there are strange runes carved into the 
  walls and floor, inlaid with what looks like silver. They appear 
  to have a pale glow about them. 
  Traversing the fissure requires a Climb DC 5 check, with 
  failure indicating a slide into the cavern below (resulting 
  in 1d6 points of damage from scrapes and abrasions).
  The Runes detect as magical (abjuration) and cannot be 
  damaged or erased by any means the PCs possess. Even 
  a successful dispel magic (caster level 8) only renders 
  them inert for 1 round. A Spellcraft check can offer the 
  following information;
  DC 15 – This is some form of permanent protective ward 
  to prevent passage (ie whatever is warded against cannot 
  cross the line of wards).
  DC 20 - The wards repel both Chaos and Evil.
  DC 25 - Aberrations (creature type) cannot cross the 
  wards.     
  DC 30 – The wards can be erased by using the blood of 
  the creator to obscure them.      
  
  52
  Any character that has an alignment that is either (or 
  both) Chaotic or Evil finds passing the wards exerts an 
  unpleasant momentary pressure on them. Any character 
  with aberrant affiliation or blood (sorcerer with the 
  Aberrant bloodline for example) finds it physically 
  difficult to cross the wards, as if they were moving 
  through water.
  Once on the other side, read the following;
  Crossing through the wards into the fissure you feel an 
  immediate difference in the environment. Physically the stone 
  feels both oddly slick and slightly spongy. More concerning is 
  that the air feels psychically charged, almost alive, and baleful, 
  as if your presence is unwelcome.
  Any character wearing the runestone necklace feels this 
  only faintly, while everyone else feels it strongly. This 
  ‘effect’ has no game statistical relevance, but the GM is 
  encouraged to continue to describe a sense of foreboding 
  and discomfort to the players. This effect persists while 
  the characters remain in the caves.
  C2) Entry Cave (CR 5)
  This cavern is slick with moisture and the strange oily nature 
  of the stone itself. The rock formations seem almost melted, 
  and a riot of colours runs through the walls like demented 
  rainbows. The effect is dizzying to look at.     
  The rainbow patterning is an effect of the influence of 
  Chaos on the natural mineral deposits in the rock. A 
  character with Knowledge (dungeoneering) can tell 
  its origin is a natural effect with a DC 25 check, but its 
  current state is not natural in occurrence. Aside from 
  being vaguely interesting, it also serves as a distraction 
  from the ambush waiting to happen from the colony of 
  Piercers on the roof above. These are large specimens 
  (4 foot in length, 2d6 damage on hit) and there are 5 
  of them (as marked on the map). The Piercers require 
  a Perception DC 20 to identify, and anyone crossing 
  through the space below is subject to being struck, with 
  a Reflex DC 15 to avoid. 
  From this area dim light can be seen from area C4
  C3) The Pool
  This cavern must be a natural low point in the system, as it is 
  almost completely immersed in a strange brackish looking pool 
  of water. Looking into the murk you think you can make out a 
  vague glow from within it.  
  The water in this pool is vaguely acidic due to the 
  accumulation of mineral runoff. Anyone not resistant 
  or immune to acid contacting the pool will develop a 
  painful skin irritation, reducing their Dex by 2 points 
  until cured (any magical healing or form of non-magical 
  treatment that cures at least 1 hp will suffice). Anyone 
  being completely immersed will suffer -2 to Perception 
  due to similar damage to eyes and ears (cured the same 
  way) and must make a Fortitude Save DC 15, or develop 
  a disease from the acidic, fouled waters (see below) 
  which must be cured by remove disease or more powerful 
  magic.
  The Dark Folk avoid the pool for the most part, though 
  they know of its acidic properties and use it as a disposal 
  for things they wish to destroy. The glow is emanating 
  from a crystal icon that is resistant to the acidic effects. 
  Locating it is not hard, but as it is under 10 feet of water, 
  retrieving it without immersion could be tricky.
  A thorough search of the bottom of the pool reveals 
  several pitted humanoid skeletons, some severely 
  damaged leather scraps, highly pitted and broken metal 
  fragments (perhaps once weapons and armour) and 
  some smashed glass.
  The crystal idol is a 6 inch exquisite depiction of an angel 
  with wings outstretched. It is magic item that acts as a 
  pearl of power (2nd level spell) and also permanently gives 
  off light as a continual flame spell. While the dark folk 
  could temporarily counteract its light giving properties, 
  they could not dim it permanently, which is why they 
  sought to dispose of it.
  Pool Plague
  Type Disease, immersion; Save Fortitude DC 15
  Onset 1 day; Frequency 1/day
  Effect 1d2 Dex and Con damage; Cure 2 consecutive 
  saves or remove disease
  The disease causes lesions on internal organs and joints 
  to swell. While there is no external signs, the victim will 
  cough and excrete blood. As the disease progresses their 
  joints will begin to lock and bleeding with worsen until 
  the victim dies.   
  
  53
  From this area dim light can be seen from area C4
  C4) Cathedral (CR 11, Varies)
  You find yourself looking out over a massive cathedral-like 
  cavern dimly lit by patches of luminescent moss. At around 
  100 feet in length and 50 feet high, the smooth walls have the 
  same warped rainbow effect as seen in the previous cave. The 
  walls are pierced in a score of places by passages or alcoves 
  at all heights, and numerous stone pillars reach from floor to 
  ceiling down its length, painstakingly carved with crudely 
  formed script of some kind. Toward the far end is a raised area, 
  perhaps a natural rock shelf, which has steps carved into it and 
  a stone throne atop it. Like the pillars, every inch of this dais 
  is carved with crude script, and a pair of stone braziers give 
  off illumination in the form of low red flames. Some kind of 
  ceremony is taking place, with a dozen dark huddled figures 
  prostrating themselves before a large grey creature seated on 
  the throne. Several of the dark figures are tending to the grey 
  creature, which appears to be a nightmarish humanoid manta 
  ray.      
  The entire cavern is in dim light conditions. 
  The creatures are an exiled colony of dark folk that 
  have come to see the Lonely One as a deity of sorts. The 
  Lonely One was drawn to the Keystone (area C5) and is 
  content to its existence, its alien desires a mystery to even 
  its followers. The Dark Folk have shaped the cavern over 
  many years (with the benefit of the softened stone) into a 
  temple worthy of their enigmatic god. 
  The dozen dark folk on the floor are Dark Creepers, and 
  
