TEXT: Frog God 
  Games
  
  1
  Quests of Doom=
  Quests of Doom
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Mr. Wolf
  Skeeter Green
  Shadow Frog
  James Redmon
  Frog God 
  Games
  FROG GOD GAMES IS
  © 2015 Frog God Games LLC, all rights reserved. 
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: 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. Previously released Open Game Content is excluded from the above list.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
  lishing, 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.
  Authors: Casey W. Christofferson, J. Collura, Michael Curtis,  
  Matt Finch, Scott Greene, Ed Greenwood, Clark Peterson,  
  James M. Ward, Bill Webb, Skip Williams, Steven Winter
  Developer: Greg A. Vaughan, Bill Webb
  Editors: Jeff Harkness, Erica Balsley, Skeeter Green, Greg A. Vaughan
  Layout ,Typesetting, Cover Design: Charles A. Wright
  Cover Art: Rowena Aitken 
  Cartography: Robert Altbauer, Ed Bourelle, Conan Venus
  Interior Art: Chris McFann, Andrew DeFlice, Brian LeBlanc
  
  2
  Quests of Doom=
  Table of Contents
  Credits .................................................................................................................p. 1
  Bugs & Blobs
  Noble Rot by J. Collura .......................................................................................... p. 4
  Of Ants & Men by Bill Webb .................................................................................. p. 16
  Hidden Oasis by Matt Finch & Bill Webb ...................................................................p. 27
  Demons & Devils
  Ra’s Evil Grin by Casey W. Christofferson & Bill Webb ...............................................p. 49
  Sorcerer’s Citadel by Casey W. Christofferson & Bill Webb ...........................................p. 60
  Pit of Despair by Casey W. Christofferson & Bill Webb................................................p. 69
  Giants & Dragons
  The Dead From Above by Michael Curtis .................................................................... p. 81
  Dread Dragon Temple by James M. Ward ..................................................................p. 101
  Emeralds of Highfang by Ed Greenwood .................................................................... p. 115
  Lycanthropes & Elementals
  Bad Moon Rising by Steven Winter ......................................................................... p. 134
  Death in Dyrgalas by Skip Williams .........................................................................p. 149
  The Darkening of Namjan Forest by Michael Curtis ..................................................... p. 165
  Men & Monstrosities
  Deep in the Vale by James M. Ward ......................................................................... p. 188
  Irtep’s Dish by Casey W. Christofferson ..................................................................p. 200
  Perils of Ghostwind Pass by Matt Finch .....................................................................p. 227
  Vampires & Liches
  The Isle of Eliphaz by Bill Webb & Clark Peterson ..................................................... p. 260
  Pyramid of Amra by Bill Webb & Clark Peterson ........................................................p. 278
  Sewers of the Underguild by Bill Webb & Clark Peterson ............................................. p. 297
  Legal Appendix ....................................................................................................p. 310
  
  3
  Bugs
  &
  Blobs
  
  4
  Quests of Doom: Bugs and Blobs
  Introduction
  The Noble Rot is a location-based adventure for 4–6 characters of levels 
  5–8. This adventure may be played in one or two sessions of reasonable 
  length. It is a straightforward haunted house style adventure that is ready 
  for exploration and adventure. 
  The adventure revolves around Le Chateau Gluant, a vineyard and 
  winery of repute. Vintages of its famous white (chardonnay) and red blend 
  (cabernet sauvignon) are sought throughout the land and beyond. Some 
  vintages can cost up to 200 gp per bottle. A case (12 bottles) of the wine 
  in pristine condition can fetch up to 1,500 gp. Unfortunately, the winery 
  fell upon dark days and the wine has not flowed from its prized cellars for 
  a few years. 
  Approximately five years ago, the head winemaker Malcolm Roth 
  hired Tobias Suey to be an apprentice. Unfortunately for Roth, Suey was 
  a member of the Cultus Limus (Cult of the Ooze). The Cultus Limus 
  makes sacrifices to their demonic master Lumastzu in her faceless 
  form. Lumastzu, or “she who erases,” is an ancient demoness who once 
  served Jubilex the Faceless Lord before his disappearance and rumored 
  imprisonment millennia ago. Lumastzu rose from Jubilex’s shadow 
  as a nascent demon lord in her own right, a demoness who preys upon 
  travelers by drinking their blood, the cause of nightmares, pestilence, 
  infestation of pure water, and a bringer of disease, sickness and death. Her 
  worshipped form in Cultus Limus is a gigantic, vaguely anthropomorphic 
  ooze. The Cult of Jubilex (such as it is) despises worshippers of Lumastzu 
  and considers them traitors and their patroness a faithless betrayer, but the 
  Masters of the Ooze are so few and far between that they are not capable 
  of mounting any organized resistance against the ooze cult usurping much 
  of their lord’s station.
  Suey turned the field hands that tended the vines against the winemaker. 
  Then the new cult turned their attention to the Gluant family. Later, the 
  Cultus Limus members turned upon each other. With each sacrifice to the 
  ooze, Suey’s power grew. That is until no one but Suey was left. 
  The whim of demons is fickle. As a result, Suey was blighted and 
  corrupted for his work. He now lurks deep in the cellars under the chateau 
  as an ooze demon. However, his handiwork remains. The chateau is now 
  the abode of the undead former residents and workers. Also slimes, molds, 
  fungi and other foulness rot in the fields, buildings and cellars. The riches 
  of the Gluant family remain undisturbed as many would-be thieves and 
  robbers found a quick end at the hands of the current residents. Also, cases 
  of wine remain undisturbed and awaiting plunder.
  The Noble Rot refers to a few factors in this adventure. The first is the 
  rot that befell the Gluant family in the form of the Cultus Limus. Another 
  is an actual noble rot disease that may aid the PCs in overcoming the 
  challenges posed. However, the phrase noble rot also refers to the real 
  world helpful/harmful gray fungus Boytris cinerea. This helpful fungus 
  in the right conditions creates world-class dessert wines such as French 
  sauternes. In the wrong conditions, however, it destroys the grapes and is 
  known as gray rot. 
  Notes for the GM
  This adventure requires the Pathfinder Roleplaying Game Core 
  Rulebook. It is a straightforward, location-based adventure. Each location 
  operates fairly independently of the others. The reason is that the slime 
  in one area is not going to trigger the zombies in another to attack. In 
  essence, this is a good adventure for a new GM as the encounters lack 
  interdependence.
  However, that is not to say that the adventure is not FUN! The GM 
  is strongly recommended to make this adventure his or her own. For 
  example, a number of rooms in the upper Chateau are available for the 
  GM to script. Also a bit of knowledge of vinification is recommended 
  but also highly encouraged! For those of legal age, sampling some of the 
  types of wines discussed may bring a better sense to the adventure. Also, 
  you may never look at certain wines the same way after the Crushing 
  Room encounter. 
  The largest recommendation is to make this adventure your own. Since 
  the 1970s, GMs have been told to read the entire adventure and make it 
  your own. However, for almost 40 years, GMs have failed to do that very 
  thing. So before you start rolling d20s, put the dice down, grab a goblet of 
  wine (or grape juice as appropriate) and read this adventure. Thereafter, 
  make notes, change names and take ownership. It may be that instead of 
  a winery, the chateau specialized in producing herbalist concoctions or 
  poisons for an assassin’s guild. Whichever way you play it, there are no 
  wrong choices. 
  One final note is that the author would caution against making this a 
  brewery. A particularly vile and wretched brewmaster that may be found 
  in a future Necromancer Games book that would take an exception to 
  making a winery into a brewery.
  Adventure Background
  This adventure begins when the PCs enter the vicinity of Le Chateau 
  Gluant. The Chateau can be placed in any remote area. Obviously, a small 
  estate full of ooze and undead is unlikely to be right down the river from 
  a legally minded society. Thus a remote area is necessary. 
  The climate and geography can be any temperate clime in the GM’s 
  home campaign. It would not be logical to place a vineyard in an icy fjord 
  or on a tropical island. A remote hillside location may be ideal. In the Lost 
  Lands campaign setting, Le Chateau Gluant lies at the western edge of 
  the County of Coutaine, just outside the Elderwood and near the southern 
  slopes of the Broken Mountains.
  In some campaigns, the PCs may desperately be seeking money (all PCs 
  are always seeking money, please note the use of the word “desperately”). 
  The liquid treasure in the cellars may be the type of treasure the GM 
  would like. What the author means by this is that sometimes it is good 
  to have goods that are not fungible so the GM has more control over the 
  cash flow of a party.
  The adventure has three areas. The first area is a low wall and the 
  former vineyard itself. This includes a few outer buildings where the 
  former workers used to live and work. The second area is the chateau 
  itself. This is a fairly large estate with three levels. The first level is the 
  main level. The front entrance enters into the main level. An upstairs level 
  is where the Gluant family used to live. The rear entrance is where the 
  grapes would be brought into the building. This leads to the cellars, which 
  are a cave system that expands into the bedrock below the chateau. Deep 
  in the caves is the lair of Suey, the ooze demon.
  Corruption and evil permeate the entire area. As a result any detection 
  spells or devices always show evil. Thus, such mechanisms are worthless 
  within the walls of the chateau unless the detection is maintained for more 
  The Noble Rot
  By J. Collura
  
  5
  Noble Rot
  than 1 round in any given location. A single round of detect evil reveals 
  the presence of evil, and evil is ever-present here.
  The weather is up to the GM. However, it would be very appropriate for 
  the chateau to be experiencing a mild storm with random lightning strikes. 
  Visiting the chateau in the evening or at night would also work to increase 
  the ambiance of this haunted house.
  Local knowledge of the chateau is fairly sparse. It is well known that for 
  some time the chateau has not been producing its famous vintages. It is also 
  rumored that something vile befell the chateau. The sidebar Rumor Table 
  functions as an ability check with the more difficult pieces of information 
  to find higher in the table. The number on the rumor table is the DC for 
  relevant skill checks to learn that rumor. Skills such as Diplomacy to 
  gather information, Knowledge (history), Knowledge (local), Knowledge 
  (nobility), and Profession (vintner) may be applicable. This may be used 
  in a number of ways. One way is that the PCs know about the chateau 
  before traveling to it. They may ask local barmaids or even do research 
  in a local guild. For example, if a merchant’s guild hired the PCs, a savvy 
  PC may want to see the accounting records for the chateau to determine 
  when it fell. Doing so may cause a conversation with the clerk who may 
  have further information.
  Encounter Listing
  Each encounter is listed with a GM description. This is not to be read 
  aloud to the players. It lists the bare essentials for running the adventure 
  with a few items of flavor. It is highly recommended that the GM make the 
  adventure his own with his own style and choices.
  Certain encounters note additional items that may be found by searching 
  and exploration. The term “search” is used for items that require some 
  action by the PCs. Finding some items might require opening a box, 
  whiles others might be hidden behind a bookcase (just be sure to put the 
  candle back). “Fine” are very hard-to-find items or descriptions noticed 
  only by the most observant PCs. These do not require Sherlock Holmes, 
  but they do require more than a basic search. These descriptions may be 
  used with a difficulty class or other game mechanic. It is suggested that 
  they be used with intelligent playing or inquisitive PCs instead of a dice 
  roll. However, that is the GM’s choice. Not every encounter has these 
  further descriptions, only those that require them. There is not a DC listed 
  for every such “search” or “fine” item. It is up to the GM to determine how 
  difficult it is to find these items.
  Following the description is the section on monsters. This section 
  includes the statistics for the encounter.
  Adventure Hooks
  The most obvious way to begin the adventure is also the easiest: The 
  PCs happen to find the chateau. Perhaps it is a respite during a storm. 
  Maybe the PCs are familiar with the wines of Chateau Gluant and want 
  to explore the ruins for a bottle. However, this may not work for every 
  campaign. Thus, a few hooks are provided to get the PCs into the area 
  where the GM has placed the chateau. 
  The first is that someone hires the PCs to recover a case of Chateau 
  Gluant. This could be a merchant guild looking to make a small pile of 
  gold. It could also be a benefactor whom the PCs have worked with in the 
  past and owe a favor. 
  Another hook is that the PCs hear a tragic story of someone who visited 
  the chateau and was never seen again. This could be a farmer’s wife who 
  makes it to a walled town and is pleading passers-by for assistance from 
  whatever befell her husband. Another option is that a princeling and his 
  retainers are missing. Maybe a distant relative of one of the PCs goes 
  missing and they must undertake a quest to assist their friend.
  A third hook is that the PCs are on the run from the law, a local band 
  of thugs, the assassin’s guild or some other underworld element and 
  decide to lie low in a remote area. This hook is particularly promising for 
  unsavory parties. The chateau with its reputation for being haunted is a 
  good diversion.
  A final hook is a divine inspiration. Perhaps the PCs’ cleric or similar 
  holy person has a vision of abject horror with an inkling of where to look. 
  Another option is that a priest at a local temple has the vision but lacks the 
  courage, stamina or ability to do something about it. 
  Whatever the hook, be mindful of what motivates your players. Some 
  Rumors
  DC
  Result
  9
  The chateau has been abandoned for at 
  least 3 years.
  10
  The chateau produced wines for more than 
  200 years.
  11
  The red and white wines the chateau 
  produced are equally prized.
  12
  The chateau sourced its oak barrels from a 
  cooper who lived on property.
  13
  The chateau is the hangout of a gang of 
  highwaymen (False).
  14
  Beware the vines around the chateau. Some 
  of them move like a snake.
  15
  The family that owned the chateau was very 
  wealthy.
  16
  The Gluant family that owned the chateau 
  was demon worshippers (False).
  17
  The undead walk the night around the 
  chateau.
  18
  Under no circumstance do you open the old 
  crushing tank.
  19
  Bring fire and oil with you. The dead and 
  muck are alive but fear fire.
  20
  Sulfur (brimstone) is a good way to kill rot.
  21
  Some winemakers used sulfur to kill rot and 
  preserve wine.
  22
  If you go to the chateau take a priest who 
  can turn away the unliving.
  23
  Deep beneath the chateau are the cellars 
  where the most prized wines are stored.
  24
  A cult of demon worshippers caused the 
  downfall of the chateau.
  25
  The Gluant family collected silverwork and 
  kept it hidden in their quarters.
  26
  A cult of demon worshippers worshipped in 
  the caves below the chateau.
  27
  The Gluant family kept a djinn in a wine 
  bottle (False).
  28
  A secret entrance to the caverns is 
  accessible from the upper level. It is a ladder 
  built into the walls.
  29
  If you find sulfur, be sure to not mix it with 
  water. That makes a witch’s brew that can 
  melt anything.
  30
  A cult called the Cultus Limus once existed. 
  The fall of the chateau appears to be their 
  handiwork. (This result grants the PCs a 
  bonus at the GM’s discretion for any lore of 
  knowledge checks while at the chateau).
  
  6
  Quests of Doom: Bugs and Blobs
  
  7
  Noble Rot
  players enjoy the promise of roleplay, some the promise of combat and 
  frankly some the loot. Use those desires to your advantage and sell the 
  promise of an adventure. Follow up with the surprises of The Noble Rot.
  The Vineyard
  Area A: Outer Wall and Entrance
  The outer wall is a simple cobblestone wall that surrounds the entire 
  estate and vineyard. It is a mere four feet high and easily climbable at any 
  location. The wall has fallen into disrepair, and loose stones can be found 
  throughout the wall. In a few locations, the wall has collapsed completely. 
  A main entrance has a rusted signpost that proclaims “Chateau du Gluant 
  — Vin Superior.” Many of the letters in the sign have fallen to the ground 
  or are missing. A former side entrance has a wooden gate. The gate is long 
  gone and all that remains are two rusty hinges. If anyone attempts to climb 
  the wall, there is a chance (1–2 on a 1d6) that the wall falls on the climber 
  for 1d4 points of damage.   
  Upon a reasonable search (DC 15 Perception check), a small rune 
  marking can be found. Someone familiar with dwarven runes (anyone who 
  speaks Dwarf) or who has an adequate knowledge (a DC 15 Linguistics 
  check) notes that it signifies safe passage. This is a 20-foot section of the 
  wall that won’t fall over.
  Area B: The Living Vines (CR 6)
  The area within the low wall originally held orderly rows of vines. To 
  the west were vines with different varieties of red (or black berries in 
  the parlance of winemakers). This included cabernet sauvignon, merlot, 
  cabernet franc and petite verdot. To the east were vines with different 
  varieties of white. These vines were exclusively chardonnay.
  Today, the vineyard is one amorphous mass of twisted vines. What 
  once was hand-pruned vines and cleared gravelly rows is now a mass of 
  twisted vines. The vines themselves no longer produce the noble varietals. 
  Instead, the berries are putrid green. Some are shriveled while others are 
  overlarge. Instead of the sweet juice of what Galileo called captured or 
  trapped sunshine, the berries now have whitish pus. 
  The chateau and its few surrounding buildings cannot be accessed 
  except through the mass of vines. The low wall contains the vines within 
  the property. However, the vines rise up to 15 feet in the air. 
  To bypass the vines requires either magic or traditional hacking. A sickly 
  slimy residue coats most of the vines, so clearing them with traditional fire 
  does not work. Instead, hacking through the vines is proportional to the 
  Strength of the character. The ratio is one foot per one Strength per five 
  minutes. Thus, a Strength 10 character may hack through 10 feet in five 
  minutes. The width of such an endeavor is the width of the character. 
  Magical means such as a fireball or another similar spell also clear 
  the vines. How this affects the vineyard is up to the GM. It should be 
  remembered though that with the residue it should be virtually impossible 
  to burn down the vineyard. Plus, it would likely burn down the chateau 
  and spell a quick end to the adventure
  Exceptional eyes (DC 25 Perception check) may find the remains 
  of former adventurers who attempted to traverse the vineyard. Rusty 
  weapons or the odd dented helm may be found within the vineyard, but a 
  sack of gems worth 115 gp and an amulet of natural armor +1 can also 
  be discovered.
  At varying points throughout the vineyard are 3 living vines. This 
  monster is unique to the adventure and is described below. The vines 
  attempt to constrict the first PC to make contact with it. Thereafter, it 
  drags the PC toward its maw to consume him. If the PCs are so inclined, 
  beneath the maw is a large digestive sac of the living vines. Within this 
  sac are the skeletal remains of a number of humanoids. Also within are 10 
  pp and a +1 longsword.
  LIVING VINES (3)  
  CR 3
  XP 800
  hp 27 (see New Monsters at the end of this adventure)
  Area C: The Barn (CR 8)
  The barn is a rickety two-story wooden structure with no windows. The 
  roof of the barn is thick with a sickly green moss. The moss is actually a 
  mass of green slime. The green slime does not move to attack the PCs — 
  unless the barn itself collapses.
  A single set of sliding doors on the barn are chained together with a 
  fairly simple lock (DC 20 Disable Device). Written in Common in blood 
  (which may be difficult to see at night [DC 15 Perception unless the 
  viewer has darkvision]) are the words “DO NOT OPEN.” 
  The inside of the barn housed the tools and carts used in the vineyard. 
  During the chateau’s fall, some of the fortunate field hands who escaped 
  used the tools to fend off attack and carted away what they could. Thus, 
  the barn was left empty except for two draft horses. The Cultus Limus 
  found that undead wandering about were a nuisance, so they rounded up 
  the 8 human slime zombies and caged them within the barn.
  The slime zombies are mostly human, but include the 2 draft horse 
  slime zombies. The zombies have not fed in years and are fairly lethargic 
  at first. However, the prospect of fresh meat quickly rouses them.
  If the inevitable fight takes place in a cleared area outside the barn, it 
  is unlikely that a miss damages the barn. However, inside the barn is a 
  different story. Each miss with a weapon has a chance of collapsing the 
  barn. The GM should count any roll of 5 or below on a to-hit roll as striking 
  the barn. A roll of 1 is counted as a critical strike on the barn. The barn is 
  made of wood and has hardness 5. It collapses once it takes 20 points of 
  damage, doing 3d6 points of damage to those inside (a successful DC 15 
  Reflex save avoids the worst of the debris and does half damage). This 
  also allows the green slime to fall onto the combatants (1–in–6 chance). 
  The GM should alternate between the zombies and the PCs on who is 
  hit. Once it hits a combatant, the slime is located at that position as the 
  combatant is covered in the quick-dissolving slime. Thereafter, the green 
  slime engages whoever is closest.
  A search of the barn (DC 15 Perception check) finds a small crate in the 
  corner of a former stall. In the crate are three vintages of the Chateau Gluant red 
  The Noble Rot Disease
  Throughout the adventure, the PCs come into contact with 
  various forms of winemaking. This includes the vines, the barn, 
  the crushing facility, the wine itself, etc. All of these areas and 
  indeed the entire chateau are overrun with the gray fungus that 
  causes the disease noble rot. The GM is encouraged to use the 
  noble rot disease as a plot device and perhaps a “white knight” 
  to assist the PCs if necessary. There are no descriptions provided 
  in the adventure of where or when the PCs should check for 
  succumbing to the disease. However, a good rule of thumb would 
  be each hour or two the PCs remain within the walls around the 
  chateau. The check is a simple DC 12 Fortitude save. If the GM 
  feels that the PCs need a boost, then add one to the Constitution 
  check each time until the PC succumbs. 
  Once a PC succumbs to the disease, he suffers 1d3 points of 
  Constitution damage for 12+2d6 hours. However the PC gains a 
  bonus of +1d6 points to a prime attribute of their class (other than 
  Constitution) for the same period of time. 
  The signs of the disease are a gray pallor to the skin, profuse 
  sweating and terrible body odor. Also, everything the PC tastes, 
  including water, is exceedingly sweet for the duration of the 
  disease. Fortunately for the PCs, few, if any, of the encounters 
  include monsters that can “smell them coming.” The disease is not 
  contagious from person to person. It can be acquired only by being 
  in contact with the gray fungus.
  There is no mundane cure other than to let the disease run its 
  course. Magical cures work as normal. Once the disease is ended 
  by magical means or by the passage of time, the PCs cannot 
  reacquire the disease. Hence, intuitive and enterprising PCs cannot 
  expect to make a noble rot farm or to bottle the disease.
  
  8
  Quests of Doom: Bugs and Blobs
  blend. The bottles have the famous red wax seal emblazoned with the Gluant 
  crest (the head of an eagle). Unfortunately, two are spoiled. One is obviously 
  spoiled with a large crack down the side of the neck. One is not noticeably 
  spoiled as the crack is near the red seal. To the right buyer in a nearby city such 
  as Cantelburgh or Tourse, the unspoiled wine is worth up to 125 gp. Each bottle 
  found in this adventure is an opportunity for the GM to make a side adventure. 
  Perhaps the PCs sell the spoiled wine to an unsavory wine merchant. When 
  the wine merchant discovers his error, he sends some ruffians to take back 
  his money (or worse). The author suggests having the ruffians appear at the 
  worst possible time, such as when the PCs feel safe in an inn, when meeting 
  with an important contact or in the early part of a dungeon campaign. It is 
  also recommended that in certain circumstances the wine merchant (perhaps 
  a wererat wine merchant) accompany his (wererat) retainers. The zombies and 
  green slime do not have any treasure. One of the humanoid zombies has the key 
  to the lock for the Cooper house and workshop (Area D).
  HUMAN SLIME ZOMBIES (8) 
   
  CR 1/2
  XP 200
  Pathfinder Roleplaying Game Bestiary, “Zombie”
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0; Ref +0; Will +3
  DR 5/slashing; Immune undead traits
   
  Speed 30 ft.
  Melee slam +4 (1d6+4 plus slime)
  Special Attack slime
   
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  Special Qualities staggered
   
  Slime (Ex) Any successful hit by a slime zombie does 
  additional 1d6 points of acid damage. The target takes 1 
  point of acid damage each round on the start of its turn. The 
  slime may be scraped off or damaged by doing 3 points of 
  damage from weapons, cold or fire. This slime has no effects 
  on objects (like a green slime). No matter how many of a 
  slime zombie’s attacks hit, the target only takes 1d6 acid 
  damage and 1 point of acid damage per round after that.
  SLIME ZOMBIE HORSES (2) 
   
  CR 2
  XP 600
  Pathfinder Roleplaying Game Bestiary, “Zombie”
  NE Large undead
  Init +1; Senses darkvision 60 ft.; Perception +0
   
  AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
  hp 22 (4d8+4)
  Fort +1; Ref +2; Will +4
  DR 5/slashing; Immune undead traits
   
  Speed 50 ft.
  Melee 2 hooves +1 (1d4+2 plus slime), slam +6 (1d8+6 plus 
  slime)
  Space 10 ft.; Reach 5 ft.
  Special Attack slime
   
  Str 18, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +8; CMD 19 (23 vs. trip)
  Feats Toughness
  Skills Acrobatics +1 (+9 to jump)
  SQ staggered
   
  Slime (Ex) Any successful hit by a slime zombie does 
  additional 1d6 points of acid damage. The target takes 1 
  point of acid damage each round on the start of its turn. The 
  slime may be scraped off or damaged by doing 3 points of 
  damage from weapons, cold or fire. This slime has no effects 
  on objects (like a green slime). No matter how many of a 
  slime zombie’s attacks hit, the target only takes 1d6 acid 
  damage and 1 point of acid damage per round after that.
  Slime zombies are created using the normal zombie template and have 
  the Slime special attack.
  GREEN SLIME 
   
  CR 4
  XP 1,200
  (Pathfinder Roleplaying Game Core Rulebook “Green 
  Slime”)
  Area D: 
  The Cooper House and Workshop (CR 4)
  This modest three-room house and workshop is near the stable. It was 
  the former home of the Gluant family cooper. This was an important 
  position in the running of the winery. The Gluants used fine oak from the 
  nearby Elderwood to make nearly perfect oak barrels to age their wines. 
  While most wines in the area or country would not be aged, the Gluants 
  learned techniques to control oxidation that would normally ruin the wine. 
  A key component of these techniques involved the master cooper and his 
  protégés. In fact, some scholars would argue that the key to the wine was 
  not just the terroir of the Gluant winery, but the fine oak that aged the wine 
  for one (white wine) to three (red wine) years.
  But all that is in the past as the master cooper was one of the first 
  sacrificed to the demon after an apprentice named Rall betrayed him. This 
  deceit led to the deaths of the master cooper and his family. Rall was 
  richly rewarded for his treachery; Suey slit his throat and practiced his 
  powers by raising Rall as a ghoul. 
  Like the zombies in Area C, Rall was locked in the cooper’s house and 
  workshop. However, unlike the zombies located there, no grim warning is 
  found outside the house.
  The house has a double-door entrance with a normal lock (DC 25 
  Disable Device). The key for this lock is on one of the workers who was 
  slain and rose as a zombie in Area C. The door is below an overhang that 
  functions as a porch. Shuttered windows are adjacent to the door. The 
  shutters are effectively glued shut and stuck. It takes a DC 17 Strength 
  check to open. 
  The door opens into the cooper’s workshop. The workshop was 
  ransacked before Rall was locked up, but a few metal tools, an anvil and 
  a brazier remain. Hanging from the ceiling are many loops of metal that 
  the master cooper used to form his barrels. In one end is a debris pile of 
  dust and old wood. Making their home in the debris pile is a rat swarm 
  afflicted with filth fever.
  Adjacent to the cooper’s workshop is the family room where the cooper 
  lived. All of the furniture is smashed to bits and pieces. Rall in his undead 
  rage broke it apart when he realized he was trapped. A single set of drawers 
  propped against one of the walls has survived. 
  A half open door at the back of the building leads into the family 
  room. In this room is a moldy down mattress and a single chair. A 
  misshapen lump on the bed lies below a torn blanket. This is the rotting 
  corpse of one of the cooper’s adult sons. Rall is actually beneath the 
  bed (assume he took 10 to hide for a total Stealth check result of 17). 
  Unless the PCs are impressively stealthy (Stealth checks opposed 
  by Rall’s Perception), he hears their approach and hides beneath the 
  bed. When the PCs are within a few feet of the bed, Rall springs from 
  beneath it and unceremoniously dumps the mattress and corpse on the 
  unsuspecting PCs.
  Beneath the refuse pile in the workshop is a small sack of copper coins 
  (20 cp). However, a wise PC may deduce (DC 20 Appraisal or DC 15 
  Knowledge [history] check) that these are actually very rare coins that 
  may be sold to the right buyer for 100 gp each! In the set of drawers in the 
  family room are a silver mirror and a leaky flask of oil.
  
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  Noble Rot
  The cooper was stingy man in life and hoarded his earnings. He ritually 
  stuffed his earnings in a secret alcove (DC 20 Perception) in the wall 
  between his bedroom and the workshop. A very large sack containing 196 
  gp is between the boards.
  RALL THE GHOUL  
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
  RAT SWARM 
   
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Rat Swarm”)
  Area E: The Well
  Outside the chateau is a circular stone well. It has no bucket or pulley 
  system. Like every adventure that mentions a well, this well is not what 
  it seems. A faint residue of transmutation magic around the well is easily 
  detected by a detect magic spell. The magic is identifiable as purify food 
  and drink with a successful DC 20 Knowledge (arcana) check. The well is 
  approximately 40 feet deep and ends in a pool of crystalline water. If magical 
  or other light is used, something can be seen twinkling at the bottom of the 
  well. The well itself is very slippery, as a clear slimy residue coats the walls. 
  This makes any climb very difficult (DC 20 Climb if not using a rope). Of 
  course a fall into shallow water is perilous (1d6 points of damage per 10 
  feet fallen, with the last 1d6 being nonlethal damage for falling into water). 
  If the PCs make it to the bottom, they find that a natural spring feeds 
  the well. At the bottom is a tin cup with no discernable value that was 
  dropped some time ago. A former group of adventurers cleansed the well 
  with magic so it provides fresh water. 
  This encounter is a type of overeager PC trap. These are fun to place so 
  that PCs are not encouraged to seek and destroy their entire way through 
  your adventure!
   Area F: The Huts
  Farther from the chateau are a series of huts where the field workers 
  and chateau staff lived. Originally, these were little plots with an area for 
  domesticated animals and gardens. The vines have taken over the entire 
  area, leaving just a few huts still standing.
  Within the huts are meager possessions that are unlikely to interest any 
  PC. However, it is within the GM’s discretion to flesh out these areas and 
  include additional monsters and traps.
  Level One — Chateau Main Floor
  Area 1-A: Entry (CR 4)
  The chateau itself looks like a replica of a castle. It is two stories tall 
  and has small arrow slit-like windows on all sides. Metal bars in each 
  window make entry nearly impossible for all but the smallest PC. Small 
  minarets and faux stone towers stand at each end. These towers do not 
  serve any purpose other than decoration. 
  A gargoyle oversees the chateau’s entrance. It is particularly hard to 
  spot (DC 27 Perception, assuming it took 10 on its Stealth check) as a 
  number of crude gothic gargoyles stand along the roofline. The gargoyle 
  occasionally flies off during the night to stalk prey in the nearby forest. 
  However, it spends most of its time waiting for tasty gnomes. If the party 
  includes a gnome, the gargoyle directs nearly all of its attacks against the 
  gnome, even attempting to fly off with such a tasty morsel. The gargoyle 
  has no treasure; thus, a jaunt up to the roof is an exercise in futility.
  The main entrance into the chateau is up a set of wide stone stairs. 
  A broken statue of a griffon stands on each side of the stairs. Filth and 
  muck adorn the defaced statues. The double oaken doors are open but one 
  is stuck, requiring a DC 12 Strength check to pry open. The other door 
  swings out easily. The GM is encouraged to play this where the PC first 
  
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  Noble Rot
  tries to open the stuck door. 
  Beyond the door is a two-story foyer with a curved staircase leading 
  to the upper level. The staircase is rotten. Any PC weighing more than 
  200 pounds has a 1–in–4 chance of crashing through the staircase to the 
  ground below for 1d4 points of damage. If three or more PCs (or the 
  same one three times) fall through the staircase, the entire thing collapses, 
  causing 2d6 points of damage to the PC and anyone else on the stairs. 
  Broken arrows, an axe handle and scorch marks can be found, evidence of 
  combat that occurred here. Master Gluant made his last stand here before being 
  dragged off to the sacrificial pit. On either side of the entrance are double doors. 
  One leads to the parlor (Area 1-B) and the other to the Ballroom (Area 1-D). 
  Beneath the stairs (or at least until the stairs collapse), is a small alcove 
  where the porter made his home. The porter pilfered two bottles of the 
  white Chateau Gluant wine. Both are in good condition (65 gp each to the 
  right buyer). 
  GARGOYLE 
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
  Area 1-B: Parlor (CR 4)
  Adjacent to the foyer, the parlor is in fairly good shape. The room 
  contains long couches, a large marble bar area and numerous stuffed 
  animals including a buffalo head, a moose head, a full brown bear, rabbits, 
  a woodchuck and a beaver. This was a tasting room of sorts for the Gluants. 
  They would entertain merchants and passing aristocracy here. The object 
  of Gluant’s hunts would be the usual and boring conversation pieces.
  A fireplace is along one wall. The fireplace is sooty from where one of 
  the less intelligent cult members attempted to burn a stuffed lynx for heat, 
  which resulted in a quick pile of lynx ash. 
  Within this ash is a gray ooze. The ooze quivers slightly when the PCs 
  enter the room. This causes the ash pile to obviously move. Of course, 
  woe to any PC who thinks sticking his weapon in the ash is a good idea.
  Within the stuffed bear’s head cavity (DC 25 Perception) are a couple 
  of large rubies (75 gp each) that Master Gluant kept in case of emergency. 
  GRAY OOZE 
   
  CR 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary “Gray Ooze”)
  Area 1-C: Kitchen (CR 3)
  Unlike most of the chateau, the kitchen saw service for many months 
  after the fall of the Gaunt family. The Cultus Limus used the kitchen as a 
  commissary and meeting place. A number of outdoor wooden tables and 
  benches are wedged into the room. The oven itself is fairly clean. The 
  room was cleared of any cleavers, knives or means of making fire.
  On one end of the kitchen is a crude dumbwaiter. It is rather large with 
  a 5-foot-by-2-foot opening. In front of the opening is a loose door on a 
  hinge. Next to the door is another opening with the rudimentary pulley 
  system. The pulley is currently mucked over, and the rope is slick with 
  slime. The shaft goes up a floor to the master’s quarters (Area 2-A). The 
  platform is currently between floors. It takes either a DC 15 Strength check 
  or a DC 12 Disable Device check to make the dumbwaiter operational.
  If the PCs dislodge the platform, it quickly comes crashing down and 
  unloads a gelatinous cube that was trapped in the shaft by the cult. The 
  cube presses through the opening like a gelatin mold forced through a small 
  rectangular frame before bouncing back to its larger shape. To the untrained 
  eye, it appears as a floating kobold skeleton and a small brass crown (10 gp).
  GELATINOUS CUBE 
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary “Gelatinous 
  Cube”)
  Area 1-D: Ballroom (CR 2)
  The ballroom was once an astounding architectural marvel. The 
  entirely wooden structure from the floorboards to the tall ceiling was 
  made without the use of a single nail, touch of cement or use of stone. It 
  was appropriately made of fine oak and stained in a rich dark brown hue. 
  A cutting of the Gluants still stands proudly over a large marble fireplace. 
  The entire ballroom cost the Gluants a small fortune. 
  The ballroom has of course seen better days. The arrow slit windows to 
  the outside are boarded up with piles of refuse to keep the boards from falling 
  over. The remains of the furniture are thrown about the room. Like most of 
  the chateau, a fine patina of dust is everywhere. In the center of the room, 
  some cultist thought it would be a good idea to burn the furniture as a bonfire. 
  Disturbing the large bonfire also disturbs a nest of 6 rats that make the 
  pile their home. 
  A silver locket (20 gp) is under an overturned table (DC 15 Perception). 
  The locket has a silhouette of the winemaker and his wife.
  RATS (6)  
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary “Familiar, Rat”)
  Area 1-E: Winemaker’s Quarters (CR 1)
  Near the stairs to the cellar level are the winemaker’s quarters. The door 
  is locked (DC 25 Disable Device) and the key dissolved in Suey the Ooze 
  Demon long ago. The room is relatively untouched except for cobwebs 
  and dust. A double-sized feather down bed, a desk and a rickety wooden 
  chair are in the room. The chair breaks if anyone sits on it (1–5 on 1d6). 
  Suey used the room of his former master to amass his followers, take 
  the chateau and then later cause chaos in the surrounding countryside. On 
  the table is crude map of the surrounding area. 
  The desk is also locked (DC 20 Disable Device) and is trapped with 
  a poison needle trap. The poison is black adder venom. Inside the desk 
  is a diary written in the Abyssal language. The journal details how Suey 
  tricked the winemaker; how he gained Gluant’s confidence; turned most 
  of the field hands to his cause; and how his cult flourished. The journal 
  ends with Suey turning on each of the cult members until he was the only 
  one remaining. 
  POISONED NEEDLE TRAP  
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 melee (1d3 plus black adder venom)
  A large jug of Chateau Gluant wine is under a floorboard (DC 20 
  Perception). It is in pristine condition and worth 200 gp to the right buyer. 
  Level Two — The Upper Floor
  Area 2-A: Master’s Quarters
  The master’s quarters were looted after his demise. Most of the furniture 
  was shredded or torn apart. A large bed sits in the middle of the floor at an 
  off angle where it was pulled to the center of the room and forgotten. The 
  sheets are missing, as are three of the four bannisters. A small desk and a 
  stool are in the far corner. 
  Sitting on the stool is a skeletal form with long slimy gray hair. The 
  woman’s back is to the entry. The form is the former Lady Gluant. The 
  corpse looks rotted and frozen, and holds a large silver brush as if she was 
  brushing her hair. Lady Gluant is very much dead. The cultists brought 
  her here after her demise. Suey placed her doing what he thought was 
  her favorite pastime. If the PCs attack, the body likely falls over. A closer 
  inspection (DC 10 Perception) reveals bits of twine propping the body in 
  position.
  The dumbwaiter from Area 1-C terminates here behind two shutters 
  that swing wide on one wall. If the PCs open the shutters, the gelatinous 
  cube as described in Area 1-C does nothing as it is a few feet below 
  the PCs. Anyone foolish enough to jump into the dark shaft gets what is 
  coming to them. The dumbwaiter cannot be raised from this room.
  
  12
  Quests of Doom: Bugs and Blobs
  The silver brush Lady Gluant holds has some value (70 gp). On the back 
  of the desk is a hidden compartment (DC 20 Perception) that contains a 
  large sapphire (50 gp) and a key to the dumbwaiter. 
  Level Three — The Cellar
  Area 3-A: The Gathering Room
  The rear entrance to the chateau is down an earthen ramp. The entry 
  is two large barn doors that easily slide open. The fieldworkers would 
  bring carts of grapes for sorting to the cobblestone room. Ironically, the 
  fieldworkers and their wives would spend hours removing any grapes with 
  the faintest taint or rot. Once sorted into large wooden baskets, the grapes 
  would be taken through an archway to the crushing room (Area 3-B).
  Currently, a number of overturned carts and smashed baskets are in this 
  room. The smell of mold and must is more prevalent here than in the upper 
  parts of the chateau or outside. Four skeletal remains are in the corner of 
  the room. This is a party of failed adventurers. A few torches, some moldy 
  clothes and a few rusty weapons sit by their bodies. 
  One of the dead adventurers is a halfling with a large satchel. Within 
  the satchel are three bottles of white Chateau Gluant that are in fairly good 
  shape (75 gp each).
  Area 3-B: The Crushing Room (CR 3)
  This long and narrow room slopes downward almost 15 feet. Near the 
  archway entrance are two large wine presses. The presses are wooden 
  buckets that are 5 feet wide and 4 feet tall. Above one bucket is a large 
  metal plate. The other metal plate is currently on top of the other bucket. 
  Between the buckets is a large capstan large enough for four men to turn. 
  A system of ropes and pulleys high above hold each of the plates. When 
  in operation, one of the presses would be in use and connected to the 
  windlass. The plate would be lowered and pressure exerted with ropes 
  along the floor that attach to the capstan. The pomace would be pressed 
  and a barrel would be filled at the top of the slope through a large brass 
  spigot that sits at the bottom of the barrel. Since there is a slight slope, the 
  barrel is raised high enough off the slope to be level and to provide room 
  to fill. Thereafter, the barrel would be rolled down the slope to the barrel 
  room (Area 3-C). 
  The metal plate hanging in the air does not move unless a 
  rudimentary rope brake is loosened. The capstan then spins and the plate 
  unceremoniously falls, doing 5d6 points of damage to anyone standing in 
  the bucket. 
  The unengaged metal plate sits atop the other bucket. If the spigot is 
  turned, the barrel is damaged or the plate is re-engaged, then the wine 
  slime lurking in the barrel bursts out of the bucket and attacks the nearest 
  PC. This white Zinfandel wine slime is pinkish in hue and attacks with 
  pseudopods.
  WINE SLIME  
   
  CR 3 
  XP 800 
  hp 38 (see New Monsters at the end of this adventure)
  Area 3-C: The Barrel Room
  At the end of the long ramp in the crushing room (Area 3-B) is another 
  stone archway that leads into the barrel room. At one time, dozens of 
  barrels sat for years gently adding oak to the wine. 
  Unfortunately, with the cult drinking most of the wine and the damp 
  conditions introduced by their activities, the barrels in the room have 
  almost all spoiled into terribly acidic-tasting vinegar. While the vinegar is 
  not acidic enough to be classified as a weapon, it is still very unpleasant.
  If the PCs search the barrels for the “right stuff,” they have a 1–in–20 
  chance of finding a barrel of acceptable wine. Only 2 barrels out of 50 
  are still acceptable. These barrels contain 300 bottles of wine worth more 
  than 30,000 gp to the right buyer! The GM is encouraged to adjust this to 
  her campaign. It is possible that in the process of opening and tasting the 
  barrels that the PCs allow too much oxygen in, which fully oxidizes the 
  wine by the time they find a buyer.
  Area 3-D: The Bottling Room
  Adjacent to the barrel room (Area 3-C) is this bottling room. Barrels 
  would be placed on a wooden platform here and wine would be bottled by 
  hand. While the bottles were sealed with wax in this room, the winemaker 
  would later seal the bottles with the Gluant insignia. 
  A few cases of smashed bottles sit next to a couple of empty barrels 
  on the platform. Bags of cheap red candles also are nearby. However, the 
  most important part of the room is the pile of yellow powdery sulfur or 
  brimstone in the corner.
  The Gluants’ winemaking secret was the slight addition of sulfur to 
  the wines. The addition of sulfur preserved the wines and acted as an 
  antioxidant to prevent the ruining effects of oxygen. To those astute 
  enough to deduce it on a DC 15 Knowledge (dungeoneering) or similar 
  check, the sulfur is an exceptional tool against the oozes and slimes 
  infecting the chateau. 
  Sulfur is toxic and does 1d4 points of damage per 10 minutes if handled 
  carelessly. Properly handled, the sulfur does 2d6 points of damage per 
  round per handful to all slimes and oozes found in this chapter. A wheel 
  barrel full of sulfur is dumped in the corner of the raised platform. It is up 
  to the GM how many handfuls the PCs may appropriately take with them. 
  Area 3-E: Natural Cavern Entrance (CR 6)
  Beyond the barrel room is a rusty metal gate. The gate is ooze-encrusted 
  and rusted in place. It takes a DC 15 Strength check to open it. 
  Beyond the gate is a natural cavern that goes deeper into the bedrock 
  below the chateau. The cavern is only 10 feet tall and has a worn path 
  down the middle of the cave. A foul, rancid stench emanates from the 
  cavern. If the PCs open the gate, 10 slime zombies that are hidden (DC 
  12 Perception to spot) drop down on the PCs and attack. If successful, this 
  maneuver gives the slime zombies a +2 to their initiative check.
  HUMAN SLIME ZOMBIES (10) 
   
  CR 1/2
  XP 200
  hp 12 (see Area C, The Barn)
  Area 3-F: Temple of Lumastzu (CR 7)
  The temple is roughhewn from a natural domed cavern that stretches 
  40 feet above the floor. Stalactites remain dripping with ooze. The sludge 
  from the stalactites forms slippery pools around the floor. While some of 
  the dripping does evaporate, much remains. Movement at normal speed 
  is unimpeded. However, quick movement or combat requires a DC 10 
  Acrobatics check to avoid slipping and falling prone.
  A secret door (DC 20 Perception) on one cavern wall leads to the hidden 
  alcove (Area 3-G). The door is weighted to spring closed behind whoever 
  enters. It takes someone to divine or reason a solution (DC 12 Intelligence 
  check) to the crude sandbag and ropes on the other side to pry the door 
  open once through. In other words, if the entire party goes through the 
  door, there is not a way back to Area 3-F.
  The floor is roughly cut into a round theatre. Three concentric circles 
  surround a center stage. Each circle is five feet lower than the cavern floor 
  and mark where parishioners of this foul place would congregate to observe 
  the obscene rites. A stone stage stands 5 feet higher than the lowest circle.
  The stone stage is square with 50 feet to a side. The stage is covered 
  with arcane symbols and Abyssal script written in blood. Much of the 
  script has been worn off over the past few years, while the dripping sludge 
  from above has also erased some of the foul text. Rising from the stage is 
  a large stone bowl. The bowl is just over 60 feet in diameter and nearly 5 
  feet tall. The bowl has no markings and appears to be hewn from the same 
  stone as the blockish stage. The bowl fills most of the stage with only a 
  few feet to a side.
  Above the bowl are yards of rusty chains. The chains are connected to 
  a pulley high above the bowl. On the highest circle is a rusted winch. The 
  winch is rusted, crusted and inoperable. It is easy to deduce that the cult 
  lowered their sacrifices into the bowl.
  Within the bowl are the remains of the winemaker, the Gluants, the 
  workers, a few adventurers and the Cultus Limus. Lurking within the bowl 
  is a yellow ooze that grew larger with each sacrifice. Now it is almost 
  
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  Noble Rot
  
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  Quests of Doom: Bugs and Blobs
  
  15
  Noble Rot
  impossibly large. The yellow ooze is a variant black pudding.
  The yellow ooze thrusts out a pseudopod and attacks whenever PCs 
  are within 20 feet of the bowl. As discussed in Area 3-D, brimstone or 
  sulfur is a good way to dispatch the ooze. The bowl provides protection to 
  the ooze and functions as improved cover (+4 to AC). If the PCs attempt 
  to simply move to range and attack the ooze, the ooze “spills” out of the 
  bowl and lumbers toward the party. While this means that it must leave 
  its protective “shell,” it also won’t simply wait for the PCs to dispatch it.
  A search of the area (DC 12 Perception) finds tracks leading to the 
  secret door to the hidden alcove (Area 3-G).
  YELLOW OOZE (VARIANT BLACK PUDDING) 
  CR 7
  XP 3,200
  hp 105 (Pathfinder Roleplaying Game Bestiary “Black 
  Pudding”)
  Split (Ex) A yellow ooze is immune to slashing and fire 
  damage. Instead, the creature splits into two identical 
  oozes, each with half of the original’s current hit points 
  (round down). A yellow ooze with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points. 
  Area 3-G: Hidden Alcove
  Beyond the secret door as described in Area 3-F is a very narrow natural 
  hallway. Stalactites and stalagmites are throughout the area. A narrow, 
  3- to 4-foot-wide passage leaving the room curves slightly to keep Area 
  3-H out of view. This entire room is coated with thick yellow mucus that 
  decreases speed by half unless a PC makes a DC 15 Acrobatics check. If 
  the PC fails, he falls prone and is covered in the relatively harmless ooze.
  Hidden (DC 25 Perception) under a foot of hardened mucus next to a wall 
  is a bag of jewels. Inside the bag are various gemstones worth 1,500 gp.
  Area 3-H: The Ooze Demon (CR 6)
  The narrow corridor from Area 3-G ends in this cavern and marks the 
  end of this adventure as well. This chamber is a circular room 50 feet 
  across. The ground is level and the natural features of the cavern are hewn 
  away. At the entrance is a step down into a pool of calm yellow slime. A 
  small stone platform is in the middle of the floor. An idol made of gold, 
  rubies and ivory is on top of the platform and is sculpted like a woman 
  with a lioness head, donkey ears, nail-like fingers and bird talons. It is 
  worth 5,000 gp to the right buyer. Beyond the area of the chateau, the 
  idol radiates evil. Also, anyone possessing the idol is plagued by horrible 
  nightmares. Additionally, any diseases or poisons that afflict a PC while it 
  is in their possession last twice as long.
  At the feet of the idol are a number of offerings. From the dust present, 
  these offering were made long ago. The offerings include a skull with a 
  large ruby (150 gp) inside it, sacks of coins (750 gp), a +1 dagger, two 
  tomes (“Fine Wines and Winemaking” by Robin Peeker worth 115 gp and 
  “Fungi and I” by Jay Suchling), a large golden wine goblet encrusted 
  with lesser precious stones (500 gp), and a spellbook. The contents of the 
  spellbook are up to the GM.
  Anything touching the ooze causes it to retract. For 30 seconds it 
  retracts and forms an anthropomorphic shape next to the treasure. Damage 
  may be done to the ooze during this time at AC 10. However, the ooze fast 
  healing 10 during this dramatic entrance. After 30 seconds, Suey the ooze 
  demon attacks.
  SUEY THE OOZE DEMON  
  CR 6
  XP 2,400
  Advanced ooze demon (The Tome of Horrors Complete 171)
  CE Large outsider (chaotic, demon, evil, extraplanar) 
  Init –1; Senses darkvision 60 ft.; Perception +17
   
  AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
  hp 69 (3d10+36)
  Fort +10; Ref +1; Will +5
  DR 5/good or cold iron; Immune acid, critical hits, electricity, 
  paralysis, poison, polymorph, sleep, stunning; Resist cold 10, 
  fire 10; SR 14
   
  Speed 30 ft.
  Melee bite +12 (1d8+7), 2 claws +12 (1d6+7), slam +12 
  (1d8+7)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 5th; concentration +5)
  1/day—summon demon (level 3, 1d2 lesser ooze demons 
  35%)
   
  Str 24, Dex 8, Con 20, Int 10, Wis 10, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 23
  Feats Blind-fight, Power Attack, Toughness
  Skills Climb +16, Escape Artist +8, Intimidate +9, Perception 
  +17, Stealth +4, Survival +9
  Languages Abyssal; telepathy 100 ft.
  SQ acid
  New Monsters
  LIVING VINE 
  CR 3
  XP 800
  N Large plant
  Init +2; Senses low-light vision; Perception +0
   
  AC 12, touch 11, flat-footed 10 (+2 Dex, +1 natural, –1 size)
  hp 27 (6d8)
  Fort +5; Ref +4; Will +2
  Immune plant traits
   
  Speed 0 ft.
  Melee slam +7 (1d6+6 plus grab)
  Space 10 ft.; Reach 15 ft.
  Special Attacks constrict (1d6+6), pull (slam, 5 feet)
   
  Str 19, Dex 14, Con 10, Int —, Wis 10, Cha 3
  Base Atk +4; CMB +9 (+13 grapple); CMD 21
  WINE SLIME 
   
  CR 3
  XP 800
  N Huge ooze
  Init –2; Senses blindsight 60 ft.; Perception –2
   
  AC 6, touch 6, flat-footed 6 (–2 Dex, –2 size)
  hp 38 (7d8+14)
  Fort +4; Ref +0; Will +0
  Defensive Abilities split; Immune fire, ooze traits, slashing
   
  Speed 10 ft., climb 10 ft.
  Melee 2 slams +5 (1d8+2 plus intoxication)
  Space 15 ft.; Reach 15 ft.
  Special Attacks intoxication (DC 15, sickened 1 hour)
   
  Str 14, Dex 6, Con 15, Int —, Wis 6, Cha 1
  Base Atk +5; CMB +5; CMD +3
  Intoxication (Ex) A creature struck by a wine slime’s slam 
  attack must succeed on a DC 15 Fortitude save or suffer 
  alcohol intoxication. An intoxicated creature is sickened for 
  1 hour. This is a poison effect, so resistances and immunities 
  to poison apply. A neutralize poison removes the sickened 
  condition from an affected creature.
  Split (Ex) Slashing weapons and fire deal no damage to 
  a wine slime. Instead, the creature splits into two identical 
  slimes, each with half of the original’s current hit points 
  (round down). A wine slime with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points.
  
  16
  Quests of Doom: Bugs and Blobs
  Sometimes bugs are just bugs, and sometimes they are organized into 
  a hive mind that is just as smart as humans. Ants are just that. In battle, 
  the ant creates a horde of raging combatants that form a blur on all sides. 
  While typically peaceful unless threatened, should the nest be threatened, 
  ants create a scale of violence almost impossible to imagine as they sweep 
  ahead with a suicidal single-mindedness. Utterly devoted to duty, ants 
  never retreat from a confrontation — even in the face of certain death. The 
  engagements are brief and brutal. Working in teams, ants grab enemies, 
  holding them in place until one of the warriors advances and rips into the 
  captive’s body, leaving it smashed and bleeding.
  The adventure begins as a quest to recover (i.e.. steal) giant ant eggs for 
  a wizard from a giant anthill located near the town of Endhome. The real 
  treasure is the two-edged sword, a sword made of a rare and strange metal 
  that has amazingly powerful anti-magical properties. 
  This adventure is designed for up to 6 characters of levels 4–8. The 
  adventure can also be played (perhaps more effectively) by smaller groups. 
  In response to many requests from our fans, I designed the main encounter 
  mechanic to work well with groups of 2–3 characters of levels 6–8 — even 
  a solo adventure would work well in cases where the individual character 
  has very good climbing, trap-finding and stealth skills. Druids, barbarians 
  and rogues will fare best in cases where the groups are limited in size.
  This adventure is best played as a thinking adventure; hacking one’s 
  way through it is likely to result in death. 
  Starting the Adventure
  If the GM is using the Lost Lands setting by Frog God Games, the 
  anthill is located just south of the Penprie Forest near the city of Endhome 
  and along the banks of the Oldrock River. GMs using another setting 
  could place this adventure anywhere with virtually no modification. This 
  could require minor re-tweaking of the “finding the body” portion of the 
  adventure, but otherwise is playable anywhere.
  The GM can use a number of hooks to get the players involved with 
  this adventure. Rumors of a giant anthill “filled with treasure” could be 
  presented in the local watering hole, or perhaps a more direct method 
  could be employed. Bug-hunts such as this often lack treasure (as does 
  this one), so if incentive is lacking, several methods can be employed. 
  Potential Adventure Hooks include:
  • Player characters are hired to get giant ant eggs. A kindly old wizard, 
  perhaps a friend characters, needs these eggs for magical research. He 
  pays them 500 gp if they retrieve eggs for him. 
  • Player characters are geased by a not-so-kindly wizard to gather eggs 
  from the anthill. While not a very nice way to treat player characters, this 
  is about as truly old-school as you get. In fact, in the original white box 
  version of the game, virtually all wizards and clerics encountered used 
  geas and quest on player characters regularly. Alas, this is a different day 
  and age.
  • Legends speak of a powerful lord lost in battle with gnolls on the 
  fields of south of the Penprie Forest, very near where the giant anthill is 
  located. When reinforcements arrived to recover the dead, they found the 
  bodies being taken by giant ants. His family offers a reward of 1,000 gp 
  for recovery of his body (impossible, he was eaten) or 500 gp for recovery 
  of his plate armor. The armor is inscribed with his family crest — a pair of 
  unicorn heads entwined by vines and facing one another.
  • Herdsmen have complained about sheep going missing in the area. 
  They beg the player characters to investigate the cause and stop the loss 
  of livestock.
  Whatever the method used, the GM can find some way to encourage 
  the party to head toward the location of the anthill. Once there, they find 
  a dead body of a man wearing leather armor lying a few hundred yards 
  from the anthill. The man is on a small island of rock in the center of 
  the Oldrock River. His body is bloated and red, and his armor shows 
  significant signs of being “melted,” as if by some form of acid. 
  A partially melted short sword lies in his hand, and he wears a belt 
  pouch. Within the belt pouch is a journal. 
  Speak with dead or perusing the journal details that a wizard hired 
  the man and his friends to retrieve giant ant eggs — in fact, they were 
  offered 500 gp, with a 500 gp bonus should they get a royal queen egg. 
  They fought their way into the nest, soon realizing they could never win 
  a battle with all the ants. Eventually, their druid used his magic to make 
  them invisible to the ants, and while working their way down into the 
  egg chambers, they discovered a series of cut caverns and worked stone 
  tunnels and chambers. In it, they found a strange vault of carved stone 
  covered with ancient, mystic writings. For some reason, the druid’s magic 
  failed, as did that of their wizard and their priest, and the ants returned 
  with a vengeance and attacked.
  They tried to run out, dropping most of their equipment in an attempt to 
  run faster. The man was stung several times by the warriors, but made it 
  out and sought refuge in the river where the ants would not follow. His last 
  entry states that he is in great pain, and hopes that a short rest will allow 
  him to recover. He died of the poison.
  The journal also notes that the workers seemed docile enough at first, 
  and that the warriors, while quite aggressive, were fairly slow moving. It 
  also contains a rough map, indicating that the entrance leading to Area 2 
  is the one used by him and his comrades.
  The anthill itself rises up 40 feet above the plain. Multiple entrances 
  can be seen, some with ants moving in and out of them. Careful inspection 
  reveals that the ants are not active outside at night. The area around the 
  anthill is heavily defoliated for approximately a mile around. If approached 
  during daylight hours, intruders are investigated by a party consisting of 
  3d6 workers, 1d6 warriors and 1 bomber ant.
  Giant Ants and the Hive Mentality
  Before I go into the adventure itself, the GM should understand certain 
  general information that governs the whole of the ant lair. Members 
  operate without a power hierarchy or permanent leader. Colonies are 
  decentralized, with workers that individually know little making combat 
  decisions that nonetheless prove effective at the group level without 
  oversight — a process called swarm intelligence. Different varieties of 
  ants are described, and different conditions exist depending on player 
  character (or random event) actions that occur, as well as the type of 
  terrain (e.g. the portion of the hive) that encounters with ants could occur 
  in all play a factor in their behavior.  
  During the course of the adventure, the player characters can encounter 
  5 different kinds of ants. A successful DC 10 Knowledge (nature) check 
  means a character is familiar with ant behavior and is aware of the 
  following information.
  Most of these ant stat blocks can be found in the Pathfinder Roleplaying 
  Game Bestiary, but since they are encountered so frequently in this 
  adventure their full stat blocks are replicated here for convenience. The 
  ant kinds are:
  Of Ants and Men
  By Bill Webb
  
  17
  of ants and men
  Workers: These are sterile females which do the bulk of the heavy 
  lifting, hive construction, and expansion and food gathering for the 
  colony. The workers present in this colony are not particularly aggressive, 
  and, absent pheromones being released indicating that “the hive is in 
  trouble,” generally won’t attack a creature that enters the hive, unless it 
  is another ant. Lacking a poison sting, these ants typically approach any 
  intruders and “smell them” using their antennae. While it may seem at first 
  that a player character is being attacked, these ants do not aggressively 
  bite anything moving about unless attacked first. In combat, these ants 
  typically grab a leg or an arm and hold on with grapple checks while the 
  warriors attack the held opponent. There are 900 workers in this hive. 
  Each week, 10d6 more join the hive to replace slain comrades.
  GIANT WORKER ANT 
   
  CR 1
  XP 400
  Pathfinder Roleplaying Game Bestiary, “Ant, Giant”
  N Medium vermin
  Init +0; Senses darkvision 60 ft., scent; Perception +5
   
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 18 (2d8+6 plus 3)
  Fort +6; Ref +0; Will +1
  Immune mind-affecting effects
   
  Speed 50 ft., climb 20 ft.
  Melee bite +3 (1d6+2)
   
  Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
  Base Atk +1; CMB +3; CMD 13 (21 vs. trip)
  Feats ToughnessB
  Skills Climb +10, Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival
  Warriors: These ants are 5–6 feet long and much more aggressive than 
  their worker sisters. In addition to a nasty bite, these ants have a poison 
  sting. Also sterile females, these ants are the organizers of colony-wide 
  resistance and attack. Attack groups typically are organized into groups 
  of 1 warrior with 6 workers that attack single opponents as a group. 
  The probability of attack depends on several factors if a warrior ant is 
  approached within 50 feet. There are 120 warriors in this hive. Each week, 
  4d6 more join the hive to replace slain comrades.
  GIANT ANT 
   
  CR 2
  XP 600
  Pathfinder Roleplaying Game Bestiary, “Ant, Giant”
  N Medium vermin
  Init +0; Senses darkvision 60 ft., scent; Perception +5
   
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 18 (2d8+6 plus 3)
  Fort +6; Ref +0; Will +1
  Immune mind-affecting effects
   
  Speed 50 ft., climb 20 ft.
  Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)
   
  Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
  Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)
  Feats ToughnessB
  Skills Climb +10, Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival
   
  Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save
  Drones: These winged male ants are fairly rare outside of the 
  queen’s chamber, and quite short-lived (she eats them). They exist 
  only to procreate, only mobilizing to fight if the hive is attacked. They 
  are quite large, but lack the poison sting of the warriors. There are 16 
  drones in this hive. Each week, 1d6 more join the hive to replace slain 
  comrades.
  DRONE ANT 
   
  CR 3
  XP 800
  Pathfinder Roleplaying Game Bestiary, “Ant, Giant”
  N Medium vermin
  Init +2; Senses darkvision 60 ft., scent; Perception +7
   
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 25 (2d8+10 plus 3)
  Fort +8; Ref +2; Will +3
  Immune mind-affecting effects
   
  Speed 50 ft., climb 20 ft., fly 30 ft. (average)
  Melee bite +5 (1d6+4 plus grab), sting +5 (1d4+4)
  Special Attacks poison
   
  Str 18, Dex 14, Con 21, Int —, Wis 17, Cha 15
  Base Atk +1; CMB +5 (+9 grapple); CMD 17 (25 vs. trip)
  Feats ToughnessB
  Skills Acrobatics +2 (+10 to jump), Climb +12, Perception +7, 
  Survival +7; Racial Modifiers +4 Perception, +4 Survival
   
  Poison (Ex) Sting—injury; save Fort DC 16; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save
  Drone Ant
  Giant Ant
  Giant Worker Ant
  
  18
  Quests of Doom: Bugs and Blobs
  Bombers: These ants look like workers with large hind ends. Really 
  large hind ends. These Sir Mix-A-Lot inspired critters have a terrible 
  special attack. They are basically suicide bombers that unleash a caustic 
  poison in a 10-foot radius, covering everything near them in the same 
  poison as if one were stung by a warrior. These creatures are also fairly rare 
  in the hive, and are non-aggressive unless directed by a warrior to attack 
  or if they sense the hive is threatened through release of pheromones. 
  There are 60 bombers in this hive. Each week, 2d6 more join the hive to 
  replace slain comrades.
  GIANT BOMBER ANT 
   
  CR 2
  XP 600
  Pathfinder Roleplaying Game Bestiary, “Ant, Giant”
  N Medium vermin
  Init +0; Senses darkvision 60 ft., scent; Perception +5
   
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 18 (2d8+6 plus 3)
  Fort +6; Ref +0; Will +1
  Immune mind-affecting effects
   
  Speed 50 ft., climb 20 ft.
  Melee bite +3 (1d6+2)
  Special Attacks death throes (10 ft. radius, poison)
   
  Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
  Base Atk +1; CMB +3; CMD 13 (21 vs. trip)
  Feats ToughnessB
  Skills Climb +10, Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival
   
  Poison (Ex) Death throes—contact; save Fort DC 14; 
  frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
  The Queen: Her Majesty resides in her throne chamber, and basically 
  sits there, mating with drones and making eggs. The queens are the 
  center of colony life because they reproduce. They do not lead troops or 
  organize labor. Several queen eggs are always hidden in other chambers 
  at any given time in case she is slain or dies. While she lives, queen-
  bearing eggs are brought to her and devoured. The queen is always 
  accompanied by 3d10 workers and 2d6 warriors. Only one queen exists. 
  If she is slain, another is born within 1d2 days, growing to full size in 
  6 weeks.
  This queen ant is unusual in that she is intelligent, and is treated as if 
  she were the recipient of an awaken spell. Thus, she is counted as being 
  a magical beast, and, not being mindless, she has skills and feats. These 
  extra abilities make her CR 5.
  QUEEN ANT  
   
  CR 5 
  XP 1,600 
  hp 50 (see New Monster at the end of the adventure)
  Hive Conditions
  Certain conditions determine how the hive reacts to intrusion by 
  outsiders such as the player characters. These include:
  The Hive is at Peace
  This is the standard condition of the hive. Normal attack chances occur 
  if any intruders are present. The worker ants touch and sniff anything 
  within reach, but do not physically attack unless attacked or directed by 
  a warrior. Drones and bombers just ignore intruders unless a warrior is 
  present and hostile. The warriors’ base chance of immediate attack on 
  anything within 50 feet is 20%, modified as follows:
  Circumstance
  Modifier
  Player Character within 20 feet
  +05%
  2–3 player characters within 20 feet
  +20%
  4–5 player characters within 20 feet
  +40%
  6+ player characters within 20 feet
  +60%
  Hive in trouble! (One or more ants is killed within 
  500 feet of the hive)
  +90%
  Another giant ant (e.g. polymorphed character)
  +100%
  Within 200 feet of queen’s chamber
  +30%
  Within queen’s chamber
  +100%
  Silence spell on character
  –40%
  Invisibility spell on character
  –40%
  Character in stealth mode
  –30%
  Character tosses sweet food (e.g. honey, sugar 
  or aphid jelly)
  –30%
  Character is coated in giant beetle guts
  –50%* 
  Character slays an ankheg or bulette
  –75%** 
  *There is a 50% chance if not attacked that the warrior 
  sprays the player character with pheromones, making it 
  “one of the gang” unless they attack an ant or enter the 
  queen’s chamber.
  **There is a 50% chance if not attacked that the warrior 
  sprays the player character with pheromones, making it 
  “one of the gang” unless they attack an ant or enter the 
  queen’s chamber.
  The Hive is in Trouble!
  This occurs if one or more ants is slain within 500 feet of the hive. 
  This causes the slain ant to release pheromones that indicate the hive is 
  under attack. Note that instant kills, such as by cloudkill, fireball, etc. do 
  Giant Bomber Ant
  Queen Ant
  
  19
  of ants and men
  not allow the ant to release this warning. Should this occur, all outsiders 
  are treated as hostile, and the ants organize and attack. While some of 
  the workers that first reach the attacking force try to delay or subdue the 
  intruders, another group does not join the fight immediately, but instead 
  returns home, leaving an odor trail behind. When they arrive home, they 
  warn their nest mates by moving their bodies back and forth, and touching 
  the antennae of the other ants with their own antennae. This gathers 6d6 
  workers, 3d6 warriors and 1d6 bombers as reinforcements to join the 
  fight. If they are slain or losing, another batch of the same numbers arrives 
  every 10 minutes thereafter. Another cause of war is one colony (basically 
  anything that is or resembles a giant ant) entering the territory of another.
  Famine!
  This situation occurs if the aphid nest or the fungus garden is destroyed 
  after a 1-week delay. In this case, workers attack at the same probability 
  as warriors. All the remaining ants remain unchanged.
  Four Areas — One Hive
  Nearly all of the hive area is un-numbered areas. These tunnels and 
  chambers are full of random ants, and little else. Numbered locations are 
  described specifically at the end of this section. Movement through the 
  hive absent the map in Area 2 is rather random, as it is a huge, trackless 
  maze. Each minute, roll 1d20 on the following chart to determine what the 
  player characters find. Encounters are dictated in each level description. 
  Following the map (or using a find the path spell or equivalent) uses 60 of 
  these features (as selected by the GM), but always encounters Areas 3, 5 
  and 6, and terminates in Area 8.
  1
  Pathway up to the surface, requires crawling (1–9) 
  or can be walked (10) out of (into keyed Areas 1 
  or 2). Applies only in the Upper Hive; otherwise, it 
  moves the party up one level.
  2–4
  Tunnel continues 100 feet at a flat slope.
  5–6
  Tunnel continues, but reduces in size (anything 
  larger than a halfling must crawl).
  7–8
  Opens into a chamber of 10d10 feet in diameter 
  with 1d3 exits. 
  9–10
  Opens into a chamber of 5d10 feet in diameter 
  with 1d3–1 exits.
  11–12
  Dead-ends.
  13–14
  Opens into a numbered area (determine 
  randomly) from the keyed area.
  15–16
  Tunnel slopes up or down at a steep slope for 100 feet.
  17
  Obstacle blocks path: deep deadfall (01–25); 
  sheer cliff of 10–60 feet (26–50); partial blockage 
  requiring crawling (51–75); or collapsed tunnel 
  (76–00). This requires the GM to improvise to some 
  degree, and allows player characters to use climb 
  or other skills
  18–19
  Tunnel leads down to the next level
  20
  Tunnel leads deep into the earth (GM’s choice of 
  where this leads)
  Entrance and Upper Hive
  The entrance and upper levels of the hive consist of dirt tunnels and 
  chambers dug out by the tireless labor of the workers. These tunnels 
  typically are 6–10 feet in diameter and are composed of hard packed earth. 
  Eleven surface entrances lead down into the hive, and these lead into 
  chambers full of workers and the occasional other ant. Only the entrances 
  leading to Areas 1 and 2 are passable by anything larger than a halfling 
  unless one crawls inside. If using the map, this area requires 20 minutes 
  to traverse.
  In this area, wandering monsters check must be made once per minute 
  by rolling on the following table.
  1–9
  1d3 worker ants
  10–11
  1 warrior and 1d6 worker ants
  12
  1 drone
  13
  1d6 warriors, 1 bomber and 2d6 worker ants
  14–19
  No encounter
  20
  Intruder!
  Worker Ants: These ignore all beyond 20 feet (roll 6d6 for distance); 
  otherwise, they behave as described above. They typically carry leaves 
  and sticks or other food items.
  Warrior Ants: These behave as described above.
  Drones: These ignore intruders unless commanded to attack by a 
  warrior.
  Intruder: This is 1d6 ankhegs (50% chance), 1d6 giant boring beetles 
  (see Area 6) (35% chance) or a bulette (15% chance) here to eat ants (and 
  anything else). They attack anything they encounter. Note that covering 
  oneself in beetle guts, or defending the ants against the larger predators 
  can have positive consequences. Any intruder encounter automatically 
  draws an encounter as if 13 was rolled after 5 rounds of combat.
  Keyed Areas in the Upper Hive
  Area 1. Are Those Big Grasshoppers?  
  (CR 8+ . . . but with help if the PCs leave 
  the ants alone!)
  The tunnel entrance at this location seems devoid of ants. The walls 
  and ceiling of this 20-foot-diameter hole are made of the same compacted 
  earth as the rest of the entrances, but the floor seems freshly dug and soft. 
  Carefully inspecting the floor reveals that various bits and pieces of ants 
  (legs, a thorax or two) are mixed in with the soft dirt piles. The odd leg or 
  A Note on Using Area of Effect 
  or “Kill the Hive” Spells
  Use of spells such as fireball and lightning bolt in dirt tunnels 
  can be very dangerous. Any use of large destructive spells within 
  a tunnel or chamber has a chance of causing a collapse within 
  its area of effect equal to the points of damage done by the spell 
  (assuming no save). This area has a 25% chance to expand 50% 
  in all directions. Hence, if an 8-die fireball is cast in a 40-foot 
  chamber doing 32 points of damage before saves are calculated, 
  the 20-foot area centered on the burst area collapses 32% of the 
  time, with the area expanding to a 30-foot-diameter area on a 
  second roll of 25% or less. 
  “Kill the hive” spells such as cloudkill can certainly wipe out a 
  large number of ants. Keep in mind the area of effect and duration 
  of the spell, as the vast size of this place would only allow a small 
  portion of the hive to be killed. One nice effect of spells that cause 
  instant death is that they prevent ants from releasing “The Hive is 
  in Trouble” pheromones. 
  
  20
  Quests of Doom: Bugs and Blobs
  antennae sticks out of the piles.
  The tunnel leads to a chamber 60 feet across with large piles of rock and 
  earth blocking all other exits. Four rounds after the chamber is entered, 6 
  ankhegs break through the floor and attack anything within the chamber 
  (unless it was entered by someone under magical silence). This in turn 
  draws 1 battle group of ants every minute, starting on the 5th round of 
  combat. A battle group consists of 3d6 workers, 1d6 warrior and 1 
  bomber ant. 
  The ants have largely abandoned this entrance, blocking access from 
  below after deciding that losses were too high to defeat the ankheg nest. 
  That being said, should sounds of battle emanate from here, the ants join 
  in the fray. Player characters who are carefully observant notice that 
  while the ants attack the ankhegs, none attacks the player characters. If 
  any player character attacks an ant, they are sprayed with a pheromone 
  indicating they are hostile — and all ants automatically attack them for 
  1 hour.
  ANKHEGS (6) 
   
  CR 3
  XP 800
  hp 28 (Pathfinder Roleplaying Game Bestiary “Ankeg”)
  GIANT WORKER ANTS (3d6) 
   
  CR 1
  XP 400
  hp 18 (see Giant Ants and the Hive Mentality)
  GIANT ANTS (1d6) 
   
  CR 2
  XP 600
  hp 18 (see Giant Ants and the Hive Mentality)
  GIANT BOMBER ANT 
   
  CR 2
  XP 600
  hp 18 (see Giant Ants and the Hive Mentality)
  Ankheg Tactics: Ankhegs gain automatic surprise on the first round of 
  combat except against someone with mining skills or a dwarf. They burst 
  through the ground and attack using their bite immediately. Each round 
  thereafter, an ankheg has a 25% chance of spitting acid and a 75% chance 
  of attacking physically. If wounded over 50%, an individual ankheg 
  retreats underground and burrows away.
  Ant Tactics: The ants attack individual ankhegs in groups of 6 
  worker and 1 warrior, with extra workers aiding their “allies” (the player 
  characters) until a total of 7 creatures are on a single ankheg. The bomber 
  ant heads toward the farthest away ankheg and explodes on it. To help run 
  this combat, you might want to let your players each run a worker ant or 
  two (or three) in addition to their character. Of course, if the PCs attack the 
  ants, this option is off the table…
  Development: Should the player characters help the ants defeat the 
  ankhegs, any surviving warriors (roll for each) has a 50% chance of 
  approaching one individual player character (it seems aggressive, but is 
  not) rear end first and spraying a pheromone on them. This spray lasts 1 
  hour, and prevents the individual player character from being attacked by 
  any ants unless the queen’s chamber is entered or the player characters is 
  within 10 feet of an ant killed (releases a counter pheromone that labels 
  the individual an enemy) by the player characters or an ally. 
  Area 2. Dead Dudes (CR 4−10)
  This large tunnel entrance (8 feet in diameter) leads 40 feet down at a 
  10% slope and opens into a 40-foot-diameter chamber. During daylight 
  hours, it contains 3d6 worker ants. It is abandoned during the night. The 
  far wall is spattered with blood and bits and parts of nonedible adventuring 
  equipment. Present in the chamber are the following:
  A spear head, 2 daggers (one is bent and corroded and has the broken 
  condition), a mace head, a completely destroyed suit of plate armor, a 
  shredded (and very bloody) suit of chain armor (also broken), a metal 
  shield (missing its leather straps)
  An iron box containing two potion bottles (potion of flying and potion 
  of levitation)
  An ivory scroll tube containing a map of the best path through the 
  middle levels leading to the worked stone area and the sword vault. Travel 
  using the map takes 1 hour to reach the stone tunnel area. Ants and other 
  creatures encountered on the map path include wandering monsters as 
  well as Areas 3, 5 and 6.
  No organic or body parts are here, as everything edible was picked 
  clean by worker ants. 
  GIANT WORKER ANTS (3d6) 
  CR 1
  XP 400
  hp 18 (see Giant Ants and the Hive Mentality)
  The Middle Hive
  Dozens of tunnels and chambers fill this area, most full of workers. 
  This creates a maze that makes it almost impossible to follow without 
  a map or spell indicating the correct way to go. This area contains the 
  “cow farms” of giant aphids. Random wandering through this area 
  likely leads to certain doom, as eventually the player characters are 
  attacked by a warrior, forced to defend themselves, and are either 
  killed or kill an ant (creating a “Hive is in Trouble” situation). If 
  using the map, this area requires 30 minutes to traverse.
  In this area, wandering monsters check must be made once per 
  minute by rolling on the following table.
   
  1–9
  1d3 worker ants
  10
  1 bomber
  11
  1 drone, 1d2 warriors, 1 
  bomber and 1d6 worker 
  ants
  12–19
  No encounter
  20 
  Intruder!
  Worker 
  Ants: 
  These 
  ignore 
  all 
  beyond 20 feet (roll 8d6 for distance for 
  all encounters [in feet]); otherwise, they 
  
  21
  of ants and men
  behave as described above. They typically carry chunks of dirt or rocks, 
  aphid jelly or other food items.
  Warrior Ants: These behave as described above.
  Drones: These ignore intruders unless commanded to attack by a 
  warrior.
  Intruder: This is either 1d4 ankhegs (35% chance), 2d6 giant boring 
  beetles (see Area 6) (50% chance) or a bulette (15% chance) here to eat 
  ants (and anything else). They attack any they encounter. Note that covering 
  oneself in beetle guts, or defending the ants against the larger predators can 
  have positive consequences. Any intruder encountered automatically draws 
  an encounter as if 11 was rolled after 5 rounds of combat.
  Keyed Areas in the Middle Hive
  Area 3. The Aphid Nest (CR 4–10)
  This chamber is 200 feet in diameter and is filled in the center with 
  torn up bits of plants and branches covered in leaves. At any given time, 
  3d6 worker ants are present here, running aphid puke out of the chamber 
  to warriors and the queen at regular intervals. This area represents the 
  primary delivery area for outside vegetation brought in by the workers 
  each day. In addition to all the greenery, approximately 200 giant aphids 
  rove about the chamber munching way on the leaves and branches. The 
  aphids ignore intruders unless touched (or attacked), in which case they 
  regurgitate a sticky, sweet substance on the ground (gallons) and squeak 
  and retreat from the one contacting them. The aphids are harmless. If 
  attacked, they do not defend themselves. A giant aphid has AC 12, touch 
  10, flat-footed 12 (+2 natural) and has 11 hp.
  These giant aphids are used as cows by the ants. The aphids secrete a 
  sweet substance called honeydew that ants prize as food. This substance 
  consists of partially digested, highly concentrated plant sap and other 
  wastes, and is excreted by the aphids. These aphids have a symbiotic 
  relationship with the ants that resembles the relationship of domestic 
  cattle to humans, hence the name “ant cows” for aphids. The ants tend 
  the aphids, transporting them to their food plants at the appropriate stages 
  of the aphids’ life cycle and sheltering the aphids. The aphids, in turn, 
  provide honeydew for the ants.
  Should all the aphids be slain, the ants go into “famine” mode as 
  described above. Note that the aphids do not release ant pheromones, nor 
  do the worker ants present react to aphids being killed.
  GIANT WORKER ANTS (3d6) 
   
  CR 1
  XP 400
  hp 18 (see Giant Ants and the Hive Mentality)
  Treasure: Careful digging around in the dirt piles reveals a few 
  pieces of plate armor. One of these (a breastplate) is inscribed with the 
  family crest of the dead noble slain in battle (see adventure hooks). One 
  could also obtain a bunch of honeydew and use it to pacify warrior ants 
  (1 gallon pacifies an ant if offered before it attacks) if containers are 
  available.
  Area 4. Bombs Away! (CR 8–13)
  This is the nesting area for the hive’s bomber ants. At all times,  
  6d6 bomber ants are present here. They are generally nonaggressive 
  and slow moving. The ants segregate them to avoid “accidents” should 
  
  22
  Quests of Doom: Bugs and Blobs
  they accidentally pop. The ants only bother intruders if attacked or if 
  the hive is on alert due to famine or war pheromones. If any player 
  character bears hostility pheromones, this area is very dangerous. 
  Otherwise, the bomber ants just sit still, resting, and do not even sniff 
  or investigate intruders (its tiring carrying around that big butt!).
  GIANT BOMBER ANTS (6d6) 
   
  CR 2
  XP 600
  hp 18 (see Giant Ants and the Hive Mentality)
  Area 5. Eeek! It’s a Mushroom (CR 9–11)
  This chamber is made of packed dirt and spans an area of roughly 100 
  feet in diameter. It is completely covered with hundreds of mushroom 
  growths the ants use as food. Some of the growths are as small as a few 
  inches high and some are as large as a man. There are always 3d6 worker 
  ants here. Several species of very large fungus are in the center of the 
  cave. Two of these are of note:
  Large grayish, 4-foot-tall brown mushrooms are present in a 10 foot 
  area. Careful inspection from afar reveals that the dead and rotted bodies 
  of several worker ants are present in a decaying state near their base. 
  These 6 mushrooms are a form of violet fungus. They move and attack 
  anything that comes within 10 feet. The ants are oblivious to the danger 
  they pose.
  Two large silver-and-red mushrooms stand in a small wet area near the 
  center of the cavern. These are 2 shriekers. If anyone approaches within 
  10 feet, they sound off, causing a wandering monster check with +12 on 
  the roll (ants are used to the noise, but other creatures see this as a dinner 
  bell!). 
  Should the fungus all be destroyed, the famine condition described 
  above applies to the colony.
  GIANT WORKER ANTS (3d6) 
   
  CR 1
  XP 400
  hp 18 (see Giant Ants and the Hive Mentality)
  VIOLET FUNGI (6) 
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Violet 
  Fungus”)
  Area 6. Raid! (CR 9)
  This is more of a fixed encounter than it is a room. At some point 
  in the exploration, the player characters encounter a mass melee 
  between giant boring beetles and ants. When the player characters 
  enter the room, 12 workers, 7 warrior ants, and 2 bombers are 
  fighting 7 giant boring beetles. These beetles have developed a taste 
  for giant ant and burrowed here to get a meal. Similar to the ankheg 
  encounter, this encounter provides an opportunity for the player 
  characters to become “one of the gang” with the ants for a short 
  period of time and facilitate passage through the hive. Once again, 
  the ants do not attack the player characters unless attacked and treat 
  them as allies in this fight.
  GIANT BORING BEETLES (7) 
   
  CR 3
  XP 800
  The Tome of Horrors Complete p. 56
  N Large vermin
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 15, touch 9, flat-footed 15 (+6 natural, -1 size)
  hp 30 (4d8+12)
  Fort +7; Ref +1; Will +1
  Defensive Abilities hive mind; Immune mind-affecting effects
   
  Speed 20 ft.
  Melee bite +6 (2d6+6)
  Space 10 ft.; Reach 5 ft.
   
  Str 18, Dex 10, Con 16, Int —, Wis 10, Cha 9
  Base Atk +3; CMB +8; CMD 18 (26 vs. trip)
   
  Environment temperate forests
  Organization cluster (2–5), swarm (6-–1), or hive (12–19 plus 
  2–8 shriekers)
  Treasure none
   
  Hive Mind (Ex) All boring beetles within 1 mile of each 
  other are in constant communication. If one is aware of a 
  particular danger, they all are. If one in the group is not flat-
  footed, then none of them are. No boring beetle in a group 
  is considered flanked unless all of them are.
  GIANT WORKER ANTS (12) 
   
  CR 1
  XP 400
  hp 18 (see Giant Ants and the Hive Mentality)
  GIANT ANTS (7)  
  CR 2
  XP 600
  hp 18 (see Giant Ants and the Hive Mentality)
  GIANT BOMBER ANTS (2)  
  CR 2
  XP 600
  hp 18 (see Giant Ants and the Hive Mentality)
  Beetle Tactics: Being far larger than the ants, the beetles try to quickly 
  kill anything non-beetle that they can and move onto the next victim. If 
  the beetles win the combat, they take anything killed to devour. 
  Ant Tactics: The ants attack individual beetles in groups of 6 
  workers and 1 warrior, with extra warriors or workers aiding their 
  player character “allies,” until a total of 7 creatures are on a single 
  beetle. The bomber ant heads toward the ankheg that is farthest away 
  and explodes. As before, you can let your players run some of the ants 
  in this encounter.
  
  23
  of ants and men
  Afterword: Should the player characters help the ants defeat the beetles, 
  any surviving warriors (roll for each) has a 50% chance of approaching 
  one individual player character (it seems aggressive, but is not) rear end 
  first and spraying a pheromone on them. This spray lasts for 1 hour and 
  prevents that player character from being attacked by any ants unless the 
  queen’s chamber is entered or if the player character is within 10 feet of 
  an ant when it is killed (the counter pheromones released with the ant’s 
  death labels the individual an enemy). Anyone smeared with beetle guts is 
  treated as if he had the friendly pheromone for 1 hour as well.
  The Lower Hive 
  and Queen’s Chambers
  This area features more aggressive warrior ants as well as several 
  areas central to the adventure. The warrior and drone ants here are 
  always aggressive (+30%), and usually attack anyone not coated in 
  beetle guts or friendly pheromones. One ant always runs immediately to 
  the queen’s chambers to warn the ants of intruders, even if the intruders 
  have the correct smell. If using the map, this area requires 10 minutes 
  to traverse.
  In this area, wandering monster checks must be made once per minute 
  by rolling on the following table:
  1–7
  1d6 worker ants
  8–10
  1d6 solder ants
  11–15
  1d6 warriors and 2d6 worker ants
  16–19
  No encounter
  20
  Intruder!
  Worker Ants: These ants ignore all beyond 20 feet (roll 8d6 for 
  distance for all encounters [in feet]), otherwise they behave as described 
  above. They typically carry aphid jelly.
  Warrior Ants: These behave as described above.
  Drones: These ignore intruders unless commanded to attack by a 
  warrior.
  Intruder: This encounter is with 1d4 ankhegs (15% chance), 2d6 
  giant boring beetles (see Area 6) (35% chance) or a bulette (50% 
  chance) here to eat ants (and anything else). They attack anything they 
  encounter. Note that covering oneself beetle guts or defending the ants 
  against the larger predators can have positive consequences. Any intruder 
  encounter automatically draws an encounter as if 11–15 was rolled after 
  5 rounds of combat.
  Keyed Areas in the Lower Hive
  Area 7. The Queen’s Chamber (CR 9+ if the 
  players feel like fighting lots and lots of ants!)
  This 200-foot-by-200-foot square chamber is constructed of cut stone 
  and has been commandeered by the ant queen as her throne chamber. Nine 
  exits lead out of the room at various places, none of which is big enough 
  for anything larger than a halfling to crawl, except the stone passageway 
  that leads to Area 8. The ceiling is 20 feet high and also made of cut and 
  mortared stone.  The room is filled with thousands of eggs, as well as 
  pools of honeydew and choice tidbits of animal flesh, plant matter and 
  fungus. There are always 2d6 warriors, 1d6 drones and 3d10 worker 
  ants here, as well as the hive’s unusually intelligent queen. Note that all 
  warriors here are elite and have maximum hit points.
  As the center of intelligence for the any colony, the queen directs the 
  warriors to position themselves in front of her and on her sides. She does not 
  order them to immediately attack, preferring to wait until she sees how PCs 
  react. During this time, 2d6 workers scurry off to gather reinforcements. A 
  total of 1d3 battle groups (3d6 workers and 2d6 warrior ants) arrive each 
  minute after the first. No bombers come to this chamber.
  GIANT WORKER ANTS (3d10) 
   
  CR 1
  XP 400
  hp 18 (see Giant Ants and the Hive Mentality)
  GIANT ANTS (2d6) 
   
  CR 2
  XP 600
  hp 25 (max hp) (see Giant Ants and the Hive Mentality)
  DRONE ANTS (1d6) 
   
  CR 3
  XP 800
  hp 25 (see Giant Ants and the Hive Mentality)
  QUEEN ANT 
   
  CR 5
  XP 1,600
  hp 50 (see Giant Ants and the Hive Mentality)
  Development: This room can either be a boon or a deathtrap. Note 
  that pheromone spray of any kind does not fool the queen. She recognizes 
  intruders for what they are. Tactics that can be employed here are to either 
  1) present an offering of sweet food to the queen, then back off slowly 
  and leave, or 2) converse with the queen. Although she cannot speak any 
  language, she understands Common and can communicate with gestures and 
  body language. Understanding the queen requires a successful DC 15 Sense 
  Motive check. Any other tactics or actions result in the entire hive coming 
  down and attacking intruders. The queen is suspicious, but should the player 
  characters have beetle guts or pheromones indicating they have helped the 
  hive, she likely lets them pass, assuming they are suitably deferent.
  As long as the player characters persuade her that a) they mean no 
  harm and b) are not stealing eggs, they are either left to wander (if they 
  have fought the ankhegs, beetles or bulette) or are attacked and eaten. It is 
  possible that the queen would send them (under threat of death) to deal with 
  the bulette in Area 10, as she has lost too many warriors attempting to rid 
  her hive of it. If asked for eggs, she indicates that if the bulette is killed, she 
  will grant a boon of 10 royal eggs (she would have just eaten them anyway, 
  as a new queen is a potential rival and not tolerated). If this is the case, she 
  sends a warrior ant to guide the player characters to Area 9 and allows them 
  to take 10 eggs. Roleplaying with the queen and the player characters can 
  be a fun experience and is largely left to the individual GM. She is haughty 
  and highly intelligent. She knows nothing of the sword vault and directs her 
  minions to avoid the area as many were killed while examining it.
  The queen has no treasure.
  Area 8. Tunnels of Stone
  Eventually, either by luck or by using the map from Area 2, the player 
  characters find this area. The dirt-and-mud tunnels suddenly change to a 
  mud-brick, mortared stone complex. This area is obviously constructed 
  by men, not ants. The entrance to these tunnels is where the ants dug to, 
  and the room here is 30 feet square, with exits straight ahead (to Area 7) 
  and the left (to the Dungeon of the Sword). The left tunnel runs 60 feet 
  straight and ends in a staircase going down.
  Area 9. Royal Eggs (CR 7)
  This chamber is made of dirt like the rest of the ant hive. The chamber 
  itself is 40 feet in diameter and has no other exits. There are always 6 
  warrior ants here. Only warrior ants are allowed to transport royal eggs, 
  and these stand guard in case the queen is killed, in which case a drone is 
  summoned to fertilize three of them. The eggs are allowed to hatch, and 
  the infant queens then fight a three-way duel to the death with the survivor 
  becoming the new queen. Thirty royal eggs are here.
  GIANT ANTS (6)  
  CR 2
  XP 600
  hp 25 (max hp) (see Giant Ants and the Hive Mentality)
  
  24
  Quests of Doom: Bugs and Blobs
  Area 10. Bite the Bulette (CR 7)
  The solid stone tunnel leading to this area is nearly devoid of ants, with 
  only a half dozen workers at 30-foot intervals along its 180-foot length. 
  The workers stand motionless, not even bothering to sniff intruders unless 
  the bulette makes an appearance. The end of the tunnel opens into a stone-
  and-dirt walled chamber 100 feet in diameter. Unlike the other chambers 
  in this place, this one has a stone ceiling covered with stalactites, although 
  its floor is dirt. Bits of the fallen limestone cover the floor in small piles, 
  and water drips down, making the floor somewhat muddy and slippery.
  There is a 20% chance that the bulette is asleep here, a 40% chance it is 
  out hunting, and a 40 % chance it is awake and waiting in the ground. The 
  bulette has reached an uneasy truce with the ants, neither wanting to give 
  up its lair nor wishing to continuously fight these nasty-tasting, acid-filled 
  insects. Unlike the ankhegs and beetles, the bulette does not particularly enjoy 
  ant as a meal. Likewise, the ants, after initially trying to drive the beast off, 
  quickly realized that his thick armor and devastating attacks were more than 
  a match for them, and decided to leave guards posted and well enough alone.
  BULETTE  
  CR 7
  XP 3,200
  hp 84 (Pathfinder Roleplaying Game Bestiary “Bulette”)
  Tactics: The bulette seeks meals elsewhere, but due to his ability to 
  track prey by vibrations, quickly realizes something tastier than ants is 
  coming down the tunnel. His favorite tactic is to keep his nose just above 
  the ground (it looks like a rock) and attack by crawling up and out of the 
  ground to surprise opponents. The bulette attacks any within the chamber, 
  ignoring dwarves and pursuing halflings throughout the corridors leading 
  to this chamber. 
  At the first sign the bulette is active, the worker ants retreat to get help. 
  Unlike combat with the ankhegs and beetles, the ants stand back from this 
  fight, scattering away from the bulette unless he approaches the queen’s 
  chamber. A battle group of 3d6 workers and 2d6 warrior ants arrives 
  each minute to fight the creature.
  Development: Should the player characters defeat the bulette, any 
  surviving character is approached by an ant warrior (it seems aggressive, 
  but is not) rear end first and sprayed with pheromones. This spray lasts for 
  1 hour and prevents the individual player character from being attacked by 
  any ants unless the queen’s chamber is entered or the player character is 
  within 10 feet of an ant when it is killed (the counter pheromones released 
  with the ant’s death labels the individual an enemy). 
  The Dungeon of the Sword
  The ant colony found a very easy way to expand its hive recently. 
  While tunneling, they came across a long-buried, worked stone dungeon. 
  Defeating everything residing there, they used the worked stone corridors 
  and rooms as new space without having to dig. This uncovered a strange 
  vault area that killed many of them. They now give that place a wide 
  berth. This area begins where the stairs connect down from Area 8. 
  The downstairs area is off-limits to the ants, and none come here. No 
  wandering monsters are encountered on this level.
  Keyed Areas within 
  the Dungeon of the Sword
  Area 11. Ants Don’t Build Traps! (CR 2+)
  At the base of the stairs, the corridor continues 60 feet and turns to 
  the left. The floor is filled with desiccated and crushed remains of ants, 
  
  25
  of ants and men
  perhaps a dozen or so. Bits and pieces of these are smashed flat in places, 
  while other parts seem basically intact. Careful inspection reveals the 
  floor to be composed of 1-foot-by-6-inch rectangular bricks surrounding 
  2-foot-wide hexagonal bricks spaced 3 feet apart. The hexagonal bricks 
  are all pressure plates — each triggers a release mechanism that unleashes 
  a heavy spring that thrusts the 2-foot-wide hexagonal columns into the 
  ceiling. Anyone in contact with a hexagonal section of the floor is thrust 
  up into the ceiling and smashed flat. Moving around the hexagonal bricks 
  requires a DC 5 Acrobatics check if one is specifically trying to avoid 
  the hexagonal plates. Triggering these causes 6d6 points of damage; a 
  successful DC 20 Reflex save negates the damage. There are 20 such 
  sections in the 60-foot hallway, but the characters only get XP for the ones 
  they actually disable, avoid with an Acrobatics check, or set off. Once the 
  corridor turns, the hexagonal plates are not present.
  CRUSHING COLUMN TRAP(S) 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none; Bypass DC 5 Acrobatics check
  Effect 6d6 damage (DC 20 Ref negates)
  Area 12. Something Wicked 
  This Way Comes
  The corridor continues another 30 feet and opens into a 30-foot-by-40-
  foot room. A large, stone double door is present on the far side, opposite 
  the corridor. In the center of the room is a 5-foot-per-side, diamond-
  shaped stone of pure blue marble, sharply contrasting against the other 
  reddish-brown mud brick of the place.
  The Door (CR 6)
  In the center of the door is a large keyhole with a cup-shaped depression 
  3 inches deep encircling the actual keyhole. The cup is surrounded by a 
  series of small quarter-inch holes. The door is carved with mysterious 
  runes and hieroglyphs. No magic of any kind functions within 10 feet 
  of the door. The GM should read the description of the new magic item 
  below before proceeding, as magic items fail within 10 feet of the door 
  and may in fact be permanently destroyed. 
  Read magic (if cast 10 feet or more away from the door) deciphers 
  the runes as an inactive curse spell, powerless and drained of its former 
  magic. Comprehend languages (if cast more than 10 feet from the door) 
  can be used to read the hieroglyphs. They pronounce a general curse in an 
  ancient tongue against all wizards and priests, calling them “deceivers and 
  villains,” and stating that “all of them will die in lakes of fire and blood.” 
  A successful DC 30 Linguistics check also reveals this information.
  The door is locked with an extremely intricate lock and requires three 
  consecutive DC 20 Disable Device checks with any single failed check 
  requiring a restart of the three checks. Further, failure triggers breakage of 
  a hidden vial and release of a poison acid-gas trap that fills the entire room 
  in 3 rounds. Anyone within 5 feet is automatically affected. The glass vial 
  can be detected with a DC 20 Perception check but cannot be removed, 
  as it is 3 inches inside the door frame. If the player characters ask exactly 
  how far in they saw the glass object, be very clear on the distance, as this 
  may come into play when they use the key-scepter found in the coffin as 
  described below. The gas dissipates in 1 day. Anyone affected by the gas 
  must succeed on a DC 20 Fortitude save each round they are in it or take 
  8d6 points of damage on each failed save (half damage on a save). The 
  gas triggers only once. 
  LETHAL GAS TRAP 
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 20; Disable Device DC 20 
  (3 consecutive successes)
   
  Trigger touch; Reset none
  Effect lethal gas (8d6 damage, DC 20 Fort negates); multiple 
  targets (all within 5 ft. of the door)
  The Blue Diamond (CR 3)
  The blue diamond in the center of the floor is a stone slab. It is not set 
  with mortar as are the other bricks in this room. Prying it up requires a 
  crowbar or other lever and can easily be accomplished by someone with 
  such an implement (DC 15 Strength check).
  Beneath the stone is a 5-foot-deep, 3-foot-wide and 5-foot-long vault 
  that contains what appears to be a mummy case-like coffin. Contrary to 
  popular opinion, no undead is within the coffin. What is contains, however, 
  is a terrible menace known as a scarab beetle swarm. The swarm bursts 
  out of the coffin 1d3 rounds after the diamond plate is removed or 
  immediately if the coffin is opened. It attacks the nearest opponent then 
  moves randomly toward the next closest target.
  SCARAB BEETLE SWARM  
  CR 3
  XP 800
  Dunes of Desolation 60
  N Diminutive vermin (swarm)
  Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception 
  +4
   
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 28 (8d8–8)
  Fort +5; Ref +4; Will +2
  Defensive Abilities swarm traits; Immune weapon damage
   
  Speed 40 ft.
  Melee swarm (2d6)
  Space 10 ft.; Reach 0 ft.
  
  26
  Quests of Doom: Bugs and Blobs
  Special Attacks daze (DC 10), distraction (DC 13)
   
  Str 1, Dex 15, Con 8, Int —, Wis 10, Cha 2
  Base Atk +6; CMB —; CMD —
  Skills Perception +4; Racial Modifier +4 Perception
   
  Environment desert or underground
  Organization solitary, or scourge (2–5 swarms)
  Treasure none
   
  Daze (Ex) Any living creature that begins its turn with a 
  beetle swarm in its space must succeed on a DC 10 Will 
  save or be dazed. This is a mind-affecting fear effect. The 
  save DC is Charisma-based.
  Treasure: Inside the coffin are a golden rod worth 2,500 gp and the 
  bones of a man. The scepter is 3 feet long and has a large knob on one end 
  and a large knob with a 4-inch key-like protrusion of the other. It is carved 
  with entwined snakes with large fangs, their heads facing the end with the 
  extended key. If used to open the door, the end with just the knob works 
  like a key and simply opens the door. The end with the key protrusion does 
  likewise, but also triggers the gas trap as described above as it shatters the 
  vial containing the acid-gas. If anyone asks, be clear that the key would hit 
  the glass object (if detected) inside the keyhole. 
  Area 13. The Sword Vault
  Once the door is opened, a corridor leads back 50 feet and ends in 
  a blank wall. No magic of any kind functions in this corridor. Careful 
  searching locates a single brick that is not mortared along the base of the 
  floor in the center of the back wall. If this brick is pried loose, a keyhole 
  is found. Not surprisingly, the key-like protrusion on the golden rod fits 
  it perfectly.
  It is possible to open the lock without the rod, but highly difficult (a DC 
  30 Disable Device check). 
  In any case, once the lock is opened, a rumbling is heard, and the bricks 
  and mortar start to crack and fall apart. At this point, have the party roll 
  initiative; the floor’s initiative is +0. The floor and vault below rapidly 
  rise up toward the ceiling. In two rounds, the floor rises up completely 
  until it is flush with the roof and squashes to jelly anything trapped within 
  (5d100 points of damage per round, no save, no XP for this “trap” as the 
  characters have 2 rounds to jump to safety and their death by inaction is 
  their own fault…). The key to escaping this trap is running rapidly back 
  into Area 12. Anyone foolish enough to stay in this corridor is dead.
  The vault itself is composed of the same blue marble as the diamond in 
  Area 12. In its center lies a sword wrapped in dusty red cloth. The cloth 
  falls apart if touched. This is the two-edged sword.
  Escape!
  The obvious problem with getting back outside with the sword is that 
  no magic or magical abilities can be used. Hence, even if the party is 
  able to become invisible or use some other means such as druidic shape 
  change to find and enter this place, none of that works on the way out. If 
  the player characters befriend, or at least have not offended, the ant hive, 
  this should not be impossible. In any case, it requires the full 60-minute 
  run of the gauntlet (assuming the map was used) to escape this place. That 
  means that going out is just as difficult as coming in. Half the difficulty of 
  this adventure is getting out intact. Remember: Possession of the sword 
  is “two-edged.”
  New Monster
  QUEEN ANT 
   
  CR 5
  XP 1,600
  N Large magical beast
  Init +1; Senses darkvision 60 ft., scent; Perception +7
   
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 50 (4d8+28 plus 4)
  Fort +11, Ref +2, Will +4
  Speed 10 ft.
  Melee bite +8 (1d8+6 plus grab), sting +8 (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison
   
  Str 22, Dex 12, Con 25, Int 13, Wis 17, Cha 15
  Base Atk +3; CMB +10 (+14 grapple); CMD 21 (29 vs. trip)
  Feats Power Attack, Skill Focus (Sense Motive), ToughnessB
  Skills Acrobatics +1 (–7 to jump), Climb +6, Diplomacy +7, 
  Intimidate +7, Perception +7, Sense Motive +10, Survival +7; 
  Racial Modifiers +4 Perception, +4 Survival
  Languages Common (cannot speak)
  New Special Item
  The Two-Edged Sword
  Aura none
  Slot none; Weight 6 lbs.
   
  DESCRIPTION
  This longsword is a non-magical sword made of 
  osmium, one of the rarest metals in the world. Osmium 
  is a hard, brittle, bluish-white metal in the platinum 
  group that is found as a trace element in alloys, 
  mostly in platinum ores. This is probably the largest 
  piece of pure osmium in the world. Osmium is the 
  densest naturally occurring element, and the sword 
  is so heavy it is treated as one size category larger for 
  Medium and Small creatures.
  The two-edged sword radiates magic drain in a 60-
  foot radius (similar to an antimagic field). The magic 
  drain creates a field of anti-magic that prevents all 
  spells and spell-like abilities from functioning within 
  its area of affect, including those generated outside 
  and brought inside. This affects all spells cast by player 
  characters regardless of class. The wildshape class 
  ability is not affected.
  Unlike an antimagic field, spells are automatically 
  dispelled within its range and magic items can be 
  affected beyond suppression. Magic items brought 
  within the area must make a save once per day 
  (as per disjunction) or be permanently destroyed. 
  Artifacts are suppressed but not destroyed.
   
  DESTRUCTION
  The two-edged sword is not a magic item, and can 
  be destroyed in any way which would completely 
  destroy a normal sword. Since the magic-canceling 
  properties of the sword are in the metal itself and 
  are not a magical property, breaking the sword 
  simply creates 1d4+1 osmium fragments, each with 
  a magic-cancelling aura with a radius in feet equal 
  to 60 divided by the number of fragments. The metal 
  of the sword must be completely destroyed; melting 
  it in non-magical fire at 3,300 degrees kelvin (5,480 
  degrees Fahrenheit) is one way of achieving that.
  