  54
  the Lonely one is attended by a single Dark Dancer and 
  Dark Caller. The colony has a further half dozen Dark 
  Creepers, 2 Dark Stalkers and a Dark Slayer, but these 
  are currently out on errands for the colony.     
  In addition there is a surface dweller here – a human 
  servant of the Echo – to collect a volume of the Lonely 
  One’s drug to keep the Echo’s servants manageable. This 
  ceremonial collection is part of the agreement made by 
  the Echo and the followers of the Lonely One.
  Unless the party is being particularly loud, or openly 
  carrying a light source equivalent to daylight or brighter, 
  they are not immediately observed by the Dark Folk. A 
  pitched battle here may very well be more than the PCs 
  can handle, and (given the abilities of the Dark Folk) 
  unless they come prepared with numerous light sources 
  or effects, such a battle is likely to be conducted in pitch 
  darkness. The Dark Folk will not pursue the PCs into the 
  manor (though they are capable, they are not willing to 
  leave their ‘god’ undefended) unless they are subjected 
  to repeated hit and run attacks that result in 50% or 
  more of the Dark Folk being slain – in which case they 
  go all out to slay the intruders or die in the attempt. In 
  any event the Lonely One cannot pursue into the manor 
  because of the wards.
  If the PCs wait and watch, they will see the ceremony 
  in its fullest, which takes about an hour as the Dark 
  Dancer leads the Dark Creepers in prayer and hymns, 
  while the Dark caller slowly extracts the Lonely One’s 
  secretions into ceremonial jars to give to the Echo’s 
  servant. The servant will leave via the surface tunnel and 
  the ceremony will break up, the Dark Folk going about 
  their business or returning to their homes (the alcoves in 
  the walls). The Lonely One remains on the throne (as it 
  does at most times).
  The PCs actions are up to them, but even at ‘low activity’ 
  periods the Cathedral has a few Dark Folk wandering 
  around, and the Lonely One almost never leaves the 
  throne, making accessing the Keystone Chamber by 
  stealth a difficult (though not impossible - at the GM’s 
  discretion) prospect. 
  The remainder of the Dark Folk will return in 12-24 
  hours, and groups of various sizes (almost always lead 
  by a Stalker or Slayer) come and go from the underdark 
  entrance every few days for raid expeditions, and can 
  be gone up to a week at a time. It is up to the GM to 
  determine such a schedule. If the Dark Folk come under 
  attack parties will not leave for at least a week.  
  Echo servant (stats as Commoner) – Hp - 4
  Dark Creepers (12) Hp – 19
  Dark Dancer (1) – Hp – 13
  Dark Caller (1) – Hp – 52
  Lonely One (1) – Hp – 49
  Each of the alcoves (marked A) holds filthy rags and 
  a few personal possessions of little worth – odd rocks, 
  trinkets, bones or the like with a few daggers and knives 
  of outlandish design.
  The den of the Dark Dancer (marked B) has a number 
  of marionettes and strange musical instruments, none of 
  which are in good condition.
  The den of the Dark Caller (marked C) has several holy 
  symbols of various religions, as well as an incense burner 
  and numerous types of incense (used for important 
  ceremonies).  
  Though the Lonely One is completely ambivalent, the 
  clan’s wealth is scattered around the base of its throne 
  as offerings. There is 347cp and 421gp, as well as gems 
  and gold jewelry worth a total of 1000gp (there are no 
  silver coins or silver jewelry – silver is traded away as it 
  is seen as a bane item in their ‘religion’ given the wards 
  are made from it and it can breach the Lonely One’s DR). 
  There are two tunnel exits that lead from the cavern 
  complex. One (marked D) descends into the wild 
  underdark and beyond the scope of this adventure. The 
  other (marked E) ascends into an unclaimed overgrown 
  location of The Retreat between the grounds owned by 
  noble families. This is how the Echo’s servants and the 
  Dark Folk can access the surface.    
  Following the Echo’s servant
  While difficult to cross the Cathedral unnoticed, 
  resourceful players might find a way to follow the 
  Echo’s servant undetected. If they do, it’s up to the GM to 
  determine the result of this action. Under no circumstances 
  does this lead directly to the Echo. This servant (one of the 
  more coherent) will meet up with others in a dark alley 
  
  55
  in the city and distribute the jars. In turn, these servants 
  will return to their ‘cells’ and distribute the substance for 
  consumption. It is up to the GM as to the ‘activities’ of 
  these groups, but examples could be unearthing ruins 
  buried deep within the foundations in the Lower Ward or 
  in the city sewers, or conducting ‘repairs’ on the conduit 
  tunnels similar to those featured in the side trek Under 
  Eternity (see Campaign Guide). The GM could even add 
  a few servants to that side trek and run it if not already 
  complete. Otherwise (again if not already completed, 
  and the GM determines it is appropriate) this could lead 
  onto the Side Trek Centre of Eternity (see Campaign Guide). 
  C5) The Keystone Chamber
  Behind the throne is a cave entrance adorned with carvings 
  similar to the Cathedral, but these are more intricate and 
  crafted with more care. The oppressive feeling that emanates 
  from the caves is strongest here, an invisible pressure on your 
  mind. Each step forward takes an act of supreme will.
  The cave interior is small, barely 10 feet across, and dominated 
  by a huge green stone block about 5 foot on each side, shot with 
  black veins. The stone block is inside a ring of silver wards akin 
  those in the basement above, and the air seems to shimmer here, 
  like looking through distortions created by heated air. There are 
  deep gouges in the cave floor around the wards, but the silver 
  runes seem completely intact. 
  The pressure is almost unbearable, and you struggle to remain 
  standing. Feelings of avarice and ambition rise to the surface, 
  and against your better nature, you begin to feel like you are 
  destined for great things to be achieved at the expense of others. 
  After all, no one is more deserving than you, no one is as 
  worthy as you. All are insects before your might…
  …you draw a ragged breath and stagger out of the cave, the 
  pressure and yearnings subsiding to a controllable level. You 
  glance guiltily at your companions, acutely aware of just how 
  close you came to losing yourself to your dark desires. There is 
  evil and madness here, crushingly powerful and limitless in its 
  scope, kept barely in check by these tiny silver wards.
  While not removing player agency, it is important to 
  impress upon the PCs just how devastatingly dangerous 
  this object is, and how vast the damage would be if it was 
  released. 
  If the characters re-enter the chamber, begin requiring 
  Will saves at DC 15 for each round they remain. A failure 
  means they fall into a fugue state for 1d6 minutes where 
  they dream of conquests and elevation to an emperor-
  like position and power. At the end of that period they 
  are confused (as per the spell) for 1d10 rounds before 
  becoming aware once more. If they remain within the 
  chamber at the end of this time, continue to roll Will saves. 
  Each re-entry to the chamber after leaving imposes a +1 
  DC penalty, and doubles the duration of the dream and 
  confusion states. It is possible with enough exposures to 
  starve or die from thirst in extended fugue states.  
  Note that if a character is wearing the runestone necklace 
  he or she feels distanced to the above effects (but not 
  immune) receiving not only the necklace bonus to the 
  saves, but not incurring any cumulative penalties (either 
  to DC or effect) with additional exposures.
  It’s clear the Wards have been clawed or worked at 
  from the gouges, but just as clear there’s no damage 
  or degradation to them. A successful Spellcraft check 
  reveals the same information as area C1 – The Fissure 
  (above) and indicates the runes are of a similar kind, but 
  more powerful. The PCs do not have any means to affect 
  or damage the wards, and these ones cannot be rendered 
  inert by a dispel magic (more information on the runic 
  magic will be forthcoming in later adventures). Even if 
  the PCs could somehow bypass the runes, direct contact 
  with the Keystone would destroy them utterly. 
  