  27
  hidden oasis  - Temple of thoth
  Introduction
  The Hidden Oasis-Temple of Thoth brings the characters to a hidden temple 
  of Thoth, god of knowledge, magic, and travel, where they are confronted 
  with a force of invading dimensional locust-creatures and the chance to 
  get their hands on an ancient artifact. What band of heroes could resist the 
  challenge? The adventure is designed for 4-6 characters of levels 7-9.
  Background
  Deep in the desert sands lie the ruined remnants of the hidden Oasis-
  Temple of Thoth, once a thriving center of trade and magic, now abandoned 
  and forgotten. If you are playing this adventure in the Frog God Games 
  Lost Lands world setting, the temple is found in the Maighib Desert, 300 
  miles west of the Gorge of Osiris. This sand-swept region is far from the 
  more familiar environs of Bard’s Gate and the Stoneheart Valley, but the 
  characters are brought here (and might even return from here) by magical 
  means. Since the entrance to the adventure is a magical portal, the module 
  can be used in any campaign without difficulty.
  The Wax Plague
  In centuries gone by, the Oasis-Temple of Thoth was a gateway 
  between worlds, used by the priests of Thoth to travel between various 
  strongholds and libraries of the god, even on different planes of existence 
  and in strange, foreign worlds. Calamity struck, though, in the form of 
  a deadly curse brought down on the temple by a desert-cult known as 
  the Sickness Dancers. Their curse infected the entire oasis with the “Wax 
  Plague,” a body-melting disease so called because the features and bodies 
  of the afflicted began to run like melted wax as time passed. The priests of 
  Thoth, dissolving into formlessness, cast mighty wards upon the temple 
  to ensure that the plague would not spread through the planar portals and 
  dimensional gates contained in the complex. A great dome formed over 
  the oasis, coalescing from the very air as the dying priests chanted the 
  mystic words of their final, greatest spell.
  The Changing of the Priests
  The creation of the quarter-mile dome over the entire temple complex 
  prevented the Wax Plague from spreading across the sand and through 
  the portals of many dimensions, but it could not save the priests of Thoth 
  from the curse. Utterly changed in mind and body, they fought to maintain 
  the temple, preventing it from being used by dark forces as a way to move 
  from one plane of existence to another, from one world to another, from 
  one dimension to another. Only the high priest of Thoth retained his mind, 
  for he was not human; the others of the priesthood could only follow his 
  orders as best their broken minds could manage.
  The Final Battle Looming
  Now, after centuries, the last resources of the High Priest Thoth-Antef are 
  failing. Thus far he has kept the ceaseless crawling of evil from traveling 
  through the sacred gates he protects. The magic items are spent or worn out, 
  however, and many of his priests have been killed in the frequent incursions 
  by those who travel in the far dimensions, intending malice and harm. Now, 
  an ancient peril, the sinister beings known as Planehoppers, have broached the 
  arcane wards of the Oasis-Temple from one of their own planes of existence. 
  The Planehoppers are an insectlike species with a bizarre caste system that are 
  exploring outward to find new colonies and slaves for the hive.
  The Cry for Help
  The high priest used his last of three commands to a genie and ordered it to 
  deliver a letter to suitable adventurers. Several adventuring parties have already 
  rejected the genie’s letter, and it is getting desperate. On a whim, it selected the 
  characters as the next attempt to recruit help for the priests of the Oasis-Temple. 
  As its own petty bit of vengeance for its long servitude, the genie does not offer 
  a piece of information the high priest forgot to order it to say. As a result, the 
  characters most likely won’t know that Thoth-Antef, the high priest of Thoth in 
  the Oasis-Temple, is a massive, transparent slug the size of a horse with a brain 
  suspended in the middle of its body. Or that the living priests of Thoth are now 
  nothing more than barely intelligent gelatinous cubes.
  So it Begins (CR 5)
  A tall man dressed in desert robes approaches you and hands 
  you a letter. He holds up three long, thin fingers, and says, “Ask 
  three questions, and then you must give one answer.”
  The letter is a papyrus scroll, which (if seen using detect magic) has a faint 
  abjuration aura and nothing indicating evil. It has eight strange markings 
  scribed across the top, almost like a decoration. The symbols are in order:
  • A sun
  • A moon
  • A circle
  • A diamond
  • A book
  • A sphinx
  • A pyramid
  • An ankh
  Hidden Oasis - 
  Temple of Thoth
  By Matt Finch and Bill Webb
  
  28
  Quests of Doom: Bugs and Blobs
  The rest of the letter, after the markings, reads as follows:
  “I, Thoth-Antef, once the High Priest of the Great Oasis-
  Temple of Thoth, beseech your help.
  “The Oasis-Temple of Thoth was once a thriving gateway to 
  many worlds and dimensions, a place of study and rest, where 
  travelers could exchange knowledge and trade.
  “Then came the Sickness Dancers. They brought the tallow 
  plague, melting flesh and changing those it did not kill. The 
  plague would most certainly spread into more planes of existence, 
  peeling diseased new realities into the multiverse. So we sealed 
  the temple, calling on great forces to create a massive dome of 
  spells and stone, woven into a net that the tallow plague could 
  not sneak through. And so the plague died alongside us, leaving 
  only the changed ones.
  “We have worked to protect the sealed sanctuary of Thoth, as the 
  wards and protections have worn down through the years. The portals 
  are constantly being tested by those who would venture through them 
  looking for prey, or for new lands to conquer. Since the days of the 
  temple’s greatness, the worlds outside the gates have changed. Some 
  are new and unmapped, some have gone bad. It would not be good for 
  the portals to reopen all at once, as they once were.
  “The Planehoppers of the Kharn Drauk are at the portals. My 
  resources are spent. Aid me in keeping them back, and I will give 
  you a great gift in the name of Thoth — the Scorpion of Sekhmet. 
  Go to the arch and speak the words, ‘Orthanu, Thoth, Orhaptu.’
  “Thoth-Antef”
  The djinni’s name is Periaptes, and he is anxious to fulfill this last 
  mission and be free. Nevertheless, he fairly and scrupulously answers the 
  first three questions he is asked. After this, he simply asks the characters 
  if they accept or decline. If they decline, he holds out his hand to take the 
  letter back, since he cannot be free until he finds rescuers for Thoth-Antef. 
  Unless he is specifically asked a question about the shape, form, condition 
  or appearance of the priests, he does not mention that the high priest 
  is a giant slug, and the ordinary priests are reduced to semi-intelligent 
  skeletons whose flesh has swelled into gelatinous cubes.
  The characters may have some knowledge of Sekhmet, Thoth with 
  a successful DC 20 Knowledge (religion) check, and even the artifact 
  Scorpion of Sekhmet with a successful DC 25 Knowledge (arcana) check, 
  but if they do not, they might ask the genie about these.
  PERIAPTES THE GENIE 
   
   
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary “Genie, Djinni”)
  Sekhmet
  Sekhmet is the healer of the gods, a woman with the head of a lioness. Her 
  symbol is a sun disc with a serpent twined around it, and she is worshipped 
  by healers. However, the goddess has a darker side as well. She came into 
  being as part of a great vengeance of the gods upon humanity, and it was 
  she who slaughtered the humans and drank their blood. In addition to her 
  healing side, she is a goddess of retribution, pestilence, and searing heat. 
  Her breath is the hot desert wind, and she slays her enemies with arrows 
  of fire. In fact, it was Sekhmet who sent the Sickness Dancers to Thoth’s 
  temple in retribution for taking two Scorpions. 
  Thoth
  Thoth is, as stated in the letter, a god of magic, travel, and knowledge. 
  He has a human body with the long neck and head of an ibis (a bird similar 
  
  29
  hidden oasis  - Temple of thoth
  to a crane or stork). In addition to being the messenger and record-keeper 
  of the gods, Thoth is the creator of magic and of speech. His temples 
  usually contain libraries, and are rumored to contain portals from one 
  plane of existence to another.
  The Scorpion of Sekhmet
  The Scorpion of Sekhmet was thought to be legend, but the letter of 
  Thoth-Antef certainly indicates that it might be a real artifact. It is said to 
  be a hollow iron shell in the shape of a Scorpion, large enough for several 
  people to enter within. PCs succeeding a DC 30 Knowledge (arcana) 
  check know that from inside, the Scorpion follows the orders it is given, 
  walking and even attacking things as directed by the controller. As the 
  characters discover, two of the Scorpions are in the Oasis-Temple.
  Development: If the characters speak the words, “Orthanu, Thoth, 
  Orhaptu,” they are immediately drawn into the Plane of Shadows (see 
  below).
  Realm of Shadows
  You feel a sudden, powerful twist, and find that you are 
  standing 6 foot away from a ghostly image of yourself. It glows 
  with what looks like reflected light, but this place is dark, with 
  no visible source of light to reflect. It is the darkness of shadows, 
  not the dark of night, but the sun seems to have disappeared. The 
  only sign of it is the light that somehow reflects on these bright 
  shadows of yourselves.
  These “bright shadows” are the characters’ actual bodies [DC 15 
  Knowledge (planes)], as seen from the shadow plane they have entered. 
  They can see the reflected sun on the bodies because sunlight is indeed 
  shining on them — but in the Material Plane, not here. If they want to 
  return to the Material Plane, all they need to do is step into the images, and 
  they return [DC 20 Knowledge (planes)]. If they step into the wrong image, 
  they switch bodies. The physical characteristics of the new body remain, 
  but the mental characteristics are those of the body’s new inhabitant.
  The genie does not follow them into the Plane of Shadows. Once the 
  characters say the magic words, the genie is freed from servitude and 
  disappears.
  Once they survey what is around them:
  Everything appears in shades of gray rather than colors, and 
  you can see vast, forbidding pyramids in the distance, black 
  silhouettes against a dark gray horizon. Clouds roll like octopus 
  ink in the strangely low sky of this place. Directly in front of you 
  stands an archway.
  The characters might be discussing various possibilities at this point. 
  Exploring the Plane of Shadow is a bad idea, although not impossible. 
  This particular area is infested with shadows, greater shadows and other 
  creatures of the dark, and explorers begin encountering them with some 
  frequency if they set out from the archway in a random direction. The 
  Sword of Air adventure by Frog God Games has a significant level of 
  detail on the Plane of Shadow. Most likely, even a determined expedition 
  turns back at this point. If not, then you’re running an adventure in the 
  Shadow Plane and we at Frog God Games salute you as the type of 
  Referee that isn’t afraid to wing it!
  SHADOW 
   
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”)
  GREATER SHADOW 
   
   
  CR 8
  XP 4,800
  hp 58 (Pathfinder Roleplaying Game Bestiary “Shadow, 
  Greater”)
  Eventually the characters get to the point where they are ready to 
  inspect the archway.
  This is a strange, 10-foot-tall metal archway. It is smooth to 
  the touch and feels slightly warmer than the ambient air. There 
  is enough room in it for two men to stand abreast. The metal 
  itself has an odd-looking bluish tint and is covered in dozens 
  of crisp, un-weathered hieroglyphs and runes of a strange and 
  ancient make. No rust or other damage appears to have affected 
  the metal, although you somehow feel that it has been here for 
  a long time. 
  Any attempt to damage the archway fails, short of cutting away at it 
  with a +4 or better magical weapon. Doing so creates a large, magical 
  explosion, teleporting all within 20-foot radius to a random plane. The 
  whole archway radiates strong conjuration, and the structure also seems 
  immune to any magic cast upon it. 
  This archway is in fact a gate to the Oasis-Temple of Thoth, PCs can 
  determine this with a successful DC 20 Knowledge (arcana) check. 
  Careful inspection (DC 20 Perception) of the runes reveals that eight 
  of the symbols match those present on the letter the player characters 
  received from the djinn messenger. A creature desiring to use the gate 
  must first touch each symbol inscribed on the archway as noted in the 
  letter. Once touched with bare flesh, the runes glow a deep red color. If 
  touched out of order, the runes (all of them thus far touched) cease to 
  glow. Once all eight runes are touched (in order), the teleport effects of 
  the gate are activated. Speaking the activation words in the letter causes 
  
  30
  Quests of Doom: Bugs and Blobs
  
  31
  hidden oasis  - Temple of thoth
  the interior of the archway to glimmer with an opaque, silvery sheen. The 
  sheen remains active for 3 minutes. Anyone stepping through the archway 
  while the sheen is present is teleported to the Oasis gate.
  The Oasis (CR 1/4 or 1)
  After stepping through the archway, the player characters find themselves 
  in an entirely different place, having been teleported into a large oasis in the 
  desert. A successful DC 20 Knowledge (planes) check reveals to the PCs they 
  are in fact on the Material plane. Behind them is a gate identical to the one 
  that brought them here. The method of use for this gate is to touch the letters 
  inscribed on the letter in the exact reverse order that brought them here. The 
  glow effects of the runes and the activation words remain the same.
   A large expanse of hot, green space now surrounds them. The area is 
  covered with a myriad of palm, date and olive trees, as well as a sundry 
  of large grasses around its edge. Beyond the greenery, a vast, expansive 
  brown and tan, sandy desert can be seen in all directions. In the center of 
  the oasis is a quarter-mile-long, 300-foot-wide pool of living water. The 
  lake here is clean and clear, and quite safe, although it does contain a wide 
  diversity of small invertebrates, insects and fish. The lake is spring-fed, 
  and the water is fairly cold (60 degrees Fahrenheit).
  The temperature ranges from the high 80s at night to more than 120 degrees 
  Fahrenheit during the day, making it uncomfortable for anyone wearing heavy 
  armor, see “Heat Dangers” in Chapter 13 of the Pathfinder Roleplaying Game. 
  Dotting the area are the remains of what appears to once have been a 
  village of perhaps 100 souls, although the fallen and ruined nature of the 
  structures is evident. The buildings are constructed of mud-brick and mortar, 
  most are missing roofs (palm fronds were used for most) and have portions of 
  the original structures collapsed. It appears no one has lived here for centuries.
  Tiny jerboa (desert mice) hop around the fallen bricks and through the 
  grass and the occasional dung beetle can be seen, rolling its load toward 
  the north. A brick path leads in a circle around the lake, and anyone 
  traveling through the brush off the path has a 10% chance per minute of 
  encountering a horned viper or deathstalker scorpion (equal chances 
  for either). Both of these nasty vermin live here in some numbers, and 
  are potentially lethal. If they achieve surprise, they attack a random 
  character (surprise indicates that a player character stepped on one of 
  these creatures, causing it to attack).
  HORNED VIPER  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Snake, 
  Venomous”)
  DEATHSTALKER SCORPION 
   
   
  CR 1/4
  XP 100
  hp 4 (Pathfinder Roleplaying Game Bestiary 4 “Scorpion, 
  Greensting”)
  Those following the path can easily avoid (or crush) any vermin they 
  encounter. A number of interesting areas are detailed below.
  Area 1. Random Houses
  Several old, ruined buildings appear to have once been houses. Most 
  have 1–2 rooms and are made of mud-brick, with no roofs. Within the 
  perimeter of the oasis are 22 such buildings. None of these is of particular 
  interest, although each contains 1d3 of the following:
  1d12
  Result
  1
  A horned viper
  2
  Pottery shards
  3
  A grave
  1d12
  Result
  4
  Intact glassware or pottery
  5
  Old, rotted and brittle tools with copper fittings
  6
  Bone fragments and skeletal remains
  7
  A strange idol of a slug-like being/god (once only)
  8
  A cameo of gold (once only)
  9
  A large necklace of beads
  10
  A copper knife (once only)
  11
  A stone or fired-clay amulet
  12
  A gemstone amulet or small statue (twice only)
  Horned Viper: These creatures attack if they gain surprise, else they 
  retreat away from anything that notices them or spots them first, slinking 
  off into the brush. 
  HORNED VIPER  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Snake, 
  Venomous”)
  Pottery Shards: These are worthless, but could at the GM’s 
  convenience be used to convey clues or other relevant details about the 
  slug (see below) or invaders.
  Graves: These usually (90% chance) contain the mummified remains 
  of: a human (01–80%), a cat (81–90%) or some other animal (91–00%) 
  of the GM’s choice buried under 4–6 feet of sand, and marked by a stone 
  marker. If a human corpse is indicated, it wears mummy beads and jewelry 
  worth 1d6x100 gp. Cats are typically covered in beaten gold (worth 4d6 
  gp). If a cat grave is defiled, the desecrator has a 10% chance of being 
  subjected to a curse from Bast, the cat goddess.
  CURSE OF BAST
  Type curse; Save Will DC 20 negates, no save to avoid 
  effects
  Frequency –
  Effect target takes a –2 penalty to all saving throws for 2 
  weeks.
  Intact Glassware or Pottery: These containers occasionally (10%) are 
  sealed and contain either grain (01–50%), wine (51–80%), oil (81–90%), 
  internal organs (yuck!, 91–99%) or gold dust (00%, worth 1d6x100 gp). 
  The vessel itself is worth 1d6x1d100 gp, and double that to a sage or 
  collector.
  Old Tools: Nothing of interest here
  Bone Fragments: See old tools
  Strange Idol of a Slug-like Being: This idol is 3 inches long and made 
  of polished quartz, with a strange reddish-white inclusion in its head. If 
  divination spells are cast upon it, it radiates good and magic as well. The 
  idol acts as a stone of good luck (grants +1 luck bonus on saving throws, 
  ability checks, and skill checks) as long as it is carried. The item attunes 
  to its bearer.
  Cameo of Gold: This cameo can be of any relevant Khemitian god 
  or goddess, or it could be a scarab beetle or cat at the GM’s choice. It is 
  worth 300 gp.
  Large Beaded Necklace: This necklace is composed of copper, gold, 
  shells and semi-precious stones. It is worth 1d6x10 gp.
  Copper Knife: This knife, while made of copper, seems sharp and 
  durable. The knife radiates moderate conjuration if detect magic is cast 
  upon it. The knife counts as a +1 evil outsider-bane dagger, as it is 
  focused against all evil outsiders. Its bone handle is engraved with an 
  image of Ptah, the creator god, as well as stars, moons and other symbols.
  Stone or Clay Amulet: Cute but worthless.
  Gemstone Amulet: Two of these can be found, with an equal chance 
  
  32
  Quests of Doom: Bugs and Blobs
  of finding either. The first is in the shape of a scarab beetle and is carved 
  out of pure rose quartz (worth 50 gp). The second is a perfect sphere of 
  a strange red substance and feels slightly warm to the touch, although it 
  does not radiate magic. These are power-crystals and can be used to power 
  a Scorpion of Sekhmet. They are fully charged. The Scorpions are found 
  in the temple.
  Area 2. The Granary (CR 10)
  This large building is almost completely intact except for its door, 
  which has long-since rotted away. This building and the temple alone 
  have roofs of stone slabs. The building stands 20 feet high, and 
  measures 80 feet by 200 feet. It is composed of the same mud-brick as 
  the others, but is considerably more solid. The doorway stands on one 
  of the 80-foot sections, directly in the center of the wall. Unlike most 
  of the other buildings here, this one is inhabited. Upon approaching 
  within 30 feet of the structure’s entrance, the player characters must 
  make a surprise check. Success indicates that they notice movement 
  within. Failure indicates that what is within notices them, and comes 
  out to attack.
  The building contains a nest of scorpions of unusual size, along with 
  hundreds of smaller centipedes. These creatures lurk here to keep out of 
  the hot sun, going out at night to hunt in the open desert. A total of 10 
  giant scorpions and 2 centipede swarms are here. They attack anything 
  they perceive as food. They have no tactics, per se, and just attack the 
  closest opponent.
  GIANT SCORPIONS (10)  
   
  CR 3
  XP 800
  hp 37 (Pathfinder Roleplaying Game Bestiary “Scorpion, 
  Giant”)
  CENTIPEDE SWARMS (2)  
   
  CR 4
  XP 1,200
  hp 31 (Pathfinder Roleplaying Game Bestiary “Centipede 
  Swarm”)
  Area 3. Lugal House
  The lugal (chieftain) of the village once lived here. From the nature of 
  the building, it is apparent that it was something of an important structure, 
  as it is far larger and contains six rooms. The building itself, while still 
  made of mud-brick and roofless, has 10-foot-tall walls. The structure 
  contains a grand entry hall (60 feet by 40 feet), as well as five attached 
  smaller rooms (four sleeping chambers and a kitchen with a fireplace/
  oven), two each on the sides and one on the back. These rooms are all 20 
  feet square.
  The entry chamber itself has a carved stone chair sitting at the far end 
  opposite the entrance. The chair is plain, without any carvings or paint. 
  It is solid granite and weighs about 500 pounds. If the chair could be 
  transported, its fine workmanship makes it worth 700 gp. 
  The walls of the entry chamber are painted and carved with numerous 
  hieroglyphs and pictograms. Careful inspection or translation, DC 20 
  Knowledge (religion) or DC 15 Linguistics check of the writings reveals 
  that most of the writings are prayers to various deities (Ptah, Ra, Horus), 
  complete with curses and pleas for protection against the evil god Set. One 
  prayer praises the god Thoth for sending a guardian being to defend the 
  village against the evils of the night god and his servants, and references 
  the “guardian of the temple.” 
  The pictograms associated with this prayer show a large, whitish-gray 
  circle within an oval — but strangely, only the inner circle resembles a 
  brain. This is, of course, a reference to the slug-being in the temple. Other 
  pictograms show the god Thoth teaching the people about a sundry of 
  things — clearly their ascent from being cavemen came from this deity, 
  and he was the teacher, or bringer of knowledge.
  If the chair is moved, it can be noted on a successful DC 20 
  Perception check that the bricks on the floor are of a slightly different 
  color than those covering the rest of the chamber. They also lack the 
  mortar present in the rest of the room. If the bricks are pried loose (DC 
  15 Strength check), a sarcophagus is found buried in a 7-foot-by-4-
  foot hole beneath.
  The coffin itself measures 6-1/2 feet by 3-1/2 feet, and is carved in bas-
  relief of a kingly-looking individual. The coffin lid is sealed with a strange 
  waxy, fragrant material with a successful DC 15 Craft (alchemy) check 
  or DC 20 Knowledge (arcana) check to correctly identify the substance 
  as myrrh. If the sarcophagus is removed from the pit, it can be opened. In 
  ancient writing (a successful DC 30 Linguistic check or by comprehend 
  language spell) on the lid of the coffin are the words:
  “Disturb not the rest of the Lugal, lest you join the dust of the desert 
  forever”
  The Sarcophagus
  If the myrrh is removed and the seal broken, any within 20 feet must 
  make a DC 20 Fortitude save or be affected by mummy rot. Inside the 
  sarcophagus are the mummified remains of the lugal. He wears a bone-
  and-lapis necklace under a baked clay death mask. The lugal has been 
  dead for more than 600 years, likely preventing speak with dead attempts. 
  The death mask is painted with his image (worth 20 gp), and the necklace 
  The Mummy’s Mace
  MACE OF ROT GRUBS
  Aura strong conjuration; CL 13th
  Slot none; Price 37,440 gp; Weight 8 lbs. 
   
  DESCRIPTION
  This long rod of meteoric-iron is topped with a large 
  piece of orange amber embedded with a strange 
  insect-like creature. It functions at all times as a +1 
  heavy mace. After a full week of wielding, the mace 
  (actually the rot grub that grows within the mace) 
  becomes attuned with the user. This allows the wielder 
  to use its command word to discharge a rot grub 
  from the mace once per day on a successful melee 
  attack.
  On the successful strike a rot grub bursts forth from 
  the amber casing and instantly burrows itself into 
  the victim (this by passes armor, but any amount of 
  damage reduction is enough to provide immunity to 
  the infestation). 
  Once a rot grub has infested a victim, it burrows 
  towards the host’s heart, brain or other key internal 
  organs causing 1d2 Constitution damage per round. 
  Unless removed the rot grub continues to deal this 
  damage until the host eventually dies, at which point 
  the rot grub also dies. 
  On the first round of infestation, applying flame to 
  the point of entry can kill the grub and save the host, 
  but this inflicts 1d6 points of fire damage to the victim. 
  Cutting the grub out also works, but the longer the 
  grub remains in a host, the more damage this method 
  does. Cutting them out requires a slashing weapon 
  and a DC 20 Heal check, and inflicts 1d6 points of 
  damage per round that the host has been infested. 
  If the Heal check is successful, the grub is removed. 
  Remove disease kills the rot grubs in or on a host.
   
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, bestow 
  curse; Cost 18,720 gp
  
  33
  hidden oasis  - Temple of thoth
  is woven with gold thread and is quite valuable (300 gp). Wrapped inside 
  the mummy is a long rod of meteoric iron topped with a large piece of 
  amber embedded with a strange insect-like creature. The rod serves as a 
  mace of rot grubs. Its command word can be gained only by magic as it 
  is lost in time.
  Area 4. The Alabaster Wall
  Unlike the other structures present in the oasis, this 30-foot-long, 4-foot-
  high wall is made of alabaster blocks. The wall is intricately painted and 
  carved, with hundreds of inscriptions and pictograms. Trying to decipher 
  all of them would take weeks, unless one knew what they were looking 
  for. Should the player characters inquire about the runes present on the 
  letter, or if they look for any references from the lugal’s house associated 
  with a “temple guardian” or “Thoth,” they locate (DC 20 Perception 
  check) several inscriptions of a large sluglike creature providing food, 
  teaching them how to craft and grow grain, and fighting a battle against 
  insectlike minions of the evil god, Set.
  Area 5. The Sphinx
  This statue stands 10 feet high and is inscribed on both sides with 
  ancient writing (a successful DC 25 Linguistic check or by comprehend 
  language spell). At its base are the words: “Those who seek the gods must 
  show the wisdom to see them first.” Translating the writing on the sides 
  of the sphinx reveals two riddles that allow the player characters to select 
  the correct icons to activate the gate present on the island and gain egress 
  into the collapsed temple. 
  On one side, the writing reads:
  “I am what all men seek, yet many will never gain
  “I serve the wise, and punish the foolish
  “I make men strong, yet strengthen only their minds
  “Without me all things that wither to dust are forgotten”
  The answer is knowledge — associated with Thoth, the god of 
  knowledge.
  The riddle on the second side reads:
  “I protect the wise, and slay the evil
  “I am not a god, yet protect them and their house
  “I serve the teacher and teach the servants”
  The answer is the guardian — the sluglike creature depicted in the 
  lugal’s house and on the alabaster wall.
  Armed with these bits of knowledge, the player characters should be 
  able to enter the Temple of Thoth from there.
  Area 6. The Boathouse
  This rickety wooden structure sits on stone piles near the edge of the 
  lake. The wood is old and brittle, and cannot support the weight of any 
  Small creature or larger. Anything stepping on the remaining portions of 
  the wooden, overwater deck in excess of 30 pounds crashes through the 
  structure and lands in 1d6+2 feet of water after a 6-foot fall (no damage). 
  It also creates a great deal of noise, alerting the beasts in the lake that 
  dinner has arrived.
  Adjacent to the structure, an ancient boat still floats, wedged between 
  two of the support columns that hold up the structure. The boat holds up 
  to 8 man-sized creatures and, while old and dry, it was treated with lacquer 
  and oils, and retains its ability as a (albeit fragile) boat. The boat is 20 feet 
  long and 4 feet wide.
  Area 7. The Lake (CR 13)
  The lake is more than 300 feet across and a quarter-mile long. Its edges 
  are overgrown with bulrushes and other aquatic plants. Frogs, crawfish 
  and insects are present everywhere, creating a great deal of noise at 
  night. Several species of small fish are present in the lake. These fish are 
  extremely colorful and create darting patterns as small schools react to 
  stimulus (such as splashing or swimming). 
  The lake itself is spring fed and is cooler by far than the surrounding 
  air. It is more than 100 feet deep in the center, with its edges dropping off 
  rapidly in a clifflike manner. The water is clear to about 20 feet, and rocks 
  can be seen dotting the shallows.   
  Living deep in the lake is a family of a dragon turtle and 5 juvenile 
  dragon turtles. These creatures have adapted to life in the desert, having 
  everything they need here (food, heat and water). Being amphibious, they 
  survived over the years by self-reproducing (adults can fertilize their own 
  eggs). When the lake becomes too big for them, the largest either kills or 
  drives off the rest, sending them off into the desert (usually to die), and 
  thus maintaining the fragile ecological balance of this small ecosystem.
  Currently living here are a female and her brood of 5 juveniles. They 
  breathe air but remain submerged most of the time, hunting gazelle and 
  camels in the desert at night. They attack only if the water is disturbed 
  (e.g. by splashing and other noisy activity). Skilled, unarmored swimmers 
  have a 50% chance of attracting 1d3 random turtles. Boating across 
  gives them only a 10% chance of being attracted. The GM should use 
  his judgment about how much noise the party makes and have the turtles 
  react accordingly.
  DRAGON TURTLE  
  CR 9
  XP 6,400
  hp 126 (Pathfinder Roleplaying Game Bestiary “Dragon 
  Turtle”)
  JUNVENILE DRAGON TURTLES (5)  
   
  CR 8
  XP 4800 
  Young dragon turntle (Pathfinder Roleplaying Game Bestiary 
  “Dragon Turtle”)
  N Large dragon (aquatic) 
  Init +5; Senses low-light vision, darkvision 60 ft., scent; 
  Perception +16
   
  AC 22, touch 10, flat-footed 22 (+13 natural, –1 size, +1 Dex) 
  hp 102 (12d12+24)  
  Fort +10; Ref +9; Will +9 
  Immune fire, sleep, paralysis
   
  Speed 20 ft., swim 30 ft.  
  Melee bite +15 (2d6+4), 2 claws +15 (1d8+4) 
  Space 10 ft. Reach 5 ft. 
  Special Attacks breath weapon, capsize
   
  Str 19, Dex 12, Con 15, Int 12, Wis 13, Cha 12 
  Base Atk 12; CMB 19; CMD 31 
  Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull 
  Rush, Improved Initiative, Power Attack 
  Skills Diplomacy +16, Intimidate +16, Perception +16, Sense 
  Motive +16, Stealth +13, Survival +16, Swim +29; Racial 
  Modifiers +8 Stealth in water 
  Languages Aquan, Common, Draconic
   
  Breath Weapon (Su) Cloud of steam 20 feet high, 25 feet 
  wide, and 50 feet long, once every 1d4 rounds, damage 
  12d6 fire, Reflex DC 18 half; effective both on the surface 
  and underwater. The save DC is Constitution-based. 
  Capsize (Ex) A dragon turtle can attempt to capsize a boat 
  or ship by ramming it as a charge attack and making a CMB 
  check. The DC of this check is 25, or the result of the boat 
  
  34
  Quests of Doom: Bugs and Blobs
  captain’s Profession (sailor) check, whichever is higher. For 
  each size category larger than the dragon turtle’s size, it 
  takes a cumulative –10 penalty on this CMB check.
  If they notice the party, the turtles attack anything attempting to cross 
  the lake. They are immediately aware of the presence of “food” if the 
  boathouse platform is damaged and something or someone falls into the 
  lake. 
  Area 8. The Island
  This 60-foot-diameter island sits near the center of the lake, and rises 
  up out of it about 4 feet above the water. The island is heavily vegetated, 
  as is the rest of this place, and a large grove of olive trees stands near 
  its center, completely obscuring vision beyond a few feet in. Access to 
  the center of the island requires moving through this heavy vegetation 
  (half movement) although the scorpions and snakes present in the rest 
  of the oasis are absent here (there were no frogs to carry them across on 
  their backs). In the center of the tree stand is an archway quite similar to 
  the one that brought the PCs to the oasis in the first place. The area is so 
  overgrown that the dragon turtles ignore anyone on the island unless they 
  make a major ruckus.
  The archway is a gate to inside of the temple of Thoth. Activating it 
  requires speaking the same words as the prior two archways; however, 
  the runes present on the initial two archways are not present here. Only 
  by touching the symbol of Thoth and the symbol of the guardian (two 
  symbols among hundreds inscribed on this archway) and then only by 
  speaking the activation words from the letter, can this gate be activated. 
  Once activated, its surface shimmers, as do the previous gates, and anyone 
  stepping through is teleported into the Old Temple.
  Area 9. The Old Temple
  This building is a vast dome, at least a quarter of a mile across, 
  made of monolithic blocks of stone. The dome appears to be 
  metal of some kind, an impossible feat of architecture without the 
  use of tremendous magical forces. As you draw closer, you can 
  see that the entire building shimmers with some kind of energy. 
  It almost seems to ripple like slow-moving water. Enormous 
  double doors twenty feet tall stand open, and you can see two 
  desiccated corpses just inside the dome, people who apparently 
  died while trying to push the doors closed.
  The entire domed temple is protected by the field of magical force, as 
  wall of force, the priests invoked more than a century in the past. Although 
  the characters can see into the temple through the open gates, they cannot 
  get in. Touching the force field is unpleasant, and it is an impenetrable 
  wall. The PCs cannot touch the doors, the bodies inside, or even the 
  wall, since the field is placed about 1 foot to the outside of the temple’s 
  structure. Walking around the temple tells the characters that there are no 
  entrances other than this one. There are no breaks in the walls, although 
  some of the stones look a bit crumbled.
  The PCs will likely try peering into the temple to see as far as they 
  can, and the force field does not prevent this. They can see 300 foot into 
  the unlit shadows, but beyond that all is darkness. What they see is a 
  broad hall leading in, 100 foot wide, the walls on the sides painted with 
  pictures from top to bottom. After 150 foot or so, the walls of the hallway 
  widen out, and the characters are looking into what looks like an open 
  area. A double row of columns, rising high to the dome above, begins 
  not far beyond the point where the hallway opens to the wide chamber. 
  The double line of pillars goes farther than they can see into the building, 
  disappearing into the shadows.
  Oasis-Temple of Thoth 
  Map Key
  Area T-1.  
  Portal to the Outside World
  When the first of the adventurers comes through the portal into the 
  Oasis-Temple, this is where the PC arrives. The PC is looking southward, 
  and the first, immediate items of interest are those statues of the ibis-
  headed priests:
  You reappear in a dimly lit place with a vast, open space in 
  front of you and some sort of large figures looming behind you. 
  Suddenly one of them moves. Roll initiative.
  Just kidding. It’s actually just a statue, and part of it just clicks back into 
  its normal position after the portal functioned.
  The figures looming over the character are 3 statues of ibis-headed 
  priests of Thoth. This is the first Lotus-Portal of Thoth the characters 
  encounter. The movement was one of the ibis heads moving from the 
  “on” position into the “off” position. Until the heads are reset to the right 
  positions, the gate does not function.
  The characters encounter this portal-statue arrangement — three ibis-
  priests standing behind a lotus platform — in several places throughout 
  the Oasis-Temple. See the Sidebox for general information about their 
  function and construction.
  Once the PCs look at the surroundings, after dealing with the shock 
  of the statue, the following is a description of what is seen looking south 
  from the Lotus-Portal:
  Somewhere overhead is a ceiling, although it is barely visible 
  and is probably a hundred feet high. A hundred feet or so ahead of 
  you are two massive statues that have their backs turned to you. 
  Beyond them, you can make out two parallel lines of incredibly 
  tall columns that seem to reach all the way to the high ceiling of 
  this bizarre, epically proportioned place. To your left and right 
  are curving walls 150 foot or so away, massive structures that 
  apparently rise all the way to the top of the chamber.
  At this point, the character make first contact with the mind of the High 
  Priest Thoth-Antef, but it is a very weak nudging at the PCs’ consciousness. 
  He begs them to hurry to Area T-2.
  Area T-2. 
  Statues of Thoth and Sekhmet
  These two south-facing statues are 50 foot tall with a diameter 
  of 10 foot or so. One is of a man with the head of an ibis holding 
  a scroll in one hand and a quill pen in the other hand. The other 
  statue is of a lioness-headed woman wearing a red dress and 
  holding 4 scorpions in her clasped hands. Between the two 
  statues is a massive, 20-foot-long translucent slug. It is reared 
  upward so that its front half is upright, and you can see a brain 
  pulsing in the almost-transparent flesh of its chest.
  
  35
  hidden oasis  - Temple of thoth
  
  36
  Quests of Doom: Bugs and Blobs
  The translucent slug is Thoth-Antef, high priest of Thoth. He is one 
  of the giant slugs of P’Nakh, although he has no knowledge of the place 
  whose name he bears. He was hatched in a forgotten basement under 
  a temple of Set in a long-destroyed city, and has no knowledge of his 
  forebears. If the PCs kill him, they face the assault of the Planehoppers 
  without assistance from the changed priests, and they may have trouble 
  getting back to their point of origin. Nevertheless, it is a definite possibility.
  Thoth-Antef communicates telepathically with the PCs, informing 
  them that he is the high priest of Thoth. He thanks them for answering his 
  plea, and begs them to stay and help him fight off an invasion of the evil 
  Planehoppers. He explains that he will reward them with a great artifact 
  held in the temple should they assist, and above all that he means no harm. 
  Now then, any player worth his salt likely won’t trust a giant slug with 
  a pulsing red brain, so the creature allows himself to be enspelled with 
  divination spells if the party wishes to do so. If they attack him, he tries 
  to use his insanity and adoration blasts to quiet some of them so he can 
  persuade the others that he means no harm. Thoth-Antef detects as Lawful 
  and good if the appropriate spells are cast, and he truly does wish the 
  party’s assistance.
  He explains that his power is weakened, and that he is near death from 
  holding back the invasion. He further explains that the PCs can use two 
  artifacts — Scorpions of Sekhmet — to assist in the battle. Finally, he 
  tells them that not only can he instruct them on the use of the Scorpions, 
  but that should they succeed in fending off the Planehoppers, as a reward 
  they may take one of the machines with them, along with a fully charged 
  power-crystal (the fuel for the Scorpions). 
  Should they persist in attacking him, he fights to the best of his ability. 
  If slain, it takes the player characters one month to figure out how to 
  effectively use the Scorpions — and thus they must fight the Planehoppers 
  without the aid of the gelatinous cubes and the slug to gain the treasure.
  Should all else fail, he offers the party the temple treasure as well, a 
  total of five small chests of iron.
  THOTH-ANTEF, GIANT P’NAKH SLUG 
   
  CR 10
  XP 9,600
  LG Large aberration
  Init +1; Senses blindsight 60 ft., lifesense 60 ft.; Perception +17
   
  AC 24, touch 6, flat-footed 24 (–3 Dex, +18 natural, –1 size)
  hp 152 (currently 45) (16d8+80)
  Fort +12; Ref +2; Will +15
  Defensive Abilities translucent body; DR 10/slashing or 
  piercing; Immune acid; SR 27
  Weaknesses susceptible to salt
   
  Speed 20 ft. 
  Melee tongue +18 (2d8+9 plus 1d6 acid)
  Space 10 ft.; Reach 10 ft.
  Special Attacks insanity blast
   
  Str 23, Dex 5, Con 20, Int 21, Wis 16, Cha 15
  Base Atk +12; CMB +19; CMD 26 (can’t be tripped)
  Feats Alertness, Blind-fight, Endurance, Great Fortitude, 
  Improved Initiative, Iron Will, Strike Back, Weapon Focus 
  (tongue)
  Skills Appraise +15, Bluff +5, Climb +15, Diplomacy +10, 
  Heal +15, Intimidate +10, Knowledge (arcana) +15, 
  Knowledge (dungeoneering) +15, Knowledge (engineering) 
  +10, Knowledge (geography) +10, Knowledge (history) 
  +15,  Knowledge (planes) +15, Knowledge (religion) +15, 
  Linguistics +9, Perception +17, Sense Motive +19, Spellcraft 
  +15, Survival +12, Swim +15 
  Languages Aklo, Aquan, Celestial; telepathy 60 ft.
  SQ malleable
   
  Insanity Blast A giant P’Nahki slug can issue forth a blast of 
  psychic insanity in a 60 foot cone. The save DC is Charisma-
  based. Anyone within the area of the blast must make a DC 
  20 Will saving throw or be affected as follows:
  01–25: frozen-by-fear for 1d4+1 rounds; the character will 
  fight back against a direct assault but can take no other 
  action;
  26–50: insane rage for 1d4+1 rounds; the character 
  attacks any former allies in a frenzy of hatred;
  51–75: self-hatred for 1d4+1 rounds; the character drops 
  any held items and claws at his/her own body, inflicting 
  1hp of damage per round;
  76–00: adoration for 1d4+1 rounds; the character drops 
  all held items, falls to the floor, and grovels in worship of 
  the slug.
  Malleable (Ex) A P’Nahki slug’s body is very malleable, 
  allowing it to fit into narrow areas with ease. It takes no 
  penalty to its speed or checks when squeezing in an area 
  that is one size category smaller than its actual size (Medium 
  space). It can only move half speed when squeezing 
  through an area two size categories smaller than its actual 
  size (Small space).
  Susceptible to Salt (Ex) A handful of salt can burn P’Nahki 
  slug skin as if it were a flask of acid, causing 1d6 points of 
  damage per use.
  Translucent Body (Ex) The bodies of P’Nahki slug is nearly 
  translucent and in low-light conditions grant the slugs 
  concealment. 
  P’Nahki slugs are massive, nearly translucent creatures. The most 
  clearly visible part of the slug’s anatomy is the disturbingly human-
  looking brain suspended in the slug’s body, appearing at first glance 
  to be floating in the air. These creatures originated in a forgotten place 
  called P’Nahk; whether this was a ruined city, a lost world, or an entirely 
  
  37
  hidden oasis  - Temple of thoth
  different dimension is not known.
  The giant slugs of P’Nahk are highly intelligent, although this intellect is 
  seldom put to use in a way that can be related to human motivation or logic.
  Treasure: Chest #1: This chest holds a green linen sack with a carved 
  ivory comb (32 sp) and an elegant silver-and-pink necklace. The necklace 
  has lengths of delicate silver chain connecting clusters of pink gems — 
  pink pearls set between pairs of rose quartz beads. Nine such groups of 
  gems are on this necklace (1,335 gp).
  Chest #2: The second chest holds a polished oak box (8 sp). Inside the 
  box lie two pieces of jewelry. A shimmering necklace with a triple strand 
  of silver holds a sparkling rose quartz oval set in a silver frame. From this 
  hangs a lustrous gray pearl (necklace, 189 gp). Beside this, a faceted stone 
  of deep burgundy (garnet) is held in a plain silvery frame (platinum). The 
  stone, an oval the size of a lady’s thumbnail, hangs on a double chain of 
  platinum (necklace, 1,530 gp).
  Chest #3: The third chest has a small black wooden box. Inside, on 
  linen padding, rests a silver pendant strung on a set of five thin silk cords. 
  The pendant is roughly diamond shaped but its frame is made of swooping 
  lines rather than straight. In the center of the frame dangles another 
  diamond-shaped piece of silver, in which is set a gleaming black opal the 
  size of a man’s thumbnail (necklace, 1,790 gp). 
  Chest #4: In the next chest lies a polished flat box with a reddish hue (2 
  gp). Inside the box, a small piece of pink silk (1 gp) is wrapped around a 
  multi-strand necklace of hundreds of tiny freshwater pearls with accents 
  of color provided by small, faceted garnets and rose quartz (necklace, 
  2,522 gp).
  Chest #5: The final chest holds a blue silk pouch (2 gp) with a double-
  strand necklace made of small matching garnet beads (necklace, 2,246 
  gp). Instead of a pendant, the necklace is accented with a cylindrical silver 
  filigree slide.
  The Planehopper Assault
  The main event of this adventure is a battle to keep the Planehopper 
  horde (their scouts, anyway) from taking control of the Oasis-Temple of 
  Thoth so they can repair and use the temple’s portals. If the Planehoppers 
  conquer the temple (the PCs refuse to stay, flee the battle, or are slain) 
  they fortify it and use it as a staging area for the imperialistic expansion 
  of their hive. 
  Time
  From the point when the characters arrive, the Planehoppers arrive 
  in 72 hours (3 days). If Thoth-Antef survives meeting the characters, he 
  predicts that the time frame is 30–80 hours. Thus, the first phase of the 
  adventure inside the temple is in preparation for the assault. It may be 
  that the characters want to root around in the wreckage, build traps, and 
  make complicated plans. If not, and they just want to let the battle roll, 
  let it roll. Don’t force the pace to slow down if the players want to jump 
  straight into the fight.
  If they want to prepare, emphasize that they don’t know exactly how 
  long they have, give them the player map, and let them plan. Experienced 
  GMs know that whenever players are given a map and a lot of stuff to 
  work with, no final plan ever emerges until you, as the referee, announce 
  that they have (for example) 2 minutes before everything begins, ready or 
  not. An hour of real time is probably enough time to give them, or even 30 
  minutes if the group has time constraints.
  Where the Planehoppers Emerge
  Once 72 in-game hours pass, roll 1d10 to see which portal the 
  Planehoppers break open: 1=A, 2=B, 3=C, 4=D, 5=E, 6=F, 7=G, 8=H, 9=I, 
  10=J. The portal initially used by the characters to enter the Oasis-Temple 
  has no letter because it does not lead to a dimension the Planehoppers can 
  tunnel through.
  Timetable and Psychic Shockwave
  As Thoth-Antef may have warned the characters, the first effect when a 
  Planehopper tunnel breaks through into reality is a blast of magical and psychic 
  energy. This is the outward explosion of the planar residue being pushed in front 
  of the psychic tunneling, like rubble in front of a drill bit. The drill bit itself 
  packs quite a wallop when it suddenly breaks through into the Material Plane. 
  Any physical material within a 50 foot radius of the portal disintegrates.
  Round 1: Randomly determined portal (Breach #1) explodes 
  with the force of psychic tunneling.
  Round 2: 1 laborer, 1 overseer and 1 channeler emerge from 
  Breach #1.
  Round 3: 2 laborers emerge from Breach #1.
  Round 4: 3 warriors emerge from Breach #1.
  Round 5: Randomly determined portal (Breach #2) explodes 
  with the force of psychic tunneling. 2 laborers and 1 
  warrior emerge from Breach #1.
  Round 6: 1 overseer and 1 channeler emerge from Breach 
  #1; 2 warriors, 1 overseer and 1 channeler emerge from 
  Breach #2.
  Round 7: 1 warrior emerges from Breach #1; 1 warrior 
  emerges from Breach #2.
  Rounds 9-17: Nothing emerges.
  Round 18: Randomly determined portal (Breach #3) 
  explodes with the force of psychic tunneling.
  Round 19: 1 overseer and 1 channeler emerge from Breach 
  #3.
  Round 20: 3 warriors emerge from Breach #3.
  Round 21: 3 warriors emerge from Breach #3.
  Round 22: 1 governor emerges from one of the three 
  breaches (roll 1d3) carried by 4 laborers.
  Battle Roster of the Planehoppers 
  (CR 15)
  These Planehoppers are a reconnaissance-in-force, led by a governor 
  in charge of 3 overseers, 10 warriors, 6 channelers, and 9 laborers. 
  Since they are exploring, no investigation follows their disappearance, or 
  at least, not for some time.
  PLANEHOPPER GOVERNOR 
   
   
  CR 9 
  XP 6,400
  hp 102 (See Appendix)
  PLANEHOPPER OVERSEERS (3) 
   
  CR 7
  XP 6,400
  hp 102 (See Appendix)
  PLANEHOPPER CHANNELERS (6) 
   
  CR 6
  XP 2,400
  hp 68 (See Appendix)
   
  PLANEHOPPER WARRIORS (10) 
   
  CR 5 
  XP 1,600
  hp 51 (See Appendix)
   
  PLANEHOPPER LABORERS (9) 
   
   
  CR 3
  XP 800
  hp 30 (See Appendix)
  Planehopper Attackers at Breach No. 1 (CR 12)
  PLANEHOPPER OVERSEERS (2) 
   
  CR 7
  XP 6,400
  hp 102 (See Appendix)
  
  38
  Quests of Doom: Bugs and Blobs
  PLANEHOPPER CHANNELERS (2) 
   
  CR 6
  XP 2,400
  hp 68 (See Appendix)
  PLANEHOPPER WARRIORS (4) 
   
   
  CR 5 
  XP 1,600
  hp 51 (See Appendix)
  PLANEHOPPER LABORERS (4) 
   
   
  CR 3
  XP 800
  hp 30 (See Appendix)
  Planehopper Attackers at Breach No. 2 (CR 11):
  PLANEHOPPER OVERSEERS (2) 
   
  CR 7
  XP 3,200
  hp 85 (See Appendix)
  PLANEHOPPER CHANNELERS (2) 
   
  CR 6
  XP 2,400
  hp 68 (See Appendix)
  PLANEHOPPER WARRIORS (3) 
   
   
  CR 5
  XP 1,600
  hp 51 (See Appendix)
  Planehopper Attackers at Breach No. 3 (CR 11):
  PLANEHOPPER OVERSEER  
   
  CR 7 
  XP 3,200
  hp 85 (See Appendix)
  PLANEHOPPER CHANNELER 
   
   
  CR 6 
  XP 2,400
  hp 68 (See Appendix)
  PLANEHOPPER WARRIORS (6) 
   
   
  CR 5 
  XP 1,600
  hp 51 (See Appendix)
  Planehopper Command Group (CR 10):
  PLANEHOPPER GOVERNOR 
   
   
  CR 9 
  XP 6,400
  hp 102 (See Appendix)
  PLANEHOPPER LABORERS (4) 
   
   
  CR 3 
  XP 800
  hp 30 (See Appendix)
  Thoth-Antef’s Briefing
  Provided that the characters don’t slay him as a monster, Thoth-Antef 
  briefs the characters on the following points:
  Thoth-Antef is the last high priest of Thoth in this Temple. He quickly 
  explains that a plague struck the temple and that the priests closed it off 
  magically to keep the plague from spreading through the temple’s magic 
  portals into other dimensions. The plague killed many and turned the rest 
  into gelatinous cubes, never dying of old age. He himself has not reached 
  the natural end of his lifetime and was not affected by the plague. If the 
  characters inquire further, he can tell them about the Sickness Dancers 
  and that this was centuries ago, and other details from the background, but 
  these details are of little interest to most players.
  The attackers are a species known as “Planehoppers” because they 
  resemble locusts and behave like locusts too, ravaging the worlds they 
  invade and enslaving entire populations. Their word for themselves 
  is unpronounceable. They have been psychically drilling through the 
  substance of the planes of existence, and they are at the verge of breaking 
  through one of the portals of the Oasis-Temple. He doesn’t know which 
  one of the portals. Unless the characters use some divinatory powers of 
  their own, they won’t know that the Planehoppers are working through 3 
  portals at once — until the drilling breaks through.
  Thoth-Antef himself is already so stricken by his efforts to hold back 
  the Planehoppers that he can no longer do much more than broadcast the 
  characters’ instructions to the changed priests. He can still bite but cannot 
  manage a psychic blast anymore (he would need a week’s rest, at least). 
  He can’t move very fast, either.
  The “Changed Priests” in the temple, the lucky (or perhaps unlucky) 
  servants of Thoth who were changed into 4 gelatinous cubes by the Wax 
  Plague instead of being killed by it. As long as the characters have Thoth-
  Antef to speak mentally to the cubes, they can communicate instructions. 
  The original skeletons of the changed priests are visible in the gelatin of 
  the cubes, and they are wearing holy symbols of Thoth. Without the holy 
  symbols, they cannot “hear” Thoth-Antef’s mental commands. 
  GELATINOUS CUBES (4)   
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary “Gelatinous 
  Cube”)
  Gear necklace of Thoth (holy symbol)
  The PCs can decide where Thoth-Antef and the changed priests start 
  the battle (e.g. the players decide where all the allied pieces start).
  If the characters attack the priest, it tries to retreat rather than attack, 
  heading toward Area T-2.
  Area T-3. Broken Portals
  A white marble lotus-flower rests on the floor like a petaled 
  bowl five feet across. Three statues of ibis-headed men stand 
  behind the lotus, holding hands. 
  These portals are deactivated or in some cases physically broken by the 
  priests of Thoth to prevent the Wax Plague from spreading through them 
  into other realities or planes of existence.
  Changed Priests of Thoth
  When the Wax Plague infected all the priests of the Oasis-
  Temple of Thoth, the first infected were the priests most vulnerable 
  to the plague. These died before the true horror of the Wax Plague 
  showed itself in them. The priests who were not killed by the 
  disease were the unlucky ones, for they were irrevocably and 
  horribly changed.
  The changed priests are now immortal gelatinous cubes, the 
  final stage of the curse brought to Thoth’s temple by the Sickness 
  Dancers. The priests’ skeletons still hang motionless inside 
  the translucent flesh of the cube: flesh that was once their own. 
  Around the neck of each skeleton shines the necklace of Thoth’s 
  priesthood, the symbol of an ibis.
  For all intents and purposes, the changed priests are treated as 
  gelatinous cubes, with a single exception: the priests can “hear” the 
  voice of Thoth-Antef through the necklace and follow his orders 
  to the best of their limited abilities. They can be told to go places 
  in the temple, and they understand and obey. They can be told to 
  attack, and they can be told to wait in a particular place. Their 
  reduced mental abilities cannot handle anything more complex.
  
  39
  hidden oasis  - Temple of thoth
  Area T-4. The Gate of Hermopolis
  A white marble lotus-flower rests on the floor like a petaled 
  bowl five feet across. Three statues of ibis-headed men stand 
  behind the lotus, holding hands. The one in the center looks into 
  the sky, and the other two look down at the lotus. 
  This gate leads to the city of Hermopolis, a major city in the Material 
  Plane. More importantly, as far as Thoth-Antef is concerned, Hermopolis 
  is the seat of the temple of Thoth. If the Planehoppers get through this 
  portal in force, the entire presence of Thoth’s priestly hierarchy on this 
  world is threatened. Defending this gate has been Thoth-Antef’s main 
  priority during his centuries of defending the ruined temple from those 
  who manage to get through the gates from the outside.
  Area T-5. Columns
  A double colonnade, six pillars long, proceeds from south to 
  north. The pillars are massive, 10 foot in diameter, spaced 40 foot 
  apart, and rise more than a hundred feet to the domed ceiling. 
  They are painted with scenes of fabulous beasts and people with 
  animal heads. The paint is quite faded, and you cannot make out 
  details without stepping closer.
  Most of the scenes feature the ibis-headed god Thoth, to whom this 
  temple belongs. He is shown sitting in front of souls in the underworld, 
  apparently asking questions and writing down the answers on a scroll in 
  his lap. He is also shown stepping through portals that apparently have 
  one world on one side, and another world on the other. 
  If the characters spend 10 minutes checking the pillars for details (DC 
  20 Perception), or almost immediately if they are specifically looking for 
  pictures of lotus flowers, they find an interesting picture. It shows Thoth 
  on a white lotus flower, with three other ibis-headed people — possibly 
  priests or priestesses — standing behind him. The central priest is looking 
  down at the lotus as the others look upward and to the sides.
  Area T-6. The Gate
  Two dried-out human bodies lie next to a huge pair of doors 
  that the dead men were apparently trying to close when they died. 
  Thousands of pictograms and runes cover the doors, but many of 
  the images are hacked and damaged.
  The two bodies are priests of Thoth who died in the early days of the 
  plague. Investigation finds that their flesh was starting to melt and change 
  when they died (DC 10 Perception). What they were melting into cannot 
  be guessed from the corpses. A DC 15 Heal check can tell that the melting 
  was fatal, and that the edges of the melted areas seem to be a bit translucent. 
  It is also possible for character makes a successful DC 25 Heal check can 
  discern that the melting of the flesh resulted from a disease.
  The symbols on the door are all focused upon the god Thoth, who is 
  shown in many of his different functions as a god of Khemit. In particular, 
  though, he is shown in his capacity as a traveler and as one who teaches. 
  A successful DC 20 Perception check allows the PCs to find a series of 
  pictures that show the same scene, one on top of the other, all the way 
  down one part of the door. The scene is simple: Thoth stands in front of 
  a person wearing an ibis medallion, holding his hand over the person’s 
  head. The last of these pictures is strange, because instead of a person 
  wearing the ibis medallion, it is some sort of formless shape with a circle 
  in the center. It does have the ibis medallion draped around it, though.
  The figure being blessed by Thoth is of course the High Priest Thoth-
  Antef, whose species is far from human.
  Area T-7. Chapel of the Other Gods
  This is an enclosed area the size of a cathedral. A statue at the very 
  back of the long chamber holds aloft a disc of bright white light, which 
  illuminates the entire area. The statue is almost too bright to make out 
  the details, but from the shape of it, it looks like a statue of the god 
  Ra, since it is a hawk-headed man. The 60 foot wide aisle leading to 
  the statue of Ra also has 4 side-chambers, 20 foot or so deep. These 
  also contain statues, although the shadows from Ra’s blinding sun disc 
  make them hard to see from the entrance of the room.
  City of Hermopolis
  The city of Hermopolis is a major city of Lower Khemit. With 
  a population of 115,000, the seat of the High Temple of Thoth, 
  a major library called the Thocaenum, and a major university at 
  the temple, Hermopolis is a center of learning and sophistication 
  known throughout the Kingdom of Khemit. Its university produces 
  scholars highly sought after by the Royal Court of Khemit and 
  by administrators throughout the kingdom, and its library rivals 
  the one at Pharos, though its content is more religiously oriented. 
  The city is located at a confluence of the River Stygian and the 
  seasonal Bakhari tributary. During flood season, the river is a 
  muddy expanse more than 2 miles wide in which tens of thousands 
  of storks and flamingoes cavort and feed, creating a cacophony 
  heard more than a mile from the banks.
  Lotus-Portals of Thoth
  Several of these portals are found throughout the Oasis-Temple 
  of Thoth. They all look the same, and they are all portals to 
  different dimensions, realities, and planes of existence. 
  An unbroken Lotus-Portal is a single marble statue of a large, 
  flat lotus blossom on the ground, with a 5 foot diameter. Three 
  priests with ibis heads stand behind the lotus, looking up or down. 
  The heads are mounted on a metal armature, allowing them to be 
  pivoted on the neck to look up or down. The center head moves 
  directly up-down, and the ones at the sides are either looking in 
  and down at the lotus, or up and sideways at the sky.
  The correct placement of the statue heads, in order to make the 
  gate function, is to have the central priest looking down at the 
  lotus, and the two priests at his sides looking up/sideways. 
  When the heads are pointed in the correct directions, a blue 
  haze forms in the bowl of the lotus flower. Anyone stepping into 
  the flower and remaining there for a full minute emerges from 
  some sort of portal on the far side — not all of the destination 
  portals resemble the Lotus-Portals.
  Once the gate has been used, the armature inside the statues 
  moves the heads back into one of the “off” positions.
  At the present time, all but two of the Lotus-Portals are broken, either 
  by invaders or by the priests of Thoth themselves, before the Oasis-
  Temple fell to the Wax Plague of the Sickness Dancers. The gates could 
  conceivably be repaired, but the details of such repair would lie with 
  the Game Master. It would certainly require assistance from powerful 
  priests of Thoth, possibly all the way from the city of Hermopolis.
  
  40
  Quests of Doom: Bugs and Blobs
  This temple contains statues of several gods other than Thoth. The 
  statues here allowed visiting priests and dignitaries to give offerings and 
  blessings to their own patron deities and be correctly identified with a DC 
  20 Knowledge (religion) check. The large statue at the back of the temple 
  is, of course, Ra. Four other statues in alcoves along the side walls of this 
  temple are Isis, Osiris, Sekhmet, and Set.
  Statue of Isis: This statue shows a woman holding an ankh, her hair 
  arranged on her head in a shape that looks like a chair, or perhaps a 
  throne.
  Statue of Osiris: This statue shows a man holding a shepherd’s crook and a 
  flail, wearing a tall crown with two ostrich feathers. His skin is painted green.
  Statue of Sekhmet: This statue depicts a woman with the head of a 
  lioness. The entire statue is painted red, as if with blood.
  Statue of Set: This statue is an enormous, coiled, black snake.
  Area T-8. Storehouse
  A few large support walls remain from what must once have 
  been a warren of smaller rooms and chambers. There are 
  remnants of a fallen staircase, and some toppled statues.
  Treasure: In this area, in addition to the broken portal of Thoth, there is a 
  great deal of potentially usable material. If the characters are willing to scavenge, 
  they can find the following with a successful DC 15 Perception check:
  • Huge quantities of clay bricks and wall fragments.
  • Smaller quantities, but still several tons, of cut stone (1 foot x 1 foot 
  x 2 foot).
  • 30 wooden beams (sound and not rotten)
  • 200 wooden beams in various stages of rot
  • 30 covered, sealed clay drums of water (40-gallon containers with 20 
  gallons of water remaining)
  • 30 covered, sealed clay drums of flammable oil (40-gallon containers 
  with 5 gallons remaining un-evaporated). NOTE: The oil will catch fire, 
  but not as fast as alchemist’s fire.
  • 30 covered, sealed clay drums of olive oil (40-gallon containers with 
  30 gallons un-evaporated).
  • 1 ton of cloth, fairly rotted (too weak to make a torsion-powered 
  ballista)
  • 16 dried-out human bodies (priests of Thoth or temple guests)
  No rope has survived in usable condition.
  Area T-9. Teleportal
  A pattern of colorful, bird-shaped tiles is set into the floor to 
  create a huge circle, 50ft in diameter.
  This circle of tiles is a teleportal. Anything stepping on it (including 
  one of the Scorpions of Sekhmet) is instantly teleported as per teleport 
  spell to Area T-10. 
  Area T-10. Teleportal
  This is a circle of fish-shaped tiles, 50 foot across.
  This circle of tiles is a teleportal. As with the teleportal at Area T-7, 
  anything stepping on it (including one of the Scorpions of Sekhmet) is 
  instantly teleported to Area T-9. 
  Area T-11. Garage
  Inside this long chamber, you see two giant scorpions made of 
  metal. Each is 15 foot long, and they have bodies that are taller 
  and wider thant the proportions of a real scorpion.
  The Scorpions of Sekhmet are the artifacts guarded by the temple.
  Scorpions of Sekhmet
  They are vehicles created by the goddess Sekhmet, granted to six of her 
  most devoted warrior-servants in the distant past. Two of these artifacts 
  have, over the centuries, fallen into the hands of the priests of Thoth, who 
  stored them away in Thoth’s great Temple-Oasis. 
  SCORPION OF SEKHMET (MAJOR ARTIFACT)
  Aura overwhelming evocation and transmutation; CL 30th
  Slot none; Weight 11,000 lbs.
   
  DESCRIPTION
  A Scorpion of Sekhmet is a magical iron vehicle shaped 
  in the image of a Huge scorpion, 15 feet long, with an 
  unusually fat body and a proportionally short tail. 
  Close examination, and a DC 20 Perception check, 
  reveals a secret catch that opens a hatch on one side. The 
  hatch can be locked from the inside (treat as arcane lock 
  spell if anything tries to force it open when locked). It takes 
  a move action for a Medium or smaller person to enter or 
  leave the hatch. Anyone who crawls inside finds seating for 
  four Medium occupants. 
  All seats have small periscopes serving as windows (treat 
  as arrow slits) that provide improved cover to the crew 
  within, but allow each crewmate to see what is happening 
  outside. Each seat has controls to different functions with 
  seat for the driver, seat 2 can assist the driver, seats 2-3 
  control the claw weapons, and seat 4 controls the tail 
  stinger. When a Scorpion has four operators, it is able to 
  make 2 move actions each round as well as a standard 
  action with each of its armaments.
  Operating a lever is a full-round action and requires a 
  check (see “Movement and Turning”). The Scorpion has 
  physical limitations on what it can do, and the more the 
  operators push the limits, the harder it is to make the device 
  do exactly what is wanted. The operator in charge of driving 
  must move the Scorpion one move action at a time, and 
  the other operators (turning, clawing, firing) can interrupt at 
  any time to turn the Scorpion 45-degrees as its second move 
  action (which prevents the driver from making a second 
  move action), make an attack with the claws, or fire a sun-
  ray from the tail. An assistant driver cannot attempt a turn 
  move and make an attack with a claw in the same round.
  When active, a Scorpion of Sekhmet has the following 
  characteristics: 
  Init the Scorpion acts on the initiative of the individual 
  operators; hp — (impervious to all mortal damage); speed 50 
  ft.; AC 5 (crew’s AC see below); melee 2 claws +20 (4d10/19–
  20 plus grab) see “Attacking” below and tail stinger ray attack, 
  +10 ranged touch (10d6 fire and holy) see “Vengeance of 
  Sekhmet” below; CMB +24; CMD 34 (42 vs. trip).
  Immunities: Anyone inside the Scorpion is immune to fire, 
  cold, and electricity attacks. Sonic attacks (such as the song 
  and the chirp abilities of Planehopper channelers) affect 
  those inside the Scorpion normally although the carapace 
  grants a +2 bonus to all saves.
  
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  hidden oasis  - Temple of thoth
  Special Inside the artifact, the crew has improved cover, 
  granting them a +8 bonus to their AC and a +4 bonus on 
  Reflex saves if they should be attacked through the seams 
  in the machine’s carapace. These seams allow air to freely 
  flow, and keep the artifact from being waterproof or gas-
  proof.
  Switching seats: It takes a move round to get into an 
  empty seat, and a full-round action for two seat occupants 
  to switch seats.
  Movement and Turning (Seats 1–2)
  The Scorpion can move at its base speed for 24 hours as long as an 
  operator is in the driver’s seat and actively guiding the machine. It moves 
  at 5 miles per hour, and therefore has an overland movement of 120 miles 
  per day if it travels at this speed for 24 hours. Every 24 hours of movement 
  uses 1 charge from the artifact’s power-crystal. 
  The Scorpion can only move forward. A single driver can move the 
  Scorpion forward in a straight line, but an assistant driver is required in 
  order to turn the Scorpion. At the end of its turn, the Scorpion automatically 
  comes to a stop unless the driver continues its course forward on the next 
  turn. If the driver does not wish to move the Scorpion forward in a round, 
  the assistant driver can attempt two move action turns if he chooses.
  Tactical movement in combat at the Scorpion’s base speed for a single 
  move requires a base DC 5 Intelligence check (a driver with Knowledge 
  [engineering] can substitute a skill check in place of the Intelligence 
  check).  In addition, if a driver wishes, he can push the Scorpion to greater 
  tactical speeds by applying penalties to the check. A Critical Success 
  occurs when the operator rolls a natural 20 on a check; a critical failure 
  occurs with the operator rolls a natural 1 on a check (Movement Problem 
  tables below). The movements require checks as follows:
  Normal Movement, Single Move Action (Speed 50 ft.): DC 5 
  Success: Single move succeeds.
  Failure: The move fails; the driver can attempt another move action in 
  this round if he chooses.
  Critical success: Treat as normal success.
  Critical failure: Treat as normal failure and roll on the Movement 
  Failure Table.
  Double Move Action (Speed 50 ft.): DC 10 
  Success: Double move succeeds, and the driver can keep trying to 
  push the movement, if desired. No turn may be attempted by the 
  assistant driver in this round. Nor can this this be attempted if the 
  assistant driver has already made a turn with a move action.
  Failure: The move fails and the Scorpion can make only a single move 
  action this round. 
  Critical success: May make a run movement at triple speed as a full-
  round action (move 150 feet, no turn possible in this round). 
  Critical failure: Treat as normal failure and roll on the Movement 
  Failure Table.
  Greater Than Double Move: DC 15 +1 per 10 feet of travel attempted 
  beyond the distance of a double move (this cannot be performed in 
  conjunction with a run action as described under Double Move Action—
  Critical success above), with the check for each additional 10 feet 
  resolved separately. As with the double move action, no attempt to turn 
  the Scorpion can be made in the round when this is attempted.
  Success: The Scorpion moves 10 additional feet and the driver can 
  keep trying to push the movement, if desired. 
  Critical success: The Scorpion moves that 10 additional feet and a 
  bonus 10 feet beyond that with no check, if desired. Checks for further 
  movement in this round are made as if the bonus 10 feet did not occur 
  (i.e. the bonus 10 feet does not add to the DC for additional checks).
  
  42
  Quests of Doom: Bugs and Blobs
  Failure: Roll on the Movement Problem Table. 
  Critical failure: Roll on the Critical Movement Failure Table.
  Turn 45-Degrees, Single Move Action: DC 10
  Success: The Scorpion turns 45-degrees and can proceed in that 
  direction on its next move action.
  Failure: The Scorpion does not turn and is unable to make any further 
  move actions until next round.
  Critical success: The Scorpion can turn up to 90-degrees if the 
  assistant driver wishes.
  Critical failure: Treat as normal failure and roll on the Movement 
  Failure Table.
  Turn 90-Degrees, Single Move Action: DC 20
  Success: The Scorpion turns 90-degrees and can proceed in that 
  direction on its next move action.
  Failure: Roll on the Movement Problem Table.
  Critical success: The Scorpion turns 90-degrees as a swift action and 
  can still make two move actions in the round.
  Critical failure: Roll on the Critical Movement Failure Table.
  Claw Attacks (Seats 2–3)
  Claw attacks do 4d10 points of bludgeoning and slashing damage. If 
  a successful melee hit initiates a grab on the target. Held targets can be 
  automatically hit by the second claw if that claw’s operator has not yet 
  acted and wishes to do so (assuming there’s no fail on the roll to use 
  the claw). The holding claw automatically deals normal damage until the 
  held opponent manages to break free. Claw attacks do not use up charge 
  crystals. Use of the claws requires checks as follows (this check is made 
  before the attack roll):
  First claw attack while stationary for the entire round: DC 5
  Success: Make normal claw attack.
  Failure: The claw attack fails.
  Critical Success: In addition to a possible critical hit (with a +4 a 
  bonus to confirm), any additional claw attacks in this round gain a +4 
  attack bonus.
  Critical failure: No attack with this claw is possible for 2 rounds as 
  the claw gets out of position or stuck.
  Second claw attack while stationary for the entire round DC 10 
  Success: Make normal claw attack.
  Failure: The claw attack fails.
  Critical Success: In addition to a possible critical hit (with a +4 a 
  bonus to confirm), any additional claw attacks on the following round 
  gain a +4 attack bonus.
  Critical failure: No attack with either claw is possible for 2 rounds as 
  the claws get out of position or stuck.
  First claw attack if there is movement during the round: DC 15
  Success: Make normal claw attack.
  Failure: The claw attack fails.
  Critical Success: In addition to a possible critical hit (with a +4 a 
  bonus to confirm), any additional claw attacks on the following round 
  gain a +4 attack bonus.
  Critical failure: Roll on the Critical Claw Attack Problem table.
  Second claw attack if there is movement during the round: DC 20
  Success: Make normal claw attack.
  Failure: The claw attack fails.
  Critical Success: In addition to a possible critical hit (with a +4 a 
  bonus to confirm), any additional claw attacks on the following round 
  gain a +4 attack bonus.
  Critical failure: Roll on the Critical Claw Attack Problem table.
  Vengeance of Sekhmet (Seat 4)
  The stinger tail fires a ray of true sunlight in a 250-foot line dealing 
  10d6 points of damage (half fire, half holy) to all non-good targets (DC 25 
  Reflex, half). The tail can fire in a 270-degree arc forward. It cannot fire to 
  the rear or flanks. It can be fired every other round, and uses 1 charge of a 
  power-crystal per shot whether the check is successful or not. Use of the 
  tail requires checks as follows:
  Aim Stinger Tail and Fire While Stationary: DC 10
  Success: Make normal ranged touch attack.
  Failure: The ray attack fails.
  Critical Success: Possible critical hit (with a +4 a bonus to confirm).
  Critical failure: The ray attack fails. The stinger ray cannot be used 
  for an additional 1d4 rounds as it recharges.
  Aim Stinger Tail and Fire While Stationary: DC 20
  Success: Make normal ranged touch attack at –4 penalty to the attack roll.
  Failure: The ray attack fails.
  Critical Success: Possible critical hit (with a +4 a bonus to confirm).
  Critical failure: The ray attack fails spectacularly. The stinger 
  backfires dealing 4d6 fire damage to the operator (DC 20 Reflex save, 
  half), and the stinger ray cannot be used for an additional 1d4 rounds 
  as it recharges.
  Movement Problem Table
  Roll 1d10
  Result
  1–4
  No problem, keep going
  7–8
  Scorpion stalls and moves no farther this round
  9
  Scorpion flips over. Getting it righted requires a 
  successful DC 20 check by the driver.
  10
  Scorpion skids out of control, and moves 1d8 x 
  10-ft. in a random (1d8) direction. Make a DC 
  15 check to control the skid by choosing the 
  direction it travels.
  Critical Movement Problem Table
  Roll 1d10
  Result
  1–2
  No problem
  3–4
  Scorpion stalls and moves no farther in this 
  round
  5–6
  Scorpion flips over. Getting it righted requires a 
  successful DC 20 check by the driver.
  7–8
  Scorpion skids out of control, and moves 1d8 x 
  10-ft. in a random (1d8) direction. Make a DC 
  15 check to control the skid by choosing the 
  direction it travels.
  9
  Fire. Someone has to get out and spend 1d3 
  rounds outside the Scorpion to put out the fire. 
  Otherwise, the heat inside begins rising after 2 
  rounds, with everyone taking 1d6 fire damage 
  plus 1d6 fire damage per additional round after 
  the third to a maximum of 6d6 fire per round 
  (i.e. 0 damage in rounds 1 and 2, 1d6 in round 
  3, 2d6 in round 4, 3d6 in round 5, etc.). The 
  Scorpion can continue all activities as normal; 
  it’s just on fire while doing so.
  10
  Scorpion flips over and rolls. Each character 
  inside takes 3d6 bludgeoning damage and 
  must make a DC 15 Fortitude save or be 
  knocked unconscious for 1d6 rounds. The 
  Scorpion has only a 50% chance to end the roll 
  upright; otherwise, it requires a successful DC 20 
  check by an operator in the driver seat (which 
  may require the removal of an unconscious 
  driver) to get it flipped back onto its legs.
  
  43
  hidden oasis  - Temple of thoth
  Critical Claw Attack Problem Table
  Roll 1d10
  Result
  1–2
  No problem
  3–4
  Lose 2 rounds of attacks as the claws are 
  jammed/tangled.
  5–6
  One claw disabled (determine randomly); fixing 
  it requires a successful DC 15 check.
  7–8
  One claw is disabled; fixing it requires DC 15 
  checks in consecutive rounds.
  9
  One claw is broken and permanently 
  destroyed, chopped in half by the other claw.
  10
  Both claws are permanently destroyed (they 
  cut each other in half, basically). 
   
  DESTRUCTION
  A Scorpion of Sekhmet cannot be destroyed by any 
  mortal means, but it can run out of power and become inert 
  until a new power-crystal is obtained. 
  Power-Crystals
  Power-crystals power these artifacts, acting as a fuel source for the 
  Scorpions, and appear as perfectly cut rose-quartz crystals that glow 
  slightly in the dark and are pleasantly warm to the touch. Currently, one 
  Scorpion has 26 charges left and the other has 55 charges left. The crystals 
  found in the oasis (the gemstone amulets) are charge crystals and are fully 
  charged (1,000 charges each). When a charge crystal reaches 0 charges, 
  the Scorpion fails to function. They cannot be recharged by any known 
  (mortal) means.
  Area T-12. Planehopper Gate
  A white marble lotus-flower rests on the floor like a petaled 
  bowl, five feet across. Three statues of ibis-headed men stand 
  behind the lotus, holding hands. The one in the center looks into 
  the sky, and the other two look down at the lotus. 
  New Monsters
  Planehopper
  The Planehoppers are an intelligent insect-like species with a bizarre 
  caste system: They are rapacious conquerors relentlessly expanding their 
  strange empires across many dimensions and planes of existence. Their 
  sprawling cities, with high spires, curving ramps, and countless thousands 
  of inhabitants, can cover entire worlds and moons in the realities and 
  dimensions that the Planehoppers have seized.
  The basic form of a Planehopper resembles a locust without wings, 
  but with an upright “torso” section. Thus, they are similar to centaurs in 
  shape: a large, grasshopperlike, horizontal segment with 4 legs supporting 
  an upright “torso” segment with 2 arms, with a head-segment atop the 
  torso. All the castes of a Planehopper hive share this body form.
  Planehopper eggs are either male eggs or queen eggs laid in a ratio of 
  at least 100-to-1. Originally, perhaps, there was no more differentiation 
  between the males than this, but a caste called the “vivisecters” 
  developed at some distant point in Planehopper history to adapt young 
  Planehoppers to the hive’s needs. The vivisecters use surgical procedures 
  — a combination of their innate magic, instinct, learning, and tools — 
  to shape young Planehoppers into members of the various male castes. 
  The vivisecters do not hesitate to practice their arts upon other species 
  conquered by the Planehoppers — with varying degrees of success.
  PLANEHOPPER CHANNELER 
   
   
  CR 6
  XP 2,400
  CE Medium monstrous humanoid
  Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception 
  +10
   
  AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 
  natural)
  hp 68 (8d10+24)
  Fort +5; Ref +8; Will +8; +4 profane bonus vs. mind-affecting 
  effects
  Defensive Abilities telepath defense
   
  Speed 30 ft.
  Melee short sword +9/+4 (1d6/19-20), short sword +9 (1d6/19-
  20) or 2 claws +10 (1d4)
  Special Attacks psychic chirp, psychic song
   
  Str 11, Dex 15, Con 16, Int 11, Wis 14, Cha 18
  Base Atk +8; CMB +8; CMD 21 (25 vs. trip)
  Feats Dodge, Two-weapon Fighting, Weapon Finesse, 
  Weapon Focus (short sword)
  Skills Climb +5, Knowledge (geography) +6, Knowledge 
  (planes) +8, Perception +8, Profession (miner) +5, Sense 
  Motive +4, Stealth +8, Survival +8 
  Languages telepathy 60 ft.
  SQ planar excavation
  Gear 2 short swords 
   
  Project Psychic Force (Su) The overseer’s mental power 
  alone is not focused enough to attack without the help of 
  a channeler. As long as the overseer is not more than 500 
  
  44
  Quests of Doom: Bugs and Blobs
  feet from the channeler, it can project one of four different 
  mental powers through the channeler (see the channeler 
  for descriptions of these powers) every other round, up to 
  twice per day.
  • Psychic Chirp (Su) This psychic projection is a needle-thin 
  ray. On a successful touch attack the psychic chirp causes 
  3d6 points of damage (DC 18 Will save for half damage). 
  This save DC is Charisma based.
  • Planar Excavation (Su) This psychic emanation “digs” 
  through the fabric of different planes of existence or 
  dimensions. The psychic power of the digging cannot be 
  used as a weapon, although when it breaks through on the 
  far side of a planar tunnel it explodes in a blast of psychic 
  energy to any physical material within a 50 foot radius 
  of the portal. This blast acts as the spell disintegrate cast 
  at the originating caster level (typical overseer CL 12). A 
  channeler can emit this psychic frequency whenever the 
  originating creature — its overseer or governor — wishes, as 
  long as the originating creature maintains concentration 
  on the task.
  • Psychic Song (Su) A channeler’s song is actually a 
  psychic frequency rather than a sound, but unless the 
  targets are also psychic they think they “hear” the actually 
  soundless ripples of the song. The song extends in a cone 60 
  foot. Anyone within this area must make a DC 18 Will saving 
  throw or suffer 1d6 hit points of psychic damage and suffers 
  stunned condition for 1d2 rounds. This save DC is Charisma 
  based.
  • Repulsion (Su) This psychic emanation is a cone of 
  force 60 foot long that repulses (DC 18 Will save to not 
  be affected) all living beings 60 foot away with no range 
  increment. This ability can affect anything up to 2,000 
  pounds. If the creature hits a solid object, the impact causes 
  1d6 hit points of damage for each 10 foot that the target 
  had not already been moved. For example, if the target 
  was pushed back only 10 foot and hit a wall, the damage 
  would be 5d6 because 50 foot of the 60 foot had not been 
  traveled. 
  Telepath Defense (Su) As telepaths, the Planehoppers 
  receive a +4 to saves vs. mind-affecting effects from mental 
  training.
  Planehopper channelers look like warriors but with much larger heads 
  and longer antennae. They are able to receive mental waves from an 
  overseer and focus it into a much more powerful projection. 
  The number of times a channeler can emit this cone of psychic 
  repulsion depends upon the originating creature, not on the channeler. The 
  channeler itself is not exhausted or depleted by focusing mental powers, 
  but the originating creature has limited stamina. More than one originating 
  creature can focus mental power through a channeler, but the channeler 
  can only emit one power per round, regardless of how many originating 
  creatures are ready to use it as a focus.
  There are 4 different mental emanations that an overseer or governor 
  Planehopper can project through the mind of a channeler. Their major 
  role as a channeler is to use its planar excavation to create tunnels from 
  one reality into the next. It is through these tunnels that the Planehoppers 
  spread their rapacious empires to conquer and enslave the civilizations 
  they find on the far sides of their constant tunneling.
  Dual-wielding of short swords is seen as a social badge of honor amongst 
  channelers and are worn ceremonially even out of combat situations. 
  PLANEHOPPER GOVERNOR 
   
   
  CR 9
  XP 6,400
  CE Medium monstrous humanoid
  Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception 
  +12
   
  AC 21, touch 10, flat-footed 21 (+11 natural)
  hp 102 (12d10+36)
  Fort +6; Ref +8; Will +13; +4 profane bonus vs. mind-affecting 
  effects
  Defensive Abilities telepath defense
   
  Speed 0 ft., levitate 30 ft. vertical
  Special Attacks psychic flash
   
  Str 8, Dex –, Con 15, Int 19, Wis 17, Cha 22
  Base Atk +12; CMB +11; CMD 21 (25 vs. trip)
  Feats Alertness, Blind-fight, Deceitful, Improved Iron Will, Iron 
  Will, Toughness
  Skills Appraise +10, Bluff +10, Diplomacy +15, Heal +8, 
  Knowledge (arcana) +10, Knowledge (dungeoneering) +8, 
  Knowledge (engineering) +10, Knowledge (geography) 
  +10, Knowledge (history) +10,  Knowledge (planes) +16, 
  Knowledge (religion) +8, Linguistics +9, Perception +12, 
  Sense Motive +11, Spellcraft +10, Stealth +7, Survival +10 
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Draconic, Infernal, Sylvan, Terran; telepathy 1 mile (limited to 
  Planehopper overseers only) or 60 ft. for all other creatures
  SQ channeler broadcast, telepathic hive-bond
   
  Psychic levitation (Su) Governor Planehoppers can float as 
  per levitate spell, rising up to a height of 30 foot, but they 
  cannot move forward without help. They are usually assisted 
  by 2–4 Planehopper laborers that push the governor where 
  
  45
  hidden oasis  - Temple of thoth
  it directs.
  Psychic Flash (Su) Governors are able to build up psychic 
  energy and release it in a 30 ft. cone once every other 
  round that causes 12d6 psychic damage (DC 22 Will save 
  for half damage). They are able to use this power 4 times 
  per day. This power is very draining and if a governor uses 
  this after the daily allotment, the governor must make a 
  Fortitude save DC 15 +2 for each additional use until a full 
  day of rest or become fatigued. 
  Telepathic hive-bond (Su) The governor may hive-bond 
  with all Planehoppers up to a mile in every direction. Once 
  a Planehopper has acted in a combat, the governor can 
  alert all within its area. These Planehoppers will no longer 
  be considered flat-footed. This hive-bond also allows the 
  governor and its Planehoppers a +4 to perception as they 
  gain a wider range of perceiving their environments.
  Telepath defense (Su) As telepaths, the Planehoppers 
  receive a +4 to saves vs. mind-affecting effects from mental 
  training.  
  Planehopper governors are mostly brain. They look like a giant 5 foot 
  diameter locust head floating in the air, with spindly legs and a rudimentary 
  body dangling beneath it. The head’s carapace is too small to contain the 
  massive brain, so the back is split open like flower petals, leaving the 
  pulsing yellow brain open to the air. Six whip-like antennae emerge from 
  the brain and undulate slowly in the air.
  Governors are the higher officers of a Planehopper horde. They can 
  communicate telepathically with overseers over a distance of 1 mile, and 
  can communicate telepathically with other castes of Planehoppers and 
  other creatures at a range of 60 foot. 
  Planehopper governors cannot melee attack as they have no natural 
  weapons. They can, however, focus a mental blast through a Planehopper 
  channeler as an overseer does (see the description of the channelers for 
  details) or build up psychic energy and release it in a flash. The link 
  between the governor and the channeler can be blocked by metallic lead.
  PLANEHOPPER LABORER  
   
  CR 3
  XP 800
  CE Medium monstrous humanoid
  Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception 
  +4
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 30 (4d10+8)
  Fort +2; Ref +5; Will +4; +4 profane bonus vs. mind-affecting 
  effects
  Defensive Abilities telepath defense
   
  Speed 30 ft.
  Melee 2 claws +8 (1d4+4)
   
  Str 18, Dex 12, Con 13, Int 7, Wis 10, Cha 9
  Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
  Feats Endurance, Toughness
  Skills Climb +8, Knowledge (engineering) +1, Perception +4, 
  Profession (laborer) +2, Stealth +5
  Languages telepathy 60 ft. (limited to Planehopper species 
  only)
  SQ spring-loaded, steady worker
   
  Spring-loaded (Ex) Laborers legs are able to build 
  tremendous pressure and can make incredible jumps. They 
  receive a +4 to acrobatics when jumping. 
  Steady Worker (Ex) Laborers are able to move about with 
  tremendous loads. Their movement rate is 30 ft. and is never 
  modified by encumbrance.
  Telepath defense (Su) As telepaths, the Planehoppers 
  receive a +4 to saves vs. mind-affecting effects from mental 
  training.  
  A Planehopper laborer is the basic, fundamental form of male 
  Planehoppers. They resemble a locust without wings, but with an 
  upright “torso” section. They are similar to centaurs in shape: a large, 
  grasshopperlike, horizontal segment with 4 legs supporting an upright 
  “torso” segment with 2 arms, with a head-segment atop the torso. 
  Planehopper laborers are the bottom rung of the hierarchy. They are 
  sentient, but dull-witted, easily fooled if not mentally linked with a 
  member of one of the higher castes. Left to themselves, they happily 
  drink and gamble away their money, psychologically incapable of 
  seeing themselves as oppressed. The uncontrolled celebrations of worker 
  Planehoppers have leveled entire blocks of captured cities. 
  Workers communicate telepathically with other Planehoppers, but 
  not with members of other species. Although they have organs that can 
  vocalize words, most worker Planehoppers never learn a spoken language 
  at all since they have no contacts beyond their own hives. Planehopper 
  workers are not combatants; their most effective attack is to drop any tools 
  and fling themselves at an enemy, scratching with their short claws. In 
  some cases, they might be ordered to do exactly this, simply to delay or 
  block the enemy. Actual fighting, though, is left to the warriors and the 
  channelers.
  PLANEHOPPER OVERSEER  
   
  CR 7
  XP 3,200
  CE Medium monstrous humanoid
  Init +5; Senses blindsense 30 ft., darkvision 60 ft.; Perception 
  +8
   
  AC 21, touch 11, flat-footed 20 (+4 armor, +1 Dex, +6 
  natural)
  hp 85 (9d10+36) 
  Fort +7; Ref +7; Will +6; +4 profane bonus vs. mind-affecting 
  effects
  Defensive Abilities telepath defense
   
  Speed 30 ft.
  Melee +1 obsidian longsword +14/+9 (1d8+4/19-20) or 
  2 claws +12 (1d4+3)
  
  46
  Quests of Doom: Bugs and Blobs
  Special Attack hyperactive, resonating chirp
   
  Str 17, Dex 13, Con 18, Int 15, Wis 10, Cha 16
  Base Atk +9; CMB +12; CMD 23 (27 vs. trip)
  Feats Alertness, Improved Initiative, Lunge, Power Attack, 
  Weapon Focus (longsword)
  Skills Acrobatics +3, Appraise +6, Bluff +4, Climb +8, 
  Diplomacy +10, Heal +5, Intimidate +10, Knowledge 
  (engineering) +5, Knowledge (planes) +5, Perception +8, 
  Sense Motive +8, Stealth +5, Survival +10 
  Languages Aklo, Infernal; telepathy 60 ft.
  SQ channeler broadcast, telepathic hive-bond
  Gear chain shirt, +1 obsidian longsword
   
  Channeler broadcast (Su) An overseer has a psychic ability 
  to receive, focus, and re-broadcast the mental attacks. 
  The overseer’s mental power alone is not focused enough 
  to attack without the help of a channeler. The channeler 
  (whether nearby or distant) thus serves as the overseer’s 
  proxy for mental assaults. As long as the overseer is no more 
  than 500 feet from the channeler, it can project one of 
  four different mental powers through the channeler (see 
  the channeler for descriptions of these powers) every other 
  round, up to twice per day.
  Hyperactive (Su) Two times per day as a swift action, an 
  overseer can draw on its psychic reserves for a boost of 
  speed, allowing it to take an additional move action in that 
  round.
  Telepath defense (Su) As telepaths, the Planehoppers 
  receive a +4 to saves vs. mind-affecting effects from mental 
  training.
  Telepathic hive-bond (Su) Once a warrior or an overseer 
  has acted in a combat, all Planehopper warriors within the 
  controlled group are no longer considered flat-footed. This 
  hive-bond also allows the controller and its warriors a +4 to 
  perception as they gain a wider range of perceiving their 
  environments.
  Resonant chirp (Su) As a standard action every 1d4 rounds, 
  an overseer can release a damaging resonance by 
  rubbing its hind legs, dealing 9d8 points of sonic damage 
  to creatures in a 60-foot cone (Fortitude DC 17 for half). The 
  save DC is Charisma-based.
  Overseers are essentially the squad-and-platoon level officers of a 
  Planehopper fighting force. They have a mental link with all the warrior 
  Planehoppers under their command; each warrior can thus see what the 
  overseer sees, and what all the other warriors see. This hive-bond between 
  overseers and their warriors is what makes the Planehoppers such a 
  terrifying threat to civilization whenever they appear through their planar 
  gates. Fortunately, the link is not unlimited: An overseer cannot bond with 
  more than 4 warriors at a time, and warriors cannot switch in and out of 
  different overseers’ control. The link is to the death. New warriors can be 
  added to replace casualties, but none can leave once bonded to a particular 
  overseer. The only way to separate a warrior from its overseer is to kill 
  the overseer. In addition to the 4 warriors, an overseer can control a single 
  channeler. 
  They typically carry their weapon of station, an obsidian longsword. 
  These are somewhat brittle as compared to a normal metal forged weapon, 
  but they are psychically enhanced and given as gifts by governors to an 
  overseer once it reaches maturity.
  PLANEHOPPER WARRIOR  
   
  CR 5
  XP 1,600
  CE Medium monstrous humanoid
  Init +5; Senses blindsense 30 ft., darkvision 60 ft.; Perception 
  +8 (+12 hive-bond)
   
  AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 
  natural)
  hp 51 (6d10+18)
  Fort +5; Ref +6; Will +5; +4 profane bonus vs. mind-affecting 
  effects
  Defensive Abilities telepath defense
   
  Speed 30 ft.
  Melee lance +10/+5 (1d8+4/×3) or longsword +9/+4 
  (1d8+3/19-20) or 2 claws +9 (1d4+3)
  Special Attacks leap-to-attack 
   
  Str 16, Dex 12, Con 16, Int 10, Wis 11, Cha 9
  Base Atk +6; CMB +9; CMD 20 (24 vs. trip)
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (lance)
  Skills Acrobatocs +4, Climb +5, Intimidate +4, Knowledge 
  (dungeon) +4, Perception +8, Profession (soldier) +4, Stealth 
  +4, Survival +4 
  Languages telepathy 60 ft.
  SQ spring-loaded, telepathic hive-bond
  Gear chain shirt, lance, longsword
   
  Leap-to-attack (Ex) A warrior is able to build enough power 
  in their hind legs to be able to leap up to 60 foot as a 
  charge attack. If the leap is over 30 feet, the warrior gains a 
  +2 to hit and double damage with a successful attack.
  Spring-loaded (Ex) Warriors legs are able to build 
  tremendous pressure and can make incredible jumps. They 
  receive a +4 to acrobatics when jumping.
  Telepathic hive-bond (Su) Once a warrior or an overseer 
  has acted in a combat, all Planehopper warriors within the 
  controlled group are no longer considered flat-footed. This 
  hive-bond also allows the controller and its warriors a +4 to 
  
  47
  hidden oasis  - Temple of thoth
  perception as they gain a wider range of perceiving their 
  environments.
  Telepath defense (Su) As telepaths, the Planehoppers 
  receive a +4 to saves vs. mind-affecting effects from mental 
  training.  
  Planehopper warriors are more intelligent than the workers. Their 
  thought processes are quite alien, however, but they are approximately as 
  intelligent as the average human being. Warriors are telepathically tied to 
  an overseer in the same way that the workers are connected to a governor. 
  Each shares perception through the overseer with all the other warriors he 
  commands. 
  Planehopper warriors wear torso armor and plumed helmets into battle, 
  and they fight with weapons, favoring lances and longswords. Warriors 
  tend to specialize in leaping into combat with their lances. 
  
  48
  Present in these pages are three relatively short but very difficult 
  dungeons: The Sorcerer’s Citadel, “Ra’s  Evil Grin” and The Pit of 
  Despair. Each dungeon presents a perfect place to hide an item for which 
  your party may be questing — whether a powerful magic weapon or some 
  famous artifact. Each dungeon contains such an item as its final treasure: a 
  sphere of annihilation, the globe of Arden and the Sword of Karith (a holy 
  avenger longsword), respectively.
  The three adventures can be run independently or can be linked together 
  as part of a larger quest, possibly to retrieve some multipart item. Or, to 
  reward a party with one item of even greater power, the GM can replace 
  each item found at the conclusion of the three adventures with a piece of 
  a triune key. When fully assembled, the key could permit access to a final 
  location where the party can find this greater item. Ultimately, the final use 
  of these insidious dungeons is up to the GM.
  As the name of this module implies, each of these three dungeons 
  culminates in an encounter with either a demon or devil. In The Sorcerer’s 
  Citadel, the party must fight both an intoxicating lilin and, in the final 
  encounter, a group of devils. In “Ra’s Evil Grin,” the party comes face-
  to-face with possibly the greatest physical threat presented in any of these 
  three dungeons — a vicious dark daughter, named Dendorandra. In The 
  Pit of Despair, the party (unknowingly at first) encounters a demon of a 
  different type — a wicked nalfeshnee of super-genius-level intellect who 
  is the agent behind a grand evil deception.
  Designed for characters of 9th and higher levels, the dungeons in this 
  module progress in difficulty to challenge characters up to 13th level. 
  The Sorcerer’s Citadel is the easiest (yet by no means easy), and The 
  Pit of Despair the most challenging. In addition to requiring high-level 
  characters, each scenario is designed to challenge PCs of all classes. 
  Rogues and clerics will not sit idly by while their party’s wizards and 
  paladins quest for their proverbial grails. Each quest must be a team 
  effort to be successful; a less-diverse party will have a difficult — if not 
  impossible — time achieving the final goal.
  All of the adventures presented in this module should be the culmination 
  of important quests. Such quests require lengthy travel and triumph over 
  great peril. Resist the urge to allow PCs to conveniently teleport to a 
  dungeon’s location. Instead, set these dungeons in remote and inaccessible 
  areas of the game world. 
  This approach is appealing for several reasons. First, it lets your players 
  run high-level adventures without spending the years required to build 
  characters up to that level through multiple campaigns. Second, using pre-
  generated characters allows players to experience the fun and danger of 
  these perilous dungeons without risking the lives of characters that they 
  have been playing for years and to whom they’ve developed attachments. 
  Having no ties to pre-generated characters, players may also exercise less 
  restraint when roleplaying such characters, which can lead to interesting 
  choices. For example, in The Pit of Despair, demonic influences tempt a 
  paladin, who retrieves a magic sword, to become an antipaladin and slay 
  his good-aligned compatriots. The chances that a player, who has been 
  roleplaying her heroic paladin for years, would be tempted by such an 
  offer are slim indeed. But playing a pre-generated paladin in a one-shot 
  adventure… that’s another story.
  In any case, we at Frog God Games hope that your players find these 
  adventures as challenging and exciting as all the players and playtesters 
  who have attempted them over the years. Their experience, summed up as 
  follows, may be helpful to your PCs: “You can run if you want, but you’ll 
  just die tired.”
  Demons
  &
  Devils
  
  49
  The Sorcerer's Citadel
  Introduction
  Designed for a party of at least 9th level, this adventure will challenge 
  players seeking a powerful magic item of the GM’s choosing. A sphere 
  of annihilation has been provided, but any appropriately powerful item 
  can be substituted as the final objective, as suits the GM’s campaign. 
  Though the adventure is designed to test every type of character class, 
  a rogue with a high Disable Device skill is essential, as is a wizard 
  or sorcerer able to cast 5th-level spells. This adventure culminates in 
  an encounter with devils and a forcecage behind which is secured the 
  sphere of annihilation.
  The sphere of annihilation is hidden deep within the tower-and-
  dungeon complex of Crane the Sorcerer. Originally set atop a high 
  mountain in a secluded and wild part of the world, the tower and dungeon 
  can be relocated to meet the GM’s requirements. Crane, an introvert, 
  stayed as far away from civilization as possible, as is detailed below. 
  GM’s will notice that the tower and dungeon (excluding the central 
  chamber) do not present many difficulties for a high-level party — thus 
  lulling PCs into a false sense of security before the final encounter. The 
  central chamber, however, is very, very nasty and will test even the most 
  stalwart group’s mettle.
  The Legend of  
  Crane the Sorcerer
  Crane, a lawful-neutral sorcerer of great power was obsessed with all 
  things lawful. He paid homage to the gods of law, whether evil or good. He 
  was a great scientist and created numerous constructs, such as golems and 
  homunculi. His other interests ran to the diabolic. Crane studied the use 
  of extraplanar creatures as servants and messengers. He also developed a 
  firm knowledge of trap building and alchemy. He acquired and learned to 
  control a sphere of annihilation, with which he carved a dungeon beneath 
  his mountaintop tower.
  About 100 years ago, Crane set off to do battle with a group of chaotic-
  evil sorcerers, known as the Violet Brotherhood, whose black arts were 
  linked to the foul demon frog-god, Tsathogga. Though mightier than 
  any individual evil sorcerer, Crane could not prevail against all of them 
  working in concert. Overcome by his foes, he cursed his own arrogance 
  with his final breath. Yet he had taken a great precaution: fearing that, 
  in magical combat, his foes might seize control of his sphere and turn it 
  against him, Crane had decided not to use his magical globe of blackness 
  against the Violet Brotherhood. Instead, he sealed his sphere within his 
  tower and protected it with powerful magic. It awaits discovery there 
  today, its former master now long dead.
  Sages consulted by the PCs offer the following cryptic warning:
  Far up in distant mountains lies the Tower of Crane — master 
  of darkness, lord of nothingness. Long is the path, and dangerous. 
  Beware, adventurer, for peril lies both inside and out, both in 
  between and beyond.
  Reaching the Tower
  Crane the Sorcerer’s tower rises above the mist-shrouded summit of 
  a distant mountain embedded within a faraway mountain range. The 
  surrounding area is wild, and finding the tower is an arduous undertaking; 
  just reaching this desolate part of the world should require a night or more 
  of roleplaying. In the Lost Lands campaign setting by Frog God Games, 
  Crane’s Tower is located among the mysterious Lost Mountains, far across 
  the Haunted Steppe and standing above thrice-cursed Lake Hali.
  The Tower of  
  Crane the Sorcerer
  The Tower of Crane the Sorcerer is shrouded in a chilling, damp mist. 
  The cylindrical tower, made of a smooth, dark stone, tapers gradually from 
  the base to its peak, where it is crowned with three sharp spires of uneven 
  height. There are no openings of any kind in the dark walls of the tower.
  Some 100 or more feet from the tower is a depression of worked stone, 
  set into the surrounding earth and accessed by a downward-sloping ramp. 
  Inside the depression is what appears to be an archway which leads to the 
  tower’s interior.
  The black stone of which the exterior of the tower is constructed is not 
  native to this plane, but was imported by Crane’s infernal servants. The 
  tower itself measures over 160 feet tall at the tip of its tallest spire. The 
  walls are unnaturally smooth and extraordinarily difficult to scale (DC 
  40 Climb check), as there are no available handholds. The walls of the 
  tower and the floors between each level are some five feet thick and have 
  been enhanced with immunity to spells of any type, except those spells 
  specifically cast by Crane himself. The stone also proves impervious to 
  any physical weapon or tool with an enhancement bonus of less than +5 
  (the result of a wish). Nonmagical weapons or tools striking the stone 
  shatter immediately, and their wielder suffers damage equal to that which 
  would have been inflicted against the tower. Magical weapons and tools 
  of less than +5 enhancement suffer the same fate, though they are allowed 
  a DC 20 Fortitude save. A successful save means the magical weapon or 
  tool does not shatter, but the wielder still takes damage as noted above.
  An unknown magical ward (again, the result of a wish) prevents magical 
  ingress or egress of any kind; that option is reserved for Crane and those 
  to whom he gave permission (which, because of his death, can no longer 
  be obtained). Anyone attempting magical entry into the tower is stricken 
  as per a maze spell (courtesy of a permanent contingent maze spell cast by 
  Crane). When freed from the maze, the person reappears on this plane in 
  the middle of the Poisoned Corridor (see below).
  Five levels comprise the tower’s interior — four above ground, the fifth 
  below. The upper levels contain various living spaces appointed with the 
  requisite creature comforts. Everything within the tower’s interior lies 
  shrouded beneath a thick layer of dust. All doors and trapdoors within the 
  tower are locked and of average make and, unless otherwise noted, have 
  the same surprisingly pedestrian characteristics detailed below.
  Locked Wooden Oak Door or Trapdoor: 2 in. thick; Hardness 
  5; hp 20; Break DC 23, Disable Device DC 25.
  Sorcerer’s Citadel
  By Clark Peterson and Bill Webb
  
  50
  Quests of Doom: Demons & Devils
  Wandering Monsters
  The tower contains no wandering monsters, because creatures that have 
  tried to enter died in the poisoned corridor. Local monsters have learned 
  of the poisoned corridor by hard experience and do not venture near the 
  tower. Thus, the party can camp within 100 yards of the tower in relative 
  safety. But don’t tell the PCs that. Stress the darkness and lack of vision 
  caused by the cold mists of the mountain top and the eerie shadow cast by 
  the spires of the tower.
  The only threats to a party camped outside the tower are 2 flesh golems, 
  created long ago by Crane to guard the archway leading to the poisonous 
  corridor. With Crane’s death, the golems went berserk. They now wander 
  the surrounding wilderness, though they never stray more than five miles 
  from the tower. They attack any creatures they see.
  BERSERK FLESH GOLEMS (2) 
   
  CR 7
  XP 3,200
  hp 79 (Pathfinder Roleplaying Game Bestiary “Golem, 
  Flesh”)
  Gear Each golem wears a strange amulet bearing the rune 
  of Crane the Sorcerer. PCs can use these amulets to prevent 
  the invisible door’s cloudkill trap from triggering (see below). 
  The amulet is otherwise not magical. Woven into the flesh 
  of the golems, the amulets must be “surgically” removed 
  after the golems have been killed.
  The Entrance Passage
  The stone-lined ramp descends some 12 feet to a flat-
  bottomed depression. Set into the far wall of this depression 
  is a simple, unadorned archway approximately five feet 
  wide and eight feet high. The cold, swirling mists seem to 
  collect at the bottom of this depression. From the top of the 
  slope, shapes can be seen lying just inside the archway, on 
  the floor of the corridor beyond. Just inside the archway lie 
  several animal and humanoid skeletons of all sizes. Debris 
  surrounds them, some of which appears to be equipment 
  that has long since rotted or rusted. The passageway beyond 
  seems to be constructed entirely of seamless white stone. 
  The sides of the walls appear perfectly smooth and show no 
  chips or tool marks. The corridor stretches on, beyond the 
  range of normal vision, sloping slightly downward.
  Crane created this corridor using his sphere of annihilation. The 
  corridor extends 180 feet, but the skeletal remains of birds, animals, 
  monsters and humans litter the first 60 feet — creatures slain by the poison 
  of the corridor, as described below. All mundane equipment has long since 
  rotted or rusted beyond usefulness.
  The Poisoned Corridor (CR 8)
  The citadel’s entrance is the most deadly element of the fortress’ 
  defense system, which Crane set up to protect his treasures. The floor, 
  walls and ceiling of the corridor comprise a magically poisonous trap. 
  Anyone touching these surfaces is exposed to a powerful poison.
  Any material contacting an individual’s skin, including boots and gloves, 
  magically transmits the poison. Double-layering clothing or walking across 
  stones, blankets or other items strewn along the floor does not prevent contact 
  with the magical poison; such objects magically “conduct” the poison to 
  any living being in the corridor. To successfully negotiate the corridor, PCs 
  must avoid contacting any part of it. When Crane occupied the tower, guests 
  forbidden magical entrance were carried down the corridor by the flesh 
  golems who are immune to poison. Magical flight or levitation provides the 
  most obvious way down the poisoned corridor, though a character doing so 
  will most likely crash into the invisible wall of iron (see Area 3, below).
  MAGICALLY POISONOUS
  CORRIDOR TRAP  
  CR 8
  XP 4,800
  Type magical; Perception DC 
  29; Disable Device not possible
   
  Trigger touch; Reset 
  automatic
  Random Encounters
  Roll for wandering monsters every three hours while the PCs 
  camp outside the tower on 1d20 with the following results:
  Roll d20
  Encounter
  1–2
  1d2 flesh golems. Since there are only two 
  of these creatures, no more than two can 
  be encountered. Once both are killed, 
  treat this result as “No encounter.”
  3–7
  Strange grunts, shouts and shrieks off in 
  the distance. The berserk flesh golems 
  utter these fearsome noises, and the 
  sounds should unnerve the PCs. Once 
  both golems are killed, treat this result as 
  “No encounter.”
  8–20
  No encounter.
  
  51
  The Sorcerer's Citadel
  Effect spell effect (poison, DC 16 Fort save, CL 7th); multiple 
  targets (all targets in the corridor).
  A careful search of the debris and a successful DC 20 Perception check 
  turns up a few interesting items of treasure. Touching the items requires 
  a Fortitude save against the magical poison, as described above. These 
  items lose their toxicity when removed from the corridor.
  Treasure: The skeletal debris has three items worth noting: a scroll of 
  shades and hold monster, a potion of heroism and a luckstone.
  The Invisible Wall and Door (CR 7)
  As the PCs hasten down the corridor they notice in the distance the end 
  of the passage: a mundane-looking wooden door with iron bindings, set 
  into the far wall. What they do not see, unless they succeed on a DC 25 
  Perception check, is the invisible wall of iron with its invisible arcane-
  locked iron door, which completely blocks their access to the door they 
  see at the end of the corridor.
  Located 150 feet down the passage (30 feet before its end) is an invisible 
  arcane locked door (the arcane lock cast at 18th level) set into a permanent 
  invisible wall of iron. Anyone flying down the corridor likely collides with 
  the barrier and suffers 1d4 damage (+1 damage per 5 feet of movement 
  over 15 feet per round), unless the person flying down the hallway sees 
  the door (DC 25 Perception). In addition, anyone thusly striking the door 
  must succeed on a Fortitude save (DC 10 + damage done) or be stunned 
  for 1d4. A stunned character drops to the ground and contacts the poisoned 
  surface. The only clue to the invisible barrier’s presence is the small 
  pile of debris at its base — dust blown down the corridor from outside 
  and detritus from birds and other flyers who previously “encountered” 
  the wall. If a PC who notices the debris receives a +2 bonus on their 
  Perception check to see the door.
  If that weren’t trouble enough, the door is trapped and releases poison 
  gas as per a cloudkill spell if it is opened by anyone other than Crane 
  or someone wearing his amulet (which can be obtained from the berserk 
  flesh golems; see above). In addition, brute force or any kind of magic 
  used against the door triggers the trap. Failing a roll to pick the lock or 
  disable the trap by more than 5 also triggers the trap.
  Note: the amulets do not open the door; they simply prevent the trap 
  from springing if the door is successfully unlocked. Crane endowed the 
  golems with the amulets so that they could successfully convey his guests 
  into the tower without setting off the cloudkill trap. At first, the cloudkill 
  gas fills 30 feet of the corridor directly in front of the door. Then it billows 
  forward at a rate of 10 feet per round, ultimately filling 90 feet of the 
  corridor. The cloud lasts for 18 minutes before dissipating. The trap is 
  permanent, resets instantly and can be triggered an unlimited number 
  of times until it is disabled. Once the trap is disabled, the door may be 
  opened safely. However, after the door is opened and closed, the trap 
  automatically resets itself and must be disabled again; otherwise, opening 
  the door again triggers the trap. PC’s cannot permanently disable the trap, 
  
  52
  Quests of Doom: Demons & Devils
  short of a wish cast by a wizard of higher level than Crane.
  Trapped Iron Door and Invisible Wall of Iron: CR 8; 5 in. thick; 
  Hardness 10; hp 180 (immune to spells and magic weapons or tools less 
  than +5 enhancement); Perception DC 25; Break DC 38, Disable Device 
  DC 30. Like the tower’s exterior walls, the door and wall are immune to 
  magic weapons and tools of less than +5 enhancement, are immune to 
  spells, cannot be bypassed by teleport, etc. The door’s trap releases poison 
  gas, as per a cloudkill spell cast by an 18th level caster.
  CLOUDKILL TRAP  
  CR 7
  XP 3,200
  Type magical; Perception DC 30; Disable Device 30
   
  Type touch; Reset automatic
  Effect spell effect (cloudkill, DC 17 Fort)
  Once they bypass the door, the party can safely travel the remaining 30 
  feet of the corridor to the normal, locked door — the entrance to Level 1 
  of the tower. This last stretch of corridor is not trapped with poison.
  Locked Mundane Oak Door with Iron Bindings: 2 in. thick; 
  Hardness 5; hp 20; Break DC 23, Open Lock DC 25.
  Tower Level 1
  The tower’s basement is a large circular room about 40 feet in diameter. 
  Set in the center of the room is a spiral, wooden staircase, which leads 
  to a trapdoor in the ceiling. Barrels and boxes fill the room. A thick 
  accumulation of dust has settled on the room’s contents. This level contains 
  various barrels, boxes and preserved foodstuffs stacked neatly along the 
  walls of the room. A wooden staircase leads up to a locked trapdoor and 
  Level 2 of the tower. Nothing of value is present here.
  Tower Level 2
  This level appears to be a sitting room. Several pieces of beautifully 
  crafted furniture tastefully appoint the room, which is further accented by 
  rich tapestries. Again, a layer of dust covers everything. The masterwork-
  quality furniture can be removed by ambitious adventurers and sold in a 
  city for 3d6 x 100 gp per piece. The magical fireplace, constructed of the 
  same stone as the exterior walls, does not emit smoke when kindling is 
  burned. Another wooden staircase leads up to a locked trapdoor and Level 
  3 of the tower. Nothing else of real value is present here.
  Tower Level 3 (CR 8)
  This level of the tower is Crane’s alchemical workshop. Opened and 
  stoppered vials, jugs and bottles; pots, bowls, mortars, pestles and crucibles; 
  many rusted tools, like pliers, scoops and tongs; braziers, censers, candles, 
  oil lamps and bits of coal; a scale with weights; parchment, quills and 
  inkpots; and glass piping, brass fittings and support apparatus litter four 
  tables. Six locked cabinets stand against the walls, lined with shelves. 
  Materials present in this laboratory would require several wagon trips to 
  transport. There are, however, a number of rare, valuable items here, and 
  the total setup would fetch well over 25,000 gp if sold to a wizard or 
  alchemist. Another wooden staircase leads up to a locked trapdoor and 
  Level 4 of the tower.
  A secret, trapped compartment behind one of the cabinets hides a 
  locked, trapped safe. This safe contains some of Crane’s monetary 
  wealth as well as a few potions.
  Trapped Secret Compartment: Perception DC 30; 2 in. thick; 
  Hardness 5; hp 20; Break DC 20.
  ACID FLOOR TRAP 
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch; Reset manual
  Effect acid spill (5d6 acid damage plus 1d6 acid damage 
  the following round, DC 20 Reflex negates); multiple 
  targets (all targets in a 10-ft.-by-10-ft. area in front of the 
  compartment)
  PCs find the locked safe inside the secret compartment.
  Locked, Trapped Safe: 4 in. thick; Hardness 10; hp 120; Break 
  DC 45; Disable Device DC 30
  CLOUDKILL TRAP  
  CR 7
  XP 3,200
  Type magical; Perception DC 30; Disable Device 30
   
  Type touch; Reset automatic
  Effect spell effect (cloudkill, DC 17 Fort)
  Treasure: The safe contains 12,200 gp; six matched 100 gp gems 
  (aquamarines); a potion of protection from energy (cold), a potion of 
  nondetection, and elixir of hiding, and salve of slipperiness; and a strange 
  black talisman hanging from a pure adamantine chain. This talisman, 
  a ruby-eyed, silver-tongued dragon twined around a ball, weighs four 
  ounces and is exquisitely crafted of stone similar to that of the tower’s 
  exterior. It could be sold for as much as 1,000 gp. It detects faintly as 
  Alchemical Roulette
  Randomly sampling alchemical materials can be very 
  dangerous. If a PC does so, roll d% with the following results:
  Roll 
  d100
  Result
  01–12
  Deadly poison (Type poison, ingested; 
  save Fortitude DC 20; onset 10 minutes.; 
  frequency 1/round for 6 rounds; effect 1d4 
  Con damage; cure 1 save).
  13–25
  Imbiber loses all body hair, though 
  fingernails and toenails grow rapidly for 2 
  weeks.
  26–35
  Imbiber becomes delusional (believing 
  that he is invisible, can fly, etc.) for 2d4 
  hours.
  36–50
  Mild poison (Type poison, ingested; 
  save Fortitude DC 12; onset 10 minutes.; 
  frequency 1/round for 4 rounds; effect 1 
  Str damage and 1 Con damage; cure 1 
  save).
  51–80
  No effect.
  81–95
  Tastes great! Imbiber is immune to fear 
  effects for 2 hours.
  96–99
  Imbiber gains 1d3 temporary Str for 1 day.
  00
  Imbiber permanently gains an increase 
  of 1 point in a random ability score. Roll 
  1d6 (1 = Strength, 2 = Intelligence, 3 = 
  Wisdom, 4 = Dexterity, 5 = Constitution, 6 = 
  Charisma)
  
  53
  The Sorcerer's Citadel
  magical, but does not reveal its true nature until the party reaches Room 
  N of the dungeon.
  This talisman — a talisman of the sphere — doubles the wearer’s 
  intelligence and level bonus when attempting to control a sphere of 
  annihilation. In addition, this talisman is the key to freeing the sphere 
  from the forcecage that contains it.
  Tower Level 4 (CR 7)
  This room appears to be Crane’s bedroom, and it is lavishly furnished 
  with tapestries, silk curtains and incense burners. The curtains around the 
  canopied bed have been drawn back, revealing a beautiful woman of about 
  25 years, clothed in a fine red, silken robe, nestled amid the bedclothes. 
  Pots of strange plants rest on tables around the room, filling the space 
  with strange and exotic fragrances. Well-tended pots of blue lotus flowers 
  clutter every table surface. Pollen from these flowers permeates the room, 
  and any sudden or violent movement or disturbance stirs up a pollen cloud.
  The beautiful woman is in reality a polymorphed lilin devil, named 
  “Melissa” (her real name is Vaa’rankariziaalia). Melissa, once his consort, 
  was summoned to this plane and bound to this room by Crane. She cannot 
  leave the room, though she can summon friends, as noted below. These 
  summoned friends are exempt from the prohibition against entering the 
  tower by magical means. Crane wanted Melissa to summon help to defend 
  his tower. However, she is bound never to summon them when Crane is 
  present. She wears a robe of blending. Her beauty is flawless, and she is 
  friendly if approached.
  Hearing the approach of the PCs, Melissa disturbed the blue lotus 
  flowers, filling the entire room with the narcotic pollen; all PCs entering 
  the room are subject to its effects. Upon her discovery, Melissa engages 
  the party in a dialogue, biding time until the pollen has taken effect. She 
  rises from the bed and pretends to tend the potted plants as she speaks to 
  the party, releasing more clouds of blue lotus pollen every round.
  This room contains no stairs. A secret trapdoor in the ceiling, 8 feet 
  above the floor and discoverable with a successful DC 20 Perception 
  check, leads to Level 5 of the tower.
  MELISSA (VAA’RANKARIZIAALIA) THE LILIN  
  CR 6
  XP 2,400
  hp 73 (Tome of Horrors Complete 199 “Devil, Lilin”)
  LE Medium outsider (devil, evil, extraplanar, lawful) 
  Init +3; Senses darkvision 60 ft.; Perception +15
   
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural) 
  hp 73 (7d10+35); regeneration 5 (good, silver) 
   
  Fort +7, Ref +10, Will +10
  DR 10/silver; Immune fire, poison; Resist acid 10, cold 10; SR 17
    
   
   
   
  Speed 30 ft., fly 50 ft. (average)   
   
   
  Melee +1 longsword +11/+6 (1d8+4/19–20) or 2 claws +10 
  (1d6+3)
  Spell-Like Abilities (CL 9th)
  At will—charm monster (DC 22), greater teleport (self plus 50 
  pounds of objects only), protection from good, suggestion 
  (DC 21)
  3/day—animate dead
  1/day—unholy aura (DC 26), summon (level 3, 2d10 lemures, 
  or 1d4 bearded devils or hellstokers, or 1 hellcat 50%)
    
   
   
   
   
  Str 16, Dex 16, Con 20, Int 15, Wis 16, Cha 26 
   
  Base Atk +7; CMB +10; CMD 23
  Feats Alertness, Iron Will, Lightning Reflexes, Persuasive
  Gear In addition to her robe of blending, Melissa wears a 
  limited ring of mind shield, which only masks evil alignments 
  (thus lawful evil creatures appear detect as lawful neutral, 
  and so on).
  Tactics: As mentioned, Melissa disturbs the blue lotus flowers 
  before the PCs enter the room. All PCs entering the level must save 
  versus the effects of the pollen. Since veteran players should be 
  immediately suspicious of the “trapped maiden” gag, GMs need to 
  use a different tactic with Melissa. First, she detects as lawful neutral, 
  which should throw players off the track, since most disguised demons 
  and devils use lawful good disguises. Second, players are much less 
  likely to kill something that is played well by a GM. Don’t succumb to 
  the “helpless, seductive woman lying on bed” routine. Though she is 
  beautiful, she is clothed and not obviously vamping the party. Instead, 
  try playing her as pissed off when the party enters. Think “Princess 
  Leia,” not “Mata Hari.” She might voice her doubts about the party’s 
  power or competence: “Oh great. A group of adventurers finally gets 
  past the poison corridor, but it must have been dumb luck. By the looks 
  of you people, I will never be freed from this accursed tower.” She may 
  even aggressively grab one of the PCs, saying “I need you to free me 
  from this place!”
  Once discovered, Melissa uses her charm monster or suggestion 
  abilities against the dumbest-looking, non-paladin fighter type in the party 
  as she speaks, though she does not give him any commands yet. She tells 
  the party that she is Crane’s consort and that he extended her life with 
  magic. She explains that she was a rival sorceress who lost a magical duel 
  to Crane, and his prize was her servitude. Now that Crane is dead, she 
  demands that the party free her from her captivity, her debt having been 
  honorably satisfied. Of course, Melissa is just biding her time until the 
  hallucinations begin. After one minute of real time, the fun starts. Melissa, 
  familiar with the onset of the pollen-caused hallucinations — having seen 
  Crane’s reaction many times — knows which PCs have been affected.
  Once the hallucinations begin, affected PCs begin seeing demon 
  images. Melissa then teleports to another side of the room. She then uses 
  her charm monster and suggestion abilities to telepathically instruct her 
  victims to kill those who are not charmed. She then sits back and enjoys 
  the ensuing slaughter.
  Note: Melissa’s poison immunity makes her immune to the pollen’s 
  effects. If attacked directly, Melissa simply teleports around the room 
  at will. She uses her unholy aura if there are good-aligned PCs in the 
  party. Melissa refrains from using her summon ability until the battle goes 
  against her.
  Treasure: Melissa wears a collar of finest gold and rubies, which 
  Blue Lotus Poison
  Blue lotus pollen has a narcotic effect on whoever inhales 
  or ingests it, causing them to become drowsy and experience 
  euphoric hallucinations.
  Type poison, ingested/inhaled; save Fortitude DC 13 
  Onset 1 minute; frequency 1/minute for 4 minutes
  Effect confusion (as the spell), –2 Str and Dex, –4 to 
  Will saves versus enchantment and illusion spells and 
  effects; cure 1 save
  The pollen-induced hallucinations seem very real, appearing 
  and disappearing at the GM’s discretion. Whenever anyone 
  under the influence has an adrenaline surge (becomes angry, 
  enters combat, etc.), his hallucinations intensify, becoming more 
  pronounced and horrific. Such a subject suffers an additional –2 
  hallucination modifier to all attack rolls. In addition, the subject 
  imagines that several hallucinatory beasts attack him. Thusly 
  afflicted PCs attack the hallucinatory dangers instead of actual 
  dangers, unless the actual dangers attack them directly. Treat 
  these additional images as though created by a mirror image 
  spell. The hallucinatory effect of the pollen lasts 1d4 hours. Any 
  temporary ability damage is regained when the narcotic effects 
  wear off.
  For additional details on blue lotus flowers, see the Creature 
  Collection, published by Sword and Sorcery Studios.
  
  54
  Quests of Doom: Demons & Devils
  functions as her soul gem and radiates evil, though it is masked by her 
  limited ring of mind shield. The collar is worth 11,000 gp, but whoever 
  possesses it will be visited by a barbazu in one month’s time, at night, 
  when he is asleep and helpless. Otherwise, the bedroom furnishings are 
  worth over 3,000 gp if transported and sold.
  Secret Locked Trapdoor in the Ceiling: Perception DC 20; 2 in. 
  thick; Hardness 5; hp 20; Break DC 20; Disable Device DC 20.
  Tower Level 5 (CR 8)
  The walls of the tower’s top level slope inward to meet at a pinnacle, 
  creating a pyramid-shaped room. In the north wall, a trapped secret 
  door opens into a 5-ft.-by-5-ft. room with a glowing crystal archway on 
  the opposite, facing wall. This is a two-way portal that teleports anyone 
  entering it to the dungeon of Crane. Those passing through this portal 
  emerge through a similar portal in Room A of the dungeon (see below). A 
  vacuum trap protects this secret door. If the trap is not disabled before the 
  door is opened, the magic portal sucks all the air from the room, suffocating 
  the PCs, and the trapdoor through which the PCs accessed this level closes 
  itself airtight and locks with an arcane lock (cast at 18th level).
  Trapped Secret Door: Perception DC 30; 2 in. thick; Hardness 
  5; hp 20; Break DC 20; Disable Device DC 20.
  VACUUM TRAP  
  CR 8
  XP 4,800
  Type mechanical; Perception DC 20; 
  Disable Device DC 20
   
  Trigger touch; Reset none
  Effect suffocation (see the 
  “Environment, Suffocation” 
  section of Chapter 13 of the 
  Pathfinder Roleplaying Game 
  Core Rulebook); suffocation; 
  never miss, onset delay 2 
  rounds; multiple targets (all 
  creatures in the room).
  The 
  Dungeon  
  of Crane  
  the Sorcerer
  To protect his sphere, Crane hid it in a magically sealed 
  chamber (Room N), to which he bound three devils as guards. 
  Opening the seal to this chamber requires a fully assembled medallion, 
  the four pieces of which Crane hid among the trapped and construct-
  populated corridors of his dungeon. No other way of opening the sealed 
  chamber will succeed. 
  There are no wandering monsters in Crane’s dungeon.
  Entering the Central Chamber
  Crane dispersed the medallion’s four parts throughout the dungeon, thus 
  securing the central chamber’s integrity against intrusion — however unlikely 
  the possibility. Fitting together tightly, the four pieces form a 10-inch-high 
  flaming-sun-shaped medallion. Each magically sealed door to the central 
  chamber bears an indentation into which a PC inserts the assembled medallion. 
  Magic runes, read before the medallion’s placement (using a read magic 
  spell), activate the medallion, causing it to glow with a blue light. This glow 
  lasts only 90 seconds, during which time the medallion must be placed in the  
  door.
  If a PC fails to set a glowing medallion in the door (i.e., the 90 seconds 
  have elapsed or the runes were not read), that PC takes 6d6 points of 
  damage. No save is allowed, and spell resistance does not apply. Three 
  doors leading to the central chamber (Room N) are false doors; placing 
  the medallion into these doors causes damage as described above, even if 
  the PCs observed the proper procedure. Only the door in Room L opens 
  into the central chamber. If the medallion is used correctly on that door, 
  the glowing blue light engulfs the entire door, and it opens. The runes may 
  be read a maximum of twice per day, after which they fade from existence 
  for 12 hours.
  The central chamber’s walls and associated doors, like those of the 
  tower’s exterior, are immune to spells and to weapons and tools of less 
  than +5 enhancement and may not be damaged. Literally, the only way to 
  enter the central chamber is by placing the properly assembled medallion 
  into the one, true door.
  A. The Door Below
  A magically sealed stone door, runes scratched across its surface, looms 
  before the PCs. Arcane locked at an 18th level of ability, the door can only 
  be forced opened with a knock or dispel magic spell. Alternatively, tracing 
  the runes on the door with a finger causes the runes to glow 
  brightly, unlocking the door.
  Arcane-locked Stone Door: 2 in. thick; 
  Hardness 10; hp 80; Break DC 38, 
  Disable Device DC40.
  B. Guardians at 
  the Gate (CR 6)
  Beyond the locked door is a 
  corridor leading into a trapezoidal 
  room, 
  its 
  walls 
  and 
  floor 
  constructed of red-veined white 
  marble. Dominating the room are 
  two awe-inspiring statues of large 
  cats, sculpted from black stone. The 
  southern and southwestern walls 
  feature doors. If either unlocked door 
  is opened, the 2 statues come to life 
  and attack until slain, at which time they 
  become statues again. The statues pursue 
  the PCs if they run, though the statues cannot 
  open doors.
  PANTHER STATUES (2) 
  CR 4
  XP 1,200
  Giant panther (Pathfinder Roleplaying Game Bestiary, 
  “Lion,”)
  N Huge animal
  Init +6; Senses low-light vision, scent; Perception +9
   
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
  hp 42 (5d8+20)
  Fort +8; Ref +6; Will +2
   
  Speed 40 ft.
  Melee bite +8 (2d6+7 plus grab), 2 claws +8 (1d6+7)
  Space 15 ft.; Reach 10 ft.
  
  55
  The Sorcerer's Citadel
  Special Attacks pounce, rakes (2 claws +8,1d6+7)
   
  Str 25, Dex 15, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +12 (+16 grapple); CMD 24 (28 vs. trip)
  Feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +10 (+14 jump, +14 to jump with a running 
  start), Perception +9, Stealth +3 (+7 in undergrowth); Racial 
  Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in undergrowth
  C. The Sword Room (CR 9)
  A brightly-glowing sword floats in midair in this room, which is 
  carved entirely from black stone. This sword is an animated object. It 
  immediately attacks anyone entering the room. A successful dispel magic 
  allows the sword to be taken as treasure. “Killing” the sword destroys it. 
  Magical cold makes it brittle (AC drops to 17; loses hardness ability). This 
  +2 wounding longsword cannot leave the room while animated. A 10 ft. 
  x 10 ft. pressure plate at the room’s center activates a poison gas trap. A 
  secret door on the east wall leads to Room D.
  ANIMATED WOUNDING LONGSWORD 
  CR 5
  XP 1,600
  Pathfinder Roleplaying Game Bestiary, “Animated Object”
  N Small construct
  Init +6; Senses blindsight; Perception +0
   
  AC 23, touch 17, flat-footed 17 (+6 Dex, +6 natural, +1 size)
  hp 26 (3d10+10)
  Fort +1; Ref +7; Will +1  
  Defensive Abilities hardness 10; Immune construct traits; 
  Resist fire 30
   
  Speed fly 60 ft. (good)
  1 square = 10 feet
  
  56
  Quests of Doom: Demons & Devils
  Melee +2 wounding longsword +13 (1d8+2 plus 1 bleed)
  Special Attacks wounding
   
  Str 11, Dex 22, Con  —, Int  —, Wis 11, Cha 1
  Base Atk +3; CMB +2; CMD 18 (can’t be tripped)  
  Feats Weapon Finesse, Weapon Focus (longsword)
   
  Wounding (Ex) A wounding weapon deals 1 point of bleed 
  damage when it hits a creature. Multiple hits from a wounding 
  weapon increase the bleed damage. Bleeding creatures take 
  the bleed damage at the start of their turns. Bleeding can be 
  stopped by a DC 15 Heal check or through the application of 
  any spell that cures hit point damage. A critical hit does not 
  multiply the bleed damage. Creatures immune to critical hits 
  are immune to the bleed damage dealt by this weapon.
  POISON GAS TRAP 
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset none
  Effect cloud of poison gas (burnt othur fumes); never miss; onset 
  delay (3 rounds); multiple targets (all creatures in the room).
  Secret Door: Perception DC 20; 2 in. thick; Hardness 5; hp 20; 
  Break DC 20; Disable Device DC 20.
  D. The Statue Room
  Two minotaur statues, 10 feet apart, occupy this room. A five-foot-
  diameter circle of red stones surrounds each statue. The south door 
  features glowing runes. The west wall also contains a door. Both doors 
  have intricate locks. The minotaurs are just what they appear to be: 
  statues. The glowing runes read “Hall of Pools,” if read magic is used on 
  them. Both doors are locked.
  Locked Wooden Doors: 2 in. thick; Hardness 5; hp 25; Break 
  DC 28, Disable Device DC 25.
  E. Gone Forever (CR 8)
  In the center of the corridor, a trap plunges PCs into a pit linked to 
  the astral plane. Magic has no effect after the 100-foot mark (allowing 
  about 2 rounds for action). Anyone falling beyond that point risks being 
  lost forever on the Astral Plane. Rescuing people thusly trapped requires 
  plane travel abilities. A secret door leads past the pit to Room F. The door 
  at the corridor’s west end is one of the central chamber’s false doors. See 
  “Entering the Central Chamber,” above.
  PIT TRAP (BOTTOMLESS) 
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset none
  Effect chute to a portal to the Astral Plane (DC 20 Ref 
  avoids)
  Secret Door: Perception DC 20; 2 in. thick; Hardness 5; hp 20; 
  Break DC 20; Open Lock DC 20.
  F. The Big, Mean Golem (CR 8)
  Large iron statues, fully 10 feet tall and shaped as warriors, line this room 
  on all sides, surrounding a raised dais in the center. Upon the dais rests a 
  rune-encrusted golden triangle, intricately carved, its center accented with a 
  jewel. The golden triangle is the first piece of Crane’s medallion.
  A single flesh golem, standing near the east entrance, guards against 
  the piece’s theft. The amulet piece is trapped with a lightning bolt trap. 
  Touching either the amulet or the dais triggers the trap.
  FLESH GOLEM 
   
  CR 7
  XP 3,200
  hp 79 (Pathfinder Roleplaying Game Bestiary “Golem, 
  Flesh”)
  Tactics: If damaged, the golem touches the dais and triggers the 
  lightning bolt trap to heal itself. Should the party emerge through Area 
  E’s secret door, it can outrun the golem, who does not pursue the party 
  through the secret passage to the north. Otherwise, if the amulet is 
  disturbed, the golem positions itself to block the east exit and defends the 
  room. When any person enters the room, the golem animates.
  LIGHTNING BOLT TRAP 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  Effect spell effect (lightning bolt, 5d6 electricity damage, DC 
  14 Ref half, CL 5th); multiple targets (all targets in a 120-ft. 
  line)
  Secret Door: Perception DC 20; 2 in. thick; Hardness 5; hp 20; 
  Break DC 20; Open Lock DC 20.
  G. Corridor of the Red Madness 
  (CR 9)
  When the PCs penetrate the paltry defenses of the simple wooden door 
  to this corridor, they enter a zigzagging hallway with walls and ceiling 
  composed of a red, spongy material. Small holes in the red matter emit 
  curling wisps of reddish gas.
  Locked Wooden Door: 2 in. thick; Hardness 5; hp 25; Break 
  DC 28; Open lock DC 25.
  The red-colored, spongy material that constitutes this corridor’s walls 
  and ceiling puffs out a small cloud of reddish gas with each touch or 
  vibrational disturbance. The walls are so sensitive that even loud speech 
  causes the material to pump out vision-obscuring quantities of this 
  dreadful gas. Inhaling the gas, however, has a single, terrible consequence: 
  insanity!
  RED MADNESS TRAP 
   
  CR 9
  XP 6,400
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect poison gas (insanity mist); never miss; onset delay 
  (1 round); multiple targets (all targets in a 10-ft.-by-40-ft. 
  corridor); Touching the spongy material causes it to release 
  gas in 10-foot-radius area. Anyone within the gas’ area of 
  effect must succeed on a DC 20 Fortitude save or suffer 
  the effects of the gas: a horrible, mindless madness. Those 
  struck insane grasp their head, fall to their knees and 
  begin to scream. A victim’s skin takes on a reddish sheen. 
  Anyone stricken with madness must succeed on a second 
  DC 20 Fortitude save or the insanity becomes permanent 
  — curable only by a heal, limited wish, wish or miracle 
  spell. Success, however, only means that the insanity lasts 
  for 1d20 hours, though it too may be healed as described 
  above.
  
  57
  The Sorcerer's Citadel
  H. Hall of Pools
  This long hall is dotted every few yards with pools of bubbling, blue-
  green liquid. A huge set of double doors at the hall’s far end seemingly 
  bleeds this liquid; it drains into the various pools through a series of 
  channels carved in the floor. Strange writing and a bas-relief carving of 
  a scepter, covered in gold leaf with small ruby chips simulating dripping 
  blood, ornament the door. A hollow sconce, next to the bas-relief scepter, 
  appears large enough to receive an object of a size similar to the bas-relief 
  scepter.
  While the liquid’s surface ripples only an inch or so below the level 
  of the floor, the pools themselves measure over eight feet deep. This 
  strange liquid actually constitutes some odd form of Earthpower, welling 
  up from the depths. Any mortal touching so much as drop of this potent 
  fluid becomes dizzy, finding it almost impossible to walk. Failing a DC 20 
  Fortitude save renders the subject unconscious for 1d6 days.
  In the final pool is secreted a golden scepter, 8 feet below the surface. 
  If the scepter is fished out, placing it into the sconce beside the bas-relief 
  carving opens the door. The scepter then vanishes, returning to its resting 
  place at the bottom of the pool.
  The double doors at the hall’s far end enjoy the same defensive 
  immunities as the exterior walls of Crane’s tower. Short of a wish or 
  miracle spell, only by inserting the scepter into the sconce can the doors 
  be opened, as previously described. The strange writing (in Celestial) 
  decorating the door details this curse, explaining:
  “None shall pass till the curse of the earth god is lifted.”
  I. The Pit
  Centered in the room, a 15-foot-square, covered pit rises about one foot 
  above floor level. The cover — magically preserved leather — is pulled 
  taut and is lashed down securely. At the bottom of the shallow, five-foot-
  deep pit, the PCs find a locked secret hatch; opening it reveals a 2-foot-
  long mahogany box with extremely detailed carvings along its entire 
  surface. Within the small casket is hidden the second piece of Crane’s 
  medallion. The north wall’s unlocked door leads to one of the central 
  chamber’s false doors; it does not open, even with the fully assembled 
  amulet. See “Entering the Central Chamber,” above.
  Secret Hatch: Perception DC 20; 1 in. thick; Hardness 8; hp 
  20; Break DC 20; Disable Device DC 20.
  J. “Seven Years Bad Luck”
  When the PCs open the door adjoining Room B they hear the tinkling 
  and jangling of glass, as though the room beyond were full of wind chimes. 
  Multiple shiny objects reflect light back to the PCs, like a room full of 
  twinkling stars. Dangling from the ceiling by long strands of thread, are 
  thousands of shards of glass — as though a huge mirror had been broken and 
  its remnants hung in this manner. From the ceiling 15 feet above, the shards 
  dangle to every level of the room, to just about two feet above the floor.
  Moving through the room requires a DC 15 Reflex save to avoid the 
  shards. Small characters get a +2 on this save, since they can stoop beneath 
  even the lowest-hanging shards. Characters who move at half speed get a 
  +5 bonus on the save, and characters who move at double speed get a –5 
  penalty on the save. Characters who move at 1/4 speed don’t need to make 
  a save at all. A character moving at a run gets no save; he automatically 
  fails. If a shard is broken or crudely mishandled, it explodes, giving off 
  a thin wisp of smoke. This epicenter explosion initiates a chain reaction 
  among the other shards, causing them all to shatter. The acrid smoke 
  causes blindness and limits a person’s ability to speak more than a whisper 
  unless a DC 25 Fortitude save is made. Immunities and resistances to 
  poison apply. This effect lasts 2d4 days.
  There is an invisible secret door in the ceiling, shielded from view by 
  the hanging shards (it’s easier to locate if the hanging shards have been 
  destroyed or if their support threads are carefully parted and secured). The 
  door leads to a small chamber wherein a silver pedestal supports a red 
  crystal staff. PCs can use the staff to form a crystal bridge in Room M. An 
  image of a bridge spanning a river is inscribed on the staff.
  Invisible Secret Door: Perception DC 38 (DC 20 after glass 
  is moved or destroyed); 1 in. thick; Hardness 5; hp 20; Break 
  DC 20; Disable Device DC 20.
  A corridor behind the pedestal heads south. This corridor leads to one 
  of the central chamber’s false doors; it does not open, even with the fully 
  assembled amulet. See “Entering the Central Chamber,” above.
  K. The Final Guardians (CR 11)
  Daggers, swords and shards of metal lie piled in the room’s center. The 
  PCs can feel a slight breeze. As the PCs enter, the breeze stiffens and a 
  whirlwind suddenly forms, lifting the metal shards and weapons from the 
  pile and sets them spinning through the air. Advancing through the room 
  are three humanoid creatures draped in cruel, barbed chains.
  Crane called forth these, his final guardians — 3 advanced kytons — 
  to protect the entrance to the strange Earthpower cavern (Room M) he 
  discovered late in his life. These creatures will not leave the room. The 
  locked southwestern door, made of iron, is trapped with a poison needle. 
  A secret door leads to the north.
  ADVANCED KYTONS (3)  
  CR 7
  XP 3,200
  Pathfinder Roleplaying Game Bestiary, “Kyton”
  LE Medium outsider (evil, extraplanar, lawful) 
  Init +9; Senses darkvision 60 ft.; Perception +16
   
  AC 25, touch 15, flat-footed 20 (+4 armor, +5 Dex, +6 
  natural)
  hp 76 (8d10+32); regeneration 2 (good weapons and spells, 
  silver weapons)
  Fort +10; Ref +11; Will +5
  DR 5/good or silver; Immune cold; SR 17
   
  Speed 30 ft.
  Melee 4 chains +13 (2d4+4)
  Special Attacks dancing chains, unnerving gaze
   
  Str 19, Dex 21, Con 18, Int 15, Wis 16, Cha 16
  Base Atk +8; CMB +12; CMD 27
  Feats Alertness, Blind-Fight, Improved Initiative, Weapon 
  Focus (chains)
  Skills Acrobatics +16, Bluff +14, Climb +15, Craft (blacksmith) 
  +13, Escape Artist +16, Intimidate +14, Perception +16, Sense 
  Motive +5, Stealth +16
  Languages Common, Infernal
  SQ chain armor
   
  Chain Armor (Ex) The chains that adorn a kyton grant it a +4 
  armor bonus, but are not treated as armor for the purpose 
  of arcane spell failure, armor check penalties, maximum 
  Dexterity, weight, or proficiency.
  Dancing Chains (Su) A kyton can control up to four chains 
  within 20 feet as a standard action, making the chains 
  dance or move as it wishes. In addition, a kyton can 
  increase these chains’ length by up to 15 feet and cause 
  them to sprout razor-edged barbs. These chains attack 
  as effectively as the kyton itself. If a chain is in another 
  creature’s possession, the creature can attempt a DC 17 
  Will save to break the kyton’s power over that chain. If the 
  save is successful, the kyton cannot attempt to control 
  that particular chain again for 24 hours or until the chain 
  leaves the creature’s possession. A kyton can climb chains 
  
  58
  Quests of Doom: Demons & Devils
  it controls at its normal speed without making Climb checks. 
  The save DC is Charisma-based.
  Unnerving Gaze (Su) Range 30 ft., Will DC 17 negates. A 
  kyton can make its face resemble one of an opponent’s 
  departed loved ones or bitter enemies. Those who fail 
  their saves become shaken for 1d3 rounds. This is a mind-
  affecting fear effect. The save DC is Charisma-based.
  Locked Iron door: 2 in. thick; Hardness 10; hp 60; Break DC 
  48; Disable Device DC 25.
  POISON NEEDLE TRAP 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger touch; Reset manual
  Effect Atk +8 ranged (1 plus greenblood oil)
  Secret Door: Perception DC 20; 2 in. thick; Hardness 5; hp 20; 
  Break DC 20; Disable Device DC 20.
  L. The Central Chamber’s 
  Entrance Hallway (CR 11)
  Mirrors line the walls, floor to ceiling, along the corridor, but the view 
  they offer is strangely distorted. A large rune-etched door marks the 
  hallway’s far end. At the corridor’s 30-foot mark, a mirror of life trapping 
  is affixed to the ceiling. A DC 19 Will save avoids the effects of the mirror. 
  Shattering the mirror from the outside releases everything trapped inside. 
  Crane imprisoned a black pudding, 2 wraiths and a rival wizard named 
  Meldeth in it before placing it here. No one knows how Crane ensnared 
  the wraiths, as undead cannot normally be trapped by such an item.
  A final inhabitant of the mirror, a poisoned and severely wounded 
  wizard named Toth A’karon, dies from the poison in his veins as 
  soon as he is released from stasis (no statistics provided). All creatures 
  immediately attack the characters. Toth A’karon has the third piece of 
  Crane’s medallion. Barely alive, he uses his dying breath to relinquish 
  the medallion piece to the PCs.
  The command word for the mirror is Seriwog.
  WRAITHS (2) 
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary “Wraith”)
  BLACK PUDDING  
  CR 7
  XP 3,200
  hp 105 (Pathfinder Roleplaying Game Bestiary “Black 
  Pudding”)
  MELDETH, THE EVIL AND INSANE WIZARD 
  OF THE VIOLET BROTHERHOOD 
   
  CR 8
  XP 4,800
  Male human wizard 9 
  CE Medium humanoid (human)
  Init +2; Perception +8
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 52 (9d6+18)
  Fort +6; Ref +6; Will +5
  DR 10/adamantine; Resist fire 10; Immune mind-effecting 
  effects
   
  Speed 30 ft.
  Special Attacks metamagic mastery (1/day)
  Universalist Spell-Like Abilities (CL 9th; ranged touch +6):
  7/day—hand of the apprentice
  Spells Prepared (CL 9th; ranged touch +6):
  5th—teleport
  4th—lesser globe of invulnerability, phantasmal killer (DC 18), 
  stoneskin (already cast)
  3rd—displacement, fly, lightning bolt (DC 17), slow (DC 17)
  2nd—acid arrow, invisibility, protection from arrows, see 
  invisibility, web (DC 16)
  1st—color spray (DC 15), grease, magic missile (x2), shield
  0 (at will)—dancing lights, daze (DC 14), flare (DC 14), read 
  magic
   
  Str 13, Dex 15, Con 15, Int 18, Wis 3, Cha 6
  Base Atk +4; CMB +5; CMD 17
  Feats Combat Casting, Iron Will, Maximize Spell, Scribe Scroll, 
  Silent Spell, Skill Focus (Perception), Spell Mastery (fly, lesser 
  globe of invulnerability, lightning bolt, teleport), Still Spell
  Skills Craft (alchemy) +16, Fly +14, Knowledge (arcana) +16, 
  Knowledge (dungeoneering) +16, Knowledge (planes) +16, 
  Perception +8, Spellcraft +16, Stealth +11
  Languages Abyssal, Aklo, Common, Infernal, Undercommon
  SQ arcane bond (ring of fire resistance [minor]), insane
  Combat Gear wand of fireball (CL 6th, 12 charges); Other 
  Gear cloak of resistance +1, ring of fire resistance (minor), 
  jade unholy symbol of the frog-god Tsathogga (causes 
  an unhallow effect in a 60-foot radius cast at 8th level, 12 
  charges), map to the Stoneheart Mountain dungeon with 
  a cryptic reference to the Temple of the Frog (detailed in 
  the dungeon module The Lost Lands: Stoneheart Valley from 
  Frog God Games)
  Spellbook: 0—all; 1st—color spray, grease, magic missile, 
  shield; 2nd—acid arrow, invisibility, mirror image, protection 
  from arrows, see invisibility, spider climb, web; 3rd—
  displacement, fly, lightning bolt, slow, vampiric touch; 4th—
  confusion, lesser globe of invulnerability, phantasmal killer, 
  stoneskin; 5th—summon monster V, teleport.
   
  Insane (Ex) Immune to all mind-affecting spells and 
  effects due to insanity; attacks everyone in sight, including 
  monsters, until slain.
  Once the PCs assemble all the parts of Crane’s medallion, they can 
  open the door to Room N. See “Entering the Central Chamber,” above.
  M. The Earthpower Cavern
  The secret door leads to a small cavern through which flows a stream 
  of weird, shimmering blue-green liquid. Across the river towers a huge 
  statue of a 20-armed man, a sword in each hand; inscribed in his chest 
  is a rune symbolizing a long-forgotten lawful earth god of battle called 
  Mocham. In front of the statue, is a 20-foot-diameter pool of red liquid.
  Crane discovered this natural cavern while carving out his dungeon. 
  This cavern, linked to a now-unknown earth god, was once sacred 
  to clerics of that sect. The river that winds through this cavern is two 
  feet deep and can be crossed easily (though at great cost). It radiates a 
  strange antimagic effect; no magic functions within 20 feet of either bank. 
  Spellcasters innately notice this antimagic aura. The red crystal staff, 
  found in the secret chamber above Room J, forms a crystal bridge fording 
  the river if waved over the liquid. The staff is the only magic item immune 
  to the liquid’s antimagic power. The liquid loses this antimagic ability 
  when removed from the stream. Any characters crossing the river by any 
  means other than the red crystal bridge are stricken as though a mage’s 
  disjunction had been cast on them and their possessions.
  The giant statue — natural rock carved into the form of a 20-armed man 
  — bears the weight of the ages upon his brow. Its expression inspires knee-
  bending humility, sadness and awe. At the monolith’s feet is a two-foot-
  deep pool of opaque, dark-red-brown liquid that is very poisonous (type 
  poison, contact; save Fortitude DC 22; onset 1 round; frequency 1/round for 
  6 rounds; effect 1d4 Con). Any characters moving to within 10 feet of any 
  part of the monolith notices that the statue’s eyes quickly pulse with blue 
  light. If the warning is not heeded, the statue fires two rays of lightning at 
  the transgressor’s feet. Should the character persist, the statue fires directly 
  at them (+11 ranged touch, 2d8 electrical damage) once every 3 rounds. Any 
  good cleric may approach the statue without recrimination and is immune 
  to the effects of the poison. The fourth piece of Crane’s medallion lies 
  
  59
  The Sorcerer's Citadel
  hidden in the pool of the poisonous red liquid. Fishing the piece of the medallion out with a tool requires a successful 
  attack against AC 20, with one attempt per round. While fishing, PCs count as flat-footed for rolls to be hit by the statue’s 
  rays of lightning.
  N. The Central Chamber (CR 11)
  When the medallion is properly inserted, the door ignites with searing blue light; 
  its shape alters, forming a misty archway. The archway reeks with the stench of 
  sulfur and brimstone. The room beyond is carved from living rock. Smoke 
  and haze in the room obscures vision. At the far end is a strange glowing 
  cube. Three men in black robes are present in the room. One is actually a 
  whip devil. The others are 2 bearded devils. When they see the PCs, one 
  approaches cautiously. As he gets closer, he announces, “You are not my 
  master!” He then transforms into his whip devil guise and attacks. The 
  bearded devils join in the combat as well.
  Crane bound these three devils to this room to guard his sphere of 
  annihilation. Ordered to destroy all who enter the room but Crane, they 
  neither negotiate nor bargain. If a priest casts banishment, dismissal or gate 
  or if a wizard casts banishment, freedom or gate, the whip devils let the spell 
  work (miss SR and saves on purpose), because it frees them from Crane’s 
  spell of binding.
  Due to the magically burning brimstone, vision in this rather featureless 
  room is limited to 50 feet; anything beyond that has concealment. 
  Furthermore, living creatures can become quickly fatigued 
  from breathing in the toxic, sulfurous fumes. Any character 
  engaging in strenuous activity (such as combat) must 
  succeed on a DC 15 Fortitude save at the start of their 
  turn each round or be sickened nauseated for that round. 
  Resistances and immunities to poison apply. Barefoot 
  PCs take 1 point of fire damage per round from the hot 
  floor. The distant glowing cube, a (windowless-cell) 
  forcecage, contains Crane’s sphere of annihilation. 
  See treasure, below.
  IGNUS the WHIP DEVIL 
   
  CR 10
  XP 9,600
  hp 96 (see Rescued from Oblivion in 
  “The Pit of Despair”)
  ALNUS and FEMUS,
  the BEARDED DEVILS (2) 
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary 
  “Devil, Bearded”)
  Tactics: Very intelligent, the devils coordinate 
  their attack. The whip devil attempts to summon 
  more bearded devils to handle the brunt of combat, 
  while the others attack lightly armored individuals 
  first. They concentrate their efforts on one victim 
  until that person is dead. If attacked by multiple 
  opponents, the whip devil casts fireball on his own 
  position. The bearded devils target wizards first, 
  followed by clerics and thieves, and only thereafter 
  fighters. The demons make no attempt to use the 
  sphere of annihilation.
  Treasure: Hovering in the center of the room, a 
  permanent windowless cell forcecage contains Crane’s 
  sphere of annihilation — a two-foot-wide ball of absolute 
  nothingness. To get the sphere, the forcecage must be 
  brought down in one of two ways. First, destroy the forcecage 
  with magic as per the spell description. Second, controlling the 
  sphere, a PC can use it to destroy the forcecage from within 
  (for which the dragon talisman, secreted in Tower Level 3’s 
  hidden safe, might be useful). Of course, this may happen 
  accidentally if a character fails her attempt to control 
  the sphere and it slides toward her, destroying the 
  forcecage on contact. But then an uncontrolled sphere of 
  annihilation would be loose…
  The room contains no other treasure.
  
  60
  Quests of Doom: Demons & Devils
  Introduction
  Designed for a party of at least 11th level, this module challenges 
  adventurers seeking a powerful magic — the Globe of Arden. Any 
  appropriate powerful item can be substituted as the final objective, as 
  suits the GM’s campaign. This dungeon culminates in a battle with named 
  Dendorandra, a lesser marilith known as a dark daughter.
  As a lead-in to this adventure, the GM may use a map from another 
  treasure hoard showing the location of the Globe (detailed more fully in 
  “The Legend of the Globe of Artden,” below) or a priestly tome describing 
  Arden, the long-dead avatar of Ra, and the wondrous powers of an 
  unknown artifact called the Globe of Arden. Such a tome might mention 
  that the Globe emits rays as intense as those of the sun, destroying all 
  they touch. In any event, GMs should require consultation with sages or 
  use of a legend lore spell to determine the location and history of the 
  Globe and dungeon. A sage could also provide a map to the dungeon’s 
  location, referenced in the “The Legend of the Globe of Arden,” below. 
  Originally set on a small, remote island far across the sea, the dungeon can 
  be relocated to meet the GM’s requirements.
  GMs will notice that the dungeon provides numerous puzzles, a few 
  traps and only two monsters. Those monsters, though few in number, 
  should ably challenge and threaten even the most combat-hardened party 
  — particularly after the party encounters all the vicious creatures that 
  inhabit the Island of the Globe.
  The Legend of the Globe of Arden
  Using legend lore or consulting sages uncovers the following 
  information about the god, Arden, and the Globe of Arden. GMs should 
  read this information to their players.
  In days long past, the peoples of the eastern lands worshiped the sun 
  god, Arden. Legend says that the gods of darkness destroyed Arden during 
  divine combat. Arden’s followers gathered their slain god’s remains, 
  storing them in his temples.
  Legends tell that one such relic, the Globe of Arden, was originally 
  the left eye of the god himself — ripped from its socket by Tsathogga, a 
  vile frog-demon, during Arden’s final, hopeless battle. However, the eye 
  retained the powers of the sun, and the demonic servants of Tsathogga, 
  attempting to steal it, were disintegrated by the power it contained. Priests 
  of Arden eventually recovered the eye, which had solidified into a strange 
  sphere seemingly made of cloudy, white glass, and renamed the divine 
  artifact the Globe of Arden.
  With Arden’s destruction, his following waned. Yet the preserved 
  relics — elements of his divine being — prevented Arden’s foes from 
  overcoming his temples. What the relics could not prevent, however, 
  was the treachery of Asari. Then a high priest of Arden at the temple 
  where the Globe was stored, Asari grew jealous and bitter over his loss 
  of personal power, which followed the destruction of his deity. His spell 
  powers failing and followers dwindling, he entertained the overtures of 
  the frog-god Tsathogga, who promised to restore Asari’s earthly power. As 
  his final act of betrayal, Asari stole the Globe of Arden from the temple’s 
  inner sanctuary and fled before the priests detected his treachery. He 
  delivered the Globe to the demon-priests who took the relic and hid it 
  in a foreign and unpopulated land — a remote island, the legends say — 
  in a complex designed to hide the Globe from Arden and his followers. 
  Rumors suggest that the demon-priests of Tsathogga, a god of water and 
  darkness, fashioned the complex’ entrance to mock Arden, a god of air 
  and light. Legends also caution that Asari, the fallen priest, received great 
  rewards from the gods of evil: renewed earthly power and the gift of 
  unlife. The followers of Arden, now greatly reduced in number and power, 
  were unable to recover the Globe, and it fell out of all human reckoning.
  After countless years’ passage, the sands of the eastern deserts have long 
  since consumed the “civilization” that once thrived there, while men and elves 
  inhabit what were once the “unpopulated foreign lands” of Arden’s time.
  There exists an ancient map that allegedly depicts a possible location of the 
  island on which the Globe was hidden. The coastline of those once “foreign 
  lands” seems to correspond to an area of the currently civilized world, though 
  no other maps refer to this island, nor have sailors spoken of it. The map also 
  features these cryptic words, written in a long-forgotten language:
  On an island within an island,
  Beyond a door that is not a door —
  Shielded by the grin of the hated sun —
  Lies the Globe of Arden, the eye of a dead god,
  Stolen long ago by the traitor Asari.
  Perhaps this map holds a key to locating the ancient and powerful 
  Globe of Arden…
  In addition, characters succeeding on a DC 30 Knowledge (religion) 
  check or consulting sages who specialize in ancient religions can obtain 
  the information about Arden. Arden was once worshiped on this plane of 
  existence as a lesser avatar of the sun god, Ra. He was commonly depicted 
  as a hawk-headed, muscular man, wearing a short skirt of precious metals 
  and jewels. He projects searing beams of sunlight from his eyes. His 
  staff is tipped at one end with a bronze sphere, representing the sun and 
  emblazoned with an ankh, and at the other end with a bronze hawk head. 
  Arden also wields a bronze short sword. Evil deities, Tsathogga the frog-
  demon among their number, long ago destroyed Arden, but his worshipers 
  gathered and treasured his remains as relics. Ages have passed, however, 
  since Arden was worshiped on this plane.
  Arriving at the 
  Island of the Globe
  The party may have acquired the ancient map from a previously looted 
  treasure hoard or from the sage who related the Globe’s legend. Obtaining the 
  map might also constitute an adventure in its own right. Such an adventure is 
  encouraged, though not detailed here. The map depicts an island located south 
  of normal trade routes, off the coast of a sparsely populated area north of a 
  southern jungle. In the Lost Lands campaign Setting of Frog God Games, this 
  island lies at the edge of Great Oceanus, the main world-ocean of the planet, just 
  north of where it becomes the Razor Sea in the vicinity of the Razor Coast. For 
  more information on this area, see Razor Coast by Frog God Games. 
  Thick jungle and swampland cover the island. A large mountain, rising 
  from the center of the island, is reflected in the waters of a lake to its south. 
  Within that lake, a stone outcrop rises above the water’s surface. On that 
  inner island lies the entrance to the dungeon.
  This module presumes that the PCs have gained the map and traveled 
  Ra’s Evil Grin
  By Clark Peterson and Bill Webb
  
  61
  Ra's evil grin
  overland to a coastal city near the island. From the denizens of this city, 
  skirting the northern border of a vast jungle, PCs can hire a boat to convey 
  them to the island. GMs should spend multiple game sessions detailing 
  this epic journey, foreshadowing trials yet to come.
  If you wish to avoid the above trek, you may instead simply begin the 
  module with the PCs having arrived at the island of the Globe, passed 
  through the perils of the island and found the inner lake and the rock 
  outcrop on which the dungeon entrance is located. If so, proceed to “The 
  Dungeon Entrance,” below. 
  The Dungeon Entrance 
  (CR 10)
  Once the PCs reach the lake’s central island on the Island of the Globe, 
  they immediately notice an unnatural depression ringed with 10-foot-tall, 
  rune-covered stone pillars — the only evidence of a humanoid presence on 
  the island. The pillars, heavily worn, have endured the passage of what must 
  have been centuries. The runes are no longer legible. The pillars surround a 
  deep hole, 30 feet in diameter and nearly 20 feet deep. Approaching the edge 
  of the depression, more evidence of humanoid craftsmanship can be seen: the 
  depression, lined with reflective tiles, has thousands of crystal beads set into its 
  surface. PCs descending into the depression notice an inscription encircling a 
  tiny ruby set in black stone. The inscription, shimmering in the sunlight, reads:
  “Beware the noontime sun if you know not the puzzle behind 
  RAS EVIL GRIN, which is tossed in the center of stone.”
  Each PC perceives the inscription as written in their native language. 
  Strangely, the inscription has not eroded over time.
  The GM should write out the inscription and demonstrate how it fully 
  encircles the small ruby; carefully capitalize all the letters of “RAS EVIL 
  GRIN” to assist the PCs in solving the puzzle. If the party does not solve 
  the puzzle by noon, determine whether anyone remains in the depression 
  when the sun reaches its zenith.
  At noon, the sun’s intense rays strike the central ruby and trigger 
  the trap: the ruby-refracted light bounces around the reflective, bead-
  encrusted depression, heating it to an incredible temperature. Any person 
  in the depression when the trap is triggered takes 3d6 fire damage each 
  round he remains in the depression. The intensified sunbeams lance 
  around the depression for 5 rounds, after which the sun’s angle changes 
  and the heat rays subside. The only way to defeat this effect and enter the 
  dungeon is to solve the puzzle of RAS EVIL GRIN. Tsathogga’s priests 
  created this trap to mock Arden, the sun god — harnessing the power 
  of the sun to destroy those followers of Arden attempting to liberate the 
  Globe hidden within the dungeon.
  “RA’S EVIL GRIN” TRAP 
   
  CR 10
  XP 9,600
  Type magical; Perception (not applicable); Disable Device 
  (impossible, as only solving the puzzle deactivates the trap)
   
  Trigger location; Reset none
  Effect focused sunbeams (8d6 fire damage, DC 20 Ref half); 
  5 rounds; multiple targets (all targets within the depression)
  Solving the Puzzle: “RAS EVIL GRIN” is an anagram for “A SILVER 
  RING.” Once the PCs figure this out, the rest of the solution should follow 
  easily. The PCs need only “toss” a silver ring in the “center of stone” — 
  that is, place a silver ring inside the letter “O” of the word “stone,” since 
  
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  Quests of Doom: Demons & Devils
  that letter is the center of the word “stone.”
  Helping the Players Along: If the players can’t figure this puzzle 
  out, encourage them to read the inscription closely. A successful DC 15 
  Perception check allows someone to notice a fine, silvery dust in the letter 
  ‘O’ of the word ‘stone.’ Failing to grasp this obvious a clue, the PCs don’t 
  deserve the Globe of Arden (or whatever magical goodie awaited their 
  discovery).
  The Gems and Beads: An unknown type of magical protection 
  prevents the amplified heat from damaging the gems and beads. Nor can 
  the gems be pried out or removed in any way. PCs attempting such a theft 
  must succeed on a DC 15 save for any prying tool used for this action. The 
  item gets a +1 on its save if it is a masterwork item or a magic weapon; it 
  gets a +2 for each “plus.” If the save fails, the item breaks; if it succeeds, 
  the item remains whole.
  Opening the Phase Door: Having solved the puzzle, the players must 
  still wait until noon. If the PCs have properly placed a silver ring in the 
  “O” of “stone,” when the sun reaches its zenith, a small crystal cylinder 
  rises from the floor of the tiled depression. The noon sun’s light strikes 
  the ruby set in the depression’s center, and a dazzling beam of energy 
  immediately shoots from it, striking the crystal cylinder and refracting 
  into a multicolored shower of light. This rainbow strikes the far wall of 
  the depression and creates a shimmering doorway — a phase door that 
  penetrates 10 feet of solid stone and opens into the catacombs below. 
  When the sun passes its zenith, the phase door remains.
  Unlike the phase door spell, an unlimited number of persons and 
  creatures can pass through the door. In addition, the priests of Tsathogga 
  enhanced the rocks that comprise the island; PCs cannot teleport or use 
  other, similar means to enter or exit the dungeon (though teleporting within 
  the dungeon is allowed). In addition, the priests enhanced the depression’s 
  walls to resist all spells except disintegrate. Thus, the only way into or out 
  of the dungeon is the phase door or use of a disintegrate spell.
  The phase door remains open for 24 hours, until the following noon. 
  At that time, the cylinder drops into its housing, and the depression again 
  heats like an oven, trapping any PCs still inside the dungeon complex. By 
  recovering the Globe of Arden, the PCs could use its disintegrate power to 
  blast a way out at the location of the phase door, since the stone there is 
  only 10 feet thick. If the Globe of Arden is replaced with a different magic 
  item, provide a scroll of disintegrate with the final treasure or create an 
  alternative exit. The priests of Tsathogga intended that nothing ever leave 
  this dungeon.
  The Dungeon of the Globe 
  The phase door penetrates 10 feet of solid stone, extending from the 
  depression to this location. From this point, the PCs can re-enter the phase 
  door and return to the depression. The phase door, however, only remains 
  open for 24 hours — from noon until noon. Remember: the only passages 
  from the dungeon to the outside world are the phase door or a disintegrate 
  spell. Teleporting is impossible.
  When living matter passes through the phase door, an alarm spell 
  triggers in Rooms 3 and 9, alerting Asari and Dendorandra, respectively, 
  to the presence of intruders.
  1. The Shifting Hallway (CR 11)
  The corridor at this point contains large scrape marks on the floor, 
  as if a huge stone block had been dragged over the hallway’s paving 
  stones. Anyone entering this corridor recognizes that a block within this 
  corridor shifts. Further examination (a DC 10 Perception, Knowledge 
  [dungeoneering], or Knowledge [engineering]) reveals which block: the 
  easternmost 10 foot stone block in the south wall shifts, apparently sliding 
  north and south. Since this is unusual stonework, remember to apply a 
  dwarf’s bonus form stonecunning.
  The Stone Trigger: Careful search of the general area (Perception DC 
  16) reveals a stone trigger or button set in the north wall, about 4 feet 
  up the wall, at “A” on the map. The button, a 1-cubic-foot stone block, 
  can be pushed inward. Currently flush with the wall, pushing the button 
  inward sets the blocks in motion. The button resets itself, flush to the 
  wall, in one round. Pushing the button again causes the blocks to move 
  in the opposite direction. If the blocks are moving when the button is 
  pushed, the blocks stop for one round, then begin to move backward to 
  their last position. There is no limit to the number of times the button may 
  be pushed. However, there is a 1% chance (non-cumulative) each time the 
  button is pushed that the button sticks and the mechanism malfunctions.
  The pressure plate at area “D” also triggers the blocks, as described in 
  Room 2, below.
  The Shifting Blocks: Once the trigger at “A” is pushed, two blocks 
  within the corridor shift. The first is block “B” — 60 feet of solid stone. 
  It moves from its southern position (marked on the map as the solid block 
  “B”), sliding 10 feet per round northward until it comes to rest against 
  the far northern wall. The block’s position when at rest at the north end is 
  marked with dashed lines and the letter “B” on the map.
  The second is block “C” — 30 feet of solid stone. Unlike block B 
  which slides north and south, block C moves up and down. Initially in its 
  down position, block C fills the corridor at the area marked “C.” When 
  the button is pushed, the block rises until flush with the ceiling. It takes 5 
  rounds for block C to either rise to the ceiling or return to the floor.
  The blocks always move in tandem. They are always either “closed” 
  (block B in its southern position and block C flush with the floor of the 
  corridor) or “open” (block B in its northern position and block C flush 
  against the ceiling). The two positions are named for their relation to 
  Room 2. If the blocks are in the open configuration, the PCs can access 
  Room 2; in the closed configuration, the blocks prevent access.
  When initially encountered, the blocks are in the closed position, as 
  described above. Pushing button “A” causes the blocks to shift to the open 
  position — block B moves northward and block C rises to the ceiling. 
  Because block B is still shifting by the time block C has stopped, the 
  characters do not initially notice block C.
  Finding Block C: If the characters venture down the hallway when the 
  blocks are in the open position, the characters may spot block C (DC 20 
  Perception). In addition, PCs can make DC 10 Perception or Knowledge 
  (engineering) checks to detect the location of block C, even though it is 
  in its housing, flush with the ceiling. A further check using the same skill 
  (DC 15) reveals that the block moves up and down. Dwarves receive a +2 
  bonus on this check thanks to their stonecunning ability.
  Getting Caught Between the Blocks: If someone triggers the pressure 
  plate at area “D” (see Room 2, below), the blocks return to the closed 
  position. If the blocks are in the closed position when the plate is triggered, 
  there is no effect. It is therefore possible that characters may be caught 
  between the moving blocks if the plate is triggered when they are trying 
  to escape the room.
  After triggering the pressure plate (see below), the characters should 
  make a DC 10 Perception check. Those who succeed hear the sound of 
  grinding stone and realize that the stone blocks are moving; they can then 
  make a DC 12 Reflex save to react this round. Any characters failing the 
  Perception check or subsequent Reflex save cannot move during the first 
  round that the blocks are in motion.
  The blocks return to their original, closed position. Block B moves 10 
  feet per round until it returns to its original southern position. Block C 
  descends 1/5th of the distance from the ceiling to the floor per round until 
  it is flush with the floor of the corridor, which takes 5 rounds. Characters 
  may be unable to exit the north/south corridor to the west, where the 
  button is, because block B has moved back into place and closed off the 
  passage; the characters may also be unable to pass descending block C, 
  either into or out of Room 2.
  Moving Past Block B: Presuming the blocks are in the open position 
  when the pressure plate is triggered, the characters have 3 rounds to 
  escape through the corridor to the west (presuming they are able to move 
  the first round, which requires the Perception checks and Reflex saves 
  detailed above). During the first and second rounds, because block B is 
  not yet obstructing the exit to the western corridor, anyone may move 
  freely through the passage. However, on round 3, the shifting stone block 
  begins to block the passage; by the end of the round, the passage is fully 
  blocked. Anyone attempting to move through the passage into the western 
  corridor during this round must succeed on a DC 20 Reflex save. Those 
  
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  1 square = 10 feet
  
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  Quests of Doom: Demons & Devils
  making the save tumble through the aperture just as the block closes off 
  the corridor. Those failing the save are caught between the moving block 
  and the opening and suffer massive damage; they must succeed on a DC 
  35 Fortitude save or be cut in half, killed instantly. Those who make the 
  save still take 6d10 points of damage, managing to wiggle through the 
  gap into the western corridor by sheer determination. Such PCs, their legs 
  broken and useless, require assistance to move until fully healed.
  Moving Past Block C: Presuming block C is in its raised, open position 
  when the pressure plate is triggered, it takes 5 rounds for the block to 
  descend fully to floor level. For the first two rounds, PCs can move under 
  the descending block with no difficulty, requiring only a little crouching. 
  On the third round of block C’s descent, PCs passing under must succeed 
  on a DC 12 Reflex save. Success means they can move their full base 
  movement under the block, and failure means they can only move half 
  their base movement under the block. Running is impossible. On the 
  fourth round, PCs must succeed on a DC 25 Reflex save. Success means 
  they can move half their full base movement under the block, and failure 
  means they are trapped under the block and cannot move. Small characters 
  can add +2 to their saves, while Large characters suffer a –2. On the fifth 
  round, the block settles flush against the floor. Any PCs trapped beneath 
  must succeed on a DC 35 Fortitude save or be crushed and killed instantly. 
  Those who make the save take 6d10 points of damage and continue to 
  save and take damage every round they are trapped under the block.
  “Caught in the Middle”: A PC who can’t quite make it out might 
  get caught between block B moving south and block C descending. 
  Obviously, block B comes to rest against block C, crushing any PCs 
  caught in the middle. A PC in this situation normally has a few rounds 
  of helpless immobility to contemplate his certain doom. Because block 
  B only moves 10 feet per round, it takes six rounds for block B, after it 
  prevents access to the western corridor, to come to rest against block C. 
  Anyone caught between the blocks must succeed on a DC 35 Fortitude 
  save or be crushed and killed instantly. Those who make the save take 
  6d10 points of damage and continue to save and take damage every round 
  they are crushed between the blocks.
  Stopping the Blocks: Physically preventing the blocks’ movement 
  is impossible. Pushing stone trigger “A” stops the blocks’ movement 
  and resets them to their last position. Thus, if the blocks were open and 
  someone triggered pressure plate D, an alert character could reach the 
  stone trigger at “A” and push it, sending the blocks — which were on their 
  way to the closed position — back to the open position. Remember: after 
  pushing stone trigger “A,” the blocks remain still for one round before 
  reversing direction.
  Experience: Set the challenge rating of these blocks carefully. Pushing 
  the button, watching the blocks move but never exploring anything 
  shouldn’t be worth anything above CR 2 for the characters. If the trap is 
  triggered, jeopardizing the PCs’ lives, GMs should consider treating the 
  trap as CR 10 or more depending on the degree of peril.
  2. The False Globe and the Block 
  Trap (CR 11)
  Dozens of skeletons are piled in this room. Several wear scraps of rusty 
  armor; all have parts missing. Scratches and scrawling on the walls give 
  evidence that some must have died here. Tooth marks mar some of the 
  bones. These skeletons represent previous quests to recover the Globe as 
  well as the servants of the priests of Tsathogga — entombed here once 
  they finished constructing the labyrinth that houses the Globe, so that no 
  one would ever learn its hiding place.
  False Globe: At the far, eastern end of the room, an altar sits atop a dais, 
  radiating evil. Symbols of the demon frog-god Tsathogga adorn the walls. 
  
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  A glowing globe sits upon the altar. Cautious PCs might feel as though 
  this quest has proved too easy; their suspicion is warranted — this is a 
  trap. The globe, enhanced with magic aura, radiates magic. It also radiates 
  good. Anyone touching the false globe triggers the trap. Touching the 
  globe to disarm the trap does not trigger it, unless the attempt fails by 5 
  or more.
  FALSE GLOBE WITH CHAIN LIGHTNING TRAP 
  CR 11
  XP 12,800
  Type magical; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset automatic
  Effect spell effect (chain lightning, 13d6 electricity damage, 
  DC 19 Ref half, CL 13th); multiple targets (up to 13)
  Pressure Plate: Located in front of the altar at area “D” on the map is 
  a pressure-plate trap. A weight of 100 or more pounds triggers the blocks 
  at Room 1 to return to their “closed” position. See Room 1, above, for 
  details on how the stone blocks move.
  3. The Evil Chapel (CR 12)
  The door opens revealing an evil chapel with an altar carved in the form 
  of a many-armed snake woman. Thirteen white stone pillars stand in a half 
  circle in front of the blood- and skull-covered altar. A single priest chants 
  arcane words as a silver glow envelops his body. Then all goes black.
  The priest is Asari — the fallen high priest of Arden who long ago stole 
  the Globe of Arden and delivered it to the priests of Tsathogga. Tsathogga 
  rewarded Asari’s treachery with eternal life as a powerful mummy, making 
  him a consort to Dendorandra, the dark daughter. The chapel area detects 
  as evil, and because of its utter evil, turning of the undead is impossible 
  within its confines. In addition, all divine spellcasting has a 20% chance 
  of failure, except that of chaotic evil priests.
  ASARI THE MUMMY PRIEST 
   
  CR 12
  XP 19,200
  Male mummy cleric of Tsathogga 8 (Pathfinder Roleplaying 
  Game Bestiary “Mummy”)
  CE Medium undead
  Init –1; Senses darkvision 60 ft.; Perception +24
  Aura despair (DC 16)
   
  AC 28, touch 9, flat-footed 28 (+9 armor, –1 Dex, +10 natural)
  hp 128 (8d8+16 plus 8d8+16 plus 16)
  Fort +10; Ref +3; Will +16
  DR 5/—; Immune undead traits; Resist cold 10
  Weaknesses vulnerability to fire
   
  Speed 15 ft.
  Melee slam +16 (1d8+4 plus mummy rot)
  Special Attacks aura of destruction 8 rounds/day (+4), 
  channel negative energy 5/day (DC 16, 4d6),
  destructive smite 7/day (+4)
  Domain Spell-Like Abilities (CL 8th; ranged touch +11):
  7/day—icicle (1d6+4 cold)
  Spells Prepared (CL 8th; melee touch 15, ranged touch +11):
  4th—inflict critical woundsD (DC 18), poison (DC 18), spell 
  immunity (fireball, magic missile), summon monster IV
  3rd—bestow curse (DC 17), deeper darkness, meld into 
  stone, protection from energy, rageD
  2nd—desecrate, fog cloudD, hold person (DC 16), shatter 
  (DC 16), sound burst (DC 16)
  1st—bane (DC 15), doom (DC 15), endure elements, 
  entropic shield, obscuring mistD, obscuring mist
  0 (at will)— bleed (DC 14), guidance, resistance, virtue
  D Domain spell; Domains Destruction, Water
   
  Str 17, Dex 8, Con —, Int 12, Wis 18, Cha 15
  Base Atk +12; CMB +15; CMD 24
  Feats Alertness, Armor Proficiency (Heavy), Combat Casting, 
  Power Attack, Skill Focus (Perception), Spell Penetration, 
  Toughness, Weapon Focus (slam)
  Skills Diplomacy +9, Fly +0, Intimidate +13, Knowledge 
  (planes) +12, Knowledge (religion) +12, Perception +24, 
  Sense Motive +17, Spellcraft +12, Stealth +4
  Languages Abyssal, Common
  Combat Gear eyes of doom; Other Gear full plate, robe 
  of vermin (worn by Asari, but has no effect on him), silver 
  unholy symbol (Tsathogga), helm of awareness (magical 
  helm that adds +4 awareness bonus to all Perception 
  checks)
   
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must make a DC 16 Will save or be paralyzed by 
  fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same 
  mummy’s despair ability for 24 hours. This is a paralysis and a 
  mind-affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 
  16; onset 1 minute; frequency 1/day; effect 1d6 Con and 
  1d6 Cha; cure —. Mummy rot is both a curse and disease 
  and can only be cured if the curse is first removed, at which 
  point the disease can be magically removed. Even after the 
  curse element of mummy rot is lifted, a creature suffering 
  from it cannot recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted creature must 
  succeed on a DC 20 caster level check, or the spell is 
  wasted and the healing has no effect. Anyone who dies 
  from mummy rot turns to dust and cannot be raised without 
  a resurrection or greater magic. The save DC is Charisma-
  based.
  Tactics: Asari begins combat by protecting himself from fire using his 
  protection from energy spell, then casting entropic shield, desecrate and 
  spell immunity as the party enters. The alarm spell, triggered by the PCs 
  at the phase door, warned Asari of their arrival. After using his summon 
  monster IV (3 dretches) spell, Asari advances to attack. Remember: Asari 
  can use the eyes of doom each round as a free action. Asari uses meld into 
  stone if seriously threatened and reappears a few feet away to resume his 
  attack. He also enjoys using his fog cloud and obscuring mist.
  The Altar: If Asari is killed, the face of the many-armed snake woman 
  animates, and a female voice intones:
  “Little men, your powers are nothing to me. I would have 
  destroyed all of you long before this, but I enjoy breaking such 
  miserable creatures as you with my bare hands. Humans beg so 
  wonderfully, shrieking and crying as I slowly pull them apart!” 
  Looking at a spellcaster in the group, the female voice adds, 
  “Perhaps I shall use you a replacement for my last companion — 
  the one you so thoughtlessly destroyed.”
  The statue then re-solidifies amid distant laughter.
  4. The Maze (CR 7)
  It should be obvious to the PCs that they are about to enter a maze. 
  Navigating this maze ultimately leads to Area 8. The maze does not 
  present much difficulty and can be navigated by normal means. Note 
  that, to pass through the doors at Area 7, the secret door at Room 5 must 
  eventually be discovered.
  The maze is divided into three sections:
  Section 4A leads eventually to the doors at Area 7. No monsters roam 
  this section.
  
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  Quests of Doom: Demons & Devils
  Section 4B leads nowhere; 2 ochre jellies wander around this section. 
  (There is a 1 in 1d6 chance per 5 rounds of encountering one of the jellies.)
  Section 4C of the maze leads to the secret door at Room 5, below.
  OCHRE JELLIES (2) 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary “Ochre Jelly”)
  5. Traps and Keys (CR 3)
  A secret stone door, locked and trapped, bars entrance to this small 
  room. Opening the secret door without disabling the trap triggers it.
  Secret Spear Trapped Stone Door: Perception DC 20; 1 in. 
  thick; Hardness 8; hp 20; Break DC 30; Disable Device DC 25.
  SPEAR TRAP 
   
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect three Atk +12 ranged (1d8+4/x3, spear, 200 ft. 
  maximum range)
  Behind the secret door, on the far wall of this area, are four hooks, from 
  each of which hangs a large key — one made of silver, one of bronze, one 
  of lead and one of brass. PCs need them to open the iron doors at Area 7.
  6. The Second False Globe (CR 11)
  A secret stone door, locked and trapped, bars entrance to this small 
  room, which holds a second false Globe. Opening the secret door without 
  disabling the trap triggers it.
  Secret Spear Trapped Stone Door: Perception DC 20; 1 in. 
  thick; Hardness 8; hp 20; Break DC 30; Disable Device DC 25.
  SPEAR TRAP 
   
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect three Atk +12 ranged (1d8+4/x3, spear, 200 ft. 
  maximum range)
  Opening the secret door reveals a small chamber. Its walls are barren 
  and crudely worked, and the chamber’s floor is unworked earth. Rudely 
  placed in a stone basin set in the east wall, shrouded by a black cloth 
  covered with evil runes, sits what appears to be an orb. The vile black 
  cloth cannot mask the light emanating from the orb beneath.
  The writing on the cloth, in Abyssal, appears to be some sort of curse 
  of darkness. The cloth detects as evil and as magic. However, this is all a 
  ruse (again), as the cloth is falsely enhanced to detect as evil and magic. 
  Touching the cloth triggers the equivalent of a poison spell.
  POISON CLOTH TRAP 
   
  CR 5
  XP 1,600
  Type magical; Perception DC 29; Disable Device DC 29
   
  Trigger touch; Reset none
  Effect spell effect (poison, DC 16 Fort negates, CL 7th)
  The orb beneath glows with a bright holy light, as if radiating a daylight 
  spell and good. This globe, like its predecessor, is enhanced with magic 
  aura. Anyone touching the second false globe triggers the trap. Touching 
  the globe to disarm the trap does not trigger the trap, unless the attempt 
  fails by 5 or more.
  FALSE GLOBE WITH CHAIN LIGHTNING TRAP 
  CR 9
  XP 6,400
  Type magical; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset automatic
  Effect spell effect (chain lightning, 10d6 electricity damage, 
  DC 19 Ref half, CL 10th); multiple targets (up to 10); 
  secondary effect (setting off this trap also sets off a slay 
  living trap)
  SLAY LIVING TRAP 
   
  CR 7
  XP 3,200
  Type magical; Perception DC 30; Disable Device DC 30
   
  Trigger touch; Reset automatic
  Effect spell effect (slay living, Atk +10 touch, 12d6+10 
  damage, DC 17 Fort save for 3d6+10 damage)
  Northern Secret Door: At the north end of the chamber, a second 
  secret door, this one expertly hidden and unlocked, opens into a passage 
  that leads to the iron portals at Area 7, below.
  Expertly Hidden Secret Door: 3 in. thick; Hardness 8; hp 45; 
  Perception DC 35; Break DC 35.
  7. Riddles at the Gate (CR 8)
  A set of great iron portals bars the PCs way. The two doors, constructed 
  of the finest material, are engraved with arcane writings. In the center of 
  each door is an elaborate, rune-etched lock with several strange keyholes.
  Each door is built from 4-inch-thick magical iron with 1-inch-wide 
  internal channels that run both horizontally and vertically, through which 
  adamantine bars have been inserted. These bars slide away when the locks 
  are disengaged. The lock on the right-hand door causes the vertical bars 
  to retract, and the lock on the left-hand door causes the horizontal bars to 
  retract, thus unlocking the door. Attempting to pick the lock, instead of 
  using the four keys from Room 5, triggers the trap. In addition, using the 
  keys improperly subjects the PC(s) to electrical damage.
  Trapped, Locked Adamantine-reinforced Iron Portals: 4 in. thick; 
  Hardness 15; hp 130; spell immunity (except wish and miracle); Break 
  DC 50; Disable Device DC 40.
  Any failed attempt to pick the lock results in the character being stricken 
  by a slay living spell; failing to use the keys in the proper manner or force 
  the door subjects the PC to 2d6 electrical damage with no saving throw.
  SLAY LIVING TRAP 
   
  CR 7
  XP 3,200
  Type magical; Perception DC 30; Disable Device DC 30
   
  Trigger touch; Reset automatic
  Effect spell effect (slay living, Atk +10 touch, 12d6+10 
  damage, DC 17 Fort save for 3d6+10 damage)
  ELECTRIFIED KEYHOLE TRAP (x2) 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch; Reset automatic
  Effect electric shock (2d6 electricity damage); never miss
  Each of the two doors has four keyholes and a riddle that explains how 
  to unlock it. Once both halves are opened, the doors can be swung wide 
  into the cave at Area 8.
  The Riddle on the Right-hand Door: Four colored metal plates 
  in symbolic shapes comprise the lock in the door’s center. The shaped 
  plates, each with a keyhole at its center, are as follows: a brass table, a lead 
  
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  sword, a bronze coffin, and a silver diamond. Each lock appears designed 
  to accept a normal-sized key. Surrounding the locks is the following 
  inscription written in magical runes (requiring read magic):
  “One man makes me, does not need me.
  One man buys me, does not use me.
  One man uses me, does not see me.”
  Solution: The answer to the riddle is “coffin.” When the bronze key is 
  inserted into the coffin-shaped bronze lock, it slides back to reveal a second, 
  coffin-shaped silver lock. If this is in turn opened with the silver key, it 
  reveals a coffin-shaped lead lock, which when opened in turn reveals a 
  coffin-shaped brass lock. Each lock must be opened with the key of similar 
  metal. Using the keys in any other manner causes 2d6 electrical damage. 
  Once all four locks are opened, the characters hear a loud, grinding sound, 
  as the vertical interlocking adamantine bars within the doors slide away. 
  PCs cannot yet open the doors until the left-hand door is unlocked.
  The Riddle on the Left-hand Door: Four, square faceplates comprise 
  the locks in the door’s center — one each of silver, lead, bronze and brass. 
  Surrounding the locks is the following inscription, written in magical 
  runes (requiring read magic):
  “I fall first the heaviest, and then heaviest from a man’s purse.”
  Solution: The answers are “lead” (because it is the heaviest of the four metals) 
  and “silver” (because coins are made of it). Only by inserting and turning the 
  lead key in the lead lock and the silver key in the silver lock does this half 
  of the door unlock. Using the keys in any other manner causes 2d6 electrical 
  damage. Once both locks are opened, the characters hear a loud, grinding sound 
  as the horizontal interlocking adamantine bars within the doors slide away. PCs 
  cannot yet open the doors until the right-hand door is unlocked.
  Once both doors are unlocked — both sets of adamantine bars have 
  withdrawn — they swing open freely, all traps disabled.
  8. The Gloomy Cavern
  This cave contains large piles of bones, loose rocks, rusty swords, armor 
  and the rotten remains of packs and other soft goods. An eerie, howling 
  wind blows through this place and an otherworldly light emanates from 
  Room 9. There are no monsters here. The demon in Room 9 can create 
  animated servants from these bones.
  Treasure: In one of the piles of bones, a detect magic spell reveals a +2 
  heavy wooden shield beneath a large pile of rusty metal.
  9. The Guardian (CR 12)
  A set of stairs, hewn from the red stone of the living rock of the cave itself, 
  descends about 30 feet to a room of roughly worked stone. Strange crystals are 
  set into its walls. A huge pile of silver and gold glitters and shines in the center 
  of the room.
  The monster in this room attacks once the PCs get close, revealing herself. 
  Tsathogga commissioned Dendorandra, the Dark Daughter to guard the 
  Globe of Arden. She knows that she will suffer eternal torment should she 
  fail in her task.
  DENDORANDRA, ADVANCED DARK DAUGHTER 
  CR 13
  XP 25,600
  hp 112 (see Rescued from Oblivion in “The Pit of Despair”)
  Add advanced simple template (+2 on all roles and +4 to 
  AC and CMD)
  Melee Xpatias +17/+12/+7 (1d8+10/17-20), 3 Large +1 
  longswords +17 (2d6+8/17-20), 2 Large +1 shortspears +16 
  (1d8+8/x3), tail slap +8 (1d8+4 plus grab) or 6 slams +13 
  (1d6+7), tail slap +8 (1d8+4 plus grab)
  Tactics: Dendorandra relishes combat. She fights with four longswords 
  and two spears in her six arms — one is a +3 longsword of speed, named 
  Xpatias (literally “frogsticker” in Abyssal; see New Items at the end of 
  this adventure). The remaining swords and spears are all +1. Dendorandra 
  uses unholy blight on the party. Dendorandra begins the melee with a blade 
  barrier. She also attempts to summon 1d4 more dark daughters to occupy 
  the fighters (she prefers her sisters as they serve her willingly, joining 
  her in the frenzied bloodlust). She attacks lightly-armored individuals first 
  and concentrates on one victim until that person is dead. If wounded to 
  over half her hit points, she teleports into the large cavern to escape. If 
  someone hits her with holy water, she flies into a rage and blindly attacks 
  that person until one or both are slain.
  
  68
  Quests of Doom: Demons & Devils
  Treasure: Other than the very magic sword, the pile of gold and silver 
  consists of 4,000 gp and 20,000 sp. Under the pile of coins, a secret hatch 
  opens into a passage — a 3-foot-diameter crawlspace of tiled stone — 
  leading to Room 10. There is no magical way to detect the secret door.
  Secret Hatch: Perception DC 25; 1 in. thick; Hardness 8; hp 
  30; Break DC 30; Disable Device DC 25.
  10. The Treasure Room (CR 10)
  A dim glow can be seen at the end of the tiny passage leading to this room. 
  The PCs emerge into a 5-foot-square room containing a chest and a silver coffer. 
  Both vessels look to be thousands of years old and are covered with ancient and 
  arcane runic and hieroglyphic inscriptions. Fine locks of ancient construction on 
  both items look untouched, as though undisturbed for centuries.
  Treasure: Both vessels are locked and trapped. The chest, made of 
  iron, is worth 1,000 gp intact. The coffer, made of mithral, is worth 4,000 
  gp intact. Their value drops to 1/5 the estimate if they are broken open.
  The Chest: The chest contains the following 10 gems, sized from 1 
  carat to as large as a fist: a 10,000 gp uncut corundum sphere (the largest 
  item); a 1,000 gp ruby; a 3,000 gp sapphire; a 6,000 gp emerald; a 2,000 
  gp garnet; a 8,000 gp opal; a 6,000 gp topaz; a 4,000 gp aquamarine; a 
  large piece of jade worth 4,500 gp; and a 2,500 gp black opal.
  Locked Iron Chest: 1 in. thick; Hardness 10; hp 40; Break DC 
  30; Disable Device DC 25.
  POISON GAS TRAP 
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset none
  Effect cloud of poison gas (burnt othur fumes); never miss; 
  onset delay (3 rounds); multiple targets (all creatures in the 
  room).
  The Coffer: The coffer cannot be magically opened with an open/close 
  or knock spell due to the unknown protective runes of a magic-retarding 
  nature. Inside the coffer is an odd, unidentifiable and glowing gem, 
  about 12 inches in diameter, made of a milky, glasslike substance. This 
  is (finally) the Globe of Arden — a powerful artifact! See the New Items 
  at the end of this adventure for more information on the Globe of Arden.
  Locked Mithral Coffer: 1 in. thick; Hardness 15; hp 40; Break 
  DC 40; Disable Device DC 35.
  LIGHTNING BOLT TRAP 
   
  CR 8
  XP 4,800
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  Effect spell effect (lightning bolt, 10d6 electricity damage, DC 
  14 Ref half); multiple targets (all target in a 5 ft.-by-50 ft. line) 
  New Items 
  Globe of Arden (Artifact)
  Aura strong evocation, divination, and transmutation; CL 20th
  Slot none; Weight 5 lbs.
   
  DESCRIPTION
  The Globe has the following powers:
  The Globe endows upon its owner one positive level while 
  floating around his head (like an ioun stone). The Globe’s 
  owner gains a +1 bonus on all ability checks, attack rolls, 
  combat maneuver checks, Combat Maneuver Defense, 
  saving throws, and skill checks. In addition, the owner 
  increases its current and total hit points by 5. The owner is 
  also treated as one level higher for the purpose of level-
  dependent variables (such as spellcasting). Spellcasters do 
  not gain spells or slots as a result of positive levels.
  It continuously casts daylight. Its owner cannot cancel this 
  effect, though the Globe can be put in a sealed container, 
  which negates the daylight but also prevents use of any of 
  the Globe’s other powers.
  It can cast shocking grasp (3/day) at its owner’s level.
  It can cast commune (1/month) with former allies of the 
  god dead Arden. These connections include Arden’s widow, 
  the goddess Vionir, and Arn, the son of Arden and Vionir.
  It can cast searing light (1/day) and sunbeam (1/ day) at 
  its owner’s level.
  When the Globe’s owner uses any of these powers, she 
  loses all body hair permanently.
  The Globe also has an incredible primary power (which 
  can only be discerned by legend lore): it can cast a 
  disintegrate beam (1/week). The user must invoke the name 
  of Arden or Ra to use this power then make a ranged touch 
  attack. Any target hit must succeed on a DC 31 Fortitude 
  save. If the save fails, the object hit is utterly destroyed. If 
  the save is successful, the target instead takes 10d10 points 
  of damage and makes a massive damage check (see the 
  Pathfinder Roleplaying Game). If the ranged touch attack 
  misses its target, the attack still hits a randomly determined 
  target. If used against nonliving matter, the beam 
  disintegrates 20 cubic feet of it. Otherwise, the ray functions 
  as per a disintegrate spell. Each time the primary power 
  is used, the Globe’s owner loses one point of Constitution 
  permanently unless a successful DC 22 Constitution check is 
  made. Evil creatures touching the Globe suffer 5d6 points of 
  damage with no save.
   
  DESTRUCTION
  The Globe can only be destroyed if soaked in the blood of 
  a sun deity and sealed within a chamber completely devoid 
  of all light for 99 years.
  Xpatias
  Aura strong enchantment and transmutation; CL 15th
  Slot none; Price 196,512 gp; Weight 4 lb.
   
  DESCRIPTION
  Xpatias is a +3 speed longsword: Int 15, Wis 13, Cha 
  18, Ego 22, AL CN, speaks, reads and telepathically 
  communicates in Common, Infernal, and Celestial. Any 
  chaotic creature may use Xpatias. Non-chaotic creatures 
  touching Xpatias suffer 1d4 Con damage (Fortitude save 
  DC 22 avoids) each time they touch the sword. It also has 
  the following powers:
  The wielder gains Blind-Fight as a bonus feat and has see 
  invisibility constantly active.
  The sword can detect amphibians within 60 feet and drives 
  the wielder into a rage against those amphibians (as the 
  spell except the effect doesn’t end as long as there is a living 
  amphibian in sight) if an ego test is failed (DC 22 Will save).
  The wielder can cast shield on his person twice per day.
  The sword’s special purpose is to slay amphibians, 
  including amphibian-like outsiders such as hezrous and 
  greruor demons, and its special power is hold monster on all 
  hits on amphibians and amphibian-like outsiders (DC 19 Will 
  save as the spell).
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, haste, hold 
  monster, poison, rage, see invisibility, shield; Cost 98,412 gp
  
  69
  The Pit of despair
  Introduction
  Designed for a party of at least 13th level, this module details an 
  adventure to recover the Sword of Karith, a holy avenger longsword. Not 
  the straight-forward hack-and-slash treasure hunt your players will be 
  expecting, this adventure is instead a trap laid by the forces of evil to 
  corrupt and destroy their greatest enemy: paladins.
  At the direction of Orcus, the demon-god of undead, a nalfeshnee demon 
  named Caanara misappropriated the Sword of Karith and hid it in a desert 
  temple, called the Temple of the Justicars. Adding to his villainy, Caanara 
  also replaced the Sword of Karith with an unholy reaver, which Orcus 
  heavily enhanced to mimic the Sword of Karith. Knowing paladins simply 
  cannot resist a holy quest to recover a lost, magic sword, the forces of evil 
  have created a win-win situation. Up-and-coming paladins attempting to 
  find the temple and recover the sword will either be killed outright during 
  their quest or be utterly corrupted when they inadvertently recover the 
  unholy reaver, believing it to be the Sword of Karith. This adventure, then, 
  has two possible outcomes: either the PCs all die or they recover an evil 
  and corrupting unholy reaver. Cruel treatment of the characters, you say? 
  Evil? Wicked? Dastardly? Exactly.
  GMs thus must be at their most deceptive, skirting that thin line 
  between gunning for your players and running a complex deception fairly. 
  GMs must run this adventure with an understanding that it was crafted by 
  extraordinarily intelligent deity-like demons whose goals are deception, 
  corruption and slaughter. For instance, do not refer to this adventure as 
  The Pit of Despair. Instead, call it The Temple of the Justicars or The 
  Quest for the Sword of Karith. Do nothing to tip off the do-gooding 
  heroes to the presence of the trap.
  The party’s initial trip to the Temple of the Justicars most likely results 
  in their defeating the demon guardians and recovering the false holy 
  avenger, thus corrupting the party’s paladin. This unlucky soul will then 
  need to perform an act of atonement to cleanse himself of his unwilling sins 
  and recover his paladinhood once he realized his corruption. Learning that 
  the destruction of the false holy avenger is the only means of atonement, 
  the PCs no doubt attempt a second trip to the temple, where they return 
  with the unholy reaver in an attempt to destroy it along with the demon 
  Caanara, and recover the true Sword of Karith.
  GMs should feel free to replace Orcus, the demon-god of undead, and 
  Thyr and Muir, the god of law and the goddess of virtue and paladins, 
  respectively, with those gods most appropriate to their campaign. 
  The Legend of the  
  Holy Sword of Karith
  For the Players
  Paladins are familiar with the legend of Karith — a heroic paladin of 
  old who roamed the lands as a champion of good, wielding a wondrous 
  sword of great power. Consulting a sage or casting a legend lore spell 
  reveals the true history of Karith and his holy avenger.
  Many years ago, a paladin of great renown, named Karith, roamed the 
  world, righting wrongs, slaying dragons and protecting the innocent. The 
  deeds of this great man border on the unbelievable. In fact, most common 
  folk consider them great exaggerations, if not outright myth. In truth, 
  Karith was less famous than he should have been, having done deeds far 
  greater than even the most superstitious or pious would believe.
  Karith wielded the mighty sword, Entrancacor, which in the ancient 
  dwarven tongue means “slayer of demons.” The finest dwarven smiths 
  and enchanters forged this sword for the Holy Order of the Justicars — the 
  paladins of the goddess Muir — over 1,000 years ago. Legend holds that 
  no greater weapon was ever forged, before or since. Tales tell of demon 
  armies recoiling from a lone man wielding this sword. The sword was 
  passed from grandmaster to grandmaster within the holy order over many 
  generations, and Karith was the last grandmaster of the Justicars.
  As Karith neared the end of his life, the gods of good bade him wait 
  patiently for his successor to appear. However, no paladin of the order 
  then living was sufficiently worthy of bearing the sword and becoming 
  grandmaster. Some held promise, yet none sufficiently distinguished 
  himself from his peers. The high priests of the temple of Thyr and Muir 
  — the god of law and the goddess of virtue and paladins, respectively 
  — communed with their gods and were instructed to have faith. After 
  several years passed with no worthy successor appearing, a female 
  celestial of Muir visited the priests. In angelic splendor, the celestial 
  instructed the high priests to relinquish the sword into her keeping. She 
  revealed her plan to set the sword in a temple, hidden in a valley deep 
  within a distant desert, where it would await discovery by a paladin 
  worthy to retrieve it and bear it forth again. By its recovery, the celestial 
  told the priests, they would know the new grandmaster of paladins. 
  Legends call the resting place of the sword the “Temple of the Justicars.” 
  Though many brave paladins have attempted the sword’s recovery, to 
  this day, none has succeeded.
  For the GM
  The avatar mentioned above, who retrieved and hid the sword, was 
  unrelated either to Thyr or Muir, and was instead Caanara, a nalfeshnee 
  demon, sent by Orcus to steal the sword and place it beyond the reach of 
  those serving Thyr and Muir. A master of deception, Orcus also gave his 
  demon a false sword, called Entranhumani (“slayer of humans”), with 
  which to dupe and despoil any paladins who successfully locate the hiding 
  place of Entrancacor. Orcus bound his demon to the sword’s resting place 
  and commanded him to guard it. GMs should remember that nowhere in 
  the legends are these demons mentioned; instead, convince any questing 
  paladin that his god’s avatar took the sword. The PCs should expect a 
  “quest to find a sword belonging to the good guys” adventure, not an evil 
  trap set by the worst enemies of law and good.
  The methods by which the PCs discover the exact location of the Pit of 
  Despair are up to the GM. The holy avenger’s hiding place is a well-kept 
  secret. Because demons do not want a powerful enemy running around 
  slaughtering their kind with so powerful a weapon, even they go to great 
  pains to keep the location a mystery — however fond they are of using 
  the ruse to destroy up-and-coming paladins. And there are never any 
  survivors of failed quests to question — their deaths mistakenly attributed 
  to the paladin’s excess pride or arrogant belief in his own worthiness to 
  bear the sword. When in reality he was yet another victim of Orcus’ and 
  Caanara’s treachery and deception.
  Consultation with a sage is, perhaps, the best way to set the adventure 
  The Pit of Despair
  By Bill Webb and Clark Peterson
  
  70
  Quests of Doom: Demons & Devils
  in motion. The sage could direct the PCs to a secluded sect of Muir’s 
  priests. Those priests, should they deem the party’s paladin worthy, 
  provide him with a copy of a map to the Valley of the Temple of the 
  Justicars — the rumored hiding place of the Sword of Karith. They also 
  inform the paladin that the legends reveal that “only someone who is 
  prayerful and devout and who sees with the eyes of faith can find the 
  entrance to the Temple.”
  Other methods of discovering the location of the Pit of Despair include 
  a treasure map, a holy text found secreted away in a vast library, a message 
  scratched into an abandoned shield or breastplate, a divinely bestowed 
  vision, or consultation of the oracle at Rappan Athuk.
  Traveling to the  
  Temple of the Justicars
  After learning the location of the Temple of the Justicars, as described 
  above, the PCs must travel to the edge of the desert and beyond to the 
  Valley of the Temple. GMs should make this an arduous journey fraught 
  with danger to provide the right “feel” for a holy quest. In the Lost Lands 
  campaign setting by Frog God Games, the lost Temple of the Justicars 
  lies in the mountains ringing the desert plateau known as the Sacred Table. 
  The ruins of the holy city of Tircople still stand upon this plateau across 
  the desert from the Crusader Coast.
  To reach the general location of the Pit of Despair, the party must travel 
  through a desert wilderness stretching beyond the last human settlement 
  of the coast. The first third of the trip involves traveling into desert and 
  should be dangerous, though not overly so. Once the PCs reach the edge 
  of the plateau, they must then travel across its desert expanse, past the 
  haunted ruins of Tircople until they reach the Valley of the Temple.
  GMs wishing to avoid a prolonged wilderness trek can proceed directly 
  to the section entitled, “The Entrance to the Pit of Despair,” below. 
  However, GMs are encouraged to run wilderness encounters as the PCs 
  travel to the Valley of the Temple. This increases the “epic quest” feeling 
  of the adventure, making the PCs more likely be duped when they recover 
  the false holy avenger after their major battle in the Pit. Otherwise, the 
  PCs might get suspicious if the quest is too easy. 
  The Entrance to  
  the Pit of Despair
  The PCs have traveled miles through the desert and have finally reached 
  this forsaken place — the Valley of the Temple. Their map guides them 
  into a cleft in the red-rock wall. They travel the narrow path in the shade 
  of the looming walls for over an hour, and emerge from between the two 
  large walls of rock into a small canyon, open to the sky.
  The canyon ends in a worked wall of red stone, similar to that of the 
  surrounding rock. The floor of the canyon is sand. Worked-stone entrances 
  are set into the wall at various heights. The entrances all have the same 
  general appearance: a 10-foot-high archway flanked by bas-relief statues 
  of knights in mail. There is no detail that distinguishes one from the other. 
  They do not detect as evil, good or magic.
  To access the entrances — which do not have ledges in front of them 
  
  71
  The Pit of despair
  1 square = 10 feet
  
  72
  Quests of Doom: Demons & Devils
  — the PCs must find a way to climb the face of the canyon wall, which is 
  nearly vertical. They can do this by climbing (Climb check at DC 25; DC 
  20 in the corners of the canyon) or using magic, such as dimension door, 
  fly, levitate or teleport.
  Climatic conditions in the Valley of the Temple run to extremes: 
  unbearably hot during the day (exceeding 110° at noon) and freezing 
  cold at night (dipping below 0° from 1 am to 3 am). This inhospitable 
  region offers no source of water and no natural source of shade to shield 
  the PCs from the sun. See the “Environment, Heat Dangers” and “Cold 
  Dangers” of Chapter 13 of the Pathfinder Roleplaying Game Core 
  Rulebook. In addition, the PCs may run short of food or water. If so, 
  consult the “Environment, Starvation and Thirst” section of Chapter 13 
  of the Pathfinder Roleplaying Game Core Rulebook. Strong winds also 
  plague the valley. Check once every hour on 1d20 with the following 
  results: 1–10: no wind, 11–15: moderate wind, 16–17: strong wind, 
  18–19: severe wind, 20: windstorm. The winds in the canyon only last 
  for 3d10 minutes. Any time strong or severe winds arise  there is a 50% 
  chance that a dust storm accompanies them. In addition, any windstorm 
  is always accompanied by a dust storm, with a 75% chance of a greater 
  dust storm. The winds themselves, of extreme temperature, do nothing to 
  reduce the effects of heat or cold. See the “Environment, Weather” section 
  of Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook for the 
  game effects associated with these winds and dust storms.
  Wandering Monsters: Aside from the weather, one other danger 
  threatens the PCs. There is a 1 on 1d10 chance per hour during the hours 
  of darkness that 1d6 Huge scorpions descend into the canyon to attack 
  the PCs. There is an endless supply of these scorpions. They infest the 
  surrounding hills.
  HUGE SCORPIONS (1–6 OR MORE) 
   
  CR 6
  XP 2,400
  Giant advanced giant scorpion (Pathfinder Roleplaying 
  Game Bestiary “Scorpion, Giant”)
  N Huge vermin
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 17, touch 7, flat-footed 17 (−1 Dex, +10 natural, −2 size)
  hp 76 (5d8+40)
  Fort +11; Ref +1; Will +2
  Immune mind-affecting effects
   
  Speed 50 ft.
  Melee 2 claws +12 (1d8+8 plus grab), sting +12 (1d8+8)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (1d8+8), poison
   
  Str 27, Dex 8, Con 20, Int —, Wis 10, Cha 2
  Base Atk +6; CMB +16 (+20 grapple); CMD 25
  Skills Climb +12, Perception +4, Stealth –5; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth
   
  Poison (Ex) Sting—injury; save Fort DC 21; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. 
  The save DC is Constitution-based and includes a +2 racial 
  bonus.
  False Entrances: All of the obvious entrances are false entrances, 
  leading to caves and passages but not to the Temple of the Justicars. 
  Each such cave has a 1–3 on 1d6 chance of being occupied by 1d4 Huge 
  scorpions, which immediately attack the PCs. Each cave also houses a 
  sarcophagus of marble, carved to represent a knight in mail on the stone 
  lid. Each such sarcophagus has a 1–4 on 1d6 chance of containing the 
  remains of a knight in full plate mail with a sword (of random type) and 
  shield. If remains are present, there is a 1 on 1d6 chance for each that the 
  mail or the sword is enhanced. If enhanced, roll 1d6: 1–4: the item is +1, 
  5–6: the item is +2. These remains are, in fact, the corpses of paladins 
  killed during their quest to recover the Sword of Karith. The demons have 
  “entombed” the remains to look like the final resting place of revered 
  heroes. The demons find this false reverence very entertaining.
  The Real Entrance to the “Temple of the Justicars”: The actual 
  entrance to the Pit of Despair is hidden from mortal eyes. Only a paladin 
  under the effects of a both a prayer (or who is performing some similarly 
  extreme action, putting her in the proper religious frame of mind) and a 
  true seeing spell even has a chance to see the entrance. Such a paladin 
  must still make a DC 20 Perception check to see the entrance. Powerful 
  magic prevents any other means of detecting the entrance, short of a 
  wish or a miracle. Even find the path does not reveal the entrance. Once 
  the real entrance is exposed, that paladin can thereafter see the entrance 
  as plainly as the false ones. She can direct others to pass through the 
  entrance.
  The GM should make it very difficult — though not impossible — to 
  locate the true entrance. Let the party search for several days and suffer the 
  temperature extremes and begin to despair and contemplate abandoning 
  the quest. After no fewer than 3 days’ searching, the GM might take pity 
  on the party and give it the following clue: between midnight and 2 am, 
  a faint glow can be seen (Perception DC 25 without true seeing) from 
  the portion of the cliff face where the true entrance is located. This clue 
  doesn’t let the PCs see the actual entrance; it just gives them a hint that 
  there is something there they haven’t discovered. They still need to cast 
  true seeing and prayer on a paladin to see the real entrance. If the PCs 
  still can’t find the entrance, prod them to the proper solution by reminding 
  them of the words of the priests that “only someone prayerful and devout 
  and who sees with the eyes of faith can find the entrance to the Temple.”
  Once located, the entrance threshold may be crossed at will. There are 
  no doors, locks or traps on the entrance. A winding, 10-foot-diameter, 
  roughly worked tunnel leads 120 feet to Area 1.
  Note: Because the Pit of Despair is a source of conflict between good 
  and evil deities, any spells, such as commune, divination or find the path, 
  cast in an attempt to learn the location of the entrance or the consequences 
  of future actions will have no result. GMs might imply that Thyr and Muir 
  want the PCs to find and recover the sword on their own merits, without 
  guidance. Remind them: this is a test of faith and virtue, which can only 
  be surmounted by noble, unguided, individual action. In reality, Orcus 
  himself is watching the PCs and actively disrupting any contact with their 
  good-aligned deities; he cannot, however, interfere with miracle spells.
  The Pit of Despair
  Three areas comprise the Pit of Despair. The first, a large underground 
  amphitheater resembling a temple to Thyr and Muir, functions as the false 
  “Temple of the Justicars.” The second area, the pit itself, contains a false 
  avatar of Muir (really an altered nalfeshnee) and the unholy reaver. The 
  final area, an evil altar room, contains an unholy shrine to Orcus, with 
  the Sword of Karith encased in blackest stone. The first two areas are 
  enhanced with a strong magic that both masks alignment and projects a 
  lawful-good alignment. This enchantment does not mask the alignment 
  of the demons (though the unholy reaver masks Caanara’s alignment). 
  Additional shields prevent detection of the third area.
  1. The “Temple of the Justicars”
  The entrance room is a large temple, designed to resemble an 
  amphitheater. Three tiered series of pews lead down to a flat central area 
  that features an altar. A recessed area at the far side of the room is lined 
  with columns, ending with a statue of Muir. The recess contains a large 
  pit, 30 feet across, around which mists swirl, obscuring view within. The 
  only inhabitants of the chamber — fifteen robed priests of Muir — chant 
  and dance around the pit. The walls of the amphitheater and the pillars are 
  worked with images of knights in full armor.
  The First Visit (CR 14)
  At first glance, the room resembles a temple of Muir — austere and 
  dignified with clean, white marble columns, altars and statues. Holy runes 
  and glyphs cover the walls. Careful inspection and a DC 15 Knowledge 
  
  73
  The Pit of despair
  (religion) check reveals subtle defacement of the holy images, vaguely 
  suggesting an evil presence. The room detects as good; however, the 
  dancing priests clearly detect as evil — because they are, in fact, 5 vrocks 
  dancing their Dance of Ruin, attended by 10 dretches. They attack 
  immediately.
  A PC succeeding on a DC 15 Intelligence check notices that five of 
  the priests are a little too tall to be human, and ten are a little too short. 
  Anyone succeeding on a DC 20 Knowledge (religion) check realizes that 
  the priests’ dance is not of any known ritual in the worship of Thyr or Muir. 
  Anyone succeeding on a DC 20 Knowledge (planes) check recognizes the 
  dance as the Dance of Ruin.
  VROCKS (5) 
   
  CR 9
  XP 6,400
  hp 112 (Pathfinder Roleplaying Game Bestiary “Demon, 
  Vrock”)
  Tactics of the Vrocks: When the PCs first enter the amphitheater, 
  the vrocks, disguised as robed priests of Muir, are gathered in a circle 
  dancing around the pit and chanting. They started their dance when the 
  party passed through the hidden entrance, completing it the first round the 
  party is fully within the room — which becomes the first round of combat. 
  If the characters have not yet grown suspicious of the dancing priests, 
  the immediate discharge of crackling evil energy convinces them. Once 
  the Dance of Ruin effect occurs, the vrocks on subsequent rounds cast 
  mirror image (round 2) and attempt to summon another vrock (round 3), 
  after which three vrocks teleport to their selected victims (spellcasters), 
  use their stunning screech ability and attack. If the PCs engage them in 
  combat, the vrocks switch to melee attacks and fight until slain, using 
  stunning screech attacks. All vrocks use their special spores attack every 
  third round as a free action against any targets in range. They teleport 
  around the room to maintain their combat advantage. They focus their 
  initial attacks on spellcasters and priests, dodging fighters and teleporting 
  away from them. Once the spellcasters are eliminated, the vrocks 
  concentrate on those heroic paladins. PCs killed in the Pit have their souls 
  taken directly to the Abyss where Orcus himself feasts on them. They 
  cannot be retrieved or raised without divine intervention, such as by a 
  miracle spell, or by a wish or limited wish.
  DRETCHES (10) 
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary “Demon, 
  Dretch”)
  Tactics of the Dretches: Dretches are pathetic, expendable pawns. The 
  vrocks use the dretches to surround and occupy fighters while the vrocks 
  concentrate on spellcasters. Immune to its effects, the dretches use their 
  stinking cloud ability. They also use their darkness ability, which has no 
  effect on the demons—they see right through it. They distract the fighters, 
  so the vrocks can focus on killing the spellcasters.
  The Arrival of the “Celestial”: Caanara, the nalfeshnee demon, bides 
  his time at the bottom of the pit (Area 2 on the map; where Caanara’s 
  statistics are detailed). He monitors the battle between the PCs and the 
  demons. If the characters kill three vrocks and it seems likely they will kill 
  the remaining two, Caanara assumes the form of the female celestial of 
  legend and ascends from the pit, bearing the unholy reaver (see below). If, 
  however, the PCs are losing the battle, Caanara might interfere, emerging 
  from the pit as “divine intervention.” To maintain the charade, give the 
  PCs a chance to defeat several demons, if possible.
  Once Caanara ascends from the pit, the room brightens with a blinding, 
  holy light. The demons freeze. Blasting away the mists covering the 
  mouth of the pit, a beautiful, shimmering female figure wearing white 
  robes rises from the pit, as if freed from ages of captivity. She levitates 
  above the pit and holds in her hand a brilliant silver sword, encrusted with 
  gems and inlaid gold and glowing with a holy light. 
  The vrocks recoil in terror, and the dretches slink away from her holy 
  presence. Though she does not speak, each of the PCs hears a voice, so 
  melodic and otherworldly it is almost painful.
  “May the goddess bless you for freeing me from my captivity,” 
  the celestial says. “Many ages ago I built this temple to house 
  the Sword of the Justicars. When I returned to these halls to 
  await the coming of the next grandmaster, hordes of demons 
  and evil priests overcame me, imprisoning me in that pit. Your 
  presence distracted them, allowing me to break free.” She turns 
  to the paladin in the party. “To you, great champion, I bestow 
  this mighty weapon. Borne last by the great hero, Karith, and 
  by all Justicar grandmasters before him, you are now chosen to 
  succeed them. Hail to you, Grandmaster! May the lady of virtue 
  bless you! Go forth and use this weapon to bring just retribution 
  to creatures of evil and win glory for our lady’s name.”
  Her great task completed, the celestial disappears in a blinding flash.
  The vrocks, party to Caanara’s deception, recoil from “her” in pretended 
  fear. The vrocks work to convince the paladin and his party that they have, 
  in fact, won the Sword of Karith and can return to the world, carrying 
  with them an unholy reaver, thereby despoiling one of the world’s more 
  promising paladins. When Caanara “disappears,” he really just teleports 
  himself to Area 3, where he remains. Remember: Caanara has a 23 
  Intelligence and 22 Wisdom, as well as very high Bluff and Diplomacy 
  skills. Play him as though he really were Muir’s female celestial. The 
  party should have no clue that this is a ruse — unless one of their number 
  has true seeing (the true seeing on the paladin required to find the entrance 
  should have long since worn off), in which case she sees Caanara as he 
  truly is. If thusly discovered, Caanara and any remaining demons teleport 
  to Area 3.
  See the New Items at the end of the adventure for more information on 
  the unholy reaver Entranhumani.
  Once the paladin grasps the unholy reaver and Caanara teleports, the 
  vrocks make no attempt to engage him, instead resuming their attacks 
  against his companions. They flee from the paladin, acting as through 
  afraid of him. If the paladin attacks them with the unholy reaver, it seems 
  to cuts through the vrocks like butter. They pretend to die. They shriek and 
  teleport to Area 3 after they are struck twice by the sword. GMs should 
  make fake rolls to convince PCs that this effect is some special power of 
  the sword.
  Conversion: At this point, the GM might choose to have the unholy 
  reaver tempt the paladin, suggesting his conversion into an antipaladin 
  (see the Pathfinder Roleplaying Game Advanced Player’s Guide). The 
  sword tells the PC that if he converts right now to chaotic evil, accepts 
  Orcus as his god and joins with the demons in slaying his companions, 
  he can become an antipaladin at two bonus levels of experience above 
  his current paladin level. In addition, the sword promises the PC demon 
  servants of great power, a suit of demon armor and a +5 heavy steel shield. 
  If accepted, the sword delivers on these promises, teleporting the newly 
  converted villain to a far-off cave where these items are hidden. The PC 
  gains two hezrou servants, which are bound to serve the wielder of the 
  unholy reaver. If the PC refuses to convert, the sword casts forget on him 
  (no save), removing any memory of the solicitation from the wielder’s 
  mind. Of course, attempting this conversion tips off the paladin’s player 
  that the sword is not a holy avenger and something is amiss. Only attempt 
  this conversion with a trusted roleplayer who will not reveal the sword’s 
  secret. GMs should roleplay this scenario away from the main group so 
  that no one else is privy to the discussion. If other players ask questions, 
  suggest that the sword was communicating privately with its new wielder, 
  explaining its powers. Or you could decide to skip this conversion attempt 
  and wait until the paladin leaves with the sword, as detailed below.
  Return Visit
  At some point in the future, when the PCs return to the Pit of Despair to 
  destroy the unholy reaver, they find 3 vrocks waiting for them, scattered 
  about the room. The vrocks immediately attack the party — teaming up 
  against one victim, teleporting next to him, grabbing him and carrying 
  him to the bottom of the pit where all three rip him to pieces. Then they 
  teleport out and do it again.
  