  56
  Conclusion
  The adventure concludes when the PCs determine 
  they have achieved all they wish to and exit the manor 
  grounds for the time being. Concluding this adventure 
  draws to a close What Lies Beyond Reason Part 1: Into Fear. 
  Depending on PC actions there are a number of 
  outstanding or ongoing consequences from their actions.
  The ghosts Hellena and Alluria are likely to remain in 
  the manor (the former unlikely to get the conditions 
  needed for permanent rest and the latter impossible 
  until the Keystone is removed). Alluria may be hostile or 
  not,  based on PC actions, but both ghosts may interact 
  with the PCs on any return visits. They cannot leave the 
  grounds.
  The Spirit Mist, if not destroyed, will also continue to 
  roam the grounds, preying on anyone foolish enough 
  to trespass. If the PCs are having difficulty with it at a 
  later time, kind GMs could have them discover the well-
  stocked bodies of recently dead adventurers to add more 
  useful weapons.  
  Ramius, if he escaped, should surface as an occasional 
  encounter throughout the Adventure Path in his hunt 
  for Damien until either destroyed by the PCs or Damien 
  himself. If the PCs do not open the Crypt, the GM is still 
  free to use Ramius, but his appearance is likely to have 
  less of an impact, to the point where after the adventure 
  the players may simply not recognise who he is, or his 
  purpose. Optionally, even if destroyed by the PCs, the 
  DM may wish to allow his vengeful spirit to rise again, 
  ruling that he can only be permanently slain by Damien, 
  or once Damien is dead.
  If the Lonely One is slain, but any of the Dark Folk 
  survive they become a constant plague on the PCs, 
  vowing undying revenge for the loss of their ‘god’. The 
  GM should craft encounters such as stealing items or 
  animals, burning down inns or buildings the PCs stay at 
  and/or trying to assassinate the PCs, or their NPC allies. 
  These attacks should continue until the PCs seek out and 
  destroy the remnants of the cult.
  The Watch have learned their lesson, and send no further 
  patrols into the manor grounds. If the Watch (or surviving 
  Inspector) learn that the PCs infiltrated the grounds they 
  are arrested and questioned. The PCs will be charged 
  with ‘trespass’ and ‘interfering with an investigation’, 
  but if they are co-operative and forthcoming with at least 
  some useful information the charges may be dropped or 
  the PCs may incur only a fine (GM’s discretion). If the 
  PCs are stubborn or difficult they may face a few weeks 
  (or months) of incarceration.
  Conversely the Seekers are persistent, sending another 
  team onto the premises, this time with their rising star 
  Triast in charge. They suffer losses commensurate to 
  whatever challenges and creatures remain (largely 
  up to PC actions), but ultimately Triast wins through, 
  discovering the Keystone. He leaves with close to as 
  much information as the PCs have, but similarly cannot 
  (and would not) remove the wards around the stone. 
  If the PCs have defeated many of the challenges on the 
  grounds, they secretly earn Triast’s respect, who – being 
  no fool – can surmise that it was the PCs that came 
  through after the Watch and Seekers were rebuffed the 
  first time. This should be taken into consideration in 
  future interactions.
  How much (or how little) the PCs complete may have 
  an effect on experience awards and advancement 
  (depending on the method used), but completion of 
  this adventure should see the PCs advance at least 1 
  level (and possibly 2) before moving onto the challenges 
  presented in What Lies Beyond Reason Part 2: Into Fire
  
  57
  Bestiary 
  Alluria (Unique Ghost) 
   
   
    CR 6 
  XP 2,400
  Chaotic Evil (Chaotic Good), Medium Undead (Human 
  Ghost), Sorcerer 5   
  Init +5; Senses darkvision 60ft.; Perception +14
  Aura – Hungry Flame (1d6)
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+1 Dex, +4 deflection, 
  +1 dodge)
  Hp 45 (5d8+20)
  Fort +5, Ref +2, Will +4 
  Defensive Abilities Incorporeal, Channel Resistance +4 
  Resist Fire 10 Immune Undead Immunities
  Weaknesses Vulnerability to cold
  OFFENSE
  Speed fly 30 ft (perfect)
  Melee +2 corrupting touch (6d6 damage, Fort DC 15 for 
  ½)
  Special attacks – Elemental Ray, Frightful Moan (Will 
  DC 16)
  Elemental Ray (7/day) – 30’ +4 touch (1d6+2 fire)
  Sorceror Spells Known (CL 5th, Concentration +9, 
  Casting defensively +13)
  2nd (4) - scorching rayBL, frigid touch, ice slick (DC 16), 
  1st (6) - burning handsBL (DC 15), burning disarm (DC 15), 
  grease*(DC 15), obscuring mist, touch of combustion (DC 15)
  0th (At will) - breeze, dancing lights, flare, light, spark, ray 
  of frost 
  * Manifests as a slick coating of ice 
  STATISTICS
  Str 8, Dex 12, Con —, Int 12, Wis 10, Cha 18
  Base Atk +2; CMB +2 CMD 13 
  Feats – Combat Casting, Dodge, Improved Initiative.
  Skills – Bluff +10, Intimidate +10, Perception +14, 
  Profession (Gardener) +7, Stealth +15 ; Racial bonuses 
  +8 Perception, +8 Stealth.
  SQ Rejuvenation
  ECOLOGY
  Environment Anthilas Manor
  Organization unique
  Treasure none
  SPECIAL ABILITIES
  Corrupting Touch (Su) By passing part of her incorporeal 
  body through a foe's body as a standard action, Alluria 
  inflicts 6d6 damage. This damage is not negative energy 
  - it manifests in the form of physical wounds and aches 
  from supernatural aging. Creatures immune to magical 
  aging are immune to this damage, but otherwise the 
  damage bypasses all forms of damage reduction. A 
  Fortitude Save DC 15 halves the damage inflicted.
  Frightful Moan (Su) Alluria can emit a frightful moan 
  as a standard action. All living creatures within a 30-
  foot spread must succeed on a Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. A creature that successfully saves against the 
  moan cannot be affected by the same ghost's moan for 
  24 hours.
  Hungry Flame Aura (Su) Alluria is surrounded by an 
  aura of intense flame. Any creature adjacent to her takes 
  1d6 fire damage at the start of its turn. Anyone striking 
  her with a non reach weapon takes 1d6 points of Fire 
  damage, and must succeed on a Reflex DC 16 save or 
  catch on fire.   
  Rejuvenation Alluria rejuvenates in 2d4 days if 
  destroyed. She can only be permanently destroyed by 
  removing the Keystone from the manor grounds. She can 
  also immediately regenerate if her grave is disturbed, 
  but if destroyed a second time must wait the 2d4 days.
  Alluria’s scorcerous abilities had not manifested at the 
  time of her death, but did so after she became a ghost. She 
  shares the same bloodline as Damien (unsurprisingly) but 
  her spells are all linked to her psychological connection 
  to fire and her constantly feeling cold. Similarly, her 
  vulnerability to cold is psychological in nature.  
  Alluria’s alignment is Chaotic Evil until such time as 
  the Haunt in the courtyard is triggered, and then she 
  becomes Chaotic Good.
  Anyone in possession of Alluria’s pendant (previous 
  adventure – Ignorance is Bliss) is immune to her ‘Special 
  Abilities’ (Corrupting Touch, Frightful Moan, Hungry 
  Flame Aura) but not her sorcerer spells and abilities.
  
  58
  Flaming Skeleton
  This blackened skeletal creature burns brightly with flames 
  that cover its entire form, though it seems to take no damage 
  from them.  
  Flaming Skeleton (Burning Skeleton, Advanced 
  Variant) 
   
   
   
   
       CR 1 
  XP 400
  NE Medium Undead 
  Init +6; Senses darkvision 60ft.; Perception +0
  Aura – Fiery Aura (1d6)
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+2 Dex, +4 natural)
  Hp 13 (2d8+4)
  Fort +3, Ref +4, Will +4 
  Defensive Abilities DR 5/bludgeoning; Immune Fire, 
  Undead Immunities
  Weaknesses Vulnerability to cold
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +5 (1d4+3 +1d6 fire)
  Range Flame ball +5 (2d6 fire)
  Special attacks – Hurl flame
  STATISTICS
  Str 17, Dex 16, Con —, Int —, Wis 12, Cha 14
  Base Atk +2; CMB +4 CMD 16 
  Feats – Improved Initiative
  SQ Fiery Death (DC 12)
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  SPECIAL ABILITIES
  Fiery Aura (Ex) A flaming skeleton is surrounded by an 
  aura of intense flame. Any creature adjacent to a flaming 
  skeleton takes 1d6 fire damage at the start of its turn. 
  Anyone striking (or grappling) a flaming skeleton with 
  an unarmed strike or natural weapon takes 1d6 points of 
  Fire damage.
  Hurl Flame (Ex) A flaming skeleton can generate a small 
  ball of flame each round to throw at opponents. The 
  Flame ball has a range increment of 20 feet, is resolved as 
  a touch attack dealing 2d6 flame damage.
  Fiery Death (Su) A flaming skeleton explodes into a burst 
  of flame when it dies. Anyone adjacent to the skeleton 
  when it is destroyed takes 1d6 points of fire damage. A 
  Reflex save (DC 12) halves this damage. 
  Flaming skeletons are similar to, but considerably more 
  powerful than, burning skeletons. Flaming skeletons 
  arise from creatures that have died a fiery death at the 
  hands of arcane flame.
  
  59
  Hellena (Unique Ghost) 
   
   
       CR4 
  XP 1,200
  Chaotic Evil, Medium Undead (Human Ghost), 
  Aristocrat 4 
  Init +6; Senses darkvision 60ft.; Perception +16
  DEFENSE
  AC 15, touch 15, flat-footed 13 (+2 Dex, +3 deflection)
  Hp 32 (4d8+12)
  Fort +4, Ref +3, Will +5 
  Defensive Abilities Incorporeal, Channel Resistance +4 
  Immune Undead Immunities
  OFFENSE
  Speed fly 30 ft (perfect)
  Melee +3 corrupting touch (4d6 damage, Fort DC 15 for 
  ½)
  STATISTICS
  Str 10, Dex 14, Con —, Int 12, Wis 8, Cha 16
  Base Atk +3; CMB +3 CMD 15 
  Feats – Alertness, Improved Initiative, Iron Will 
  Skills – Appraise +5, Craft (Painting) +8, Diplomacy +8, 
  Knowledge (Nobility )+8, Perception +16, Perform (Sing) 
  +8, Profession (Merchant) +5, Sense Motive +8, Stealth 
  +14; Racial bonuses +8 Perception, +8 Stealth.
  SQ Rejuvenation
  ECOLOGY
  Environment Anthilas Manor
  Organization unique
  Treasure none
  SPECIAL ABILITIES
  Corrupting Touch (Su) By passing part of her incorporeal 
  body through a foe's body as a standard action, Hellena 
  inflicts 4d6 damage. This damage is not negative energy 
  - it manifests in the form of physical wounds and aches 
  from supernatural aging. Creatures immune to magical 
  aging are immune to this damage, but otherwise the 
  damage bypasses all forms of damage reduction. A 
  Fortitude Save DC 15 halves the damage inflicted.
  Rejuvenation Hellena rejuvenates in 2d4 days if 
  destroyed. She can only be permanently destroyed by 
  rearranging the crypt – as described under G4 The Crypt
  