  74
  Quests of Doom: Demons & Devils
  2. The Pit of Despair
  With the demons finally destroyed, the mist shrouding the mouth of the 
  pit dissipates. In the well below lies a massive treasure hoard. The pit, 40 
  feet deep and carved of stone, has no apparent exits.
  The First Visit (CR 15)
  Initially, the pit is shrouded with mists that serve no purpose save hiding 
  Caanara from view. He lurks in the bottom of the pit, monitoring the battle 
  above. If any PC is crazy enough to jump into the pit during combat, he 
  encounters Caanara, who, if not expecting this action, will be in his original 
  form. (If Caanara suspects a PC might enter the pit before defeating the demons, 
  he changes into his celestial guise before his arrival and pleads with the PC to 
  slay the demons so that “she” might be free and thus bestow the sword on the 
  paladin.) If seen in his normal form, Caanara engages the PC in melee, using his 
  meager skills. If the melee goes poorly, Caanara teleports to Area 3. Otherwise, 
  Caanara acts as outlined above under “The Arrival of the ‘Celestial.”
  CAANARA THE NALFESHNEE 
   
  CR 14
  XP 38, 400
  hp 203 (Pathfinder Roleplaying Game Bestiary “Demon, 
  Nalfeshnee”)
  Treasure: 6,200 gp, 36,000 sp, a gold cup set with emeralds worth 
  7,000 gp, inlaid masterwork harp of silver and elven hair worth 4,000 gp, 
  amulet of inescapable location (cursed, identifies as an amulet of proof 
  against detection and location), bracers of defenselessness +5 (cursed, 
  identifies as +5 bracers of armor) and a periapt of foul rotting (cursed, 
  identifies as a periapt of health). Unless a wish is used, the cursed nature 
  of the items cannot be detected while the PCs are within the Pit.
  Secret Door: The secret door to Area 3 is very difficult to locate, having 
  been concealed with powerful magic. No magic short of a wish or miracle 
  allows its detection. A true seeing spell does not even allow automatic 
  detection; instead, reduce the Perception DC from 40 to 30. The secret door 
  consists of an entire 40-foot section of the wall. When opened, the door 
  swings upward 90 degrees, triggering a trap — a symbol of death inscribed 
  on the reverse side of the door — and sealing the pit’s mouth. If you wish, 
  you could require a paladin be under the effects of prayer and true seeing 
  spells to have a chance to detect the secret door, thus ensuring that the PCs 
  leave the dungeon without finding the secret door on their first visit.
  Secret Locked Stone Wall: Perception DC 40 (30 with true seeing); 
  12 in. thick; Hardness 15; hp 80; SR 28; Break DC 40; Disable Device 
  DC 40. A symbol of death is inscribed on opposite face of door, revealed 
  when door swings open.
  SYMBOL OF DEATH TRAP  
  CR 10
  XP 9,600
  Type magical; Perception DC 33; Disable Device DC 33
   
  Trigger spell trigger; Reset none
  Effect spell effect (symbol of death, DC 22 Fort negates); 
  multiple targets (up to 150 hp worth of creatures within 60 ft.)
  False Ending
  If the PCs do not find the secret door, the GM should smile, solicit 
  feedback on how challenging the adventure was and congratulate the players 
  on a job well done. Remark how incredible it was that the PCs defeated 5 
  vrocks (and possibly a blue dragon) to recover the Sword of Karith! Then 
  take a break, quit for the night or start the next adventure. The unholy reaver 
  will show its true colors later. Wait until the next playing session before 
  beginning corruption of the paladin. See “Atonement,” below.
  Return Visit
  Returning to destroy the unholy reaver, the PCs find the Pit of Despair 
  empty. Any treasure left by the party during its previous visit has been 
  moved to Area 3.
  
  75
  The Pit of despair
  3. The Altar of Evil and Good
  If the PCs find, open and survive the symbol of death-trapped secret 
  door, they enter a large room. The secret wall, however, swings up and 
  seals the pit’s mouth with a foot-thick lid of stone. The large room houses 
  an evil altar carved from onyx set upon a black dais. Strangely, the onyx, 
  partially transparent, reveals the fabled Sword of Karith, pulsing with a 
  holy white light, sealed within the altar.
  At this point, the demons re-enter the picture, attacking the PCs en 
  masse. Their sole purpose: preventing retrieval of the holy avenger. The 
  forces of darkness include Caanara the nalfeshnee, as many vrocks as 
  survived the initial encounter in Area 1 above and 2 more vrocks if this is 
  a return trip to the Pit of Despair. The party will also have to contend with 
  the dretches that survived the initial encounter. Unlike before, all demons 
  now concentrate their attacks on whoever wields the unholy reaver. They 
  interpose themselves between the PC and the altar, preventing contact at 
  all costs, even teleporting out of combat to do so.
  During combat (but most likely after combat), the paladin can destroy 
  the altar and unholy reaver, thus freeing the holy avenger, by striking the 
  altar with the unholy reaver. The impact shatters both objects instantly! 
  Destruction of the evil altar and unholy reaver nets each PC a 5,000 XP 
  story award in addition to any combat experience.
  Tactics of the Vrocks and Dretches: The vrocks act as described 
  above in Area 1, except that they all mirror image, and then use stunning 
  screech and melee attacks. All vrocks shoot spores every third round as 
  a free action against any targets in range. The dretches surround fighters.
  Tactics of Caanara the Nalfeshnee: When encountered in this room 
  — whether by a resourceful party on its first visit to the Pit of Despair 
  or by a party returning to the pit to undo his treachery — Caanara uses 
  all his powers to slay all PCs. As soon as the secret wall is opened, he 
  summons 1d4 hezrous (40% chance of success). The next round he casts 
  slow at the party, followed by call lightning and his unholy nimbus until 
  he is engaged. Once engaged, he teleports away and repeats the process 
  until slain, possibly throwing in a greater dispel magic or using his unholy 
  nimbus ability as appropriate. He only fights hand-to-hand as a last resort, 
  and even then he uses feeblemind rather than his usual attacks. If reduced 
  to less than 30 hit points, Caanara teleports to Area 1 (above the pit, which 
  is now sealed off by the open secret door). Defeating Caanara should be a 
  feat that all of the surviving PCs brag about for years.
  Treasure: The holy avenger, Entrancacor is inside the stone altar. See the 
  New Items at the end of this adventure for more information. The sword can 
  be moved from the altar block either by simultaneously casting a wish and 
  a miracle spell on the altar or by striking the altar with the unholy reaver, 
  Entranhumani, as described above. Doing so shatters the altar and unholy 
  reaver and frees the holy avenger (the party can’t have both!). No other way 
  to remove the sword exists.
  Atonement
  If the PCs are successfully duped into believing they have recovered the 
  Sword of Karith, there is a strong chance that the paladin will fall under the 
  evil sword’s sway. The PCs should have no encounters on their return trip. 
  Returning to an area with a large (over 50) population of humans, the PCs 
  might begin to note changes in the sword wielder. The sword waits until a 
  good-sized group of low-level victims are available and, in the presence 
  of few of the paladin’s comrades, forces the character into a killing spree! 
  Consider the common room of an inn or tavern, late in the evening after most 
  PCs have retired and the paladin is telling the story of the sword’s recovery 
  to some locals, an appropriate venue. Or, more despicably, wait until the 
  paladin visits the local church to pray. The character must succeed on a 
  DC 27 Will save against the sword’s ego or fly into a berserk, xenophobic 
  rage (which he cannot willfully come out of), looking for humans to slay, 
  including other PCs who stumble upon the enraged paladin. After the event, 
  the paladin collapses and awakens a few minutes later. In the interim, the 
  sword casts forget on the character. Should the PC paladin make the Will 
  save, the sword immediately casts forget on him (no save) — erasing any 
  memory of the failed attempt to control the PC.
  GMs can find this highly entertaining. Imagine a paladin waking amid 
  the gory remains of a dozen townsfolk — his sword bloodied and his 
  paladin abilities no longer working. Any PC paladin succumbing to the 
  will of the sword and committing the above-described atrocities loses his 
  paladin status and cannot continue as a paladin without doing atonement. 
  Any PC attempting to rid himself of the sword discovers that it continually 
  teleports itself back to him.
  The sword, of course, suggests an alternative. After the PC’s paladinhood 
  is lost, the sword tempts the paladin into becoming an antipaladin, as 
  described under “Conversion,” above. The only catch: he must slay all of 
  his good- or lawful-aligned companions.
  As GM, decide who might properly suggest atonement for such vile 
  deeds. For example, require that the PC return to the priests of Muir from 
  whom he obtained the map to the Temple of the Justicars. There, he can 
  relate the story of the quest and its consequences. After much prayer and 
  communing, the priests describe what must be done to restore paladinhood: 
  the paladin must destroy the unholy reaver! There is only one way for this 
  to be done: it must be smashed upon the altar on which it was forged. That 
  altar, the PCs are informed, is hidden within the Temple of the Justicars, but 
  no one knows exactly where. When this is done — the PCs are promised — 
  not only will the unholy reaver be destroyed, but they will also free the true 
  Sword of Karith. This act also restores the fallen paladin’s status.
  Most likely, amid feelings of doubt, hope and regret, the party gears up for 
  a return trip to the Pit of Despair. Plan an appropriate number of wilderness 
  encounters if it travels overland. Perhaps now the PCs might teleport to the 
  canyon containing the temple’s entrance. Once the PCs arrive at the Pit of 
  Despair for the second time, GMs should refer to the above sections in Areas 1 
  and 2 entitled “Return Visit” for details on how the Pit of Despair is different 
  the second time around. Who knows? Maybe they will even succeed…
  New Items
  Entrancacor (Minor Artifact)
  Aura strong abjuration; CL 20th
  Slot none; Weight 4 lbs.
    
  DESCRIPTION
  Entrancacor is an intelligent holy avenger, a +5 holy cold 
  iron longsword with the standard abilities of a holy avenger 
  in addition to the following: Int 14, Wis 13, Cha 17, Ego 28, AL 
  LG; telepathy; Primary Powers: dispel 
  The sword is only usable by lawful good outsiders, paladins, 
  and clerics of Muir. The sword is insubstantial to all others, though 
  it can cut through them if used against them in combat.
   
  DESTRUCTION
  Boil in the blood of three good dragons, killed within the 
  hour, followed by taking the life of a good-aligned virgin 
  with the sword.
  Entranhumani (Minor Artifact)
  Aura strong necromancy; CL 20th
  Slot none; Weight 4 lbs.
    
  DESCRIPTION
  The sword Entranhumani is an intelligent unholy reaver, 
  a +5 unholy cold iron longsword. It has the normal powers 
  of a holy avenger in the hands of a paladin or antipaladin 
  plus the following: Int 14, Wis 13, Cha 17, Ego 27, AL CE;  no 
  save,continuous G, DC 22 Will savely Short of a miracle or 
  wish, the sword detects as a holy avenger.
  The sword is only usable by paladins and antipaladins. 
  The sword is insubstantial to all others; they cannot grasp it, 
  though it cuts through them when used against them as a 
  weapon. Note that this sword does no damage to demons 
  unless wielded by an antipaladin! 
   
  DESTRUCTION
  It must be shattered against the altar on which it was 
  forged, as long as that altar contains a holy avenger (the 
  players cannot have both!).
  
  76
  Quests of Doom: Demons & Devils
  The revision of the rules for Our Favorite Game over 10 years ago 
  brought us demons and devils that were much more powerful and 
  dangerous than they were in the previous edition. In light of the new 
  Pathfinder Roleplaying Game edition, Frog God Games is proud to 
  present to you the Lesser Demons and Devils.
  We went back to the first version of the d20 rules and salvaged those 
  earlier versions of the demons and devils to bring them back to the game. 
  Only those demons and devils that saw a drastic change in CR, HD, or 
  abilities are re-introduced here as the “lesser” kin. We’ve updated them in 
  such a way that they harken back to those earlier versions, but we’ve also 
  scaled them to a degree that they “fit” within a hierarchy with their more 
  powerful counterparts. Finally, we gave them new names to secure their 
  own places in the existing hierarchy of demons and devils.
  Demons
  Boar Demon
  A massive, boar-like head with fearsome tusks tops this demonic 
  creature’s bloated form. Two small bat-like wings sprout from its back, 
  and its hands are tipped with sharp claws.
  BOAR DEMON (LESSER NALFESHNEE) 
   
  CR 10
  XP 9,600
  LE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +28
   
  AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, –2 size)
  hp 104 (11d10+44)
  Fort +11; Ref +4; Will +15  
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 21
   
  Speed 30 ft., fly 40 ft. (poor)
  Melee bite +15 (2d4+6/19–20), 2 claws +15 (1d4+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks unholy nimbus
  Spell-like Abilities (CL 12th):
  Constant—see invisibility
  At will—call lightning (DC 16), feeblemind (DC 18), greater 
  dispel magic, slow (DC 16), greater teleport (self plus 50 lbs. 
  of objects only)
  1/day—summon (level 5, 1 boar demon 20%, 1d4 vrocks 
  40%, or 1d4 nabasus 50%)
   
  Str 23, Dex 13, Con 19, Int 22, Wis 22, Cha 16
  Base Atk +11; CMB +18; CMD 29  
  Feats Cleave, Improved Bull Rush, Improved Critical (bite), 
  Improved Initiative, Iron Will, Power Attack
  Skills Bluff +17, Diplomacy +17, Fly +7, Intimidate +14, 
  Knowledge (arcana) +20, Knowledge (planes) +20, 
  Knowledge (any one other) +17, Perception +28, Sense 
  Motive +20, Spellcraft +20, Stealth +7, Use Magic Device +17; 
  Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
   
  Environment any lawful evil aligned plane
  Organization solitary or troupe (1 boar demon, 1 vrock, and 
  2–5 nabasus)
  Treasure standard
   
  Unholy Nimbus (Su) Three times per day as a free action a 
  boar demon can create a nimbus of unholy light, causing 
  nauseating beams of writhing color to play around its body. 
  One round later, the light bursts in a 60-foot radius. Any non-
  demon creature caught within this area must succeed on 
  a DC 18  Will save or be dazed for 1d10 rounds as visions of 
  madness hound it. The save DC is Charisma-based.
  Grossly obese and greedy for power, the boar demons are servile towards 
  their masters, the nalfeshnees, but haughty and arrogant when dealing with 
  other demons. Boar demons often indulge their desires to advance the cause 
  of the Abyss, sometimes even against the wishes of their masters, hoping 
  to gain the approval of some demon lord for its own personal gain. A boar 
  demon is not above back-stabbing its master if such an act suits its purpose.
  Dark Daughter
  This demonic creature resembles a beautiful humanoid female with six 
  slender arms, each bearing a longsword. Her lower torso tapers to a long, 
  snake-like tail.
  DARK DAUGHTER (LESSER MARILITH) 
   
  CR 11
  XP 12,800
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 60 ft., true seeing; Perception +24
   
  AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, –1 size)
  hp 94 (9d10+45)
  Fort +11; Ref +8; Will +7  
  DR 10/good and cold iron; Immune electricity, poison; Resist 
  acid 10, cold 10, and fire 10; SR 22
   
  Speed 40 ft.
  Melee longsword +14/+9 (2d6+5/17–20), 5 longswords +14 
  (2d6+5/17–20), tail slap +8 (1d8+2 plus grab) or 6 slams +13 
  (1d6+5), tail slap +8 (1d8+2 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict 1d8+2, multiweapon mastery
  Spell-like Abilities (CL 13th):
  Constant—true seeing
  At will—greater teleport (self plus 50 lbs. of objects only), 
  project image (DC 20), telekinesis (DC 18)
  3/day—blade barrier (DC 19), fly, unholy blight (DC 17; 
  replaced with unholy aura when the dark daughter 
  advances to a full-fledged marilith)
  1/day—summon (level 5, 1 hezrou 20%, or 1d4 dark 
  daughters at 60%)
   
  Str 21, Dex 15, Con 21, Int 18, Wis 18, Cha 17
  Base Atk +9; CMB +15; CMD 27 
  Feats Combat Expertise, Combat Reflexes, Improved Critical 
  (longsword), Power Attack, Weapon Focus (longsword)
  Skills Acrobatics +14, Bluff +15, Diplomacy +15, Fly +16, 
  Intimidate +15, Knowledge (engineering) +13, Perception 
  +24, Sense Motive +16, Stealth +10, Use Magic Device +15; 
  Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
   
  Environment any chaotic evil aligned plane
  Organization solitary or pair
  Treasure standard
   
  Multiweapon Mastery (Ex) A dark daughter never takes 
  penalties to her attack roll when fighting with multiple weapons.
  Rescued from Oblivion: The Original Demons and Devils
  
  77
  The Pit of despair
  Dark daughters are the “younger sisters” of the marilith demons in the armies 
  of the Outer Planes. They are mariliths that have yet to prove themselves worthy 
  of servitude in the ranks of the demon lords. A dark daughter resembles her 
  greater sisters, but her arms are more slender and she is not as hardy. Her lower 
  rank and weaker powers make a dark daughter more subservient and more 
  eager to follow orders in the hopes that her service will result in some later boon.
  Balorog
  This is a hulking brute of a demon, wreathed in flames and bearing 
  huge smoky wings.
  BALOROG (LESSER BALOR) 
   
  CR 13
  XP 25,600
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., true seeing; Perception +27
  Aura flaming body
   
  AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
  hp 123 (13d10+52 )
  Fort +12; Ref +5; Will +13  
  DR 15/cold iron and good; Immune electricity, fire, and 
  poison; Resist acid 10, cold 10; SR 24
   
  Speed 40 ft., fly 90 ft. (good)
  Melee vorpal longsword +21/+16/+11 (1d8+8/19–20 ) or 
  vorpal longsword +19/+14/+9  (1d8+8/19–20 ), whip +17  
  (1d4+3 plus entangle ) or 2 slams +19  (1d6+7 ),
  Space 10 ft.; Reach 10 ft. (15 ft. with whip)
  Spell-Like Abilities (CL 20th):
  Constant—true seeing, unholy aura (DC 22)
  At will—dominate monster (DC 23), greater dispel magic, 
  greater teleport (self plus 50 lbs. of objects only), power 
  word stun, telekinesis (DC 19)
  3/day—quickened telekinesis (DC 19)
  1/day—blasphemy (DC 21), fire storm (DC 22), implosion (DC 
  23), summon (level 9, any 1 CR 12 or lower demon 100%)
   
  Str 25, Dex 13, Con 19, Int 20, Wis 20, Cha 19
  Base Atk +13; CMB +21 ; CMD 32 
  Feats  Cleave, Combat Reflexes, Improved Initiative, Power 
  Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon 
  Fighting, Weapon Focus (longsword)
  Skills  Acrobatics +12, Bluff +18, Diplomacy +18, Fly +17, 
  Intimidate +18, Knowledge (history) +16, Knowledge 
  (nobility) +16, Knowledge (planes) +19, Knowledge (religion) 
  +16, Perception +27, Sense Motive +19, Stealth +11 Use 
  Magic Device +18 ; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ death throes, whip mastery
   
  Environment any chaotic evil aligned plane
  Organization solitary or troupe (1 balorog, 1 dark daughter, 
  and 2–5 hezrous)
  Treasure standard plus +1 vorpal longsword
   
  Death Throes (Su) When killed, a balorog explodes in a 
  blinding flash of fire that deals 50 points of damage (half fire, 
  half unholy damage) to anything within 100 feet (Reflex DC 
  20  halves). The save DC is Constitution-based.
  Entangle (Ex) If a balorog strikes a Medium or smaller foe 
  with its whip, the balorog can immediately attempt a 
  grapple check without provoking an attack of opportunity. 
  If the balorog wins the check, it draws the foe into an 
  adjacent square. The foe gains the grappled condition, but 
  the balorog does not.
  Flaming Body (Su) A balorog’s body is covered in dancing 
  flames. Anyone striking a balorog with a natural weapon or 
  unarmed strike takes 1d6 points of fire damage. A creature 
  that grapples a balorog or is grappled by one takes 4d6 
  points of fire damage each round the grapple persists.
  Vorpal Sword (Su): Every balorog carries a +1 vorpal 
  greatsword. The sword also has the spell-like ability to detect 
  good as cast by a 12th-level sorcerer, except that its range 
  is 30 feet.
  Whip Mastery (Ex) A balorog treats a whip as a light weapon 
  for the purposes of two-weapon fighting, and can inflict 
  lethal damage on a foe regardless of the foe’s armor.
  Millennia ago, there were entire armies of balorogs in the Outer Planes. 
  Recent wars between rival demon lords have severely decreased their 
  numbers, however. These lesser kin of the mighty balor demons fight with 
  a vorpal longsword in one hand and a mighty whip in the other.
  Devils
  Skull Devil
  This devil is an emaciated, humanoid creature with a leering, skeletal 
  face and a wide mouth filled with sharp teeth. A thin, scorpion-like tail 
  arcs up over its head. Clutched in its bony hands is a wicked-looking 
  barbed hook.
  SKULL DEVIL (LESSER BONE DEVIL)  
  CR 6
  XP 2,400
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +4; Senses darkvision 60 ft., see in darkness; Perception 
  +12
  Aura fear aura (5 ft., DC 14, 1d6 rounds)
   
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 37 (5d10+10 )
  Fort +6; Ref +4; Will +3  
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 17
   
  Speed 40 ft.
  Melee bite +9  (1d8+5 ), 2 claws +9  (1d4+5 ), sting +9  (3d4+5 
  plus poison ) or hook +9  (1d3+5 plus entangle ), sting +9  
  (3d4+5 plus poison )
  Space 10 ft.; Reach 10 ft.
  Special Attacks poison
  Spell-like Abilities (CL 12th):
  Constant—fly
  At will—dimensional anchor, greater teleport (self plus 50 lbs. 
  of objects only), invisibility (self only), major image (DC 15), 
  wall of ice
  3/day—quickened invisibility (self only)
  1/day—summon (level 4, 1 skull devil, 35%)
   
  Str 21, Dex 10, Con 15, Int 14, Wis 14, Cha 14
  Base Atk +5; CMB +11 ; CMD 21  
  Feats  Alertness, Improved Initiative, Quicken Spell-Like Ability 
  (invisibility)
  Skills  Bluff +9, Diplomacy +9, Fly +9, Intimidate +10, 
  Knowledge (planes) +9, Perception +12, Sense Motive +12, 
  Spellcraft +9, Stealth +4  
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
   
  Environment any lawful evil aligned plane
  Organization solitary, team (2–4), or squad (6–10)
  Treasure standard plus skull devil hook
   
  Hook (Ex): A skull devil can employ its hook to entangle 
  
  78
  Quests of Doom: Demons & Devils
  opponents of Large size or smaller. The hook has hardness 
  10, hp 10, Break DC 25.
  Poison (Ex) Sting—injury; save Fort DC 14 ; frequency 1/round 
  for 6 rounds; effect 1d3 Str damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  If bone devils are the police and informers of the devil lords, then the 
  skull devils are the rank-and-file snitches. A skull devil is a sycophantic, 
  sniveling creature that exists only to please its masters. Skull devils are 
  shorter than bone devils, standing only about 7 feet tall. 
  A skull devil fights with a large hook. A skull devil hook has an auto-
  locking, ratcheting joint midway along the shaft; one end of the hook has 
  a spearhead, and the other has a curved barb like a fish hook. The favored 
  tactic of a skull devil is to entangle an opponent in its hook and sting it 
  repeatedly.
  Spiked Devil
  Spikes and spines of all sizes sprout from this demon’s body, from the 
  top of its pointed head to the tips of its clawed toes.
  SPIKED DEVIL (LESSER HAMATULA)  
  CR 6
  XP 2,400
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +0; Senses darkvision 60 ft., see in darkness; Perception +16
   
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 58 (9d10+9 )
  Fort +7 ; Ref +6 ; Will +7 Defensive Abilities spiked defense; DR 
  5/good; Immune fire, poison; Resist acid 10, cold 10; SR 17
   
  Speed 30 ft.
  Melee 2 claws +12 (2d4+3 plus fear and grab)
  Special Attacks fear, impale 3d4+4
  Spell-like Abilities (CL 9th):
  At will—greater teleport (self plus 50 lbs. of objects only), 
  hold person (DC 15), major image (DC 15), produce flame, 
  pyrotechnics (DC 16), scorching ray (2 rays only)
  1/day—order’s wrath (DC 16), summon (level 4, 1 spiked 
  devil 35%), unholy blight (DC 16)
   
  Str 17, Dex 11, Con 13, Int 12, Wis 14, Cha 14
  Base Atk +9; CMB +12 (+16 to grapple); CMD 22 
  Feats  Alertness, Cleave, Combat Reflexes, Iron Will, Power 
  Attack
  Skills  Acrobatics +9, Diplomacy +8, Intimidate +14, 
  Knowledge (planes) +10, Perception +16, Sense Motive +16, 
  Spellcraft +12, Stealth +7, Survival +11  
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
   
  Environment any lawful evil aligned plane
  Organization solitary, team (2–4), or squad (6–10)
  Treasure standard
   
  Fear (Su) A spiked devil’s fear attack affects any creature it 
  damages with its claws. A DC 16  Will save resists this effect, 
  otherwise the victim becomes frightened for 1d4 rounds. 
  This is a mind-affecting fear effect. The save DC is Charisma-
  based.
  Grab (Ex) A spiked devil can use its grab attack against a 
  foe of up to Medium size.
  Impale (Ex) A spiked devil deals 3d4+4 points of piercing 
  damage to a grabbed opponent with a successful grapple 
  check.
  Spiked Defense (Su) A creature that strikes a spiked demon 
  with a melee weapon, an unarmed strike, or a natural 
  weapon takes 1d8+3 points of piercing damage from the 
  devil’s spikes. Melee weapons with reach do not endanger 
  a user in this way.
  Assistants to the jailers of Hell, the spiked devils are cruel, sadistic 
  creatures that take pleasure in torturing their prisoners. They are eager to 
  please their immediate masters, the barbed devils, and constantly jockey 
  for position in the hierarchy of their kind.
  Whip Devil
  This devil is lean but muscular, with great fiery wings and two curling 
  horns on its head.
  WHIP DEVIL (LESSER CORNUGON)  
  CR 10
  XP 9,600
  LE large outsider (devil, evil, extraplanar, lawful)
  Init +1; Senses darkvision 60 ft., see in darkness; Perception 
  +16
  Aura fear (5 ft., DC 17)
   
  AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
  hp 93 (11d10+33 ); regeneration 5 (good weapons, good spells)
  Fort +10; Ref +8; Will +7  
  DR 10/good and silver; Immune fire, poison; Resist acid 10, 
  cold 10; SR 21
   
  Speed 20 ft., fly 50 ft. (average)
  Melee whip +16/+12/+6  (1d6+5 plus stun ), bite +15  (1d4+5), 
  tail +13  (1d3+2 plus wound ) or 2 claws +15  (1d4+5 ), bite +15  
  (1d4+5 ), tail +13  (1d3+2 plus wound )
  Space 10 ft.; Reach 10 ft.
  Special Attacks infernal wound, stun 
  Spell-like Abilities (CL 12th):
  At will—dispel chaos (DC 13), dispel good (DC 13), magic 
  circle against good, greater teleport (self plus 50 lbs. of 
  objects only), persistent image (DC 17)
  3/day—fireball (DC 15), lightning bolt (DC 15)
  1/day—summon (level 6, 3 bearded devils, 35%)
   
  Str 21, Dex 12, Con 17, Int 14, Wis 14, Cha 15
  Base Atk +11; CMB +17 ; CMD 28 
  Feats  Improved Sunder, Iron Will, Multiattack, Power Attack, 
  Vital Strike, Weapon Focus (whip)
  Skills  Bluff +16, Diplomacy +13, Intimidate +16, Knowledge 
  (planes) +16, Perception +16, Sense Motive +16, Spellcraft 
  +16, Stealth +10  
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
   
  Environment any lawful evil aligned plane
  Organization solitary, team (2–4), or squad (6–10)
  Treasure standard
   
  Infernal Wound (Su) The damage a whip devil deals with 
  its tail causes persistent wounds that deal 2 points of 
  bleed damage. Bleeding caused in this way is difficult to 
  staunch—a DC 18  Heal check stops the damage, and 
  any attempt to heal a creature suffering from an infernal 
  wound must succeed on a DC 18  caster level check or the 
  spell does not function. Success indicates the healing works 
  normally and stops all bleed effects.
  Stun (Su) Whenever a whip devil hits with a whip attack, the 
  opponent must succeed on a DC 20  Fortitude save or be 
  stunned for 1d4 rounds. This ability is a function of the whip 
  devil, not of the whip. The save DC is Strength-based.
  Whip devils are infamous for their cruelty and sadistic tendencies. Like 
  its more powerful masters, the horned devils, a whip devil is a strong 
  
  79
  The Pit of despair
  creature that derives immense pleasure from causing pain—especially if 
  it can use its whip to do so.
  A whip devil fights primarily with its namesake weapon, a cruel barbed 
  whip woven of some unknown infernal fibers. In melee, a whip devil 
  never asks or gives any quarter, and fights until either it or its foe has been 
  destroyed.
  Winged Devil
  This crimson-skinned devil is powerfully-built with bulging arms and 
  legs and a mouth full of lethal fangs. Two massive wings drape from its 
  back. 
  WINGED DEVIL (LESSER PIT FIEND)  
  CR 13
  XP 25,600
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +5; Senses darkvision 60 ft., see in darkness; Perception 
  +17
  Aura fear (20 ft., DC 19)
   
  AC 30, touch 10, flat-footed 30 (+1 Dex, +20 natural, –1 size)
  hp 136 (13d10+65 ); regeneration 5 (good weapons, good 
  spells)
  Fort +13; Ref +9; Will +11  
  DR 10/good and silver; Immune fire, poison; Resist acid 10, 
  cold 10; SR 24
   
  Speed 40 ft., fly 60 ft. (average)
  Melee 2 claws +19 (1d6+7 ), 2 wings +17 (1d4+3 ), bite +19 
  (2d6+7 plus poison plus disease ), tail slap +17 (2d4+3 plus 
  grab ) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict 2d4+10
  Spell-like Abilities (CL 13th):
  At will—blasphemy (DC 20), create undead, fireball (DC 
  16), greater dispel magic, greater teleport (self plus 50 lbs. 
  of objects only), greater scrying (DC 20), invisibility, magic 
  circle against good, hold monster (DC 18; replaced with 
  mass hold monster when the winged devil becomes a full-
  fledged pit fiend), persistent image (DC 18), power word 
  blind (replaced with power word stun when the winged 
  devil becomes a pit fiend), scorching ray, unholy blight 
  (DC 17; replaced with unholy aura when the winged evil 
  becomes a pit fiend), wall of fire
  3/day—quickened fireball (DC 16)
  1/day—summon (level 9, any 1 CR 12 or lower devil, 100%)
   
  Str 25, Dex 13, Con 21, Int 20, Wis 20, Cha 17
  Base Atk +13; CMB +21 (+25 to grapple ; CMD 32  
  Feats  Cleave, Great Cleave, Improved Initiative, Iron Will, 
  Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)
  Skills  Appraisal +12, Bluff +19, Diplomacy +15, Disguise 
  +12, Fly +11, Intimidate +19, Knowledge (arcana) +14, 
  Knowledge (planes) +17, Knowledge (religion) +14, 
  Perception +17, Sense Motive +17, Spellcraft +17, Stealth +9, 
  Survival +14, Use Magic Device +15  
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
   
  Environment any lawful evil aligned plane
  Organization solitary, team (2–4), or troupe (1–2 winged 
  fiends, 2–5 whip devils, and 2–5 barbed devils)
  Treasure standard
   
  Disease (Su) Devil Chills: Bite—injury; save Fort DC 21 ; onset 
  immediate; frequency 1/day; effect 1d4 Str damage; cure 3 
  consecutive saves. The save DC is Constitution-based.
  Poison (Ex) Bite—injury; save Fort DC 21 ; frequency 1/round 
  for 10 rounds; effect 1d6 Con damage; cure 3 consecutive 
  saves. The save DC is Constitution-based.
  Winged fiends are the sub-commanders of the armies of the Outer 
  Planes. A winged fiend can often be found in the direct service of a pit 
  fiend, either as a lieutenant, advisor, or common knee-breaker.
  Winged fiends are every bit as resourceful and wily as their masters, 
  and spare no expense in combat. If it is ordered to fight by a pit fiend, then 
  fight it will, using every attack it its disposal to win the battle.
  
  80
  Giants
  &
  Dragons
  
  81
  dead from above
  The Dead from Above is intended for use with four to six player 
  characters of levels 10th to 13th. It likely takes two game sessions to 
  complete. The adventure is set in (and above) a hilly region at the outskirts 
  of civilization, presumably one near the base of a mountain chain. With a 
  little work, the GM can place The Dead from Above wherever he or she 
  desires in the campaign world. In the Lost Lands campaign setting, the 
  adventure is set on the eastern border of Cerediun Province in southern 
  Akados. It is situated in the foothills of the Scar-in-the-Sky Peaks in and 
  around the village of Tagril near the headwaters of the River Sess. If you 
  use the first option for introducing the PCs to the adventure, then it begins 
  in the provincial capital of Trebes, some 100 miles northwest of Tagril.
  Background
  For centuries, the forbidding Scar-in-the-Sky Peaks were the demesne 
  of the Stormbreaker Clan, a family of evil cloud giants. These giants long 
  ago turned their backs on the path of righteousness and embraced the 
  worship of the evil god Drahltuz, practicing dread arts and conducting 
  foul rites in his honor. Despite their wicked ways, the Stormbreakers 
  seldom troubled those dwelling outside the mountain region. They were 
  content to remain in their high aeries and hold dominion over the lesser 
  races that dwelled among the peaks.
  In recent decades, however, the boundaries of mankind pushed closer 
  to the mountains as civilization continued its march into the frontier. 
  Many small villages arose in the foothills of the mountains, their growth 
  spurred by discoveries of veins of precious ore and other resources. 
  The Stormbreakers see this incursion into their ancient holdings as an 
  infestation of lesser vermin that needs exterminating.
  The cloud giants banded together with a tribe of hill giants led by 
  mentally gifted necromancers and clerics to work an act of black magic 
  and blasphemous ritual. First, they scoured the jagged mountains for 
  the hidden burial grounds of their giant kin and great wyrms, prying the 
  yellowed bones of dead titans from the earth and carting them back to their 
  high peaks. The Stormbreakers called upon a long-forgotten ritual to tear 
  the top from a mountain, transforming it into a floating island adrift on the 
  winds. The collected bones were then used to build a mighty citadel on 
  the broken peak, formed into a gleaming structure the giant necromancers 
  dubbed “the Ossuary.” This magical holdfast would serve as their engine 
  of vengeance against the encroaching wave of mankind.
  The Stormbreakers stocked the floating keep with the supplies their 
  campaign required: rotting corpses of giants and dragons plundered from 
  the secret cemeteries; reagents and concoctions of darkest magic; and as 
  many of their blasphemous kin as the Ossuary would hold. They then 
  departed the mountains, drifting down over the lands of mankind with 
  hatred in their eyes.
  The first villages had no inkling of the doom that awaited them. As the 
  residents went about their business, the sun was suddenly blocked out by 
  the floating Ossuary. The villagers watched in horror as giant zombies, the 
  animated remains of the bodies unearthed in the graveyards, dropped down 
  upon their settlement, destroying buildings and murdering the inhabitants. 
  The Stormbreakers’ chosen means of conveying their message that 
  humanity was not welcome in the mountains was terrifyingly effective.
  The giant necromancers are continuing their campaign of bombardment 
  and destruction, intent on driving every last human out of the hills. 
  Word of the attacks is spreading out of the hills and measures are being 
  implemented to stop this terror before every town and village in the 
  kingdom suffers from its predation. At this point, the adventurers become 
  embroiled in the scheme to end the Stormbreakers’ war on humankind.
  Starting the Adventure
  The GM can introduce The Dead from Above in one of two ways. 
  The first is to have the party approached by local authorities to deal with 
  the problem. This gives the characters a chance to prepare and plan their 
  course of action. The second method is to thrust the adventure on them 
  without warning, dropping the adventure — literally — onto the party! 
  This section covers both possibilities.
  Method 1: Hired Troubleshooters
  This method works well if the characters are established adventurers 
  in the region and have a reputation for thwarting evil. If they’ve done 
  contract adventuring for local authority figures in the past, so much the 
  better.
  The party is approached by a representative of the lord-governor of 
  Cerediun Province who informs them that a terrible evil is destroying the 
  province’s holdings in the eastern mountains. The Crown’s provincial 
  administrator is hiring brave adventurers to root out and destroy this evil 
  before the death toll grows larger. In return, the lord-governor is offering 
  a reward of 1,000 gp in gemstones (or other appropriate payment as the 
  GM sees fit).
  The agent knows the following information and freely presents it to 
  the party:
  A floating keep fashioned from bones and constructed in the shape of 
  a rough humanoid skull appeared over outlying villages in the past week. 
  Wherever it appears, it brings destruction and terror.
  The occupants of the bony fortress have never been seen, but their 
  attacks are terrifying and effective. Animated undead in the form of giant 
  zombies and skeletal dragons are launched from the aerial holdfast onto the 
  settlements below. These animated undead cause wholesale destruction, 
  both by landing atop buildings and by tearing apart the villages’ buildings 
  and inhabitants. 
  Adding insult to injury, a flight of wyverns appears to be following 
  the floating fortress like scavengers, feasting upon the dead and dying 
  left in the wake of the attacks. It’s not known whether they’re allied 
  with the fortress’s inhabitants or are just taking tactical advantage of an 
  opportunity. 
  The fortress has never been seen to touch down on the ground, making 
  it impossible to lay siege to. Daring adventurers are needed to infiltrate the 
  keep, identify who is responsible for the attacks, and end the threat before 
  more lives are lost and more villages are destroyed.
  If the party has its own means of flying (spells, magical items, etc.), 
  the characters should be able to begin the adventure without difficulty, 
  traveling to the western foothills and seeking out the Ossuary. Proceed to 
  “The Wyvern Attack” below.
  If the characters lack the means to take to the air, the lord-governor can 
  assist them. The Crown’s holdings in Cerediun includes a small stable 
  of griffons, complete with trained handlers. The lord-governor loans the 
  use of his flying mounts, along with their guides, to the party to aid their 
  search and assault on the aerial fortress. He stresses that the mounts and 
  their handlers should only help locate the holdfast and land the party 
  The Dead from Above
  By Michael Curtis
  
  82
  Quests of Doom: giants & dragons
  on it, but shall not engage in battle other than in self-defense. Once the 
  characters are in place, the griffons are to retreat to a safe distance until 
  the party calls them back with a prearranged signal. The flying mounts are 
  too valuable to risk in battle and, should the party fail, they’ll be needed 
  for subsequent attacks on the keep.
  Method 2: The Call to Adventure 
  Comes from Above (CR 10)
  This option plunges the party directly into the events of the adventure 
  without warning, forcing them to think fast and respond to an unexpected 
  threat. It also provides a way to get a party without the means of magical 
  flight up to the Ossuary to complete the adventure. Although this method 
  is the author’s preferred means of starting The Dead from Above, some 
  gaming groups respond poorly to being dragged into an adventure this 
  way. You must determine how your players would react to this sudden 
  immersion in events and whether it’s right for your group.
  The adventure begins while the party is engaged in mundane business 
  in the small village of Tagril in the hilly region along the eastern border of 
  Cerediun Province. The adventurers might be resting overnight as part of 
  a prolonged journey or they have arrived at the village for other reasons 
  (seeking out the services of a local weapon smith, sage, wizard, etc.), or 
  they might be following up rumors of a lost dungeon in the hills. It’s 
  ideal if you can seed rumors about recent attacks on nearby villages into 
  whatever adventure the characters were on just before this one, but that 
  isn’t strictly necessary to begin the adventure. At some point during the 
  day while the characters are inside a building, the Ossuary drifts over the 
  village, having chosen it as the next target in its campaign of evil. Read 
  the following:
  A tremendous crash echoes from outside, accompanied by an 
  earthshaking tremor and the sound of screams. A moment later, the 
  foul scent of decomposition and death washes over you. Villagers 
  rush past the open doorway, obviously fleeing for their lives. 
  As you emerge outside, you are confronted by a startling 
  vista. A building lies in ruins, a tangle of shattered timbers and 
  scattered thatching. Rising from the ruin is the walking, rotted 
  corpse of a dead giant. The massive zombie has many broken 
  bones, and cracked rafters protrude from its putrefying flesh. The 
  creature must have plummeted from above!
  Looking skyward, you see other horrors overhead. The skeletal 
  form of a dragon swoops about on tattered wings, its eyes burning 
  like corpse candles. A network of glowing strands is interlaced 
  throughout its bony form, twitching and vibrating as it soars 
  above you. Floating directly above the village is what appears 
  to be the top of a mountain, somehow sheared off its base and 
  set adrift. A building fashioned from titanic bones rests atop the 
  stony platform. As you watch, another immense figure steps from 
  the edge of the drifting stone and plummets to earth, smashing a 
  second building to flinders.
  The village of Tagril is in chaos as residents flee in terror. The shock and 
  awe of undead giants dropping atop them breaks their morale, and even 
  the few armed militia panic and run. The heroes find themselves alone, 
  facing three undead threats.
  The first stone giant zombie strides toward the party to attack while 
  the red skeletal dragon swoops down on them. The second stone giant 
  zombie smashes into the ground, and it takes one round for the corpse to 
  climb to its feet and another round to extract itself from the wreckage of 
  the building.
  STONE GIANT ZOMBIES (2) 
   
  CR 6
  XP 2,400
  Pathfinder Roleplaying Game Bestiary, “Giant, Stone,” “Zombie”
  NE Large undead
  Init +1; Senses darkvision 60 ft.; Perception +0
   
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 77 (14d8+14)
  Fort +4; Ref +5; Will +9
  DR 5/slashing; Immune undead traits
   
  Speed 40 ft.
  Melee 2 slams +13 (1d8+9)
  Space 10 ft.; Reach 10 ft.
   
  Str 29, Dex 13, Con —, Int —, Wis 10, Cha 10
  Base Atk +10; CMB +20; CMD 31
  Feats ToughnessB
  SQ staggered
  RED DRAGON SKELETON  
  CR 7
  XP 3,200
  Pathfinder Roleplaying Game Bestiary, “Dragon, Red,” “Skeleton”
  NE Huge undead
  Init +5; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 9, flat-footed 11 (+1 Dex, +3 natural, –2 size)
  hp 67 (15d8)
  Fort +5; Ref +6; Will +9
  DR 5/bludgeoning; Immune cold, undead traits
   
  Speed 40 ft., fly 60 ft. (clumsy)
  Melee bite +18 (2d8+13), 2 claws +18 (2d6+9), tail slap +13 
  (2d6+13)
  Space 15 ft.; Reach 10 ft.
   
  Str 29, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +11; CMB +22; CMD 33 (37 vs. trip)
  Feats Improved InitiativeB
   
  Flight (Su) Although it is a skeleton, this dragon can still fly 
  thanks to a unique array of magical veins and cables (see 
  Aloft on Dead Wings, below). 
  The stone giants have only one-half their normal hit points due to the 
  damage suffered in their drop from the floating citadel. All three undead 
  attack until destroyed. As the combat rages, the Ossuary slowly flies off, 
  its objective complete. When the skeletal dragon is reduced to zero hit 
  points, it collapses, its bony body emitting a pulsating, greenish glow for 
  several minutes.
  Reaching the Ossuary
  Once the battle is over, villagers return to Tagril, praising the 
  party for their valor. If the party is unaware of the recent attacks, the 
  villagers inform them that this assault was just the latest in a series of 
  similar abrupt bombardments of settlements in the area and that the 
  local ruler is offering a 1,000 gp reward to whoever ends the attacks. 
  The locals know all the details of the attacks as documented in Method 
  1 above. This should inspire the party to investigate the Ossuary and 
  stop its menace. If not, the villagers plead with the characters to take 
  the fight to the strange keep and avenge the deaths of the locals who 
  died in the attack.
  If the adventurers lack a means of flying in pursuit of the Ossuary, one 
  possibility lies nearby. If characters investigate the still-glowing form of 
  the battered but still relatively intact dragon, they discover the web of 
  control veins laced throughout its body. If characters avoid the dragon 
  or simply ignore it, some of the village children climb onto it and their 
  curiosity impels them to start yanking cords, making the dragon’s form 
  respond to their plucking. 
  
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  the dead from above
  Aloft on Dead Wings
  An examination of the skeletal dragon reveals a network of long, 
  vein-like cables running throughout the interior of the dragon. This web 
  of cables extends from the skull to the wings, legs, and tail, forming a 
  skein of thick cords. The veins glow softly with a corpselike green color. 
  Pulling on one of the veins causes the great skeletal beast to shudder as it 
  responds to the tugging. One cord causes its wing to unfurl, another tucks 
  in a skeletal leg, etc. A successful DC 10 Heal check identifies which veins 
  connect to what portion of the dragon. A successful DC 10 Knowledge 
  (arcana) check suggests that, if two heroes worked in concert, it’d be 
  possible to make the skeletal dragon take flight once more — perhaps a 
  useful way to pursue a certain drifting Ossuary!
  With about an hour’s worth of trial and error, two or more adventurers 
  can get the dragon aloft, but it quickly becomes apparent that the magic 
  holding the dragon together and empowering the vein network is slowly 
  failing. A successful DC 15 Knowledge (arcana) check estimates the 
  dragon has less than a day remaining in its useful life. If the party wishes 
  to pursue the Ossuary, they need to go now. 
  So long as one or more characters succeeds in the Heal check and two 
  heroes spend an hour practicing getting the dragon to fly, the skeletal craft 
  takes to the air without problem, and can pursue the Ossuary.
  The Wyvern Attack (CR 8)
  Regardless of which method you use to introduce the adventure, the 
  characters should ultimately close in on the Ossuary’s location. If the 
  heroes were hired by the local authority to seek out the fortress, a day or 
  two of searching the skies above the hills (and surviving whatever random 
  encounters you wish to add) locates the aerial keep flying through the sky 
  in the distance. If the characters pursued the Ossuary after surviving the 
  Flying a Skeletal Dragon
  The dragon can hold six Medium creatures, with up to three 
  inside the dragon and another three riding atop it. Two Small 
  creatures count as one Medium passenger. The two “pilots” (the 
  characters tugging the skein to keep the dragon aloft) must be 
  inside the dragon, nestled within its ribcage. 
  The dragon flies at a speed of 100 feet per round. It can move 
  20 feet per round on the ground, but it’s ungainly. Making the 
  dragon fly in a relatively straight line is easy with some practice, 
  but if the pilots try to perform more intricate maneuvers (banking 
  to attack the wyverns in the next encounter, for example), a DC 
  10 Dexterity check is required. The two adventurers piloting the 
  dragon each make a roll. If both succeed, the dragon moves as 
  they desire. If one or both fail the check, the dragon continues on 
  its present course.
  The pilots can also cause the skeletal dragon to bite an opponent. 
  Doing so requires a standard action by one of the two pilots and 
  an attack roll adding only the character’s base attack bonus. The 
  result of the check is used as the bite attack roll. The bite inflicts 
  2d8+13 points of damage on a successful hit. Note that the dragon 
  cannot maneuver and attack in the same round, because both pilots 
  are required to work in concert to move the dragon in anything 
  other than a straight line.
  Landing the dragon requires a DC 10 Dexterity check as if 
  the pilots were maneuvering the skeleton. If one or both pilots 
  fail the check, all aboard must succeed on a DC 12 Reflex save 
  or take 2d6 points of bludgeoning damage as the dragon lands 
  hard.
  
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  Quests of Doom: giants & dragons
  
  85
  the dead from above
  attack on the village, either via the skeletal dragon or through other flying 
  measures, the party has little difficulty locating the fort, approaching it 
  within an hour after beginning the pursuit. 
  As they approach the Ossuary but while it is still a few miles away, the 
  party encounters a challenge that must be surmounted before they can 
  begin their assault on the flying citadel. A pair of wyverns has taken to 
  following the Ossuary as it travels, trailing it like sharks shadowing a ship 
  seeking scraps. The small wyrms feed on the injured and dead the giants 
  leave in their wake, and they soon spot the flying adventurers. They swoop 
  down from out of the sun, requiring a DC 20 Perception check to notice 
  them. 
  WYVERNS (2) 
   
  CR 6
  XP 2,400
  hp 73 (Pathfinder Roleplaying Game Bestiary “Wyvern”)
  Note that casting spells while engaged in aerial combat can be taxing 
  on spellcasters. If the spellcaster is mounted on a diving griffon or a 
  skeletal dragon engaged in combat with one of the wyverns, the GM 
  may rule that this counts as vigorous or even violent motion, requiring 
  a Concentration check of the appropriate difficulty to cast spells. This is 
  especially important if the spell being concentrated on is one holding the 
  character or an ally aloft!
  The Ossuary
  The flying citadel known as the Ossuary is a squat structure fashioned 
  from a humungous mass of bones. These bones range from small human 
  femurs to the massive rib bones plundered from dragons, all assembled into 
  a shape reminiscent of a humanoid skull. A parapet roughly resembling an 
  extended jaw bone encloses a rocky courtyard set in front of the bony 
  building.
  The building rests atop a mass of rock that bears a truncated and upside-
  down teardrop shape. The stone foundation tapers to a point at its bottom 
  and is flat at its top (it’s the sheared-off top of a mountain, rotated upside-
  down), providing a firm and level base for the keep to rest upon. The 
  Ossuary floats a constant 400 feet above the ground and moves at a speed 
  of up to 80 feet per round.
  The only obvious entrances to the Ossuary are via the great double 
  doors visible in the courtyard and through the barred cavern mouth in the 
  back of the fortress’s rocky base. The Ossuary has no apparent windows, 
  but some sections of bone are slightly translucent to allow sunlight to 
  illuminate the interior. 
  The Ossuary’s pilot, Morgosun, the cloud giant seated in the navigator’s 
  chair (see Level Three, Area 3), has a mental view of the area directly in 
  front of the Ossuary and up to 90 degrees to the left and right. The fortress 
  is effectively blind to creatures approaching from the rear, so a sneaky 
  party can easily reach the cavern’s mouth (Level One, Area 1) undetected. 
  Heroes deciding on a direct frontal assault are automatically seen, and the 
  Ossuary’s inhabitants immediately prepare to repel the attackers.
  Ossuary General Features 
  The entire fortress is fabricated from bones that are magically 
  strengthened to the same durability as stone. Floors, walls, and ceilings 
  of the fortress are constructed from hundreds of intertwined bones that 
  form a solid, if somewhat uneven, surface. Ceilings average 25 feet in 
  height and most corridors are 20 feet wide. The lower level of the Ossuary 
  
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  Quests of Doom: giants & dragons
  consists of room and hallways carved out of solid rock intermixed with 
  natural caves and tunnels. The ceilings are slightly lower here, averaging 
  20 feet in height.
  Doors: Doors inside the Ossuary, on the lower and upper levels, are 
  fashioned from wood reinforced with metal and bone. Locks, when 
  present, are integral parts of the door and not separate padlocks. Because 
  of the large size of the locks, picking them is easier for Medium or smaller 
  size creatures, requiring only a DC 15 Disable Device check. The doors 
  are very sturdy, however, so a DC 25 Strength check is needed to bash 
  them in. Even when unlocked, pushing open one of the great valves 
  requires a DC 10 Strength check.
  Illumination: During daylight hours, sunlight shines through 
  semitransparent sections of the walls to provide bright illumination on 
  the upper levels. Huge torches set in sconces resembling the skeletal hand 
  and arm of a large humanoid are spaced throughout windowless inner 
  chambers and lower levels of the fortress. Hill giant servants replace the 
  brands as necessary.
  Furnishings: All furnishings in the Ossuary are constructed for giants. 
  The seat of a chair, for example, is 5 feet above the ground, and tabletops 
  are located an average 9 feet in the air. Beds and similar accoutrements 
  are also anywhere from 6 to 10 feet high. As such, man-sized and smaller 
  creatures may not be able to see what lies atop certain furnishings and 
  must make a successful DC 10 Climb check to clamber up onto tables, 
  bunks, bookshelves, and similar objects.
  Potions and Other Consumables: Any potion vials encountered inside 
  the Ossuary or in the possession of one of the flying citadel’s inhabitants 
  are sized for giant consumption, making them three times larger than a 
  standard vial. They effectively contain three doses each when used by 
  Small or Medium creatures, and a single dose if drunk by a Large or larger 
  creature.
  Alarm: The Stormbreakers are intelligent foes who react to invaders 
  using the best tactics available to them. If an alarm is sounded by the 
  guards (in Level Two, Area 2 or Level Three, Area 1) or by an Ossuary 
  crewmember who encounters the party and flees for reinforcements, the 
  Stormbreakers take the following steps:
  The hill giants from Level One, Area 4 are summoned to reinforce 
  specific areas. If the alarm gong sounds in Level Two, Area 2, 4 giants 
  are sent to the hallway outside the kitchen and dining areas (Level Two, 
  Area 6 and Level Two, Area 9). They engage intruders encountered in 
  the halls of Level Two or lie in wait to ambush invaders coming down the 
  north-south hallway leading past the lounge and the kitchen (Level Two, 
  Area 4 and Level Two, Area 6). 
  Xurgal (Level Two, Area 14), Jezsyl (Level Two, Area 16), Oblugrim 
  (Level Three, Area 2), and the remaining two hill giants from Level One, 
  Area 4 head directly to the last known location of the intruders.
  The three young giants in the lounge (Level Two, Area 4) return to 
  their quarters (Level Two, Area 10).
  Tathhylia and her serpent (Level Three, Area 2) move to reinforce the 
  guards in the Bridge (Level Three, Area 3).
  Bregucar and Chandylbor continue their work, but they instruct the fire 
  giant zombie in Level One, Area 7 to patrol the main corridor on Level 
  One.
  The GM’s judgment has final say over how the Stormbreakers react. 
  The above directions should be used as a guideline. Stormbreaker 
  casualties might mean some of the indicated NPCs aren’t available to act 
  as specified, leaving the GM to determine how the survivors act in the 
  face of invasion.
  Wandering Monsters
  A check should be made every 30 minute to see whether characters 
  encounter a random occupant of the Ossuary. There is a 10% chance for 
  an encounter on Level One and a 20% chance for a random encounter 
  occurring on Levels Two and Three every half-hour. If one occurs, the 
  creature encountered depends on the adventurers’ current location. A 
  random encounter on Level One is always 1d4 hill giant guards (see 
  Level Two, Area 2 for details). Encounters on Levels Two and Three are 
  determined with a roll on the following table. A named NPC encountered 
  and defeated during a random encounter is not met again at its keyed 
  location or in subsequent random encounters. Defeating unnamed, 
  randomly encountered monsters does not affect the number of giants 
  aboard the Ossuary. 
  Ossuary Levels Two and Three Random Encounters 
  1d10
  Encounter 
  1–5
  1d4 hill giant guards (Pathfinder Roleplaying Game 
  Bestiary “Giant, Hill”)
  6–7
  1 cloud giant (Pathfinder Roleplaying Game 
  Bestiary “Giant, Cloud”)
  8
  Xurgal (see Level Two, Area 14)
  9
  Jezsyl (see Level Two, Area 16)
  10
  Tathhylia and feathered snake (see Level Three, 
  Area 2)
  Level One — Lower Level
  Formed from the stony top of a mountain, the lower level of the 
  Ossuary houses chambers for the creation of the zombie “bombs” 
  the Stormbreakers use against humanity, the holdfast’s weird engine, 
  and living quarters. Prudent intruders begin their infiltration of the 
  Ossuary by sneaking in through the barred cavern in the rocky base of 
  the fortress rather than via a direct assault against the fortress’s front 
  doors.
  Area 1. Bomb Bay
  A large cavern pierces the side of the rocky mass that serves 
  as the base of the floating bone citadel. A massive row of bars 
  with a closed double gate seals the cavern mouth from intruders. 
  Beyond the great steel barricade, you can see burning torches 
  that illuminate an apparently empty area.
  The giants lead their animated dead to this area when approaching a 
  new target, then open the gates and command the giant zombies to step out 
  and plunge to the ground. When not preparing to bomb a target, the gates 
  are closed and locked to keep aerial pests and intruders out.
  The gate is locked by a tremendous padlock, but unfortunately for the 
  giants, the size of the lock makes it easier to pick by man-sized or smaller 
  creatures (a successful DC 15 Disable Device check springs the lock). 
  Also, while the bars are spaced far enough apart to keep out human-sized 
  or larger intruders, Small creatures can squeeze through with a successful 
  DC 15 Escape Artist check. 
  The bomb bay cavern is empty when not in use. It contains six burning 
  torches that light the large space and the faint smell of rotting flesh. A 
  single door stands in the north wall.
  Area 2. Sanguine Terror (CR 8)
  A heaving mass of partially coagulated flesh writhes in what 
  appears to be a curved tunnel. The gelid heap struggles to rise, 
  assuming a vaguely humanoid appearance. It slouches toward you.
  The creature is the result of an experiment by Bregucar, who wanted 
  to see if the coagulated blood of corpses could be chemically granted 
  life and form, and thus used in the giants’ campaign. The experiment 
  
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  the dead from above
  was a success, giving birth to an abomination fashioned from blood: the 
  Sanguine Terror, an advanced blood golem. It is currently contained in 
  this circular room to serve as a security measure protecting the Necrolofter 
  (Area 3), but the giant necromancers plan to put it to evil use in the near 
  future. Bregucar has a modicum of control over the sanguine terror and 
  it responds to his commands, allowing the giants to access Area 3 when 
  necessary.
  The room surrounds the Necrolofter chamber. This area contains 
  nothing but the sanguine terror and a few discarded bones of hill giant 
  servants fed to the creature to keep it appeased.
  SANGUINE TERROR 
   
  CR 8
  XP 4,800
  Advanced blood golem (The Tome of Horrors Complete, 331)
  N Huge aberration
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
   
  AC 17, touch 8, flat-footed 17 (+9 natural, –2 size)
  hp 75 (10d8+20 plus 10); fast healing 3
  Fort +7; Ref +3; Will +7
  DR 10/bludgeoning and magic; Immune mind-affecting 
  effects; Resist fire 10
  Weaknesses vulnerable to magic
   
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +13 (2d6+7)
  Space 15 ft.; Reach 5 ft.
  Special Attacks blood consumption (DC 19)
   
  Str 25, Dex 10, Con 14, Int 2, Wis 11, Cha 1
  Base Atk +7; CMB +16; CMD 26 (can’t be tripped)
  Feats Great Fortitude, Improved Initiative, Skill Focus 
  (Perception), Toughness, Weapon Focus (slam)
  Skills Perception +19, Swim +15
  SQ cell division
   
  Blood Consumption (DC 19) (Su) Each time a blood 
  golem hits a living opponent with a slam attack, it 
  gains a number of temporary hit points equal to the 
  damage dealt. These bonus hit points are added to the 
  blood golem’s total even if the addition takes it above 
  its current maximum hit points allowed by its HD (not 
  including any bonus hit points it may have from its Con 
  score). For example, a 7-HD blood golem cannot gain 
  more than 56 hit points.
  If a blood golem successfully hits an opponent with 
  both of its slam attacks in a single round, that opponent 
  suffers catastrophic blood expulsion, taking 2d4 points of 
  Constitution damage (DC 15 Fortitude save for half). A 
  blood golem gains 5 hit points per point of Constitution 
  damage it deals. The save DC is Constitution-based and 
  includes a +2 racial bonus.
  When a blood golem reaches its maximum hit points for its 
  Hit Dice, it divides (see cell division, below).
  Cell Division (Ex) When a blood golem absorbs enough 
  blood to raise its hit points to the maximum for its HD, it splits 
  into two identical blood golems, each with half the original’s 
  hit points. For example, a 7-HD blood golem that reaches 56 
  hit points splits into two 7-HD blood golems with 28 hit points 
  each.
  Vulnerability to Magic (Ex) A blood golem is slowed (as the 
  spell) for 1d4 rounds by any cold-based attacks or effects. 
  A purify food and water spell deals 1d6 points of damage 
  per caster level (maximum 10d6) to a blood golem. A 
  blood golem can attempt a Fortitude saving throw (DC 10 
  + caster’s ability score modifier) to reduce the damage by 
  half. 
  Area 3. The Necrolofter (CR 7–13)
  The door to this room is locked. Bregucar (see Area 7) has the key.
  This rough-hewn cavern is dominated by a sizable piece of odd 
  statuary. Fashioned from dark marble with striations of red throughout 
  the stone, the statue depicts a figure that appears angelic at first glance. 
  Large, feathered wings stretch from the robed figure’s back. Its face is 
  hidden by a shadowy cowl. The statue emerges from a large piece of 
  rectangular stone, seemingly carved from the block. Haze hangs about 
  the statue, making it difficult to pick out further details. What appear to 
  be bones and clothing lie scattered about the area.
  This statue is in truth a portion of a titan’s gravestone plundered from an 
  ancient cemetery. The headstone was magically altered to serve as a focus 
  for necromantic power to be harnessed to levitate and drive the Ossuary. 
  This mystical engine is known as the Necrolofter.
  The Necrolofter draws its power from living souls fed to the hungry spirits 
  surrounding the device. These indistinct souls are the haze encompassing the 
  device. The Stormbreakers hurl a captured prisoner or poorly-performing 
  servant in here once a week to keep the necromantic artifact energized. 
  The inside of the door leading to this room bears numerous scratches and 
  bloodstains as the “fuel” helplessly beat on it in an attempt to escape.
  Tied to the Necrolofter are 4 wights. They drain hit points from the 
  victims forced into this room and channel the siphoned life into the device. 
  The power of the Necrolofter keeps them contained within the confines of 
  this room, ever-hungry and angry. 
  WIGHTS (4) 
   
  CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary “Wight”)
  If the wights are destroyed, the Necrolofter cannot be refueled without 
  removing the headstone and engaging in a new, prolonged ritual to repair 
  the magical engine. Such a process takes at least two weeks to perform. 
  Without the wights feeding the engine power, it slowly runs down. After 
  seven days, the Ossuary drifts down from the sky, coming to rest wherever 
  it is currently located. The descent is gradual (a safety measure inherent to 
  the Necrolofter) so no damage is suffered by the Ossuary or its passengers.
  Characters wishing to damage or destroy the device must first overcome 
  the wights. Once the wights are gone, the Necrolofter can be attacked 
  directly. While the wights exist, damage done to the Necrolofter is 
  automatically repaired as the spirts shunt necrotic energy into the device. 
  The engine has a hardness of 8 and 400 hit points. It automatically fails 
  saving throws. If reduced to 200 or fewer hit points, safety protocols 
  kick in and the Ossuary begins descending at a rate of 40 feet per round, 
  reaching the ground after 10 rounds. If the Necrolofter is reduced to zero 
  hit points before the Ossuary reaches the ground, the entire structure 
  crashes to the ground catastrophically. All aboard suffer 10d6 points of 
  bludgeoning as bones, rock, and rubble collapse atop them.
  Any direct attack on the Necrolofter (not the wights) is detected by the 
  pilot, Morgosun, in Level Three, Area 3. He feels the disturbance in the 
  Ossuary’s energy field and alerts his fellow giants. Immediately, a cloud 
  giant and 3 hill giants (assuming all the giants on the upper level haven’t 
  been slain) are dispatched to investigate, arriving 1d4+4 rounds later. 
  Unsurprisingly, they are displeased with intruders attempting to crash the 
  Ossuary, and they counterattack with brutal force.
  CLOUD GIANT 
   
  CR 11
  XP 12,800
  hp 168 (Pathfinder Roleplaying Game Bestiary “Giant, Cloud”)
  HILL GIANTS (3)  
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Giant, Hill”)
  
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  Quests of Doom: giants & dragons
  Area 4. Hill Giant Servants’ 
  Quarters (CR 10)
  Any hero with Perception +1 or better automatically hears the sound of 
  physical scuffling and deep, bass laughter coming from behind this door.
  Large beds and crude furnishing fill this room. Rugs of animal 
  pelts line the floor and great hogshead barrels stand against one 
  wall, a rack of tankards and drinking horns above it. The smell of 
  body odor and stinky feet fills the air with a foul miasma. 
  The Stormbreakers subdued and conscripted a tribe of hill giants to 
  serve as underlings and cannon fodder. The tribe bunks on the lower level 
  of the Ossuary, where they can pursue their rough entertainments without 
  disturbing their masters.
  If the Ossuary isn’t in a state of alarm, 3 hill giants are present in this 
  room, relaxing with dark ale drawn from the hogsheads and physical 
  roughhousing. 
  HILL GIANTS (3)  
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Giant, Hill”)
  The giants respond poorly to being interrupted during their rest and 
  relaxation, but quickly decide beating the characters to death with their 
  greatclubs provides ample entertainment. Two of the hill giants, a little 
  deeper in their cups than their friends, grab barrels from the row of six 
  lining the wall and hurl them (as rocks) at the party.
  The room contains a dozen beds, six footlockers, and six open 
  wardrobes. The wardrobes contain spare boots and crude shoes, dirty 
  tunics, and fur vests. The footlockers hold a variety of dirty clothes and 
  other items. Treat each footlocker as a giant’s bag, rolling randomly to 
  determine the unusual contents of the container.
  The six barrels hold a dark, rich ale of vastly superior quality than what 
  the hill giants are used to (thus they don’t mind their servitude so much). 
  Each barrel holds 54 gallons of ale. The brew is worth 4 sp per gallon (21 gp 
  6 sp per barrel). Thrown barrels break on impact and their contents are lost.
  Area 5. Stairwell
  An open area beside the corridor forms a broad, rocky alcove 
  here. The alcove holds a large spiral staircase carved from the 
  native stone and winds upward clockwise through a hole in the 
  ceiling. A single torch burns in a sconce at the base of the stairs.
  The stairs measure 15 feet wide and rise 40 feet to connect with the 
  upper level of the Ossuary at Level Two, Area 8.
  If combat occurs on the staircase, creatures battling from the upper 
  position have tactical advantage on attacks against lower opponents.
  Area 6. Storage
  This chamber is roughly hewn from the surrounding rock and is 
  densely packed with giant spools of rope and forged chain, crates 
  and barrels, and other assorted containers. The smell of grease, 
  oil, and other pungent scents mix to tinge the air with a potpourri 
  of mundane, household odors.
  This chamber is an unassuming storage area holding various everyday 
  supplies used in the operation and maintenance of the Ossuary. Among the 
  goods here are 2,000 feet of hemp rope, 500 feet of chain, 10 barrels of 
  goose grease, assorted mops and brooms, bales of straw for bed ticking, 
  20 five-gallon kegs of lamp oil, sacks of lye, bags of sand, bolts of canvas, 
  and other household goods. The contents of the room are flammable, but 
  a blaze does not spread beyond this room.
  Area 7. Animatorium (CR 13)
  Shelves bearing jars, retorts, beakers, and other oddly-shaped 
  vessels of glass and ceramic line the walls of this room. A titanic 
  stone slab occupies the center of the space, and the ghoulish 
  corpse of an ice-blue giant sprawls on the tabletop. Crouched 
  over him with long needles and thread are a pair of giants dressed 
  in tattered black robes and high, pointed hoods. A second giant 
  corpse, this one with rotting skin colored such a deep red that it’s 
  almost black, stands upright and unmoving in the corner.
  The two robed giants are Bregucar and his apprentice, Chandylbor, 
  hill giant necromancers and scholars of the funeral arts. It is their duty to 
  produce the giant zombie “bombs.” They are preparing another specimen 
  now. This area operates under a permanent desecrate spell, thereby 
  doubling the number of undead Bregucar can animate with a single 
  casting of animate dead (up to 32 HD per casting).
  The corpse on the slab is not yet animated, but the fire giant zombie in 
  the corner is. The animated fire giant is a new prototype the necromancers 
  designed to increase the destruction of their bombardment campaign. 
  Before animation, the fire giant corpse was cut open and its body stuffed 
  with containers of alchemist’s fire. The intent is to create a zombie that 
  explodes into flames upon impact, spreading fire as it shambles through a 
  settlement. By using a fire giant corpse, the necromancers hope to prolong 
  its “lifespan” and increase the destruction it causes.
  BREGUCAR 
   
  CR 11
  XP 12,800
  Male hill giant necromancer 8 (Pathfinder Roleplaying 
  Game Bestiary “Giant, Hill”)
  CE Large humanoid (giant)
  Init +3; Senses life sight (10 feet, 8 rounds/day), low-light 
  vision; Perception +18
   
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, 
  –1 size)
  hp 145 (10d8+40 plus 8d6+32)
  Fort +13; Ref +4; Will +11
  Defensive Abilities rock catching
   
  Speed 40 ft.
  Melee dagger +15/+10/+5 (1d6+5/19-20) or mwk greatclub 
  +17/+12/+7 (2d8+7) or 2 slams +10 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks command undead 5/day (DC 12), rock 
  throwing (120 ft.)
  Necromancer Spell-Like Abilities (CL 8th; melee touch +15):
  5/day—grave touch (4 rounds)
  Spells Prepared (CL 8th; melee touch +15, ranged touch +9):
  4th—animate dead (x2; already cast), ice storm
  3rd—protection from energy, ray of exhaustion (DC 15) (x2), 
  sleet storm
  2nd—acid arrow, command undead (DC 14), false life (x2), 
  summon swarm
  1st—cause fear (DC 13), chill touch (DC 13), feather fall, 
  mage armor, protection from good, ray of enfeeblement 
  (DC 13)
  
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  the dead from above
  0 (at will)—light, ray of frost, read magic, touch of fatigue 
  (DC 12)
  Opposition Schools Enchantment, Illusion
   
  Str 20, Dex 8, Con 19, Int 14, Wis 10, Cha 7
  Base Atk +11; CMB +17; CMD 26
  Feats Arcane Armor Training, Cleave, Combat Casting, 
  Command Undead, Craft Wondrous Item, Improved 
  Initiative, Intimidating Prowess, Iron Will, Martial Weapon 
  Proficiency (greatclub), Power Attack, Scribe Scroll, Weapon 
  Focus (greatclub)
  Skills Acrobatics –1 (+3 to jump), Climb +11, Heal +11, 
  Intimidate +14, Knowledge (arcana) +20, Knowledge 
  (religion) +13, Perception +18, Profession (Mortician) +11, 
  Spellcraft +20
  Languages Common, Draconic, Giant
  SQ arcane bond (dagger), power over undead
  Combat Gear potion of cure serious wounds; Other Gear +1 
  studded leather, dagger, masterwork greatclub, belt pouch, 
  key ring, moonstone (worth 10 gp), silver ring (worth 25 gp), 
  76 gp
  Bregucar carries a potion of cure serious wounds; a dagger that is his 
  arcane focus; a key ring with keys to the gate in Area 1, the doors to Area 
  3 and Area 10, and the trunk in Area 10; and a pouch containing 76 gp, a 
  moonstone (10 gp value), and a silver ring (25 gp).
  CHANDYLBOR 
   
  CR 9
  XP 6,400
  Male hill giant necromancer 5 (Pathfinder Roleplaying 
  Game Bestiary “Giant, Hill”)
  CE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +13
   
  AC 17, touch 8, flat-footed 17 (–1 Dex, +9 natural, –1 size)
  hp 122 (10d8+40 plus 5d6+20)
  Fort +12; Ref +3; Will +9
  Defensive Abilities rock catching
   
  Speed 40 ft.
  Melee dagger +13/+8 (1d6+5/19-20) or greatclub +14/+9 
  (2d8+7) or 2 slams +13 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks command undead 4/day (DC 10), rock 
  throwing (120 ft.)
  Necromancer Spell-Like Abilities (CL 5th; melee touch +13)
  4/day—grave touch (2 rounds)
  Spells Prepared (CL 5th; melee touch +13, ranged touch +7)
  3rd—ray of exhaustion (DC 14), slow (DC 14)
  2nd—acid arrow, command undead (DC 13), ghoul touch 
  (DC 13)
  1st—cause fear (DC 12), chill touch (DC 12), magic missile, 
  ray of enfeeblement (DC 12), shocking grasp
  0 (at will)—acid splash, light, ray of frost, touch of fatigue 
  (DC 11)
  Opposition Schools Enchantment, Illusion
   
  Str 20, Dex 8, Con 19, Int 13, Wis 10, Cha 7
  Base Atk +9; CMB +15; CMD 24
  Feats Arcane Armor Training, Cleave, Combat Casting, 
  Command Undead, Craft Wondrous Item, Intimidating 
  Prowess, Iron Will, Martial Weapon Proficiency (greatclub), 
  Power Attack, Scribe Scroll, Weapon Focus (greatclub)
  Skills Acrobatics –1 (+3 to jump), Climb +11, Heal +8, 
  Intimidate +16, Knowledge (arcana) +14, Knowledge 
  (religion) +6, Perception +13, Spellcraft +14
  Languages Common, Giant
  SQ arcane bond (dagger), power over undead
  Gear dagger, greatclub, belt pouch, keys, ancient gold 
  coin (worth 100 gp), 67 gp, 18 sp
  Chandylbor carries a dagger; keys to the trunk and spellbook in Area 
  9; and a pouch containing 18 sp, 67 gp, and a well-worn and ancient gold 
  coin (1 gp face value, but worth up to 100 gp to collectors because of its 
  antiquity).
  The fire giant zombie has the special quality “Filled with Alchemist’s 
  Fire.” 
  FIRE GIANT ZOMBIE 
   
  CR 7
  XP 3,200
   Pathfinder Roleplaying Game Bestiary “Giant, Fire,” “Zombie”
  NE Large undead
  Init –2; Senses darkvision 60 ft.; Perception +0
   
  AC 18, touch 7, flat-footed 18 (–2 Dex, +11 natural, –1 size)
  hp 93 (17d8+17)
  Fort +5; Ref +3; Will +10
  DR 5/slashing; Immune undead traits
   
  Speed 40 ft.
  Melee 2 slams +22 (1d8+11)
  Space 10 ft.; Reach 10 ft.
   
  Str 33, Dex 7, Con —, Int —, Wis 10, Cha 10
  Base Atk +12; CMB +24; CMD 32
  Feats ToughnessB
  SQ filled with alchemist’s fire, staggered
   
  Filled with Alchemist’s Fire (Ex) An attack that causes 
  slashing or piercing damage to the fire giant zombie triggers 
  a burst of flame as one of the alchemist’s fire containers 
  inside the zombie spills its contents from the wound. If the 
  damage came from a melee attack, the attacker must 
  succeed on a DC 15 Reflex save or take 1d4 points of fire 
  damage at the start of its turn, until it uses an action to 
  extinguish the flames with a successful DC 15 Reflex save. If 
  the damage came from a ranged attack, the alchemist’s 
  fire splashes onto one character adjacent to the fire giant 
  zombie and on the same side of it as the ranged attacker; 
  in this case, the saving throw to avoid the splash has a DC of 
  10 instead of 14.
  The containers on the shelves hold various chemicals and reagents used 
  to preserve dead flesh or retard its decay. They have no intrinsic value but 
  can be treated as a spell components pouch for necromantic spells that 
  don’t require monetary components.
  Area 8. Morgue (CR 4)
  The stink of rotting meat is overpowering in this large space. 
  Piled in haphazard fashion are at least a dozen decaying corpses 
  of giants. The dead creatures range in size, indicating that these 
  corpses are of varying types and ages. Clouds of black flies fill 
  the air, and swarms of maggots writhe on the exposed flesh.
  The stench is so strong that each character who enters the chamber 
  must succeed on a DC 12 Fortitude save or be sickened for as long as they 
  remain in the room and for 10 minutes after leaving.
  A total of 15 giant corpses are here: six hill giants, four stone giants, 
  three fire giants, and two frost giants. All are in a state of great decay and 
  dressed in rotting funeral garments or winding shrouds. One of the fire 
  giants still bears a piece of funereal goods on its body, overlooked in the 
  grave robbers’ haste: a beaten gold bracelet bearing three fire opals (500 
  gp value). Finding this piece of jewelry requires a search of the bodies that 
  
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  Quests of Doom: giants & dragons
  stirs up the colony of rot grubs in the dead.
  ROT GRUBS 
   
  CR 4
  XP 1,200 
  The Tome of Horrors Complete, 761
  Type infestation; Save Fortitude DC 17
  Onset immediate; Frequency 1/round
  Effect 1d2 Con damage per grub
  Area 9. Chandylbor’s Quarters 
  (CR 8)
  A giant bed dominates this room, turning the otherwise 
  spacious area into cramped living quarters. A writing table and 
  chest clutter one corner of the room, and a high shelf littered 
  with jars, boxes, and other containers hangs high overhead on 
  the north wall.
  These are the quarters of Chandylbor, the apprentice cloud giant 
  necromancer. His room is not nearly as spacious as his master’s but, like 
  Bregucar, he spends much of his time in the animation area preparing new 
  undead.
  The shelf, hanging 15 feet above the floor, is affixed directly to the wall 
  by bolts. Characters wishing to inspect its contents must climb the rough 
  wall with a successful DC 15 Climb check or use magic to ascend. 
  The shelves contain:
  • Six jars of ashes, bone fragments, teeth, and fingernail pairings;
  • A glass beaker holding a clear liquid (concentrated acid equal to four 
  vials of the substance);
  • A box containing weathered and sweat-stained giant-sized tarot cards 
  (no special properties, but worth 100 gp as a curiosity);
  • An ogre skull turned into a candleholder. Inside the wax-sealed 
  cranium is a scroll of invisibility that Chandylbor keeps as an escape plan 
  should things ever fare poorly for him.
  The writing table holds several jars of ink, a dozen large quills stored in 
  a cup, and a box with a dozen sheets of foolscap. 
  The trunk is locked and trapped. Chandylbor’s key safely unlocks it, 
  but picking the trunk triggers the trap: A spray of acid strikes all targets in 
  a 15-foot cone in front of the trunk. Those caught in the cone must succeed 
  on a DC 20 Reflex save or suffer 3d6 points of acid damage.
  ACID SPRAY TRAP 
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 30; Disable Device DC 30
   
  Trigger touch; Reset manual; Bypass key
  Effect acid spray (3d6 acid damage, DC 20 Reflex save 
  avoids); multiple targets (all targets in a 15-foot cone in front 
  of the trunk)
  The trunk holds a spare pair of low, soft boots, three sets of black robes 
  with peaked cowls, a jar of hair pomade, a chased silver flask (50 gp value) 
  holding three doses (or one giant-sized dose) of potion of flying, a leather 
  sack with 378 sp and 297 gp, and a dagger in a brass sheath. Everything is 
  giant-sized. It also holds Chandylbor’s spellbook. A lock keeps the book 
  sealed and requires either a successful DC 20 Disable Device check to 
  pick or the key from Chandylbor’s pouch (see Area 7). The spellbook 
  contains the following spells:
  0—all; 1st—cause fear, shill touch, detect undead, grease, identify, 
  mage armor, magic missile, ray of enfeeblement, shocking grasp; 2nd—
  acid arrow, command undead, darkness, false life, ghoul touch; 3rd—hold 
  person, protection from energy, ray of exhaustion, slow; 4th—animate 
  dead.
  Area 10. Bregucar’s Quarters (CR 7)
  The door to this room is locked. Bregucar (see Area 7) has the key.
  A simple bedchamber carved from the surrounding rock, 
  this room contains a large bed, a gigantic table, a solid 
  wooden wardrobe, and a massive iron trunk. A carpet of 
  ebon hue decorated with a pattern of white skulls covers the 
  stone floor.
  This room is Bregucar’s chamber, but his duties give him little time 
  to rest. The wardrobe contains half a dozen dark, tattered robes with 
  high, pointed cowls and two pairs of giant-sized, high, soft boots. 
  The table holds an assortment of writing implements, a score of giant 
  sheets of paper measuring 10 feet square, a mighty tome, and a trio 
  of long scroll tubes. The scroll tubes contain a blank scroll waiting 
  to be inscribed, a scroll of protection from undead, and a scroll of 
  animate dead. The tome is Bregucar’s spellbook, and it is sealed with 
  an arcane lock spell. The spellbook contains the following spells:0—
  all; 1st—alarm, burning hands, cause fear, chill touch, expeditious 
  retreat, feather fall, mage armor, magic missile, protection from good, 
  ray of enfeeblement, shield; 2nd—acid arrow, arcane lock, command 
  undead, darkness, false life, ghoul touch, summon swarm, web; 3rd—
  dispel magic, fly, haste, magic circle against good, protection from 
  energy, ray of exhaustion, sleet storm; 4th—animate dead, black 
  tentacles, fear, ice storm.
  The trunk’s lid is inscribed with runes, but these are difficult to see 
  unless a character climbs atop the large chest. The trunk is magical: A 
  detect magic spell reveals an aura of conjuration and necromancy about 
  the box. It is locked and requires Bregucar’s key to open. However, if 
  the lock is picked or even if the key is used and the opener does not 
  press down on a certain rune on the trunk’s lid (noticing the rune can 
  be depressed requires an inspection of the writing and a successful 
  DC 25 Perception check), a trap is sprung. Incorrectly opening the 
  trunk causes a ghost to coalesce around the trunk and attack. The ghost 
  prefers to possess a victim and cause it to walk off the ledge in Area 1 
  (if the gate is unlocked). The ghost relinquishes control as the victim 
  steps off the ledge, laughing hideously as the again-conscious subject 
  plunges to its doom. The ghost then moves on to possess another 
  victim.
  GHOST  
  CR 7
  XP 3,200
  hp 73; (Pathfinder Roleplaying Game Bestiary, “Ghost”)
  SA malevolence
  The trunk contains the following treasures:
  • A satin pouch (10 gp value) containing three garnets (50 gp value 
  each), five sapphires (100 gp value each), and a blue diamond (500 gp 
  value);
  • A giant-sized ivory comb fashioned from a mammoth tusk (200 gp 
  value);
  • A leather sack containing 756 gp;
  • A battered book. This text is a golem manual (clay).
  The carpet is worn and dirty but still worth 50 gp if characters can find 
  a way to clean it and cart it away.
  Level Two — Main Level
  This “ground level” of the Ossuary contains living quarters, food 
  preparation and dining areas, storage, and an evil chapel, all of which 
  cater to the Stormbreakers’ day-to-day activities. Random encounters are 
  more likely to occur on this level than on the lower one, and result in a 
  
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  the dead from above
  more varied array of occupants moving about the fortress (see “Random 
  Encounters,” above).
  Area 1. Courtyard (CR 9)
  A rocky courtyard lies exposed to the sky before the great bone 
  building. The courtyard is encircled by a 40-foot-high rampart of 
  fused bone on three sides and by the building itself on the fourth. 
  A pair of skeletal dragons patrols the courtyard and scours the 
  sky with glowing eyes. A set of double doors leads out of the 
  courtyard and into the bony structure.
  The doors are locked and of great size. Even unlocked, a DC 12 Strength 
  check is required to push them open.
  Defending the courtyard from intruders are 2 red dragon skeletons. 
  These skeletons have not yet received their magical flight apparatus, and 
  cannot fly.
  RED DRAGON SKELETONS (2) 
   
  CR 7
  XP 3,200
  hp 97 (see Method 2: The Call to Adventure Comes From 
  Above)
  Area 2. Foyer (CR 10)
  Beyond the doors lies an entry hall fashioned from polished and 
  interlaced bones of myriad sizes. Hanging from the east and west 
  walls are unusual decorations. The west wall bears a massive 
  plaque fashioned from bones and shaped into the semblance of a 
  giant skull. A skeletal serpent is intertwined through the skull’s 
  eye sockets and nasal cavity. The east wall holds a gigantic shield 
  decorated with the symbol of a fist grasping a turbulent storm 
  cloud. Three exits leave this room: single doors in the east and 
  west walls, and a pair of double doors in the south wall.
  Stationed here are 3 hill giant guards charged with defending the 
  Ossuary and alerting its inhabitants in case of attack. If the heroes 
  engage in battle with the skeletal dragons in the courtyard, these guards 
  automatically hear the battle and sound an alarm by banging on the great 
  shield hanging on the wall to put the inhabitants on alert (see Alarm under 
  “General Ossuary Features” above). They then prepare to resist invaders. 
  If the party avoids battle with the courtyard dragons or approaches 
  this area from within the Ossuary, the giants may be surprised. If taken 
  unaware, one of their number attempts to sound the alarm on the first 
  round of combat that the guards are able to react. Each of these giants 
  
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  Quests of Doom: giants & dragons
  also carries a skull bombard. These weapons are the skulls of large 
  creatures (ogres are preferred) filled with clay containers of alchemist 
  fire and weighted with lead. These hill giants use their skull bombards 
  as ammo in their ranged attacks. On a successful hit, the skull bombard 
  does damage as a rock. In addition, the skull bursts open when it hits a 
  solid object and splashes alchemist’s fire in a 5-foot radius area around 
  the point of impact. Targets caught in the area of effect are set afire and 
  take 1d4 points of fire damage at the start of each of their turns until 
  they spend an action making a successful DC 15 Reflex save to put out 
  the flames. 
  The giants have no coinage, but the squad leader wears a gold chain 
  with a polished bone medallion (100 gp value) as a mark of his position.
  The skull-headed plaque is the symbol of Drahltuz, the giants’ god of 
  fear and death, and patron of the Stormbreaker Clan. The fist-and-cloud 
  plaque is the clan heraldry of the Stormbreakers. Neither item has any 
  special property or value.
  HILL GIANTS (3)  
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Giant, Hill”)
  Area 3. Audience Hall (CR 12)
  Beyond the doors is a vast hall. Four skeletal columns support 
  a 40-foot-high cathedral ceiling. A raised dais stands against 
  the far wall, a pair of bony thrones sized for giants resting atop 
  it. Illumination comes from a half-dozen burning brands set in 
  scones made from skeletal hands. The hall is otherwise empty.
  The pillars are more than what they appear to be. Hidden in the skeletal 
  patterns that decorate the columns are 4 bone golems. The bone golems 
  respond to Oblugrim’s commands, serving to defend him and his consort 
  when court is in session and to protect the hall from intruders when 
  Stormbreakers are not present. The bone golems step from the columns to 
  attack any unauthorized creature (e.g., the characters) entering this room.
  BONE GOLEMS (4) 
   
  CR 8
  XP 4,800
  hp 90 (Pathfinder Roleplaying Game Bestiary 3 “Golem, 
  Bone”)
  The bone thrones are used when Oblugrim and his consort, Tathhylia, 
  hold court for the clan. Each contains a secret compartment in the left 
  armrest. Locating the hidden cavity requires a successful DC 25 Perception 
  check. Each compartment holds two glossy black vials, one with a white 
  stopper and the other with a green stopper. The vials with white stoppers 
  are potions of cure serious wounds, while those with green stoppers are 
  potions of detect thoughts. 
  Area 4. Lounge (CR 10)
  A plush rug of vibrant sky blue covers the bone floor of this 
  brightly lit room. A large settee and three massive upholstered 
  chairs are arranged around a low, dark-stained wooden table. 
  Grand portraiture depicting picturesque landscapes and mountain 
  vistas adorn the walls. Oversized candles mounted on mirror-
  backed holders hanging from the walls illuminate the room.
  Unless an alarm sounds, the lounge is occupied by the 3 hill giant 
  youths named Tranimyz and Wylkun (male), and Sylzak (female). They 
  enjoy the freedom and space of the lounge compared with their own 
  cramped quarters. Sylzak has a longbow and 40 arrows.
  TRANIMYZ, WYLKUN, and SYLZAK  
  CR 6
  XP 2,400
  Male young hill giant (Pathfinder Roleplaying Game  “Giant, Hill”)
  CE Medium humanoid (giant)
  Init +1; Senses low-light vision; Perception +6
   
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 65 (10d8+20)
  Fort +9; Ref +4; Will +3
  Defensive Abilities rock catching
   
  Speed 40 ft.
  Melee greatclub +13/+8 (1d10+7) (Tranimyz and Wylkun 
  only) or 2 slams +12 (1d6+5)
  Ranged longbow +8/+3 (1d8/x3) (Sylzak only)
  Special Attacks rock throwing (120 ft.)
   
  Str 21, Dex 12, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +7; CMB +12; CMD 23
  Feats Cleave, Intimidating Prowess, Martial Weapon 
  Proficiency (greatclub for Tranimyz and Wylkun, longbow for 
  Sylzak), Power Attack, Weapon Focus (greatclub)
  Skills Acrobatics +1 (+5 to jump), Climb +11, Intimidate +10, 
  Perception +6
  Languages Giant
  Gear greatclub or longbow and 20 arrows
  Treasure: Tranimyz has a gold earring (100 gp value), 57 gp, and a 
  rough opal (250 gp value).
  Wylkun has a gold-and-silver torc (250 gp value), 78 gp in coins, and a 
  charm bracelet with pieces of polished and shaped petrified wood hanging 
  from it (150 gp value).
  Sylzak has a silver circlet (200 gp value), matching gold and sapphire 
  earrings (500 gp value), and 48 gp.
  On the walls between the pictures are 12 candles and candleholders. Six 
  pictures hang here, each done with accomplished skill. They are worth 250 
  gp each, but they measure 10 feet long, 5 feet high, and weigh 50 lbs. each.
  Area 5. Decorative Archway
  A decorative archway bisects the corridor at this location. Like 
  the rest of the fortress, the archway is constructed of bones and 
  assembled to depict a humanoid skull with a greatly exaggerated 
  mouth. The skull’s open mouth serves as the archway, requiring 
  walkers to enter through the mouth to continue down the corridor. 
  The long skeleton of a great serpent has been threaded through 
  the skull archway’s eye sockets to hang pendulously down over 
  the corridor.
  Four of these archways are on the upper level of the Ossuary. Two are 
  simply decorative, while the other two are traps intended to slay or impede 
  invaders lacking knowledge of the proper passcode.
  Archway 5A (CR 6)
  Failing to speak the word “gulgrotha” (the Giant word for boneyard) 
  before entering the archway causes a pair of humungous skeletal arms to 
  emerge from the surrounding walls of the corridor and attack the intruder. 
  Skeletal Arm Trap: Can be detected with a successful DC 20 
  Perception check, and disarmed with a successful DC 20 Disable Device 
  check. If triggered, two Large skeletal arms emerge from the walls and 
  attack each round. One arm grapples and the other arm pummels; the 
  pummeling arm always targets a creature that is grappled by the other 
  arm, if possible. Both arms are AC 8, and they have 50 hit points each. 
  As skeletal arms, they have DR 5/bludgeoning. They automatically fail 
  saving throws.
  
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  the dead from above
  Pummeling Arm: +20 to hit (reach 20 ft.), 1d8+10 bludgeoning 
  damage. A creature grappled by the grappling arm is hit automatically by 
  this attack.
  Grappling Arm: CMB +22 (reach 20 ft.).
  Archway 5B (CR 6)
  Failing to speak the word “tromuldah” (the Giant word for decay) 
  before entering the archway causes the skeletal snake to animate and 
  strike at intruders.
  Skeletal Snake Trap: Can be detected with a successful DC 20 
  Perception check and disarmed with a successful DC 20 Disable Device 
  check. If triggered, a Huge anaconda skeleton animates and attacks.
  HUGE ANACONDA SKELETON 
   
  CR 6
  XP 2,400
  Pathfinder Roleplaying Game Bestiary, “Snake, Constrictor,” 
  “Skeleton”
  NE Huge undead
  Init +7; Senses darkvision 60 ft.; Perception +4
   
  AC 19, touch 11, flat-footed 16 (+3 Dex, +8 natural, –2 size)
  hp 63 (14d8)
  Fort +4; Ref +7; Will +9
  DR 5/bludgeoning; Immune cold, undead traits
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +23 (1d8+15)
  Space 15 ft.; Reach 15 ft.
   
  Str 41, Dex 17, Con —, Int —, Wis 10, Cha 10
  Base Atk +10; CMB +27; CMD 40 (can’t be tripped)
  Feats Improved InitiativeB
  Area 6. Kitchen (CR 9)
  The fixtures and furnishings of this sizable kitchen were 
  designed for the use of large beings. Bubbling pots of stew 
  rest atop the hot oven. A great tabletop is covered with diced 
  vegetables and sliced meat awaiting their turn on the stove.
  A pair of hill giant servants toils here preparing supper. They are 
  present even if an alert is sounded, as they don’t wish to anger their larger 
  masters by delaying a meal. The stew is rich and tasty, and in sufficient 
  quantity to feed up to eight giant appetites. The other prepared ingredients 
  are normal and without interest or value.
  HILL GIANTS (2)  
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Giant, Hill”)
  Area 7. Pantry
  Foodstuffs, both fresh and preserved, fill this cramped room. 
  Smoked sausages of unusual size hang from hooks in the ceiling. 
  Jars of pickled fruits and vegetables line the shelves. Crates of 
  potatoes, cabbages, and turnips sit beside sacks of flour and 
  meal. Clusters of garlic, onions, and dried peppers add their own 
  aromas to the melody of smells that perfumes the room.
  
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  Quests of Doom: giants & dragons
  Most of the ingredients for the meals prepared in Area 6 come from 
  here. Given the palettes of the diners, the array of viands is rather 
  surprising and consists of quality goods. The pantry contains enough food 
  to feed the equivalent of 50 men for one month. 
  Mixed in among the normal foodstuff is a small coffer containing 
  10 vials of spices, including cinnamon, cloves, cardamom, vanilla, and 
  saffron. The coffer’s contents are worth 200 gp to gourmands or spice 
  traders. Finding the coffer requires a specific search of the shelves and a 
  DC 15 Perception check because of its small size.
  Area 8. Stairwell
  The floor of this chamber is rough stone as opposed to the 
  intertwined bone that makes up the walls and ceiling. An open 
  spiral staircase descends through the floor, vanishing as it curves 
  out of sight into the gloom.
  The stairs terminate at Level One, Area 5 on the lower level.
  Area 9. Giant Dining Hall
  Two titanic tables and many chairs occupy this room, providing 
  seating for up to twelve giant humanoids. Each of the tables 
  is covered with a woven tablecloth the size of a tapestry. The 
  tables and chairs are carved with great skill from honey-colored 
  wood. Six marble statues of exquisite fabrication, depicting nude 
  male and female giants, are placed about the room in ascetically 
  pleasing locales. A pair of humongous, open cabinets rest against 
  the southeastern wall, and a door stands in the northeast corner 
  of the room.
  The statues are 15 feet tall and weigh 1,000 lbs. each, but they are worth 
  2,000 gp each for their artistic merit.
  The cabinets hold a collection of giant-sized plates and eating ware, all 
  of excellent fabrication. The eating ware is mostly pewter, but two silver 
  spoons and three silver forks (50 gp value each) are mixed in among the 
  utensils. Each utensil weighs 10 lbs.
  The tablecloths are linen trimmed with silver and gold thread and weigh 
  100 lbs. apiece. Their manufacture makes them semi-valuable (25 gp each).
  Area 10. Tranimyz,  
  Wylkun, and Sylzak’s Quarters
  A trio of large beds occupies much of the floor space of this 
  chamber. The massive divans are piled high with course woolen 
  blankets of drab color. Two chests, one tremendous and the other 
  merely huge, stand in opposite corners of the room. A table 
  bearing a great silver decanter and washing bowls rests between 
  two of the beds.
  This room is the sleeping chamber of the three youngest members 
  of the Stormbreaker clan. The relatively cramped confines of the room 
  means the three are seldom encountered here. They can usually be found 
  occupying the lounge or dining hall instead. 
  The chests hold clothing for the three. The largest trunk contains 
  masculine garments for the brothers, Tranimyz and Wylkun, while the 
  smaller chest holds feminine clothing for their cousin, Sylzak. In addition 
  to clothing, the large chest has two random minor magic items and the 
  small trunk has a single random item from the same table.
  The decanter is worth 100 gp and the washing bowl has a 50 gp value.
  Area 11. Xurgal’s Quarters  
  (CR 8 if Xurgal is present)
  The walls of this room are lined with finely made weapons 
  suited for giants. Bearded axes, long spears, greatswords, and a 
  flanged mace hang in X-shaped patterns across the bone walls. 
  A simple bed with an iron frame sits beside a closed wardrobe. 
  The wardrobe bears a shield-shaped plaque across its doors. 
  The floor is covered with woolly hides taken from the backs of 
  unknown beasts.
  This is the chamber of Xurgal, the Stormbreakers’ master-at-arms, 
  but he is seldom here. Xurgal instead spends most of his time in the 
  company of Vyjelmot the Grim (see Area 14) discussing matters of 
  death. He is here only if not encountered in the chapel and if there is no 
  alert underway.
  XURGAL  
  CR 8
  XP 4,800
  hp 95 (see Area 14)
  The weapons are all high-quality arms fashioned by cloud giant smiths 
  of great skill. Two greatswords, three great axes, four long spears (treat 
  as halberds), and a large mace are here. Each weapon is sized for Large 
  creatures.
  The shield-shaped plaque is a metal plate covered in dents and 
  gouges. It hangs positioned over the wardrobe’s handles so that it must 
  be removed to open the door. The underside of the plaque is lined with 
  needle-sharp barbs coated with deadly toxin (treat as wyvern poison). 
  The barbs are easily noticed if the plaque back is examined before 
  grabbing it. Once the barbs are noticed, they can be avoided easily. 
  Anyone who grabs the plaque without caution is automatically jabbed 
  by the barbs.
  The wardrobe contains tunics, breeches, and boots. In addition, a 
  spare suit of giant-sized chainmail hangs from a T-shaped post, and a 
  gargantuan, fur-lined, silk dressing robe (300 gp value) is draped over 
  an iron box. The box is locked but not trapped; it holds two giant-
  sized potions of cure moderate wounds (three doses each), a suede 
  bag containing 10 amethysts (50 gp value) and 2 sapphires (100 gp 
  value), and a decorative helmet inlaid with gold wire and pearls (500 
  gp value).
  The floor is covered by three rugs made from wooly mammoth hide 
  worth 250 gp each.
  Area 12. Armory
  The door to this room is locked. Xurgal and Oblugrim have keys.
  Racks of weapons and stands bearing suits of armor fill this 
  room. Several large, square crates are piled along the eastern 
  wall. The air smells like leather, steel, and oil.
  This room contains 20 halberds, 15 greatclubs, and 10 suits of chainmail 
  sized for Large creatures. There are also 10 crates, each of which contains 
  two skull bombards packed in straw and wool batting. 
  