  60
  Lonely One
  Bones and alien organs are clearly visible through the bluish-
  grey skin of this tall, hairless and emaciated bipedal creature. 
  Membranous wings stretch from the wrists of its elongated 
  arms down to the creature’s knees. Black pupil-less eyes stare 
  out of an otherwise featureless face.
  Lonely One  
   
   
   
   
    CR 5 
  XP 1,600
  NE Medium aberration
  Init +4; Senses darkvision 120 ft.; Perception +10
  DEFENSE
  AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 
  dodge)
  Hp 49 (7d8+21)
  Fort +5, Ref +6, Will +5 
  Defensive Abilities psychic shield; DR 5/silver; SR 16
  Weaknesses light blindness, vulnerability to bleed
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +9 (1d4+4), tail slap +4 (1d6+2)
  Space 5 ft.; Reach 5 ft. (tail 10 ft.)
  STATISTICS
  Str 18, Dex 17, Con 16, Int 9, Wis 11, Cha 15
  Base Atk +5; CMB +9; CMD 22 
  Feats Deepsight, Dodge, Flyby Attack, Power Attack
  Skills Acrobatics +13, Fly +14, Perception +10, Stealth 
  +11; Racial Modifiers +4 Fly, +2 Stealth 
  Languages aklo, common (can’t speak, tactile 
  telepathy)
  SQ alien nectar, tactile telepathy
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Alien Nectar (Ex) A lonely one secrets 
  a viscous fluid from two glands on 
  its back. Consuming a small amount 
  of this nectar provides a medium 
  creature with enough nourishment 
  for an entire day. The nectar is also 
  highly addictive, treat it as a drug 
  with the following statistics.
  Lonely 
  One 
  Nectar: 
  type 
  ingested; 
  addiction 
  severe, 
  Fortitude DC 15; effects  1 hour, 
  +1d8 temporary hit points, fatigue; 
  damage 1d2 Wis damage.
  Psychic Sanctuary (Su) All lonely ones radiate a feeling 
  of peace and tranquillity. Treat this ability as a constant 
  sanctuary effect that requires a successful DC 15 Will 
  save to overcome. Creatures that make the will save can 
  ignore the sanctuary effect for 24 hours. The save DC is 
  Charisma-based.
  Psychic Shield (Su) A lonely one has a +4 deflection 
  bonus to its armour class. It loses this bonus when it is 
  unconscious.
  Tactile Telepathy (Su) Lonely ones can communicate 
  via telepathy, but only with a creature they are currently 
  touching.
  Vulnerability to Bleed (Ex) Lonely ones are especially 
  vulnerable to hit point bleed damage. They take a –4 
  penalty on saves against spells or effects that cause hit 
  point bleed damage. Additionally they take one extra 
  damage every round they bleed.
  The strange, alien beings known as lonely ones always 
  appear as solitary figures, usually in out of the way, 
  forgotten places. They do seem to crave the attention 
  and companionship of others, often seeking out those 
  who have been isolated or outcast from normal society. 
  Their calming psychic aura and need to touch 
  in order to communicate tends to lead to the 
  formation of small, intimately connected 
  groups of companions. Once a connection 
  is made, the lonely one will begin to feed 
  its nectar to its new companions. The 
  narcotic effect of the nectar lowers the 
  companion’s resistance to the lonely 
  one’s 
  psychic 
  influence 
  and 
  its 
  addictive nature binds them to 
  the creature.  Viewed from the 
  outside, this strange symbiotic 
  relationship is often viewed as a 
  cult or secret society.
  Created by Russ Brown
  
  61
  Spirit Mist
  This pale grey mist cloud seems to move of its own volition, 
  swirling with the translucent images of skulls and faces 
  contorted in agony. 
  Spirit Mist  
   
   
   
   
  CR 6 
  XP 2400
  CE Large Undead (Incorporeal)
  Init +3; Senses lifesense 120 ft.; Perception +0
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+3 Dex, -1 size)
  Hp 70 (10d8+30)
  Fort +6, Ref +6, Will +5 
  Defensive Abilities External Invulnerability; Immune 
  Undead Immunities, External Invulnerability;
  Weaknesses Internal Vulnerability
  OFFENSE
  Speed 10 ft.
  Melee Lifedrain (2d6 hit points) 
  Special – Souldrain (1d4 Con)
  Space 15 ft.; Reach 0 ft.
  STATISTICS
  Str 15, Dex 16, Con —, Int —, Wis 6, Cha 16
  Base Atk +7; CMB +9 CMD 22 (Immune to combat 
  manoeuvres)
  ECOLOGY
  Environment Anthilas Manor
  Organization unique
  Treasure none
  SPECIAL ABILITIES
  Life drain (Su) The Spirit Mist does not strike out at 
  targets, it simply glides over and engulfs them. While 
  the Mist occupies the same space as a living creature it 
  leaches the life from them at a rate of 2d6 hit points per 
  contact or round of contact, regaining a number of hit 
  points equal to the drain. This is a negative energy effect, 
  and only affects living creatures. Any self-aware creature 
  (Intelligence 3 or higher) slain by this ability and becomes 
  part of the Spirit Mist, and cannot be raised until the mist 
  is destroyed.  
  External Invulnerability (Su) The Mist’s component 
  spirits are so fixated on their former existences, they are 
  essentially inured to anything other than items from their 
  former lives. Weapons, spells and anything else passes 
  right through them harmlessly (complete immunity). 
  Being subjected to positive energy (such as channeling) 
  causes the Mist no harm, but forces it to flee for a number 
  of rounds equal to the caster level of the ability or source. 
  Internal Vulnerability (Su) In direct opposition to its 
  External Invulnerability ability (see above) the Mist’s 
  fixation on its former existence makes it vulnerable to 
  objects from its past. Any attacks with objects from the 
  component spirit’s former possessions are doubled in 
  damage or effect.  
  Soul drain (Su) Much more damaging than its ability 
  to drain the life from creatures it touches is its ability 
  to drain the soul with prolonged contact. For every 
  full round (start to finish) a creature remains within the 
  Mist, it must make a Fortitude save DC 15 or take 1d4 
  Constitution damage. This is a negative energy effect, 
  and only affects living creatures. Any self-aware creature 
  (Intelligence 3 or higher) slain by this ability and becomes 
  part of the spirit mist, and cannot be raised until the mist 
  is destroyed.  
  Tactics The Spirit Mist has no fear of damage or 
  destruction. It mindlessly roams the manor grounds 
  looking for living creatures to destroy. It is unintelligent, 
  so it can be lured to fall through holes or off heights 
  (though it will be undamaged), and it cannot climb 
  anything greater than a 45 degree angle (stairs, ramps). 
  It is slow, but inexhaustible, and will pursue any viable, 
  perceived targets until they are slain or it can no longer 
  ‘see’ them. If it loses contact with targets, it will return to 
  roaming randomly. 
  In many ways the Spirit Mist is less a creature and more 
  a mobile hazard. It is slow and easily outpaced by most 
  aware creatures. It is particularly dangerous to sleeping 
  or trapped creatures that are forced to spend multiple 
  rounds within the mist.
  
  62
  Pregenerated Player Character Statblocks
  Alizsah, Tiefling (kyton spawn) Female Bard 5        
  CG medium humanoid (Tiefling) 
  Init +2; Perception +4; Darkvision 60 feet.
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 natural, +3 armor, +2 Dex);
  Hp 29 (5d8+5)
  Fort +3, Ref +7, Will +4; +4 vs bardic performance and sonic 
  Resist cold/electricity/fire 5
  OFFENSE
  Speed 30 ft.
  Melee +5 Sickle 1d6+1 (20/x2)
  Ranged +6 Longbow 1d8+2 (20/x3) - (+1 hit/damge within 30ft)
  Special bardic performance 16 rounds/day (countersong, distraction, fascinate, 
  inspire courage +2, inspire competence +2)
  Spell-like Ability (CL 5th, Concentration +9)
  2nd (1) - web (DC 16)
  Bard Spells Known (CL 5th, Concentration +9)
  2nd (2) – blur, eagles splendor, sound burst (DC 16).
  1st (3) – comprehend languages, delusional pride (DC 15), ear-piercing scream (DC 15), innocence 
  0th (at will) – detect magic, ghost sound, mage hand, presdigitation , read magic. 
  STATISTICS
  Str 12, Dex 14, Con 12, Int 12, Wis 9, Cha 17 (19)
  Base Atk +3; CMB +3; CMD 15
  Feats Armor of the Pit, Martial Weapon Proficiency (longbow), Point Blank Shot (+1 hit/damage within 30ft)
  Skills Acrobatics +6, Appraise +5, Bluff +12, Climb +5, Diplomacy +8, Disable Device +6, Disguise +7, Escape Artist 
  +8, Heal +3, Intimidate +14, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, 
  Knowledge (geography) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception 
  +4, Perform (dance) +11, Sense Motive +3, Sleight of Hand +6, Spellcraft +5, Stealth +7, Use Magic Device +10.
  Languages Common, Abyssal, Infernal
  SQ Tielfling racial (cold/electricity/fire resist 5, +2 Escape Artist/Intimidate, prehensile tail), Favoured class bonus 
  (+1 skill point/level), bardic knowledge +1, versatile performance (Acrobatics, Fly).
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st),  
  Other Gear +1 composite longbow (12 str), 24 arrows , cold iron masterwork sickle, +1 leather armour, cloak of resistance 
  +1, daredevil boots, headband of alluring charisma +2, mysterious engraved circlet ,300gp
  TACTICS
  Alizsah tends to use charm, guile and, if needs be, intimidation to achieve her goals. She prefers subterfuge to open action, 
  though she’s not afraid to get her hands dirty when the time comes. In a party she will support any action with spells, 
  performance and her bow, closing to melee only as a last resort. She specializes in confounding her opponents.  
  Description
  Lithe and agile, Alizsah has short black hair, violet skin and wickedly demonic eyes. When working, she wears dark, form 
  fitting leathers, and carries a bow over her shoulders and sickle at her side. When ‘performing’ she wears little more than a 
  smile.
  Background
  Alizsah grew up in the darker parts of the city, her blood and upbringing making the transition to the seamy side of society. 
  She moves through the criminal element like a master, using her burlesque performances to get close to the right people. 
  She takes jobs where she can get them, but excels in spying, information gathering and ‘recovery’. Despite a truly devilish 
  streak, Alizsah has limits to how far she will delve into the darkness, and she is particularly cagey about her past or the 
  mysterious circlet she carries.
   
   
   
   
   
   
   
   
   
   
  Character Concept - Vernon Swain-Nisbet
  
  63
  Elzix, Human Female Oracle 5           
  CG medium humanoid (Human) 
  Init+0; Roll Twice; Perception +8
  DEFENSE
  AC 19, touch 10, flat-footed 17 (+6 armor, +3 shield);
  Hp 27 (5d8)
  Fort +2, Ref +2, Will +6
  OFFENSE
  Speed 20 ft.
  Melee +7 longsword 1d8+3 (19-20/x2)
  Ranged +3 throwing axe 1d6+2 (20/x2)
  Oracle Spells Known (CL 5th, Concentration +9, +13 casting defensively)
  2nd (4) – bull's strength, cure moderate wounds, fog cloud, silence (DC 16).
  1st (5)— cause fear, cure light wounds, enlarge person, forbid action (DC 15), murderous 
  command (DC 15), spiked armor.
  0th (at will) – create water, detect magic, light, mending, read magic, spark, stabilize
  STATISTICS
  Str 14, Dex 10, Con 10, Int 13, Wis 12, Cha 17 (19)
  Base Atk +3; CMB +5; CMD 15
  Feats Combat Casting, Extra Revelation, Improved Shield Bash, Scribe Scroll
  Skills Craft (alchemy) +8, Diplomacy +11, Heal +8, Knowledge (religion) +8, Perception +8, Sense Motive +8, 
  Spellcraft +8
  Languages Common, Halfling
  SQ Favoured class bonus (+1 skill point/level), Skilled (+1 skill point/level), Mystery (Battle), Revelations (War Sight, 
  Skill at Arms, Weapon Mastery - longsword), Oracle Curse (Lame)
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st), scroll of fog cloud (Cl 4th)
  Other Gear +1 longsword, +1 scalemail, +1 heavy steel shield, cloak of resistance +1, headband of alluring charisma +2, 
  throwing axe (4), 200gp 
  TACTICS
  Elzix revels in a brawl, but she’s got a deep vindictive streak. She opens combat with spells that hamper of confuse 
  her opponents, then wades in with her sword and shield, ruthlessly crushing her opposition while they are 
  weakened.  
  Description
  Thin and waifish, with slightly tangled long brown hair, Elzix looks like exactly what she is – a hardened street 
  kid. She has a noticeable limp, and a masterful ‘innocent’ expression only a 15 year old girl can produce. Garbed in 
  slightly oversized armour and wielding a longsword and shield, she cuts a slightly comical figure until observers 
  realise the deadly precision of her movements and the almost maniacal gleam in her eye.   
  Background
  An orphan in an unforgiving city, Elzix grew up rough and poor, falling into street gangs at an early age. She found 
  she had the fire for a fight, and never took a backward step. Her awakening to mystical power occurred at puberty, 
  and she rose even further, her gang and their “Battle Witch” carving out a nice little territory in the Lower Ward. 
  Until recently, she was content with this, but she’s begun to sense true darkness on the horizon…and she’s always up 
  for a scrap.   
  Character Concept - Zorba “The Dwarf Smasher”
  