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  the dead from above
  Area 13. Lavatory
  An oversized privy is located beyond the door. Composed of a 
  single-seat with a mahogany lid and a marble washing basin, this 
  lavatory appears designed for functionality but with a touch of 
  class. A gleaming silver spigot protrudes from the wall above the 
  marble basin and a large cut-glass decanter rests beside the sink. 
  Plush, sky blue towels hang from a rack on the wall.
  This privy is positioned over an open shaft that exits the bottom of the 
  Ossuary and allows waste to fall freely to the land below. The shaft is 3 feet in 
  diameter and has a very nasty iron grate at the bottom to prevent animals (and 
  intruders) from entering the ship via the latrine shaft. The spigot draws water 
  from a rainwater-collecting cistern located at the top of the keep (not detailed).
  Several of the items here have value. The silver spigot is worth 100 gp 
  if extracted from the wall (which subsequently causes a torrent of water to 
  pour into the basin). The decanter is worth 200 gp, and the four hand towels 
  are worth 15 gp each. The mahogany toilet seat could fetch 50 gp as a curio.
  Area 14. Chapel (CR 11, or 12 if 
  Xurgal is present)
  The bones that form the walls, ceiling, and floor of this room 
  are a glossy ebony color, turning the boundaries of the chamber 
  into a reflective, starless night. At the opposite end of the room is 
  a circular depression filled with roiling mist. Rising from the mist, 
  like an island in a stormy sea, is a column of white bones. These 
  pale bones form a statue depicting a leering skull with a skeletal 
  snake intertwined through its eye sockets and nasal cavity. A bowl 
  of cloudy liquid rests beneath the statue’s eyeless gaze.
  This sanctum is dedicated to the worship of Drahltuz, the giants’ god of 
  fear and death, and the personal deity of the Stormbreaker clan. The statue 
  rises 30 feet tall to scrape the ceiling and measures 15 feet in diameter.
  The statue is surrounded by a circular moat that is 15 feet wide and 
  5 feet deep. Acrid, gray smoke from seven lit braziers placed along 
  the moat’s bottom fills the depression. A minor enchantment keeps the 
  braziers burning and the smoke contained within the moat. 
  The idol produces an unholy aura that defends the worshippers of 
  Drahltuz from specific magic. It provides the benefits of an unhallow 
  spell, with bane as its secondary effect.
  The dark bones have been treated magically and with natural dyes to 
  produce their coloration and veneer, but they have no special powers or 
  properties. The cloudy water in the bowl is magical and radiates divination 
  and necromancy auras. Pouring 4 oz. of the liquid into the mouth of a 
  creature that’s been dead no more than one week allows the corpse to be 
  questioned as if it was under the effect of a speak with dead spell. The font 
  holds enough liquid to question five corpses.
  The priest, Vyjelmot the Grim, is always present here. There is a 75% 
  chance that Xurgal, the master-of-arms, is also here engaged in discussion 
  with the cleric.
  VYJELMOT THE GRIM 
   
  CR 11
  XP 12,800
  Male hill giant cleric of Drahltuz 8 (Pathfinder Roleplaying 
  Game Bestiary “Giant, Hill”)
  CE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +9
   
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, 
  –1 size)
  hp 153 (10d8+40 plus 8d8+32)
  Fort +17; Ref +4; Will +12
  Defensive Abilities death’s embrace, rock catching
   
  Speed 40 ft. (30 ft. in armor)
  Melee greatclub +18/+13/+8 (2d8+7) or 2 slams +12 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks channel negative energy 1/day (DC 14, 
  4d6), rock throwing (120 ft.), scythe of evil (4 rounds, 1/day)
  Domain Spell-Like Abilities (CL 8th; concentration +11)
  6/day—bleeding touch (4 rounds), touch of evil (4 rounds)
  Spells Prepared (CL 8th; concentration +11)
  4th—death ward, divine power, unholy blight D (DC 17)
  3rd—animate dead, dispel magic, invisibility purge, magic 
  circle against goodD, magic vestment
  2nd—align weapon (evil only)D, bear’s endurance, hold 
  person (DC 15), silence (DC 15), spiritual weapon
  1st—cause fear (DC 14), cure light wounds, divine favor, 
  protection from goodD, protection from good, shield of faith
  0 (at will)—bleed (DC 13), guidance, read magic, resistance
  D Domain spell; Domains Death, Evil
   
  Str 20, Dex 8, Con 19, Int 9, Wis 17, Cha 7
  Base Atk +13; CMB +19; CMD 28
  Feats Cleave, Combat Casting, Command Undead, Extra 
  Channel, Improved Channel, Intimidating Prowess, Martial 
  Weapon Proficiency (greatclub), Power Attack, Weapon 
  Focus (greatclub)
  Skills Climb +8, Intimidate +10, Knowledge (religion) +12, 
  Perception +9, Sense Motive +12
  Languages Giant
  Gear hide armor, greatclub, bracers of the spectres (see the 
  New Magic Items Appendix), ivory and pearl unholy symbol 
  (worth 250 gp), keys to the door and the coffer in Area 15, 
  polished bone prayer beads (worth 50 gp)
  Vyjelmot uses his bracers to summon the spectres to assist in the 
  defense of the chapel. He casts spells on subsequent rounds. 
  Xurgal, if present, hurls his bombards before closing into melee range 
  with intruders.
  XURGAL  
  CR 8
  XP 4,800
  Male hill giant fighter 1 (Pathfinder Roleplaying Game 
  Bestiary “Giant, Hill”)
  CE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +6
   
  AC 24, touch 8, flat-footed 24 (+4 armor, –1 Dex, +9 natural, 
  +3 shield, –1 size)
  hp 95 (10d8+40 plus 1d10+4 plus 1)
  Fort +13; Ref +2; Will +3
  Defensive Abilities rock catching
   
  Speed 40 ft. (30 ft. in armor)
  Melee +1 warhammer +15/+10 (2d6+8/x3) or 2 slams +14 
  (1d8+7) or light shield bash +15/+10 (1d4+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
   
  Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
  Base Atk +8; CMB +16; CMD 25
  Feats Cleave, Intimidating Prowess, Martial Weapon 
  Proficiency (greatclub), Power Attack, Shield Focus, 
  Weapon Focus (greatclub), Weapon Focus (shield, light)
  Skills Climb +10, Intimidate +13, Perception +6
  Languages Giant
  
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  Quests of Doom: giants & dragons
  Combat Gear potion of cure moderate wounds; Other 
  Gear hide armor, +1 light steel shield, +1 warhammer, belt 
  of tanned leather worked with polished bloodstones (worth 
  200 gp), gold bracers with chased platinum storm cloud 
  engravings (worth 300 gp), keys to Area 12 and to the box in 
  Area 11
  Area 15. Rectory
  The door to this room is locked. Vyjelmot the Grim has the key.
  This secluded room is spartanly furnished and holds little 
  ornamentation. A bed consisting of an iron plate resting atop four 
  large, metal-plated skulls occupies much of the space. A ghastly-
  looking iron maiden, its features stained brown with old blood, 
  rests in the corner. A lectern fashioned from yellowed bones 
  holds crumbling pages of smeared and stained parchment.
  An open spiral staircase ascends to the ceiling, vanishing into a 
  shaft leading upward.
  The iron maiden has been converted to a wardrobe. It holds spare sets 
  of vestments, sandals, and other personal objects. A locked coffer rests 
  atop a high shelf inside the maiden’s head. Fashioned from rusted iron, the 
  coffer contains a mummified finger nearly as large as a human forearm. 
  This is an unholy relic—the ring finger of one Drahltuz’s first apostates. 
  If handled by someone who is not a follower of the evil god, the person 
  touching it becomes cursed. The curse manifests as rapid bodily decay 
  similar to a supernatural leprosy. The victim suffers 3d6 points of necrotic 
  damage and 1 point of Strength, Dexterity, and Constitution damage every 
  24 hours. If reduced to zero hit points or if an ability score drops to zero, 
  the victim dies. A greater restoration or remove curse spell removes the 
  curse. 
  Ten pages comprising a religious treatise penned centuries ago by a 
  high priest of Drahltuz sit on the lectern. A DC 20 Knowledge (religion) 
  check identifies the god and rites mentioned in the writings. Additionally, 
  a DC 20 Knowledge (arcana) check discerns veiled passages relating to 
  the construction of the Necrolofter (see Level One, Area 3). Although 
  not detailed enough to be used to actually create a device, they do provide 
  hints as to where to begin researching the process, at the GM’s discretion. 
  The final page of the treatise is actually a scroll of speak with dead.
  The bed is horribly uncomfortable and has no special value or properties.
  Area 16. Jezsyl’s Quarters (CR 7)
  The delicate scent of jasmine incense wafts over you, flowing 
  from the room beyond the door. Woven hangings depicting storm-
  wracked mountaintops and whirlwind-torn forests decorate the 
  walls, and the floor is covered with a light cloth carpet. A small 
  table holds smoking incense sticks and a dark idol. A simple 
  sleeping pallet covered by a thin blanket rests in one corner.
  If not encountered elsewhere, Jezsyl, a hill giant monk, is found here 
  meditating before the small table shrine. She swiftly responds to intruders, 
  leaping to her bare feet and using her monkish skills to incapacitate as 
  many of the characters as possible while shouting for assistance. There is 
  a 75% chance the occupants of the chapel come to her aid (if they are still 
  able) and a 50% chance that a trio of hill giant guards respond to her cries 
  in 1d4+2 rounds.
  JEZSYL  
  CR 7
  XP 3,200
  Female hill giant monk 1 (Pathfinder Roleplaying Game 
  Bestiary “Giant, Hill”)
  LE Large humanoid (giant)
  Init +0; Senses low-light vision; Perception +9
   
  AC 22, touch 13, flat-footed 21 (+1 dodge, +3 monk bonus, 
  +9 natural, –1 size)
  hp 82 (10d8+30 plus 1d8+3)
  Fort +12; Ref +5; Will +8
  Defensive Abilities rock catching
   
  Speed 40 ft.
  Melee siangham +10/+5 (1d8+4) or siangham flurry of 
  blows +2/+2 (1d8+4) or unarmed strike +10/+5 (1d8+4) or 
  unarmed strike flurry of blows +2/+2 (1d8+4) or 2 slams +10 
  (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks flurry of blows, rock throwing (120 ft.), 
  stunning fist (3/day, DC 18)
   
  Str 19, Dex 10, Con 17, Int 9, Wis 16, Cha 7
  Base Atk +7; CMB +12; CMD 26
  Feats Cleave, Combat Reflexes, Dodge, Improved Unarmed 
  Strike, Intimidating Prowess, Martial Weapon Proficiency 
  (greatclub), Power Attack, Stunning Fist, Weapon Focus 
  (greatclub)
  Skills Acrobatics +5 (+9 to jump), Climb +10, Intimidate 
  +9, Knowledge (history) +3, Knowledge (religion) +3, 
  Perception +9
  Languages Giant
  Gear 2 sianghams, 144 gp
  The idol is a representation of Drahltuz, the giants’ god of fear and 
  death. It is depicted as a squat, obese creature with a face resembling a 
  serpent’s skull. It is carved from rare black marble and weighs 100 lbs. (50 
  gp value). The incense is pleasant-smelling but has no special properties.
  Beneath the sleeping pallet is a long, low wooden box containing a 
  number of giantess-sized kimonos of simple manufacture and a spare pair 
  of Large sianghams. 
  The four woven tapestries measure 15 feet long by 8 feet wide, and 
  each weighs 150 lbs. They are skillfully made and worth 150 gp each. 
  Area 17. Stairs to Upper Level
  An open spiral staircase ascends to the ceiling, vanishing into a 
  shaft leading upward.
  These stairs lead 40 feet upward to Level Three, Area 1. The occupants 
  of the Ossuary know to announce themselves before ascending. See the 
  description of Level Three, Area 1 for the consequences of failing to do 
  so.
  If combat occurs on the staircase, creatures battling from the upper 
  position have tactical advantage on attack rolls against lower opponents.
  Area 18. Treasury (CR 6)
  The door to this room is locked, trapped, and alarmed. Bypassing the 
  lock requires either the proper key (possessed by Oblugrim Stormbreaker 
  in Level Three, Area 2) or a successful DC 30 Disable Device check. A 
  DC 20 Perception check notices the trap: a spring lever that breaks a pair 
  of small vials, one containing a clear liquid and the other containing a 
  green liquid. The trap is triggered by any attempt to open the lock without 
  the proper key, unless the trap is first disarmed with a successful DC 30 
  Disable Device check. If the trap is sprung and the vials are broken, their 
  contents mix to create a flesh-devouring gas that fills a 20-foot-square 
  
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  space in front of the door. All creatures in the gas area can attempt a DC 
  20 Reflex save. Success indicates the character quickly jumps clear of the 
  gas cloud. Those who fail the saving throw get a lungful of gas and take 
  3d8+3 points of acid damage at the start of each of their turns until they 
  use an action to make a successful DC 20 Fortitude save against acid. 
  A successful save stops further damage, as does any cure spell or other 
  healing magic. 
  FLESH-DEVOURING GAS TRAP 
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 20; Disable Device DC 30
   
  Trigger touch; Reset none; Bypass key
  Effect cloud of flesh-devouring gas (3d8+3 acid damage, 
  DC 20 Reflex/Fortitude save negates); multiple targets (all 
  targets within a 20 ft. cloud)
  Large iron chests stand along the walls of this room beside 
  statuary, rolled cloth, and raw timber. Despite the contents, the 
  room is largely empty, holding but a small portion of what it 
  could contain.
  The Stormbreakers planned to fill this treasury with loot plundered 
  during their campaign, but so far their targets have been small agricultural 
  villages possessing little that the giants desire. The contents of this 
  chamber were won from early conflicts with the hill giants and other 
  opponents in the mountains during the Ossuary’s shakedown flight.
  Six unlocked iron chests are here. Four are empty; the other two each 
  hold 100 lbs. of unrefined gold ore (1,000 gp value).
  The rolled cloth is actually two woven wool tapestries worth 100 gp 
  each. Three carved stone statues depicting large and grotesque humanoid 
  faces weigh 500 lbs. each. These idols are ancient and weathered, but 
  they’re worth 300 gp apiece to collectors, historians, or sages (they might 
  hold clues to lost mysteries at the GM’s choosing). The piled timber is all 
  rare hardwood. The lumber weighs 1,000 lbs. and is worth 500 gp.
  Level Three — 
  Upper Level
  This small level contains two important rooms: the quarters of 
  the Stormbreaker leader and his consort, and the Ossuary’s bridge. 
  Adventurers seeking to end the cloud giant threat to the region likely find 
  this level to be the site of the final battle.
  Area 1. Guard Post (CR 9)
  At the top of the winding stairs is a simple space containing a 
  table, three large chairs, and a hanging shield dangling from a 
  cross brace on a wooden stand. A barrel stands near the staircase, 
  and a large candle burns on the tabletop.
  Always stationed here are 2 hill giant guards, charged with defending 
  this level. Standard protocol is for any occupant of the Ossuary to call out 
  
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  his or her name before climbing the staircase. If the guards detect creatures 
  ascending that do not announce themselves, one of the guards pours the 
  barrel of oil down the stairwell while the second stands by, preparing to 
  hurl a skull bombard filled with alchemist’s fire into the stairwell on the 
  following round. 
  The barrel holds sufficient oil to coat the uppermost 30 feet of the 
  stairwell, making the steps slippery and flammable. A creature wishing to 
  climb the slick stairs must succeed on a DC 10 Acrobatics check to avoid 
  slipping and falling down the stairs (suffering 2d6 points of bludgeoning 
  damage in the fall). Any individual on the oil-coated stairs when they are 
  set alight suffers 1d10 points of fire damage every time they begin their 
  turn in the burning oil, for up to six rounds.
  After setting the stairs alight, one of the guards pounds the shield alarm 
  gong, alerting the giants in Area 2 and the guards in Area 3 that intruders 
  are on their way. This giant carries a skull bombard (see Level 2, Area 2).
  HILL GIANTS (2)  
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Giant, Hill”)
  Area 2. Oblugrim’s and 
  Tathhylia’s Quarters (CR 13)
  This opulent chamber features a carved bedstead of rare wood 
  situated on a plush carpet. Skillful portraiture and tapestries hang 
  from the walls, and a large fireplace burns brightly in the bone 
  wall. A table covered with jars and boxes stands before a large 
  oval mirror on the north wall. A 15-foot-tall, serpentine-shaped 
  post with a crossbar stands in the southwest corner of the room. 
  The delicate scent of mountain flowers hangs in the air.
  This chamber is home to the Stormbreaker patriarch, Oblugrim, and 
  his consort Tathhylia, as well as their pet advanced marble snake. 
  All three are found here if not encountered randomly elsewhere and no 
  alarm is underway. Their pet usually rests on its post, entwined around 
  the crossbar.
  OBLUGRIM 
   
  CR 11
  XP 12,800
  Male cloud giant (Pathfinder Roleplaying Game Bestiary 
  “Giant, Cloud”)
  NE Huge humanoid (giant)
  Init +1; Senses low-light vision, scent; Perception +17
   
  AC 28, touch 9, flat-footed 27 (+4 armor, +1 Dex, +12 natural, 
  +3 shield, –2 size)
  hp 168 (16d8+96)
  Fort +16; Ref +6; Will +10
  Defensive Abilities rock catching
   
  Speed 50 ft.
  Melee +1 frost morningstar +23/+18/+13 (3d6+13 plus 1d6 
  cold) or 2 slams +17 (2d6+6)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (140 ft.)
  Spell-Like Abilities (CL 16th; concentration +17);
  At will— levitate (self plus 2,000 lbs.), obscuring mist
  1/day—fog cloud
   
  Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
  Base Atk +12; CMB +26 (+28 bull rush, +28 overrun); CMD 37 
  (39 vs. bull rush, 39 vs. overrun)
  Feats Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, 
  Power Attack
  Skills Acrobatics –1 (+7 to jump), Climb +19, Craft (Enter 
  Choice) +8, Diplomacy +9, Intimidate +26, Perception +17, 
  Perform (string instruments) +8
  Languages Common, Giant
  SQ oversized weapon
  Combat Gear 2 potion of cure serious wounds; Other Gear 
  chain shirt, +2 light steel shield, +1 frost morningstar, keys to 
  armory (Level Two, Area 12) and treasury (Level Two, Area 18)
  TATHHYLIA 
   
  CR 11
  XP 12,800
  hp 168 (Pathfinder Roleplaying Game Bestiary “Giant, 
  Cloud”)
  ADVANCED MARBLE SNAKE 
   
  CR 4
  XP 1,200
  The Tome of Horrors Complete, 419
  N Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision;  
  Perception +13
   
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
  hp 42 (4d10+20)
  Fort +8; Ref +7; Will +3
   
  Speed 20 ft., climb 20 ft.
  Melee bite +9 (1d6+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks whistle (DC 14)
   
  Str 22, Dex 17, Con 18, Int 2, Wis 14, Cha 15
  Base Atk +4; CMB +11; CMD 24 (can’t be tripped)
  Feats Skill Focus (Perception), Toughness
  Skills Acrobatics +15 (+11 to jump), Climb +22, Perception 
  +13, Stealth +8
   
  Whistle (Su) A marble snake can whistle, gaining the 
  attention of any creature within 50 feet that hears it. All 
  creatures (other than marble snakes) with the area must 
  succeed on a DC 14 Will save or become entranced. 
  This is a sonic mind-affecting charm effect. A creature 
  that successfully saves cannot be affected again by the 
  same marble snake’s whistle for one day. The save DC is 
  Charisma-based.
  An entranced victim walks toward the marble snake, 
  taking the most direct route available. If the path leads 
  into a dangerous area, that creature gets a second saving 
  throw. The effect continues for as long as the marble snake 
  whistles and for 1 round thereafter. An entranced victim is 
  effectively dazed (cannot attack, but can defend). If an 
  entranced opponent is attacked, the effect is immediately 
  broken. A bard’s countersong ability allows the entranced 
  creature to attempt a new Will save.
  The paintings are oil portraits of the Stormbreaker Clan’s former 
  patriarchs. Each of the four paintings is worth 250 gp. They are sizable, 
  however, measuring 10 feet long by 5 feet high and weighing 50 lbs. 
  each. The tapestries are detailed landscapes of secluded mountain valleys 
  surrounded by clouds and fog. Each of the three wall hangings is worth 
  150 gp.
  The table contains personal grooming items and jars of makeup, 
  perfume, and other hygiene products. One of the bottles is fashioned from 
  cut jasper (50 gp value) and contains a delicate perfume that seems to 
  change its scent depending on the person sniffing it. This perfume bears 
  a slight enchantment and, when worn, increases the wearer’s Charisma 
  score by 1 for one hour. There is enough perfume for three uses. 
  Beneath the bed is a large iron chest. It has no lock and appears to 
  be opened by simply pulling the knurled steel handle protruding from 
  
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  the dead from above
  the lid’s top. The chest is trapped, however. Unless the opener touches 
  the handle with a shocking grasp spell before pulling the lid, a blast of 
  electricity leaps from the chest, catching all creatures in a 30-foot radius 
  around the box. Those in the blast take 8d6 points of electrical damage, 
  or half as much with a successful DC 19 Reflex save (DC 17 for everyone 
  but the one who touched the chest). Closely inspecting the handle and 
  making a successful DC 25 Perception check reveals tiny runes etched 
  along the handle’s bottom, and anyone trained in Knowledge (arcana) can 
  identify them as pertaining to electricity or lightning.
  CHAIN LIGHTNING TRAP  
  CR 7
  XP 3,200
  Type magical; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset none; Bypass shocking grasp
  Effect spell effect (as chain lightning, 8d6 electricity 
  damage, DC 19/17 Ref half); multiple targets (all targets 
  within 30 ft. of the box)
  The chest contains Oblugrim and Tathhylia’s personal wealth. Inside 
  are 1,046 cp, 768 sp, 477 gp, a large harp with electrum inlay (350 gp 
  value), a robe of winter wolf fur (200 gp value), Tathhylia’s spellbook 
  (contains all her prepared spells), and an oversized crown of gold and 
  sapphires (1,000 gp value).
  Area 3. The Bridge (CR 12)
  This area is a massive, conical-shaped chamber with a 
  cathedral ceiling. Dominating the chamber is a titanic, throne-
  like chair bearing a giant occupant. The seated individual wears 
  only a white loin cloth, leaving the majority of his sky-blue 
  skin exposed. Many rib-like bones and venous tubes protrude 
  from the chair and are embedded in the flesh of the seated giant, 
  effectively binding him to the seat. Five smaller giants dressed in 
  mail armor and bearing large spears stand guard nearby.
  The chair is the Ossuary’s helm, and the figure attached to it is Morgosun 
  Stormbreaker, the pilot of the Ossuary. Morgosun was not the most gifted 
  or liked of the Stormbreaker clan, and when it was decided that someone 
  needed to make the sacrifice to merge with the fortress to serve as its eternal 
  captain, Morgosun was forcibly “volunteered” by Oblugrim. The only thing 
  that has kept him from crashing the Ossuary and dooming his clan to death 
  is Oblugrim’s promise that once the humans are driven out of the mountains, 
  Morgosun will be freed from his duty and restored to a normal life (this is 
  a lie; Oblugrim considers the flying citadel far too valuable to give up). 
  Nevertheless, as a precaution, Oblugrim stationed hill giant guards here to 
  protect the pilot but also to slay him should he ever try to crash the Ossuary.
  Gurgulash, the self-proclaimed sub-chief of the hill giants (under Xurgal), 
  is here with 4 hill giants. Gurgulash wears the belt of bones because he feels it 
  gives him power and authority, even though it provides him no benefit.
  GURGULASH 
   
  CR 8
  XP 4,800
  Male advanced hill giant (Pathfinder Roleplaying Game 
  Bestiary, “Giant, Hill,”)
  CE Large humanoid (giant)
  Init +1; Senses low-light vision; Perception +8
   
  AC 25, touch 10, flat-footed 24 (+4 armor, +1 Dex, +11 
  natural, –1 size)
  hp 105 (10d8+60)
  Fort +13; Ref +4; Will +5
  Defensive Abilities rock catching
   
  Speed 40 ft. (30 ft. in armor)
  Melee greatclub +16/+11 (2d8+13) or 2 slams +10 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
   
  Str 29, Dex 12, Con 23, Int 10, Wis 14, Cha 11
  Base Atk +7; CMB +17; CMD 28
  Feats Cleave, Intimidating Prowess, Martial Weapon 
  Proficiency (greatclub), Power Attack, Weapon Focus 
  (greatclub)
  Skills Climb +12, Intimidate +19, Perception +8, Sense Motive 
  +6, Survival +8
  Languages Giant
  Other Gear belt of bones (see the New Magic Items 
  Appendix), hide armor, greatclub, gold bracelet (worth 250 
  gp), silver bracelet (worth 100 gp), silver snake-shaped ring 
  (worth 100 gp), 54 pp, 178 gp, 200 sp
   
  HILL GIANTS (4)  
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Giant, Hill”)
  All of the hill giants carry one skull bombard apiece.
  Morgosun Stormbreaker cannot physically attack the party; he is 
  restrained by the Ossuary’s helm. He can, however, defend himself with 
  the necrotic energy field that powers the fortress under his command. He 
  uses the standard cloud giant stat block, but his only means of attack is 
  the Necrotic Blast.
  Necrotic Blast (Su) Morgosun calls down a blast of withering 
  energy that strikes a single target inside the bridge as a +6 
  ranged touch attack. The victim hit by the blast takes 4d8+4 
  points of damage, or half damage with a successful DC 20 
  Fortitude save.
  If Morgosun is slain, the Ossuary immediately ceases moving. It 
  hangs in place 400 feet above the ground until it runs out of power or 
  the Necrolofter is destroyed (see Level One, Area 3). If the helm is 
  attacked directly, it has AC 8 and 200 hit points. It fails all saving throws. 
  Destroying the chair kills Morgosun instantly in a blast of necrotic energy, 
  and the Ossuary comes to a dead stop.
  This room contains only the helm, which is a huge seat fashioned from 
  bone and rises 20 feet above the floor. A dozen bone spurs and vein-like 
  tubes protrude from the chair, each ending in a sharp, hollow barb that can 
  be inserted into skin and muscle. A living creature connected to the chair 
  gains the ability to fly the Ossuary as well as to view its surroundings with 
  limited clairvoyance. For more information on the role of the pilot, see the 
  section “The Ossuary in the PCs’ Hands.” 
  Concluding the Adventure
  The characters succeed in stopping the cloud giant’s campaign of evil 
  if they either kill the tremendous occupants of the Ossuary or incapacitate 
  the flying citadel. The Lord-Governor of Cerediun Province accepts either 
  circumstance as a victory and gratefully rewards the party the promised 
  fee of 1,000 gp. 
  Should the adventure conclude with the Ossuary captured intact and 
  operational, the lord-governor, seeing the military advantage of owning 
  such a useful fort, offers to buy the flying citadel from the party. The exact 
  amount he is willing to part with is left to the GM’s discretion, but should 
  not exceed 15,000 gp. Understandably, the party may wish to hold onto 
  the keep for their own purposes. Refer to the section “The Ossuary in the 
  PCs’ Hands” in this case.
  If the GM desires, the events of The Dead from Above can lead to 
  additional adventures. The Stormbreaker Clan may not be the only cloud 
  giant clan wishing to see humanity driven out of the mountains. Other 
  giants might be planning their own vendetta against mankind, requiring 
  
  100
  Quests of Doom: giants & dragons
  the heroes to venture into the high peaks to stop these other campaigns 
  before they begin. 
  If the characters successfully identify the important passages in the 
  ancient texts found in Level Two, Area 15, they might be interested in 
  learning more about creating fortresses like the Ossuary. This quest could 
  spur numerous new adventures as the party tracks down lost lore or seeks 
  out reclusive sages and wizards who possess the power and skill needed 
  to tear mountains apart and make them fly. 
  And, of course, if any of the Stormbreakers survive the attack on 
  the Ossuary, the characters should find themselves the target of giant 
  vengeance, a revenge that begins with hurled boulders and powerful spells 
  when they least expect it! 
  New Magic Items
  Bracers of Spectres
  Aura strong necromancy; CL 14th
  Slot wrists; Price 60,000 gp Weight 1 lb.
   
  DESCRIPTION
  These ornamental brass bracers are covered with a 
  patina of verdigris indicating their great age. Imagery 
  depicting tombs, open graves, and plundered sarcophagi 
  are inscribed on their surfaces. Leather straps hold them in 
  place. Like many magical objects, the bracers of spectres 
  resize to fit their wearer.
  The bracers of spectres have a pair of undead spirits 
  bound to them, forced to unerringly serve the bracers’ 
  owner when commanded. The owner can call upon either 
  spectre to appear once per day, individually or together. 
  When summoned, the spectre(s) appear to leap from the 
  bracers, manifesting before the wearer. The spectre(s) follow 
  any command spoken by the bracers’ owner to the best of 
  their ability for up to one hour. After that time, a spirit returns 
  to the bracer until the following day.
  A spectre that suffers damage while manifested is fully 
  healed by resting in the bracers for 24 hours. If summoned 
  before the period elapses, the spirit manifests in its damaged 
  state and does not regain lost hit points until at least 24 hours 
  have passed without it called forth. If a specter is destroyed 
  while manifested, it is permanently lost and the owner 
  cannot replace the destroyed spirit. Should both specters 
  ever be destroyed while manifested, the bracers lose their 
  enchantment and become ordinary objects.
   
  CONSTRUCTION
  Requirements Create Wondrous Item, create greater 
  undead; Cost 30,000 gp
  Belt of Bones
  Aura moderate necromancy and transmutation; CL 7th
  Slot belt; Price 10,000 gp Weight 1 lb.
   
  DESCRIPTION
  This object is a wide girdle fashioned from crudely-tanned 
  leather of undetermined origin and decorated with aged, 
  yellowing animal bones sewn to the leather backing. The 
  belt rattles when worn, and the rattling increases in volume 
  when the wearer calls upon the object’s power. 
  The belt of bones provides the benefits listed below only if 
  the wearer has the rage class ability; it is simply a decorative 
  accessory in the possession of other classes.
  Up to three times per day, the bones can instantly expand 
  to cover the wearer’s body and create a protective shell 
  that functions exactly as the shield spell.
  The wearer gains a +4 enhancement bonus to strength 
  while the belt is worn. 
  If the belt is worn the entire day, once per day thereafter 
  as a free action the wearer can grant herself 3 additional 
  rounds of rage.
   
  CONSTRUCTION
  Requirements Create Wondrous Item, rage, endurance, 
  shield, creator must have the bloodrage or rage class ability; 
  Cost 5,000 gp
  The Ossuary in the PCs’ Hands
  It is likely that if the characters defeat the Stormbreaker giants, 
  they’ll end the adventure in possession of the Ossuary. Not all 
  GMs may want their players to own such a formidable base of 
  operations, but luckily, being the sole entities standing inside the 
  aerial holdfast does not automatically bestow command of the 
  Ossuary on the party.
  Firstly, the Ossuary requires a living creature in the role of the 
  pilot. This is not so much an honor as a doom, because the pilot 
  becomes permanently bonded with the magical helm in Level 
  Three, Area 3. Not many beings are willing to give up their 
  freedom and embrace such a ghastly existence to simply operate 
  an artifact. NPCs will certainly refuse unless magically compelled. 
  If charm spells are used to encourage an NPC to become the pilot, 
  he seeks revenge once the enchantment wears off, likely crashing 
  the Ossuary into the first convenient mountainside as suitable 
  punishment for those who damned him!
  If one of the characters volunteers to become the pilot, he (or 
  others) need to first determine the proper way to connect a new 
  pilot to the chair. This requires a successful DC 20 Knowledge 
  (arcana) check and DC 20 Heal check. Divination spells can also 
  help determine the proper process. Once the process is deduced, 
  the would-be pilot suffers 8d6 points of piercing damage as the 
  various bone spurs and tubes are inserted into his flesh. This 
  damage can be halved if the person connecting the pilot to the 
  chair makes a successful DC 15 Heal check. Lastly, the adventurer 
  must succeed on a DC 20 Fortitude save to successfully integrate 
  his mind and body with the Ossuary. If the save fails, the pilot 
  dies, slain by necrotic energy feedback that tears his body apart. 
  If the pilot survives the process, he gains full command of the 
  Ossuary — including the ability to mentally see outside the 
  Ossuary’s confines and the power to summon the necrotic blast 
  defense detailed in Level Three, Area 3.
  Even with a living pilot on the bridge, the Ossuary requires 
  constant refueling with souls, and this step should not sit well 
  with characters who are not evil-aligned. As noted in Level One, 
  Area 3, the Necrolofter requires the stolen life of living beings to 
  operate. At least 8 HD of intelligent, living beings must be fed to 
  the hungry spirits connected to the Necrolofter each week or the 
  citadel loses power and settles to the ground until it is refueled. No 
  other power source suffices. 
  While the characters might have moral issues with keeping 
  the Ossuary running and under control, many NPCs suffer no 
  such compulsions. If it becomes common knowledge that the 
  party possesses the Ossuary, they can be certain that they’ll find 
  themselves targeted by all manner of bandit kings, evil wizards, 
  foul priests, and other such ne’er-do-wells intent on claiming the 
  Ossuary for themselves. The GM should make life very interesting 
  for the characters for as long as they own the holdfast.
  
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  dread dragon temple
  This adventure is inetended for 6th- to 8th-level characters with a 
  bias toward spellcasters. In the Lost Lands campaign setting of Frog 
  God Games, the adventure takes place on the island of West Talon at 
  the Southern end of the Crescent Sea, just north of the Talanos Penisnula 
  and its dread High Barrens. If you are adapting the adventure to your 
  own campaign, it can be set on any temperate island that is large enough 
  to support, not only a decent-sized fishing and farming population but a 
  central desert and mountainous area as well.
  Adventure Background
  The small nation of Borss on the island of West Talon is renowned 
  for the three mountains that rise from its central desert plateau, or more 
  precisely for the massive stone temple shaped like a dragon that clings to 
  the slopes of said mountains. Everyone the plies the waters of the Mouth 
  of Akados knows about the Dragon Temple and its dire reputation of great 
  treasures and even greater dangers.
  Many a story has been told about the deadly temple, but the tale 
  mothers tell their children the most is about a magical staff that is said 
  to lie at the heart of the temple. The legends say the staff can transform 
  its wielder into a great red dragon. The tales evolve, of course, as the 
  children grow older, with larger and more terrible monsters guarding the 
  staff; ever vaster treasures fill every corridor of the Dragon Temple with 
  each retelling. Fearsome dragons of incredible size and magical power are 
  said to prowl the temple halls ready to breathe fire on any being foolish 
  enough to dare to enter their domain.
  Other stories speak of wizards and heroes braving the challenges of 
  the temple for a chance at the legendary staff of the dragon. All of these 
  tales, however, share the same tragic ending for the impetuous bands of 
  adventurers. One favored legend known to the peoples of the Crescent Sea 
  speaks of the time King Col of the Ironskull Great Mountain Clan came 
  down from his fastness in the Blackrock range with an army of mountain 
  dwarf engineers and took a fleet of ships from Bret Harth to the island. 
  After they landed, Old Col and his dwarves worked for more than a year 
  to build a ramp from the mountains’ base to the mouth of the temple. 
  When they finished, the dwarven army climbed the ramp to invade, Old 
  Col sure that the rumored treasures must overflow the storerooms of the 
  temple. The legend says that before they could reach the temple mouth, a 
  flight of red dragons flew down and incinerated the army, while another 
  flight of dragons — these with scales of brass — destroyed the ramp so 
  that no stone was left atop another. The legendary end of a legendary 
  dwarven king.
  Naysayers call this tale apocryphal at best and utterly preposterous 
  at worst, but its proponents point out that King Col has inarguably been 
  dead these hundreds of years and that there is plainly no ramp climbing to 
  the temple’s mouth and so claim it as proof of the tale’s veracity, though 
  no flight of dragons red, brass, or otherwise has ever been reported in 
  the temple’s vicinity before or since. Truth or no, this cautionary tale 
  has ensured that no force of arms has challenged the temple since, and 
  the nation of Borss’ own small military has been able to ensure its own 
  sovereignty from pirates and avaricious colonial powers at least partially 
  on the reputation of the island’s infamous — if perhaps exaggerated — 
  guardians.
  Of more recent and verifiable history, during the Year of Twelve Blue 
  Moons, an ancient blue dragon flew down from the High Barrens to alight 
  on the mountains of West Talon. With its lightning breath it is said that the 
  dragon blasted out a lair in the sandstone cliffs of the mountains, creating 
  a series of glass caverns for itself to live in. For a hundred years the blue 
  dragon roared in the West Talon skies, eating its way through the giants 
  and other monstrous denizens populating the central mountains and desert 
  of the island.
  The people of Borss long ignored the presence of the blue dragon; 
  it tended to remain in the uninhabited central regions of the island and 
  usually slept for decades after the few times it did raid a farm or ship 
  in the nearby sea lanes. However, their complacency came to an abrupt 
  end on the day the ancient beast flew down and destroyed the village of 
  Sherss and all of its fishing vessels, devouring all of the inhabitants. The 
  Draconic writing didn’t have to appear on the wall for the citizens of the 
  two largest cities, Borss and Kamis, and the other dozen-odd towns on the 
  island to realize they needed help.
  The sages and wizards of the realm researched the Dragon Temple to 
  find out if the staff of the dragon from the children’s stories existed and if 
  its magic might allow heroes to challenge the dread blue dragon in its lair.
  To their surprise, they discovered that the mythical staff of the dragon 
  did indeed exist. The sages know nothing more of the relic but hope 
  that brave adventurers can be found to enter the temple to retrieve the 
  legendary staff — and then find a way to use it to end the island’s new 
  nightmare.
  Challenges Outside  
  the Temple (CR 6)
  The mountains all around the temple are treacherous and near impossible 
  to climb. The mountain rocks are ancient, crumbling sandstone, with 
  reliable ledges and handholds few and far between, and constant winds 
  coming from the sea and mixing with the desert thermals around the 
  mountains make the weather tricky and unpredictable. What rain does 
  fall on the highest peaks makes the rocks slippery, even as the moisture 
  evaporates before it reaches the dry deserts encroaching on the mountains’ 
  rocky bases.
  Most of the temple itself is high in the mountains and requires a lengthy 
  climb to reach even the sides. In fact, the only part of the temple that is easy 
  to get to is the tip of the tail. From any position along the mountainside 
  near the temple, it is almost certain death to try a climb.
  The temple can be easily observed by anyone on the western 
  side of the mountains. Even from a distance, it is clear the temple 
  itself is shaped like a giant red dragon resting along the flank of 
  the mountains. The structure forming the dragon’s form is many 
  miles long and wide, spanning possibly 15 miles from its snout to 
  the tip of its tail. The four taloned limbs have giant claws of red 
  granite several hundred yards long and high.
  Climbing to any section of the temple is a deadly act for even the most 
  experienced climbers. However, at the tip of the temple’s tail, a slim path 
  travels along the dragon’s spine and takes a careful character right to the 
  jaws and temple entrance 5 miles away. This path is purposely hard to 
  see from anywhere around that section of the mountain. As the characters 
  Dread Dragon Temple
  By James M. Ward
  
  102
  Quests of Doom: giants & dragons
  
  103
  dread dragon temple
  move along the path, grim portents give the wise traveler advance warning 
  that this is a dangerous place. The blackest thunderclouds move over the 
  mountains, and lightning strikes at random all over the path. Flurries of 
  hailstones fall from the sky, creating a slippery carpet of ice on the trail. 
  The roars of what sound like several different types of dragons echo down 
  from the clouds above, and flashes of dragon fire and spouts of acid break 
  through the clouds and fall near the characters.
  The temple is carved directly into the rock of the mountain face. 
  Efforts to break through its stone walls or use magic to dimensionally 
  pass through them invariably fail as most of them are hundreds of feet 
  thick at least and the winding interior does not provide obvious points of 
  ingress to pinpoint. Important chambers are shielded with a layer of lead 
  in the walls to prevent scrying, so it is virtually impossible to gain entry 
  by means other than the main gates.
  The tip of the tail offers the only safe spot where characters can climb up 
  and onto a path that travels outside along the spine of the Dragon Temple.
  The path provides a magical bless, as the spell, to all beings that walk 
  the entire length to the head of the dragon. This blessing lasts as long as 
  the characters are visiting the temple.
  At the middle of the Dragon Path, a patrol of 6 lizardfolk armed with 
  halberds attacks the characters. The battle is to the death, and the fanatical 
  lizardfolk pursue the characters until one group or the other is dead.
  LIZARDFOLK (6)  
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary “Lizardfolk”)
  Note Instead of morningstars, these lizardfolk are armed with 
  halberds.
  Melee halberd +2 (1d10+1/x3), bite +0 (1d4) or claw +2 
  (1d4+1), bite +2 (1d4+1)
  Area A. Dragon Jaws 
  Carnage (CR 6–9)
  The huge stone head of the temple is carved in the image of 
  an ancient red dragon. The head is over half-a-mile wide, over 
  1,000 feet high, and the long snout is a mile-and-a-half long. A 
  flat plateau, canted at less of a grade than the slope, surrounds 
  the head of the dragon. The rest of the carven stonework making 
  up the dragon’s body protrudes directly from the mountains’ 
  dangerous cliff faces. 
  Red sandstone covers the entire area around the head and claws, 
  and dragon scales are carved into the stone surface. 
  Each of the dragon’s carven fangs is hundreds of yards tall. 
  Between the tightly fitted teeth can be seen a cave entrance that 
  leads down the throat of the dragon. This is the obvious entrance 
  to the Dragon Temple, but the edges of the great fangs are too 
  close together to allow a person to squeeze between them. 
  Winds howl around this mountain face, and the smell of fresh 
  blood blasts out of the throat entrance. 
  
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  Quests of Doom: giants & dragons
  In this mysterious temple, the night is torn with the rage-filled roars 
  of the ghosts of murdered dragons. It is lucky for the characters that 
  these ghostly dragons have their own agendas. If talked to reasonably, 
  the dragons reveal what they need from the party. They don’t attack if 
  the PCs agree to help the ghost dragon so it can flee the temple and go 
  on to its afterlife. Although these ghostly dragons are intelligent, their 
  powers are limited in the Material Plane; they function like haunts 
  (Pathfinder Roleplaying Game GameMastery Guide, “Haunts”). 
  Unlike other haunts, these dragons can be reasoned with.
  If the party fights a dragon, they suffer the effects of dragon breath 
  as the ghost furiously attacks. They can save to take no damage from 
  the attack, but the attacks continue all night long unless the haunt 
  is dispelled. Only one ghost dragon can interact with the party at a 
  time. Helping a dragon allows its ghostly spirit to vanish and leave 
  the temple.
  DRAGON HAUNTS 
   
  CR 8
  XP 4,800
  Haunt (40 ft. radius around the party) (Pathfinder 
  Roleplaying Game GameMastery Guide “Haunt”)
  Notice Perception DC 10 to hear dragon roars
  hp 36; Trigger location; Reset 1 day
  Effect When this haunt is triggers, a random ghostly 
  dragon appears (see below); each dragon can attack 
  with a ghostly version of its breath weapon as if it were 
  a young dragon of its type (see Pathfinder Roleplaying 
  Game Bestiary “Chromatic Dragon”)
  Destruction A dragon haunt in this temple is only 
  destroyed if it is helped to move on (see below)
  Read the following if the characters decide to camp within the 
  Dragon Temple:
  You set up camp in the safest area you can find. Early in 
  the night, everyone wakes to the sound of multiple dragons 
  roaring, each clearly coming from a different type of wyrm. 
  Suddenly, a ghostly form appears near the camp. It’s an 
  ancient, ghostly dragon, and the creature doesn’t look happy 
  at your presence. “Why have you come here?” the ghost 
  screams. You can almost feel its spectral breath.
  All of the dragons are initially furious with the party. Each dragon 
  claims it is going to kill the party for the terrible things done to it 
  while it lived. In actuality, each dragon really wants to tell its story 
  (except maybe for the blue dragon). If the party tries to talk to the 
  ghost dragons at all, they can calm them down enough to finally hear 
  their stories. Not all of these dragons died here, but all of their spirits 
  were drawn here by the nature of the Dragon Temple. 
  Roll 1d10 to see which dragon appears to confront the characters 
  each night. If the party has already helped a specific dragon, ignore 
  that result if it is rolled again. Once all the dragons are helped, no new 
  ones appear:
  1. Gold Ghost Dragon’s Story: Greedy dwarves killed the gold 
  dragon. If a dwarf is in the party, the dragon ignores reason and 
  attacks. The dragon didn’t like that the dwarves also stole a unique 
  dragon-slaying sword and took it to their hoard in the distant 
  Blackrock Mountains. The dragon wants the characters to retrieve the 
  sword from the dwarves. If they bring it to the temple and give it to 
  any of the lizardfolk guards, the dragon helps them secure the staff of 
  the dragon located in Area E. 
  Naturally, the dwarves don’t want to give up the highly useful 
  sword. However, if the dwarves receive enough gold in payment (at 
  least 100,000 gp), they give the weapon to the characters. 
  2. Silver Ghost Dragon’s Story: The silver dragon died at the 
  hands of orcs. If a half-orc or orc is in the party, the dragon ignores 
  reason and attacks. The dragon tells a story of a wave of orcs attacking 
  its lair and slaying all of the dragon’s guardian creatures. The orcs 
  then made the lair their own. The silver dragon wants the party to go 
  to that lair, which is located on the far side of the mountains 3 days’ 
  travel from the temple. The orcs must be removed from the lair. The 
  silver dragon says the party can have any treasure they find except for 
  a sacred 2-foot-long statue made of silver. The dragon statue belongs 
  in the Dragon Temple. If the party does this, they receive help gaining 
  the staff of the dragon. Ogres and orcs are in the lair, but the characters 
  shouldn’t have too many problems battling these monsters. 
  3. Bronze Ghost Dragon’s Story: The bronze dragon died in 
  a cave-in when making its lair. The dragon wants its skeletal head 
  brought back to this temple. The cave-in area is 20 miles away in 
  the same mountain range. The ghost dragon actually goes with the 
  party and helps them find its dead body. If the group instantly goes on 
  this quest, the ghost helps them find plate armor of energy resistance 
  (electricity). 
  4. Copper Ghost Dragon’s Story: The copper dragon died when a 
  band of stone giants attacked it. It helps the characters claim the staff of 
  the dragon if the party frees the two fire elementals in the red corridor 
  (Area F). If the group doesn’t help the dragon, it appears when they 
  try to retrieve the staff of the dragon on their own. It breathes its breath 
  on them three times and then vanishes forevermore. 
  5. White Ghost Dragon’s Story: The white dragon fell from the 
  skies, its body pierced by the shafts from elven longbows. If elves are 
  in the party, the temperature of the area drops to dangerous levels and 
  the characters take 1d3 points of cold damage per round for as long as 
  the ghost dragon keeps attacking. The dragon wants the party to free 
  the white dragon trapped in the ice cave (Area G). The dragon tells 
  the group that they have to pull the frozen dragon statue out of the 
  cave to animate it. If the party agrees to do this task immediately, the 
  ghost vanishes. 
  6. Black Ghost Dragon’s Story: The black dragon died after 
  lizardfolk attacked it in its home. The ghost doesn’t care that 
  lizardfolk now guard this Dragon Temple. If the party kills 12 lizard 
  men, however, the ghost promises to give them +1 dragon bane 
  weapons. This evil creature is lying, and the characters never see the 
  ghost dragon again. 
  7. Green Ghost Dragon’s Story: A goblin war band surprised the 
  green dragon in its lair and managed to kill it. This green dragon’s 
  ghost hates goblins and wants revenge. If allowed to it leads the 
  party to the forests on the western edge of the island. In the dragon’s 
  former lair is an ancient elven bow that is a +1 dragon bane composite 
  longbow (Str +2). A cluster of 11 emeralds worth 10,000 gold pieces 
  each is also in the lair. The only hang-up is the 75 goblin warriors that 
  remain in the lair. 
  8. Red Ghost Dragon’s Story: The red dragon died in battle at the 
  claws of a blue dragon centuries ago. The ghost dragon is elated if 
  the characters tell him their reason for being in the temple. The ghost 
  immediately retrieves the staff of the dragon and brings it to the party. 
  However, if the party has taken anything from the temple, the ghost 
  tells them they must return the items or it will never give them the 
  staff. The ghost dragon also advises them not to fight the blue dragon 
  in the sky. It tells them to change into red dragons (using the staff) 
  and to go into its lair. It suggests spreading out and blasting the blue 
  dragon with flame for as long as they can. 
  9. Blue Ghost Dragon’s Story: The blue dragon ghost knows 
  the party is trying to get the staff of the dragon to fight another blue 
  dragon. It isn’t happy and won’t even consider helping the party. The 
  Spending the Night in the Temple
  
  105
  dread dragon temple
  A number of ways exist to get into the stone mouth. If characters 
  shout loudly and ask the mouth to open, the jaws open wide. Magically 
  shrinking or turning to gas allows characters to slip between the stone 
  fangs. “Showing” the great mouth a dragon of any type, living or carved 
  or illustrated, causes the jaws to open.  
  Once past the fangs, characters are inside the mouth of the dragon. 
  Among the stone fangs and the many stalactites and stalagmites are the 
  nests of numerous rattlesnake swarms. These snakes strike at invaders 
  as they defend their nests, which are often amid the high stone pillars. If 
  characters try to avoid the snakes by moving along the inside of the jaws, 
  more snakes strike from surprise. The party must pass through the area of 
  2d4+1 swarms to gain entry. 
  SNAKE SWARMS (2d4+1)  
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary 3 “Snake 
  Swarm”)
  Inside the Temple
  The Dragon Temple is 5 miles long in total. Each limb section that 
  radiates off the main body is over 1-1/2 miles long. All corridors 
  are semicircular in section (a flat floor beneath a smoothly arching, 
  semicircular roof) and 70 yards wide. The walls and floor are carved to 
  resemble dragon scales. The rough surface deadens sound, preventing 
  noise from traveling far into the temple. 
  The apex of the ceiling is most likely hidden in darkness unless 
  characters fly up to it (about 105 feet from the floor). Characters on the 
  prowl for secret doors can check only one wall at a time because of the 
  corridor’s great width. 
  Lizardfolk
  Dead bodies can be found in all parts of the inner temple. The lizardfolk 
  that live here consider every slain explorer a sacrifice to Tiamat, so they 
  never touch these bodies because doing so would defile the sacrifice. 
  Along the same lines, the lizardfolk never talk to PCs. In the minds of the 
  lizardfolk, all strangers inside the temple are unwelcome intruders who 
  should be killed. 
  Past the initial throat is a wide corridor of dressed sandstone 
  carved to resemble dragon scales. The corridor is 70 yards wide, 
  and the walls arch smoothly upward into darkness. The roof is 
  beyond the limit of your light. The darkness here seems more 
  intense than a simple absence of light. 
  The stone floor and walls down the entire throat corridor are jet 
  black. Dragon scales are carved into the stone, from the mouth 
  down through the throat. 
  There is a slight downward slope to the corridor. The PCs can detect 
  the slope only if they look for it specifically and make a successful DC 15 
  Perception check (a dwarf’s stonecunning racial ability applies). Normal 
  tests, such as a marble on the floor, don’t work here because of the uneven, 
  scaled texture carved into all surfaces.
  A short distance down the throat, a passage branches off the main 
  corridor to the northeast and ascends noticeably to Area B. The main 
  corridor continues on to the southwest to the first (forelegs) crossroads.
  Area B: Giant Rattler 
  Ordeal (CR 5)
  Moving northeast off the main corridor, the side tunnel goes 
  on for a mile into an open area where a small alcove contains a 
  10-foot-long carving of a black dragon. The dragon’s back is flat, 
  and on that platform is a mass of green, lightly glowing crystals. 
  Four bodies wearing wizard robes are on the floor in front 
  of the statue. The slimy robes hold the scent of dung, but the 
  faint glow of magic still clings to the clothing. A sense of evil 
  permeates the bodies. 
  Suddenly, a deep rattling sound echoes through the area. 
  Stalactites and stalagmites fill this area located in the head of the Dragon 
  Temple. Characters who search the bodies of the dead wizards before scouting 
  the rest of the chamber are automatically surprised by a giant rattlesnake. The 
  snake also attacks if characters check the chamber for danger before doing 
  anything else, but then the usual procedures for determining surprise apply.
  GIANT RATTLESNAKE  
   
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary 2 “Snake, 
  Emperor Cobra”)
  The snake fights as long as characters stay in the area. Its nest is on a 
  shelf above the entrance to the alcove. The reptile won’t follow characters 
  out of the area. 
  The dead wizards have all manner of equipment useful to experienced 
  adventurers. Inside their expensive boots, each wears a ring of protection 
  +1 on his toe. A total of 57 gp and 22 gp can be found. Each spellcaster 
  also was equipped with a short sword and four quality throwing daggers. 
  Each has a scroll tube. Altogether, the tubes contain scrolls of fireball, 
  expeditious retreat, flaming sphere, blink, see invisibility, polymorph, 
  dimension door, and stoneskin. 
  On the back of the dragon statue are 88 glowing crystals. Each is a 
  fairly worthless piece of crystal (1 gp each) in the shape of a 7-inch-long 
  dragon scale. A slight bit of magic on the scales causes each one to dimly 
  glow green. All dragons can sense these scales on a character and react 
  violently to the desecration of their temple. 
  ghost rages and tells them they should never have dared to enter this 
  temple created for dragons. The dragon attacks relentlessly. The 
  dragon turns into a mist and roars that such things happen when 
  blue dragons are attacked. 
  10. Brass Ghost Dragon’s Story: The brass dragon died at the 
  hands of gnomes. If a gnome is with the party, the ghost attacks 
  until the party flees the temple or it is driven off. The dragon tells 
  the story of gnomes offering a huge treasure to the brass dragon for 
  helping with three experiments. Two experiments went well and 
  the brass dragon was very happy with the gold and silver it earned. 
  In the last test, the gnomes were working with a massive steam 
  cannon. The dragon was moving the device when it exploded and 
  killed everything in the area. The ghost dragon wants the characters 
  to go to the gnomes and demand the total treasure the dragon 
  earned. The gnomes are a few weeks travel away in central Foere, 
  and the dragon gives them a map if they say yes. If the characters 
  retrieve the treasure, the dragon gives them the staff of the dragon 
  and magically places 2 additional charges in it so it can create 7 red 
  dragons. If the party refuses to help, the ghost dragon attacks three 
  times with its dragon breath. 
  Spending the Night  
  in the Temple (Continued)
  
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  Quests of Doom: giants & dragons
  Area C. Torture of the 
  Dragon Blades
  Read the following when the characters reach the “shoulder” intersection 
  that leads to the two forelimbs of the Dragon Temple.
  You’ve come to a four-way intersection in the broad corridor. 
  Straight ahead, the black-walled corridor continues on. Other 
  passages split off to the north and south. 
  Dark green stone lines the northern corridor, and the air is stale 
  and acrid. 
  The southern corridor is lined with dark blue stone, and the air 
  is extremely humid.
  If the characters take the northern passage, they wind for several 
  miles before arriving at Area C. The southern passage leads to Area 
  H. Continuing down the “spine” of the dragon (the main corridor) takes 
  characters to Area D.
  The corridor to Area C grows more humid the farther characters 
  travel. Eventually the atmosphere becomes so oppressive that the 
  characters’ clothes are drenched and everyone must make a DC 12 
  Fortitude save to avoid becoming fatigued. This fatigue can be removed 
  by resting in a dry area (the main corridor suffices) and getting into 
  drier clothing. 
  Read the following when the characters arrive at the end of the 
  passageway:
  The corridor opens into an immense, dead-end chamber. The 
  area is circular and at a guess it’s in one of the taloned claws 
  showing on the outside of the temple structure. The smell of 
  dried blood permeates the area. Chunks of bodies and ripped 
  equipment are all over the chamber. Severed heads and shoulders 
  are spread over one part of the chamber, while hips and legs litter 
  other areas. Splashes of dried blood cover the walls and floor. 
  At the far end is the statue of a green dragon. It is 10 feet tall and 
  twice that long. Its back is a flat platform. The only illumination in 
  the area comes from a mass of orange crystals on the carving’s back. 
  Slicing the Dragon (CR 8)
  Grooves cover the walls, floor, and ceiling. If the characters look for a 
  trap, they can quickly figure out the danger those wide grooves mean for 
  them as they move through the chamber.
  Stepping on any one of dozens of pressure plates scattered around the 
  room triggers the trap. Spinning blades swing down from the ceiling and 
  up from the floor. Rotating blades slice out from the walls at waist height 
  (on a human). The blades affect the northeast quarter of the room on the 
  first round, the southeast quarter on the second, the southwest quarter on 
  the third, and the northwest quarter on the fourth. The blades then retract 
  into the walls, floor, and ceiling. If someone steps on a pressure plate 
  again, the trap activates all over. 
  WALL SCYTHE TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic reset
  Effect Atk +20 melee (2d4+6/x4); multiple targets (all targets 
  in the chamber)
  A dragon-shaped pedestal sits at the end of the cave. On the pedestal 
  are piles of orange crystal dragon scales. Each is 7 inches long, and closer 
  inspection reveals they are nothing but cheap stones with a magical 
  radiance that causes them to glow. However, taking even one orange scale 
  from the pile trips another pressure plate that causes chlorine gas (as a 
  dragon’s breath attack) to fill the chamber. The characters have 2 rounds 
  to leave the area before it’s flooded by the gas. The gas floats in the area 
  for 24 hours before it sinks through the floor.
  CHLORINE GAS TRAP 
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch; Reset none
  Effect cloud of poison gas (6d6 acid damage, DC 20 Fort 
  save half); onset delay (2 rounds); multiple targets (all 
  targets in the chamber)
  The dried husks of dead bodies show that killing has been going on 
  for centuries in this chamber. Any surviving equipment is of excellent 
  quality. A careful search of the bodies reveals 4 potions of cure moderate 
  wounds in metal flasks. Scroll tubes are in several parts of the chamber, 
  but they’ve been cut in half and most of the scrolls inside are destroyed. 
  One intact tube contains still contains a scroll with 2 polymorph spells. 
  Searching that same case reveals a hidden compartment in the cap that 
  hides a masterfully cut red ruby worth 3,000 gold pieces. 
  Area D. Nightmare  
  of the Dragon Throne
  Nothing changes for some distance as you walk down the 
  corridor. Carved dragon scales continue to cover all of the black 
  stone in the area.
  Finally, after you travel at least two miles, the area opens into a 
  massive grotto too vast to decide just how big it could be without 
  carefully pacing it off. In one area is a glowing throne carved into 
  the shape of a blue dragon. The entire thing is made of some type 
  of magnificent gemstone. 
  The shape of the throne suggests a large human could sit upon 
  it. A closer inspection of the area notes dried blood on the arms 
  and seat. The stone of the carving is quite unusual and displays a 
  gemlike quality as it magically glows. Veins of what appear to be 
  gold and silver run through the carving.
  A mass of crushed bodies lies ten yards in front of the throne. 
  Sitting on the Dragon (CR 9)
  A band of 6 lizardfolk temple guards protect the throne. These guards 
  immediately attack and follow the characters until one party or the other 
  is dead. 
  LIZARDFOLK (6)  
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary “Lizardfolk”)
  Note Instead of morningstars, these lizardfolk are armed with 
  halberds.
  Melee halberd +2 (1d10+1/x3), bite +0 (1d4) or claw +2 
  (1d4+1), bite +2 (1d4+1)
  The massive dragon throne is made out of blue lapis lazuli. It takes 
  heavy hammers to knock pieces from it. If the characters go wild and 
  try to hack off pieces from the lower chair section, a glyph of warding 
  
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  dread dragon temple
  (explosive runes) explodes, causing 5d8 points of lightning damage to 
  everyone within 5 feet of the throne. 
  GLYPH OF WARDING TRAP 
   
  CR 5
  XP 1,600
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  Effect spell effect (glyph of warding, 5d8 electricity damage, 
  DC 14 Ref half); multiple targets (all targets within 5 ft. of the 
  throne)
  Each piece knocked off is worth 200 gold pieces, and about 90 head-
  sized pieces of lapis lazuli can be recovered. Under the outer covering of 
  gemstone is a red granite mold of a chair with arcane symbols written all 
  over the granite. 
  The throne is a deadly mechanical trap. If anyone sits on it, the arms and 
  back collapse, doing 4d6 points of bludgeoning damage to the person in 
  the seat. The trap then ejects the crushed victim onto the floor and resets. 
  CRUSHING THRONE TRAP  
  CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset automatic
  Effect crushing stone (4d6 bludgeoning damage); never miss
  A dozen crushed bodies lie 10 yards away from the front of the throne. 
  Flesh-eating beetles rush out of the dead bodies if the corpses are moved. 
  All their equipment is mostly crushed and destroyed, but characters can 
  find some useful items if they take the time to search the bodies. These 
  items are a ring of protection +1, a ring of invisibility, a +1 silver dagger, 
  a +1 dwarven waraxe, 5 gems (500 gp each), 29 cp, 44 sp, 19 gp, and 11 
  pp.  
  As the throne trap resets, an ear-numbing roar issues from the throat of 
  the dragon statue. This warning echoes up and down the miles of corridor. 
  Area E. Dragon Staff 
  Bane (CR 11)
  Read the following when the characters reach the “hip” intersection that 
  leads to the two legs and the tail of the Dragon Temple.
  You stand at another four-way crossroads. The northern 
  corridor shows white scales carved into the stones. The corridor 
  to the south has red stones carved with dragon scales. The blue 
  stones of the western corridor are at least three feet thick on the 
  walls, floor, and ceiling.
  If the characters proceed along the main corridor (toward Area E) they hear 
  a quickly moving group coming up behind them and making a bit of noise 
  once they are about a half-mile from the staff of the dragon. The strangers 
  hail the group and ask for a parley. These four experienced adventurers carry 
  
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  Quests of Doom: giants & dragons
  high-quality equipment. A great deal of that equipment glows from spells cast 
  by the group before they shouted to the player characters. 
  The strange party consists of a wizard, a cleric of the draconic deity 
  Moash-Sirrush, and 2 fighters.
  CLERIC  
  CR 7
  XP 3,200
  Male human cleric of Moash-Sirrush 8
  NE Medium humanoid (human)
  Init +6; Perception +11
  Aura destructive aura (30 ft., +4, 8 rounds/day)
   
  AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
  hp 64 (8d8+8 plus 16)
  Fort +7; Ref +4; Will +9
   
  Speed 30 ft. (20 ft. in armor)
  Melee +1 morningstar +8/+3 (1d8+2)
  Special Attacks channel negative energy 3/day (DC 16, 
  6d6), destructive smite (+4, 6/day)
  Domain Spell-Like Abilities (CL 8th):
  At will—master’s illusion (8 rounds/day)
  6/day—copycat (8 rounds)
  Spells Prepared (CL 8th; melee touch +7)
  4th—giant vermin, inflict critical wounds (DC 17), poisonD (DC 17)
  3rd—contagion (DC 16), cure serious wounds, magic circle 
  against good, prayer, rageD
  2nd—barkskinD, cure moderate wounds, hold person (DC 
  15), resist energy, summon monster II
  1st—cause fear (DC 14), comprehend languages, cure 
  light wounds, detect good, inflict light wounds (DC 14), true 
  strikeD
  0 (at will)—bleed (DC 13), detect magic, read magic, 
  resistance
  D Domain spell; Domains Destruction, Trickery
   
  Str 13, Dex 14, Con 12, Int 8, Wis 17, Cha 10
  Base Atk +6; CMB +7; CMD 19
  Feats Combat Casting, Command Undead, Improved 
  Channel, Improved Initiative, Toughness
  Skills Acrobatics –1 (–5 to jump), Knowledge (religion) +6, 
  Perception +11, Spellcraft +6
  Languages Common, Elven
  Combat Gear 2 potions of cure light wounds; Other Gear 
  +1 breastplate, +1 morningstar, phylactery of negative 
  channeling, gold holy symbol of Moash-Sirrush (75 gp)
  AXE FIGHTER 
   
  CR 6
  XP 2,400
  Male human fighter 7
  CG Medium humanoid (human)
  Init +5; Perception +8
   
  AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
  hp 71 (7d10+14 plus 14)
  Fort +8; Ref +4; Will +4 (+2 vs. fear)
   
  Speed 30 ft.
  Melee +1 battleaxe +13/+8 (1d8+6/x3)
  Ranged composite longbow +8/+3 (1d8/x3)
  Special Attacks weapon training (axes +1)
   
  Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +11 (+13 trip); CMD 22 (24 vs. trip)
  Feats Alertness, Combat Expertise, Improved Initiative, Improved 
  Trip, Iron Will, Persuasive, Power Attack, Toughness, Vital Strike
  Skills Climb +9, Diplomacy +5, Handle Animal +4, Intimidate 
  +9, Perception +8, Ride +2, Sense Motive +8
  Languages Common, Halfling
  SQ armor training 2
  Combat Gear 2 potions of cure moderate wounds; Other 
  Gear +1 chainmail, +1 heavy steel shield, +1 battleaxe, 20 
  arrows, composite longbow, cloak of resistance +1, 35 gp
  SWORD FIGHTER  
  CR 5
  XP 1,600
  Male human fighter 6
  CG Medium humanoid (human)
  Init +2; Perception +7
   
  AC 22, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, 
  +1 natural, +1 shield)
  hp 39 (6d10+6)
  Fort +7; Ref +5; Will +2 (+2 vs. fear)
   
  Speed 30 ft. (20 ft. in armor)
  Melee +1 bastard sword +12/+7 (1d10+7/19–20)
  Ranged light crossbow +8 (1d8/19–20)
  Special Attacks weapon training (heavy blades +1)
   
  Str 17, Dex 14, Con 12, Int 10, Wis 8, Cha 13
  Base Atk +6; CMB +9; CMD 22
  Feats Alertness, Dodge, Exotic Weapon Proficiency (bastard 
  sword), Mobility, Power Attack, Weapon Finesse, Weapon 
  Focus (bastard sword), Weapon Specialization (bastard sword)
  Skills Acrobatics +3 (-1 to jump), Climb +7, Intimidate +7, 
  Perception +7, Ride +3, Sense Motive +7
  Languages Common
  SQ armor training 1
  Combat Gear 6 potions of cure light wounds; Other Gear 
  masterwork field plate, masterwork light steel shield, +1 
  bastard sword, 10 crossbow bolts, dagger, light crossbow, 
  amulet of natural armor +1, cloak of resistance +1, 142 gp
  WIZARD  
  CR 8
  XP 4,800
  Male human evoker 9
  N Medium humanoid (human)
  Init +5; Perception +9
   
  AC 14, touch 12, flat-footed 13 (+1 armor, +1 deflection, +1 
  Dex, +1 natural)
  hp 71 (9d6+18 plus 18)
  Fort +6; Ref +5; Will +7
   
  Speed 30 ft.
  Melee +1 dagger +4 (1d4/19–20)
  Special Attacks intense spells (+4 damage)
  Arcane School Spell-Like Abilities (CL 9th; concentration 
  +12)
  At will—elemental wall (9 rounds/day)
  6/day—force missile (1d4+4)
  Spells Prepared (CL 9th)
  5th—cone of cold (DC 20), elemental body II
  4th—dimension door, fire shield, wall of fire
  3rd—fireball (DC 18), fly, lightning bolt (DC 18), lightning bolt 
  (DC 18), greater thunderstomp*
  2nd—false life, flaming sphere (x2) (DC 17), glitterdust (DC 
  15), rope trick
  1st—burning hands (x2) (DC 16), grease, magic missile (x2), 
  shield
  0 (at will)—detect magic, light, mage hand, read magic
  Opposition Schools Enchantment, Necromancy
  *See the Pathfinder Roleplaying Game Advanced Class 
  Guide
   
  Str 8, Dex 13, Con 14, Int 17, Wis 10, Cha 12
  Base Atk +4; CMB +3; CMD 15
  Feats Brew Potion, Combat Casting, Greater Spell Focus 
  (evocation), Improved Initiative, Nimble Moves, Scribe Scroll, 
  Spell Focus (evocation), Toughness
  Skills Appraise +11, Craft (alchemy) +7, Fly +11, Intimidate 
  
  109
  dread dragon temple
  +2, Knowledge (arcana) +15, Knowledge (religion) +10, 
  Perception +9, Spellcraft +15, Use Magic Device +10
  Languages Common, Draconic, Elven, Gnome
  SQ arcane bond (ring of protection +1)
  Combat Gear potion of bear’s endurance, potion of cure 
  moderate wounds, potion of darkvision, potion of invisibility, 
  arcane scroll (CL 9: alter self, cone of cold, expeditious retreat) 
  ; Other Gear +1 dagger, amulet of natural armor +1, bracers 
  of armor +1, cloak of resistance +1, ring of protection +1, 
  spellbook (contains all prepared spells plus 1d4 random spells 
  of each level up to 5th), spell component pouch, 610 gp
  The strangers try hard to persuade the player characters that nothing 
  of value is down the corridor and that they should leave before the moon 
  is full in the sky. Legends tell of ghost dragons moving out of the temple 
  and into the sky during the time of the full moon. If the characters don’t 
  buy this story and leave, the strangers attack. They fight until one of their 
  number dies. The rest then retreat into the darkness. 
  As the characters get closer to the staff of the dragon (within 100 yards 
  of Area E), they soon hear the sound of heavy boots marching toward 
  them from the darkness. The battle cry of a dragon echoes down the 
  corridor from the direction they are moving toward. The corridor feels 
  heavy as the air pressure increases. 
  The dragon’s roar and the increase in air pressure are designed to fill the 
  characters with fear. Both are magical effects (similar to ghost sound and 
  magic mouth) that are meant to scare but not harm the characters. 
  The blue stone corridor finally ends in a 50-yard-diameter 
  chamber. A glowing dais sits in the middle of the chamber at the 
  top of seven steps. Each step is a foot tall and three feet deep. A 
  glowing staff with a golden dragon head at its top is atop the dais.
  Each of the seven steps is a different color stone: red, green, 
  white, blue, black, purple, and orange. A number of long-dead 
  bodies lie on the steps. The equipment you see would seem to 
  note practitioners of many different professions, from warriors 
  in full-plate armor to a cleric in brown robes with a staff in her 
  dead hand. You can’t tell how they died from the condition of 
  their bodies. The dead aren’t burnt from spells or ripped apart 
  by monsters.
  The dried husks of meat-eating beetles cover the first step of 
  the dais.
  The Dragon’s Goal (CR 10)
  The real prize in the chamber is the staff of the dragon.
  Each of the seven steps of the dais does 2d6 points of sonic damage 
  anytime someone touches a step. If the characters instead step on the 
  many dead bodies on the steps instead of the magical stone of the dais, 
  they can safely reach the staff and take it without taking physical damage. 
  The first step is littered with flesh-eating beetles that surged up the riser to 
  get to the corpses and died from the magical damage.
  MAGICAL STEPS TRAP (7)  
  CR 4
  XP 1,200
  Type magical device; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset automatic
  Effect magical energy burst (2d6 sonic damage); never miss*
  *Note Although this trap never misses, it is easy to avoid by 
  simply stepping on the corpses instead of the steps. Thus, its 
  CR is 2 lower than it should be.
  The staff is casually sticking in a holder in the center of the dais. The 
  staff could be lassoed from the floor and pulled out of its stand with ease. 
  Flying characters could also reach the staff without touching the dais. Even 
  levitation might do the trick if characters are clever about maneuvering 
  (using ropes or gusts of wind). 
  The dead bodies appear to have died rushing up the steps to gain the 
  staff. If characters examine or search the bodies, rot grubs pour out of the 
  faces and arms. 
  ROT GRUB 
   
  CR 4
  XP 1,200
  (The Tome of Horrors Complete, 761, “Rot Grub”)
  Type infestation; Save Fortitude DC 17
  Onset immediate; Frequency 1/round
  Effect 1d2 Con damage per grub
  Characters can find many treasures around the bodies: a +1 short sword, 
  a +1 thundering quarterstaff, a +2 light steel shield, a minor cloak of 
  displacement, potion of protection from energy (fire), scroll of protection 
  from energy (electricity), and a +1 dragon bane bastard sword. Most of 
  the bodies also have backpacks filled with highly useful equipment such 
  as candles, flint & steel, canteens, sleeping bags, extra clothes, needle and 
  thread, sharpening tools, and extra weapons such as throwing daggers, 
  throwing axes, and warhammers.
  Area F. Bloodbath at 
  Talon Rock
  Read the following the characters head south from the hip crossroads 
  toward Area F:
   
  The red stones of the corridor hint at something fiery at its end. 
  The corridor runs for a mile, and in all that time, the temperature 
  grows hotter as you move down the passage. 
  Eventually, you see steam in the distance. The heat is such 
  that metal armor is very uncomfortable to wear. A steamy fog 
  obscures the way ahead. 
  The Staff of the Dragon 
  (Minor Artifact)
  Aura strong transmutation; CL 20th
  Slot none; Weight 15 lbs.
   
  DESCRIPTION
  The staff of the dragon is an ornate staff carved 
  from a single rib bone of an adult red dragon. It is 
  covered in gold filigree and encrusted in rubies, 
  diamonds, and topaz.The staff currently has 5 charges 
  and imparts knowledge on its use to whoever picks 
  it up. Each charge changes one Small or Medium 
  creature into a young adult red dragon as per the 
  spell form of the dragon III. The character can remain 
  in this form for as long as they want to use that shape. 
   
  DESTRUCTION
  The staff of the dragon is destroyed when all 
  charges are expended from it. Once the charges 
  are expended, it becomes a non-magical staff worth 
  20,000 gp due to the precious metals and stones that 
  decorate it.
  
  110
  Quests of Doom: giants & dragons
  Steamy Fog of Lizardfolk (CR 6)
  Hidden in the steam, and quite enjoying the heat, is a squad of 6 
  lizardfolk with halberds. The characters travel a hundred yards in the 
  dense fog before the lizardfolk attack from surprise. 
  The creatures never leave the fog and don’t follow the characters. 
  LIZARDFOLK (6)  
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary “Lizardfolk”)
  Note Instead of morningstars, these lizardfolk are armed with 
  halberds.
  Melee halberd +2 (1d10+1/x3), bite +0 (1d4) or claw +2 
  (1d4+1), bite +2 (1d4+1)
  If the player characters run from the battle, they have a 50% chance of 
  running headlong into the lava pool at the end of the corridor. Check to see 
  if the characters left any markers to guide them back the way they came. If 
  they didn’t, roll a die for each member of the group. Make sure to tell them 
  if some of the party members run in a different direction from other party 
  members because they are shouting and trying to help each other as the 
  melee progresses. The lizardfolk follow characters back the way they came 
  until the fog ends. The creatures do not follow the characters into the lava 
  pool. With a 70-yard-wide corridor, it’s very possible the characters could 
  even retreat to a side wall and not go down the length of the corridor at all. 
  Moving carefully from the ambush site, you travel several 
  hundred yards in the steamy fog. Finally, the steam clears to 
  reveal a dead-end chamber. The chamber is at least a hundred 
  yards in diameter. A pool of lava covers the entire area of the 
  round chamber. 
  At the center of that pool is a twenty foot long and tall carving 
  of a red dragon done in red crystal and floating on a pedestal. 
  The back of the dragon is flat and holds a pile of the purest white 
  crystals. The heat of the area is nearly unbearable. 
  Forty yards of lava surrounds the dragon carving. 
  Dragon Fire (CR 8)
  Those wearing plate mail or chainmail are likely to be in a great deal 
  of pain when they reach the lava chamber. this room counts as extreme 
  heat (see Pathfinder Roleplaying Game Core Rulebook, “Heat Dangers). 
  Touching the lava or trying to walk in the lava causes instant death. On the 
  back of the dragon are 33 white crystals. Each crystal protects the holder 
  once against one white dragon breath attack.    
  Before the characters can get to the pedestal, however, 2 Large fire 
  elementals rise from the lava to talk with the characters. The elementals 
  tell a story of forced labor to keep the lava hot in this pool. They want 
  to get out of the lava and back to their home. If the characters take out 
  the ruby eyes of the dragon statue and throw the gems into the fire, the 
  elementals can leave for home. The elementals offer 4 potions of energy 
  resistance (fire) if the characters help them. 
  LARGE FIRE ELEMENTALS (2) 
   
  CR 5
  XP 1,600
  hp 60 (Pathfinder Roleplaying Game Bestiary “Elemental, 
  Fire”)
  Each eye in the statue has hardness 8 and 40 hp. All the while, characters 
  within 5 feet of the statue take 1d6 points of fire damage per round. 
  The elementals never allow characters to attack them. If the group tries 
  to do battle with the elementals, the creatures sink into the lava and the 
  entire chamber becomes even hotter, inflicting 1d6 points of heat damage 
  per round for nine hours. The elementals aren’t very bright. They make 
  the same offer to the players every 10 hours, even if the characters tried to 
  fight them previously.    
  Area G. Carnage at the 
  Dead-End
  Read the following if the characters head north toward Area G from 
  the hip crossroads.
  The white stones of the corridor would seem to represent the 
  influence of a white dragon. The temperature in the corridor does 
  indeed steadily drop to freezing and below. All too soon, those of 
  you in plate armor are very uncomfortable in the extreme cold. 
  Your feet and hands grow numb as you travel. 
  After walking for a mile, the corridor opens into a large cavern 
  at least a hundred yards in diameter. A statue of a white dragon at 
  least thirty yards tall and long is against the west wall. On its back 
  is a flat platform that contains a mass of gems of many colors. 
  Cold Heart of the Dragon
  This chamber counts as severe cold (see Pathfinder Roleplaying Game 
  Core Rulebook, “Cold Dangers”). The extreme cold also slows the characters 
  as the spell unless they succeed on a DC 15 Fortitude save. This effect persists 
  while the characters are in the chamber and for 10 minutes after leaving the 
  room. The mass of gems on the platform are all useless glass. 
  The real treasure in the chamber is the white dragon statue. It’s a living 
  ancient white dragon of good alignment paralyzed to stay in the chamber. 
  The characters have no way of knowing the true nature of the dragon, but 
  they can figure out that it is a living creature if they rap on it or test it in 
  other ways. If the dragon is taken out of the chamber, it returns to life and 
  is very grateful. It grants each character in the party one boon. 
  The icy floor makes moving the dragon out of the chamber easy as it 
  slides on the ice.  The instant the creature is out of the chamber, it animates 
  and talks with the party, telling them its long life story. The white dragon, 
  unlike most of its kin, is actually good and likes humanity. For centuries 
  it helped the tribes living up north in the cold regions near the dragon’s 
  former lair. However, when the white dragon helped the tribesmen kill an 
  old black dragon, a curse fell upon it and brought it here to this temple. 
  The dragon is so grateful at being released that it gives each party 
  member a ring made of magical ice. The dragon explains that if the 
  character speaks a request into the ring, it will answer the call and, if it 
  can, fulfill the request. If the dragon succeeds, the ice ring vanishes. If the 
  dragon fails to honor the request, it explains that its powers are not up to 
  the task and grants another boon before it vanishes. 
  GOOD ANCIENT WHITE DRAGON  
  CR 15
  XP 51,200
  AL CG
  hp 283 (Pathfinder Roleplaying Game Bestiary, “Chromatic 
  Dragon, White”)
  Area H. 
  Living with the Dragon
  The characters face several encounters before they reach Area H. Read 
  the following once they enter the southern tunnel in the dragon’s four-way 
  shoulder crossroads that leads to Area H: 
  
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  dread dragon temple
  A wet sheen covers the dark blue stones. Even the floor, with 
  its carved dragon scales, is slippery. There is little doubt that 
  running is dangerous and might result in slipping. Just ten steps 
  into the corridor, wet clothes already drag you down. Those in 
  plate mail have it the worst as their padding becomes more like 
  a sponge full of water. 
  Area H1. Lizard Man Nests (CR 10)
  The tunnel opens into a vast chamber several hundred yards 
  long at least. Sconces on the walls hold blazing torches that help 
  display the hall’s size. It’s clear the corridor continues southeast 
  through the room. Strange objects like ten-foot-diameter nests 
  fill the chamber in three different rows. Smeell is stAt least a 
  hundred or more of these nests are in this area. The smell of the 
  marsh and swamp is strong here.
  More than 100 yards into the area, the nests are filled with sleeping 
  lizardfolk. It is difficult to tell how many contain sleepers, but the party 
  sees at least 10 full nests. 
  These lizardfolk stay asleep if characters don’t cause a commotion in 
  the area. Any fighting wakes the 20  lizardfolk who throw their javelins 
  at the characters. Each nest contains 4 large javelins. The lizardfolk have 
  no problem throwing ranged weapons into melee as other lizardfolk fight 
  hand-to-hand. Each of these reptilian warriors also has a large bandoleer 
  with a silver belt, more shield than buckle, at its center. The silver 
  ornament is an image of the Dragon Temple in the mountains. Each is 
  worth 100 silver. 
  After the lizards throw their javelins, they swarm the characters and 
  use their talons and jaws in hand-to-talon fighting. These lizardfolk won’t 
  retreat. They are serious temple guards filled with the importance of their 
  jobs. If the characters run, the guards follow them until the characters are 
  either out of the temple or killed in battle. 
  LIZARDFOLK (20)  
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary “Lizardfolk”)
  Note Instead of morningstars, these lizardfolk are armed with 
  halberds.
  Melee halberd +2 (1d10+1/x3), bite +0 (1d4) or claw +2 
  (1d4+1), bite +2 (1d4+1)
  Area H2. Lizardfolk Pool (CR 9)
  You move several hundred yards down the corridor and again 
  the area to the south opens up to reveal a very large pond. The 
  water is several hundred yards in diameter and very murky. The 
  place once again smells like a swamp. In the shadows are lumps 
  of things, but it’s impossible with the present light to make out 
  what is down there. 
  Brightly glowing forms swim in the pond, making it easy to 
  estimate how long and wide the water is. 
  Suddenly, the excited splashing of many fish churn up the 
  water. Fish leap into the air, and some even land on the stone 
  floor. Several of the larger fish glow brightly and light the 
  area. 
  
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  Quests of Doom: giants & dragons
  Waiting under the water are 15 lizardfolk. The lizardfolk organizing 
  under the water scares the fish and causes them to jump. When the 
  characters are 50 feet away, the lizardfolk rise out of the water and hurl 
  their javelins. Each has 3 javelins. The lizard people do not follow the 
  characters, but they roar out a warning that echoes up and down the 
  corridor. The lizardfolk stay half-submerged in the water and continue 
  throwing javelins. If the characters continue the fight after taking three 
  volleys of missiles, the lizardfolk come out of the water and fight hand-
  to-talon to the death. Once the fighting begins, these lizardfolk follow the 
  characters until the characters are dead or the lizardfolk perish. 
  LIZARDFOLK (15)  
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary “Lizardfolk”)
  Note Instead of morningstars, these lizardfolk are armed with 
  halberds.
  Melee halberd +2 (1d10+1/x3), bite +0 (1d4) or claw +2 
  (1d4+1), bite +2 (1d4+1)
  Numerous benches at the other end of the pond hold 15 high-quality 
  halberds and 15 magical cloaks that make the wearer nearly invisible 
  when he stands in shadows of any kind (as half-value cloaks of elvenkind, 
  but the Stealth bonus only applies in dim or dark lighting). 
  Area H3. 
  Lizardfolk Eating Area (CR 5)
  You travel quite a ways before another large area opens to the 
  south. Magical glowing rods light the area. Two hundred yards 
  to the back of the chamber are ten large crocodiles gutted and 
  hung on meat hooks. Nearby are several square stones covered 
  in dried blood. On the stones are large butcher knives. Thirty 
  large rectangular stones also covered in dried blood are in this 
  open area. The eating tables have 10 to 20 feet of space around 
  each one. It’s clear the lizardfolk use this section for eating their 
  meals of crocodile meat. No cook fires are in the chamber, so the 
  lizardfolk must eat their food raw. 
  Crocodiles are raised by the lizardfolk for food in caverns deeper in the 
  mountains. Off to the far side of this room are 4 lizardfolk who are just 
  finishing lunch when the characters arrive. They wear cloaks that hide 
  them in the shadows along the wall. As the party leaves the area, these 
  four lizardfolk throw javelins at the backs of the party. They get off two 
  surprise attacks before the party can respond. The lizardfolk follow the 
  group and keep attacking if the party doesn’t stay and do battle. The fight 
  continues until one party or the other is dead.
  LIZARDFOLK (4)  
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary “Lizardfolk”)
  Note Instead of morningstars, these lizardfolk are armed with 
  halberds.
  Melee halberd +2 (1d10+1/x3), bite +0 (1d4) or claw +2 
  (1d4+1), bite +2 (1d4+1)
  Area H4. Lizardfolk Leader 
  Chambers (CR 8)
  You find two large leather doors along the east wall. The leather 
  is cured, boiled, and quite stiff on each door. Each door has a 
  center latch. 
  Read the following if the characters open the left door:
  Opening the door on the left reveals a large chamber where 
  a huge lizard man is chopping a large block with a halberd. 
  The chamber contains a nest, a dragon statue, and ceremonial 
  equipment in front of the statue. The powerfully built lizard man 
  charges to attack!
  The lizardfolk leader has +1 chainmail and a +1 halberd. He chases 
  the party if they run and continues attacking as long as even one character 
  remains alive. The lizardfolk leader even follows the party out of the 
  temple if needed. He can also track and use magical skill. If the characters 
  escape the temple using magic, the leader and 6 lizardfolk find each party 
  member and attack within a few weeks.
  On and around the green dragon statue at the back of the chamber are 
  holy relics made of gold and encrusted in jewels. Dragon images cover 
  each relic. These items include a large bowl, a large chalice, a small sphere 
  of silver with several embedded gems, an empty jeweled gold box, and a 
  small gold hammer with a bell. Each item is worth 5,000 gold pieces.
  LIZARDFOLK LEADER 
   
  CR 4
  XP 1,200
  Male Lizardfolk fighter 3 (Pathfinder Roleplaying Game 
  Bestiary, “Lizardfolk”)
  NE Medium humanoid (reptilian)
  Init +5; Perception +1
   
  AC 23, touch 11, flat-footed 22 (+7 armor, +1 Dex, +5 
  natural)
  hp 38 (2d8+4 plus 3d10+6 plus 3)
  Fort +8; Ref +2; Will +1; +1 vs. fear
   
  Speed 30 ft., swim 15 ft.
  Melee +1 halberd +9 (1d10+5/x3), or bite +5 (1d4+1), 2 claws 
  +5 (1d4+1)
  Ranged javelin +5 (1d6+3)
   
  Str 16, Dex 12, Con 15, Int 10, Wis 10, Cha 12
  Base Atk +4; CMB +7; CMD 18
  Feats Cleave, Improved Initiative, Multiattack, Power Attack, 
  Weapon Focus (halberd)
  Skills Acrobatics +2, Climb +5, Handle Animal +5, Intimidate 
  +7, Perception +1, Sense Motive +2, Survival +4, Swim +8; 
  Racial Modifiers +4 Acrobatics
  Languages Draconic
  SQ armor training 1, hold breath
  Gear +1 chainmail, +1 halberd, 3 javelins
  LIZARDFOLK (6)  
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary “Lizardfolk”)
  Note Instead of morningstars, these lizardfolk are armed with 
  halberds.
  Melee halberd +2 (1d10+1/x3), bite +0 (1d4) or claw +2 
  (1d4+1), bite +2 (1d4+1)
  Opening the door reveals a large chamber. Skulls from many 
  intelligent races are mounted on the walls. The chamber has a 
  nest at its center, a dragon statue at the back, and a large chest by 
  the statue. Nothing else is in the room. 
  The room belongs to the chieftain of all of the lizardfolk. The creature 
  is out and about currently and won’t engage the characters. In his chamber 
  are the normal things for lizardfolk except for the large leather-bound chest. 
  
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  The leather-bound chest is trapped. Opening it fills the chamber with 
  deadly chlorine gas. At the back of the chest, currently hidden because the 
  chest is pushed against the wall, is a secret drawer at the bottom. Inside 
  the drawer are a ring of invisibility, a helm of telepathy, a mattock of the 
  titan, and a 3-foot-tall platinum holy symbol of a celestial dragon with 
  large emeralds for eyes (10,000 gp). 
  CHLORINE GAS TRAP 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch; Reset none
  Effect cloud of chlorine gas (3d6 acid damage, DC 20 Fort 
  half); multiple targets (all targets in a 10 ft. cube centered 
  on the chest)
  Area H5. Lizard Man Hall of 
  Honor
  Another chamber opens to the south. The hall is 75 feet wide, 
  300 feet long, and filled with mounted heads and stuffed bodies 
  of dangerous foes the lizardfolk have fought in and around the 
  Dragon Temple. More than 100 heads or skulls are on the walls, 
  with a number of intelligent races represented. Against the back 
  wall is a 15-foot-tall stone statue of a lizard man with a brass 
  club in his hand. 
  The mounted and stuffed beings are not dangerous. If the characters do 
  anything with the heads and bodies, however, the stone golem steps off 
  its pedestal and attacks. The animated statue follows the characters for 1 
  mile from the hall. If the characters come back, the golem immediately 
  steps off of its pedestal and attacks again. Very little of value is in the hall, 
  but the drow figures wear boots that cancel sound the wearer makes as he 
  moves across the floor. The drow figures also have +2 longswords, but 
  the weapons lose their magical powers after they are used in two battles.
  STONE GOLEM 
   
  CR 11
  XP 12,800
  hp 107 (Pathfinder Roleplaying Game Bestiary “Golem, 
  Stone”) 
  Area H6. Dragon Inner Temple
  You’ve traveled more than a mile to the end of this corridor to 
  an area easily two hundred yards in diameter. At the center of 
  the chamber is a massive dragon statue with ten heads, each in a 
  different color: gold, silver, brass, bronze, copper, white, black, 
  green, red, and blue. 
  The statue is 50 feet tall and its body is 100 feel long. 
  The area is damp and the temperature is warmer as well, 
  especially around the giant dragon statue. 
  There is something holy about the place. It’s a feeling that isn’t 
  just evil, neutral, or good. Then you notice the hundreds of eggs 
  along the walls in all shapes, colors, and sizes. There is no doubt 
  that every type of dragon appears here in this mass of eggs. 
  If the characters break or fool with the eggs, the entire statue moves nearer the 
  eggs. The black dragon head then bends down and splashes all of the characters 
  near the eggs for 6d6 points of acid damage. If that doesn’t stop the characters 
  from handling the eggs, the black dragon head spits acid again as the blue 
  dragon head animates and spits out a lightning bolt. Both attacks inflict 6d6 
  points of damage of the appropriate type (acid, electricity, etc.). The characters 
  take half damage with a successful DC 15 Reflex save. Only divine attacks and 
  spells have any affect on the huge dragon statue, and melee attacks with magical 
  weapons do nothing to chip or mar its surface. The statue has 100 hit points per 
  head and 500 hit points in the body. It won’t follow characters that retreat from 
  the area. Any damage done to the statue heals after 24 hours. 
  Each dragon head can animate, and their attacks never miss no matter 
  what the characters might do to protect themselves. Each strike does 6d6 
  points of damage. 
  The dragon statue won’t give characters any second chance at the eggs. 
  If they retreat and then return, the dragon statue instantly attacks.
  If the characters are wise and do not touch the eggs or the statue, they 
  hear a loud command of “wait” before they leave the chamber. The gold 
  dragon head lowers and opens its maw. On the dragon head’s tongue are 
  fist-sized gems, one for each of the characters. All of the gems are worth 
  25,000 gold pieces apiece. Randomly pick a few from the following list: 
  star-aquamarine, star-chrysoberyl, star-red garnet, star-moonstone, star-
  ruby, star-dark blue-sapphire star-pink spinel, and star-sunstone. The 
  characters can receive these stones only once in their lifetime. 
  Facing the Blue Dragon
  If the characters recover the staff of the dragon, they have the relic 
  needed to finally stop the blue dragon from terrorizing the island. The 
  character who carries the staff knows that the relic can change 5 characters 
  into young adult red dragons to fight the creature. How the characters 
  fight the dragon is up to them, although the ghost red dragon may have 
  suggested possible strategies if they met him. 
  You step forward and spread out for the upcoming 
  transformation. The staff waves and the five volunteers transform 
  into powerful young adult red dragons, leaping into the sky.
  The staff of the dragon can transform up to 5 characters (7 if the characters 
  helped the brass dragon ghost) into young adult red dragons so they can fly 
  out to challenge the blue dragon. The ancient blue dragon is a tough fight, but 
  multiple red dragons might survive the battle. The transformation allows the 
  characters to adjust easily to their new dragon bodies. Whatever protective 
  magic items they carried still lend their protections to the characters. Items 
  such as wands and magical weapons, however, meld into the body of the 
  transformed dragon and cannot be used. The character regains any lost hit 
  points and is totally healed in his new dragon form. The characters also now 
  attack and make saving throws as young adult red dragons. The characters 
  have no spell abilities but can now speak Draconic. The characters remain 
  in their dragon form as long as they wish, and can transform back any time. 
  The Final Dragon Battle
  Read the following when the red dragon characters confront the blue 
  dragon. Adjust the text accordingly if they attack the wyrm before it 
  leaves its cave.
  The ancient blue dragon flies into the air and roars out a 
  challenge. The creature is massive for its kind and darkens the 
  sky with titanic wings. 
  ANCIENT BLUE DRAGON  
  CR 18
  XP 153,600
  hp 324 (Pathfinder Roleplaying Game Bestiary “Chromatic 
  Dragon, Blue”) 
  
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  Quests of Doom: giants & dragons
  YOUNG ADULT RED DRAGON (The transformed PC) 
  CR 13
  XP 25,600
  Pathfinder Roleplaying Game Bestiary, “Chromatic Dragon, 
  Red”
  AL varies Huge dragon (fire) 
  Init +4; Senses dragon senses, smoke vision; Perception +20
  Aura frightful presence (150 ft., DC 19)
   
  AC 26, touch 8, flat-footed 26 (+18 natural, –2 size)
  hp 172 (15d12+75)
  Fort +14; Ref +9; Will +13
  DR 5/magic; Immune fire, paralysis, sleep; SR 24
  Weaknesses vulnerability to cold
   
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +22 (2d8+13), 2 claws +22 (2d6+9), tail slap +20 
  (2d6+13), 2 wings +20 (1d8+4)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (50 ft. cone, 10d10 fire, 
  every d4 rds, DC 22 half)
  Spell-Like Abilities (CL 15th):
  At will—detect magic, pyrotechnics (DC 14)
  Spells Known (CL 5th):
  2nd (5/day)—invisibility, resist energy
  1st (7/day)—grease, magic missile, shield, true strike
  0 (at will)—arcane mark, light, mage hand, message, 
  prestidigitation, read magic
   
  Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
  Base Atk +15; CMB +26; CMD 36 (40 vs. trip)
  Feats Cleave, Improved Initiative, Improved Iron Will, 
  Improved Vital Strike, Iron Will, Multiattack, Power Attack, 
  Vital Strike
  Skills Acrobatics +0 (+4 to jump), Appraise +20, Bluff +20, 
  Fly +10, Intimidate +20, Perception +20, Sense Motive +20, 
  Spellcraft +20, Stealth +10.
  The Blue Dragon’s Cave
  The blue dragon has an unusual hobby. The creature likes to use its 
  lightning to melt precious metals and add them to spheres of the various 
  metals. Characters find a 1-foot-diameter sphere of gold worth 21,000gp. 
  A 1ft diameter sphere of silver is worth more than 2600gp, while a 
  2ft-diameter sphere of copper is worth 900gp. Finally, a small sphere 
  of platinum is worth 4000gp. The dragon also has a magical wooden 
  cupboard that looks like it can hold just 10 potion bottles, but is actually 
  capable of holding up to 100 potions. The cabinet currently holds 12 
  random potions. 
  Concluding the Adventure
  The staff of the dragon cannot be recharged (except by the brass dragon 
  ghost as previously mentioned). The gold and gems on the staff make it 
  worth 20,000 gp, however. But even though it is worthless as a magical 
  item, more roleplaying opportunities exist with the exhausted staff. It 
  seems that all dragon types take great exception to any non-dragon owning 
  the staff. Every dragon encountered insists that the staff be returned to the 
  dais in the Dragon Temple. The temple is an ancient spiritual center for 
  dragons of all kinds sacred to both Tiamat and Behemoth, the Celestial 
  Dragon.
  
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  emeralds of highfang
  Wise rogues join the government, where their larceny has the cover of 
  “legality“ and the cash comes in heaps and piles from deceitful receipts 
  and pocketed procurements rather than in small, bloodstained purses from 
  breaking windows, scaling walls, and risking traps and long-fanged guard 
  dogs.
  Wise rogues do not, by choice, go up against towering giants armed 
  with clubs larger than the tallest rogue in the guild. Nor do they try to nick 
  treasure from dragons without a group of powerful fellow adventurers 
  behind them who can hurl mighty spells, hack and hew toe to toe with an 
  angry wyrm, heal the injured, and (when things go as they usually do), 
  resurrect the dead.
  There are wise rogues, and then there are player characters. Emeralds 
  of Highfang awaits them with open arms, offering special challenges 
  and rewards to rogue characters — but as always, the prospects are much 
  better for a party of adventurers from a variety of classes, with wide skills 
  and experience, and high level. Some might find that a broad base of 
  experience is not only helpful, but essential for survival.
  Emeralds of Highfang is a Pathfinder Roleplaying Game adventure. It 
  is designed for a party of characters of levels 15–17.
  Foreword
  Emeralds of Highfang leads characters into the caldera of an extinct 
  volcano that has become the lair of an ancient red dragon. The dragon, 
  however, isn’t alone; it is allied with a clan of fire giants, who in turn have 
  hill giants and ettins in their service. The volcano, therefore, is every bit 
  as dangerous a place after its death as it was while it was actively spewing 
  lava.
  The potential reward for defeating an ancient red dragon and a clan 
  of giants is immense, but so is the risk. This adventure should prove 
  particularly rewarding for rogue player characters, both because the 
  grandest treasure in the dragon’s hoard is especially valuable to a rogue, 
  but also because there’s more opportunity — and more need — here for 
  stealth, scouting and sneakiness than in most adventures. All too often, 
  rogues who’d like to be out front performing reconnaissance are forced to 
  walk in the middle of the marching order while paladins and barbarians 
  lead the way. In Emeralds of Highfang, brash warriors who barge into 
  chambers relying on their armor and their hit points won’t survive long. 
  After one or two encounters, they’ll be glad to let the rogues lead from 
  the shadows.
  Adventure Hooks
  A party of adventurers can be introduced to this adventure in several 
  ways. The events take place in a remote area of the Forlorn Mountains. The 
  most natural manner to begin the adventure (i.e., the least suspicious) is 
  for characters to innocently draw close to Highfang Peak, a long-dormant 
  volcanic caldera that from below looks like a rounded mountain soaring to 
  a high, narrow spike on one side (somewhat like a splinter jutting upward 
  from one side of an immense, sawn-off tree stump). If viewed from the lip 
  or from the air, Highfang is revealed to have a deep, verdant green crater 
  at its heart where wild cattle roam and cascading streams are plentiful.
  Characters can be pulled into the area with the usual rumors of 
  unplundered tombs or wealthy bandits, or they can be pushed in by severe 
  weather. In winter, you can rely on a howling blizzard with bad visibility, 
  slick footing under deep, wet snow, and the threat of severe frostbite or 
  hypothermia if they spend the night exposed to the elements. In summer, a 
  blinding, pelting rainstorm with lightning crashing all around, wind tearing 
  trees from the ground, and hailstones the size of cockatrice eggs can do 
  the trick. In either case, a pack of dire wolves or other hungry, desperate 
  creatures shadowing the characters is a nice bit of added motivation for 
  the travelers to seek a safe refuge. 
  In short, the characters must find shelter or face dire peril — and they 
  find Area 1: The Cavern of the Club.
  Alternatively, characters who begin the adventure in an urban setting 
  or a rural town find, in some dark alley, shed or vacant warehouse, one 
  shattered end of a gigantic club — as thick as a tree trunk, battered into 
  Emeralds of Highfang
  By Ed Greenwood
  Glowflow
  These mindless, harmless fungi range in size from the span of a 
  human hand to about as large as the top of a dining table; whatever 
  their area, most are about as thick as a human adult’s wrist. They 
  can join and divide at random or in response to attacks. They are 
  ambulatory, creeping very slowly toward sources of warmth and 
  movement. When no such sources are present, they flow slowly 
  over stone, readily sticking to walls and ceilings, to reach the 
  highest points in an area or the apex of a cavern ceiling.
  If characters sleep in a glowflow-infested cavern without a 
  sentinel, or if they try to remove the fungus (it can be scraped 
  from the stone easily with a stick or a shield), they might awaken 
  with the fungus on them. The fungus likes to cover the faces of 
  living creatures because of the warm breath, but it won’t suffocate 
  the sleeper. 
  Glowflow tastes rather like beef fat, and it does no harm at all if 
  ingested. It does cause the skin of the ingester to glow softly with 
  the same steady, faint, brownish-white luminosity of the glowflow 
  for 1d6+2 days. Glowflow avoids areas of rushing or open 
  water but can be found just about everywhere else underground, 
  throughout all subterranean areas in Highfang Peak and the 
  surrounding mountain range.
  Knowledge (nature)
  DC
  Result
  DC 10
  Glowflow are harmless fungi found 
  throughout subterranean areas. 
  DC 15
  Glowflow can join together or divide at 
  random or in response to attacks. They are 
  also ambulatory. 
  DC 20
  Glowflows taste like beef and are edible, 
  but will cause the ingester’s skin to glow a 
  faint, brownish-white. 
  DC 25
  Glowflows move towards warm and 
  will sometimes seek to cover sleeping 
  individual’s mouths, but will not cause 
  suffocation. 
  
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  Quests of Doom: giants & dragons
  
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  emeralds of highfang
  roundness, hardened by fire and studded with iron spikes. It is lying 
  abandoned, apparently discarded and forgotten, and pulsing with a faint, 
  eerie, purple-white magical glow.
  If the club is touched, moved, or even approached too closely, it triggers 
  a teleport effect that relocates all of the characters and the club fragment 
  to Area 1 of the giants’ warren.
  Giants’ Warren
  Area 1. The Cavern of the Club 
  (CR 4)
  Characters espy (DC 20 Perception check) a dark opening in the 
  mountainside, a tall, narrow crack in Highfang Peak. It leads into a huge, 
  irregularly-shaped cavern that’s lit faintly by patches of phosphorescent 
  fungus on the walls and ceiling — furry, amorphous, jellylike masses that 
  emit a steady, pale, brownish-white glow.
  Strewn around the cavern lie the crushed and rotting bodies of 6 dead 
  orcs who were felled by the blows of a huge, blunt weapon — perhaps a 
  giant’s club (DC 10 Heal check to confirm blunt impact damage to the 
  orcs). Amid them are the two halves of the broken giant’s club that slew 
  them, dropped by the disgusted giant when it broke. (If the characters were 
  brought here magically by a glowing, broken club, it is one of the halves. 
  It flashes brightly upon arrival, then goes dark, its magic exhausted.)
  The dead orcs have a few weapons and some treasure.
  Orc 1 gear:  Lice-ridden, rotting hide armor, leather belt with crude, 
  rusty dagger in sheath, and pouch containing 6 cp and an orc tooth (his) 
  wrapped in a scrap of bloody cloth. He has a greataxe with broken shaft.
  Orc 2 gear: Hide armor in good condition, leather belt with a 
  masterwork dagger in sheath (salvaged from a past human victim), and 
  a pouch containing 1 gp and 4 cp. He has a greataxe in good condition.
  Orc 3 gear: Hide armor in good condition, leather belt with +1 dagger 
  in sheath (salvaged from a past human victim), and a pouch containing 3 
  pp and 1 gp. He has an intact javelin.
  Orc 4 gear: No armor but has a black metal shield, brittle and pounded 
  flat by a club (the orc’s arm, still strapped to the shield, is shattered) 
  and starting to rust, a good leather belt with empty sheath (the dagger is 
  missing and nowhere to be found in the cavern), and pouch containing 
  seven 2-foot-long leather thongs, an ornate leather garment button, and 2 
  gp. He has a greataxe in good condition.
  Orc 5 gear: Lice-ridden, rotting hide armor that was poorly made to 
  begin with (many gaps spanned by knotted, crisscrossing leather thongs), 
  a rotting leather belt with crude but not rusty dagger in sheath, and a 
  pouch containing 2 gp and a fist-sized bundle of soft leather tied up with 
  thongs (inside is a deep red, faceted gemstone about the size of a man’s 
  thumbnail, that looks valuable: It’s a rose-cut ruby worth 3,000 gp). He 
  has a javelin in good condition.
  Orc 6 gear: Hide armor in good condition, leather belt with a good 
  dagger in sheath (salvaged from a past human victim), and a pouch 
  containing 6 sp and 1 cp. He has a greatsword in good condition.
  At the back of the cavern is a huge cleft, about 50 feet tall and 20 feet 
  wide. It is blocked by a boulder that is wedged into the cleft and is a 
  little more than 20 feet tall. The boulder was placed here by the giants 
  to keep out wolves and casual intruders. The boulder can be climbed 
  over easily (DC 10 Climb check), or it can be dislodged by characters 
  make a successful DC 15 Strength check due to its precarious position. 
  If the boulder tumbles into the cavern, it makes enough noise that every 
  creature in the next two encounter areas is alerted to the presence of 
  intruders. It also has the potential to crush anyone foolishly standing 
  in front of it when it breaks free. Everyone in its path must make a 
  successful DC 20 Reflex save to avoid 20d6 points of bludgeoning 
  damage.
  The first character that climbs to the top of the boulder comes face to 
  face with a wolf-spider. It pounces and attacks without hesitation.
  