  64
  Lenalee Shieldheart, Halfling Female Paladin 5 (Hospitaler)   
  LG small humanoid (halfling) 
  Init +1; Perception +5
  Aura - Courage (10' all allies gain +4 saves vs fear)
  DEFENSE
  AC 21, touch 11, flat-footed 18 (+7 armor, +2 shield, +1 Dex, +1 size);
  Hp 45 (5d10+10)
  Fort +10, Ref +8, Will +10; Immune Fear, Disease
  OFFENSE
  Speed 20 ft. (15ft in armor)
  Melee +8 longsword 1d6+2 (19-20/x2) 
  Ranged +7 light crossbow 1d6 (19-20/x2)
  Special Smite Evil (one target, +4 to hit, +5 damage, Bypass DR, +4 AC vs target, 
  damage bonus doubled on 1st attack vs evil outsider, dragon or undead)
  Spells Prepared (CL 2nd, Concentration +5)
  1st (1)— cure light wounds (x2)
  STATISTICS
  Str 12, Dex 12, Con 12, Int 11, Wis 12, Cha 17 (19)
  Base Atk +5; CMB +5; CMD 16
  Feats Greater Mercy (+1d6 healing on Lay on Hands when no conditions exist), Toughness, Word of Healing (use Lay 
  on Hands at 30' range)
  Skills Diplomacy +12, Heal +9, Knowledge (religion) +6, Perception +5 
  Languages Halfling, Common.
  SQ Halfling Racial (+1 AC and hit, -1 CMB/CMD, +2 saves vs fear, +1 all Saves, +2 Acrobatics/Climb/Perception, +4 
  Stealth), Favoured class bonus (+1 skill point/level), Aura of Good, Detect Evil (move action, single target, 60’ range), 
  Smite Evil 1/day, Lay on Hands (30', 2d6 healing and removes sickened condition 5/day, can damage undead), Mercy 
  (sickened), Channel Energy (positive, 30’ burst, 1d6, Will DC 15) 6/day, Divine Bond (Weapon +1 enhancement 
  bonus or ability, sheds light, 1/day, 5 minutes). 
  Combat Gear potion of cure light wounds (1d8+1), potion of shield of faith (Cl 1st)
  Other Gear +1 longsword (small), +1 chainmail, +1 light steel shield, masterwork light crossbow (small), 24 bolts, cloak of 
  resistance +1, headband of alluring charisma +2, 600gp 
  TACTICS
  Lenalee will always attempt a diplomatic solution before combat, and will seek to incapacitate rather than kill 
  opponents if possible, always offering quarter if asked. If her comrades are in genuine danger she will switch, 
  however reluctantly, to lethal combat.
  Lenalee uses her spells and abilities to shield and heal her allies, and will always interpose herself between them and 
  harm.   
  Description
  Lenalee always tries to keep a comely appearance (her only true vice) despite wearing her father's weathered suit of 
  armour. Her auburn hair is usually in a ponytail with some sort of flower decoration. Both her shield and her armour 
  display her family crest, a pair of swords crossing in front of a heart. Her eyes (one blue, the other green) seem to 
  have a welcoming twinkle about them. Unlike most halflings, her feet are covered mainly for protection. Her father's 
  long sword rests in a sheath on her right hip (she's left handed).
  Background
  Lenalee was born to a forgotten hero and took up his mantle when he passed. She seeks to do his memory justice and 
  protect the weak from aggressors. To her everyone is deserving of mercy and bloodshed to her means failure.
  Character Concept - Adam Matherly
  
  65
  Luther “Sarge” Flint, Human Male Gunslinger 5         
  LN medium humanoid (human) 
  Init +3; Perception +10
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge);
  Hp 45 (5d10+10)
  Fort +5, Ref +8, Will +3
  OFFENSE
  Speed 30 ft.
  Melee +6 longsword 1d8 (19-20/x2)
  Ranged +10 pistol 1d8+5 (20/x4, Misfire 1)
  Deeds Deadeye, Gunslinger’s dodge, Quick clear, Gunslinger initiative, Pistol whip, 
  Utility shot 
  STATISTICS
  Str 10, Dex 17 (19), Con 12, Int 13, Wis 14, Cha 10
  Base Atk +5; CMB +5; CMD 18
  Feats Gunsmithing, Extra Grit, Point Blank Shot (+1 hit/damage within 30’), Precise 
  Shot, Rapid Reload (pistol), Weapon Focus (pistol).
  Skills Acrobatics +12, Craft (weaponsmith) +9, Knowledge (engineering) +9, Knowledge (local) +9, Perception +10, 
  Profession (soldier) +9.
  Languages Common, Dwarven.
  SQ Favoured class bonus (1hp/level), Skilled (+1 skill point/level), Grit (4 points/day), Deeds, Nimble (+1), Gun 
  Training 1 (pistol)
  Combat Gear potion of cure moderate wounds (Cl 3rd 2d8+3), potion of shield of faith (Cl 1st)
  Other Gear masterwork longsword, dagger (2),+1 pistol, shot & powder for 60 shots, +1 studded leather armour, cloak of 
  resistance +1, endless bandolier, belt of incredible dexterity +2, gunsmith’s kit, 1030gp 
  TACTICS
  Luther is soft spoken and is equally at home talking things through or ‘taking them outside’. If combat occurs he 
  prefers to think his way through a situation, calm and considered before taking action – which is inevitably through 
  the sights of his pistol.   
  Description
  Luther is a man in his forties, short cut hair and heavily scarred face. He wears leather armour and a heavy coat, and 
  carries a longsword and a pistol holstered at his side. He has the bearing and calm assured purpose of an ex-military 
  man. 
  Background
  Luther served as a sergeant in the Andurian Guard, stationed in one of the few external outposts in the region. Career 
  military, he was content to serve out his days, but a sudden, unprovoked attack on the outpost by a small horde 
  of shambling undead wiped the Guard contingent there out to a man – only Luther survived. The attack ceased as 
  suddenly as it started, with no apparent reason or trigger. Deeply troubled by this he resigned his commission to seek 
  out the cause of the incursion.       
  Character Concept - Brian Dunnett
  