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  WOLF-SPIDER 
   
   
  CR 4
  XP 1,200
  The Tome of Horrors Complete 652
  NE Large magical beast
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
   
  AC 15, touch 12, flat–footed 12 (+3 Dex, +3 natural, –1 size)
  hp 45 (6d10+12)
  Fort +7; Ref +8; Will +2
   
  Speed 40 ft., climb 20 ft.
  Melee bite +8 (1d8+3 plus poison plus trip)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+9 ranged, DC 15, 6 hp)
   
  Str 15, Dex 17, Con 14, Int 8, Wis 10, Cha 2
  Base Atk +6; CMB +9; CMD 22 (34 vs. trip)
  Feats Alertness, Improved Initiative, Weapon Finesse
  Skills Acrobatics +3, Climb +10, Perception +11, Sense 
  Motive +2, Stealth +8 (+16 in its webs), Survival +2 (+6 
  tracking by scent); Racial Modifiers +4 Perception, +4 
  Stealth, +4 Survival when tracking by scent
  Languages Common, Goblin
   
  Poison (Ex) Bite—Injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d4 Str; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Beyond the boulder, the cleft becomes a passage with a rocky, uneven 
  floor covered by fallen and wedged boulders. Moving along this floor is 
  more akin to climbing than to walking; the entire stretch is considered 
  difficult terrain.
  The route is roomy enough for giants to traverse, though its difficult 
  terrain for them, too. The rough-walled, irregular passage bends to the 
  right, then curves left again, for 70 feet.
  Area 2. Bats and the Drift (CR 5)
  At this point, the rough, rocky floor becomes strewn with scattered 
  human and demihuman bones, the remains of unfortunate earlier intruders.
  There are 2 mobat bats that roost here on the passage’s ceiling, above a 
  ledge high up on the right side (relative to creatures moving inward along 
  the passage, deeper into the mountain). They swoop to attack anything 
  smaller than a giant that enters the passage. 
  The bats are jet black with blazing red eyes, large fangs, long tails and 
  wide black leathery wings 15 feet across that make them resemble manta 
  rays, though they are simply a rare subspecies of bat. They shriek as they 
  attack, their wide and many-fanged maws gaping wide. These cries are so 
  high-pitched that they are like needles in the ears of those nearby, but are 
  almost inaudible more than 70 feet away.
  MOBAT BATS (2)  
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game Bestiary 2 “Bat, Mobat”)
  Development: The bats are hungry, so they attack intruders to slay and 
  feed, but they flee to high ledges or out into Area 1 to roost high up when 
  down to 3 or fewer hit points or when one of the bats is killed. Surviving 
  bats might attack again if characters pass through this area later on their 
  way out. 
  Area 3. Passage Sentinels (CR 9)
  Some 80 feet beyond the Drift, the passage widens briefly, creating an 
  alcove in both walls. A large, round brass gong hangs from the center of 
  the ceiling on a massive chain that vanishes up between ceiling-boulders 
  to an unknown anchor point. Under it sit 2 male hill giants. They are 
  mean, nasty, smelly individuals clad in uncured and reeking hides of 
  various mountain beasts. They are armed with great clubs like the broken 
  one in Area 1. 
  HILL GIANTS (2)  
   
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Giant, Hill”)
  The hill giants have orders to kill any intruders. For every intelligent 
  creature or large and dangerous monster (not the mobats nor anything 
  smaller) whose body they display to the fire giants who dwell deeper 
  inside Highfang Peak, those giants reward this pair of brutes by letting 
  them move “closer to Highfang,” which the hill giants have been led to 
  believe is a paradise where they can gorge themselves on all they can eat 
  in the company of friendly female hill giants. They are under orders never 
  to both sleep at the same time.
  They have been at this wide spot in the passage for almost a year, 
  and it reeks of their dung. (They trudge huge buckets of the stuff out of 
  the caverns to dump as seldom as possible; three huge buckets occupy 
  one alcove, with massive slabs of stone laid across them to form a 
  bench or table.) The fire giants bring them food (usually roasted bull 
  carcasses), and they drink water from the natural spring that trickles 
  down the wall behind the dung buckets and seeps away through the 
  floor.
  The giants are dimwitted but enthusiastic in a fight — so much so 
  that they might comically injure each other or bump and stumble over 
  each other (considered them at a –2 while attacking), trying to move into 
  positions from where they can better smear enemies over the rock walls, 
  floor and ceiling with their huge clubs. They are also under orders to strike 
  the gong hanging from the ceiling with their clubs whenever they see an 
  intruder. This alerts the stone giants to (very unhurriedly) come and check 
  the situation.
  To keep the hill giants from bashing the gong into smithereens out of 
  anger or boredom, the dragon long ago reached an agreement with some 
  wizards to enchant it so the gong now trapped. It emits a weak lightning 
  bolt in a line straight toward whoever strikes the gong. The hill giants 
  know this and hate it, so they strike the gong only if they decide they’re 
  losing this fight and could use some help. They’re smart enough to stand 
  where the lightning bolt hits a few enemies in addition to the giant who 
  triggers it. 
  The Drift
  When characters enter the area of bones, they disturb an ancient 
  magical effect called “the Drift,” a gentle reverse gravity-like field 
  that causes bones to “fall“ slowly but steadily upward to the roof 
  of the passage, remain there for four or five minutes, and then 
  gently descend again. 
  Characters who struggle against the effect can remain grounded 
  with a successful DC 15 Reflex save. Characters who relax and 
  let the effect take hold of them can ride it as if they’re affected 
  by a levitate spell. Going aloft makes them easier targets for the 
  mobats, which get tactical advantage when attacking “drifting” 
  targets. By using ropes with grapnel hooks, 10-foot poles, or just 
  by pulling themselves along the walls and ceiling with their hands, 
  characters can reach various high ledges (varying from 7 feet wide 
  to just over 2 feet) that run along the passage walls. From these 
  ledges, they can fight giants in the passage and in the Fang Cavern 
  beyond at giant-head-level.
  The Drift was established by magic long ago. Now it exists only 
  in a 40-foot-long stretch of the passage, as shown on the map. The 
  boundaries are “soft.” PCs who leave the Drift while aloft don’t 
  plummet to the ground, but float gently down.
  
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  emeralds of highfang
  LIGHTNING BOLT TRAP 
   
  CR 4
  XP 2,400
  Type mechanical; Perception DC 20; Disable Device DC 28
   
  Trigger touch; Reset automatic
  Effect spell effect (lightning bolt, 4d6 damage, DC 15 Reflex 
  save for half damage)
  Area 4. Fang Cavern (CR 16)
  From the widening occupied by the hill giants, the passage runs another 
  hundred feet to a similar widening that’s untenanted, then descends gently 
  for 80 feet to another widening of the passage, before rising a further 90 
  feet beyond it to open out into this large cave.
  This rough-walled natural cavern has a ceiling 90 feet up that’s 
  dominated by many stalactites (none more than 12 feet long). Most have 
  been crudely pierced so small oil-lamps can be hung from them. More 
  than 40 such lamps are burning in the chamber, giving off smoke that has 
  coated the stalactites with soot, making the room oppressively hot, and 
  seeming to carpet the ceiling in flames. The cave’s many stalagmites have 
  all been smoothly cut off to form seats or the supports for stone tabletops. 
  The tables formed this way resemble large, flat-topped stone mushrooms. 
  One huge central stalagmite has been left alone. It sweeps up from the 
  floor in a thick, sharp, tapering curve that echoes the shape of the lower 
  fang of a gigantic feline.
  Here sit 6 fire giant guards. At any time, two are sleeping, two are 
  cooking and cleaning, and two are on guard duty (which usually means 
  they’re sitting with weapons ready and playing stoneguard, a simple dice 
  game; three rolls against three rolls, highest total wins, difference between 
  totals is how many spaces the winner can advance the Dead Giant marker 
  along a straight track of 20 spaces; whenever the marker reaches one end 
  of the track, the giant sitting at that end loses the game). 
  FIRE GIANTS (6)  
   
  CR 10
  XP 9,600
  hp 142 (Pathfinder Roleplaying Game Bestiary “Giant, Fire”)
  Gear see below
  The two on-duty guards sit on cut-down stalagmites, with a stone 
  table (also formed by a stalagmite) between them. The stoneguard board 
  is carved into the top of the table. They’re playing for gold coins. An 
  open sack containing 448 gp sits on the floor beside the table. The two 
  stoneguard players might not notice someone pilfering coins at first 
  (passive penalty Perception –4), but a second trip to the sack by anyone 
  the giant is considered on alert.
  Behind the fang is a stone table (a socketed slab placed atop three 
  lopped-off stalagmites), a bench (massive rectangular stone block laid 
  beside the table), and in a slight depression in the cavern floor, a cooking 
  hearth full of smoldering charcoal surrounded by a ring of ready firewood 
  (short but, to humans, quite large and heavy logs). Above the hearth is a 
  blackened metal frame of heavy roughcast iron on which rest three spits, 
  each transfixing the carcass of a whole bull now partly roasted, sizzling 
  and dripping fat into the fire. Each spit has six metal wedges that can 
  be placed on the frame at either end to hold the spit and its meat in a 
  particular position. To humans, these metal wedges are each about the 
  size of a large chair, and are very heavy (requiring a DC 20 Strength). 
  Near the hearth is a reeking bucket (about the size of a human bathtub) 
  of eel oil, which the giants use as a fire starter and a baste. Above the 
  hearth, the cavern rises in a natural chimney, a shaft that rises for fully 
  240 feet beyond the 90-foot height of the cavern to emerge high atop one 
  of the rising arms of Highfang Peak. The chimney is never less than 20 
  feet wide, and its walls are caked with soot and slippery grease, making it 
  nearly impossible to climb. A successful DC 30 Climb check is needed at 
  the beginning, middle and end of the climb to ascend the chimney.
  Three arch-topped, lockless, giant-sized doors of fitted, sculpted stone 
  are set into the back wall of this cavern, spaced well apart. The doors 
  swing into this cavern when opened.
  The door on the left leads to a huge hot cavern where the fire giants live, 
  the one in the center to a privy, and the one on the right opens into a long 
  passage that penetrates deeper into Highfang Peak. The tunnels behind 
  these three doors are all linked by a cross-passage.
  The fire giants all have crimson beards and eyebrows and jet-black hair. 
  They wear well-oiled black armor over hide jerkins and breeches, and 
  have armored boots and black metal open-face helms. 
  They are:
  Horlond (awake, on duty, winning at stoneguard, jovial): Paunchy and 
  the possessor of a wide smile, large and merry eyes, and crooked teeth; 
  over his armor, he wears a baldric with three metal knives (to humans, 
  greatswords) ranged down it in sheaths with pommel straps (loops of thick 
  leather sewn to the baldric, that the pommels of the knives are confined 
  within, to help keep them falling free of the sheaths), pouch sewn to 
  baldric under chin that contains scrap muslin sacks of 17 gp, 33 sp, and 12 
  cp. Horlond’s principal weapon is his greatsword, scabbarded at his hip.
  Marl (awake, on duty, losing at stoneguard, testy): Broad-shouldered 
  and burly (even for a giant), with an ugly slab of a face and a flattened nose 
  (looking rather like the stone faces of real-world Easter Island); garbed and 
  equipped identically to Horlond, greatsword and all, except that Marl’s pouch 
  holds sacks containing 6 gp, 14 sp and 27 cp (he loses at stoneguard a lot).
  Haelath (awake, cooking, slow and methodical): Handsome for a fire 
  giant, with weathered features and a perpetually stern expression; garbed 
  and equipped identically to Horlond, but his helm, sword, armor, baldric 
  and jerkin lie in a neat pile on the bench by the table. Haelath’s pouch 
  contains sacks of 22 gp, 4 sp and 11 cp. Consider his AC 16 if he is unable 
  to don his armor before combat. 
  Gararl (awake, cutting up vegetables and fetching spices from a row of 
  jars along two neat ledges carved into the wall): Ugly and with snarled, 
  curly, light-hued hair and a nose that was badly broken in the past; garbed 
  and equipped identically to Haelath, his helm, sword, armor, baldric and 
  jerkin lie in a neat pile on the bench by the table beside Haelath’s. Gararl’s 
  pouch contains sacks of 8 gp, 29 sp and 15 cp. Consider his AC 16 if he is 
  unable to don his armor before combat. 
  Kalikh (asleep on the floor to one side of the cavern, wrapped in a dusty 
  blanket of many sewn-together overlapped hides, initially hidden from 
  characters [DC 20 Perception check] by stalagmites unless characters are 
  up on a wall ledge): Hook-nosed, scar-faced (cut by at least two swords), 
  and ugly to start with, Kalikh has a sour, sarcastic disposition to match his 
  looks; garbed and equipped identically to Haelath (except that his boots 
  are off, and standing beside his gently snoring head); his helm, sword, 
  armor, baldric and jerkin, wrapped in a second blanket, serve him as his 
  pillow. Consider his AC 16 if he is unable to don his armor before combat. 
  Loruth (asleep on the floor to one side of the cavern, wrapped in a 
  blanket, initially hidden from characters [DC 20 Perception check] by 
  stalagmites unless characters are up on a wall ledge): Youngest of the 
  giants and with a handsome baby face and soft-hued brown hair and eyes; 
  garbed and equipped identically to Kalikh; boots off and helm, sword, 
  armor, baldric and jerkin, wrapped in a second blanket, serving as his 
  pillow. Consider his AC 16 if he is unable to don his armor before combat. 
  (If the characters never learn the names and traits of these giants, you 
  can use them to flesh out any other fire giants encountered later in their 
  explorations. Feel free to adjust the giants’ hit points up or down for 
  variety.)
  The giants are likely to catch sight of anyone walking along the wall 
  ledges, which are near their typical eye level. It is also a habit for them 
  to frequently glance down the passage to Area 3 (toward the hill giant 
  sentinels). The slope of that passage, however, could enable a Medium or 
  Small creature crawling on the floor to reach the lip without being seen 
  (considered concealment). From there, any intruder notes the stony forest 
  of lopped-off stalagmites that begins, on the intruder’s left, right where the 
  passage enters the large cavern. Quiet, stealthy characters who crawl up 
  the passage and immediately slip into the field of stalagmites have a good 
  chance to avoid being noticed by the stone giants.
  All six fire giants, like most of their kind, are expert rock hurlers. Just 
  because this cavern has been cleared of loose rocks doesn’t mean they 
  don’t have things they can throw: on the floor behind the bench are stacks 
  of stone platters (two piles of eight each) and plates (five stacks of twelve 
  each). These platters and plates are thrown just like stones but cause less 
  damage (1d6+15 plus 1d6 fire).
  
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  Quests of Doom: giants & dragons
  Area 5. Hot Cavern (CR 18 or varies)
  From the door, a 20-foot-wide irregular passage (a natural cleft, long 
  ago chiseled wider) runs 60 feet into the solid rock of Highfang Peak 
  before it is joined by a side passage to the right. Beyond that junction, the 
  tunnel continues for 80 feet until it opens out into this huge cavern where 
  the majority of the fire giants of Highfang dwell.
  Mindful of the possible wrath of the dragon, the giants, who are all of 
  the Narlohrind tribe, brought no children or pregnant tribal members to 
  Highfang. There are elders and wives, not just male fire giants in the prime 
  of life. Counting the six guards in the Fang Cavern (Area 4), 38 fire giants 
  reside in all of Highfang. When not working the quarry or forges, on guard 
  duty, or cooking or dining, they dwell here.
  At any given time, the typical job roster for the fire giants has 4 giants 
  cooking, 6 working the quarry, 6 on guard duty, 2 at the forge, and 6 in 
  the mill, leaving 8 fire giants and 6 fire giant children in this room. If 
  weakened characters try to hide or take refuge here, you might decide that 
  12 of these 14 have gone to dine.
  Aside from mothers and children dwelling in deep magma-warmed 
  caves far from Highfang, these Narlohrind are the last remnants of a once 
  numerous and powerful fire giant tribe that was almost wiped out in a 
  terrible war with frost giants. Facing extermination and desperate, they 
  agreed to serve the red dragon Haeraglondrar in return for the wyrm’s 
  protection. Thus far, they haven’t regretted doing so.
  FIRE GIANTS (8)  
   
   
  CR 10
  XP 9,600
  hp 142 (Pathfinder Roleplaying Game Bestiary “Giant, Fire”)
  FIRE GIANT CHIDREN (6)  
   
  CR 9
  XP 6,400
  Male and female young fire giant (Pathfinder Roleplaying 
  Game Bestiary  “Giant, Fire”)
  LE Medium humanoid (fire, giant) 
  Init +0; Senses low-light vision; Perception +14
   
  AC 24, touch 10, flat-footed –1 (+8 armor, +0 Dex, +6 natural) 
  hp 112 (15d8+45)  
  Fort +12; Ref +5; Will +9;  
  Defensive Abilities rock catching; Immune fire; 
  Weaknesses vulnerability to cold
   
  Speed 40 ft. (30 ft. in armor)  
  Melee greatsword +18/+13/+8 (2d6+11) or 2 slams +17 
  (1d6+6) 
  Ranged rock +12 (1d6+15 plus 1d6 fire) 
  Space 5 ft. Reach 5 ft. 
  Special Attacks heated rock, rock throwing (120 ft.)
   
  Str 23, Dex 11, Con 17, Int 10, Wis 14, Cha 10;  
  Base Atk 11; CMB 19; CMD 30 
  Feats Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron Will, Martial Weapon Proficiency (greatsword), 
  Power Attack, Weapon Focus (greatsword) 
  Skills Climb +12, Craft (any one) +8, Intimidate +11, 
  Perception +14 
  Languages Common, Giant
  Gear half-plate, greatsword
   
  Heated Rock (Su) Fire giants transfer the heat of their bodies 
  to rocks as part of an attack action when they throw rocks. 
  A heated rock deals 1d6 points of additional fire damage 
  on a hit.
  The ranking tribal elder is Klarrouth, who stands a head taller than the 
  other fire giants, he wears two greatswords, one made of adamantine in 
  a scabbard on a baldric down his back and one in a scabbard at his hip. 
  He wears the intricately detailed half-plate armor and helm. Klarrouth is 
  a veteran tactician who is far less hot-tempered and more prudent and far-
  sighted than most fire giants, and he has little time for flattery, courtesy 
  or deference.
  KLARROUTH 
   
   
   
  CR 16 
  XP 76,800
  Fire giant fighter 6 (Pathfinder Roleplaying Game Bestiary 
  “Giant, Fire”)
  LE Large humanoid (fire, giant)
  Init +5; Senses low-light vision; Perception +20
   
  AC 27, touch 9, flat-footed 27 (+10 armor, +8 natural, –1 size)
  hp 208 (15d8+60 plus 6d10+24 plus 19)
  Fort +18; Ref +8; Will +12
  Defensive Abilities rock catching; Immune fire
  Weaknesses vulnerability to cold
   
  Speed 30 ft.
  Melee +2 flaming burst greatsword +32/+27/+22/+17 
  (3d6+23/17-20 plus 1d6 fire) or 2 slams +28 (1d8+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.), weapon training 
  (heavy blades +1)
   
  Str 34, Dex 13, Con 19, Int 13, Wis 16, Cha 14
  Base Atk +17; CMB +30 (+32 overrun, +32 sunder); CMD 41 
  (43 vs. overrun, 43 vs. sunder)
  Feats Blind-fight, CleaveB, Critical Focus, Great CleaveB, 
  Improved Critical (greatsword), Improved Initiative, 
  Improved Overrun, Improved Sunder, Iron Will, Persuasive, 
  Power AttackB, ToughnessB, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword)
  Skills Bluff +5, Climb +18, Craft (Weapons) +20, Diplomacy 
  +16, Intimidate +20, Knowledge (dungeoneering) +10, 
  Perception +20
  Languages Common, Draconic, Giant
  SQ heated rock
  Other Gear +2 half-plate, +2 flaming burst greatsword, boots 
  of speed, ring of feather falling, gold crown (350 gp value)
  This cavern was named for its warmth, which fire giants find comfortably 
  hot (and most other races consider uncomfortably so). The warmth comes 
  from magma flows beneath the floor and behind the western wall of the 
  cavern.
  The northern, western and southern walls of the room have been dug 
  out to form stone bed-shelves for the giants. Rows of small cubbyholes 
  at floor level are used for storage. In these, the giants keep changes of 
  clothing and footwear, dice and cards for idle time, walking sticks, vials 
  of oil and sharpening stones for the maintenance of their weapons, tools, 
  armor, sewing kits and the rest of their belongings.
  This cavern was once two smaller side-by-side caves, but the wall 
  between them was carved down to form two immobile benches with 
  backs, with a stone table (a continuous pedestal that supports a tabletop, 
  all carved out of solid, unbroken stone) between them. These occupy the 
  center of the cavern.
  A dozen braziers of welded metal fashioned by the fire giants stand 
  around the room. They each have a 5-foot-square metal base supporting 
  a 15-foot-tall straight metal column about as thick around as an average 
  adult human’s thigh, topped by a stone bowl with a 1-foot-high lip 
  that holds sarduik [subterranean fish oil, DC 15 Knowledge (nature) 
  to identify] about 8 inches deep, in which floats a flaming wick. These 
  braziers give off more smoke than heat and more heat than light, but their 
  massed effect in this cavern is bright and hot.
  The air stinks of sarduik, a smell like overheated copper, underlaid 
  by fire giant sweat, which smells like overheated, impure iron. It is hot 
  enough to make humans sweat after a few seconds of exposure. After two 
  minutes or so, a typical human is slick with sweat, which causes tactical 
  disadvantage of –4 to Climb skill checks.
  
  121
  emeralds of highfang
  
  122
  Quests of Doom: giants & dragons
  Area 6. Fire Giant Kitchen
  From Area 5, a 20-foot-wide passage bends and twists 120 feet back 
  into the rocky heart of the mountain, then opens out into this combined 
  kitchen and larder.
  The back of this cave is a huge roasting hearth containing three parallel, 
  horizontal metal spits, each held up on its own pair of metal stands. The 
  30-foot-long spits rest in a “Y” at the top of a 15-foot-tall vertical column 
  welded to a 10-foot-square base. Each spit has a pointed end and a “T” 
  end with crossbar handles. In a pinch, the spits can be used as improvised 
  spears by the giants, doing 2d6 points of piercing damage.
  Above the hearth is a natural chimney extending up through Highfang 
  Peak to the sky above. It rises 210 feet beyond the 60-foot height of the 
  cavern, to emerge between two pinnacles of one of the rising arms of 
  Highfang Peak. The chimney is 30 feet in diameter and the walls are caked 
  with soot and slippery grease, making it nearly impossible to climb. A 
  successful DC 30 Climb check is needed at the beginning, middle and end 
  of the climb to ascend the chimney.
  On the right side of the cavern is a larder consisting of 20 huge sacks 
  of flour (each sack is three times the size of an average adult human and 
  weighs close to a ton) and 18 barrels of sarduik (whole fish, orange and 
  eyeless, naturally blind, and exuding their own oil; each barrel weighs 
  well over a ton, and they have been sealed on the outside by being dipped 
  in mortar that coats them with crumbling concrete that they constantly 
  shed as deposits of grit). 
  Thirty-five iron hooks are hammered into the rocky ceiling, where hang 
  the smoked carcasses of everything from wolves to captured humans to 
  horses to cattle. If any characters are captured, they are likely to be hung 
  up by their ankles from these hooks, alive, until Klarrouth gets around to 
  questioning them. When characters first see this cavern, only five hooks 
  are empty.
  At the end of the larder, the cavern sidewall vanishes behind a ceiling-
  high stack of split firewood that covers much of the cavern walls.
  The left-hand wall of the cavern is home to a stone shelf or counter 
  where many large, soot-covered skillets sit, alongside blackened iron 
  cooking racks for placing over the spits, above the hearth. The shelf ends 
  before the hearth begins, and in the space between stand a sarduik oil 
  press and two empty sarduik barrels used as trash cans. Characters might 
  not immediately recognize the press for what it is [DC 15 Knowledge 
  (engineering)]. The device resembles an enormous metal hinge with drain 
  holes in the bottom plate. It’s welded to four legs that straddle a square 
  catch-bucket with a pour spout. Oil is squeezed from fish into the bucket 
  then poured into the braziers. On close inspection, characters see the 
  orange fish scales and clotted blood coating the press.
  In the center of the room is a stone dining table with stone benches on 
  both sides. Unlike those in the Hot Cavern (Area 5), these were not carved 
  in place from the solid bedrock. They were instead carved elsewhere and 
  brought into this room.
  Area 7. Giants’ Privy
  The reek from this open latrine isn’t bad because it drains into a magma 
  flow far beneath that chars everything that goes down it. The privy consists 
  of two adjacent caverns at the end of the passage, one for females and one 
  for males. Flushing is done by buckets of water, a dozen of which line 
  either side of the wall dividing the two caverns. The privy likely is empty 
  when characters investigate it.
  Area 8. Inner Passage (CR 12)
  This natural crevice is chiseled out to form a tunnel 40 feet wide and 
  70 feet high. The irregular walls are studded with small storage niches 
  at waist to shoulder height for a giant. The giants keep things such as 
  unlit oil lamps on them. None of the niches joins with the ledges or “go 
  anywhere,” so although a stealthy human could hide here, the niches are 
  of little use for traversing the length of the passage by avoiding the floor. 
  The passage descends slightly as it travels some 400 feet from the Fang 
  Cavern (Area 4) to the Emerald Mine (Area 9).
  This passage is trapped starting 10 feet beyond the door from the Fang 
  Cavern. Weight of 40 pounds or more on the floor causes a block to fall 
  from the ceiling. The giants simply hold the block in place with their 
  hands over their heads as they pass; once they step off the trigger plate, 
  the block again locks in place.
  FALLING BLOCK TRAP 
   
  CR 12
  XP 19,200
  Type mechanical/magical; Perception DC 20; Disable 
  Device DC 25
   
  Trigger touch; Reset repair
  Effect falling block (8d6 bludgeoning damage, DC 25 Reflex 
  save for half damage); multiple targets (all targets in a 
  20-foot-square area)
  The trap can be spotted with a successful DC 20 Perception check, or 
  automatically if someone sees a giant walking through the passage. The 
  floor plate and the ceiling block are rather obvious, as such things go, 
  but they fill the full width of the passage and extend for 20 feet, making 
  them difficult to avoid. When the trap is triggered, four 1-ton stone blocks 
  drop from the ceiling on chains; the chains halt the blocks 6 inches above 
  the floor. The rattling chains give plenty of warning that a trap has been 
  triggered, and the long drop of the stone accounts for the relatively easy 
  avoidance saving throw. If, however, characters are burdened in a way 
  that prevents them from quickly exiting the 20-foot-long danger space 
  — if they’re carrying heavy sacks of dragon loot or the body of a fallen 
  comrade, for example — they have tactical disadvantage on this save.
  Area 9. Emerald Mine (CR 13)
  The passage intersects here with a dark gray vein rich in emeralds, 
  which the giants have been digging out for the dragon for a year or so 
  — until they encountered a problem they haven’t yet summoned up the 
  courage to tell the dragon about. Klarrouth is pondering starting a side 
  tunnel from the upper reaches of this cavern to dig around the problem, 
  but he fears the dragon suspects the giants of stealing emeralds if they dig 
  for any length of time without yielding more gems. If the vein is as narrow 
  as it looks to be, a side tunnel will traverse a long stretch of gem-free 
  bedrock. So no giants will be found at work here.
  The inner passage (Area 8) crosses a huge, giant-dug cavern before 
  vanishing into a tunnel mouth on the other side. The crossing is 120 feet 
  long, with a ceiling 120 feet up, and the passage running on from the 
  cavern is 45 feet wide by 70 feet tall. To the right of someone entering the 
  mine cavern from the inner passage, the mine has a level floor that extends 
  only 100 feet, narrowing toward its end.
  To the left of such a traveler, the mine cavern descends steeply and is 
  almost 100 feet wide. It ends 80 feet below the floor level of the passage. 
  Torches and lanterns won’t illuminate the far end of the cavern from the 
  passage, and even most creatures with darkvision can’t see that far.
  At the lower (left) end, the diggings broke through into an ancient cavern 
  that suffered a ceiling collapse long ago, entombing an iron golem on its 
  back under tons of boulders and stone rubble. The giants uncovered its 
  head, chest and one arm, and in doing so — as it perceives — “attacked” 
  it with their prybars, picks and hammers. Its ancient instructions, given to 
  it by a long dead and forgotten mage, were to defend the cavern against 
  intruders, and it still considers that its mission. It belched poison gas onto 
  the giants trying to dig it loose and fought them with its free arm.
  The giants retreated, leaving the golem lying there, trapped on its 
  back beneath the rubble as it had been for ages. Since then, it is ever-so-
  slowly digging itself free by clawing with its one arm. Its head, chest, left 
  shoulder and left side down to its waist are now bare; its right shoulder 
  and side, sword arm, and its lower body are still pinned.
  PCs entering the mine won’t at first see the golem (DC 30 Perception 
  check), which is lying still in the dark with its face turned toward the 
  
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  passage (facing the approaching characters). Its upper arm lies flat and 
  motionless on the rubble, but bent 90 degrees at the elbow so the forearm 
  points straight up, its hand balled into a fist. The iron golem looks like a 
  full-body suit of black plate armor, with a full-face helm pierced only by 
  two thin, dark “eye” slits above four vertical “breathing” slits.
  The moment anyone gets within 15 feet of it, the golem exhales a cloud 
  of poison gas. If any character gets closer, it lashes out with its arm in a 
  sideways punch. 
  IRON GOLEM 
   
   
  CR 13
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary “Golem, 
  Iron”)
  Treasure: No one who gets within 50 feet of the golem fails to notice 
  that a dozen raw, uncut emeralds as large as a dwarf’s fist are heaped on its 
  chest. They were gathered there by the golem as it lay in the darkness (its 
  orders tell it not to damage emeralds). Uncut, each is worth about 200 gp; 
  once expertly cut and polished, each would be worth 4d4x100 gp. 
  Area 10. Quarry (CR 15)
  The passage from the Emerald Mine crosses one end of a vast cavern 
  where the fire giants are quarrying out large, rectangular blocks of stone 
  for the Mill (Area 12). The ceiling of this cavern is studded with the 
  broken-off roots of stalactites, and the floor is entirely smooth where 
  block after block has been removed. The fire giants are neat, methodical 
  stonecutters.
  At work in the quarry, as far away from the passage crossing as it’s 
  possible to get, are 6 fire giants without helms, armor or swords, but 
  armed with mattocks, hammers, picks and huge prybars that they swing 
  like greatswords.
  FIRE GIANTS (6)  
   
  CR 10
  XP 3,200
  hp 142 (Pathfinder Roleplaying Game Bestiary “Giant, Fire”)
  If the giants notice intruders, they rush to attack. One giant tries to thunder 
  past the characters and on down the passage toward Area 11 to warn the 
  dragon. After past incidents, the dragon has issued firm “no exceptions” 
  orders to the giants that it is to be informed of the presence of any sentient 
  intruders or large and dangerous creatures of any kind. PCs pursuing the giant 
  see that it races past Areas 11 and 12 to Area 13, where it first stammers, hems 
  and haws for several moments before finally blurting out a warning about 
  “humans in our halls.” The dragon is asleep, so the giant’s first attempt at a 
  message awakens it, but it doesn’t hear the message properly. A fast-moving 
  PC who uses the side opening to get into the speaking tube can completely 
  block the giant’s second attempt, so all the dragon hears is muffled rumblings. 
  It assumes it’s hearing the mumblings of a drunken giant rather than a warning 
  and goes back to sleep, now in a sour mood.
  If characters don’t stop the giant before it reaches Area 13 or block its 
  message, they’ll likely reap the consequences in Area 11.
  Unbeknownst even to the giants, a mimic has crept into this cavern from 
  the wilds of Highfang. It is posing as part of the rough stone around the 
  edges of the cavern, near the passage crossing, where the giants haven’t 
  yet gone in their cutting. It stalks characters if it gets the chance, drawing 
  closer (as a stone) when it thinks it isn’t being watched.
  MIMIC  
   
  CR 4
  XP 1,200
  hp 52 (Pathfinder Roleplaying Game Bestiary “Mimic”)
  If the PCs defeat or drive off the giants and then decide to sleep or rest here, the 
  mimic becomes immobile and waits until the maximum number of characters 
  is asleep, or when it can catch someone alone, before it attacks. If characters 
  suddenly move to depart, it immediately attacks the rearmost character.
  
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  Area 11. Forge (CR 15)
  A side-passage branches off the inner passage to the left. This tunnel 
  is 45 feet wide by 70 feet high, and it runs 80 feet (descending slightly) 
  before opening into a natural cavern 100 feet across and 140 feet long. The 
  air in this chamber stinks of hot metal, and is hot enough to make humans 
  sweat after only a few seconds of exposure. After two minutes or so, a 
  typical human is slick with sweat, which causes tactical disadvantage of 
  –4 to Climb skill checks
  The heat in this cavern comes from a hole in its western wall, farthest 
  from the passage, which opens into a magma flow. Magma slides slowly 
  and endlessly past this cavern, from right to left as seen by someone 
  standing facing the hole.
  This “hot hole” serves the fire giants as a forge fire. They work here 
  with tongs, hammers and long iron bars that end in flat paddles, moving 
  continually between the hole and a gigantic, scarred, flat-topped slab of 
  noqual (“starmetal,” a fallen meteor) that serves them as an anvil. The fire 
  giants forge, repair and temper their weapons and mining tools (picks, 
  hammers, mattocks and prybars) here.
  When PCs first peer into this room, a fire giant apprentice and his 
  master, Toroth (the fire giants’ most talented smith) are working the forge. 
  Toroth loves to fight bare handed and as soon as he spots the PCs he 
  smiles, drops his smithy hammer, cracks his knuckles and starts swinging.
  FIRE GIANT  
   
   
  CR 10
  XP 9,600
  hp 142 (Pathfinder Roleplaying Game Bestiary “Giant, Fire”)
  TOROTH THE BLACKSMITH  
   
  CR 14
  XP 38,400
  Fire giant brawler 4 (Pathfinder Roleplaying Game Bestiary 
  “Giant, Fire”; Pathfinder Roleplaying Game Advanced Class 
  Guide “Brawler”)
  LE Large humanoid (fire, giant)
  Init +2; Senses low-light vision; Perception +13
   
  AC 26, touch 12, flat-footed 23 (+6 armor, +2 Dex, +1 dodge, 
  +8 natural, -1 size)
  hp 245 (15d8+105 plus 4d10+28 plus 23)
  Fort +20; Ref +11; Will +9
  Defensive Abilities rock catching; Immune fire
  Weaknesses vulnerability to cold
   
  Speed 40 ft.
  Melee unarmed strike +28/+23/+18 (2d6+15)
  Space 10 ft.; Reach 10 ft.
  Special Attacks brawler’s flurry, knockout 1/day (DC 25), 
  maneuver training (bull rush +1), martial flexibility 5/day, rock 
  throwing (120 ft.)
   
  Str 36, Dex 14, Con 24, Int 13, Wis 12, Cha 13
  Base Atk +15; CMB +29 (+30 bull rush, +31 overrun, +31 
  sunder); CMD 42 (43 vs. bull rush, 44 vs. overrun, 44 vs. 
  sunder)
  Feats Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Improved Unarmed Strike, Iron Will, Power AttackB, 
  ToughnessB, Weapon Focus (greatsword), Weapon Focus 
  (unarmed strike), Weapon Specialization (unarmed strike)
  Skills Acrobatics +2 (+6 to jump), Appraise +7, Climb +24, 
  Craft (armor) +20, Craft (Weapons) +16, Intimidate +12, 
  Knowledge (dungeoneering) +10, Perception +13
  Languages Common, Giant, Ignan
  SQ brawler’s cunning, heated rock, martial training
  Other Gear +2 mithral shirt
  This cavern has a small but almost straight natural chimney to the 
  surface, a 170-foot vertical shaft that begins as a 10-foot-diameter hole in 
  the center of the ceiling in the side passage that links the forge cavern with 
  the inner passage (Area 8).
  If PCs were spotted in the quarry (Area 10) and a giant fled from there 
  and alerted the dragon, then while characters are scouting or exploring 
  this chamber, the dragon leaves its bed and is sitting on a lesser pinnacle 
  of Highfang right beside this chimney, listening intently. If it hears talking 
  or whispering that isn’t coming from a giant (the dragon can easily tell 
  the difference, and the chimney acts like a megaphone for sounds from 
  below), it breathes fire down the chimney. The chute confines and focuses 
  the flames so they reach past the bottom of the shaft and flood out into a 
  30-foot stretch of the side-passage centered on the shaft. All creatures in 
  this area take 20d10 points of fire damage, or half that with a successful 
  DC 25 Reflex save.
  Area 12. Mill (CR 16)
  The Inner Passage branches to the left in another side passage 60 feet 
  wide, 70 feet high and 100 feet long, with a smooth, downward-sloping 
  ramp for a floor that is worn slippery-smooth by the endlessly repeated 
  passage of something that created two parallel grooves or “slides” (which 
  are sized more like troughs). The cavern descends and widens out into 
  a long chamber. A deep, ceaseless, rumbling, groaning sound comes up 
  from below, overlaid fairly often by high-pitched screeches.
  A PC who sets foot in either groove in the floor must make a DC 20 
  Reflex save. Failure indicates the character slips, falls and slides helplessly 
  down the groove for the full length of the passage, alerting the giants in 
  the mill space below. 
  A strong, steady breeze blows from the passage down into this cavern. 
  The rumbling and screeches would be much louder throughout other areas 
  inside Highfang if it didn’t.
  This cavern has been denuded of stalactites and stalagmites. It houses 
  the main coin-earning industry the fire giants are running for the dragon. 
  Characters who look down into this cavern from the side passage see an 
  underground spring gushing high out of the cavern wall on their right, 
  at the end of the cavern. It plunges into the buckets of an undershot mill 
  wheel made of welded iron, mounted sideways to the observer on a 
  massive stone axle. The turning wheel is the source of the rumbling sound 
  as it turns endlessly under the goad of the constant fall of water.
  A metal axle protrudes from the wheel to jut into the room, where it 
  powers a spinning, tapered-point cutting drill. Working in the chamber 
  are 6 fire giants who are manipulating one of the blocks from the quarry 
  by brute strength as the cutter slowly grinds away at it. Five giants are 
  holding and turning the stone, while the sixth is using a huge stone paddle 
  to deflect some of the falling water onto the stone at the spot where the 
  cutter is at work, to cool the stone and wash away what would otherwise 
  be blinding clouds of rock dust.
  FIRE GIANTS (6)  
   
  CR 10
  XP 9,600
  hp 142 (Pathfinder Roleplaying Game Bestiary “Giant, Fire”)
  The giants are slowly transforming the rectangular blocks they quarried 
  in Area 10 into smooth, cylindrical stone columns. These are sold for cash 
  to merchants, who market them as roof supports for massive palaces and 
  public buildings.
  Finished columns are loaded onto high-sided sledges and dragged up 
  the slope out of this cavern and on to Area 15 by teams of captive ettins. 
  No ettins are in the mill cavern when characters first see it. Ettin teams 
  are brought here only when a sledge is filled with four columns securely 
  lashed into wooden cradles. At the moment, one sledge sits off to the side 
  of the milling area with just one finished column loaded. A glance at the 
  sledge confirms that this is what wore the grooves into the floor.
  Any character who examines the water wheel closely notices (DC 28 
  Perception check) that the side of the turning wheel nearest the wall has 
  something welded to it: metal fan blades that turn with the wheel, between 
  it and the stone wall. These blades drag air down into this cavern from 
  the passage above to push air through a tunnel behind the turning water 
  wheel, in the cavern’s end wall. This gently ascending tunnel is oval in 
  
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  Quests of Doom: giants & dragons
  cross-section, about 15 feet across and 30 high, and carries fresh air up 
  into the dragon’s lair (Area 19). This air channel is the stealthiest way 
  into the lair.
  Area 13. Speaking Tube
  The passage widens here into a natural, rough-walled alcove, roughly 
  50 feet long and 20 feet wider than the rest of the passage, with the same 
  70-foot ceiling as the adjoining passage. Long ago, emerald delvers of 
  much smaller stature than the giants (probably dwarves) bored a long 
  shaft high up in one wall that ascends steadily into the Dragonslumber 
  Cavern (Area 19) of the dragon’s lair. 
  It is currently used as a speaking tube. The pipe amplifies what the 
  giants shout, speak or whisper into it, so the dragon can hear them clearly 
  in its lair. If a giant flees from the quarry to here, he uses the speaking tube 
  to warn the dragon. The speaking tube’s creators also cut a second hole 
  into the wall below and to the left of the larger one the giants use. This 
  secondary hole connects to the main sound passage after a climb of about 
  15 feet. A human can fit through either one.
  The speaking shaft is not just a narrow crawlspace. It is 5 feet tall 
  and 3 feet wide. An adult human can squeeze through it easily, but can 
  also block it with their body, clothing and gear sufficiently to muffle any 
  sounds coming through [DC 20 Knowledge (engineering) check or DC 
  15 Wisdom check]. Blocking the tube this way won’t stop all sounds, but 
  it utterly garbles any speech through the tube that is more complex than 
  single, short, simple words (such as “Help!”) shouted by a giant.
  Area 14. Ettin Pens (CR 16)
  This large, irregular, natural cavern contains a spare, empty sledge (a 
  duplicate of the one in Area 12) and a dozen massive cages made from 
  welded iron bars. Slave teams of captive ettins are imprisoned here, 
  three to a cage, permanently wearing welded iron harnesses (36 captive 
  ettins total). The room reeks of ettin dung, which is heaped knee deep 
  (to a human) throughout the cages. Mixed in are the bones of the cattle 
  carcasses thrown to the ettins by their fire giant captors.
  The giants select ettins when needed and drag them out, one by one, 
  clip their harnesses together by means of the rings that are part of each 
  harness, beat any uncooperative ettins into near-senseless submission, 
  then drag the assembled teams to Area 12, hitch them to a loaded sledge, 
  and force them to drag the tons of stone up the steep slope to Area 15. If 
  one of the giants makes it to this room, he could potentially release the 
  ettins against the PCs. The ettins have no intention of turning on the brutal 
  giants and if told to, will attack the PCs relentlessly. 
  CAPTIVE ETTINS (36) 
   
   
  CR 6
  XP 2,400
  hp 65 (Pathfinder Roleplaying Game Bestiary “Ettin”)
  Area 15. Raft Sally Port (CR 17)
  The Inner Passage turns left and descends, to end in this large cavern 
  studded with the stumps of broken-off stalactites and stalagmites. From 
  where the passage turns to where it enters the wider cavern is a descent of 
  20 feet. The walls, floors and ceiling are made of smooth stone blocks with 
  large seams between them. The floor is paved with 10-foot-long paving 
  stones, and the ceiling and walls are covered with 4-foot-square blocks.
  Several small springs weep down the walls of this cavern and join 
  together in a pool where a dozen rafts wait. Each raft is fitted with a trio 
  of wooden cradles into which a single stone column can be lashed. The 
  giants push loaded rafts out into the pool and let the current flowing from 
  the pool carry the columns downriver to human merchants in the Domain 
  of Hawkmoon who work for the dragon.
  Spare cradles, rope for lashing (as thick around as small barrels, to a 
  human; a very short length of rope could serve as flotation for one person), 
  a cleaver (treat as greatsword) for lopping off lengths of rope, and the 
  chopping block that the cleaver rests in, all wait here for the giants’ use.
  The descending stretch of the Inner Passage into this cavern is fitted 
  with traps and guarded by a portcullis (hardness 10, hp 60, Break DC 30), 
  to keep intruders out and enslaved ettins in.
  The first trap (from the viewpoint of someone entering the chamber, 
  moving east to west) is located just where the Inner Passage completes 
  its turn and starts to descend. An obvious button for deactivating the trap 
  can be seen in the ceiling (DC 20 Perception). A fire giant can easily reach 
  it, but anyone else must climb the wall and somehow cross 30 feet of 
  ceiling to reach it. If someone moves through this area without pressing 
  the button, a row of iron stakes springs out from the walls and the ceiling 
  10 feet farther on. The stakes imperil a 30-foot-long stretch of passage and 
  the trigger is in the final 10 feet, so many characters might be in the area 
  when the trap goes off if they are sticking close together. The spikes spring 
  out from the seams in the walls and ceiling to their full length. The ceiling 
  spikes drop 65 feet, so someone less than 5 feet tall in the danger area is 
  safe from them. The wall spikes thrust out far enough so that they leave 
  only a 1-foot-wide safe lane between their points. Pushing the button sets 
  off audible whirring and ticking sounds (cogs spinning behind the stone). 
  The sound continues for five minutes, during which time the trap is safe, 
  then it resets with a loud click.
  IMPALING SPIKES TRAP 
   
  CR 15
  XP 51,200
  Type mechanical; Perception DC 20; Disable Device DC 35
   
  Trigger location; Reset automatic
  Effect Atk +15 melee (16d6 piercing and slashing damage); 
  multiple targets (all targets in a 30-ft.-long passage)
  The second trap is a 60-foot-deep pit that fills the corridor from side to 
  side, covered with a hinged lid that blends seamlessly with the real floor. 
  Pushing a specific spot on the wall locks the lid closed for five minutes. 
  The spot is discolored by grease and soot from the fire giants’ hands, so it 
  can be noticed with a successful DC 20 Perception check. When a body 
  strikes the floor of the pit, a puff of poison gas is released from the floor. 
  PIT FALL, POISONED 
   
  CR 14
  XP 38,400
  Type mechanical; Perception DC 20; Disable Device DC 30
   
  Trigger location; Reset manual
  Effect 60-ft.-deep pit (6d6 falling damage; DC 20 Reflex 
  avoids); impact releases poison gas (Nightmare Vapor*); 
  multiple targets (all targets in a 10-ft.-square area)
  *see Pathfinder Roleplaying Game Ultimate Equipment
  The third trap is similar to the trap in Area 8. It consists of a pressure 
  plate and ceiling sections concealing spike-studded stone blocks on chains. 
  The stones plummet down, imperiling a 20-foot stretch of passage across its 
  entire width. This trap is better hidden; it can be spotted with a successful DC 
  30 Perception check. The rattling chains give plenty of warning that a trap 
  has been triggered, and the long drop of the stone accounts for the relatively 
  easy avoidance saving throw. If, however, characters are burdened in a way 
  that prevents them from quickly exiting the 20-foot-long danger space — if 
  they’re carrying heavy sacks of dragon loot or the body of a fallen comrade, 
  or if they’re trying to move up the slope rather than down — they have 
  tactical disadvantage of a –4 on this save.
  FALLING BLOCK TRAP 
   
  CR 12
  XP 19,200
  Type mechanical/magical; Perception DC 30; Disable 
  Device DC 25
   
  Trigger touch; Reset repair
  Effect falling block (8d6 bludgeoning damage, DC 25 Reflex 
  save for half damage); multiple targets (all targets in a 
  20-foot-square area)
  
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  Quests of Doom: giants & dragons
  Finally, a portcullis (hardness 10, hp 60, Break DC 30) can close off 
  the passage at the bottom of the slope where it opens into the cavern. It is 
  made of massive welded iron bars in a lattice with 1-foot-square openings. 
  Heavy gouge marks can be seen readily on the floor where the portcullis 
  slams when it drops, and the portcullis itself is not camouflaged against 
  the ceiling. On both side walls, just east of where the portcullis drops, are 
  two identical, unmarked buttons, one above the other (two on the north 
  wall and two on the south wall). The upper button on both walls causes the 
  portcullis to winch itself back up into the ceiling (noisily, by clockwork). 
  The lower button on the south wall causes the portcullis to crash down 
  immediately, whereas the lower button on the north-hand wall causes the 
  portcullis to stay up for 15 minutes before dropping (a ticking sound is 
  heard if characters are quiet). It can still be dropped instantly by pushing 
  the button on the south wall. Jamming a normal weapon or tool into the 
  wall below the portcullis won’t accomplish anything other than destroying 
  the tool if the portcullis drops; it is far too heavy to be held up by anything 
  smaller than giant-sized implements, and large ones at that. 
  The Dragon’s Lair
  The red dragon Haeraglondrar (which is an “it” to the giants, not a he or 
  she) is an adult red dragon, a “she” masquerading as a “he” in all dealings 
  with non-dragons. Although Haeraglondrar is every bit as arrogant and 
  vain as others of her kind, her worldview is that accepting her superiority 
  as a given means that she shouldn’t waste her time preening and doing 
  nothing, nor in assailing lesser creatures (including other red dragons) 
  to take what they have amassed, when she could be fulfilling her innate 
  superiority by creating wealth for her hoard and at the same time steadily 
  increasing her influence and dominance among non-dragons by trading 
  with them.
  So she treats with the most sly, enterprising and energetic human 
  merchants to sell emeralds (in tiny amounts, to discerning buyers, firmly 
  controlling supply and therefore maintaining high prices) and stone 
  building columns. She pounces on, slays and plunders the wealth of 
  merchants who try to swindle or deceive her, of course.
  Haeraglondrar won’t hesitate to use violence when it seems the best 
  tactic, but prefers to know what talents and expertise she’s destroying, 
  rather than slaying first and discovering what she’s lost and wasted 
  afterward. 
  She has a healthy respect for adventurers, and she happily avoids 
  direct battle with them when she can use the properties of her lair and 
  the strengths of her underlings to reduce or even shatter such potentially 
  dangerous foes.
  At the center of Highfang Peak is the caldera or bowl-shaped heart of 
  the slumbering volcano, where the giants keep a herd of cattle as food for 
  themselves and for the dragon.
  Area 16. Dead Dragon Cave (CR 13)
  This large natural cavern is a forest of stalactites and stalagmites, many 
  of which have joined into stone columns that stretch unbroken from the 
  irregular stone floor to the jagged stone ceiling.
  The mouth of the cave is the lowest end of the cavern. Water that 
  percolates through the stone and drips down the many stone “teeth” here 
  drains out through the cave opening into the central caldera of Highfang 
  Peak in a trickle that keeps the rock face perpetually wet and slick. The 
  entrance is a huge, irregular opening large enough for Haeraglondrar to fly 
  through with wings fully spread. Such openness means the front cavern is 
  difficult to defend, so it’s never a preferred spot for Haeraglondrar to rest 
  or bide her time, particularly in cold or wet weather.
  Intruders wanting to enter the dragon’s lair from the caldera, or vice 
  versa, need to climb about 80 feet of rock face. Despite the trickling water, 
  it’s an easy DC 15 Climb check, thanks to plenty of ledges, handholds 
  and crevices — unless, of course, an angry dragon on the wing catches an 
  intruder in mid-ascent.
  The most striking feature in this area fills the smooth floor at the center 
  of the cavern: the charred skeleton of a white dragon. Haeraglondrar 
  defeated and slew this wrym long ago to claim this lair. She left the 
  carcass here as a trophy and to lull intruders into wondering whether the 
  dragon that lived here has already perished. The skeleton is burned and 
  strategically crushed to make it almost impossible to confirm what type of 
  dragon it was; a successful DC 25 Knowledge (arcana) check is needed to 
  identify the bones as having been a white dragon rather than some other 
  kind. 
  The skeleton lies twisted amid a deep drift of black ash. Visible in 
  the depths (DC 25 Perception check) of these ashes is a ruby-red glow. 
  Upon closer examination it can be seen to be a faceted, clear gemstone 
  as large as a human’s head, and the glow is coming from within it! This 
  gemstone is an illusion, and it is part of a glyph of warding trap triggered 
  by touching, poking, lassoing or otherwise moving the gem through 
  mundane or magical means. 
  GLYPH OF WARDING (BLAST) 
   
   
  CR 13
  XP 25,600
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger proximity; Reset none
  Effect spell effect (glyph of warding, greater, 10d8 fire 
  damage, DC 20 Reflex save for half damage); multiple 
  targets (all targets in a 20-ft.-radius burst)
  A family of 4 mobats roosts on high ledges near the cavern ceiling. 
  They swoop to attack anything smaller than a giant that examines the 
  dragon skeleton or that passes through the central area of the cavern floor. 
  The bats are jet black with blazing red eyes, large fangs, long tails and wide 
  black leathery wings that make them resemble manta rays, though they are 
  simply a rare subspecies of bat. They shriek as they attack, their wide and 
  many-fanged maws gaping wide. These cries are so high-pitched that they 
  are like needles in the ears of those nearby, but are almost inaudible more 
  than 70 feet away. 
  MOBAT BATS (4)  
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game Bestiary 2 “Bat, 
  Mobat”)
  The bats attack characters to slay and feed, but flee to high ledges or 
  out into the caldera if injured to 6 hit points or less. The death or one bat 
  retreating won’t affect the others.
  Warm, fouled water with a strong mineral aftertaste collects in several 
  small, shallow pools scattered across the cavern. Intruders who drink 
  this water vomit it in minutes as it is tainted (DC 15 Survival check to 
  identify). The “air duct” tunnel from Area 12 opens up in a corner of this 
  cave, bringing a strong rush of air and the rumbling, screeching din of the 
  mill with it. 
  The highest end of this cavern becomes a natural passage leading 
  farther into Highfang. This “Wyrmcrawl” passage is roughly oval, being 
  about 80 feet wide and about 100 feet high. Although it’s a natural tunnel, 
  it shows obvious claw gouges where the dragon enlarged it and smashed 
  out stalagmites and stalactites over the years.
  Area 17. Wyrmcrawl
  Whenever Haeraglondrar thinks intruders may be in Highfang (thanks 
  to a warning from the giants or from hearing the sounds of fighting or of 
  intruders whispering through the air vent or speaking tube), the red dragon 
  goes on the defensive at the north end of this tunnel. When intruders enter 
  the passage, it retreats backward along the passage, watching the intruders 
  and taking lair actions to trigger magma eruptions or tremors or spheres 
  of poisonous volcanic gas in Area 17. It can’t cause the same effect in 
  successive rounds. Its preferred defensive routine is to use tremors and gas 
  clouds to immobilize or slow intruders, hit them with magma eruptions, 
  then repeat the process, wearing them down as they advance.
  
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  Area 18. The Spending Hoard (CR 17)
  This cavern, minus the dragon skeleton and the resident bats, is similar 
  in appearance and properties to the Dead Dragon Cave (Area 16), right 
  down to the shallow pools of water. Haeraglondrar retreats slowly through 
  this cavern, using the plentiful stone columns and stalagmites for cover, 
  and continues wearing intruders down with lair actions. Advancing 
  characters can’t help but notice a large alcove that opens to the left, where 
  30 sealed chests are clustered. These are large, hooped, brassbound, 
  locked chests in the classic “pirate” style, all with end-handles and large 
  enough that it would take two strong people to carry them.
  These are one big trap. The chests are all locked and bolted (from the 
  inside) to the floor. The locks are intricate and sturdy; one can be opened 
  with a set of lock picks and a successful DC 30 Disable Device check or 
  with a successful DC 25 Str check (allow tactical advantage if characters 
  use a prybar). Only one attempt can be made per chest, but there are 30 
  trapped chests to work on. A character who inspects just one chest needs 
  a successful DC 30 Perception check to notice the trap, but if characters 
  inspect several chests beforehand, it drops to DC 15. 
  Raising the lid of just one chest releases the lids on all of them, allowing 
  the starving stirges inside (8 stirges per chest, or 240 stirges in all!) to fly 
  out. Slamming a lid back down has no effect on any other lids. There is no 
  treasure here. Aside from the stirges, the chests are empty. 
  STIRGES (240) 
   
   
  CR 1/2
  XP 200
  hp 5 (Pathfinder Roleplaying Game Bestiary “Stirge”)
  At the far end of the cavern from the Wyrmcrawl, this cavern opens 
  directly into another vast cave: the Dragonslumber Cavern. The natural 
  archway between the two caverns has a floor of crushed and strewn stone 
  rubble, and a ceiling of jagged stalactites.
  It, too, is a trap, which Haeraglondrar can trigger at will to cause the 
  stalactites to plunge to the floor. She triggers this trap when the characters 
  she judges most formidable are passing through the archway. If the dragon 
  thinks the intruding characters are powerful and largely unscathed, she 
  uses her fiery breath on them at the same time. The trap can be noticed 
  with a successful DC 25 Perception check under normal circumstances; 
  if the check is made in the midst of a battle against the dragon, characters 
  have –4 to Perception tactical disadvantage on it. 
  STALACTITE TRAP  
   
  CR 15
  XP 51,200
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +15 melee (16d6); multiple targets (all targets in a 
  10-ft. square)
  Area 19.  
  Dragonslumber Cavern (CR 19)
  This large, irregular natural cavern is cleared of stalagmites and 
  stalactites. Even their broken-off stumps have been worn down and 
  smoothed over the years. The ancient red dragon Haeraglondrar 
  customarily slumbers here on a heap of gold and silver coins (39,667 gp 
  in all).
  HAERAGLONDRAR, ANCIENT RED DRAGON 
  CR 19
  XP 204,800
  hp 362 (Pathfinder Roleplaying Game Bestiary “Chromatic 
  Dragon, Red”)
  The cavern floor has been graved with claw marks to divide it into 
  more-or-less regular 10-foot squares. Some of these lines bisect the roots 
  of shorn stalagmites. By counting lines, any intruder can see at a glance 
  that this cavern is big — large enough for the dragon to move with ease, 
  slap with its tail, spread its wings, and so on. Another huge, dark opening 
  at the rear of the cavern suggests that there’s another cave beyond this one.
  The dragon naps lightly, awakening in an instant if voices come up the 
  speaking tube from Area 13 that opens in one corner of this cavern. 
  Atop her heap of coins, one of the dragon’s hindclaws dangles down an 
  open “well” amid the coins, where it rests on a final trap control. By means 
  of it, Haeraglondrar can open any 10-foot square on the surrounding floor 
  in a 20-foot-wide oval ring all around the heap of coins, plus a 30-foot-
  wide swath of floor leading from that ring to the mouth of the passage 
  from Area 18. Every one of these 10-foot sections covers a pit trap. 
  PIT TRAPS 
   
  CR 12
  XP 19,200
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk 
  +15 melee, 1d4 spikes per target for 1d6+5 damage each 
  plus poison [Shadow Essence*]); DC 25 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  *see Pathfinder Roleplaying Game Ultimate Equipment
  Development: Haeraglondrar loves her treasure but not to the point 
  that she will die for it. If she judges the characters too formidable after 
  she’s worn them down on the way here, tried to catch them in these pit 
  traps, and breathed fire on them a few times, she’ll shift her effort to flying 
  away. The intruders need time to pack up all this treasure, after all, and 
  she might be able to get it back soon by arranging a second battle more to 
  her liking. Perched on a promontory on Highfang, she can swoop down 
  on the characters at her leisure while they are climbing down the cliff 
  at the entrance or rafting away on the river. Anyone who plunders her 
  hoard must die, but she is patient. She is vain and greedy, but not stupid 
  or suicidal.
  Area 20. Hoard Cavern (CR 12)
  This small, innermost cavern is veiled by a curtain of darkness: a 
  magical field of chill air that drinks all light, permitting no radiance to 
  pass through and no light to function within it. The curtain also confines 
  2 mobats inside its area of effect. They are ravenous, and swoop at and 
  viciously attack any creature other than the dragon that enters the 50-foot-
  thick curtain. 
  MOBAT BATS (2)  
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game Bestiary 2 “Bat, 
  Mobat”)
  The veil also magically foils all teleport, dimension door and similar 
  translocation magic through it and into or out of Area 20.
  Treasure: Beyond the veil lies the dragon’s real hoard: a huge heap of 
  coins and gems, 450 rubies (each worth 2,000 gp); 144,000 gp; 210,000 
  sp; and 1,600 cp that the dragon didn’t bother to throw away while sorting 
  out more valuable coins. 
  Around the entire heap is an ominous fence: a continuous ring of human 
  bones, all jumbled together and including scraps of rusty armor, weapons 
  and adventuring gear (but no magic items).
  Two items float above the heap: a ragged, dirty, moth-eaten purple 
  cloak floats upright, obviously empty, and a smooth, ovoid stone nearly as 
  large as a person’s palm that gives off a soft, beige glow. The gem appears 
  to be lighting the entire cavern with dim light: an illumination radius of 
  more than 250 feet!
  Neither of these floating items responds to the presence of intruders.
  The stone is simply an ordinary, polished stone on which has been cast a 
  modified continual flame spell. With the proper housing, it could be useful 
  as a lantern or a signaling device. Its light can’t be dimmed or quenched 
  
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  by magical means (outside a wish spell), but it can be shrouded by metal, 
  wood or heavy cloth. It illuminates a radius of 300 feet with dim light, and 
  it can be seen as a soft, beige speck in the darkness for many miles.
  The cloak looks like cloth, but anyone who touches it immediately 
  understands that it is actually a suit of armor. It is +2 glamered leather 
  armor of the shadows, highly useful to rogues or anyone else with stealthy 
  intentions as it gives the added benefit of shadow ability granting a +5 
  competence bonus to Stealth checks.
  This precious hoard is not unguarded: The ring of bones animates if 
  disturbed or crossed over, rising in a whirling cloud of bones that quickly 
  resolves into skeletons wearing the scraps of armor and wielding the rusty 
  weapons intermingled with the bones. These skeletons are not undead, 
  so they can’t be turned or destroyed by clerics. Rather, they are animated 
  objects. Treat them in every way as 18 animated armors, except for how 
  you describe them to players. 
  ANIMATED ARMORS (18)  
   
  CR 3
  XP 800 
  N Medium construct (Pathfinder Roleplaying Game Bestiary 
  “Animated Object”)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
   
  AC 14, touch 10, flat-footed 14 (+4 natural) 
  hp 36 (3d10+20) 
  Fort +1; Ref +1; Will -4 
  Defensive Abilities hardness 5;  Immune construct traits 
   
  Speed 30 ft. 
  Melee 2 slams +5 (1d6+3) 
   
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1 
  Base Atk +3; CMB +5; CMD 15 
  SQ 2 construction points (additional attack, grab)
  A Last Gasp
  If characters begin shifting or digging into the heap of coins and gems, 
  something large suddenly stirs from beneath the pile, rising ominously 
  and shedding coins and gems in all directions: another dragon!
  Or rather, the skeleton of a dragon. It rears up, opens its jaws, spreads its 
  wings, reaches with its claws for the characters — and then collapses into 
  its component bones, puffing dust from every joint as it tumbles into ruin. 
  This was a half-finished project of Haeraglondrar’s, another animated 
  object intended to someday be a last-ditch guardian of the hoard, not an 
  undead dragon, but she never got around to perfecting it.
  
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  & 
  Elementals
  
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  This adventure is for characters of levels 6 to 8. The default setting is the 
  Barony of Loup-Montagne, but any remote, heavily wooded principality 
  with highly superstitious residents will do. 
  Barony of  
  Loup-Montagne
  The Barony of Loup-Montagne is a remote region of densely forested 
  hills cut by steep-banked streams, rocky outcrops, and darkly shadowed 
  dales. In the Lost Lands campaign setting of Frog God Games, the barony 
  lies in the western portion of the Duchy of Mains, a semi-independent 
  vassal of the Crown of Foere. Any similar area in your campaign world 
  can fill in, with or without the French-sounding names used here.
  Roulune
  The center of Loup-Montagne is the town of Roulune. It is home 
  to about 500 residents in roughly 80 households. Roulune is hardly a 
  metropolis, but it is the biggest town for miles around, thanks largely to 
  the remoteness of the region. Only a few roads of any consequence pass 
  through the town. The main route is a trade road through the tangled, 
  wooded hills that dominate this region. Baron Chaput exacts a toll on 
  traders who use the road, in exchange for keeping it safe from bandits 
  and monsters. The toll is not excessive, and most traders pay it willingly 
  because the road is considered safe, by and large. Incidents of robbery and 
  violence along the highway are rare within the barony. 
  What’s Going On
  As is normal in a gothic horror tale, the true situation in Roulune is 
  different from what it seems. Figuring out the real story and the real 
  connections between people is key to the player characters’ success in this 
  adventure. For the GM’s convenience, this section lays out the straight 
  facts. 
  NPCs in Loup-Montagne
  Grandfather Nicodeme 
  This evil old man is the ultimate source of all the trouble.
  What’s Told: Baron Nicodeme ruled the barony for more than 40 
  years, and they were good years. The baron had a reputation for being 
  strong-willed and pitiless, but not unnecessarily cruel. He was harsh 
  toward those who broke his laws, but his laws were clear and generally 
  considered fair. A year ago, while hunting, wolves attacked Nicodeme. The 
  baron’s lieutenant (Paschal Moreau) fought his way through the wolves. 
  According to Moreau’s account, the baron ordered him to ride out on the 
  only surviving horse and bring help. By the time help arrived, Nicodeme 
  and two other men-at-arms were already dead. With his legs torn apart so 
  he couldn’t walk, the baron had put his back to a tree and fought heroically 
  to the end. Only two bodies were recovered. A blood trail indicated that 
  one of the men-at-arms was dragged away by the wolves. His body was 
  never found.
  What’s True: The baron and his three companions were attacked while 
  hunting. The attackers were wolves led by a werewolf. The hunters fought 
  off the attack, but both men-at-arms were killed and the baron was badly 
  wounded by the werewolf. Knowing what would happen to him, the baron 
  and Moreau switched the baron’s clothing and belongings for those of 
  one of the dead men mangled beyond recognition. As Paschal rode away 
  with news of the baron’s “death,” the bleeding baron dragged himself into 
  the woods. With his wounds healing rapidly, his blood trail soon petered 
  out. He headed for the ruins of St. Ulrich Abbey, where Moreau was to 
  meet him later. Nicodeme has been living in the vicinity of the abbey 
  ever since, growing more evil and bloodthirsty with each passing month. 
  Moreau visits him occasionally when he thinks he can do so without being 
  discovered. Although he is an afflicted werewolf, some strange confluence 
  of fates has enabled him to pass on the curse of lycanthropy as if he were 
  a natural werewolf.
  Nicodeme raised Ghislain after Renard’s death, but he never liked his 
  grandson. He thinks Ghislain’s rule will bring ruin to the barony and stain 
  the family name. He has decided to murder Ghislain since that will clear 
  the way for Jules Brisbois to claim the mantle. 
  Renard Chaput
  As the only son of Baron Nicodeme, Renard should have succeeded his 
  father to be the baron now — if he’d lived long enough
  What’s Told: Renard was handsome, dashing, and lively. He would 
  have made a good baron, if he’d outlived his father, but he died 12 years 
  ago in a tragic incident. Renard, his wife, Seraphine, and their son, 
  Ghislain, were riding in the forest when wolves attacked them. Only 
  seven-year-old Ghislain survived; he was found unconscious beneath the 
  bloody bodies of his parents. 
  What’s True: The common story is true, but it’s only part of the story. 
  Renard was a philanderer with one illegitimate son (Jules Brisbois) whose 
  existence was publicly acknowledged, and probably others he didn’t 
  acknowledge. The existence of a bastard son is a problem because of the 
  legend concerning the Barony of Loup-Montagne (see “The Legend” 
  below). Renard was popular among the young men of the barony because 
  he enjoyed popping into taverns, buying drinks for everyone, and turning 
  the evening into a raucous party. But he was strongly resented by the many 
  married men he cuckolded. 
  Wolves really killed Renard and Seraphine, but if characters dig into 
  this story, they hear persistent rumors that the wolf attack was a cover-up, 
  and that Renard was assassinated by a conspiracy of jealous husbands fed 
  up with his behavior; it was simply bad luck for Seraphine that she was 
  riding along at the wrong time. 
  Ghislain Chaput
  Ghislain is the current Baron Chaput. 
  What’s Told: Ghislain is liked well enough by the citizenry, but he’s 
  very young (19 years old) and has been baron for only a year. It’s common 
  knowledge that the former baron (Ghislain’s grandfather) didn’t like 
  Ghislain and was trying to arrange for Jules Brisboi to become his heir, but 
  Nicodeme died before such an arrangement could be formalized. Hence, 
  tradition had to be followed and Ghislain was anointed the new baron. 
  Most citizens of Loup-Montagne like Ghislain well enough, but they 
  also know the legend — that tragedy will follow if the barony doesn’t 
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  bad moon rising
  pass to the eldest surviving son. A heated debate erupts anytime this topic 
  comes up in a tavern or public place. One side argues that Ghislain is 
  the legitimate heir, so everything is fine. The other side argues that Jules 
  Brisboi is Renard’s eldest son, legitimate or not, so trouble will follow if 
  he doesn’t carry the title. This camp is already blaming the recent surge in 
  wolf attacks on flouting the legend.
  Ghislain’s right leg was severely mangled in the attack that killed his 
  parents. No magical healers were on hand, and Nicodeme refused to allow 
  doctors to amputate it, but the boy surprised everyone by surviving the 
  wound. He needs a crutch to walk, and walking or riding a horse are 
  extremely painful. He is carried in a chair most of the time, walking or 
  riding only when he goes out in public. 
  What’s True: Ghislain is a decent young man who takes his position 
  seriously. He trusts his half-brother Jules and places no credence in the 
  legend. Even if he did, Ghislain’s attitude is that he is Renard’s eldest 
  legitimate son, so whatever power the legend has (which he believes is 
  none), it should be satisfied. Ghislain is greatly troubled by the wolf attacks, 
  but he believes they are the work of hungry wolves and nothing more. 
  Ghislain vehemently denies the rumor that angry husbands murdered his 
  father if asked about the incident. He was only seven, but he clearly remembers 
  being attacked by wolves, and he angrily strips off his stocking to show his 
  withered, mangled right leg. Anyone with training in Nature can confirm 
  that they are the bites of large canines. Anyone with training in Medicine is 
  amazed that a child survived such a wound without magical healing. 
  Jules Brisbois
  Baron Ghislain’s half-brother is an important officer in the barony. His 
  position is informal, but he acts as an advisor and confidante to Ghislain 
  and as a lieutenant to Moreau.
  What’s Told: Brisbois is something of an enigma in Roulune. He is 
  boisterous and lusty like his father, and he’s well-liked by the young men 
  of the town for the same reasons Renard was liked. If characters press for 
  more information than that, they are mostly met with stony silence; the 
  people of Roulune are obviously reluctant to talk about Brisbois in too 
  much detail, other than to say things like, “Well, you know how men like 
  him can be.” Residents are more willing to talk about Brisbois’ role in the 
  legend than about any dark aspect of his personality. About a third of the 
  town would prefer Brisbois as baron over Ghislain. If the wolf attacks 
  grow worse, that percentage is bound to grow. 
  What’s True: The “secret” that townsfolk are reluctant to discuss is that 
  Brisbois has a vicious temper, and when it gets out of control, he becomes 
  dangerous. He has come close to killing people with his bare hands while 
  in a fury, including a few of his friends. Because of his position in the 
  barony, people who get hurt in his rampages are paid off in gold and the 
  incidents aren’t spoken of. The innkeeper at the Wolf’s Pelt Tavern is one 
  of the few locals willing to open up to characters about this, but only if he 
  can’t be overhead by other locals. 
  Brisbois’s temper is a red herring, meant to mislead characters into 
  suspecting that he is the werewolf. If characters raise that possibility 
  around any townsfolk, even in jest, at least a few are bound to nod their 
  heads in dark agreement. 
  Brisbois’s real offense against the barony is that he’s fallen in league 
  with a group of poachers and occasional highwaymen. In exchange for a 
  cut of the profit, he provides them with information about where the baron’s 
  foresters plan to patrol for poachers each week and when particularly rich 
  or vulnerable merchants are traveling through the barony. These bandits 
  can be encountered at Travers Castle, and if handled properly, they might 
  implicate Brisbois in their crimes. 
  Paschal Moreau
  Moreau was the former Baron’s right-hand man. Ghislain considers 
  him a trusted family deputy and employs Moreau as head of the militia 
  and as an advisor.
  What’s Told: Moreau is “the last of the old breed,” a gentleman warrior 
  who can be relied on to always do the right thing. A few people whisper 
  accusations of cowardice over him leaving Baron Nicodeme when the 
  wolves attacked, but most accept Moreau’s account of what happened at 
  face value. A man like him never would have left the baron willingly under 
  those circumstances unless the baron ordered it directly, and leaving the 
  baron to ride for help must have been the hardest thing Moreau ever did.
  What’s True: Moreau is every bit the rock of determination and 
  strength that people believe him to be, but his account of what happened 
  to the baron is false. He is the only person in Loup-Montagne (who is not 
  also a werewolf) to know that Nicodeme, in werewolf form, is behind 
  the recent killings. Moreau is genuinely conflicted about the secret he’s 
  hiding, but his unswerving loyalty to Nicodeme blinds him to the great 
  evil the old baron is committing.
  Absalon Dufort
  Dufort serves as the barony’s treasurer. He also manages the baron’s 
  household and runs the manor as superintendent and castellan. He is in 
  his 60s, with wild hair, a wispy beard, and a slight but noticeable twist 
  to the left caused by an injury to his spine when he was a young soldier. 
  Everyone simply calls him Dufort. He is the only person besides Moreau 
  to have a key to the treasury, where Moreau stores all the town’s silver 
  collected through taxes. 
  The treasurer has an incredible head for numbers, but his thinking about 
  most other topics is muddled and confusing at best. Dufort has noticed 
  the preponderance of silver in the treasury and has been meaning to ask 
  Moreau about it for months, but he’s a busy man with many things on his 
  mind, and Moreau is never around when Dufort is thinking about it. 
  The Legend
  A legend has circulated through the Barony of Loup-Montagne for 
  hundreds of years concerning the order of inheritance for the title of baron. 
  The legend holds that if the title is passed to someone who is not the eldest 
  heir, the spirits of the forest will lash out against the people of the barony. 
  Citizens of Roulune can cite any number of historical incidents to “prove” 
  this claim. All of them happened before any living person in Roulune was 
  born, and most are highly dubious if not completely spurious. 
  The few citizens who aren’t overwhelmingly superstitious see this 
  legend as nothing more than a story meant to ensure that every baron sets 
  up a clean transfer of power upon his death — an outcome greatly desired 
  in a world where any doubt about the line of accession can lead to bloody 
  murders between brothers, sisters, aunts, uncles, and grandchildren. 
  In this regard, Renard Chaput’s philandering created a problem. Jules 
  Brisboi is older than Ghislain, and Renard acknowledged Jules as his 
  son. The custom of the barony is that a legitimate son has primacy over 
  an illegitimate one, but this is only a custom, not an explicit law, and 
  illegitimate offspring have ruled on other occasions. 
  Because the exact form of retribution the forest spirits will seek isn’t 
  specified, any unfortunate incident that happens in or near the woods 
  can be blamed on the legend. Likewise, people who oppose or dislike a 
  particular baron can point to any unusual death or injury and claim it as 
  proof that a different person should hold the title. If fate doesn’t cooperate 
  by providing mysterious mishaps, it’s easy enough for clever schemers to 
  arrange a few and blame them on the legend.
  Current events have stirred up plenty of talk about the legend and 
  motivated Jules Brisbois’ circle of friends to mumble about replacing 
  Ghislain with Jules. A minority of citizens supports this idea, but most 
  believe that Ghislain is the proper heir. Only a small group blames 
  Brisbois for causing the trouble, and they do so quietly and mostly in 
  private out of fear for his temper.
  Silver
  Paschal Moreau knows that silver is one of the few things that can 
  harm Nicodeme. To protect the werewolf, Moreau makes it his mission 
  to keep silver out of the hands of the people of Loup-Montagne. This is 
  done mostly through taxation. People who pay their taxes in silver rather 
  than copper are given a small discount. Silver items such as jewelry and 
  plate are accepted in lieu of coins at greater than their face value. Moreau 
  
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  doesn’t care about a few silver coins or lockets; he is concerned about 
  larger items such as silver plates, pitchers, picture frames, mugs, and 
  other articles that contain enough silver to turn into knives, spearheads, 
  or swords.
  Roulune is a poor town, and Moreau personally collects taxes door-
  to-door (with a militia backup). The process involves a fair amount 
  of haggling under any circumstance, so the slow disappearance of 
  silver has gone unnoticed by most people. The jeweler (a dwarf named 
  Beaumont) is curious why less silver jewelry is crossing his table for 
  repair than in years past, and innkeepers and shopkeepers who are paid 
  in silver stare at the coins for a few moments before making offhand 
  comments such as “Don’t see many of these anymore” or “You are 
  new around here.” If a character questions the scarcity of silver in a 
  public place, it sets off the usual round of arguing and superstitious 
  theorizing common in Roulune.
  The silver is stored under lock and key in the treasury at Chaput Manor. 
  Only Moreau (as chief tax collector) and Dufort (as treasurer) have keys 
  to that chamber.
  Roulune
  Roulune is a medium-size town filled with typical homes and shops 
  for bakers, cobblers, bowyers, candlemakers, potters, ropemakers, 
  blacksmiths, tailors, and all the other businesses a medieval town requires. 
  Four locations stand out among the rest, being of special interest to 
  traveling adventurers.
  ROULUNE
  N small town 
  Corruption +2; Crime –6; Economy –4; Law +1; Lore +2; 
  Society –5
  Qualities rumormongering citizens, superstitious
  Danger +20
  Disadvantage hunted*
   
  Government overlord
  Population 500
  Notable NPCs
  Ghislain Chaput, Baron (male human aristocrat 6)
  Jules Brisbois, Advisor (male human aristocrat 2/bard 2)
  Paschal Moreau, Captain of the Guard (male human 
  fighter 7)
  Absalon Dufort, Accountant (male human expert 7)
   
  Base Value 800 gp; Purchase Limit 5,000 gp; Spellcasting 
  2nd
  Minor Items 3d4; Medium Items 1d6; Major Items —
   
  *If the werewolf threat to Roulune is ended, it loses the 
  hunted disadvantage. Its Economy, Law, and Society 
  modifiers each go up by +4, its danger decreases to 0, and 
  its base value increase to 1,000 gp.
  Wolf’s Pelt Tavern
  The Wolf’s Pelt is the only tavern in Roulune with rooms for rent to 
  travelers. It’s also the biggest and most welcoming to outsiders, and it’s 
  where the locals come when they want to hear news from the outside world. 
  The proprietor is a friendly young man named Hugues who does 
  everything he can to make strangers feel welcome. His wife Lilou is 
  
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  almost twice his age and is seldom seen by customers. She is painfully 
  shy, so she spends most of her time in the kitchen. If someone tries to talk 
  to her, she becomes flustered and calls for Hugues. 
  Fewer travelers come through Roulune these days thanks to news of the 
  wolf attacks, so the inn has plenty of room available if characters choose 
  to stay here. 
  The Church of the Forest
  This temple can serve whatever good-aligned deity is most appropriate 
  in your campaign, or several at once. In the Lost Lands, the temple is 
  dedicated to Cerunnos, the Green Father. The cleric of the temple is Frere 
  Emilé. He can cast cure moderate wounds twice per day, but he expects 
  strangers to make a donation to the church’s coffers in return (at least half 
  the cost of a potion of cure moderate wounds in your campaign). He keeps 
  two scrolls of lesser restoration and one of greater restoration in a secret 
  compartment beneath the altar in case of emergency. Again, he expects the 
  church to be compensated if they must be used to benefit outsiders.
  “Nicodeme’s” body was brought to Frere Emilé after the attack. 
  Everyone accepted it as the baron’s based on the clothes and Moreau’s 
  testimony. But Emilé knew Nicodeme well, and in preparing the corpse 
  for burial, he saw the body of a much younger man. That weighs on his 
  mind, and he talks to the characters about it if they establish a level of 
  trust with him.
  Gervaise the Astrologer
  Gervaise the Astrologer is the most-educated person in Roulune. The 
  more she learns, the more she abandons the town’s traditional superstitions. 
  It’s getting to the point where she even has doubts about astrology. 
  This dwarf is neither a spellcaster nor an alchemist. She doesn’t sell 
  magic items, potions, or magical services. What she has is an amazing 
  store of knowledge on almost any subject the characters have questions 
  about. You can use Gervaise as a reliable source of information, a skill 
  bank, a rumor source, and as the characters’ general sounding board in 
  Roulune.
  Gervaise can give accurate directions to any location in the barony, 
  along with basic background information about it. Most importantly, 
  she can direct the characters accurately to Travers Castle, St. Ulrich’s 
  Abbey, and the Witches’ Den. Directions to the Witches’ Den come with a 
  warning that the site still has magical power. For further details, see “The 
  Witches’ Den” below. 
  Gervaise puts no stock in the legend about the eldest heir. She doesn’t 
  know what’s behind the recent attacks, but based on the bodies she’s 
  seen and the reports she’s heard, she’s pretty sure a werewolf is involved. 
  She hasn’t shared that opinion with other townsfolk because, given how 
  superstitious they are, talk of a werewolf would be sure to set off ridiculous 
  behavior if not outright panic.
  In light of that, Gervaise advises the characters to arm themselves 
  with wolfsbane before venturing into the deep forest. The only spot she 
  can be certain wolfsbane grows is Duval’s Meadow. The best time to 
  harvest it is under the light of a full moon (which is, of course, tonight 
  and the following two nights). She offers characters two pieces of advice 
  regarding wolfsbane. First, Gervaise cautions them that they should wear 
  gloves when handling it and avoid inhaling the flowers’ scent; too much 
  exposure causes fatigue (characters who ignore this precaution must make 
  a successful DC 10 Con saving throw at the end of an hour’s exposure or 
  gain one level of exhaustion). Second, wolfsbane is also prized by hags, 
  so characters should be on the lookout for those vile creatures when they 
  visit Duval’s Meadow.
  Wolfsbane: Wolfsbane smeared onto a piercing or slashing weapon 
  gives the weapon a +1 damage bonus against lycanthropes. Even a 
  weapon that lycanthropes have DR against cause 1 point of damage if 
  coated with wolfsbane. Also, a lycanthrope must succeed on a DC 10 
  Wills ave before attacking someone who prominently displays a bunch 
  of wolfsbane (wearing it as a garland, tucked into a belt, waving it in the 
  hand, etc.). Once the werewolf makes a successful save, it can ignore the 
  wolfsbane for the rest of that encounter.
  Yannick’s Candle Shop
  Yannick is a very rare breed: a mix of halfling and elf. He looks like 
  most other halflings at a glance, but anyone who spends more than a few 
  moments conversing with him notices the delicate features, slender grace, 
  and musical speech of a half-elf. 
  Yannick’s shop is famous for its “infused candles.” These are mildly 
  magical items that produce minor magical effects when lit, similar to a 
  cantrip. A few types that adventurers might find useful are listed below; 
  feel free to expand this list with any other types you like, at comparable 
  prices. 
  Candle Drifting Light
  Length 30 mins
  Price 10 gp
  The person holding the candle can cause its light to drift away at a speed 
  of 5 feet/turn, to a distance up to 60 feet from the candle. The drifting 
  flame casts dim light in a 10-foot radius.
  Candle Friends
  Length 30 mins
  Price 20 gp
  Everyone within 15 feet of the lit candle has generally positive feelings 
  toward the person who lit it; that person gets tactical advantage on 
  Charisma-based skill checks that target humanoids in the candle’s radius. 
  These candles are very popular among storytellers and romantic young 
  men.
  Candle Light the Path
  Length 30 mins
  Price 5 gp
  If the person holding the lit candle thinks about a place he or she has 
  been to, and the flame flickers toward the direction of that place. These 
  are popular among folk who must travel at night and are anxious about 
  losing their way back home. Hugues keeps a box of them at the Wolf’s 
  Pelt tavern for revelers who overindulge.
  Candle Mending
  Length 30 secs
  Price 15 gp
  If the wax from this rapid-burning candle is dripped onto a broken 
  object, the object repairs itself exactly as it would if a mending spell had 
  been cast on it. One candle can repair one object.
  Candle Message
  Length 1 min
  Price 30 gp
  A message is whispered to the candle while it is lit, then the candle 
  is extinguished. The next time the candle is lit, it repeats the message 
  verbatim. The total burning time of the candle is one minute, so a message 
  that’s more than 30 seconds long is truncated on delivery. The candle 
  works only once, regardless of how short the message is.
  Candle Restfulness
  Length 1 hr
  Price 30 gp
  If a character lights this candle and spends an hour basking in its light, 
  he or she recovers from one level of exhaustion. Only the character who 
  lit the candle gets the benefit, and the benefit can be gained only once in 
  a 24-hour period.
  Candle Witching Hour
  Length 8 hrs
  Price 10 gp
  The flame of this candle turns blue for one minute precisely at sunset, 
  
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  Quests of Doom: lycanthropes & elementals
  midnight, and dawn. It is popular among witches, astrologers, and diviners. 
  Yannick usually keeps these under the counter because they upset some of 
  the most superstitious residents of Roulune.
  Candle Wolfsbane
  Length 1 hr
  Price 40 gp
  This candle fills a 30-foot radius with the scent of wolfsbane. The 
  components harmful to people have been refined out; only those that 
  irritate lycanthropes remain. All lycanthropes must withdraw from the 
  candle’s radius unless they make a successful DC 10 Fortitude save. This 
  is an experimental item not yet available for sale. Yannick offers it only if 
  characters mention werewolves, wolfsbane, or that they plan to go hunting 
  wolves. 
  Superstition in Roulune
  The people of Roulune are tremendously superstitious. They interpret 
  every little occurrence as an omen of good or bad tidings based on 
  centuries-old traditions that no outsider has much hope of understanding. 
  Every conversation with villagers should be peppered liberally with 
  superstitious declarations such as those below. If two or more villagers 
  are involved, it’s common for arguments to break out about the meaning 
  and interpretation of omens. 
  • “The last fort-moon was blood red, and I saw the shadow of a rabbit 
  on it clear as a bell. Bad times are coming for sure.”
  • “My Gran’ tripped on the lintel three times last week. Now I’m afraid 
  to keep a fire burning in the hearth for fear that the house will burn down.”
  • “I heard a raven call while I was milking the cow this morning. Had 
  to dump the whole pail of milk. Can’t have it poisoning the baby.”
  • “All the flowers on the ivy were facing north this morning. I’m 
  keeping my doors and windows locked until after the harvest.”
  • “The worst time to be confronted by wolves is at midnight. You can 
  tell when that is because the flame from a candle turns blue at the witching 
  hour.” (This bit of myth is true for the candles from Yannick’s shop, and it 
  may be useful to characters during the adventure.)
  • “A hare chased a cat across my path last week. There’s a witch 
  prowling these woods, that’s now a proven fact.”
  • “I heard hedgehogs whining at dusk. They were telling our secrets to 
  witches. You can’t trust anybody these days.”
  • “When I was hunting, I saw a wolf staring at me from the brush, and 
  it was missing its left ear. There’s always something like that wrong with 
  a werewolf, you know. Always.” 
  • “I stopped my brother-in-law from cutting down a thorn tree last 
  week. He would’ve angered the faerie folk even more and brought bad 
  luck on us all.”
  • “If you’re concerned about ghosts or werewolves, bring a rooster 
  with you, and be ready with a needle to make him crow. Ghosts and 
  werewolves hate the crowing of roosters; it drives them away.” (This 
  belief derives from the fact that ghosts and werewolves tend to cease their 
  activity at dawn, which is coincidentally when roosters start crowing. A 
  rooster crowing in the middle of the night has no supernatural effect.)
  • “Johann ate three eggs for breakfast last week, and his horse died, just 
  like I warned him it would. Eating an odd number of eggs is just inviting 
  death into your home.”
  Locations in the Barony 
  of Loup-Montagne
  The locations below play important roles in the adventure, and 
  characters are likely to visit most of them in the course of resolving events 
  in Loup-Montagne. Everyone knows where the baron’s manor is, of 
  course, at the edge of town. Likewise, everyone knows that Travers Road 
  on the south of town leads to the ruin of Travers Castle, but no one goes 
  there anymore. Residents of Roulune give conflicting accounts about the 
  location of St. Ulrich Abbey — those who hunt or travel are more likely 
  to get it right than those who farm or run shops in town. The Witches’ Den 
  is little more than a legend, and any group of three or more people won’t 
  be able to agree on whether it even exists. 
  Moreau and Gervaise know all three hidden locations, but only Gervaise 
  gives correct directions to all three. Moreau’s directions to the abbey and 
  the Witches’ Den lead characters to a random point along the river since 
  he doesn’t want them to find those spots. Dufort claims to know all three 
  locations if asked, but characters realize that his muddled directions are 
  impossible to follow even as he’s giving them. 
  Baron’s Manor
  The baronial manor is a grand home, but that’s “grand” on a medieval 
  scale. It is not a palace or a mansion. It’s a large, well-appointed, half-
  timber construction. Important rooms (entrance hall, great hall) and family 
  sleeping rooms have wood paneling for warmth and appearance; other 
  rooms have plaster walls and exposed timber beams. The stable and the 
  barracks are similar, but much plainer. The whole compound is enclosed 
  inside an 8-foot-high stone wall.
  Unless they reach some arrangement with the Baron to inspect his 
  home, characters have no good reason to wander unescorted through the 
  manor. If they do so, or if a guest disappears for an unusual length of time, 
  it rouses suspicion. Guests in an aristocrat’s home are expected to behave 
  appropriately. 
  Area 1. Main Entrance
  The main entrance hall is a grand chamber designed to impress visitors. 
  It’s two stories tall, paneled in oak, and paved with flagstones. Portraits 
  of former barons and their families line the walls, along with close to a 
  hundred weapons: mainly polearms, but with a score of swords, maces, 
  and morningstars mixed in. The most arresting of the portraits is one that 
  shows a man in his thirties with piercing silver eyes and a halo of unruly, 
  gray-streaked hair: Baron Nicodeme in his prime. 
  Area 2. Great Hall
  Most of the entertaining and business of the barony is conducted in this 
  chamber. Tables are put up when needed using smooth planks laid across 
  trestles, and taken down and stored along the walls with their benches 
  when not needed. The hall is empty most of the time. A low platform (one 
  step up) lines one wall for the table of the baron and honored guests. 
  Area 3. Kitchen and Storage
  During the day, two cooks and a half-dozen teenage helpers work in this 
  chamber. At night, the helpers sleep here. 
  Area 4. Treasury
  Most of the baron’s wealth is stored here: coins, jewelry, and plate are 
  the most common, with silver predominating because of Moreau’s policy 
  of collecting taxes in silver whenever possible. Only Moreau and Dufort 
  have keys to the massive lock that seals the heavy door. The lock can be 
  picked with a set of thieves’ tools and a successful DC 20 Disable Device 
  check. If the check fails, a magic mouth appears above the lock and shouts 
  “Thieves at the treasury! Thieves at the treasury! Thieves at the treasury!” 
  for 30 seconds, which is sure to bring Moreau, Brisbois, the baron, and an 
  armed escort to investigate. 
  If someone succeeds in breaking into the treasury chamber, it contains 
  a total value of 20,000 gp: 1,800 gp (36 lbs.), 80,000 sp (1,600 lbs.), and 
  10,200 gp worth of silver plate, silver candlesticks, silver picture frames, 
  silverware, jewelry, and other items with a total weight of 1,000 lbs. 
  (average of 1 lb. per 10 gp value, but with considerable variance; jewelry 
  has much higher value at low weight, while silver hair brushes and mirrors 
  are heavy for their value). 
  
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  bad moon rising
  Area 5. Trophy Room
  This resembles a room in a hunting lodge, with dozens of trophy heads 
  of wild boar, elk, bears, and many wolves (including a few dire wolves and 
  worgs) mounted on the walls. Rugs of bear and wolf pelts are scattered 
  on the floor. 
  Area 6. Baron’s Chambers
  A comfortable sleeping chamber adjoins a writing chamber (the baron’s 
  office). 
  Area 7. Family and Guest Chambers
  Baron Ghislain has no wife or children, so most of these chambers are 
  empty. Only Jules Brisbois has a permanent room here, and he uses it only 
  about half the time. If characters are invited to stay at the manor, they’ll 
  be assigned rooms in this area.
  Area 8. Servant’s Quarters
  Dufort and the household staff (one butler, two maids, and two cooks) 
  reside in these rooms. 
  Area 9. Day Rooms
  These airy rooms are available for whatever purpose the family needs 
  at the time. They’ve served as children’s playrooms, sewing rooms, 
  schoolrooms, workrooms, and many other functions. Since Ghislain is 
  unmarried and has no family as yet, they’re used chiefly as workrooms by 
  the servants on the ground floor and as sitting rooms on the upper floor.
  Area 10. Barracks (CR 11, if taken all at once)
  Paschal Moreau and the 20 men and women who make up the full-
  time core of the Loup-Montagne militia live in this structure. It is divided 
  into several dormitory-like sleeping and living chambers, an armory, and 
  a private room for Moreau. 
  Most areas of the barracks are neat and tidy, but one stands out for its almost 
  animal-like squalor: beds are unmade and covered with reeking animal skins 
  instead of blankets, and belongings and leftover food are strewn around the 
  floor. Three men and one woman of the militia share this chamber. They are 
  4 werewolves infected by Nicodeme and under his control. Moreau is aware 
  of their state and tolerates it because of his loyalty to Nicodeme, but other 
  members of the militia resent what they see as a handful of Moreau’s favorites 
  being given special privileges (they don’t know the four are werewolves). 
  They’ll share their complaints with PCs if asked in private. They feel the 
  situation is becoming intolerable, and they’re beginning to question Moreau’s 
  leadership because of it. If characters search this room (not just examine it 
  from the doorway) after Enzo’s murder, they find a pair of bloodstained, 
  embroidered gloves of the type Enzo was transporting.
  PASCHAL MOREAU 
   
  CR 6
  XP 2,400
  Human fighter 7
  LN(E) Medium humanoid (human)
  Init +5; Perception +7
   
  AC 19, touch 12, flat-footed 17 (+7 armor, +1 Dex, +1 dodge)
  hp 64 (7d10+14 plus 7)
  Fort +7; Ref +3; Will +2; +2 vs. fear 
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 greatsword +14/+9 (2d6+10/19–20)
  Special Attacks weapon training (heavy blades +1)
   
  Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 8
  
  140
  Quests of Doom: lycanthropes & elementals
  Base Atk +7; CMB +11; CMD 23
  Feats Cleave, Combat Reflexes, Dodge, Great Cleave, 
  Improved Initiative, Power Attack, Vital Strike, Weapon 
  Focus (greatsword), Weapon Specialization (greatsword)
  Skills Diplomacy +6, Handle Animal +9, Intimidate +9, 
  Perception +7
  Languages Common
  SQ armor training 2
  Gear +1 chainmail, +1 greatsword
  GUARDS (16) 
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game GameMastery Guide 
  “Caravan Guard”)
  WEREWOLF GUARDS (4)  
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Werewolf”)
  Note These guards are afflicted werewolves, and have DR 5/
  silver in their hybrid and animal forms.
  Area 11. Stables
  Twelve horses are stabled here, along with all their riding tack and a 
  primitive coach that is seldom used. Four stablehands sleep in a cozy 
  corner of the hay loft.
  Area A. Travers Castle (CR 10 if 
  taken all at once)
  Many generations ago, the original barons of Loup-Montagne ruled the 
  barony from Travers Castle. The castle was sited to control an important 
  river crossing, and the barons grew rich on the tolls they charged to use the 
  bridge. When the bridge was washed out in a flood, wagon traffic diverted 
  to a ferry crossing upstream. By then, the baronial families had relocated 
  to the more comfortable manor in Roulune anyway, and the decision was 
  made not to rebuild the bridge. 
  The castle has been abandoned for almost a hundred years. No one has 
  much reason to make the trek there, so the castle and the road to it are 
  overgrown by the forest. The walls of the castle still stand, but the thatched 
  roofs of the buildings have collapsed and the gates sag on their hinges. 
  The pile is not entirely forgotten, however; a group of poachers and 
  sometime highwaymen use it as an occasional hideout. The gang consists 
  of bandit captain Thibault Voclain, 12 bandits, 3 scouts, and 2 mastiffs. 
  They are present when characters come to investigate. They post guards, 
  but because they aren’t expecting visitors, their sentries aren’t especially 
  alert. 
  THIBAULT VOCLAIN, BANDIT CAPTAIN 
   
  CR 6
  XP 2,400
  hp 53 (Pathfinder Roleplaying Game GameMastery Guide 
  “Highwayman”)
  BANDITS (12) 
   
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game GameMastery Guide 
  “Bandit”) 
  SCOUTS (3) 
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Trapper”)
  MASTIFFS (2) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Dog, Riding”)
  Area A1. Overgrown Clearing (CR 1)
  Long ago, this was a cleared space around the castle. Now it’s heavily 
  overgrown with brush and trees, although it’s obviously not old-growth 
  forest like the rest of the surroundings. The poachers take few pains 
  to conceal their presence, so their tracks toward the castle are plain to 
  see. Someone can discern their numbers to be between 12 and 18 with a 
  successful DC 15 Survival check.
  There are always 2 bandits on watch, both of them standing above the 
  main gate and looking north. Characters sneaking through cover toward 
  the castle go unseen if their Dex (Stealth) checks are better than the 
  guards’ passive Perception scores of 10. 
  BANDITS (2) 
   
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game GameMastery Guide 
  “Bandit”) 
  Area A2. Main Gate
  The gate sags on its hinges and doesn’t close all the way anymore. People 
  at the gate can’t be seen by the guards above because of the overhanging 
  wall. A character trying to slip silently through the slightly ajar gate must 
  make a successful DC 10 Stealth check. A failed check indicates that 
  the character brushes against the gate and causes it to squeak. The first 
  time this happens, the guards assume it is the wind and don’t bother to 
  investigate. The second time it happens, they become suspicious; from 
  their perch atop the wall, one starts scanning the courtyard carefully and 
  the other scans the area before the wall. If it happens a third time, they 
  raise a cry of alarm. 
  Area A3. Courtyard (CR 6–7)
  This area is mostly bare ground. Depending on the weather, it might be 
  hard-packed dirt or churned mud. A disintegrating wagon with a broken 
  wheel is tipped against one wall. Two tables and four benches have been 
  thrown together by placing planks across barrels and stumps. A fire pit sits 
  between the tables. During daytime, 2d4 bandits and 1 scout are in the 
  courtyard, butchering a deer that they poached a few days before and are 
  preparing for the evening meal, with the 2 mastiffs lying nearby, waiting 
  for scraps. At night, the courtyard is empty except for the deer carcass 
  hanging from a post.
  BANDITS (2d4) 
   
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game GameMastery Guide 
  “Bandit”) 
  SCOUT  
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Trapper”)
  MASTIFFS (2) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Dog, Riding”)
  Area A4. Great Hall
  The great hall lost its roof decades ago, so it’s now just four walls 
  and a skeletal staircase to a mezzanine that rings the hall 10 feet above 
  the floor. Weeds grow profusely between the old flagstones, and a great 
  fire pit dominates the center of the floor. A few poachers sometimes 
  sleep here under the stars in fine weather, but most prefer to sleep in 
  the chapel.
  The stairs up to the mezzanine are rotted from exposure. Anyone 
  climbing them must make a successful DC 8 Acrobatics check to reach 
  the top safely. On a failed check, the staircase collapses, dropping 
  the character 10 feet to the ground. Everyone in the castle hears the 
  collapse. 
  
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  bad moon rising
  1 square = 10 feet
  1 square = 10 feet
  1 square = 10 feet
  
  142
  Quests of Doom: lycanthropes & elementals
  Area A5. Chapel (CR 8–10)
  This is the poachers’ chief residence when they stay in the castle. 
  They repaired the roof by covering it with canvas looted from merchants’ 
  wagons. It leaks in heavy rain, but most of the time it stays warm and 
  comfortable enough for their purposes. 
  During the daytime, 2d4 bandits and Thibault Voclain are here, 
  resting and planning their next robbery or poaching expedition. At night, 
  the entire gang, including the mastiffs, is here asleep, except for 2 bandits 
  on the wall and 1 scout who got up to relieve himself from atop the east 
  wall. If fighting breaks out, he tries to ambush someone from behind if it 
  might make a difference in the outcome; otherwise, he slips away into the 
  forest. If this adventure is taking place during summer in your campaign, 
  1d4 bandits could be sleeping in the great hall instead. 
  THIBAULT VOCLAIN, BANDIT CAPTAIN 
   
  CR 6
  XP 2,400
  hp 53 (Pathfinder Roleplaying Game GameMastery Guide 
  “Highwayman”)
  BANDITS (2d4) 
   
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game GameMastery Guide 
  “Bandit”) 
  SCOUT  
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Trapper”)
  MASTIFFS (2) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Dog, Riding”)
  Area A6. Stables
  The bandits’ 4 riding horses, 4 draft horses, and 2 mules are stabled 
  here. They pay no attention to anyone who enters. 
  Area B. Duval’s Meadow (CR 6)
  This is a small clearing in the forest, unremarkable in all ways except for the 
  wolfsbane plants that flourish here. Their blooms stay open during the day, but 
  they are at their fullest under the light of a full moon. See the entry “Gervaise the 
  Astrologer” above for information on wolfsbane’s effect against lycanthropes.
  If characters come here during a night of the full moon, they encounter 
  a green hag named Savine on the same mission as them (harvesting 
  wolfsbane). Disguised as a human druid via her alter self ability, she does 
  her best to persuade the characters that she also intends to find and slay the 
  werewolf. She offers to join the characters on their quest. If the characters 
  fall for this ploy, Savine does indeed join them and help in their fight against 
  the werewolves. But the moment it appears that the werewolves are beaten, 
  she turns against the characters. Savine is accompanied by a swarm of 
  poisonous snakes that should be treated as invisible until they attack.
  SAVINE THE GREEN HAG  
  CR 5
  XP 1,600
  hp 58 (Pathfinder Roleplaying Game Bestiary “Green Hag”)
  SNAKE SWARM  
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary 3 “Snake Swarm”)
   
  Area C. St. Ulrich Abbey
  Nicodeme and his small coterie of werewolves use the abandoned 
  abbey as a gathering place. They don’t spend all their time there, but it’s 
  the one place they return to regularly between hunts.
  A century ago, the area around the abbey might have been a 
  larger clearing, but the encroaching forest has swallowed it 
  and crept nearly to the ancient building’s walls. An overgrown 
  cemetery with headstones tilting at all angles stands outside the 
  crumbling, roofless, fieldstone walls. The structure must have 
  been impressive in its day, but now the leaning, moss- and vine-
  covered walls form a small maze in the forest. 
  All areas of the abbey are essentially the same: open, roofless spaces 
  surrounded by crumbling walls with large, arched doorways. The doors 
  are long since rotted away. Only the old chapel has a flagstone floor; all 
  other areas have packed dirt floors spotted with patches of waist-high 
  grass, weeds, and thin bushes. Only a few saplings have taken root inside 
  the structure.
  The remains of several of the werewolves’ victims are strewn around. 
  They consist mainly of gnawed bones, torn and bloodstained clothing, 
  and a few meager possessions such as copper coins, rusted knives, tacky 
  jewelry, and tarnished belt buckles. Little is left to identify the victims, but 
  if everything is gathered up and brought back to Roulune, Frere Emilé at 
  the Church of the Forest does his best to figure out who the werewolves 
  killed and devoured. If characters search for bodies, each area contains 
  the remains of 1d6–3 victims. If characters search this area after Enzo’s 
  murder, they find a pair of bloodstained, embroidered gloves of the type 
  Enzo was transporting.
  If characters come here at night, the abbey is abandoned (the 
  werewolves are out hunting). During the day, characters encounter two 
  or three ragged-looking humans. They are filthy, their clothing is tattered 
  (if they wear anything at all), and their hair is matted with twigs and mud, 
  creating an appearance of desperate poverty, and that’s the story they 
  tell; they are peasants who were kicked off their land, and are now trying 
  to eke out a subsistence living in the forest by scrounging for roots and 
  nuts. If asked about the bones, they claim that wolves sometimes bring 
  their prey here. When that happens, these humans flee into the forest for 
  a day or more before returning. A character who examines them closely 
  and makes a successful DC 10 Heal check recognizes that despite their 
  apparent destitution, beneath the filth and rags, these people appear very 
  healthy, muscular, and well fed. 
  Scratched on one of the interior walls of the abbey is a crude 
  representation of a six-sided stele in a forest clearing with wolf-like 
  creatures prancing around it beneath a full moon. The rendering is almost 
  life-size, judging from the figures. If the scene is described to Gervaise, 
  Frere Emilé, or Moreau, they recognize it as the Witches’ Den. Any other 
  resident of the barony has a 50% chance to guess that it’s the Witches’ Den 
  based on stories they’ve heard. Otherwise, there’s an even chance that 
  they’ll guess something else or admit that they don’t know. 
  Area D. The Witches’ Den
  The Witches’ Den is the site of an ancient, pagan altar where renegade 
  witches and evil warlocks performed sacrifices. The warlocks and witches 
  who used the altar were killed or driven out of Loup-Montagne long ago, 
  but the altar hangs onto its evil power. Nicodeme uses it for much the 
  same purpose — when he wants to bring someone new into his troop of 
  werewolves, the recruit is brought here to be ritualistically “killed” and 
  reborn as a werewolf. 
  Physically, the Witches’ Den is just a clearing in the woods about 80 
  feet in diameter and with a stone stele or column at its center. The stele 
  is 12 feet tall and 3 feet across at the base, but it tapers to 2 feet across 
  at the top. It has six roughly-cut sides. The druids and witches carved 
  mystic runes into the stone, but those are completely hidden now by a few 
  centuries’ growth of moss and lichen. Not even Nicodeme is aware of the 
  runes or their power, or of what’s concealed inside the stele. 
  The clearing sits in a natural bowl surrounded by some of the most 
  
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  tangled forest the characters have ever plowed through. The clearing can 
  be considered open ground, but the paths around it are treated as difficult 
  terrain. The surrounding forest is nearly impassable; creatures of Huge 
  and Medium size can move just 5 feet per move action off a path, Small 
  creatures can move 10 feet per move action, and Tiny creatures are 
  unimpeded. 
  Finding the Witches’ Den
  It would take months of searching to find the Witches’ Den without 
  directions. Aside from the werewolves, only Gervaise and Moreau know 
  its location. Moreau, if asked, is likely to give false directions that lead 
  to a random point along the river, then apologize later, saying he must 
  have been mistaken about where it is. He gives accurate directions only 
  if he’s been able to arrange for Nicodeme to ambush the characters when 
  they arrive.
  Gervaise gives accurate directions to the player characters if asked, 
  along with a brief history of the place and a warning that although 
  it was abandoned long ago, it still has magical power. If characters 
  ask her to explain what that means, Gervaise asks for 24 hours to 
  conduct some research. Characters trained in Knowledge (arcana) or 
  Knowledge (history) can help Gervaise plow through her books and 
  scrolls; each helper can make one DC 15 check, and each successful 
  check cuts five hours off the research time. At the end of that time, 
  Gervaise can tell the characters about the runes on the stele, what they 
  do, and how to activate them. She suspects there may be more to the 
  story, but that’s all she could uncover from the available resources. She 
  doesn’t know about the fearsome mask of Lo-Athard inside the stele or 
  how to release it.
  The paths into the Witches’ Den begin at forest landmarks that are 
  largely forgotten (since no one comes here anymore) but are not difficult 
  to find if the searcher knows what to look for. Gervaise tells characters 
  how to find “the great oak on the bluff,” meaning characters enter the 
  clearing along Path 1 if they get directions from her. If Moreau gives 
  accurate directions, they are from “the boulder that resembles a skull,” 
  meaning Path 2, from which they’ll more easily be spotted. The paths can 
  be found easily from either of those landmarks.
  The Runes On the Stele
  Although they’re completely overgrown by moss and lichens, the 
  runes carved into the stele have lost none of their power. Because of the 
  runes, anyone touching the stone column can cast the spells banishment, 
  bestow curse, enthrall, and hypnotic pattern as if he or she were using a 
  scroll. Each spell can be cast once per week. If a casting attempt fails, the 
  spell is still available in the stone and the casting can be attempted again, 
  but the character who failed to cast the spell must make a successful 
  DC 15 Fortitude save to avoid being stunned for one round by backlash 
  from the stele.
  As soon as one of the spells is cast, the stele begins vibrating softly 
  but audibly in a toneless drone that sounds almost like many distant 
  voices chanting in an unknown tongue. If two spells are cast in a 24-
  hour period, the droning grows louder and the words become more 
  distinct (but remain unintelligible). If three or four spells are cast in 
  a 24-hour period, the runes carved into the stone glow with an orange 
  light that can be seen through the covering of moss. The droning 
  and the glow become gradually weaker as the hours go by until both 
  disappear after 24 hours.
  The Treasure in the Stele
  If the patterns of the glowing runes are traced with a finger across 
  the stele while it is glowing and vibrating, the stone splits in half, then 
  shatters into dozens of pieces that tumble to the ground. Hovering in the 
  air where the stele stood is the fearsome mask of Lo-Athard, a long-dead 
  cultist who worshipped in this grove centuries ago and whose followers 
  erected the stele.
  Key Events
  Three incidents set off the events of Bad Moon Rising. Once the 
  three lead-in events are over, characters have complete freedom to 
  investigate the strange occurrences around Roulune however they 
  choose. If characters turn down Ghislain’s request for help, they could 
  be approached afterward by Gervaise, by a committee of citizens or 
  merchants concerned about the wolf attacks, by Frere Emilé from the 
  Church of the Forest, or even by Jules Brisbois if they look like the 
  sort of scoundrels who’d be good additions to his band of highwaymen. 
  (Marauding wolves in the forest motivate merchants to rout their 
  wagons around Loup-Montagne, and that’s bad for the highway robbery 
  business, too.)
  Wolf Attack (CR 8+)
  The characters get their first taste of wolves while on the road to 
  Roulune. Trigger this event when they are on the road through the forest. 
  Arching branches of ancient trees form a continuous roof 
  over the narrow roadway you’re on, locking it in eternal 
  twilight. The surrounding forest is a tangle of closely spaced 
  tree trunks with low branches, boulders, fallen trees, thorny 
  brush, and twisting vines. The road twists like a serpent; you 
  haven’t seen a straight stretch longer than 50 yards since you 
  entered this forest. The mood isn’t improved by the cold, 
  thin drizzle that’s been misting down through the trees all 
  day. Picking your way along the muddy, rutted surface is an 
  exhausting way to travel.
  Thoughts like those are interrupted by shouts of “Help! Help!” 
  from beyond the next bend in the road, followed by animal snarls 
  — quite a few snarling animals, from the sound of it.
  About 100 yards ahead is a merchant’s wagon with a broken wheel. 
  Characters can’t see it from their current location because of the dense 
  trees and the winding of the road. They need to advance another 80 yards 
  to bring the wagon into view. When they do, read the next description to 
  players.
  The Fearsome Mask of Lo-
  Athard
  Aura moderate transmutation; CL 8th
  Slot head; Price 5,500 gp; Weight 1 lb.
   
  DESCRIPTION
  The fearsome mask of Lo-Athard is a mask of 
  beaten silver and bronze sculpted to resemble an 
  ugly, scowling human face. When a character 
  dons the mask, it becomes almost invisible, but the 
  wearer’s face gains a more threatening aspect than 
  it had before.
  The wearer of the fearsome mask gains a +2 
  enhancement bonus to Charisma for as long as the 
  mask is work. Additionally, 3 times per day the wearer 
  can cause himself to be more attractive or frightful, 
  acting as charm person and cause fear, respectively.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor, 
  cause fear, charm person; Cost 2,790 gp
  
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  Quests of Doom: lycanthropes & elementals
  A wagon with a broken wheel blocks the road. Two terrified 
  draft horses rear and buck in the traces while an old man and a 
  young boy try to keep their balance atop the barrels and crates 
  stacked in the wagon box. They are using spears to fend off a 
  pack of wolves that’s circling the wagon, but the wolves seem 
  more interested in the horses than in the passengers.
  The wolf pack contains 1 dire wolf and 1d2+1 wolves per player 
  character, depending on how tough you judge the characters to be. 
  Surviving wolves flee into the woods when the dire wolf is slain or when 
  half the entire pack is down. 
  DIRE WOLF 
   
  CR 3
  XP 800
  hp 26 (Pathfinder Roleplaying Game Bestiary “Wolf, Dire”)
  WOLVES (1d2+1 per PC)  
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Wolf”)
  The merchant is Enzo Martel, and the boy is his grandson, Eric. 
  They are on their way to towns farther east with a load of nails, mirrors, 
  embroidered gloves, and fine saddles to sell. They plan to spend the 
  evening in the next town up the road, which is Roulune. Right now, they 
  could use some help replacing their broken wheel with one of the spares. 
  Enzo explains that the horses shied violently when the wolves appeared, 
  twisting the wheel in a rut on the road and snapping it.
  There’s nothing nefarious about these two. They are grateful for 
  whatever help the characters give them. As payment, they offer a ride on 
  their wagon into Roulune, which is still several miles ahead. A ride would 
  be a big improvement over walking in the mud.
  Tax Collectors (CR 8)
  Characters arrive in Roulune about 30 minutes before sunset. Read the 
  description to players when they arrive.
  Roulune looks much like other towns you’ve visited in this part 
  of the world. The single road you’ve been traveling on branches 
  out into a small network of roads that wind through a maze of 
  homes and shops. On the outskirts, the houses stand apart and 
  have fenced gardens and animal pens. Farther into town, the 
  buildings lean against one another and overhang the street. But 
  the streets are wide and the forest stops at the town’s edge, so at 
  least you can see the sky again. 
  “Ahead is where we’re bound,” says Enzo, pointing to a 
  pleasant-looking inn with an enormous, shaggy wolf’s pelt 
  draped like a sign above the doorway. “I’ll stand you each an ale 
  if you join us later.”
  He drops his voice before adding, “There’s a piece of 
  misfortune.” With a slight nod of his gray head, he indicates a 
  knot of men-at-arms farther up the street. “I was hoping we might 
  miss the tax collectors, but today has not been a lucky day — 
  other than meeting you, of course.” 
  The tax collectors are Paschal Moreau and 4 men-at-arms of the town 
  militia (guards) on a routine patrol of Roulune. Moreau is fulfilling his 
  role as a combination of tax-man and town sheriff: collecting tolls from 
  merchants on their way through and taking the measure of strangers to 
  decide whether they’re peaceable travelers or troublemakers. 
  Before the characters can hop down and get their gear off Enzo’s 
  wagon, Moreau and his soldiers march up. They aren’t threatening, but 
  
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  bad moon rising
  they are professionals with plenty of practice at this drill. 
  Moreau looks over Enzo’s wagon and tells him that the toll on the load 
  is 500 cp, with a 20 percent discount on any portion he pays in silver. 
  Characters should know that this is a reasonable toll for use of private 
  roads; Enzo isn’t happy to pay it, but he doesn’t complain that it’s unfair. 
  If characters try to make an issue out of this with Moreau, Enzo makes 
  it clear that he’d prefer they not make trouble for him. If, however, they 
  bring up the wolf attack on the road as a reason why the toll should be 
  reduced or waived, Moreau drops the toll to 200 cp as recompense for 
  Enzo’s trouble, provided the merchant spends some of the savings getting 
  the broken wheel repaired at the local wainwright’s shop.
  After that business is taken care of, Enzo bids the characters farewell 
  while he tends to his horses and wagon, with a promise to meet them later 
  in the inn. Moreau invites the characters inside the Wolf’s Pelt for food 
  and conversation.
  None of this should seem suspicious, nefarious, or threatening. Moreau 
  comes off as a reasonable man going about his job in a professional way. 
  He admires freelance adventurers. It’s his job to know why they came to 
  his town, but he isn’t looking for trouble; there won’t be a confrontation 
  unless the characters start it. 
  Moreau answers most questions frankly, unless they’re impertinent. 
  Characters can learn quite a bit about the barony, the baron, and the current 
  problem with wolves simply by conversing with Moreau. As long as they 
  aren’t rude or antagonistic, Moreau invites them to come to the baron’s 
  manor for dinner; the baron is always interested in meeting educated 
  travelers with stories to tell. If characters’ behavior toward Moreau is not 
  the sort that leads someone to invite strangers to dinner, then they receive 
  an invitation to dinner directly from the baron the following day, brought 
  by a young page from the manor.
  PASCHAL MOREAU 
   
  CR 6
  XP 2,400
  hp 64 (see Area 10: Barracks)
   
  GUARDS (4) 
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game GameMastery Guide 
  “Caravan Guard”)
   
  Dinner with the Baron
  Baron Ghislain hopes to find adventurers from outside his domain 
  whom he can trust. His household militia has proven itself incapable of 
  stopping the wolf attacks that plague the barony, so it’s time to bring in 
  outside experts. 
  The dinner scene can be as extended or as abbreviated as you like, 
  depending on whether your players enjoy roleplaying this type of social 
  interaction. It will be a small gathering, not a large party: just Ghislain, the 
  characters, Jules Brisbois, and a few servers wandering in and out of the 
  Great Hall. Moreau is not present since the baron can’t discuss the wolf 
  problem without talking about Moreau’s failure to solve it, and he sees no 
  reason to embarrass his lieutenant that way. 
  Read the following when characters arrive at the baronial manor.
  The baron’s manor is not palatial, but it’s clearly the home 
  of someone powerful and important. The two-story structure 
  sits inside a walled enclosure — not a castle, but a well-
  tended, fortified estate. You’re greeted by a servant and shown 
  immediately to the great hall, which is mostly empty. Tables 
  are disassembled and stacked along the walls. Only the head 
  table is prepared, standing across the front of the room on a low 
  platform. The servant asks you to seat yourselves. As he’s filling 
  your goblets with wine, two men of noble bearing — one barely 
  more than a lad and walking with crutches — enter the hall and 
  join you at the table.
  The younger man welcomes the characters to his home, introduces 
  himself as Baron Ghislain and the other man as “his brother, Jules 
  Brisbois,” and joins them at the table without ceremony. During dinner, 
  he reveals all of the following information, however you care to impart 
  it. Jules allows the baron to do most of the talking, but he answers direct 
  questions and adds clarifications to the baron’s statements as you see fit.
  • “My father died when I was young, so I was raised by my grandfather, 
  Baron Nicodeme. He was blessed with a long life, but when he died in a 
  hunting mishap about a year ago, I inherited the barony.”
  • “Jules is older than I — very astute of you to notice — but my 
  father’s wife was not his mother. That leaves me as the most direct line of 
  accession in the Chaput family, hence I hold the title. Jules is my brother 
  and my right hand. I trust him completely.”
  • “Yes, there is a legend about tragedy befalling the barony if the oldest 
  heir doesn’t inherit the title. Like any legend, it’s mostly nonsense — a 
  parable meant to keep the baron honest and ensure a smooth transfer 
  of power. I’m told that a few people have pointed to recent trouble as 
  evidence that Jules should have inherited before me, but our most learned 
  scriveners agree that the legend must refer to the oldest legitimate heir. 
  Otherwise, the laws of accession would be meaningless.”
  • “For the last several months, the barony has been plagued by wolf 
  attacks. There have always been wolves in the forest, and there have 
  always been wolf attacks, but the current situation is worse than ever. 
  These wolves don’t just take sheep and cattle; they attack people, too. 
  They seem almost to prefer people over other prey. They’ve even broken 
  into remote farms and slaughtered entire families. Some people are killed 
  outright, others simply disappear. We can only assume that they, too, are 
  victims of this pack.”
  • “My huntsmen conclude this is the work of a single pack that has 
  become uncharacteristically aggressive.”
  • “My huntsmen and soldiers have conducted massive hunts and set 
  numerous traps, to no avail. The attacks continue unabated. My citizens 
  are becoming greatly upset, and tales leaving the barony are beginning to 
  disrupt trade, on which we rely.”
  • “I’ve concluded that for this job, I need people with … special skills. 
  Adventurers such as yourself. I don’t imagine these creatures are any more 
  supernatural than this table, but they’ve proven exceptionally wily. They 
  don’t follow the predictable patterns wolves follow, and they don’t fall for 
  the tricks wolves fall for. That’s why I believe hunters with experience 
  battling unnatural foes might succeed where normal field craft has failed.”
  • “If you’re up for such a challenge, I offer you 10 pounds of gold 
  apiece (500 gp each). You can discuss it among yourselves, or sleep on it 
  if you like and give me an answer in the morning.”
  • The characters are offered comfortable lodging in the baron’s manor 
  for the night. If they accept his offer, they can stay in the manor during 
  their entire sojourn in Loup-Montagne.
  The Situation Worsens
  After their meeting with the baron, characters are free to investigate the 
  wolf attacks however they choose. Brisbois and Moreau are available to 
  answer questions and to provide some material aid, such as guides to the 
  forest and a militia escort if characters want more muscle backing them 
  up. But the deeper characters dig, the more suspicious they should become 
  of those two.
  During their time in Loup-Montagne, any of the following events can 
  occur, spurring on the characters’ investigation.
  Murdered Merchant: As Enzo Martel and his grandson are leaving 
  the barony, they are attacked on the road east of Roulune. Eric straggles 
  back to town with an arrow in his arm. He claims that their wagon was set 
  upon by bandits. His grandfather argued with the bandits, but the robbery 
  was interrupted by the howling of wolves nearby. That frightened some of 
  the bandits terribly, and the boy took advantage of their distraction to run 
  away. One of the bandits loosed an arrow that caught him in the arm, but 
  he kept running, hoping to bring help from town.
  If characters head east along the road, they find the ambush spot about 
  four miles from town. Enzo is dead, along with both horses and one bandit; 
  
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  147
  bad moon rising
  all apparently killed by wolves. The bandit is one of Thibault Voclain’s 
  band from Travers Castle, but no one is able to identify him. The killers 
  were Nicodeme and a few of his werewolves. If characters subsequently 
  search St. Ulrich Abbey or the barracks room used by members of the 
  pack, they find a bloody pair of embroidered gloves that they recognize as 
  similar to those Enzo was hauling. Gloves should be found in one location 
  or the other, but not both.
  Leader of the Pack: One of the Baron’s woodsmen brings the corpse 
  of an immense wolf to town and displays it in the square. He claims that it 
  must be the pack leader, and many townsfolk agree with him. It truly is a 
  monstrous wolf, with a body six feet long. If someone thinks to cut it open 
  and examine its stomach contents, it is found to have eaten only rabbits 
  and deer meat in the last 24 hours. That doesn’t prove it’s not the killer, of 
  course, just that it hasn’t killed anyone in the last day or two.
  Home Besieged: A teenaged boy comes to the baron’s manor asking 
  for help. He is the son of a hunter who lives in the forest four miles west 
  of Roulune. Their home was besieged by wolves, or wolflike creatures, 
  for two nights and a day. When his father tried to slip out to the stream to 
  fetch more water, the creatures attacked him and dragged him away into 
  the forest. 
  The cabin is four miles due west of town. The wolves’ trail away from 
  the farm is easy to follow because they were dragging the bleeding body 
  of the hunter. They dragged him about two miles west, then stopped and 
  ate him. The grisly remains are easily found.
  By examining the area around the cabin and around the hunter’s body, 
  a character who also makes a successful DC 12 Survival check can 
  determine that three creatures were involved, and they were larger than 
  typical wolves. They split up when they finished with the body: one went 
  south, one went southeast, and one went northeast. This behavior is highly 
  uncharacteristic of wolves. Unfortunately, their trails become impossible 
  to follow after a quarter mile.
  Omens: If characters haven’t uncovered rumors and become curious 
  about St. Ulrich Abbey or the Witches’ Den on their own after a few days, 
  they are called to one of the dayrooms in the baron’s manor. There they 
  find Ghislain, Moreau, and Brisbois awaiting them, along with Gervaise 
  the Astrologer and Frere Emilé. Gervaise and Emilé approached the baron 
  with startling news: Omens in the sky and elsewhere make it clear that a 
  werewolf is plaguing the barony, and the best place to catch it would be 
  at the Witches’ Den during a full moon (which should occur this night or 
  the next). Gervaise provides all the pertinent astrological details, but this 
  is pure smokescreen. Gervaise and Frere Emilé pieced the clues together 
  on their own and decided that this story was the best way to frame their 
  findings to the baron.
  The Baron is less superstitious than his subjects, but he understands the 
  power of such beliefs in the barony. He also respects Gervaise and Frere 
  Emilé as the town’s two most-educated citizens; he concludes that they’re 
  trying to tell him something important without revealing everything, and 
  he wisely plays along.
  The problem in the room is Paschal Moreau. The details of any plan 
  that’s discussed in his presence finds its way to Nicodeme (probably 
  through a message passed to one of the werewolves in the militia). Even 
  if he’s excluded from planning, he alerts his master to be on his guard, 
  because hunters are closing in.
  Like the baron, characters should have the opportunity to sense that 
  Gervaise and Frere Emilé aren’t telling the whole truth in this meeting. 
  One of the NPCs might surreptitiously pass a note to a character, or you 
  could slyly convey something through your roleplaying. Alternatively, a 
  character might make a DC 12 Knowledge (arcana) check to realize that 
  Gervaise’s astrological reasoning is subtle nonsense, or a DC 12 Sense 
  Motive check to realize that the pair’s statements are highly guarded.
  Bad Moon Rising
  Ultimately, through their own investigation or someone’s advice, 
  characters should wind up at the Witches’ Den. What happens there 
  depends on when they come and whether Nicodeme is expecting them:
  If characters are unexpected and arrive during the day (CR 5–6): 
  They find 1 or 2 werewolves plus 2d3 wolves sleeping around the column. 
  Nicodeme is not among them. 
  WEREWOLVES (1d2) 
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Werewolf”)
  Note These are afflicted werewolves, and have DR 5/silver in 
  their hybrid and animal forms.
  WOLVES (2d3) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
  If characters are expected and arrive during the day: The area is 
  abandoned. 
  If characters are unexpected and arrive at night (CR 9–10): They 
  find Nicodeme, 2 or 3 werewolves, and 2d3 wolves prancing and howling 
  around the stele in the clearing. 
  NICODEME (HYBRID FORM) 
   
  CR 7
  XP 3,200
  Male human natural werewolf aristocrat 3/fighter 4
   (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Werewolf”)
  NE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +11
   
  AC 24, touch 13, flat-footed 22 (+5 armor, +1 deflection, +2 
  Dex, +4 natural, +2 shield)
  hp 60 (3d8+9 plus 4d10+12 plus 4)
  Fort +8; Ref +4; Will +8; +1 vs. fear
  Defensive Abilities bravery +1; DR 10/silver
   
  Speed 35 ft.
  Melee +1 scimitar +11/+6 (1d6+5/18–20) or dagger +10/+5 
  (1d4+4/19–20) or bite +5 (1d6+2 plus curse of lycanthropy)
  Special Attacks curse of lycanthropy
   
  Str 19, Dex 15, Con 17, Int 13, Wis 14, Cha 7
  Base Atk +6; CMB +10; CMD 23
  Feats Blind-fight, Combat Expertise, Fleet, Intimidating 
  Prowess, Iron Will, Persuasive, Power Attack, Skill Focus 
  (Perception)
  Skills Bluff +4, Diplomacy +6 (+10 to change attitude vs. 
  animals related to lycanthropic form), Handle Animal +2, 
  Intimidate +12, Knowledge (history) +5, Knowledge (local) 
  +7, Knowledge (nobility) +5, Perception +11, Ride +6, Sense 
  Motive +8, Stealth +9, Survival +8; Racial Modifiers +4 to 
  survival when tracking by scent
  Languages Common, Halfling
  SQ armor training 1, change forms, lycanthropic empathy
  Gear +1 chain shirt, +1 light steel shield, +1 scimitar, dagger, 
  ring of protection +1, courtier’s outfit, 430 gp
  WEREWOLVES (1d2+1) 
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Werewolf”)
  Note These are afflicted werewolves, and have DR 5/silver in 
  their hybrid and animal forms.
  WOLVES (2d3) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Wolf”)
  If characters are expected and arrive at night (CR 10): They find 
  1 werewolf and 1d3 wolves prancing and howling around the stele. 
  Nicodeme, another werewolf, 1d3 wolves, and Paschal Moreau are 
  
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  Quests of Doom: lycanthropes & elementals
  hidden in the forest, waiting in ambush for characters to arrive.
  NICODEME 
   
  CR 7
  XP 3,200
  hp 60 (as above)
  PASCHAL MOREAU 
   
  CR 6
  XP 2,400
  hp 64 (see Area 10: Barracks)
  WEREWOLVES (2) 
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Werewolf”)
  Note These are afflicted werewolves, and have DR 5/silver in 
  their hybrid and animal forms.
  WOLVES (2d3) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Wolf”)
  Resolution
  If Nicodeme is killed, the barony’s wolf problem ceases, even if 
  other werewolves are still on the loose. Without Nicodeme to hold them 
  together, surviving werewolves fall to bickering and fighting among 
  themselves, and the pack disintegrates. If the pack is wiped out but 
  Nicodeme survives, the problem appears to go away for a few months, but 
  eventually it resurfaces — probably long after the player characters move 
  on. In either case, having one or more of the vengeful werewolves cross 
  the characters’ path months later makes a memorable encounter.
  As long as the problem seems resolved, the baron gladly pays the 
  promised gold. If Moreau’s role in events is uncovered, it leaves a 
  vacancy at the head of the barony’s militia that Ghislain offers to one of 
  the characters. 
  
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  death in dyrgalas
  Dyrgalas Raiders
  In ancient times, the area now known as the Dyrgalas Fens was home 
  to a sect group of Hyperborean nature worshippers who adopted the 
  practices of the Ancient Ones before them and wrested a living from the 
  depths of the Harwood Forest, built open-air temples, and generally did 
  well. Over the centuries, a series of natural disasters (some say a series of 
  foolish magical experiments) led to a rising water table and turned their 
  home in the forest into a vast swamp.
  As the waters rose, most of the people left. Today, a few stalwart 
  humans remain in the fens, living off the land through hunting, fishing, 
  trapping, and even some agriculture. In addition to these honest folk, 
  the Dyrgalas has some less savory residents, including black and green 
  dragons, trolls, hags, escaped criminals, and a host of lycanthropes. Most 
  of these creatures prey on travelers foolish or unlucky enough to enter the 
  fen and sometimes raid inside and outside the fens.
  This adventure deals with one group of raiders that makes its lair in 
  the Dyrgalas. A weretiger called Gavriil has formed a group of assorted 
  lycanthropes into a group of cunning brigands. The lycanthropes favorite 
  caper involves infiltrating a merchant caravan, posing as travelers, 
  merchants, or swords for hire, then leading an attack from within. Gavriil 
  and his servants also take on kidnappings, murder for hire, and any other 
  unsavory tasks that might come their way.
  In the Lost Lands campaign setting, the Dyrgalas Fens lie in the 
  central Harwood south of the Wolf Hills. There is little civilization in 
  the region, the closest true authority being the Duchy of Mains from its 
  duchal seat in distant Arbo. However, there is some trade in the region 
  between the loggers and trappers of the surrounding forest and more 
  civilized lands, so the duke does take an interest in the area, insofar as 
  it lines his coffers.
  Adventure Hooks
  An adventuring party might have any number of reasons for tangling 
  with Gavriil and his minions:
  • The party is traveling with a merchant caravan when Gavriil’s 
  lycanthropes attack. A group of lycanthropes posing as merchants attack 
  the caravan from within one night. After dealing with the infiltrators, the 
  group can track them back to the fens.
  • A merchant or aristocrat of Arbo hires the group to recover a stolen 
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  robe of blending. The medusa Theronia actually stole the robe, but 
  Gavriil’s brigands have captured her in turn.
  • The group is hired to recover someone Gavriil’s group has kidnapped. 
  The PCs might be charged with delivering a ransom and recovering the 
  victim, or simply to rescue the person. There’s a very good chance that the 
  lycanthropes try to seize the ransom without releasing the captive
  • The Duke of Mains has decided that Gavriil’s activities have become 
  intolerable. He doesn’t wish to expend the resources to send his own 
  soldiers into the wild depths of the Harwood and instead hires the party 
  to smoke him out.
  • A sage, antiquarian, or spellcaster wishes to acquire a detailed map 
  of the ruins where Gavriil makes his lair. This person might seek the 
  knowledge for its own sake or might need the information for some ritual 
  or experiment.
  Ruined Pavilion
  The ancients built the pavilion as a place where the faithful could rest 
  and find serenity. It was once a stately edifice of butter-colored limestone 
  filled with tranquil pools and ringed with soaring spires. Much of the 
  complex was open to the sky, but a series of partial roofs provided shade 
  (and modest shelter from the weather) for meditating visitors. In times of 
  peril, clerics used the pavilion as a site for summoning elementals, which 
  they sent forth to meet any approaching threat.
  Today, the low mound where the pavilion stands has become an island 
  in the Dyrgalas, and the once-proud building has degenerated into a 
  crumbled ruin, half flooded, and shrouded in moss, creepers, vines, and 
  even a few trees. A handful of the ruin’s trees are truly immense.
  The weretiger Gavriil finds the tumbledown pavilion a convivial place 
  to live and work. He’s made the place his personal stronghold and he’s 
  gathered a formidable collection of fierce animals, rogue elementals, and 
  fellow lycanthropes to help him defend it.
  Conditions and Features
  Although aboveground, the pavilion’s walls, decaying roofs, leafy trees, 
  and flowing water make the place as dark and damp as any a dungeon. 
  Whenever a condition or feature requires a save or check, pavilion 
  residents have advantage on that save or check (thanks to long familiarity 
  with the place and its quirks), even when the text specifies a disadvantage 
  for a visitor.
  Doors: The pavilion’s original wooden doors rotted away long ago. 
  Gavriil, however, has replaced them with new doors made from rough 
  planks. The unfinished wood warps and swells in the humid atmosphere, 
  and PCs must succeed a DC 15 Strength check to shove open a door. 
  These doors are hung so that they tend to swing shut on their own. A door 
  opened and not deliberately closed remains ajar for 1d4+1 rounds before 
  slamming shut.
  Foliage: Though vines and creepers cover almost every inch of the 
  pavilion that is not flooded, in some places, the growth is taller and 
  thicker. Creatures or objects in these areas have concealment and partial 
  cover against most attacks. The cover value drops to half against attacks 
  coming from above. Movement costs are doubled in foliage due to 
  difficult terrain.
  Floors: When new, the pavilion’s floors were smooth marble. Today, 
  the marble floor slabs remain mostly undamaged, but the land subsiding 
  under the stonework on the ground floor has played havoc with them. 
  They now tilt crazily in random directions, and creepers sprout from 
  every crack. Making a double movement requires a successful DC 15 
  Acrobatics check. Visitors have disadvantage on this save. If the save 
  fails, the character can still move, but only at normal speed. Floors in the 
  upper stories remain flat.
  Light and Sight: There’s plenty of shade inside the pavilion thanks 
  to the walls, trees, and partial roofs. Even on a bright day, the interior is 
  dimly lit and lightly obscured unless otherwise noted in an area description 
  (or if someone provides artificial light). When twilight falls outside, the 
  pavilion’s interior is completely dark.
  Pools and Flooded Areas: Springs deep under the pavilion flow 
  sluggishly, keeping the water from becoming completely stagnant, though 
  a thick layer of leaves, twigs, and other floating debris blankets most wet 
  areas. Geothermal activity in the area keeps the water at about 82 degrees 
  Fahrenheit year-round (fairly warm to the touch for most warm-blooded 
  creatures). Characters can easily wade in water that is less than waist deep 
  (no loss of speed). Movement costs are doubled for wading in water more 
  than waist deep, and characters must swim in water that’s at least as deep 
  as they are tall. Characters wading or swimming are disadvantaged on 
  stealth checks unless they have swimming speeds.
  Rubble: Heaps of loose rubble fill many areas within the pavilion. 
  Movement in these areas cost doubled in rubble and is considered difficult 
  terrain. If PCs wish to run or charge they must succeed in a DC 15 
  Acrobatics check, failing the save, the character moves roughly five feet, 
  then falls prone, suffering 1d6 points of damage.
  Walls: The pavilion’s stonework is heavily weathered. Here and there, 
  a patch of the original, cheerful yellow remains, but on the whole the 
  walls are darkened to a muddy brown streaked with black and gray. The 
  weathering created plenty of handholds, but the covering moss and vines 
  make climbing tricky. Scaling the walls requires a successful DC 10 Climb 
  check. Those pesky vines and moss make the walls uncannily resistant to 
  grappling hooks; they tend to either slide off the moss or get caught in the 
  vines, where they tear loose at the slightest pull.
  Approaching the Pavilion
  A road, of sorts, winds through the fens, crossing many islands, 
  causeways, and decaying bridges. Some of the locals can direct the party 
  to the ruin. They don’t visit the place thanks to the elementals that still 
  prowl the grounds, but they know where it lies. A reconnaissance from the 
  air reveals the pavilion’s towers rising from amid the trees from several 
  miles away.
  Area 1. Main Entrance and Façade
  The following text assumes the party approaches the area from outside 
  the pavilion. Adjust accordingly if the group first sees this area upon 
  leaving the ruin.
  A weedy trail of crushed stone leads to a massive pile of mud-
  colored stone as large as any provincial temple. The facade 
  looks to be at least 30 feet high and composed of crumbling, 
  vine-covered blocks. Round towers, each at least twice as tall 
  as the main structure, mark the facade’s ends. Onion domes, 
  well punctured with irregular holes and gaping cracks, cap the 
  towers. Two banks of narrow, glassless windows are visible in 
  each tower. The lower bank is perhaps 25 feet aboveground, with 
  the second back an equal distance above that.
  Off to the left stands a massive tree whose wide canopy presses 
  hard against the nearest tower, a span of 20 feet or more.
  A low portico of gleaming marble slabs fronts the place. It 
  has its own freestanding roof that looks as tattered as the onion 
  domes above it.
  The portico’s stonework might once have lain as flat and 
  smooth as a dining table. Now they look more like a deck of cards 
  haphazardly spread in a single layer and left to sink randomly 
  into the soggy ground. No two slabs seem to meet on the flat. 
  Tangles of creepers grow in the spaces left between the slabs, 
  and snake their way over the stonework. Just a few paces from 
  where the pavement begins lies a pool of water cloaked in a thick 
  mantle of floating debris.
  The ruin’s stone facade rises behind the pool. Four archways 
  pierce the facade, and an open space seems to lie beyond.
  
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  Area 1A. The Pool (CR 7)
  Very little open water remains visible in the pool. A layer of 
  twigs, leaves, lily pads, and a few waterlogged branches mostly 
  obscures the surface. The whole pool smells of soggy leaves, 
  with a hint of rotting meat. A weak current sets the lighter debris 
  astir, and a thin, winding rivulet exits through a crack near the 
  pool’s near right-hand corner and meanders away toward the 
  surrounding fens.
  The pool is about 5 feet deep, with a bottom covered with waterlogged 
  twigs, leaves, and branches (the weak current here isn’t quite strong 
  enough to carry away everything that falls in). At the pool’s east end lies a 
  sinkhole 40 feet deep. At the sinkhole’s bottom lies a 10-foot passage that 
  connects to the south sinkhole in Area 8.
  Floating mostly submerged among the twigs and leaves covering the pool 
  are 3 saltwater crocodiles. Gavriil took them from a distant nest and brought 
  them here as part of a group of more than two dozen hatchlings. He released 
  the youngsters into the pool and left them to fend for themselves. These three 
  are the only survivors. They’ve vicious and always hungry. From time to time, 
  Gavriil comes here to talk with them (via spell) and feed them just enough to 
  keep them healthy. The pavilion’s other denizens know enough to toss the 
  crocodiles a few morsels and hurry away if they need to pass.
  SALTWATER CROCODILE (3) 
   
   
  CR 5
  XP 1,600 
  Pathfinder Roleplaying Game Pathfinder #58“Crocodile, 
  Saltwater” 
  N Huge animal 
  Init +4; Senses low-light vision; Perception +9 
   
  AC 18, touch 8, flat-footed 18 (+10 natural, –2 size) 
  hp 57 (6d8+30) 
  Fort +10; Ref +5; Will +3 
   
  Speed 20 ft., swim 30 ft. 
  Melee bite +8 (2d6+6 plus grab), tail slap +3 (1d8+3) 
  Space 15 ft.; Reach 15 ft. 
  Special Attacks death roll, lunging bite 
   
  Str 23, Dex 10, Con 20, Int 1, Wis 13, Cha 2 
  Base Atk +4; CMB +12 (+16 grapple); CMD 22 
  Feats Improved Initiative, Skill Focus (Perception, Stealth) 
  Skills Perception +9, Stealth +2 (+10 in water), Swim +14; 
  Racial Modifiers +8 Stealth in water 
  SQ hold breath 
   
  Death Roll (Ex) When grappling a foe of its size or smaller, a 
  saltwater crocodile can perform a death roll upon making a 
  successful grapple check. As it clings to its foe, it tucks in its 
  legs and rolls rapidly, twisting and wrenching its victim. The 
  crocodile deals its bite damage and knocks the creature 
  prone. If successful, the crocodile maintains its grapple.
  Hold Breath (Ex) A saltwater crocodile can hold its breath 
  for a number of rounds equal to 4 times its Constitution score 
  before it risks drowning.
  Lunging Bite (Ex) Once per minute, a saltwater crocodile 
  can extend the reach of its bite attack by 5 feet without 
  taking the normal penalties to AC associated with the Lunge 
  feat. This extended reach applies only to the crocodile’s bite 
  attack and lasts until the start of the creature’s next turn.
  Whether they’re fed or not, the crocodiles lunge out of the pool and 
  attack anyone who remains within their reach for more than a few seconds 
  (except for Gavriil). They have advantage on Stealth checks to remain 
  unnoticed and attack with surprise if their foes don’t see them coming.
  When attacking, they try to grab the nearest creature and haul their prey 
  to the bottom sinkhole for a death roll.
  If badly wounded (less than half hit points), or if attacked from a 
  distance, they retreat down the sinkhole and through the passage to Area 
  8 and from there to Area 8A.
  Development: The wererats in Area 5 and the medusa in Area 7 quickly 
  notice combat here, especially if the crocodiles are splashing in the pool or 
  if their foes use any flashy spells. They make no attempt to intervene (the 
  roof over the pool tends to make ranged combat against anyone fighting 
  the crocodiles difficult), though the wererats might attempt to sneak out 
  a window and into Area 2 to get a better look. See the appropriate area 
  descriptions for other actions these creatures might take.
  Area 2. Sentinel Tree (CR 8)
  The tree standing here looks like a true giant. It has a trunk 
  wider than a hogshead and a crown that tops out at least a 
  bowshot overhead. Many of its branches push hard against the 
  ruined tower several yards away.
  The tree is nothing special, just very large. It takes a DC 15 Climb 
  check to climb the trunk. A character could easily toss a grapple into the 
  tree’s lower branches and find a firm anchor point.
  The lower branches reach all the way to a window in Area 5, and anyone 
  who can climb up there can just walk along a thick limb and step right into 
  the chamber beyond. Gavriil and his allies know about the connection, 
  and have arranged an unpleasant surprise for anyone who tries to enter 
  the pavilion by this route. They’ve stripped, sharpened and bent several 
  branches to act as a battery of maces trap.
  BRANCHES TRAP  
  CR 8
  XP 4,800
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect branches snap down (all targets on connecting 
  branch within 10-ft. area of the window, 6d6 damage, DC 
  20 Reflex save for half damage)
  Area 3. Entry Hall (CR 8)
  This area resembles Areas 1 and 1A. It sports a freestanding roof, but 
  has no pool. The text below assumes the party enters through one of the 
  arches leading to Area 1.
  Beyond the arch lies another expanse of pale, broken pavement. 
  A decaying roof rests on a double row of slender pillars. Piles 
  of rubble, and thickets of young trees, vines, and brambles are 
  everywhere. Just north of the covered area lies a somewhat 
  turbulent pool covered in a thin mist.
  The rubble and foliage in here has accumulated more or less naturally, 
  though Gavriil and his crew have made a few additions. At each area 
  marked with a “T” they have bent saplings that resemble the trap in Area 
  2, except that a creature struck also must make a successful DC 20 Reflex 
  save or be knocked 15 feet to the north and into the pool at Area 8.
  BRANCHES TRAPS 
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset manual
  
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  Effect branches snap down (all targets within 10-ft. area, 6d6 
  damage, DC 20 Reflex save for half damage)
  Development: The wererat guard in Area 4 keeps an intermittent 
  watch over this area (Gavriil has ordered the wererats to watch constantly, 
  but their attention wavers if the weretiger isn’t on hand to keep them 
  focused). Still, the guard notices intruders in here unless they’re being 
  stealthy. If anyone triggers one the traps in here, the wererats in Area 
  4 and Area 5 notice automatically, as does the medusa in Area 7. Any 
  other loud or flashy activity in here, such as ranged combat, spellcasting, 
  or an extended conversation among several characters also alerts the 
  neighbors.
  Area 4. West Tower Ground Floor (CR 8)
  The staircase here rises 25 feet to Area 5. The text below assumes 
  characters are viewing the chamber from Area 3.
  A narrow arch pierces a curved section of wall here. A circular 
  chamber lies beyond. A staircase spirals around the wall and 
  vanishes into darkness overhead. An untidy mass of twigs, grass, 
  fur, and who knows what else fills the chamber’s whole floor and 
  rises taller than a peasant cottage.
  Above the arch, perhaps 25 feet above the floor, is a pair of 
  barred windows, with a second pair about another 25 feet above 
  that.
  The “untidy mass” is the resident wererats’ nest. The whole 
  construction is about 15 feet wide and nine feet high. Calling this place 
  home are 8 wererats, but only three are present at any given time. 
  Two of the current occupants rest while the third keeps a lazy eye on 
  Area 3.
  The windows above the chamber entrance lead into Area 5.
  WERERATS (8) 
   
   
  CR 2
  XP 600
  hp 20 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  When a wererat notices intruders in Area 3, he quickly rouses his 
  companions and resumes his watch on Area 3. Unless the intruders trigger 
  one of the traps in Area 3, one of the wererats quietly slips up the stairs to 
  warn his companions in Area 5. The two remaining wererats hunker down 
  in the nest, where they have concealment and advantage on stealth checks. 
  The pair waits until foes enter the chamber, then pop out of the nest and 
  make sneak attacks. If intruders spot them and attack from outside the 
  chamber (with spells or ranged attacks), the wererats fire their crossbows 
  once each, then retreat up the stairs to Area 5.
  If a party manages to catch all three wererats here unawares, the trio 
  fights as well as they are able. They’ll maneuver to use their sneak attacks 
  as best they can and try to hold out until help arrives from Area 5.
  Development: If the party defeats the wererats, they can tear apart the 
  nest and recover a +1 corrosive rapier* (Gavriil allows the wererats to 
  accumulate a few trinkets).
  *See pathfinder Roleplaying Game Ultimate Equipment.
  Any fighting here alerts the wererats in Area 5 after two rounds (or 
  sooner if a wererat escapes up the stairs). Once alerted, the wererats in 
  Area 5 join the fight here (see the Area 5 description for details).
  If a fight starts in Area 5, the wererats here notice the ruckus after 2–3 
  rounds. Once alerted, all three wererats scramble upstairs to join the battle.
  If the party captures and questions a wererat, the prisoner is reluctant 
  to answer any questions, and claims to be a mere slave. If the PCs make 
  an Intimidation check or make the prisoner friendly with a Diplomacy 
  check, or by magical coercion they reveal the following in response to the 
  appropriate questions:
  • A weretiger called Gavriil lords it over this place.
  • Gavriil lives in the northeast tower with two companions, Inessa and 
  Zhanna (they’re weretigers, too).
  • Gavriil can do some magic and spends a great deal of his time talking 
  to animals and other beings. He even talks to the water in the central pool 
  (Area 8). Note: Gavriil talks to the water elemental in Area 8, but the 
  wererats don’t really understand what the weretiger is doing. The wererats 
  know that Gavriil uses magic, but they’re not sure what kind.
  • Gavriil keeps his mistress/personal assassin in the west tower (Area 
  7). If someone offends Gavriil, the poor fool visits the tower and is never 
  seen again. Her name is Theronia, and she’s probably some kind of demon.
  Note: Theronia is a medusa Gavriil has conscripted. Theronia usually 
  keeps herself masked, both to conceal her true nature and to keep from 
  petrifying too many of Gavriil’s servants. See Area 7 for more details.
  • Gavriil has collected all manner of creatures to serve as raiders. The 
  weretiger is making a fortune robbing caravans, kidnapping merchants, 
  and all manner of other foul deeds. Of course, everyone here would 
  be happy to be mere hunters, woodsmen, and even farmers. Note: The 
  wererats and other lycanthropes fear Gavriil, but serve him more or less 
  willingly.
  Area 5. 
  West Tower Upper Floor (CR 7)
  The staircase here descends 25 feet to Area 4. This area once was only 
  one of two upper floors in the tower. Today, most of the tower interior has 
  collapsed, leaving this chamber open all the way to the tower’s decaying 
  onion dome.
  Mounds of rubble choke most of this wide, circular, dusty 
  space, though the center seems clear. A crumbling staircase 
  corkscrews around the outer wall. The steps leading down seem 
  fairly intact, but the set leading up quickly dwindle away to mere 
  shards. At about floor level, two sets of windows look southwest 
  and northeast. The northeast pair is barred, but the southwest pair 
  merely gape open. Two pairs of windows, identical to the pairs 
  at floor level, are about 25 feet farther up the walls. Above that 
  soars a great, but ragged dome.
  The chamber’s clear space contains a rough table with a few 
  crudely woven wicker chairs, a few casks and barrels, and a 
  brazier filled with dying coals.
  The bars in the northeast windows are hinged and swing outward like 
  doors. The wererats here keep the bars padlocked shut. A key to the locks 
  hangs from a hook under the table.
  There are always 5 wererats on duty here. Gavriil has tasked them 
  with keeping watch over Area 8. The wererats, however, treat this 
  chamber as their place to indulge in human vices such as gambling and 
  drinking. Usually, a single wererat hides in the rubble next to a window 
  and keeps watch over Area 8 (this guard occasionally waves at one the 
  weretigers watching from Area 17). The other four sit at the table, playing 
  knucklebones and sipping liquor from their supply of casks. They’re 
  careful not to become inebriated — they’d never survive Gavriil’s wrath 
  if caught drunk — but hardly keep a vigilant watch.
  WERERATS (5) 
   
   
   
  CR 2
  XP 600
  hp 20 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  If forewarned, the wererats hide, with one or two ducking under the 
  table, and the rest taking to the rubble. If a fight develops, the wererats try 
  to attack their foes from as many different directions as they can manage. 
  They use melee or ranged weapons as necessary.
  If they detect a threat outside their chamber, 2 wererats move to the 
  
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  windows and fire their crossbows. The barred windows overlooking Area 
  8 provide them half cover. The unbarred windows facing outside also 
  provide half cover. The remaining wererats rush down the stairs to Area 
  4 and out to meet the threat. If the threat is in Area 4, 2 wererats use the 
  stairs and the others open the windows and use ropes to rappel down to 
  Area 3.
  Development: The wererats notice any traps triggered or combat in 
  Areas 3, 8, or 9 the round after the action happens. They notice a fight 
  in Area 4 after two rounds (or sooner if a wererat from there comes to 
  warn them). If a fight starts here, the wererats in Area 4 notice the ruckus 
  after 2–3 rounds and scramble up the stairs to join the battle. The wererats 
  eventually notice fighting in Area 1A; however, they do little to intervene 
  beyond going to Area 2 so they can get a better look at any intruders. If 
  any of these wererats is captured and questioned, they react as noted in the 
  description for Area 4.
  Area 6. 
  East Tower Ground Floor (CR 7)
  The staircase here rises 25 feet to Area 7. The text below assumes 
  characters are viewing the chamber from Area 3.
  A narrow arch pierces a curved section of wall here. A circular 
  chamber lies beyond. A staircase spirals around the wall and 
  vanishes overhead. A substantial mound of mossy rocks and 
  dirt fills most of the chamber.  Masses of brambles, vines, and 
  saplings grow from the dirt. Here and there among the stones and 
  leaves, a metallic gleam or crystalline sparkle is visible.
  Above the arch, perhaps 25 feet above the floor, is a pair 
  of barred windows, with a second pair about another 25 feet 
  above that.
  The foliage growing here gets light from the open archway and also 
  from two gratings in the ceiling 25 feet overhead.
  The pile of stone and dirt is home to a Huge earth elemental Gavriil 
  recruited to serve as a combination jailer and guardian for the medusa in 
  Area 7.
  HUGE EARTH ELEMENTAL  
   
   
  CR 7
  XP 3,200
  hp 95 (Pathfinder Roleplaying Game Bestiary “Elemental, 
  Earth”)
  The gleams and sparkles visible here come from several bits of 
  iron pyrite (essentially worthless), plus a scattering of coins (22 gp, 
  38 cp) and 8 bits of polished quartz (5 gp each). Gavriil scattered 
  these odds and end here to please the elemental and to tempt and 
  delay intruders.
  The elemental spends its time blended into the mound. It can detect 
  anyone setting foot inside the chamber or on the stairs or trying to climb 
  the walls. It rears up and slams away at any trespassers, gaining surprise. 
  Thanks to its ability to glide through earth, it ignores the effects of the 
  debris in here. It fights to the death.
  Development: The elemental won’t notice anyone flying through 
  the chamber, unless the intruder touches something. Neighboring 
  creatures don’t pay much attention to what goes on in here, except for 
  the medusa in Area 7. The medusa notices a battle in here immediately. 
  Once alerted, she quietly observes the action for one round by peering 
  through the gratings or down the staircase. After that, she lets loose a 
  few spells.
  The elemental ignores everything going on outside its chamber, except 
  for Area 7. The elemental notices in 1–2 rounds when the medusa is 
  involved in a fight or even if her usual pattern of movements change. It 
  charges upstairs and attacks as quickly as it can.
  Area 7. 
  East Tower Upper Floor (CR 9)
  The staircase here descends 25 feet to Area 4. This area is similar to 
  Area 5. It’s open all the way to the ruined dome 60 feet overhead. It also 
  has windows overlooking the pavilion’s exterior and interior as noted in 
  the Area 5 description. The medusa Theronia calls the chamber home 
  (at least for the moment), and her living arrangements are considerably 
  different from what the wererats in the neighboring tower have.
  Colorful rugs cover most of the floor in a wide, circular space 
  here. Metal grates lie in the stone floor at two places where 
  there are no rugs. A crumbling staircase corkscrews around the 
  outer wall. The steps leading down seem fairly intact, but the set 
  leading up quickly dwindle away to mere shards. At about floor 
  level, two sets of windows look northwest and southeast. The 
  northwest windows have bars. The southeast pair has no bars, but 
  light curtains cover them. Two pairs of windows, identical to the 
  pairs at floor level, are about 25 feet farther up the walls. Above 
  that soars a great, but ragged dome.
  The chamber’s furnishings include a canopied bed, a desk 
  of brightly polished wood, several shelves of books, a pair of 
  divans, a loom draped with many skeins of yarn, and a massive 
  bronze brazier flanked by two big amphorae. The crumbling 
  steps leading up hold an assortment of art objects, including 
  several vases, delicate lamps, and realistic sculptures of birds 
  and small animals.
  The windows here are just like the windows in Area 5, right down to 
  the hinged bars. Theronia keeps the key to the windows in her desk.
  THERONIA 
   
   
  CR 9
  XP 6,400
  Female medusa wizard 5 (Pathfinder Roleplaying Game 
  Bestiary “Medusa”)
  LE Medium monstrous humanoid
  Init +8; Senses all-around vision, darkvision 60 ft.; Perception 
  +16
   
  AC 19, touch 14, flat-footed 15 (+2 armor, +3 Dex, +1 dodge, 
  +3 natural)
  hp 126 (8d10+40 plus 5d6+25)
  Fort +8; Ref +11; Will +11
   
  Speed 30 ft.
  Melee +1 dagger +15/+10 (1d4/19-20) or bite +9 (1d4–1)
  Special Attacks hand of the apprentice (7/day), petrifying 
  gaze, poison
  Spells Prepared (CL 5th; concentration +9): 
  3rd—fireball (DC 17), lightning bolt (DC 17)
  2nd—invisibility, levitate, see invisibility
  1st—lock gaze*, mage armor, magic missile, shield
  0 (at will)—detect magic, light, message, read magic
   
  Str 8, Dex 18, Con 20, Int 18, Wis 13, Cha 19
  Base Atk +10; CMB +9; CMD 24
  Feats Blind-fight, Brew Potion, Combat Casting, DodgeB, 
  Improved Initiative, Point-blank Shot, Precise Shot, Scribe 
  Scroll, Weapon Finesse
  Skills Acrobatics +13 (+6 to jump), Appraise +15, Bluff 
  +12, Craft (alchemy) +10, Disguise +13, Intimidate +15, 
  Knowledge (arcana) +15, Knowledge (planes) +10, 
  Knowledge (religion) +8, Perception +16, Sense Motive +10, 
  Spellcraft +15, Stealth +15, Survival +10; Racial Modifiers +4 
  
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  death in dyrgalas
  Perception
  Languages Abyssal, Common, Draconic, Elven, Ignan
  SQ arcane bond (+1 dagger)
  Gear mask, spellbook, +1 dagger, bracers of armor +2, 98 
  gp
   
  Poison (Ex) Poison—Injury; save Fort DC 19; freq 1/rd for 6 rds; 
  effect 1d3 Str; cure 2 cons saves.
  *see Pathfinder Roleplaying Game Ultimate Combat
  The gratings in the floor pull out easily, allowing movement (for a 
  Medium or smaller creature) or attacks into Area 6. The gratings are made 
  of soft steel and actually somewhat flimsy. If someone weighing more 
  than 50 pounds steps on one, roll 1d6. 
  On a roll of 1, the grating gives way, dumping the character 25 feet 
  into Area 6. A character can attempt a DC 25 Reflex save to grab the 
  opening and avoid the fall. If the grating does not give way, it groans and 
  bends. Repeat the die roll each round a character remains atop the grate, 
  increasing the chance it gives way each round (to a maximum of 1–5).
  Theronia spends all her time in here. She studies her books (including 
  her spellbooks), works at her loom, and keeps watch over Areas 3 and 8. 
  When awake, she usually goes masked. She sleeps during the darkest part 
  of each night, leaving her pet basilisk to stand watch. She takes off her 
  mask when she goes to bed.
  BASILISK  
   
   
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary “Basilisk”)
  When possible, Theronia attacks from a distance with lightning bolt 
  spells as she deems most appropriate. She uses her basilisk as a distant 
  guard to watch the stairs or windows.
  If foes close to melee range, she doffs her mask, unleashing her gaze 
  attack. If necessary, she fights with her dagger and snakes.
  If reduced to 10 hit points or less, Theronia surrenders, covering her 
  face and begging her attackers to have mercy on a poor slave (see the 
  Development section for more information).
  Therona mostly ignores disturbance outside her chamber, except in 
  Areas 3 or 8, where she uses her spells to attack anyone fighting the 
  elementals in those areas.
  Development: The wererats in Areas 4 and 5 notice when Theronia 
  begins slinging spells, but they don’t intervene. The weretigers in Area 
  17 also notice any disturbances here, but they use the time to prepare their 
  defenses.
  Likewise, Theronia notices any fighting in Areas 4 or 5 (or if someone 
  triggers a trap in Area 3), but does nothing to intervene except to ready 
  her own defense. Theronia also notices any fighting in Area 8 and begins 
  her ranged spell assault against any intruders there as soon as she can. 
  She uses the barred windows in her chamber for three-quarters cover. 
  Likewise, she notices if someone triggers the trap in Area 9 and attacks 
  intruders with her spells as they emerge from the passage there.
  If the party captures Theronia or induces her to surrender, the medusa 
  claims to be a mere slave. She has much the same information that the 
  wererats in the West Tower do, plus additional tidbits as noted in the list 
  that follows. She’s careful about revealing what she knows, and tries to 
  bargain with the group. Theronia is mostly interested in escaping the 
  confrontation alive, but she’d also like to get the magical robe Gavriil 
  took from her (read on). Theronia might reveal the following to her 
  captors in response to the right questions (if the party catches any of 
  her omissions, Theronia claims to have simply forgotten to mention the 
  missing details):
  • Theronia came to serve here after being captured when a horde of 
  lycanthropes attacked the caravan in which she was traveling. The other 
  captives were either ransomed or sold, but the lycanthrope leader decided 
  to keep her here. Note: This is only partially true. In fact, the lycanthropes 
  infiltrated the caravan and cut a deal with the medusa to attack the caravan 
  from within. Theronia was to receive a cut of the spoils. Later, Gavriil 
  double-crossed the medusa by insisting that her property was part of the 
  
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  spoils. Theronia is now working to get her things back, in particular a robe 
  of blending. Theronia was returning to her lair after a quest to recover the 
  robe of blending when Gavriil attacked her caravan.
  • The weretiger Gavriil is the mastermind behind all the activity around 
  here. He seems to be some kind of cleric and favors spells involving the 
  elements. He’s friendly with all the elementals lurking around here and 
  talks to animals. Note: Theronia has it right: Gavriil is a druid who can 
  speak with elementals.
  • Gavriil lives in the large tower at the ruin’s northeast corner. He has a 
  pair of weretiger bodyguards. A spiral staircase leads up to the weretigers’ 
  chamber just to the south of their tower. Gavriil likes to watch the pool 
  (Area 8), however, so it would be hard to sneak up on him. Note: This 
  is mostly true. Theronia knows about the guardian tigers in Area 14, but 
  does not mention them to the party.
  • Gavriil uses the idol at the north side of the pool (Area 8) to store his 
  ill-gotten gains. Note: This is true as far as Theronia knows. She neglects 
  to mention the fire elemental that erupts from the idol.
  Treasure: If the party loots the chamber, they find Theronia’s spellbooks 
  on the bookshelves. The collection of art objects on the ruined staircase 
  includes six rare vases worth 150 gp each and one gold lamp set with 
  amber and rubies (750 gp). The small sculptures are real birds and little 
  animals that Theronia petrified (she’s fond of doing that). The petrified 
  creatures might have some value as curiosities, at the GM’s option. Eight 
  of the rugs in here are valuable; they each weigh 18 pounds, and each is 
  worth 150 gp.
  Area 8. Central Pool (CR 7)
  Originally, the pool served as a place where the faithful could wade 
  or simply lounge at the edges. Short roofs projected over the pavements 
  surrounding the pool, with the pool itself open to the sky. The pool’s edges 
  have mostly collapsed; transforming the original rectangular pool into an 
  irregular shape (the dotted line on the map shows the original outline and 
  roof line). During the day, this area is well lit.
  A pool that looks about as long and wide as a village square 
  lies here, its waters lapping against the weathered stonework 
  surrounding it. In several places, the remains of a fairly narrow 
  pavement that must have once formed a veranda of sorts round 
  the pool remain, but the pool’s waters reach all the way to the 
  walls, and a few doors, that once fronted on the missing veranda. 
  The remains of short roofs with gentle slopes surround the pool 
  on all four sides, and here and there the stumps of broken support 
  pillars stick up like rotten teeth.
  Many piles of rubble form tiny islands all over the pool, and 
  one very large pile of debris near the center sprouts a massive 
  tree that rises past the old roofline.
  The original pool was about 3 feet deep. Today, the pool’s bottom has 
  broken up and subsided, leaving an uneven bottom of hard and jagged 
  stones. However, a vast accumulation of debris and silt about a foot thick 
  covers it all. The combination gives the pool a varying depth, as shown by 
  the contour lines on the map.
  In addition, two sinkholes are in the southeast and northeast corners. 
  The southeast sinkhole is about 40 feet deep, with a 10-foot passage at 
  the bottom that leads to the sinkhole in Area 1A. The northeast sinkhole 
  is about 20 feet deep.
  Currently living in the pool are 2 Large water elementals. They spend 
  most of their time resting at the bottom of the northern sinkhole, rising 
  occasionally to speak with Gavriil.
  LARGE WATER ELEMENTALS (2) 
   
   
  CR 5
  XP 1,600
  hp 68 (Pathfinder Roleplaying Game Bestiary “Elemental, 
  Water”)
  Though out of sight and underwater, the elementals notice if any 
  activity occurs near the pool (such as fighting in one of the adjacent 
  areas) or when anyone does anything in or with the water in the pool 
  (such as swimming, wading, or tossing anything in). They prefer 
  to attack foes touching the water. If no such target is available, an 
  elemental tries to knock someone into the water. Anyone standing 
  on rubble and adjacent to water is vulnerable. The elemental moves 
  within reach of the rubble and uses a slam attack to jostle the rubble. 
  The elemental attempts to bull rush the target creature, pushing them 
  and having them fall into the adjacent water. If more than one space 
  exists where the target could fall into the water, the elemental decides 
  where the target falls. After a fall, the target is prone in the water and 
  must swim or wade during its next turn. An elemental uses its slam 
  attack against single opponents and its vortex attack when it faces 
  multiple foes in the pool.
  The elementals fight to the death.
  Development: A ring of ferocious action* is hidden in the silt at the 
  bottom of the north sinkhole (mostly items Gavriil tosses in the water for 
  safekeeping).
  *see Pathfinder Roleplaying Game Ultimate Equipment
  All the pavilion residents in Areas 5, 7, and 17 notice any fight with the 
  elementals, and most make ranged attacks against any foes that they can 
  see, as the terrain and the combatants relative positions allow.
  Area 8A. Tree Island (CR 8)
  A tree has taken root in a big pile of debris here and grown to massive 
  size.
   
  A substantial mound of rock and organic debris rises from the 
  water. 
  A massive tree with a trunk at least as wide as a human is tall 
  grows from the mound. It has a crown wider than a village street 
  and nearly as tall as the domed towers that ring it. A layer of moss 
  makes the trunk look shaggy and green. Some of the tree’s lower 
  branches are thicker than a man’s leg and a few of these droop 
  low, hanging just a few feet above rock or water.
  The mound is the remains of a tower, now collapsed and utterly 
  destroyed. As shown on the map, the mound has a fringe of rubble that 
  forms its shoreline. Near the center, the mound is dirt covered in creepers 
  and ferns.
  Making their home in the tree are 2 girallons. Gavriil struck an uneasy 
  truce with the pair. He tosses them some food now and then, and generally 
  leaves them alone.
  GIRALLONS (2)  
   
   
  CR 6
  XP 2,400
  hp 73 (Pathfinder Roleplaying Game Bestiary “Girallon”)
  The girallons wait in the tree’s lower branches and stay hidden (they 
  have full concealment in the foliage). They emerge only if someone 
  comes within reach or touches their island or tree. The immediately attack 
  such trespassers, hanging down from the tree and flailing away with their 
  claws.
  The girallons notice most of what goes on near the pool, but do not 
  break their cover or intervene at all.
  Development: Wounded crocodiles from Area 1A retreat here (to the 
  mound’s north side) if they escape a fight in their pool. The girallons don’t 
  like that, but do nothing.
  If the crocodiles are here when characters approach the mound, they 
  attack again. The girallons watch the fight, waiting for a chance to catch 
  someone unawares when they reach the mound.
  Treasure: A few trinkets lie beneath the water just off the mound 
  (discarded gear from the girallons’ victims), including a +1 frost dagger.
  
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  Area 9. Side Entrance (CR 7)
  Priests and pilgrims once used this doorway to enter the pavilion from their 
  quarters. The priests’ quarters have sunk into the fens, but the ruins of the 
  pilgrims’ hostel still stand. The remains of a path running from here to Area 1 
  at the hostel are very faintly visible. It takes a successful DC 15 Perception to 
  locate the path. If the PCs search for the path, they have advantage on the check.
  The text below assumes the party is viewing the area after opening the 
  door from the west. 
  A passage, some 10 feet wide, with walls of cracked rock, 
  extends east from the door. The corridor has an arched stone 
  ceiling. Enough blocks are missing to show patches of sky.
  Some 20 feet in from the door is a thicket of saplings and vines 
  that seems to grow from the very stones of floor.
  The foliage is natural; it grows from dirt-filled cracks in the floor.
  Gavriil had his servants add a deadly rock fall trap in the corridor. 
  Anyone passing through the foliage triggers the trap. The narrow 
  rectangle on the map shows the trigger. The trap has two effects. First, 
  the rock falls into the 10 foot area that border the trigger. Second, the 
  character triggering the traps triggers a net trap. A netted character winds 
  up wrapped in the net and suspended from the ceiling.
  ROCK FALL TRAP 
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +15 (10 ft. stone; 6d6 damage); multiple targets 
  (all targets in a 10-ft. square)
  NET TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect Atk +15 (5 ft. net, DC 25 Reflex save to avoid being 
  snared)
  Development: Triggering the trap alerts the residents in Areas 4, 7, and 
  17. These creatures watch the passage’s east end. If nobody emerges after 
  a round or two, the pair of weretigers from Area 17 go to see if anyone has 
  been caught in the net. If intruders emerge from the passage, the residents 
  attack, as noted in their area descriptions.
  Area 10. Larders
  Through some trick of nature (or perhaps an extraplanar connection), 
  these chambers remain at about 40 degrees Fahrenheit around the clock. 
  The pavilion’s original staff opened the room’s doors from time to time to 
  provide a cool draft for anyone using the central pool’s west side (Area 8). 
  Gavriil merely uses the chambers as larders.
  A wave of shivery cold laced with the stench of blood and 
  sudden death rolls over you as the door opens. A mass of skinned 
  and dressed carcasses hang from the ceiling in the chamber 
  beyond.
  The carcasses are from animals Gavriil’s servants killed in the fens. The 
  smell comes from the carcasses, which are not very well cleaned, though 
  mostly unspoiled.
  Area 11. Storage
  These areas once were very cold, though now their temperature stays 
  near 60 degrees. Gavriil uses them to store beverages and dry goods.
  A cool, somewhat dry, puff of air washes over you as the door 
  opens. The draft carries a faintly pleasant scent. The chamber 
  beyond does not seem to contain anything except a mass of crates 
  and barrels.
  Treasure: The crates and barrels contain supplies for Gavriil and his 
  servants. There are salt, spices, and beverages plus some preserved food 
  (smoked meat and dry fruit and vegetables) and some butter, lard, and 
  flour. A few crates contain valuable trade goods, including about 100 
  square yards of very fine cotton cloth (worth 500 gp) and 200 square yards 
  of silk (worth 2,000 gp).
  Area 12. Hall
  This chamber once was one of several small chapels provided for the 
  faithful. An altar and idol once stood at the east end, but Gavriil removed 
  them. Today, the residents use the place as a dining hall (when they have a 
  taste for cooked food) and meeting hall. It usually stands empty.
  The odor of stale smoke fills the air. A table of rough planks, 
  lined with wicker chairs, fills much of the space in this narrow 
  chamber. Fairly solid looking chests lie against the north and 
  south walls. At the back of the chamber is an uneven dais covered 
  in ash and bits of half-burned wood. Stacks of firewood lie near 
  the circle of ash.
  The dais is where the altar and idol once stood. The residents use it as 
  a crude fireplace now. The firewood is nothing special and is somewhat 
  green. 
  Treasure: The chests were taken from a caravan. They’re not locked. 
  Inside are several sets of pewter and silver plates. The whole lot weighs 
  55 pounds and is worth 500 gp. There also are a few bottles and casks of 
  wine and liquor, all drinkable, but of no particular value.
  Area 13. Kitchen (CR 4)
  Like the hall (Area 12), this chamber was once a chapel. Now the 
  residents use it as a kitchen.
  A smoky fire atop a raised, open hearth at the eastern end of this 
  small chamber fills the air with haze. A few covered pots and clay 
  vessels lie in the smoldering coals. Closer at hand, a very sturdy 
  looking table looks rather like an overturned cart or wagon. An 
  assortment of bloodstained wooden slabs, crusty knives, and 
  scraps of food sit on the table. A few slabs of meat (cooked and 
  raw) and several bunches of herbs hang from the smoke-stained 
  ceiling. There’s one other exit, a door to the north.
  Three servants always stay in here, cleaning game or preparing food. 
  Two of the servants are human women, kidnapped from one of the villages 
  in the fens. The third servant is a male wereboar. He’s nominally the head 
  cook, but he’s really here to keep an eye on the women.
  The cooks are busy and tend not to notice any fighting elsewhere unless 
  
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  Quests of Doom: lycanthropes & elementals
  it occurs right on their doorstep — in Area 14 or right outside the door 
  connecting this room to Area 8.
  WEREBOAR 
   
   
   
  CR 4
  XP 1,200
  hp 46 (Pathfinder Roleplaying Game Bestiary 2 
  “Lycanthrope, Wereboar”)
  The wereboar hustles the women out if he notices any disturbances in 
  the pavilion. He herds them through Area 14 and into Area 16 unless the 
  trouble seems to be in Area 14, in which case he ushers them through 
  Area 3 and outside. If caught unawares, the wereboar pretends to be just 
  another kidnapped servant. Add the following text if the cooks are still 
  here when the party enters.
  Three bedraggled-looking humans stand between the fire and 
  the table, two women and a man. They’re all dressed in soiled 
  smocks, and their faces and arms are smeared with grease. When 
  the door opens, the trio freezes in place and stare at you with 
  wild eyes.
  The kitchen holds nothing of interest or value, except, perhaps, the trio 
  of cooks.
  The humans don’t fight, and merely shriek and cower if attacked. The 
  wereboar follows suit, initially. He tries to bluff the party into leaving 
  him behind along with his two charges. If that doesn’t work, he looks for 
  a chance to throw open the door to Area 14. Thereafter, he changes form 
  and attacks the closest foe.
  Development: Once the party deals with the wereboar, they can 
  question the women (they won’t talk in the wereboar’s presence). They 
  have the same information as the wererats in Area 4. The women are 
  terrified of the tigers in Area 14.
  Area 14. Guardpost (CR 7)
  Like Areas 12 and 13, this chamber was once a chapel.
  This chamber reeks with an overpowering, musky smell. Soiled 
  rushes cover the floor. There’s a deeper mound of rushes at the 
  chamber’s east end, or perhaps that area is raised a bit. There’s 
  not much time to study the architecture, however, as a veritable 
  pride of striped, shaggy felines each about a big as a pony regard 
  you with hungry eyes.
  Gavriil keeps a group of 3 tigers here to guard Areas 15 and 16.
  TIGERS (3) 
   
   
   
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary “Tiger”)
  The tigers attack anyone entering here except lycanthropes or visitors 
  accompanied by lycanthropes. The tigers don’t thinking much during 
  combat. One or two tigers attack the nearest foe while the others try to 
  circle around to the flanks.
  Development: The tigers don’t pay attention to what’s going on 
  elsewhere in the pavilion. Any disturbance here alerts the wereboar in 
  Area 13 and the weretigers in Area 17.
  Area 15. Spiral Stairs
  These stairs rise 25 feet to Area 16, then a few more feet before they 
  crumble away to a broken shaft, with the top open the elements.
  Area 16. Northeast Tower Ground 
  Floor (CR 7)
  This chamber once served as a bath. Today, Gavriil uses it as a prison.
  Faint light filters down into this circular chamber through 
  gratings in ceiling. A round pit, mostly filled with leaves, 
  twigs, and masonry debris, takes up most of the floor. A cage of 
  blackened iron bars hangs from the ceiling over the pit.
  The pit once served as the bath. It’s about four feet deep and filled 
  nearly to the top with leaves and other detritus. The pool is home to 2 
  vipers that Gavriil keeps here with regular offerings of live prey.
  VIPERS (2) 
   
   
   
  CR 5
  XP 1,600
  hp 51 (Pathfinder Roleplaying Game Bestiary 2 “Snake, 
  Emperor Cobra”)
  Gavriil added the iron cage to hold valuable prisoners (he keeps the 
  key). The combination of locked cage and venomous snakes discourages 
  escape attempts.
  The vipers have full concealment in the pit. They wait quietly unless 
  someone disturbs their nest or the cage.
  Development: The vipers pay no attention to what’s going on outside 
  their chamber. Any fighting in here alerts the weretigers in Area 17. The 
  wereboar in Area 13 might come here if flushed out. The wereboar knows 
  about the vipers and gives them the widest possible berth when sheltering 
  here.
  Area 17. Northeast Tower Upper 
  Floor (CR 10)
  This chamber looks much like Areas 5 and 7. It has windows in the 
  same configuration as Area 5 (though the weretigers keep the lower set 
  of bars unlocked) and a floor with gratings similar to Area 7. Gavriil uses 
  the place as a living space for himself and his weretiger bodyguards and 
  as a guardpost.
  A quartet of metal grates lie in this circular chamber’s stone 
  floor. At about floor level, two sets of windows look southeast 
  and northwest. The southeast windows have bars, while the 
  northwest pair are open and bare. Two pairs of windows, identical 
  to the pairs at floor level, are about 25 feet farther up the walls. 
  Above that soars a great, but ragged dome.
  The chamber’s furnishings include a very large canopied bed, 
  a jumble of cushions, and at least a half dozen low planters 
  overflowing with flowering vines, and a few brightly colored 
  rugs.
  Gavriil, his tiger animal companion and his 2 female weretiger 
  bodyguards, Inessa and Zhanna, spend nearly all their time here. Usually, 
  one keeps an eye on Area 8 (through the barred windows) and the other 
  watches the archway to the staircase outside (Area 15).
  When possible, Gavriil and his guards attack from a distance. Gavriil 
  uses spells such as produce flame, chill metal, or call lightning bolt spells 
  as he deems most appropriate. The bodyguards stand at the windows firing 
  their bows.
  If foes manage to close to melee range, Gavriil uses entangle and summon 
  
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  swarm to slow up foes. Inessa and Zhanna do their best to protect Gavriil 
  from melee attacks. Gavriil supports them with magic fang and even a few 
  cure wounds spells. If forced to fight, Gavriil uses his natural weaponry.
  Inessa and Zhanna fight to death, at least as long as Gavriil is still alive 
  and kicking. Gavriil fights as long as both bodyguards are still on their 
  feet. If forced to fight alone, Gavriil fights for a round or two, then dives 
  out of window and into the pool in Area 8 (the barred windows in here 
  are kept unlocked). Once in the water, Gavriil stays submerged and tries to 
  escape through the south sinkhole and out the pool at Area 1A.
  INESSA AND ZHANNA (HUMAN FORM) 
   
  CR 6
  XP 2,400
  Female human natural weretiger fighter 6 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  LE Medium humanoid (human, shapechanger)
  Init +5; Senses low-light vision, scent; Perception +6
   
  AC 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 dodge, 
  +1 natural)
  hp 55 (6d10+12 plus 6)
  Fort +7; Ref +3; Will +4 (+6 vs. fear) 
  Defensive Ability bravery +2
   
  Speed 30 ft.
  Ranged mwk composite longbow +8/+3 (1d8+3/×3)
  Special Attacks curse of lycanthropy, weapon training 
  (natural +1)
   
  Str 17, Dex 13, Con 15, Int 10, Wis 10, Cha 10
  Base Atk +6; CMB +9; CMD 21
  Feats Blind-fight, Dodge, Improved Initiative, Iron Will, Point-
  blank Shot, Power Attack, Weapon Focus (claw), Weapon 
  Specialization (claw)
  Skills Acrobatics +5, Perception +6, Sense Motive +2, Stealth +7
  Languages Common
  SQ armor training 1, change forms, lycanthropic empathy
  Gear mwk composite longbow (+3 Str), amulet of natural 
  armor +1, bracers of armor +2
  INESSA AND ZHANNA (HYBRID FORM) 
   
  CR 6
  XP 2,400
  Female human natural weretiger fighter 6 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  LE Large humanoid (human, shapechanger)
  Init +6; Senses low-light vision, scent; Perception +8
   
  AC 20, touch 12, flat-footed 17 (+2 armor, +2 Dex, +1 dodge, 
  +6 natural, –1 size)
  hp 67 (6d10+24 plus 6)
  Fort +9; Ref +4; Will +6 (+2 vs. fear)
  Defensive Ability bravery +2; DR 10/silver
   
  Speed 30 ft.
  Melee bite +13 (2d6+8), 2 claws +14 (1d8+10 plus grab)
  Ranged mwk composite longbow +8/+3 (1d8+3/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +9, 1d8+6 plus grab), weapon training (natural +1)
   
  Str 17/25, Dex 13/15, Con 15/19, Int 10, Wis 10/14, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 27
  Feats Blind-fightB, DodgeB, Improved InitiativeB, Iron WillB, 
  Point-blank Shot, Power Attack, Weapon Focus (claw), 
  Weapon Specialization (claw)
  Skills Acrobatics +10, Perception +8, Sense Motive +4, Stealth 
  +8; (+12 in undergrowth) Racial Modifiers +4 Acrobatics, +4 
  Stealth
  Languages Common
  SQ armor training 1, change forms, lycanthropic empathy
  Gear masterwork composite longbow (+3 Str), amulet of 
  natural armor +1, bracers of armor +2
  INESSA AND ZHANNA (ANIMAL FORM) 
   
  CR 6
  XP 2,400
  Female human natural weretiger fighter 6 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  LE Large humanoid (human, shapechanger)
  Init +6; Senses low-light vision, scent; Perception +8
   
  AC 20, touch 12, flat-footed 17 (+2 armor, +2 Dex, +1 dodge, 
  +6 natural, –1 size)
  hp 67 (6d10+24 plus 6)
  Fort +9; Ref +4; Will +6 (+8 vs. fear)
  Defensive Ability bravery +2; DR 10/silver
   
  Speed 40 ft.
  Melee bite +13 (2d6+8), 2 claws +14 (1d8+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +14, 1d8+10 plus grab), weapon training (natural +1)
   
  Str 25, Dex 15, Con 19, Int 10, Wis 14, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 27
  Feats Blind-fight, Dodge, Improved Initiative, Iron Will, Point-
  blank Shot, Power Attack, Weapon Focus (claw), Weapon 
  Specialization (claw)
  Skills Acrobatics +10 (+14 to jump), Perception +8, Sense 
  Motive +4, Stealth +8 (+12 in undergrowth); Racial Modifiers 
  +4 Acrobatics, +4 Stealth in undergrowth
  Languages Common
  SQ armor training 1, change forms, lycanthropic empathy
  Gear amulet of natural armor +1, bracers of armor +2
  GAVRIIL (HUMAN FORM)  
   
  CR 9
  XP 6,400
  Male human natural weretiger druid 9 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +10
   
  AC 16, touch 14, flat-footed 13 (+1 deflection, +2 Dex, +1 
  dodge, +2 natural)
  hp 62 (9d8+9 plus 9)
  Fort +9; Ref +7; Will +12; +4 vs. fey and plant-targeted effects
  Immune poison
   
  Speed 30 ft.
  Special Attacks curse of lycanthropy, wild shape 3/day
  Spells Prepared (CL 9th; concentration +11):
  4th—earth glide**, flame strike (DC 16)
  3rd—call lightning (DC 15), cure moderate wounds, jolt 
  (DC 15)
  2nd—chill metal (DC 14), elemental speech*, flaming sphere 
  (DC 14), heat metal (DC 14), soften earth and stone
  1st—cure light wounds, longstrider, obscuring mist, produce 
  flame, speak with animals
  0 (at will)—detect magic, know direction, mending, read 
  magic
   
  Str 10, Dex 14, Con 13, Int 15, Wis 14, Cha 10
  Base Atk +6; CMB +6; CMD 20
  Feats Blind-fight, Combat Casting, Dodge, Iron Will, Natural 
  Spell
  Skills Acrobatics +6, Handle Animal +10, Knowledge (nature) 
  +15, Knowledge (planes) +10, Knowledge (religion) +10, 
  Linguistics +3, Perception +10, Sense Motive +8, Spellcraft 
  +10, Stealth +10, Survival +10
  Languages Aquan, Common, Druidic, Ignan, Terran
  SQ change forms, lycanthropic empathy, nature bond 
  (tiger—Zalissa), nature sense, trackless step,
  
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  Quests of Doom: lycanthropes & elementals
  wild empathy +9, woodland stride
  Gear amulet of natural armor +2, cloak of resistance +2, ring 
  of protection +1, spell component pouch, 85 gp
  *see Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  **see Pathfinder Roleplaying Game Advanced Race Guide
  GAVRIIL (HYBRID FORM)  
   
  CR 9
  XP 6,400
  Male human natural weretiger druid 9 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Large humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +10
   
  AC 20, touch 13, flat-footed 17 (+1 deflection, +2 Dex, +1 
  dodge, +7 natural, –1 size)
  hp 89 (9d8+36 plus 9)
  Fort +12; Ref +7; Will +12; +4 vs. fey and plant-targeted 
  effects
  DR 10/silver; Immune poison
   
  Speed 30 ft.
  Melee bite +12 (2d6+7), 2 claws +12 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +12, 1d8+7 plus grab), wild shape 3/day
  Spells Prepared (CL 9th; concentration +11):
  4th—earth glide**, flame strike (DC 16)
  3rd—call lightning (DC 15), cure moderate wounds, jolt 
  (DC 15)
  2nd—chill metal (DC 14), elemental speech*, flaming sphere 
  (DC 14), heat metal (DC 14), soften earth and stone
  1st—cure light wounds, longstrider, obscuring mist, produce 
  flame, speak with animals
  0 (at will)—detect magic, know direction, mending, read 
  magic
   
  Str 10/25, Dex 14/15, Con 13/19, Int 15, Wis 14, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 28
  Feats Blind-fightB, Combat Casting, Dodge, Iron Will, Natural 
  Spell, Rending Claws**
  Skills Acrobatics +10, Handle Animal +10, Knowledge 
  (nature) +15, Knowledge (planes) +10, Knowledge (religion) 
  +10, Linguistics +3, Perception +10, Sense Motive +8, 
  Spellcraft +10, Stealth +10 (+14 in undergrowth), Survival +10; 
  Racial Modifiers +4 Acrobatics, +4 Stealth in undergrowth
  Languages Aquan, Common, Druidic, Ignan, Terran
  SQ change forms, lycanthropic empathy, nature bond 
  (tiger—Zalissa), nature sense, trackless step, wild empathy 
  +9, woodland stride
  Gear amulet of natural armor +2, cloak of resistance +2, ring 
  of protection +1, spell component pouch, 85 gp
  *see Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  **see Pathfinder Roleplaying Game Advanced Race Guide
  GAVRIIL (ANIMAL FORM)  
   
  CR 9
  XP 6,400
  Male human natural weretiger druid 9 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Large humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +10
   
  AC 20, touch 13, flat-footed 17 (+1 deflection, +2 Dex, +1 
  dodge, +7 natural, –1 size)
  hp 89 (9d8+36 plus 9)
  Fort +12; Ref +7; Will +12; +4 vs. fey and plant-targeted 
  effects
  DR 10/silver; Immune poison
   
  Speed 40 ft.
  Melee bite +12 (2d6+7), 2 claws +12 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +12, 1d8+7 plus grab), wild shape 3/day
  Spells Prepared (CL 9th; concentration +11):
  4th—earth glide**, flame strike (DC 16)
  3rd—call lightning (DC 15), cure moderate wounds, jolt 
  (DC 15)
  2nd—chill metal (DC 14), elemental speech*, flaming sphere 
  (DC 14), heat metal (DC 14), soften earth and stone
  1st—cure light wounds, longstrider, obscuring mist, produce 
  flame, speak with animals
  0 (at will)—detect magic, know direction, mending, read 
  magic
   
  Str 25, Dex 15, Con 19, Int 15, Wis 14, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 28
  Feats Blind-fight, Combat Casting, Dodge, Iron Will, Natural 
  Spell, Rending Claws**
  Skills Acrobatics +10 (+14 to jump), Handle Animal +10, 
  Knowledge (nature) +15, Knowledge (planes) +10, 
  Knowledge (religion) +10, Linguistics +3, Perception 
  +10, Sense Motive +8, Spellcraft +10, Stealth +10 (+14 in 
  undergrowth), Survival +10; Racial Modifiers +4 Acrobatics, 
  +4 Stealth in undergrowth
  Languages Aquan, Common, Druidic, Ignan, Terran
  SQ change forms, lycanthropic empathy, nature bond 
  (tiger—Zalissa), nature sense, trackless step, wild empathy 
  +9, woodland stride
  Gear amulet of natural armor +2, cloak of resistance +2, ring 
  of protection +1, spell component pouch, 85 gp
  *see Pathfinder Roleplaying Game Advanced Player’s Guide
  **see Pathfinder Roleplaying Game Advanced Race Guide
  ZALISSA  
   
  CR —
  XP —
  Female tiger animal companion (Pathfinder Roleplaying 
  Game Bestiary “Tiger”)
  N Large animal
  Init +8; Senses low-light vision, scent; Perception +8
   
  AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 
  natural, –1 size)
  hp 68 (8d8+32)
  Fort +10; Ref +10; Will +4 (+8 vs. enchantment)
  Defensive Abilities evasion
   
  Speed 40 ft.
  Melee bite +12 (1d8+7 plus grab), 2 claws +12 (1d6+7 plus 
  grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +12, 1d6+7 plus grab)
   
  Str 25, Dex 18, Con 18, Int 2, Wis 15, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 29 (33 vs. trip)
  Feats Dodge, Improved Initiative, Multiattack, Power Attack, 
  Toughness
  Skills Acrobatics +10 (+14 to jump), Perception +8, Stealth +5
  SQ tricks (attack, come, defend, down, fetch, fighting, 
  guard, heel, seek, stay, track)
  Development: If captured, Inessa and Zhanna say nothing if they 
  think Gavriil is still alive. If convinced Gavriil is dead, the pair answer 
  questions. They know the area fairly well, though they don’t know where 
  Gavriil hides all his loot.
  
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  death in dyrgalas
  If Gavriil fails to escape, he’ll try to bargain for his life by revealing 
  where he concealed all his treasures. He insists that he cannot call off any 
  of his guards. He offers to help the party with some of the combat, but 
  only as a cover for another escape attempt.
  If the party asks Gavriil about the idol in Area 18 (as they might if 
  they’ve questioned Theronia in Area 7), he says he’s hidden the coins and 
  gems in a hollow space below the idol. In fact, Gavriil drops a gem in there 
  from time to time to keep the gate that the idol marks open (see Area 18). 
  If he thinks he can get away with it, Gavriil offers to “open” the idol for the 
  group. In reality, he plans to summon a fire elemental to attack the party.
  Treasure: Gavriil and his guards keep little in here except personal 
  gear. The robe of blending Gavriil took from Theronia the medusa (see 
  Area 7) is spread out atop the bed canopy. One of the cushions holds 18 
  red garnets worth 10 gp each (Gavriil uses these in the idol at Area 18).
  Besides his gear, Gavriil carries keys to all the locks in the pavilion and 
  the hostel.
  Area 18. Idol (CR 7)
  The hollow, bronze shell of some forgotten ancient deity stands here. 
  The people who built the pavilion used it as a focus for summoning 
  elementals.
  Water laps against a low stone apron, still mostly intact, here. 
  A semicircular dais rises above the rippling water. A wide 
  bronze shell, green with verdigris, is atop the dais. The shell’s 
  outside resembles some kind of birdlike (or perhaps amphibious) 
  creature. Apparently, the shell was once a hollow bronze statue.
  When the pavilion was new, the idol served as a summoning device for 
  elementals of all kinds. Today, with the idol broken, the idol can summon 
  only a single fire elemental once a month. To stay active, the idol must 
  receive a live coal each day and a red gem worth at least 10 gp each 
  month. If these offerings stop for even a day, the idol becomes inactive 
  for at least a year. If the elemental the idol summons is killed, the idol 
  likewise falls inactive for at least a year. Once inactive, the idol must 
  receive offerings each day (and month) to become active again. If red 
  gems worth at least 50 gp are placed in the idol, a Huge fire elemental 
  erupts from its hollow interior.
  HUGE FIRE ELEMENTAL 
   
   
   
  CR 7 
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Elemental, Fire”)
  Gavriil keeps the idol active. A look inside reveals a pile of gray ash 
  and half-burned coals.
  Gavriil has gotten to know the elemental from the idol and the creature 
  attacks anyone else it meets, even if the character used the idol to summon 
  it. In battle, the elemental tries to set as many foes afire as it can. The 
  elemental fights to the death, or until all its foes retreat into the water. In 
  the latter case, the elemental waits one round, then returns to its home 
  plane if no one exits the water to carry on the fight.
  Pilgrims’ Hostel
  The ancients built the hostel as a companion to the pavilion. Pilgrims 
  who came from afar to visit the place were housed here.
  The hostel lies about a quarter mile west of the pavilion. The faint 
  remains of a path that once connected the two can still be seen. The path 
  connects Area 9 in the pavilion with Area 1 in the hostel.
  Gavriil uses the hostel as a prison for captives and as a hiding place for 
  
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  Quests of Doom: lycanthropes & elementals
  some of his loot.
  Conditions and Features
  The hostel has architecture similar to the pavilion and is as decayed and 
  overgrown as the pavilion. Conditions inside are identical to those within 
  the pavilion.
  Approaching the Hostel
  The party can reach the hostel by hacking through the undergrowth on 
  the island, or by using the path leading from the pavilion. If they don’t 
  use the path, the island’s guardian earth elemental attacks them, as noted 
  in the Approaching the Pavilion section. In either case, the trees on the 
  island tend to screen the group from view if they’re traveling overland. 
  The guard in Area 6, however, might see them as they enter. The guard 
  makes a Perception check opposed by each character’s Stealth check as 
  the group enters the hostel. See Area 6 for more details.
  If the party tries the climb the hostel’s walls or approach from the air, 
  the air elemental in Area 6 notices them and attacks unless the group is 
  invisible. The guard in Area 6 also sees visible aerial visitors.
  Area 1: Entrance
  A weedy trail of crushed stone leads to a tumbledown pile of 
  mud-colored stone as large as an aristocrat’s villa. The place has 
  a walled compound with three towers. Two of those are square 
  and flank a narrow gateway that looks to be the only entrance. 
  It’s hard to tell how tall these entrance towers once were. All but 
  the ground floors have fallen away now. The third tower is round, 
  and it rises from the compound’s southwest corner. It seems to be 
  two floors high, with a tattered roof over the upper floor.
  Area 1A. Entrance Towers (CR 9)
  Priests and guards once used these chambers to keep an eye on the 
  place. Gavriil’s servants use them for much the same thing. Visitors can 
  get a look inside by opening the doors or peering through the windows.
  The space in here is a square chamber with windows facing the 
  complex’s gateway and courtyard. Inside, there’s a crude wooden 
  table with a couple of wicker chairs and a few crates and barrels. 
  There seems to be a spiral stair leading upward, but it’s blocked 
  with rubble. Opposite the stair lies a big mass of leaves, twigs, 
  and old rags.
  The staircases are indeed blocked. They once led to an upper floor, now 
  gone.
  Living in each tower are two guards or 4 elite wererats in total. The 
  pair in one tower rests while the other pair keeps watch. It’s possible to 
  duck past the guards using a Stealth check; however, the guard in Area 6 
  also might see the intruder.
  ELITE WERERATS (HUMAN FORM)  
   
  CR 5 
  XP 1,600
  Male human afflicted dire wererat slayer 5 (Pathfinder 
  Roleplaying Game Bestiary “Lycanthrope, Wererat”; 
  Pathfinder Roleplaying Game Advanced Class Guide 
  “Slayer”)
  CE Medium humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +8
   
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 52 (5d10+10 plus 10)
  Fort +6; Ref +7; Will +3
   
  Speed 30 ft.
  Melee mwk rapier +9 (1d6/18-20)
  Special Attacks sneak attack +1d6, studied target +2 (2nd, 
  move action)
   
  Str 10, Dex 16, Con 15, Int 14, Wis 10, Cha 10
  Base Atk +5; CMB +5; CMD 19
  Feats Combat Reflexes, Dodge, Iron Will, Toughness, 
  Weapon Finesse
  Skills Acrobatics +11, Climb +8, Disable Device +8, Intimidate 
  +8, Perception +8, Sense Motive +8, Sleight of Hand +8, 
  Stealth +11, Survival +8
  Languages Common, Goblin, Orc
  SQ change forms, lycanthropic empathy, slayer talents (fast 
  stealth, finesse rogue), track +2
  Gear masterwork studded leather, masterwork rapier
  ELITE WERERATS (HYBRID FORM) 
   
   
  CR 5 
  XP 1,600
  Male human afflicted dire wererat slayer 5 (Pathfinder 
  Roleplaying Game Bestiary “Lycanthrope, Wererat”; 
  Pathfinder Roleplaying Game Advanced Class Guide 
  “Slayer”)
  CE Medium humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +10
   
  AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +2 natural)
  hp 57 (5d10+15 plus 10)
  Fort +7; Ref +7; Will +5
  DR 5/silver
   
  Speed 30 ft.
  Melee mwk rapier +9 (1d6+1/18-20) or bite +3 (1d4 plus 
  disease)
  Special Attacks sneak attack +1d6, studied target +2 (2nd, 
  move action)
   
  Str 12, Dex 17, Con 17, Int 14, Wis 15, Cha 10
  Base Atk +5; CMB +6; CMD 20
  Feats Combat Reflexes, Dodge, Iron Will, Toughness, 
  Weapon Finesse
  Skills Acrobatics +11, Climb +9, Disable Device +8, Intimidate 
  +8, Perception +10, Sense Motive +10, Sleight of Hand +8, 
  Stealth +11, Survival +10
  Languages Common, Goblin, Orc
  SQ change forms, lycanthropic empathy, slayer talents (fast 
  stealth, finesse rogue), track +2
  Gear masterwork studded leather, masterwork rapier
  ELITE WERERATS (ANIMAL FORM)  
   
  CR 5 
  XP 1,600
  Male human afflicted dire wererat slayer 5 (Pathfinder 
  Roleplaying Game Bestiary “Lycanthrope, Wererat”; 
  Pathfinder Roleplaying Game Advanced Class Guide 
  “Slayer”)
  CE Small humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +10
   
  AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge, 
  +2 natural, +1 size)
  hp 57 (5d10+15 plus 10)
  
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  death in dyrgalas
  Fort +7; Ref +7; Will +5
  DR 5/silver
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +4 (1d3 plus disease)
  Special Attacks sneak attack +1d6, studied target +2 (2nd, 
  move action)
   
  Str 12, Dex 17, Con 17, Int 14, Wis 15, Cha 10
  Base Atk +5; CMB +5; CMD 19
  Feats Combat Reflexes, Dodge, Iron Will, Toughness, 
  Weapon Finesse
  Skills Acrobatics +11 (+15 to jump), Climb +19, Disable 
  Device +8, Intimidate +8, Perception +10, Sense Motive +10, 
  Sleight of Hand +8, Stealth +15, Survival +10, Swim +11
  Languages Common, Goblin, Orc
  SQ change forms, lycanthropic empathy, slayer talents (fast 
  stealth, finesse rogue), track +2
  The piles of leaves and rags are wererat nests. When resting, the 
  wererats hide themselves in their nests. When “on duty” the wererats sit at 
  the tables, glancing out the windows and occasionally rising to take longer 
  looks out the windows. 
  The two active wererats attack the moment they see intruders. They 
  spread out as much as they can, trying to use their sneak attacks. The pair 
  of resting rats joins the fray one round later.
  Development: The guard in Area 6 notices any fighting here after two 
  rounds, and might see intruders even before a fight (see the Approaching 
  the Hostel section). If alerted, the guard does not intervene, but sees to his 
  own defenses.
  If captured and questioned, the wererats can reveal much the same 
  information as the wererats in the pavilion, plus the following:
  • They know the hostel’s layout and denizens, but not about Gavriil’s 
  caches of treasure (Area 4). They’ll reveal the location of the prison 
  (Area 5) and the kennels (Area 4), but insist they hold only mangy dogs.
  • They know about the air elemental in Area 6, but not about the water 
  elemental in Area 2.
  • They tell the party that Areas 3 and 6 house human mercenaries. 
  They know these people are werewolves, but conceal that information if 
  they can.
  Area 2. Courtyard (CR 9)
  Beyond the gates is a smallish courtyard paved with muck-
  covered stones. Here and there, cattails and other water-loving 
  plants grow in the pavement’s gaps. At the courtyard’s center 
  stands a burbling fountain with a basin covered in lily pads.
  The fountain is home to a greater water elemental. The elemental 
  is concealed in the basin and attacks anyone except a hostel resident 
  or someone in a resident’s company. When the elemental attacks, the 
  fountain spews water all over the courtyard (that’s why the yard is 
  soggy and covered in muck). While the fountain sprays, everyone in the 
  courtyard is considered touching water for purposes of combat with the 
  elemental. The spray also gives anyone light concealment at a distance of 
  10 to 20 feet and heavy concealment at a distance of 25 feet or more. The 
  elemental fights to the death, and the fountain stops spewing one round 
  after the elemental is killed or stops fighting.
  GREATER WATER ELEMENTAL 
   
   
  CR 9
  XP 6,400
  hp 123 (Pathfinder Roleplaying Game Bestiary “Elemental, 
  Water”)
  Development: Everyone in the hostel notices when the fountain sprays. 
  They avoid the blinding spray, but prepare for ranged combat against the 
  invaders if they defeat the elemental.
  Area 3. Tower Ground Floor (CR 6)
  This area was once a bath similar to Area 16 in the pavilion. Gavriil’s 
  servants turned it into a barracks of sorts. Gavriil fitted the current door 
  with an arrow slit. The text below assumes the party is peering through the 
  slit or opened the door.
  Faint light filters down into this circular chamber through 
  gratings in the ceiling. A round pit in the floor’s center looks 
  mostly filled with rock. A dying fire smolders atop the rocks. 
  Four crude bunks are arranged around the pit. Each bunk has 
  a crude chest with a flat top at its foot. An open arch to the left 
  reveals a spiral stair going up.
  The stairs rise 25 feet to Area 6.
  Living here are 4 werewolves, but one is on guard duty in Area 6 at any 
  given time. Two of the three werewolves snooze in their bunks or pass the 
  time gambling, using a chest as a table.
  WEREWOLVES (4) 
   
   
   
  CR 2
  XP 600
  hp 21 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererwolf”)
  If forewarned, one werewolf runs up the stairs to Area 6 to make ranged 
  attacks at any intruders. The remaining two try to hold the door. They keep 
  their door closed, and one uses the arrow slit. If foes manage to breach the 
  door, they switch to melee attacks. After the werewolves fight for a round 
  or two, the dire wolves from Area 4 break out of their kennels and join 
  the fray. In battle, bloodlust quickly overcomes the werewolves and they 
  fight to the death. If intruders break into Area 4 and attack the dire wolves 
  there, the werewolves join the fight after a round.
  Development: The guard in Area 6 notices a fight here immediately, 
  and makes ranged attacks against any foes he can see.
  If captured and questioned, the werewolves have the same information 
  as the wererats in Area 1. If asked about the pavilion, they reveal much 
  the same information as Theronia the medusa (see Area 7 in the pavilion), 
  though they try to bargain for their lives and freedom before revealing it.
  Area 4. Kennels (CR 6)
  These areas once served as dormitories for visiting pilgrims. Gavriil’s 
  servants converted them into kennels (none too clean) for 3 dire wolves.
  Tiers of wooden bunks, sans mattresses, line the walls in this 
  dank, stinky chamber. An uneven layer of twigs and soiled rushes 
  covers the floor.
  One dire wolf lies in each kennel, snoozing until a disturbance elsewhere 
  in the hostel awakens it.
  DIRE WOLVES (3)  
   
   
  CR 3
  XP 800
  hp 37 (Pathfinder Roleplaying Game Bestiary “Wolf, Dire”)
  A dire wolf confronted in its kennel attacks the closest foe using its trip 
  attack. As the battle continues, the wolf tries to trip as many foes as it can, 
  attacking foes still on their feet when possible. Any fighting in a kennel 
  or in Areas 3 or 6 brings out all the dire wolves (they can easily burst the 
  
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  Quests of Doom: lycanthropes & elementals
  doors). When fighting in the open, the wolves try to surround a foe so they 
  can fight as much as possible from the rear or flanks.
  Development: The dire wolves and the werewolves is Areas 3 and 6 
  support each other as noted in the Area 3 description.
  Treasure: Gavriil buried 2,600 gp under the floor of kennel 1, belt of 
  mighty constitution +2 and a +1 greatsword under kennel 2.
  Area 5. Storage
  This area once served as a meeting and dining hall for visiting pilgrims. 
  Now it serves as a storage room similar to Area 11 in the pavilion. It’s 
  not as cold as the pavilion’s storage area, but it has a similar collection of 
  trade goods.
  If the party came to the area to rescue captives, any commoners who 
  are not likely to bring any ransom payments are imprisoned here. Gavriil 
  keeps them manacled and chained to rings set into the floor. He carries the 
  keys with him.
  Area 6. Tower Upper Floor (CR 9)
  The staircase here descends 25 feet to Area 3.
  The people who built the hostel used this area as a space for quiet 
  reflection and meditating. Gavriil’s servants use it as a guard post.
  This area is mostly open to the air. A circle of arches supports a 
  badly damaged roof. There’s a stone seat under each arch.
  A werewolf stands guard here all the time. He keeps watch on Area 
  1 and the courtyard. A greater air elemental also hovers here, near the 
  peak of the roof.
  The werewolf uses his bow against any foes he sees approaching. The 
  werewolves there rally and attack when the guard does, along with the 
  dire wolves from Area 4. The elemental has orders to attack anyone 
  approaching the hostel from the air or trying to scale the walls. The 
  elemental stays out of any fight unless someone takes to the air or climbs 
  the walls, or if it is attacked itself. It generally uses its slam attacks, but 
  uses its whirlwind power if it can do so without affecting any allies.
  Once in combat, the elemental fights to the death, as does the werewolf.
  WEREWOLF 
   
   
   
  CR 2
  XP 600
  hp 21 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererwolf”)
  GREATER AIR ELEMENTAL  
   
  CR 9
  XP 6,400
  hp 123 (Pathfinder Roleplaying Game Bestiary “Elemental, 
  Air”)
  Development: If the party manages to capture the werewolf, he has the 
  same information as his comrades in Area 3.
  