  66
  Tarathiel Crystalthorn, Elf Male Wizard 5          
  NG medium humanoid (Elf) 
  Init +6; Perception +7; Low Light Vision.
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection);
  Hp 27 (5d6+5)
  Fort +2, Ref +3, Will +4; +2 vs Enchantment; Immune Sleep
  OFFENSE
  Speed 30 ft.
  Melee +3 Longsword 1d8 (19-20/x2)
  Ranged +5 Longbow 1d8 (20/x2)
  Special force missile (1d4+2) 6/day
  Wizard Spells Prepared (CL 5th, Concentration +8, +12 casting defensively)
  3rd (2) - dispel magic, fireball (DC 16)
  2nd (3) – mirror image, scorching ray (x2).
  1st (4)— burning hands (DC 14), grease (DC 14), mage armor, magic missile 
  0th (4) – detect magic, light, ray of frost (DC 13), resistance
  STATISTICS
  Str 10, Dex 15, Con 12, Int 17, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 14
  Feats Combat Casting, Craft Wand, Craft Wondrous Item, Improved Initiative, Scribe Scroll
  Skills Appraise +8, Craft (alchemy) +10, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +10, 
  Perception +8, Spellcraft +11 (+13 for identification).
  Languages Common, Elven, Celestial, Draconic, Sylvan. 
  SQ Elven Racial (Immune to magic sleep, +2 saves vs enchantment, +2 Perception/Spellcraft (identification only), 
  +2 Cl to overcome SR, proficiency with ‘elven’ weapons), Favoured class bonus (1 skill point/level), Arcane Bond 
  (amulet, cast any spell known 1/day), Arcane school (Evocation, opposition schools Necromancy and Enchantment), 
  Intense Spells (add +1/2 level to damage of evocation spells) 
  Combat Gear wand of magic missile (CL 3rd, 50 charges), wand of invisibility (CL 3rd, 50 charges).   
  Other Gear masterwork longsword, masterwork longbow, 24 arrows, cloak of resistance +1, ring of protection +1, 
  spellbook (all 0th, memorised plus expeditious retreat, identify, protection from evil, shield and fox's cunning), 50gp
  TACTICS
  Tarathiel is happy for others to go hand to hand, remaining toward the back where he can rain down destruction on 
  his foes with magic or arrows.  
  Description
  Tarathiel is a young elf, with pale blonde hair blue eyes. He wears finely tailored clothing, and carries a longbow and 
  longsword, the traditional weapons of his people. 
  Background
  Tarathiel is young by the standards of his race, young enough to be impassioned and wish to embark on grand 
  endeavours. ‘Foolish’ other elves deem it. Tarathiel was raised in a distant enclave, to a life of study and privilege. 
  When he uncovered an ancient text predicting a great evil rising in the Eternal City, Tarathiel impulsively journeyed 
  there to uncover and face this menace.   
  Character Concept - T. Minards & Micah Watt
  
  67
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this
  License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that
  Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to 
  the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you are distributing are Open
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the
  Open Game Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a 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.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. Copyright 2010, Paizo Publishing, LLC; 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. Copyright 2011, Paizo Publishing, LLC; 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 Publishing, LLC; 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 Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  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 Publishing, LLC; 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 NPC Codex. © 2012, Paizo Publishing, LLC; 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 Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 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 Ultimate Campaign. © 2013, Paizo Publishing, LLC; 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. Copyright 2011, Paizo Publishing, LLC; 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 Ultimate Equipment © 2012, Paizo Publishing, LLC; 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 Game Mastery Guide. Copyright 2010, Paizo Publishing, LLC; Authors: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, 
  Joshua J. Frost, James Jacobs, Kenneth Hite, Steve Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K. Reynolds, 
  F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K 
  Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley 
  Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Campaign Setting; Pathfinder Society Field Guide. 2011, Paizo Publishing, LLC. Authors: 
  Erik Mona, Mark Moreland, Russ Taylor, and Larry Wilhelm.
  Pathfinder Chronicles – Cheliax: Empire of Devils Copyright 2009, Paizo Publishing, LLC Authors: 
  Jonathan H. Keith, Colin McComb, Steven E. Shend, Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder Players Companion: Champions of Balance. 2014, Paizo publishing, LLC; Authors: Matt 
  Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.
  Pathfinder Player Companion: Demon Hunter’s Handbook. 2013, Paizo Publishing, LLC; Authors: 
  Philip Minchn, F. Wesley Schneider, and Jerome Virnich.
  Deadly Gardens Volume 1: Phoenix Lily. © 2015, Rusted Iron Games; Author: Russ Brown.
  Difficult Circumstances, Prologue: What Lies Beyond Reason, 2015, Pyromaniac Press; Micah Watt.
  A Simple Job, Adventure 1: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Ignorance is Bliss, Adventure 2: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  From the Ashes, Adventure 3: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  Campaign Guide: What Lies Beyond Reason, 2016, Pyromaniac Press; Micah Watt.
  
  What Makes Heroes into Villains?
  Damien Anthilas has fallen from ally to adversary, but something desperate 
  in him has struck a chord with you. Why would he risk everything to steal 
  the memories of the citizens of Anduria? 
  Left with only a cryptic clue, the characters seek answers from the burned 
  out remnants of his former home.
  Anthilas Manor is a place of dark magic and even darker history, where 
  the ghosts of the past hold sway and the influence of the mad god is still 
  felt to this day.  
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Pyromaniac Press/From The Ashes v1.1.pdf