  165
  the darkening of Namjan forest
  The Darkening of Namjan Forest is an adventure intended for use 
  by six to eight 6th- 8th-level PCs. The PCs encounter a lot of shadows in 
  this adventure, so they should be well-equipped with magic weapons and 
  restoration spells; nearly everything in this adventure drains Strength or 
  inflicts negative levels. This is an exceptionally dangerous adventure!In the 
  course of the adventure, the party explores the Namjan Forest, a woodland 
  threatened by the creeping advance of the Plane of Shadow made manifest 
  through the presence of a rare shadow elemental. This creature, a pure 
  embodiment of the gloomy substance that underlies the Plane of Shadow, 
  has escaped a long imprisonment within an ancient artifact known as the 
  darkling lanthorn. The party must investigate the phenomenon affecting 
  Namjan Forest, trace the Darkening back to its source, and destroy the 
  agent seeking to infect the Material Plane with the touch of shadow.
  The adventure is assumed to occur in a temperate forest region bordered 
  by hills on the edge of a small duchy. The GM can alter the adventure to 
  better fit his campaign world if necessary. In the Lost Lands campaign 
  setting, the Namjan Forest is a region of the great Haunted Wood on 
  the Frontier of the Grand Duchy of Reme. It lies in the gap between the 
  Ashen Hills and the Gryphon Hills, some 150 miles north of the village 
  of Dreikeng.
  Background
  The Namjan Forest is a modest-size woodlands growing in the fork 
  between two chains of hills forested along the verge of civilization. The 
  Namjan is an old wood, but not a pristine one. The residents of the realm 
  The Darkening of
  Namjan Forest
  By Michael Curtis
  
  166
  Quests of Doom: lycanthropes & elementals
  have long felled its trees, hunted its wildlife, and made charcoal within its 
  borders. They’ve even gone so far as to live within it, and a small village 
  stands upon the shores of the Fehlween River, the large waterway that 
  flows through the Namjan. In short, the Namjan Forest was a place that 
  seemed to harbor few mysteries. This impression, however, was horribly 
  wrong.
  Eons ago, when the hills were higher and the Fehlween wilder, the 
  land now filled by the woodland was held by a sorcerer-warlord named 
  Dyraxl Uhl-Kal-Totten. Uhl-Kal-Totten built his fortress upon an easily 
  defensible rise of land near the center of the hill-bordered lands. From 
  this keep, the sorcerer-warlord ruled over the small farms and villages 
  that lay under his gaze and conducted arcane experiments to increase his 
  magical prowess. Uhl-Kal-Totten, like many a man who carved his way 
  to despotism, desired to expand his holdings, dreaming of an empire that 
  spanned from distant shore to far-flung shore. And, like many a would-be 
  tyrant, Uhl-Kal-Totten’s dreams never came to fruition.
  The circumstances that led to Uhl-Kal-Totten’s fall are long forgotten. 
  The few scraps of lore surviving from that distant time record that the 
  sorcerer-warlord’s enemies laid siege to his fortress, tearing down its 
  walls with magic and hurled boulders. Uhl-Kal-Totten fought to the last, 
  ultimately calling down powerful sorceries onto his own head to decimate 
  himself, his keep, and the multitude of invaders who thirsted for his blood. 
  When the smoke cleared and the dust settled, all that remained of the 
  warlord and his fortress were scorched bones and broken stones. His 
  enemies returned to their homelands and the dreams and accomplishments 
  of Uhl-Kal-Totten were forgotten.
  As the centuries rolled along, the lands that had been tamed under Uhl-
  Kal-Totten’s rules grew wild once more. Seedlings became mighty trees, 
  the high hills wore down like old teeth, and the Fehlween grew slow and 
  tired. Where once was tilled fields and a towering keep, now only old trees 
  and shallow gullies remained. But this placid landscape hid a dark secret.
  Not all of Uhl-Kal-Totten’s dreams died in the conflagration. When his 
  fortress fell, the rubble buried his deepest cellars and undercrofts under 
  a mountain of blasted debris. Deep underground slumbered magic long 
  forgotten by history, relics the sorcerer-warlord planned on tapping to 
  achieve his dreams of empire. Among those forgotten objects was the 
  darkling lanthorn, a lamp that threw not light, but gloom, and contained 
  an obscure and titanic elemental drawn from the Plane of Shadow.
  The darkling lanthorn may have laid in quietude for millennia more 
  had it not been for a tree. A mighty oak sprang up in the ruins above 
  the forgotten foundations, its bole growing from the now nearly vanished 
  stones that once formed Uhl-Kal-Totten’s keep. As the tree grew, its roots 
  dug deep, burrowing through the ground to seek out nutrients and support 
  the tremendous trunk and branches that towered over the land. One of 
  these probing roots wound its way through a gap in the masonry walls of 
  Uhl-Kal-Totten’s cellar and — perhaps by chance or perhaps guided by 
  supernatural powers not fully understood — curled about the handle of 
  the darkling lanthorn.
  With the long deferred touch of a living creature, the darkling lanthorn’s 
  slumbering occupant awoke. The devastation that destroyed the fortress 
  above had long since caused the protective barriers and wards placed 
  around the lanthorn to weaken and the shadow elemental within the lamp 
  easily shook off the feeble defenses that remained. With nothing left to 
  contain it, the darkling lanthorn’s power climbed out of its moldering 
  erstwhile prison and snaked its way into the oak above.
  The once-mighty tree is now ground zero for an infectious gloom 
  spreading throughout the Namjan Forest, a plague known as the 
  Darkening. Tendrils of darkness and wisps of misty gloom flow outward 
  from the tree, staining everything they brush against with the touch of 
  Shadow. The Fehlween’s waters have turned ebony and the animals that 
  once frolicked within the woods have… changed. Hunters and loggers 
  have disappeared in the now-dark forest and those who survived speak of 
  a relentless and every-hungry gloom intent on plunging the entire wood 
  — and perhaps even the lands beyond it — into shadow.
  The power within the darkling lanthorn is just beginning to grow and, 
  unless someone can root out the source of this tangible darkness, the fate 
  of those living outside the Namjan soon hangs in the balance. It is up to a 
  band of intrepid adventurers to find the heart of darkness before it is too 
  late.
  Starting the Adventure
  First alerted to the threat by the survivors of the Darkening of Stillwater 
  (see Namjan Forest, Area 4), the Duke of the Northmarches sent a 
  company of soldiers into the Forest to investigate the matter. When these 
  well-armed veterans, led by the ranger, Egrihl, failed to return, seemingly 
  swallowed up by the ill-omened woodland, his grace declared a standing 
  reward of 2,500 gp and the promise of a noble claim on the Namjan to 
  whoever discerns the origin of the gloomy menace and puts an end to it 
  before it spreads across the duchy. With an offer of that magnitude, it is 
  hoped the PCs devote themselves to finding and stopping the insidious 
  taint afflicting Namjan Forest.
  If the PCs are renowned adventurers, an agent of the duke seeks them 
  out and explains his grace’s offer. The agent can provide the information 
  below and, if the PCs succeed in a DC 15 Diplomacy check, arranges an 
  audience with the duke to further elaborate on the offer. 
  Gathering Information
  A wise party seeks out further information about Namjan Forest and the 
  mysterious events occurring within it before beginning its investigation. 
  The PCs can obtain information by either questioning occupants of the 
  nearby settlements of Dreikeng or Nerimar or through the duke or his 
  agents. The following information is gleaned:
  The shadowy infestation was first noticed about a week ago when the 
  Fehlween turned dark. The river’s discoloration was originally thought 
  to be sedimentation flushed down from the hills, but the water soon had 
  strange effects on the animals and people who drank from it. 
  In addition to the darkened waters of the Fehlween, the forest itself has 
  grown dim. Shadows cling to branches like vines and pool in thickets, 
  exuding an aura of menace. The sound of animal noise has diminished and 
  even the air has grown heavy and still as if tainted by an invisible weight.
  According to the refugees fleeing the forest, this encroaching darkness 
  spreads like a sickness, infecting those exposed to its touch over several 
  days. The creeping shadow drains away vitality from living creatures. 
  Those touched by the gloom either vanish utterly, fading away as if 
  ghosts, or are transformed by the darkness. Transformed creatures grow 
  a dusky ash in color and manifest unnatural powers. Their minds become 
  evil and they revel in violence.
  Several areas of interest are in Namjan Forest, including two permanent 
  settlements called Stillwater and Thistlehill; a low, stone-covered hill 
  known as the Tumbles; a natural cave called the Gullet; and the ruins of 
  an old watchtower of amazing age.
  Stillwater is a human hamlet located on the western shore of the 
  Fehlween River deep in the forest. According to refugees, it has been 
  overwhelmed by the Darkening and the fate of its inhabitants is unknown.
  Thistlehill is a small gnomish community situated near the western edge 
  of the forest. The gnomes mine a rich quartz vein and trade the shining 
  stones at Stillwater. No one knows if Thistlehill has been touched by the 
  darkening or if the gnome miners are even aware of the threat.
  The Gullet is a small cave located near the middle of the forest and is 
  said to be home to various monsters. Legends conflict, and trolls, orcs, 
  demons, and even a dragon have all been said to live within it.
  The riverside hamlet of Stillwater is perhaps the best place for the party 
  to begin its investigation of the Namjan. The village can be reached by 
  either paddling up the Fehlween River or, if the party lacks water transport, 
  by following a horse trail that runs along the east side of the river.
  Random Encounters
  The PCs are subject to random encounters while traveling through 
  the Namjan and on the Fehlween River. There is a 20% chance of an 
  encounter occurring at select intervals depending on whether the party is 
  in the woods or on the river. The GM should check for random encounters 
  twice a day while venturing through the forest, once in the late morning 
  
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  the darkening of Namjan forest
  and once in the evening. If the party is traveling on the water, a random 
  encounter check is made every hour while on the river. Use the following 
  tables to determine the random encounter if one occurs.
  Namjan Forest Random Encounters
  1d8
  Encounter
  1
  Encroaching shadow (see below)
  2
  1d3 shadow elk (see Namjan Forest, Area 9)
  3
  1d3 grimseems (see Appendix: New Monsters)
  4
  Shadow owlbear (see Namjan Forest, Area 10)
  5
  Shadow wolf (see below)
  6
  Advanced shadow (see  Area 1)
  7–8
  1d4 shadows
  Fehlween River Random Encounters
  1d6
  Encounter
  1
  Encroaching shadow (see below)
  2
  Advanced shadow (see  Appendix: New Monsters)
  3
  1d3 shadow alligator gar (see Namjan Forest, Area 3)
  4
  1d3 grimseems (see Area 1)
  5–6
  1d4 shadows 
  Random Encounter Notes
  Shadow Creatures: Animals and monsters that succumb to the 
  Darkening gain frightening new powers. The GM should refer to the 
  Pathfinder Roleplaying Game Bestiary 4 for details on converting a typical 
  creature a shadow creature and the changes made to their stat block.
  Encroaching Shadow: A long, thin finger of shadow creeps out to wrap 
  itself around a random PC. Treat the tendril as having a Stealth check 
  result of 15. The targeted PC must succeed on a DC 13 Reflex save to 
  avoid being touched by the shadow tendril. If the tendril is noticed by the 
  PC or an ally who sees the tendril’s approach and warns him, he makes the 
  saving throw as normal. If unseen, the character has a –2 penalty on the 
  save. On a failed saving throw, the finger latches onto the PC, siphoning 
  his energy. The touched PC gains one temporary negative level.
  The tendril continues to drain the PC on subsequent rounds, requiring 
  the character to make a DC 12 Fortitude save or gain another temporary 
  negative level. The affected PC or his allies can cut the tendril with silver 
  or magical weapons (treat as AC 10 and 5 hit point) or can break free by 
  making a DC 15 Strength check. Once broken or cut, the tendril dissipates 
  into sooty mist.
  The Darkening 
  Shadow’s taint is slowing expanding across the forest, spreading from 
  its epicenter of the Darkling Oak (see The Namjan Forest, Area 12). The 
  forest map shows what portion of the woodland is already under Shadow’s 
  sway and what has yet to succumb to the creeping gloom. PCs can rest in a 
  hex untouched by Shadow, allowing them to recoup and perhaps shake off 
  Shadow’s touch (see “The Danger of Shadow Inflection” below).
  Once the adventure begins, the GM rolls 1d4+1 at the start of each 
  day. The result is the number of hexes on the forest map that Shadow 
  spreads to. The GM then determines which hexes are affected and marks 
  them to chart Shadow’s progress. The GM can choose the afflicted hexes 
  randomly, using whatever means he desires, or pick areas that are most 
  dramatically appropriate and heighten tension among the PCs (the party 
  awakens to discover Shadow surrounded them during the night, forcing 
  them to venture through affected land to escape, for example).
  If Shadow ever claims the entire Namjan Forest, its grip become 
  absolute. Even the destruction of the darkling lanthorn and its elemental 
  defender is insufficient to break Shadow’s hold on the land and further 
  troubles are bound to affect the region (see Concluding the Adventure 
  for further details and ideas).
  The Danger of Shadow Infection
  The influence of the darkling lanthorn pervades Namjan Forest, 
  insinuating itself into every living creature within its borders. The PCs are 
  subject to this infection as they explore the tainted woodlands and, should 
  they fail to root out the source of the corruption quickly, may succumb to 
  its effects. 
  Each day (or portion thereof) a PC is within the boundaries of the 
  forest, he must succeed on a DC 10 Fortitude save or become drained 
  of vitality. This drain manifests as a temporary negative level. Negative 
  levels gained through exposure to the Darkening cannot be relieved by 
  resting while inside any portion of the Namjan Forest under Shadow’s 
  hold. A PC suffering from temporary negative levels due to the Darkening 
  can be cured only by resting in an unaffected area of forest or outside 
  its boundaries. A restoration or greater restoration spell removes the 
  temporary negative levels normally.
  PCs directly exposed to the spreading gloom also lose vitality. A PC 
  drinking from the tainted waters of the Fehlween River or eating the flesh 
  of a shadow-infected creature must succeed on a DC 15 Fortitude save or 
  gain a temporary negative level. 
  A creature reduced to 0 levels from exposure to the Darkening does not 
  die as normal, but is instead completely overcome by the shadow taint. 
  An overcome creature either fades away to the Plane of Shadow (75% 
  chance) or becomes a shadow creature (25% chance). In either event, the 
  character becomes an NPC no longer under the player’s control.
  Namjan Forest
  Namjan Forest is predominately first- and second-growth trees of 
  maple, oak, spruce, and pine. The forest floor is covered by a thick layer of 
  rich, dark loam that supports small plants and shrubs, as well as growths 
  of mushrooms, mosses, and similar low flora. Deadfalls are common away 
  from the trails that snake through the woods. Close to these paths, fallen 
  limbs and dead trees have been cleared for firewood and charcoal-making.
  General Features
  Atmosphere: The Forest is much quieter than normal. Little animal 
  noise is heard inside the forest, and the few sounds that are present 
  echo from areas not yet overcome by the Darkening. The air is still and 
  unmoving, and travelers experience a sense of being watched from the 
  ever-present shadows.
  Trails: Two types of paths wander through the forest: main trails and 
  secondary footpaths. The trail links the settlements of Thistlehill and 
  Stillwater with the outside world, while the smaller footpaths leave the 
  main trail to reach smaller sites of interest inside the woodlands. The main 
  trail is wide enough to accommodate two horses and riders traveling side-
  by-side, while the footpaths are narrower, forcing riders into a single file. 
  The main trail is largely clear of forest debris, and the occasional sign 
  points in the direction of Thistlehill and Stillwater. Footpaths lack signage 
  and tend to be partially overgrown by brush.
  Illumination: Due to the effects of the Darkening, portions of Namjan 
  Forest are permanently cloaked in dense shadows. These shades are 
  ominous and seem to almost possess a physical heft. Draperies of gloom 
  dangle like hanging moss from tree limbs and darkness collects in drifts 
  like fallen snow beneath the canopy. This cloak of shadows means that 
  even in daylight the forest is considered to have dim lighting. Additionally, 
  as a result of the overall gloom, targets farther than 60 ft. away from the 
  party are considered to have concealment.
  The Fehlween River: The river averages between 60 and 100 ft. in 
  width and is 30 ft. deep at its center. The waters of the Fehlween are 
  
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  Quests of Doom: lycanthropes & elementals
  1 hex = 1 mile
  
  169
  the darkening of Namjan forest
  pitch black due to the Darkening as shadow creeps down its length. 
  An individual putting his hand in the water discovers the fluid has an 
  inexplicable heft as if filled with sediment, but there is no gritty feel to the 
  river. In fact, the waters feel almost silky, but it is a silkiness that has no 
  place on this earth. Physical contact with the water is not hazardous, but 
  see The Danger of Shadow Infection for the consequences of drinking 
  from the river.
  Namjan Forest
  Area 1. Shadow Attack
  The sound of screams rings from the riverbank. A small boat 
  packed with bags, tools, and similar goods rests on the shore 
  among reeds and mud. A body lies sprawled besides the boat, 
  looking curiously drained and ashen. A human male dressed 
  in homespun clothing stands over the body swinging a wood 
  axe wildly. Looming over the panicked man is a patch of deep 
  darkness that possesses a vaguely humanoid shape.
  The woodsman and his now-dead companion are refugees fleeing the 
  Darkening by traveling down the Fehlween River when they encountered 
  an advanced shadow. They took to the shore to escape the creature, but it 
  killed one of them and is set on slaying the other. 
  The advanced shadow concentrates its attacks on the woodsman, killing 
  him in 2 rounds unless destroyed or driven off. It attacks the party if they 
  intervene.
  ADVANCED SHADOW 
   
  CR 4
  XP 1,200
  Pathfinder Roleplaying Game Bestiary, “Shadow”
  CE Medium undead (incorporeal)
  Init +4; Senses darkvision 60 ft.; Perception +12
   
  AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 
  dodge)
  hp 25 (3d8+12)
  Fort +5; Ref +5; Will +6; +2 bonus vs. channeled energy
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
   
  Speed fly 40 ft. (good)
  Melee incorporeal touch +6 (1d6 Str damage)
  Special Attacks create spawn
   
  Str —, Dex 18, Con —, Int 10, Wis 16, Cha 19
  Base Atk +2; CMB +6; CMD 21
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +14, Intimidate +10, Perception +12, Stealth +10 (+14 
  in dim light, –4 in bright light); Racial Modifiers +4 Stealth in 
  dim light, –4 in bright light
  SQ create spawn, strength damage
  If the woodsman survives the fight, he thanks the party and provides 
  any information listed under “Gathering Information” above, as well as 
  directions to the various places of interest (see Namjan Forest map). He 
  has no desire to join the party and only wishes to escape. He insists on 
  burying his dead companion, unaware that the man rises as a shadow in 
  1d4 hours. Unless gentle repose is cast upon the corpse, it crawls from 
  its grave as a newborn shadow and the woodsman later becomes its first 
  victim. If the woodsman dies from the advanced shadow’s attack and 
  gentle repose is not cast on the bodies, the two newly spawned shadows 
  track down the party and attack after dark during the PCs’ first night inside 
  the forest (treat as an automatic nighttime random encounter).
  The boat is packed with clothes, tools, and other household goods the 
  two owned. The only objects of value or interest are a pair of lanterns 
  (full), a shovel, a wood axe, two daggers, a shortbow and 20 arrows, a 
  small barrel half filled with whiskey, a pipe and full tobacco pouch, and a 
  leather sack containing 56 cp, 24 sp, and 6 gp.
  Area 2. Forest Trail
  A dirt path wide enough to accommodate two riders traveling 
  side by side leads into the forest. The branches above form a 
  tunnel of leaves that hang motionless in the still air. The hairs 
  on your neck stand up as you view the forest, for it feels as if 
  something inexplicable is missing from the woods.
  This main trail enters Namjan Forest at this point and winds its way 
  through the woods until it ends at Thistlehill (Area 8). Traveling on the 
  trail is considered normal terrain. PCs walking or riding through the forest 
  proper move as if traversing difficult terrain.
  Area 3. River Bridge (CR 4)
  A 100-foot-long wooden bridge crosses the inky waters 20 feet 
  above the river. Fashioned from rough timbers lashed and nailed 
  together, the bridge is wide enough to allow wagons to cross. 
  A pair of thin-looking railings run along the edges of the span, 
  providing some protection against falling into the river below.
  This bridge once allowed traffic to and from Stillwater to cross the river, but 
  the corruption of shadow has undermined its purpose. The touch of shadow 
  has weakened the bridge’s pilings, and the span is now a hazard to travelers. 
  Besides its failing condition, 2 Large shadow alligator gars, tainted by 
  shadow, swim around the bridge’s supports and are drawn to individuals in the 
  water. The savage fish immediately attack any creature that falls into the river.
  The bridge has a cumulative 10% chance per person of collapsing. Thus, 
  the first person to travel across it has a 10% chance of causing a collapse, 
  while the fourth risks a 40% chance. A party of six faces a 60% chance of 
  collapsing the bridge if they all cross it together. A large transport such as 
  a horse or cart automatically causes the bridge supports to fail.
  If a collapse occurs, the person or creature causing the collapse and 
  anyone within 10 ft. must succeed on a DC 10 Reflex save or fall into the 
  Fehlween River and take 1d6 points of damage from the fall.
  GIANT SHADOW ALLIGATOR GARS (2) 
   
  CR 3
  XP 800
  Male shadow giant gar (Pathfinder Roleplaying Game 
  Bestiary 2 “Gar,”;Pathfinder Roleplaying Game Bestiary 4, 
  “Shadow Creature”)
  N Large outsider (aquatic, augmented animal, native)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
   
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 17 (2d8+8)
  Fort +7; Ref +4; Will +1
  Defensive Abilities shadow blend; Resist cold 5, electricity 5; 
  SR 9
   
  Speed swim 60 ft.
  Melee bite +4 (1d8+6 plus grab)
  Space 10 ft.; Reach 10 ft.
   
  Str 18, Dex 12, Con 19, Int 1, Wis 13, Cha 2
  
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  Quests of Doom: lycanthropes & elementals
  Base Atk +1; CMB +6 (+10 grapple); CMD 17 (can’t be tripped)
  Feats Improved Initiative
  Skills Perception +6, Swim +12
   
  Shadow Blend (Su) In any illumination other than bright 
  light, a shadow creature blends into the shadows, giving it 
  concealment (20% miss chance). A shadow creature can 
  suspend or resume this ability as a free action.
  Area 4. Stillwater (CR 7)
  A cluster of small cottages stands along the western shore of 
  the dark river. These rude huts appear dim and indistinct, their 
  edges blurred by shadows. The structures almost seem as if they 
  are fashioned from gossamer scraps of gloom rather than wood 
  and plaster. The air surrounding the hamlet is also dim and heavy 
  with darkness as if a cloud of soot and ash clings to the village 
  with an unrelenting grip. You detect no signs of life.
  Stillwater succumbed to the Darkening swiftly as its residents and 
  its existence depended on the Fehlween River. The hamlet is entirely 
  corrupted by shadow and is no longer part of the Material Plane.
  Most of the two-score residents of Stillwater died from shadow’s 
  infection, but a half-dozen emerged from the blight as servant of the 
  Darkening. Lurking along the gloomy edges of town are 4 shadows that 
  ambush anyone who enters the village.
  SHADOWS (4) 
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”) 
  The cottages of Stillwater are insubstantial, being nothing more than 
  dark reflections of the Shadow Plane. Solid objects pass through them 
  and even magical weapons and spells have no more effect than slicing 
  a shadow with a knife. PCs peering inside the buildings observe that the 
  Darkening overcame Stillwater suddenly. Half-eaten, shadowy meals 
  sit atop gossamer tables and chores appear to have stopped mid-task. 
  A successful DC 12 Perception check discerns that the occupants of 
  buildings on the southeast end of the village had some warning before 
  being overcome by the march of shadow, suggesting the encroachment 
  came from the north or west.
  Area 5. The Charcoal-Maker’s Shack
  The smell of burnt wood hangs heavy in the gloomy air. Before 
  you is a small clearing containing a single hut made of cut 
  timbers and sod. A ring of charred wood, dead coals, and ash 
  surrounds the clearing, encompassing the entire area within its 
  blackened embrace.
  Until recently, the hut was home to one of the charcoal-makers who 
  dwelt in the forest. As the Darkening spread through the woods, the 
  charcoal-maker and his family found themselves surrounded by the 
  encroaching shadows. Seeking to save themselves, they heaped wood 
  in a ring around their home and set it alight to drive back the darkness. 
  This worked well until nightfall when the burning barrier threw more 
  shadows than it drove away, and the charcoal-maker, his wife, and their 
  son watched in horror as the Darkening reached for them. Determined not 
  to fall to it embrace, the man killed his wife and child, then took his own 
  life, denying the shadows more victims.
  The ashes surrounding the hut are cool to the touch, having burned 
  
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  the darkening of Namjan forest
  out a few days ago. Inside the burned area, tendrils of shadow lurk in 
  depressions in the ground and crouch by the timber and cut-sod hut. 
  Despite their presence, the hut can be entered without danger.
  Inside the small, two-room hut are the three bodies of the charcoal-
  maker and his family. Clouds of blowflies fill the air in the dark hovel, and 
  the smell is ghastly. From their wounds, it is apparent that the wife and son 
  died from slit throats and the husband perished from a single stab to the 
  heart. The knife’s hilt juts from his chest, his stiff hand still on the handle.
  Little can be learned from this place, but PCs who don’t mind pilfering 
  the dead find a gold wedding band (50 gp value) on the wife’s finger and 
  a carved wooden box containing 67 cp and 14 sp if they search the hut.
  Area 6.  
  Ancient Watchtower Site (CR 4)
  In a dark clearing stands the broken remains of an old 
  watchtower. The structure is missing its upper floors and is gutted 
  by fire and time, leaving only the shell of a once-formidable 
  redoubt. The ruin seems to stand like a tombstone to some 
  forgotten age.
  A crumbling relic from the days when Dyraxl Uhl-Kal-Totten ruled the 
  land, the watchtower survived the collapse of his rule and served as a safe 
  refuge for travelers for centuries before falling utterly into decay. The ruin 
  later provided shelter for woodsmen and sometime bandits, but is now 
  home to some of shadow’s spawn.
  Lurking inside the watchtower’s shell are 2 grimseems (see Appendix: 
  New Monsters). They hide during the daytime, but attack if the ruin is 
  entered while the sun is high. After nightfall, the two elementals emerge 
  to hunt and attack the PCs if the party camps nearby.
  GRIMSEEMS (2)  
  CR 2
  XP 600
  hp 32 (see Appendix: New Monsters)
  The watchtower’s interior is 50 ft. square and filled with mounds of 
  fallen masonry, underbrush, and vines. A small fire pit containing cold 
  ashes and charred wood is dug at the center of the ruin.
  Overlooked by travelers, a forgotten treasure still resides inside the 
  shell. A bandit gang once buried their loot here, but internal squabbling 
  and eventual murder ensured the trove was forgotten, its location lost with 
  the death of the bandits. A successful DC 20 Perception check discerns a 
  few odd scratches on a large slab of fallen stone. Lifting the stone — which 
  requires a DC 15 Strength check — uncovers a shallow hole containing 
  a large bundle wrapped in oilskin. Inside the parcel is a wrapped stack of 
  10 beaver pelts (2 gp value each), an ermine-trimmed coat (25 gp value), 
  a pair of silver candelabras (15 gp value each), a longsword scabbard 
  wrapped with gold wire wrapped and adorned with semi-precious stones 
  (200 gp value), a sack containing 27 sp and 15 gp, and a glass vial filled 
  with a potion of cure light wounds.
  Area 7. The Soldiers’ Fate (CR 6)
  The faint glimmer of steel is visible on the narrow trail that 
  winds through the gloom. A closer look reveals it to be several 
  chainmail shirts, metal shields, spears, and swords strewn about 
  the path. Mixed in among the discarded arms and armaments are 
  tunics, breeches, and boots. It is as if the wearers decided they 
  no longer wished to be encumbered by raiment and weapons and 
  hastily shed them.
  The duke’s men succumbed on this spot to the Darkening and either 
  perished or were consumed. Those absorbed by shadow’s grasp left 
  their gear behind. Their equipment and clothing, however, is not all that 
  remains of them. While some of those devoured by shadow sought out the 
  darkling lanthorn (see The Cellars, Area 10), a few remained and have 
  gorged themselves on the living energy of creatures in the woods, growing 
  fat and fearsome in their feasting.
  Along the sides of the path are 2 advanced shadows. They first 
  devoured some of their fellow soldiers, but now subsist on the occasional 
  animal that survives in the forest. They haunt this stretch of path until 
  destroyed.
  ADVANCED SHADOWS (2) 
   
  CR 4
  XP 1,200
  hp 25 (See Area 1)
  The discarded weapons and equipment along the path consist of 
  chainmail shirts, spears, longwords, and shields for a dozen men. There 
  are also four light crossbows and four bolt cases with 10 bolts remaining 
  in each. Besides the arms and armor, PCs find a dozen sets of travelers’ 
  clothes and 12 small sacks holding water skins and three days of rations. 
  Among the mundane supplies are pouches containing a total of 46 cp, 77 
  sp, 15 gp, two silver rings (10 gp value each), a gold hoop earring (5 gp 
  value), and a small garnet (50 gp value).
  Area 8. Thistlehill
   
  The ground rises slightly here to form a 10-foot-high hillock in 
  the midst of a gloomy clearing. In the side of the hill is a wide, 
  low door bracketed by thick timber posts and lintel. A well-worn 
  path leads up to the shut door.
  This is the main entrance to the gnome burrow of Thistlehill, the other 
  settlement inside Namjan Forest. Like their neighbors in Stillwater, 
  Thistlehill fell to the spread of the Darkening, and most of its residents 
  were carried off or corrupted by the touch of shadow. A bastion of hope 
  remains in Thistlehill, however. The gnomes mined a small vein of 
  gemstones that absorb and release light. This makes the gems potent 
  weapons against shadow. More information on the gnome burrow is 
  presented in the Thistlehill chapter.
  Area 9. Hunter and Hunted (CR 6)
   
  The sound of howling and the thump of hooves on the soft forest 
  floor ring out around you. Bursting from out of the trees comes a 
  pack of wolves, their eyes bright with panic. A moment later, another 
  beast rushes from among the boles, branches tearing free from trees 
  in its passing. Pursuing the pack is a large elk, its fur a dusky ash 
  color. Strands of writhing shadows dangle from its horns.
  The elk succumbed to the Darkening, turning it fearsome and hungry 
  for vitality. When the wolf pack encountered the afflicted animal, they 
  found themselves going from predator to prey. Now they flee the elk and 
  their flight brings them into the party’s path.
  Emerging from the woods are 4 wolves and a shadow elk. The wolves 
  are panicked and may attack the party if PCs fail to get out of their path. 
  The elk, seeing more vitality in the party than the wolves, ceases its 
  pursuit to siphon life from the PCs.
  WOLVES (4) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Wolf”)
  
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  SHADOW ELK 
   
  CR 2
  XP 600
  Pathfinder Roleplaying Game Bestiary 3 “Herd Animal, Elk”; 
  Pathfinder Roleplaying Game Bestiary 4 “Shadow Creature”
  N Medium outsider (augmented animal, native)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  Fort +6; Ref +8; Will +2
  Defensive Abilities shadow blend; Resist cold 5, electricity 5; 
  SR 8
   
  Speed 50 ft.
  Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1)
   
  Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
  Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
  Feats Lightning Reflexes, RunB
  Skills Acrobatics +3 (+7 to jump with a running start, +11 to 
  jump), Perception +7
   
  Shadow Blend (Su) In any illumination other than bright 
  light, a shadow creature blends into the shadows, giving it 
  concealment (20% miss chance). A shadow creature can 
  suspend or resume this ability as a free action
  It is possible for the wolves to be magically-induced to aid the party via 
  spells such as animal friendship or dominate beast, but the canines have 
  advantage on their saving throw due to their frenzied state. If charmed 
  successfully, the wolves calm and act according the parameters of the 
  spell.
  Area 10. The Gullet (CR 5)
   
  Large rocks protrude from the forest floor in this vicinity, 
  leaning upon one another like staggering drunkards. Two 
  especially large outcroppings form an upside-down V with a dark 
  cave mouth visible in the gap between them. The air here smells 
  foul and rank.
  A careful inspection of the area accompanied by a DC 15 Perception 
  check reveals several large footprints winding among the rocks. A DC 9 
  Knowledge (nature) or Survival check identifies the tracks as bear tracks, 
  but a DC 14 check instead recognizes them as owlbear tracks.
  The cave measures roughly 30 ft. square and is home to a shadow 
  owlbear. It remains inside its cave during daylight hours, emerging to 
  hunt only after dark.
  SHADOW OWLBEAR 
   
  CR 5
  XP 1,600
  Pathfinder Roleplaying Game Bestiary “Owlbear”; Pathfinder 
  Roleplaying Game Bestiary 4 “Shadow Creature”
  N Large outsider (augmented magical beast, native)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
   
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
  hp 47 (5d10+20)
  Fort +10; Ref +5; Will +2
  Defensive Abilities shadow blend; DR 5/magic; Resist cold 
  10, electricity 10; SR 11
   
  Speed 30 ft.
  Melee bite +8 (1d6+4), 2 claws +8 (1d6+4 plus grab)
  Space 10 ft.; Reach 5 ft.
   
  Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10
  Base Atk +5; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
  Feats Great Fortitude, Improved Initiative, Skill Focus 
  (Perception)
  Skills Perception +12
   
  Shadow Blend (Su) In any illumination other than bright 
  light, a shadow creature blends into the shadows, giving it 
  concealment (20% miss chance). A shadow creature can 
  suspend or resume this ability as a free action.
  If PCs enter the cave during the day, the owlbear is asleep 50% of 
  the time. It automatically awakens if attacked, but suffers disadvantage 
  on its initiative check due to its sudden rousing. It mauls any PC in 
  melee range. If the party is out of range, it uses its shadow-ripping 
  ability for 2 rounds before closing the distance and fighting with beak 
  and claws.
  The cave contains bones and owlbear scat. Mixed in among the detritus 
  are a rusty chain shirt, a +1 dagger, a set of ivory gaming dice (15 gp 
  value), and a gold belt buckle with amethyst stone (200 gp value) attached 
  to a rotting leather belt.
  A crude and extremely old map is scratched on the cave wall. This map 
  dates back to the time of Dyraxl Uhl-Kal-Totten and depicts the region as 
  it was then. The Fehlween River is easily identifiable and, with that as a 
  guide, the PCs can deduce the approximate locations of the Watchtower 
  (Area 6) and the Darkling Oak (Area 12). Each site is depicted as a crude 
  tower and keep, and may hint at further locations in need of exploration to 
  find the source of the Darkening.
  Area 11. Shadows Merge
  A small tributary flows into the Fehlween River from the west, 
  its waters just as inky dark as the shadow-rich liquid of the 
  main river. Stands of soot-colored reeds cling in clusters to the 
  riverbanks, their tufted stalks unmoving in the still air.
  A DC 15 Perception check notices a punt pulled up to the northern 
  bank of the tributary and mostly hidden among the reeds. PCs inspecting 
  the long, narrow boat find the bottom of the punt stained with copious 
  amounts of blood. Resting in the midst of the gore is a human leg severed 
  at the shin and a blood-stained fishing knife. Writing is carved into the 
  seat of the punt, scratched into the wood by a shaky hand. The writing is 
  in Common and reads:
  “The dark crept in and touched my leg. Cut it off, but too late. I’m 
  going, going dark and light. Came down the thinny way, out of the 
  Tumbles. Can’t st…” 
  The scratched message ends abruptly.
  The message was written by the unfortunate former owner of the 
  severed leg who became infected by the Darkening as it crept down this 
  narrow tributary (“the thinny way”) from the tree. The infected boatman 
  severed the appendage but shadow overtook him and his body faded away. 
  He had just enough time to scrawl his warning before his physical body 
  dissipated.
  If the party continues past the meeting of the waters, they soon 
  see that the waters of the Fehlween clear, losing their dark taint. It is 
  obvious that the source of the river’s Darkening is the tributary, which 
  perhaps spurs them deeper into the forest toward the source of the 
  shadows.
  
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  the darkening of Namjan forest
  Area 12. The Darkling Oak
  The ground rises slightly here, forming a low island among the 
  gloomy forest floor. This small hillock appears formed by a mass 
  of ancient, fallen stones. Tumbled together and half-buried under 
  centuries of forest loam, the moss-covered stones are weathered 
  by storms and time. Sprouting among the broken masonry is a 
  titanic oak rising 50 ft. into the air. Its trunk is dusky ash in color, 
  its leaves glossy obsidian. Hanging from the branches are thick 
  coils of shadow that drip slowly down toward the ground like 
  black honey.
  This tree is in direct contact with the darkling lanthorn and the 
  conduit to shadow. It is responsible for awakening the relic’s power 
  and starting the Darkening. As such, the oak is entirely infected with 
  shadow’s touch and only partially exists on this plane. Any attack or 
  destructive spell targeting the oak temporarily damages it, but the tree 
  heals its massive trunk and limbs moments later as the injury patches 
  over with shadow stuff.
  The dripping coils of shadow are dangerous, and the tree instinctively 
  lashes out with the viscous substance at any creature approaching 
  within 20 ft. The tree has a +2 modifier to initiative checks and it makes 
  up to four attacks each round, striking with a +6 incorporeal touch 
  attack and draining 1d4 points of Strength damage with a successful 
  hit. There is nothing the PCs can do to destroy this tree or its shadow 
  coils. Once they sever its connection with the darkling lanthorn, it 
  becomes a normal tree again and can be destroyed by any method that 
  would destroy a tree.
  The earth-covered mound of broken rubble is all that remains of 
  Dyraxl Uhl-Kal-Totten’s stronghold. This rise of land measures 100 
  ft. in diameter and 20 ft. tall at its highest point. The Shadow Oak 
  sprouts from the western end of the hillock. Slightly south of the 
  tree at a distance of 20 ft., a narrow, dark tunnel mouth is visible 
  between two massive pieces of masonry. It appears to lead to a cave 
  or similar descent within the mound. This tunnel connects to The 
  Cellars, Area 1.
  Thistlehill Gnome Burrow
  This small burrow was home to two dozen gnomish miners  
  and woodworkers. They did a brisk trade with their human neighbors 
  of Stillwater, selling their wares to dealers there in return for  
  the necessities and luxuries the gnomes desired. When the Darkening 
  spread through the Namjan, the gnomes barred their doors and hoped 
  to withstand the infection. They failed and were afflicted by shadow’s 
  touch. Only one gnome remains untouched, surviving thanks to the 
  strange properties of the sunbreath quartz the gnomes mined.
  
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  Quests of Doom: lycanthropes & elementals
  General Features
  Thistlehill is excavated out of the rocky soil beneath the forest, but it’s 
  no series of earthen caves and tunnels. The floors, walls, and ceilings of 
  Thistlehill are lined by stout timber planks, planed smooth and pegged 
  firmly into place. The air is dry and cool, and holds only a trace of rich 
  earthy scents.
  Interior Dimensions: Thistlehill is a gnomish home and sized 
  accordingly. Ceilings stand 6 ft. high and corridors are 8 ft. wide at the 
  most. Human-sized creatures can move and act without penalty inside 
  Thistlehill, but find the place cramped and uncomfortable after long.
  Illumination: In better days the interior of Thistlehill was lit by thick 
  beeswax candles set in wall holders or hanging chandeliers. These are still 
  present, but the taint of shadow makes the interior a place of full darkness 
  and prevents candles from being lit. If lit, the flame struggles feebly for a 
  moment then fails. Other sources of illumination function normally inside 
  Thistlehill, unlike in the cellar (see below).
  Area 1. Front Door
  The door measures 6 ft. high and 8 ft. wide and is made from stout 
  oak bound with iron. A small closed peephole pierces the left-hand door, 
  looking out at gnome-eye level. The door is barred from within, but the 
  bar holding it closed is small (better to be managed by the gnomes). 
  Bashing the door open is achieved with a DC 20 Strength check or the 
  use of a knock spell.
  No one is guarding the door, but multiple unsuccessful attempts to force 
  open the portal alerts the gloom gnomes at Area 2 to prepare to attack 
  intruders.
  Area 2. Guard Post (CR 6)
  A cramped square room stands at the end of a sloping, plank-
  lined hallway. The space holds a small table and three chairs, 
  a little sealed barrel, and a pair of doors leading out. One door 
  stands in the north wall, the other in the west wall.
  Former guards are still stationed here, but the 3 gloom gnomes (see 
  Appendix: New Monsters) continue their vigil out of hunger not duty. 
  If the party bursts open the front door and immediately proceeds here, 
  the guards are present and preparing to attack. If the PCs dallied before 
  entering or needed multiple attempts to breach the front door, the shadow 
  gnomes are merged with the gloom and attack from ambush, likely 
  surprising the party.
  GLOOM GNOMES (3) 
   
  CR 3
  XP 800
  hp 32 (see Appendix: New Monsters)
  The barrel contains 5 gallons of watered brandy. The doors exiting this 
  room are closed, but not locked.
  Area 3. Observation Post
  A small round room stands at the top of a narrow flight of stairs. 
  Small observation windows are cut in the walls of the room at the 
  eye level of a short observer, granting a 360-degree view of the 
  forest outside. An unlit brazier filled with coal sits in the center 
  of the room.
  This place once allowed the gnomes a hidden vantage point to observe 
  travelers approaching Thistlehill’s front door. It is no longer manned, but 
  may still present a threat to the PCs.
  The coal in the brazier is thoroughly infected by shadow stuff. If set 
  alight, the coal bursts into brilliant deep blue flames that immediately 
  suck the warmth from this room. All within 15 ft. of the brazier must 
  succeed on a DC 12 Reflex save or suffer 1d8+2 points of cold damage 
  (half damage on a successful saving throw). The coals continue to burn, 
  inflicting additional damage each round the PCs remain within its area of 
  effect. Once lit, the brazier cannot be extinguished by mundane means 
  until it exhausts itself one hour later.
  Area 4. Pit Trap
  A 20-ft.-deep covered pit bars passage here. A DC 20 Perception check 
  notices the concealed trap. Failing to detect the pit forces the first rank 
  of the party to succeed on a DC 15 Reflex save or plunge into the trap. 
  A hidden switch, detectable with a DC 20 Perception check, is located 
  behind a knothole in the corridor’s plank walls. Throwing the switch seals 
  the pit cover, allowing it to be crossed without danger.
  Area 5. Common Room (CR 8)
  This large room holds carved wooden chairs, tables, and 
  cupboards, each fashioned with exquisite skill. A plush woven 
  carpet of forest green and autumn gold covers the plank floor. 
  A wide, cold hearth stands in the south wall, and a curious low-
  walled box rests beside it.
  The central gathering place for the gnomes, this common room was the 
  hub of life within Thistlehill. It is now home to the worst of the shadow-
  afflicted residents.
  Dwelling here are 4 gloom gnomes and their pet, a shadow dire 
  badger. 
  GLOOM GNOMES (4) 
   
  CR 3
  XP 800
  hp 32 (see Appendix: New Monsters)
  SHADOW DIRE BADGER  
  CR 3
  XP 800
  Pathfinder Roleplaying Game Bestiary 2 “Badger, Dire”; 
  Pathfinder Roleplaying Game Bestiary 4 “Shadow Creature”
  N Medium outsider (augmented animal, native)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
   
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +6; Ref +5; Will +2
  Defensive Abilities shadow blend; Resist cold 5, electricity 5; 
  SR 9
   
  Speed 30 ft., burrow 10 ft.
  Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
  Special Attacks blood rage
   
  Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 9
  Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Escape Artist +6, Perception +10; Racial Modifiers +4 
  Escape Artist
   
  Shadow Blend (Su) In any illumination other than bright 
  
  175
  the darkening of Namjan forest
  light, a shadow creature blends into the shadows, giving it 
  concealment (20% miss chance). A shadow creature can 
  suspend or resume this ability as a free action.
  The room contains normal furniture for the warren’s inhabitants. The 
  curious, low-walled box is filled with straw and wood chips, and served as 
  the badger’s bed before the coming of shadow.
  Area 6. Kitchen
  The smell of many old and fine meals seeped into the wooden walls 
  of this well-kept kitchen. Clay ovens stand against the north wall, 
  facing low tables covered with bowls, plates, and kitchen implements. 
  A closed trapdoor lies in the floor next to the preparation tables.
  This ordinary kitchen is free from danger. The table holds several 
  bowls, wooden spoons, a butcher’s knife, cleaver, a pair of paring knives, 
  and a pewter salt cellar. The ovens are cold and empty, but the faint smell 
  of freshly baked bread is detectable when the doors are opened.
  The trapdoor is unlocked and opens to reveal a short ladder leading 
  down to the pantry (Area 7).
  Area 7. Pantry
  Sacks, barrels, and boxes fill this cramped root cellar. The smell 
  of flour, smoked meat, and earth is rich here.
  This room holds enough food to feed two dozen small appetites for 
  two weeks. The pantry holds sausages, wheels of cheese, flour, corn meal, 
  pickled vegetables, dried fruit, and salted fish. Four dusty bottles rest atop 
  a high shelf, requiring a DC 12 Perception check to see them under the 
  dust and cobwebs. Each bottle holds an old gnomish fortified wine spiced 
  with restorative herbs and flowers. Drinking the lavender wine of a full 
  bottle acts as a potion of lesser restoration.
  Area 8. Lavatory
  This rooms serves the burrow’s basic sanitary needs. Seven stalls with 
  single-hole latrines line the walls and an enclosed bathing area (A) is used 
  for washing. A natural spring flows into a clay basin in the bathing area, 
  providing water for basic needs. Nothing of interest or value is in this area.
  Area 9. Dormitories
  Numerous small bunks, tables, chairs, and wardrobes fill this 
  room, providing sleeping quarters for the warren’s occupants.
  Each of these rooms holds 12 bunks and wardrobes, along with small 
  tables and chairs for sitting and eating. The wardrobes are filled with 
  small-sized clothing and the personal effects of Thistlehill’s miners, 
  as well as a handful of common tools. The two dormitories are largely 
  identical and their differences in contents are listed below.
  Area 9A. 
  A band of 6 gloom gnomes (CR 8) slinks about in the darkness, waiting 
  to ambush the curious.
  GLOOM GNOMES (6) 
   
  CR 3
  XP 800
  hp 32 (see Appendix: New Monsters)
  Among the mundane contents of this room are a small pouch of six 
  moonstones (10 gp value each), a pair of small boots with silver heels (10 
  gp value), 75 cp, 49 sp, and 55 gp in mixed coins, and a small barrel of 
  good brandy (10 gp value).
  Area 9B. 
  This dormitory is free of dangerous inhabitants. A minor treasure 
  consisting of a silver drinking decanter (25 gp), four copper cups (10 gp 
  value total), a pouch containing 12 freshwater pearls (10 gp value each), 
  and 96 cp, 66 sp, and 63 gp in mixed coins can be found.
  Area 10. Storage
  This room is crammed with crates, barrels, spools of rope, 
  boxes, and tools. The smell of grease and wax fills the air. 
  Cobwebs dangle in the dark corners of the room.
  Sunbreath Quartz
  Sunbreath quartz appears identical to clear quartz except when 
  exposed to light over several hours. After such time, sunbreath 
  quartz glows naturally, producing illumination equal to a candle 
  for 12 hours. The emitted light is always a pale yellow glow similar 
  to sunlight regardless of the origin of the absorbed illumination. 
  This property makes it valuable to tailors who adorn clothing with 
  sunbreath quartz, as well as jewelers, who use the glowing stones 
  in their creations. A single sunbreath quartz crystal is worth 25 gp.
  Sunbreath quartz can be “charged” with magical light to create 
  an effective weapon against certain creatures. By casting a light 
  cantrip on a single sunbreath quartz crystal, the stone absorbs and 
  retains the spell, becoming a miniature “light bomb” that can be 
  employed against creatures affected by bright light. The magical 
  light is retained by the crystal for up to one hour and, due to the 
  strange properties of the stone, continues to maintain its light even 
  if another light cantrip is cast by the same spellcaster (this effect 
  supersedes the spell’s description). A spellcaster can cast the light 
  cantrip on multiple sunbreath quartz stones and each retains its 
  illumination until an hour passes or the stone is used offensively.
  A charged sunbreath quartz can be thrown as an improvised 
  weapon up to 20 ft. If it strikes a target or hard surface, the stone 
  shatters, releasing the light. The explosion of illumination has 
  one of two effects: If the creature possesses eyesight and is not 
  a shadow-based creature, it must make a Constitution saving 
  throw vs. the spellcaster’s spell DC or be blinded for one round. 
  Shadow creatures, including shadows, advanced shadows, shadow 
  creatures, grimseems, shadow elementals, and gloom gnomes, 
  struck by the blast suffer 1d6+spellcaster’s spell ability modifier 
  damage. Regardless of effect, the explosion shatters the crystal 
  and it cannot be used again.
  A sunbreath quartz crystal can also be used to focus a light 
  cantrip and transform it into a ray attack capable of damaging 
  shadow-based creatures. The spellcaster casts the light cantrip 
  while holding a sunbreath crystal in his hand, aimed at his target. 
  On a successful ranged touch attack, the creature suffers 1d8 
  points of radiant damage. This attack “burns out” the crystal and it 
  cannot be used as a focus or charged again.
  
  176
  Quests of Doom: lycanthropes & elementals
  The chamber contains mundane supplies necessary for the day-to-day 
  operations of the warren and adjacent mine. There are spare lanterns, 500 
  ft. of rope, picks, shovels, buckets, barrels of grease, crates of candles, 
  lumber and timbers for building mine supports, wheelbarrows, and similar 
  items. No danger or treasure is present.
  Area 11. Gemstone Mine (CR 6)
   
  The plank-lined corridor gives way to an excavated area hewn 
  from the surrounding earth and stone. Timber braces support the 
  earth-and-stone ceiling, creating a low, wide cavern underneath 
  the ground. Buckets, tools, and wheelbarrows lean against the 
  walls of the room. Flickering shadows with malicious smiles 
  crowd around the edge of a glowing circle of light at the cavern’s 
  northeastern end. Huddled within the light is a pale, thin gnome 
  that watches the shadows in terror. Several pools of melted wax 
  surround the gnome.
  The gnomes of Thistlehill mine a rare form of crystal known as 
  sunbreath quartz from a vein that runs beneath the forest. Although not 
  as valuable as many precious stones, sunbreath quartz is highly desired 
  by jewelers and tailors for its unique property. Most of the stone has been 
  extracted and only a small bit of the original vein remains.
  This area contains 3 shadows and Mevlyn Butteroak, the sole 
  remaining resident of Thistlehill unaffected by the Darkening. When the 
  Darkening spread through the community, a handful of gnomes fled to the 
  mine where they discovered the absorbed light of the sunbreath quartz 
  could stymie the encroaching shadows. Over the past few days, most of the 
  gnomes made a desperate attempt to gather supplies or escape the burrow, 
  but succumbed to the Plane of Shadow’s minions. Only Mevlyn remains, 
  and he has run out of candles to keep the sunbreath crystal illuminated. 
  Unless rescued, the crystals’ glow soon expires and the shadows claim 
  Mevlyn. The shadows turn to attack the PCs, hungry for long-delayed 
  sustenance.
  SHADOWS (3) 
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”) 
  MEVLYN BUTTEROAK 
   
  CR 1/2
  XP 200
  Male gnome fighter 1
  CG Small humanoid (gnome)
  Init +1; Senses low-light vision; Perception +3
   
  AC 15, touch 13, flat-footed 13 (+2 armor, +1 Dex, +1 dodge, 
  +1 size)
  hp 13 (1d10+3)
  Fort +5; Ref +1; Will +1; +2 vs. illusions
  Defensive Abilities defensive training
   
  Speed 20 ft.
  Melee short sword +3 (1d4+1/19–20)
  Ranged sling +3 (1d3+1)
  Special Attacks hatred
   
  Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 10
  
  177
  the darkening of Namjan forest
  Base Atk +1; CMB +1; CMD 13
  Feats Dodge, Mobility
  Skills Acrobatics +1 (-3 to jump), Craft (weapons) +2, Handle 
  Animal +4, Perception +3, Ride +5, Survival +5; Racial 
  Modifiers +2 Craft (weapons), +2 Perception
  Languages Common, Gnome, Sylvan
  SQ gnome magic
  Other Gear leather armor, short sword, sling, 20 sling bullets, 
  trail rations (3 days)
  Mevlyn is overjoyed if the shadows are vanquished. He has been trapped 
  in the mine for several days and is severely dehydrated and malnourished. 
  Mevlyn, saddened by the loss of his friends and home, wants nothing 
  more than a meal and to get as far away from Shadow’s reach as possible. 
  He explains how he remained untouched by the shadows for so long, 
  telling the party of sunbreath quartz’s power (see Sidebox) and suggests 
  they take as many of the stones as possible if they are brave enough to 
  fight the Darkening’s power. Unfortunately, only 20 quartz crystals large 
  enough to be used offensively remain in the vein.
  Mevlyn tells the party that the Darkening flowed over Thistlehill from 
  the northeast, corrupting everything in its path. If they seek the source 
  of Shadow’s power, he suggests they head deeper into the forest in that 
  direction.
  Mevlyn is traumatized by his experience and has no desire to join 
  the party in their quest. However, if the PCs play upon his love of his 
  home and friends, convincing him to avenge their loss, a successful 
  DC 12 Diplomacy check causes him to swallow his fear and dedicate 
  himself to stopping the Darkening. He gathers his possessions from Area 
  9A (assuming the gloom gnomes have been dispatched), which include 
  leather armor, a short sword, a sling with 20 stones, traveler’s clothes, and 
  food and water for three days, and joins the party.
  The Cellar of Dyraxl 
  Uhl-Kal-Totten
  Buried beneath the ancient rubble and thick forest loam are the 
  surviving catacombs of the sorcerer-warlord, Dyraxl Uhl-Kal-Totten. It 
  was in these chambers that he conducted his eldritch research and stored 
  his prized magical artifacts — including the darkling lanthorn which is 
  the source of the Darkening of Namjan Forest. It is here that the PCs must 
  venture to end the shadow infection, but the task is not easy as formidable 
  foes are arrayed against them.
  General Features
  The cellar is hewn from the bedrock that underlies the forest, carved 
  from the stone eons ago by magical incantations and physical labor. Much 
  of the cellar is in ruins or buried under tons of rubble, victim to the original 
  destruction called down by Uhl-Kal-Totten and the march of time.
  Illumination: The cellar is dark — even more so than can be attributed 
  to the lack of illumination. The encroachment of the Plane of Shadow 
  has veiled the entire undercroft in an unnatural gloom. Light sources 
  that normally create bright light struggle against this darkness, casting 
  only dim light in their area of effect. Areas that are normally considered 
  dim light (the edges of a lantern’s illumination range, for example) are 
  treated as darkness in the cellars. These shadows even affect darkvision. 
  All darkvision ranges are reduced by one-third, rounded down, while in 
  the cellar (e.g. a dwarf’s darkvision only has a 40 ft. range in the cellar).
  Wandering Monsters
  Several shadowy occupants of the cellar prowl its corridors, constantly 
  seeking to assuage their hunger and increase the shadow’s hold, and 
  the PCs may encounter these wanderers during their exploration. There 
  is a 20% chance of encountering a wandering monster or other random 
  encounter every 30 minutes while inside the cellar. If a wandering monster 
  encounter is indicated, the GM should roll on the table below to determine 
  the type and number of creatures encountered.
  Cellar Random Encounter Table
  1d6
  Encounter
  1
  1d4 shadow spiders (see Area 1)
  2
  1d6 shadows
  3
  1d4 grimseems (see Area 5)
  4
  Miasmic death (see Appendix: New Monsters)
  5–6
  Advanced shadow (see Area 1: Shadow Attack)
  The Cellar of 
  Dyraxl Uhl-Kal-Totten
  The entrance to the cellar is a steep, angled tunnel filled with fallen 
  blocks of masonry and old forest earth. It connects to the surface in the lee 
  of the Darkling Oak that unwittingly serves as guardian to the cellar. Once 
  the Darkling Oak is evaded, the PCs can venture down the shaft’s 50-ft. 
  length to arrive in Area 1.
  Area 1. Spider Wine (CR 4)
  The steep shaft terminates in a dark chamber, its contents 
  largely obscured by the almost-physical gloom that fills the space 
  with shadows. A collapsed wooden rack and smashed barrels are 
  vaguely discernable in the dark and the stone floor is littered with 
  shards of broken, dusty glass.
  Once a wine cellar, this chamber is now home to a 2 shadow giant 
  spiders. Ever hungry, they scuttle close to the party, seeking to ambush 
  them from the dark.
  SHADOW GIANT SPIDERS (2) 
   
  CR 2
  XP 600
  Pathfinder Roleplaying Game Bestiary “Spider, Giant”; 
  Pathfinder Roleplaying Game Bestiary 4 “Shadow Creature”
  N Medium outsider (augmented vermin, native)
  Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +4
   
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
  hp 16 (3d8+3)
  Fort +4; Ref +4; Will +1
  Defensive Abilities shadow blend; Immune mind-affecting 
  effects; Resist cold 5, electricity 5; SR 8
   
  Speed 30 ft., climb 30 ft.
  Melee bite +2 (1d6 plus poison)
  Special Attacks poison, web (+5 ranged, DC 12, 3 hp)
   
  Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +2; CMD 15
  Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 
  (+11 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 
  Stealth, +4 Stealth in webs, +4 perception in webs
   
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round 
  
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  Quests of Doom: lycanthropes & elementals
  for 4 rounds; effect 1d2 Strength damage; cure 1 save.
  Shadow Blend (Su) In any illumination other than bright 
  light, a shadow creature blends into the shadows, giving it 
  concealment (20% miss chance). A shadow creature can 
  suspend or resume this ability as a free action.
  The contents of this room are in ruins. Barrels and bottles that once held 
  fine vintages from long ago are now broken and empty. The tall wooden 
  racks are either dust or riddled with dry-rot and collapse into punky wood 
  with a touch. A careful search of the chamber accompanied with a DC 
  15 Perception check uncovers an intact bottle fashioned from cut crystal. 
  The bottle alone is worth 50 gp. The vessel contains a potion of lesser 
  restoration.
  Area 2. Ruined Menagerie
  Rusty bars form several caged-off areas of varying sizes in this 
  chamber. Yellowed, moldering bones lie in haphazard fashion 
  within the cages. Open doors on rusty hinges moan slightly, 
  pushed by faint subterranean draughts.
  Dyraxl Uhl-Kal-Totten kept his most fearsome and fascinating 
  pets in this chamber, intent on experimenting and crossbreeding them. 
  The mystical creatures died during the siege and their bones remained 
  undisturbed here ever since. 
  There are eight cages, all composed of rusting bars with doors 
  that are ajar. Skeletal remains of great age, some nearly fossilized by 
  mineralization, are scattered across the floor inside the cages. A DC 20 
  Knowledge (arcana) check identifies the remains as belonging to a bulette, 
  a catoblepas, a gorgon, an owlbear, a peryton, and a unicorn.
  The unicorn’s horn is still intact and worth up to 2,000 gp.
  Area 3. Snatching Darkness
  This location conceals a pool of semi-intelligent darkness that is a 
  conduit between the material realm and the Plane of Shadow. It clings to 
  the ceiling, nearly undetectable (requiring a DC 25 Perception check to 
  notice) until the party passes beneath it. It then strikes, lashing down with 
  its two 20-ft.-long shadow tentacles to grab random passers-by. The pool 
  cannot move from its position.
  The pool attacks twice as an action, making grapple attacks against two 
  targets. The pool has a CMB of +6 and a CMD of 16. Once it successfully 
  grapples an opponent, it drags the victim upward to the ceiling, pulling 
  him inside its body. The pool’s form exists in the Material Plane and the 
  Plane of Shadow. Victims pulled into its form seem to disappear as if 
  dropped into a dark hole in between the planes. The pool’s mass is large 
  enough to hold two Medium victims at a time.
  Any creature enveloped by the pool’s body takes a cumulative –1 
  
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  the darkening of Namjan forest
  penalty to Strength-based attack rolls, Strength checks, and Strength 
  saving throws for each round it is immersed in the pool. If the creature’s 
  penalty and normal Strength modifier ever equal –5, the creature perishes, 
  its life force absorbed by the shadows. An 8-hour rest ends the penalty.
  Grappled creatures can attempt to break free as normal. Allies can assist 
  a grappled creature, granting them advantage to their opposed check to 
  break the grapple or attempt to sever the tentacles. Each tentacle is AC 
  10 and has 10 hit points. A missed attack on a tentacle has a 50% chance 
  of potentially hitting the grappled PC. On a d100 roll of 50 or less, the 
  attacker makes another attack roll with all the normal modifiers against 
  the grappled PC’s AC, doing damage to his ally if the attack hits.
  It must be noted that PCs dragged into the pool are 15 ft. above the 
  corridor’s floor, and the distance likely hampers their allies’ attempts to 
  aid them. 
  The pool cannot be killed by weapons or most spells, but if subject to 
  a daylight spell, the searing light banishes the pool back to the Plane of 
  Shadow.
  Area 4. Alchemy Lab (CR 3)
   
  Broken glassware covered by a thick blanket of dust is strewn 
  about this small chamber. The floor is stained by the spills of a 
  hundred strange chemicals and reagents. The air seems to roil 
  and swirl, casting a rainbow of dull hues as if soap bubbles were 
  caught in a draft.
  The countless spilled chemicals combined with the arcane destruction 
  called down by Uhl-Kal-Totten and now infused with shadow has created 
  a unique life form in this room — a miasmic death. The gaseous creature 
  drains nutrients and the breath of those it envelops, seeking to reproduce 
  itself and spread beyond the confines of this small chamber.
  MIASMIC DEATH  
  CR 3
  XP 800
  hp 31 (see Appendix: New Monsters)
  The contents of this room are largely beyond salvage. The various 
  alchemical instruments and materials are rusted and rotted or smashed to 
  flinders. However, mixed among the debris are three iron beakers sealed 
  with ill-smelling wax. The beakers each contain a potion, but the elixirs 
  have undergone “magical spoilage” down the millennia. Now, each potion 
  produces a harmless but interesting side-effect when consumed. The side 
  effect lasts for as long as the potion is functioning. They are:
  • A potion of flying; side effect: turns the drinker’s skin a vibrant green 
  color;
  • A potion of gaseous form; side effect: the gaseous form throws tiny, 
  harmless blue lightning bolts that cause the drinker to be at a disadvantage 
  on stealth-related checks;
  • A potion of heroism; side effect: the sound of cattle lowing 
  accompanies the drinker wherever he goes.
  Area 5. Former Sensory 
  Deprivation Chamber (CR 6)
  A large spherical vessel resembling a round amphora occupies 
  this room. The 10-ft.-diameter container has a large hole in its 
  side, allowing a glimpse into its empty interior. The flagstone 
  floor is stained by some ancient spillage and covered by dust. 
  The remains of a corroded iron ladder lie beside the grand vessel. 
  Lurking inside the round vessel are 3 grimseems that are hidden by 
  the gloom and the remaining sides of the container. They flutter out on 
  shadowy, bat-like wings and attack.
  GRIMSEEMS (3)  
  CR 2
  XP 600
  hp 32 (see Appendix: New Monsters)
  The spherical vessel was a sensory deprivation tank. Uhl-Kal-Totten 
  drifted inside the tank, floating in warm water and shrouded in darkness, 
  allowing his mind to visit unseen dimensions and contemplate the 
  mysteries of magic. The stain on the floor comes from the heavily salted 
  water that once occupied the tank.
  A search of the north wall accompanied by a successful DC 10 
  Perception check discovers a concealed compartment. This tall, narrow 
  cubby once contained dressing robes and towels, as well as certain 
  substances Uhl-Kal-Totten imbibed before entering the tank. On a small 
  shelf is a crystal box (10 gp value) containing a gummy black resin. This 
  substance is extract of the night hyacinth flower, a mystical drug that 
  affects spellcasters. A single dose of resin is in the box.
  Any spellcaster consuming the resin must make a DC 15 Fortitude 
  save. If the save fails, the character suffers 3d8 points of damage but 
  no further effect. On a successful save, the caster falls unconscious for 
  1d4 hours, during which time nothing can awaken him. The caster has 
  fearsome dreams while unconscious, his mind glimpsing strange vistas 
  at the far ends of the multiverse. When he awakens, he does so with the 
  understanding of how to bolster his magic with his own body. 
  The spellcaster can effectively increase the level of an expended spell 
  slot by permanently reducing his Constitution by 1 point. For example, a 
  3rd-level wizard could cast a spell using one of his 2nd-level spell slots 
  and, by permanently decreasing his Constitution score by one, cause the 
  spell to take effect as if cast with a 3rd-level spell slot. Lost Constitution 
  cannot be restored by any magic less than a wish spell. Expended 
  Constitution can be regained when using the Ability Score Improvement 
  feature during leveling.
  Expended Constitution to increase a spell slot’s power does not allow 
  the caster to use magic beyond his level ability. A caster cannot expend 
  more than 1 point of Constitution per round to increase a spell slot level.
  Area 6. Golem Forge
   
  A massive table fashioned from a single stone slab occupies 
  much of this room’s floor space. Scraps of punky, dry-rotted 
  wood and rusty nails indicate tables or other furnishings that 
  once lined the western wall, but they long ago succumbed to age. 
  A large stone box, its exterior inscribed with strange sigils, rests 
  atop the slab table.
  Golems and constructs were once fashioned in this chamber and Uhl-Kal-
  Totten was preparing to create a new model when his stronghold fell. All that 
  remains is a single component sealed inside a magically-warded box.
  A PC who can speak Terran or who succeeds in a DC 15 Knowledge 
  (arcana) check identifies the writing as pertaining to the Plane of Earth. 
  The box is sealed shut and bears no obvious lock or closure. It weighs 300 
  lbs. The chest resists attempts to break it open, its rocky surface “healing” 
  damage and shrugging off most magical spells. Its contents can be access 
  only via three ways: 1) A disintegrate spell destroys the box, revealing 
  its contents; 2) a stone shape spell allows an opening to be molded in the 
  box’s side; and 3) an earth elemental can reach inside using its earth glide 
  power and extract the box’s contents.
  The box contains an oversized humanoid left hand made from solid stone. 
  Originally intended for a stone golem, the hand is magical and usable by one 
  daring enough to pay the price. If the hand is affixed to the freshly severed 
  (within 12 hours) stump of a left arm and a regenerate spell is cast on the 
  hand, it potentially fuses with the flesh, allowing the creature to use it as his 
  own, natural appendage. When the regenerate spell is cast, the subject must 
  
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  Quests of Doom: lycanthropes & elementals
  make a DC 10 Fortitude save. If the save is successful, the limb attaches 
  itself without any side effects. If the saving throw fails, however, the fist 
  rejects its owner’s natural flesh and replaces it with solid rock, petrifying the 
  subject. If restored to normal, the hand separates from the now un-petrified 
  owner and can never be used by the subject.
  The fist, when successfully fused to flesh, grants the owner a +2 Strength 
  bonus in his left arm. He can also smash his hand upon the ground to 
  create a tremor twice per day. The tremor is trip attack against all creatures 
  within 20 ft. using the wielder’s CMB and with enhanced Strength score. 
  The rocky fist has hardness 10 and 20 hp.
  Area 7. Slippery Stones (CR 6)
  A jagged hole tears the stone floor of this chamber in two. 
  Collapsed ceiling stones are piled in tumbled fashion, forming 
  a crude bridge across the gap. Mounds of dark forest earth have 
  partially buried the chamber, having poured into the room from 
  the holes in the roof. Debris or broken furnishings are dimly 
  visible on the far side of the room, as is a closed door.
  The destruction long ago severely damaged this room, opening an 
  80-ft.-deep, 30-ft.-wide rift in the floor while dumping tons of earth 
  and rock into the room from the compromised ceiling. By sheer chance, 
  several of the ceiling slabs fell to form a delicately balanced bridge across 
  the gap. They remain there, but are precariously positioned.
  Flittering about in the darkness are 3 shadows, greedy for the PCs’ 
  lives. They wait until the party begins to cross the haphazard bridge before 
  attacking.
  SHADOWS (3) 
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”) 
  Combatants battling on the stone slab bridge risk a very real chance 
  of collapsing the precarious span. The GM rolls 1d6 each round combat 
  occurs on the bridge; if the result is less than or equal to the number of 
  rounds the fighting has lasted, the slabs fall, pitching all on the makeshift 
  bridge into the chasm. PCs falling into the pit suffer 8d6 points of 
  bludgeoning damage. Falling individuals that make a DC 15 Reflex save 
  grab a protrusion and save themselves from the fall, but are left dangling 
  over the pit. The assistance of an ally or a DC 10 Strength check on a 
  subsequent round allows them to climb back onto solid ground. PCs 
  struck while dangling over the chasm must make a Strength check with a 
  DC equal to 5 + damage suffered or fall into the chasm.
  The broken debris on the eastern side of the room are all that remains of 
  display and trophy cases that once housed prizes Uhl-Kal-Totten wrested 
  from his enemies. An inspection of the ruined wood, glass, and rusty iron 
  uncovers shattered bits of bone, corroded bits of armor, and scraps of cloth 
  that crumble to dust with a touch. One object survived the destruction, 
  however: a human tibia inscribed with odd glyphs and wrapped with 
  decaying reptile hide. This is a staff of radiance (see Appendix: New 
  Magical Items). A successful DC 13 Perception check discovers the 
  intact wand among the debris.
  Area 8. Map Room
  Collapsed shelves and crumbling chests of drawers slouch 
  in this small room, covered with eons of dust and smelling of 
  great age and mildew. A faint, old stink of rotting flesh is barely 
  discernable among the other pungent subterranean smells.
  Uhl-Kal-Totten stored his library of maps, charts, and other such 
  documents in this room, but age destroyed them all. The smell of rot 
  comes from the decayed animal hides that once bore ancient maps of a 
  long-vanished land. Most surviving materials in the room fall to pieces 
  if handled. The exception is a bone scroll case sealed with a mithral cap 
  (200 gp value). 
  The case contains a rolled piece of thin metal bearing a number of 
  seemingly randomly spaced rectangular holes (similar to an old time 
  computer punch card). The sheet measures 1 ft. square and is of an 
  unidentifiable metal. This object serves as a key to open the vault door in 
  Area 11 and to bypass the trap protecting it.
  Area 9. Funeral Trophies
   
  This chamber appears to have been furnished by tomb raiders 
  and grave robbers. More than a dozen sarcophagi in various 
  styles and condition are placed about the room. Some stand 
  upright, while others lie flat on the cracked flagstones. The 
  caskets all bear the covers, obscuring what, if anything, they may 
  contain. One sarcophagus glows an eerie green color, like foxfire 
  in a dismal mire.
  Uhl-Kal-Totten plundered many tombs and cemeteries to acquire 
  lost lore and the ghastly material components he needed for his spells 
  and experiments. He took to collecting the sarcophagi of his lootings as 
  macabre trophies, speculating he might be able to use their funereal power 
  in his experiments. One of the stone caskets was an obvious source of 
  magical power and Uhl-Kal-Totten claimed it to further experiment on, 
  but his research was foiled by the collapse of his demesne. 
  The glowing sarcophagus possesses an unusual and possibly beneficial 
  magical power, but only to the PC who is brave enough to climb in. If 
  the lid is removed, odd hieroglyphics are found to line the interior of the 
  casket. A DC 20 Knowledge (history) check reveals them to be ancient 
  writing concerned with rebirth, but their exact meaning is vague. If a 
  living creature climbs inside the sarcophagus and closes the lid, the 
  green glow increases in brilliance, becoming nearly blinding to those 
  outside the coffin. The person within the sarcophagus undergoes a vivid 
  hallucination of a hundred faces of strangers racing past his eyes, many of 
  whom are dressed in outlandishly ancient (or perhaps future?) fashions. 
  The enclosed PC must then make a DC 15 Fortitude save. If he succeeds, 
  nothing happens and the light subsides. Should he fail, however, a strange 
  contingency magic affects him. 
  Should the PC die an untimely death, he immediately returns to life 
  as if the subject of a reincarnate spell, restored to existence in the form 
  of one of the countless individuals who once interacted with the magical 
  sarcophagus. 
  While the coffin’s contingency magic is in effect (i.e. before the PC’s 
  untimely demise), the character radiates necromancy and transmutation 
  magic if subjected to a detect magic spell. There is no other indication 
  of what the sarcophagus’s effect is. A remove cure followed by a dispel 
  magic negates the contingency magic and the PC is not reincarnated in a 
  new form if he dies prematurely.
  The remaining 14 sarcophagi in the room are old, but otherwise 
  unremarkable.
  Area 10. Egrihl’s Lair (CR 8)
   
  Shallow niches in the walls of this dark chamber still bear 
  rotted picture frames indicating this was once a galley where art 
  was displayed. Thin decorative columns divide the room in two, 
  and the floor is covered in the dusty, decayed remains of a once-
  grand carpet.
  
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  the darkening of Namjan forest
  Lurking in the darkness is a victim of the Darkening known as Egrihl, 
  formerly a scout for the duke’s soldiers who succumbed to shadow. Unlike 
  his fellows, however, Egrihl became a shadow lord. The fallen ranger and 
  his companion dog Marko were lured by the shadows and now reside 
  close to the source of the Darkening’s power. They defend the approach 
  to the Vault of Shadows (Area 12), attacking from ambush from the 
  shadows.
  EGRIHL THE SHADOW LORD 
   
  CR 8
  XP 4,800
  Male human shadow lord ranger 6 (Pathfinder Roleplaying 
  Game Bestiary 4 “Shadow Creature”)
  NE Medium outsider (augmented humanoid, human, native)
  Init +5; Senses darkvision 60 ft., low-light vision, see in 
  darkness; Perception +11
   
  AC 21, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 dodge, 
  +1 shield)
  hp 55 (6d10+12 plus 6)
  Fort +7; Ref +10; Will +4
  Defensive Abilities incorporeal step, shadow blend; DR 10/
  magic; Resist cold 15, electricity 15; SR 14
   
  Speed 30 ft. (20 ft. in armor)
  Melee +1 battleaxe +6/+1 (1d8+2/×3) or handaxe +5 
  (1d6/×3) or touch attack +7 touch (1d6+1)
  Special Attacks cloying gloom burst 3/day (30 ft. cone, DC 
  15), combat style (two-weapon combat), favored enemies 
  (animals +2, magical beasts +4)
  Spell-Like Abilities (CL 6th; ranged touch +11):
  At will— ray of sickening (DC 12)
  3/day—shadow conjuration, shadow step
  1/day—shadow walk (DC 16)
  Ranger Spells Prepared (CL 3rd):
  1st—delay poison, entangle (DC 13)
   
  Str 12, Dex 21, Con 14, Int 10, Wis 14, Cha 12
  Base Atk +6; CMB +7; CMD 23
  Feats Dodge, Endurance, Mobility, Spring Attack, Toughness, 
  Two-weapon Defense, Two-weapon Fighting
  Skills Acrobatics +3 (–1 to jump), Climb +8, Handle Animal 
  +10, Heal +11, Intimidate +10, Knowledge (nature) +9, 
  Perception +11, Stealth +20, Survival +11; Racial Modifiers +8 
  Stealth
  Languages Common
  SQ favored terrain (forest +2), hunter’s bond (dog 
  named Marko), planar thinning 1/day, track +3, wild 
  empathy +7
  Gear +1 hide armor, +1 battleaxe, handaxe, hunter’s mask
   
  Cloying Gloom Burst (Su) Three times per day, the shadow 
  lord can unleash a 30-foot cone of cloying gloom. On a 
  failed Fortitude saving throw, creatures in the cone are 
  affected by a slow spell (caster level equal to the shadow 
  lord’s Hit Dice) and are blinded for the duration of the slow 
  effect.
  Incorporeal Step (Su) When a shadow lord moves, it 
  gains the incorporeal subtype and quality, including a 
  deflection bonus to AC equal to its Charisma bonus. It loses 
  the incorporeal subtype and special ability when it stops 
  moving.
  Planar Thinning (Su) Once per day as a full-round action, 
  a shadow lord can thin the barriers between the Material 
  Plane and Shadow Plane, making it considerably easier for 
  creatures to cross between the two. This functions like the 
  planar travel aspect of the gate spell (CL 6th). This planar 
  thinning is immediately dispelled if in an area of normal or 
  bright light.
  Shadow Blend (Su) In any illumination other than bright 
  light, a shadow lord blends into the shadows, giving it 
  concealment (20% miss chance). A shadow lord can 
  suspend or resume this ability as a free action.
  MARKO  
  CR —
  Male dog (Pathfinder Roleplaying Game Bestiary  “Dog”)
  N Small animal
  Init +4; Senses low-light vision, scent; Perception +8
   
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
  hp 19 (+6)
  Fort +5; Ref +7; Will +2
  Defensive Abilities evasion
   
  Speed 40 ft.
  Melee bite +6 (1d4+3)
   
  Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
  Feats Skill Focus (Perception), Weapon Focus (bite)
  Skills Acrobatics +4 (+12 to jump), Perception +8, Survival +3; 
  Racial Modifiers +4 to survival when tracking by scent
  SQ tricks (come, defend, fetch, fighting, guard, track)
  Egrihl uses the hunter’s mask ability to cast bear’s endurance on himself 
  at the start of combat to gain temporary hit points. He then wades into the 
  thickest concentration of foes and uses his horde breaker ability to strike 
  as many targets as possible. Marko attacks foes Egrihl isn’t engaging.
  If Marko is slain and Egrihl is still alive, he flees to Area 12, using his 
  shadow step or shadow walk ability to do so. He waits with the shadow 
  elemental to defend the darkling lanthorn and the conduit to Shadow.
  Area 11. Vault Door (CR 6)
  This chamber is largely bare, holding only a strange contraption 
  near the western end of the room. A stone post rises 4 ft. from the 
  floor and ends in a U-shaped bracket. A small round protrusion 
  extends from the post on its east side, giving it a lopsided 
  appearance. Set in the western wall is an intimidating-looking 
  stone door. Numerous small tiles cover its face.
  This room protects the Vault of Shadows (Area 12) with its well-
  secured door and a secret trap.
  The door is solid stone and measures 8 ft. square. More than 60 1-inch-
  by-2-inch steel tiles cover its exterior, all of which are rusty but still solid. 
  The door is locked and can only safely be opened by pushing the correct 
  combination of tiles. A pressed tile slides into the door’s face, creating a 
  1-inch-deep divot. Depressing the proper 15 tiles disarms the trap (see 
  below) and unlocks the door. 
  The stone post is situated 6 ft. away from the door and is the key to 
  determining the proper combination of tiles to be pushed. Each end of 
  the U-shaped bracket has a small slot running down its length as if it is 
  intended to hold something. If the metal sheet from Area 8 is unrolled 
  and slid into the grooves, the PCs discover it fits perfectly. The round 
  protrusion extending from the eastern side of the post is a stone ring sized 
  large enough to hold a torch or fat candle. Placing a lit torch or candle into 
  the ring causes light to pass through the punched holes in the metal sheet, 
  throwing small rectangles of light on the door’s face. Each rectangle 
  shines directly on one of the 15 tiles that unlocks the door and deactivates 
  the trap. There is no set order in which the tiles must be pressed; simply 
  depressing all 15 safely opens the vault.
  A party failing to find the key sheet in Area 8 can attempt to deduce 
  what tiles unlock the door with a successful DC 25 Perception check. 
  If successful, the party notices certain tiles show slightly more signs of 
  wear. A knock spell also unlocks the door, but does not disarm the trap 
  
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  Quests of Doom: lycanthropes & elementals
  defending the vault.
  If the trap is triggered, a cloud of once-lethal acid gas floods the 
  chamber from miniscule vents in the ceiling (a DC 25 Perception check 
  notices the vents if a PC specifically inspects the ceiling and has sufficient 
  light to do so). Luckily for the PCs, the toxicity of the gas has diminished 
  over the eons. Each PC suffers 2d8 points of acid damage, or half that with 
  a successful DC 15 Fortitude save. The gas persists for three rounds and 
  PCs who failed their initial save must attempt to save again on subsequent 
  rounds or suffer damage. Once a PC successfully saves, he is no longer 
  affected by the gas.
  ACID GAS TRAP  
  CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset none; Bypass proper key
  Effect cloud of acid gas (2d8 damage per round for 3 
  rounds, DC 15 Fort half); multiple targets (all within the vault)
  Area 12. The Vault of Shadows 
  (CR 7, or 9 if Egrihl is present)
  The high, vaulted ceiling of this chamber suggests a large size, 
  but the depths of the room are swathed in stygian blackness. A 
  few thick pillars march away from the door only to vanish into 
  the gloom. Somewhere in the darkness comes a hideous rustling 
  sound as if the very fabric of reality was undulating in unnatural 
  rhythm. 
  Uhl-Kal-Totten kept his most prized treasures in this secure vault, 
  where they remained undisturbed for millennia. But when a single, stray 
  root brushed across the darkling lanthorn, that contact with vitality was 
  enough to rouse it from its long slumber. The shadow elemental within 
  escaped its prison and now oversees the conduit between the Plane of 
  Shadow and the material world.
  The far end of the room is covered in the magical darkness created by 
  the darkling lanthorn, and neither the artifact nor the shadow elemental 
  who lurks within it is visible. The darkness can be circumvented as normal 
  (a daylight spell, for example), which temporarily banishes the gloom and 
  makes the lanthorn visible (see sidebox).
  The shadow elemental dwells in the vault, restrained in this room by 
  an innate connection to the lanthorn and its need to protect the conduit to 
  the Plane of Shadow. It waits until one or more PCs approach the magical 
  darkness and then rushes from the gloom to attack.
  If Egrihl fled here after confronting the party in Area 10, he, too, waits 
  within the darkness, ready to strike.
  HUGE SHADOW ELEMENTAL 
   
  CR 7
  XP 3,200
  hp 105 (see Appendix: New Monsters)
  EGRIHL THE SHADOW LORD 
   
  CR 8
  XP 4,800
  hp 55 (see Area 10)
  If the darkness is dispelled, the party glimpses an incredibly old lantern 
  forged from black iron and lit with blue-black flame. This is the darkling 
  lanthorn. It rests atop a stone table, a large root coiling around its handle 
  and vanishing into a crack in the stone wall. The air around the lanthorn 
  ripples with shadows, creating the audible rustling noise. The occasional 
  glimpse of a dark, gloomy world is visible in the cut crystal windows of 
  the lanthorn. The lanthorn can be targeted by attacks and spells if visible 
  and, if destroyed, seals the conduit and puts an end to the Darkening (see 
  sidebox for more information).
  Destroying the darkling lanthorn before the Darkening fully envelops 
  the forest (see Concluding the Adventure below) causes the conduit to 
  break apart, creating a brief but powerful suction of ethereal wind as the 
  breach tears apart. All creatures within 40 ft. of the lanthorn when it is 
  destroyed must make two DC 12 Strength checks. If the individual fails 
  both checks, the failing conduit sucks him into it as it collapses, sending 
  the unlucky creature tumbling into the Plane of Shadow. The fall does 
  not injure the individuals, but does leave them stranded on another plane 
  with no easy way to return. They must survive the shadowy threats long 
  enough to discover another means to return home.
  With the darkling lanthorn vanquished, the pervasive gloom filling 
  the cellar vanishes and the party discerns several large stone chests lined 
  against the wall in the southwest corner of the room. These chests are 
  locked (DC 25 Disable Device check to pick) but not trapped. They 
  contain:
  • Chest #1: 1,506 cp and 997 ep.
  • Chest #2: 57 gp and 160 pp.
  • Chest #3: a small coffer holding 4 emeralds (100 gp value each), 8 
  sapphires (150 gp value each), 4 white opals (200 gp value each), and 2 
  pink diamonds (300 gp value each).
  • Chest #4: A gold trinket box (500 gp value), an electrum statuette 
  of an ancient tribal chieftain (200 gp value), a breastplate adorned with 
  moonstones (400 gp value), a gem-encrusted sundial (700 gp value), and 
  a gold and ruby ring (1,200 gp value).
  • Chest #5: A staff of striking and a ring of wizardry.
  Concluding the Adventure
  The destruction of the darkling lanthorn likely closes the conduit (see 
  below) between the Material Plane and the Plane of Shadow, halting the 
  Darkening and preventing Namjan Forest from become a beachhead 
  of darkness. Destroying the lanthorn closes the conduit, the gate, and 
  banishes the shadow elemental back to the Plane of Shadow if it is still 
  alive and outside the confines of the lanthorn. With the lanthorn gone, 
  the effects of the Darkening slowly subside, vanishing like shadows at 
  noon. Creatures infected by the touch of the Plane of Shadow do not revert 
  to normal, however, and remain affected until their deaths. Whether it’s 
  possible for them to pass on these traits to their offspring remains to be 
  seen (and may play a role in further adventures). The party that ends the 
  Darkening are rewarded as promised by the duke, earning the 2,500 gp 
  bounty and are named “Wardens of Namjan Forest,” a minor noble title 
  that also allows them the right to build a stronghold within the woodlands 
  and act as local overseers of this frontier domain. 
  It is possible, however, that the spread of shadow grows too large to 
  be easily broken with the lanthorn’s destruction. If the party tarries too 
  long and the daily growth of the Darkening infiltrates every forest hex on 
  the overland map, the Plane of Shadow succeeds in establishing a claim 
  on the Material Plane. In this event, destroying the darkling lanthorn is 
  insufficient to seal the conduit. Like an avalanche racing downhill, the 
  Plane of Shadow gains too much momentum and the artifact is no longer 
  necessary to keep the conduit open.
  In this case, the Darkening continues to spread across the land, moving 
  beyond the boundaries of the forest and infecting whatever it touches. 
  The encroaching shadows grow daily, and the forces of light and hope 
  are pushed back before the advance. Powerful magic, perhaps in spell 
  form or residing in ancient relics, is necessary to seal the conduit and 
  halt the invasion. However, with the conduit now stable, shadow denizens 
  begin pouring through the gate and its now not just shadow creatures the 
  defenders of light must face. Eventually, an entire shadow army marches 
  out of Namjan Forest to lay siege to the world. Only an equally powerful 
  force of Good and Light has a hope of stopping them. The PCs likely see 
  conflict on the front lines whether they want to or not, as their previous 
  fight against the touch of shadow makes it likely they’ll be approached to 
  help end its invasion.
  
  183
  the darkening of Namjan forest
  New Magical Items
  Hunter’s Mask
  Aura moderate transmutation; CL 6th
  Slot head; Price 20,000 gp Weight 1 lb.
   
  DESCRIPTION
  This object is a wooden mask carved from darkest 
  mahogany and bearing inlaid ebony to form winding sigils 
  across its face.
  The hunter’s mask provides the benefits listed below only if 
  the wearer has the favored enemy class ability; it is simply a 
  decorative accessory in the possession of other classes.
  If the wearer does not already possess darkvision, the 
  ranger gains that ability with a 60-ft. range.
  The wearer gains a +4 bonus to Survival checks when 
  tracking, regardless of quarry. This benefit stacks with the 
  ranger’s usual advantage when tracking favored enemies.
  Once per day, the wearer can cast aspect of the wolf and 
  bear’s endurance on himself. 
  CONSTRUCTION 
  Requirements Create Wondrous Item, aspect of the wolf, 
  bear’s endurance, darkvision, Cost 10,000 gp
   
  Staff of Radiance
  Aura strong evocation; CL 14th
  Slot none; Price 40,000 gp Weight 5 lb.
   
  DESCRIPTION
  This staff is crafted from an ancient human tibia wrapped 
  with crumbling reptile hide. Prehistoric glyphs are carved 
  down the length of the bone 
  • light: 1 charge
  • burning gaze: 1 charge
  • daylight: 3 charges
  If the staff’s last charge is expended, roll 1d20. On a result 
  of a 1, the staff crumbles into dust, destroyed.
   
  CONSTRUCTION
  Requirements Craft Staff, burning gaze, daylight, light; Cost 
  20,000 gp
  Aura strong conjuration; CL 18th
  Slot none; Weight 5 lbs.
   
  DESCRIPTION
  This magical artifact resembles a black iron lantern 
  with cut crystal panes. When visible, the lanthorn burns 
  with a black-blue light. The lanthorn naturally produces 
  a permanent darkness effect in a 15-ft. radius around it, 
  but this blackness can be temporarily negated with a 
  daylight or similar spell. If countered, the darkness fades 
  for as long as the negating spell is in effect, returning 
  once the spell ends.
  The darkling lanthorn has three magical properties. 
  First, a rare shadow elemental is linked to the artifact, 
  residing within its housing. The elemental can emerge 
  from the lanthorn to protect it and to defend the conduit 
  (see below) the artifact produces. The elemental can 
  return to the darkling lanthorn when injured, healing all 
  damage after spending 24 hours within the artifact. 
  Secondly, the darkling lanthorn acts as a gate as per 
  the 9th-level spell. The gate leads solely to the Plane 
  of Shadow and is permanent as long as the darkling 
  lanthorn exists. Any creature speaking the phrase, “Lethel 
  marr d’clatik” (a phrase in Aklo meaning, “Behold the 
  Dark,” which is inscribed on the base of the lanthorn), is 
  transported to the Plane of Shadow as per the gate spell. 
  The gate works in both directions.
  Lastly, the darkling lanthorn has the power to form a 
  conduit between the Material Plane and the Plane of 
  Shadow. This conduit allows the basic essence of shadow 
  to slowly invade the Material Plane with its pervasive 
  darkness. This “Darkening” begins slowly, assimilating 
  a 2-mile area per day at first, but quickly begins to 
  advance at an almost geometric rate. The effects of this 
  darkening are detailed above.
  If reduced to 25 hit points or less, the darkling lanthorn 
  attempts to summon 1d4 advanced shadows to help 
  protect it. There is a 33% chance this summoning is 
  successful. Other than this power and the shadow 
  elemental guardian, the darkling lanthorn cannot 
  defend itself.
   
  DESTRUCTION
  The darkling lanthorn is subject to physical and magical 
  attacks. The darkling lanthorn has a hardness of 10 and 
  100 hit points. It is immune to cold and electricity, and 
  can only be damaged by magic weapons.
  The Darkling Lanthorn (Minor Artifact)
  
  184
  Quests of Doom: lycanthropes & elementals
  New Monsters
  Gloom Gnome
  A short humanoid with dusky ash skin and glittering black eyes slinks 
  out of the.
  GLOOM GNOME  
  CR 3
  XP 800
  NE Small outsider (elemental, native)
  Init +2; Senses darkvision 120 ft.; Perception +8
   
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 32 (5d10+5)
  Fort +2; Ref +6; Will +4
  Immune elemental traits
  Weakness light sensitivity
   
  Speed 20 ft.
  Melee shadow blade +8 (1d4+2)
  Ranged necrotic ray +8 (Fort DC 13)
  Special Attacks sneak attack (+2d6)
   
  Str 14, Dex 15, Con 13, Int 12, Wis 11, Cha 9
  Base Atk +5; CMB +6; CMD 18
  Feats Dodge, Mobility, Spring Attack
  Skills Acrobatics +10, Bluff +7, Climb +10, Knowledge 
  (planes) +9, Perception +8, Sense Motive +8, Stealth +14 (+18 
  in areas of dim light or darkness); Racial Modifiers +4 Stealth 
  in areas of dim light or darkness
  Languages Aklo, Common, Gnome
   
  Environment any undeground
  Organization solitary or small group (1d6+1)
  Treasure NPC Gear (heavy pick, light crossbow with 10 bolts, 
  other treasure)
   
  Necrotic Ray (Su) The gloom gnome throws a beam of dark, 
  scintillating energy as a ranged touch attack. The ray drains 
  the victim of its vitality; a living creature struck by a gloom 
  gnome’s necrotic ray must succeed on a DC Fortitude 
  save or be fatigued. A fatigued creature struck again by a 
  necrotic ray, even if from another gloom gnome, becomes 
  exhausted. On a third successful attack, the creature goes 
  unconscious.
  Grimseem
  This creature is an inky black blot resembling a headless bat with a pair 
  of long tentacles trailing behind.
  GRIMSEEM 
   
  CR 2
  XP 600
  CE Small outsider (chaotic, elemental, evil, extraplanar)
  Init +3; Senses darkvision 120 ft.; Perception +7
   
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 32 (5d10+5)
  Fort +2; Ref +7; Will +3
  Immune elemental traits
  Weakness light sensitivity
   
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +6 (1d4), 2 slams +7 (1d6)
   
  Str 10, Dex 16, Con 12, Int 5, Wis 8, Cha 8
  Base Atk +5; CMB +4; CMD 17
  Feats Flyby Attack, Hover, Weapon Focus (slam)
  Skills Fly +13, Perception +7, Stealth +15 (+19 in areas of dim 
  light or darkness); Racial Modifiers +4 Stealth in areas of dim 
  light or darkness
  SQ shadow form
   
  Shadow form (Ex) While in dim light, a grimseem can move 
  through any opening regardless of width without squeezing.
  Miasmic Death
  A cloud of dim oblong bubbles throws a pale rainbow light as it drifts 
  along.
  MIASMIC DEATH  
  CR 3
  XP 800
  N Medium ooze
  Init +2; Senses blindsight 60 ft.; Perception –5
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 31 (7d8)
  Fort +2; Ref +4; Will +3
  Defensive Ability amorphous; DR 5/magic; Immune ooze 
  traits
   
  Speed 20 ft. fly (average)
  Melee swarm (2d6)
  Special Attacks distraction (DC 13)
   
  Str 2, Dex 14, Con 10, Int —, Wis 12, Cha 10
  Base Atk +3; CMB -1; CMD 11 (can’t be tripped)
  SQ misty form
   
  Environment any
  Organization solitary
  Treasure none
   
  Misty Form (Ex) A miasmic death’s body is composed of 
  a semisolid mist similar in consistency to thick foam. The 
  miasmic death does not have a Strength score, and it 
  cannot manipulate or wear solid objects. This form grants 
  it the amorphous defensive ability, and allows it to move 
  through areas as small as 1 inch in diameter with no 
  reduction to its speed. A miasmic death cannot enter 
  water or other fluids, and is treated as a creature two size 
  categories smaller than its actual size (Tiny for most miasmic 
  deaths) for the purposes of how wind affects it.
  Swarm (Ex) A miasmic death can occupy the space 
  of another creature, and is treated like a swarm for the 
  purposes of its melee attack and distraction ability. A 
  miasmic death doesn’t make standard melee attacks. 
  Instead, it deals automatic damage to any creature whose 
  space it occupies at the end of its move, with no attack roll 
  needed. A miasmic death’s attack is not subject to a miss 
  chance for concealment or cover.  
  Elemental, Shadow
  Looming out of the darkness is a vaguely humanoid shape, entirely 
  black, with pale purple pits for eyes and arms that end in glowing purple 
  claws.
   
  Languages Common
   
  Environment the Plane of Shadow
  
  185
  the darkening of Namjan forest
  Organization solitary
  Treasure standard
   
  Strength Damage (Su) A shadow elemental deals Strength 
  damage with a successful slam attack. A creature reduced 
  to Strength 0 dies and becomes a shadow in 1d4+2 rounds. 
  Shadows are not under the control of the shadow elemental 
  that created them.
  Shadow Blend (Su) During any conditions other than full 
  daylight a shadow elemental can disappear into the 
  shadows, giving it total concealment. Artificial illumination, 
  even a light or continual flame spell, does not negate this 
  ability but a daylight spell does.
  SMALL SHADOW ELEMENTAL 
   
  CR 1
  XP 400
  N Small outsider (elemental, extraplanar)
  Init +0; Senses darkvision 120 ft.; Perception +7
   
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
  hp 13 (2d10+2)
  Fort +1; Ref +3; Will +3
  Defensive Abilities shadow blend; Immune elemental traits
   
  Speed 20 ft.
  Melee slam +5 (1d3+3 plus 1d3 Str)
  Special Attacks 1d3 Strength damage
  Spell-like Abilities (CL 6th):
  At will—shadow walk
  3/day—shadow evocation (DC 15)
   
  Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 13
  Feats Alertness
  Skills Perception +7, Sense Motive +7, Stealth +9 
  MEDIUM SHADOW ELEMENTAL 
   
  CR 3
  XP 800
  N Medium outsider (elemental, extraplanar)
  Init +1; Senses darkvision 120 ft.; Perception +9
   
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 34 (4d10+12)
  Fort +4; Ref +5; Will +4 
  Defensive Abilities shadow blend; Immune elemental traits
   
  Speed 20 ft.
  Melee slam +7 (1d4+4 plus 1d4 Str)
  Special Attacks 1d4 Strength damage
  Spell-like Abilities (CL 8th):
  At will—shadow walk
  3/day—shadow evocation (DC 15)
   
  Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 17
  Feats Alertness, Power Attack
  Skills Perception +9, Sense Motive +9, Stealth +8 
  LARGE SHADOW ELEMENTAL 
   
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar)
  Init +2; Senses darkvision 120 ft.; Perception +13
   
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 76 (8d10+32)
  Fort +6; Ref +8; Will +6
  Defensive Abilities shadow blend; DR 5/magic; Immune 
  elemental traits
   
  Speed 20 ft.
  Melee 2 slams +13 (1d6+5 plus 1d6 Str)
  Space 10 ft.; Reach 10 ft.
  Special Attacks 1d6 Strength damage
  Spell-like Abilities (CL 12th):
  At will—shadow walk
  3/day—shadow evocation (DC 15)
   
  Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +14; CMD 25
  Feats Alertness, Cleave, Power Attack, Weapon Focus (slam)
  Skills Knowledge (planes) +9, Perception +13, Sense Motive 
  +13, Stealth +9
  HUGE SHADOW ELEMENTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (elemental, extraplanar)
  Init +8; Senses darkvision 120 ft.; Perception +17
   
  AC 21, touch 12, flat-footed 17 (+4 Dex, +9 natural, –2 size)
  hp 105 (10d10+50)
  Fort +8; Ref +11; Will +7 
  Defensive Abilities shadow blend; DR 5/magic; Immune 
  elemental traits
   
  Speed 30 ft.
  Melee 2 slams +16 (1d8+7 plus 1d8 Str)
  Space 15 ft.; Reach 15 ft.
  Special Attacks 1d8 Strength damage
  Spell-like Abilities (CL 14th):
  At will—shadow walk
  3/day—shadow evocation (DC 15)
   
  Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +19; CMD 33
  Feats Alertness, Cleave, Improved Initiative, Power Attack, 
  Weapon Focus (slam)
  Skills Knowledge (planes) +11, Perception +17, Sense Motive 
  +17, Stealth +9
  GREATER SHADOW ELEMENTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (elemental, extraplanar)
  Init +9; Senses darkvision 120 ft.; Perception +20
   
  AC 22, touch 13, flat-footed 17 (+5 Dex, +9 natural, –2 size)
  hp 121 (13d10+50)
  Fort +9; Ref +13; Will +8
  Defensive Abilities shadow blend; DR 10/magic; Immune 
  elemental traits
   
  Speed 30 ft.
  Melee 2 slams +20 (1d8+8 plus 1d8 Str)
  Space 15 ft.; Reach 15 ft.
  Special Attacks 1d8 Strength damage
  Spell-like Abilities (CL 17th):
  At will—shadow walk
  3/day—shadow evocation (DC 15)
   
  Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +23 (+25 sunder); CMD 38 (40 vs. sunder)
  Feats Alertness, Cleave, Great Cleave, Improved Initiative, 
  Improved Sunder, Power Attack, Weapon Focus (slam)
  Skills Intimidate +16, Knowledge (planes) +15, Perception 
  +20, Sense Motive +20, Stealth +13
  ELDER SHADOW ELEMENTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (elemental, extraplanar)
  Init +10; Senses darkvision 120 ft.; Perception +23
   
  AC 23, touch 14, flat-footed 17 (+6 Dex, +9 natural, –2 size)
  hp 168 (16d10+80)
  
  186
  Quests of Doom: lycanthropes & elementals
  Fort +10; Ref +16; Will +10
  Defensive Abilities shadow blend; DR 10/magic; Immune 
  elemental traits
   
  Speed 30 ft.
  Melee 2 slams +24 (1d8+9 plus 1d8 Str)
  Space 15 ft.; Reach 15 ft.
  Special Attacks 1d8 Strength damage
  Spell-like Abilities (CL 20):
  At will—shadow walk
  3/day—shadow evocation (DC 15)
   
  Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +27 (+29 bull rush and sunder); CMD 43 
  (45 vs. bull rush and sunder)
  Feats Alertness, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Initiative, Improved Sunder, Power Attack, 
  Weapon Focus (slam)
  Skills Intimidate +19, Knowledge (arcana) +19 Knowledge 
  (planes) +19, Perception +23, Sense Motive +23, Stealth +17
  Shadow elementals inhabit the Shadow Plane, being as fundamentally 
  connected to that plane as an earth elemental is bound to the Plane of 
  Earth. Comprised of the essence of their plane, shadow elementals are 
  shadowstuff made manifest — much like a shadow transformed into rock.
  Shadow elementals play many roles on their home plane, constantly 
  plotting and scheming to advance through the ranks of their elaborate 
  hierarchy. The largest shadow elementals are usually the leaders of 
  powerful armies of shadows, though they have been known to enter into 
  pacts with mortal wizards, serving as powerful enforcers in exchange for 
  certain wondrous items.
  Shadow elementals have solid bodies, as the shadowstuff has coalesced 
  into tangible form and been inhabited by the elemental spirit. Their great 
  strength, coupled with their special abilities, makes them lethal opponents. 
  
  187
  Men&
  Monstrosities
  
  188
  Quests of Doom: men & monstrosities
  Deep in the Vale is a Pathfinder Roleplaying Game adventure. It is 
  designed for a party of characters of 1st level.
  Game Master’s Notes
  In this adventure, your player characters should start at 1st level with 
  zero experience points. As they run through each encounter, give them the 
  experience points they earn instead of waiting until the entire adventure is 
  over. As the GM, you want your characters to gain a level or two and the 
  hit points those levels add to the character sheet. 
  The characters have lived their whole lives in the Vale. The pleasant 
  valley is a peaceful place with few things bothering the inhabitants. Thirty 
  years ago, orc and goblin wars occurred that the oldsters of the village 
  still talk about. However, life is easy for the people of the Vale — but that 
  is about to change. This adventure is not about acquiring gold and vast 
  treasure. It instead presents many fighting situations with enough choices 
  so that the players know they are roleplaying and that their decisions 
  move the action along.
  The player characters are exposed to encounters coming into the Vale 
  looking to do the inhabitants harm. Some roleplaying is involved where 
  the players have to figure out how to best defend themselves from danger. 
  Don’t assume each of these encounters happens day after day in the Vale. 
  Let a few days or even weeks pass between encounters. 
  Give the characters time to think of ideas to prepare for the greater 
  dangers coming into their peaceful valley. The players should roleplay 
  the various jobs they have in the Vale. The blacksmith is going to make 
  shields and warhammers. The hunters are going to look for deer in the 
  woods to the north. Life must continue to flow in the Vale, no matter what 
  problems affect the villagers. 
  At the end of all of these encounters, the ealdorman in the burh of 
  Warsley, a fortified city 20 miles to the south, having heard of the exploits 
  of the players characters, could easily order them to come to his hall and 
  deal with a problem in another part of his shire. 
  In the Lost Lands campaign setting, the Vale is nestled among the lower 
  slopes of the Cumbrian Mountains just north of the burh of Warsley. It lies 
  on the western edge of the Helcynngae Peninsula, though it has largely 
  been isolated from most of the turmoil of the Helcynn over the last few 
  centuries. The residents of the Vale are hard-working Heldring folk, fair 
  of face and long of limb with flaxen or red hair. The men favor beards 
  while the women tend to wear their hair in long braids, with both genders 
  wearing arm-rings and ornamental brooches to display their affluence. The 
  rest of the world may see the Heldring as peerless warriors and pitiless sea 
  raiders, but to the folk of the Vale they are just neighbors and friends who 
  leave the wars and raiding to others of the Helcynn.
  Introduction
  In any beginner game, the GM needs to help his players learn how to 
  roleplay and react to his descriptions. Many battles are in this adventure, 
  but to get to them, the GM should encourage the characters to reach the 
  proper conclusions. Encouragement is done through the use of NPC 
  villagers of the Vale. A new GM must know inside and out the “combat 
  rules” and the “experience rules” for this adventure to work properly. 
  The PCs are all from the Vale. This is a simple place where the equipment 
  needed to live is sparse. No suits of armor or warhorses are available to buy 
  in the local area. If the characters want that material, they must go many 
  miles away to the city. The equipment that can be purchased is found in 
  the farms and homes of simple people. The tinker and his wagon supply 
  things such as daggers, pots, and pans, and some useful chemicals and 
  leather goods. The people of the village are capable of making backpacks, 
  fur cloaks, lanterns and the like. These goods appear at the market in the 
  village square. The blacksmith player character is able to make shields, but 
  swords and more complex weapons are beyond him. The leatherworker can 
  make boiled-leather chest plates, but more complex armor is beyond him. 
  The player characters could expect to have things made by farmers and 
  blacksmiths. Assume in this adventure that each of the player characters 
  has a job in the village. The strongest of the player characters is the 
  blacksmith. Parcel out jobs for the rest of the group. Suggestions include: 
  farmer, orchard grower, herdsman, dairyman, innkeeper, leatherworker, 
  and woodcarver. Have the characters in their late teens. All of the 
  characters work successfully at their own jobs. 
  The central figure, the blacksmith, is the fighter type and has a war club 
  his father carved from a piece of oak that lightning struck. The others in the 
  group have quarterstaffs. If there is a magic-user, he has several throwing 
  daggers. Their parents gave them their backpacks, which include things 
  such as mirrors, flint and steel, waterskins, pots, metal plates and cups, 
  blankets, heavy cloaks, changes of clothes, bandages, and skins of wine. 
  A cleric worships Thor and keeps up the shrine at the entrance to the Vale. 
  As the GM, your task is to describe people, places and things so well 
  that they come alive in the minds of your players. You want to make the 
  encounters interesting. If your players enjoy themselves, they keep coming 
  back and all of you can enjoy the fun of this experience. One of the most 
  important things you can do as a GM is to maintain a sense of excitement. 
  You live and work in the Vale. Each of you has your own home 
  and has been on your own for several years, making a good living 
  and growing to adulthood. The Vale has been good to you, and 
  you like the land and the people who live in this area. You have 
  a group of friends that you like to tip a few ales with at the local 
  inn. As teenagers, you all have dreamed about being brave heroes 
  just like in the legends the oldsters talk about at the inn. 
  It’s Thor’s Day, and you and your friends are up before the 
  dawn. Thor’s Day happens in the middle of every week. You all 
  stand with weapons in hand at the shrine of Thor, at the top of the 
  hill. You wait for the dawn sun to peek over the hill to the east. 
  To the west is your valley and homes. 
  As the blacksmith, you are the strongest member of your group. 
  As the son of a blacksmith, you have been shaping metal for most 
  of the seventeen years of your life. You smile at the rest of the 
  group. They are farmers, dairymen, and orchard growers. Every 
  week, you all get together for this run. The rest of your friends 
  want to beat you in this race, but none has been able to do so in 
  the last five years. 
  Dawn’s light comes over the hill. “Go,” you shout. Heading 
  north, you all enjoy the feel of your muscles working. The first 
  part of the run is five miles to the ridges on the west side of the 
  valley. You jog around the valley three times, as fast as you can 
  for the exercise running provides for the group. As you run these 
  ridges, you look down at the cabins. The largest of the homes 
  holds Amber. She is eighteen, and constantly on your mind. 
  Deep in the Vale
  By James M. Ward
  
  189
  deep in the vale
  1 inch = 50 feet
  
  190
  Quests of Doom: men & monstrosities
  In minutes, you and your friends run past the fields of parsnips, 
  cabbages, and beans along the western side of the valley. Donal 
  rushes past, and you laugh. Your friends know he has rushed 
  ahead way too early. 
  As the group runs near the black tower in the southwest end 
  of the valley, everyone gives that mass of magical stone a wide 
  margin. A wizard lives in that tower. As children, you dared each 
  other to slap the tower door and run away. That stopped when 
  Devon turned to stone for 24 hours. 
  The south end of the valley is filled with the dark forest. Even 
  the hunters avoid that place. The group runs east past the huge 
  apple orchard. The red apples are thick and large on the many 
  trees. Stomachs grumble at the thought of apple pies baking and 
  placed on cabin windowsills for cooling. 
  The reason for your weapons on this run becomes clear as the 
  howls of the wolves and bleats of the sheep hit your ears. The 
  sheep and cow pens are large and right together on the east side 
  of the Vale. Running up, you see the four large wolves feasting 
  on four different sheep. The beasts aren’t paying any attention to 
  your group.
  A Run Around the Valley (CR 5)
  The group is running for exercise. They come across a pack of wolves 
  feasting on sheep in a large grazing pen. The wolves are hungry and just 
  started eating the sheep. They aren’t paying attention to the PCs. These 
  wolves won’t run from battle and fight over the bodies of the sheep they 
  are eating. The characters get in the first strike at each wolf and then the 
  battle begins in earnest. 
  WOLVES (4) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Wolf”)
  Treasure: These are unique wolf pelts and make fine cloaks for the 
  player characters. In two weeks, the leatherworker can make cloaks that 
  have a +1 armor bonus. 
  The Vale
  The Vale is a very prosperous place. Everyone works and enjoys life 
  in the peaceful valley. For more than a hundred years the wizard (see 
  “Talk to the Wizard” below) of the Vale, has secretly protected the land 
  around his tower. He’s getting old and isn’t as capable as he was when he 
  was only a hundred years old. The old wizard still has plenty of power, 
  but he relies on magic items he creates. If a spellcaster is in the group, 
  (as the wizard is currently friendly, if he could be made helpful by a PC 
  wizard DC 15 Diplomacy check) the old wizard finds a way to reward the 
  younger mage with a valuable magic item to (GM’s discretion) protect the 
  people of the Vale. 
  The player characters all know exactly what is useful in any given cabin 
  and have no problem asking to borrow these items. As the GM, feel free to 
  suggest they take this equipment to fight the Vale’s battles. 
  Amber’s Cabin (CR 2)
  Amber is 18 years old and the true beauty of the Vale. She works as a 
  barmaid at one of the local taverns. She has always liked the blacksmith of 
  the Vale. Everyone figured she would marry him when she turned 18. Her 
  log cabin is the largest of the cabins of the Vale. This vinter’s cabin has 
  six large rooms and a loft above half of it. She and her father live there. 
  Her father grows grapes on the hillsides east of the Vale. His red and white 
  wines age in barrels in the root cellar of the cabin. 
  AMBER  
   
  CR 1/2
  XP 200
  hp 7 (Pathfinder Roleplaying Game GameMastery Guide 
  “Barmaid”)
  Amber also works with the sheep and spins wool to make very warm 
  clothing and blankets. She is skilled with a sling and iron bullets the 
  blacksmith makes for her. Amber is a useful NPC. She flirts with all the 
  members of the group, and is perfect for giving suggestions that move the 
  adventure along. She is also the focus of a quest during the adventure. 
  Her father, Durus, was in the Warsley Fyrd (the militia army) 20 years ago. 
  He has a halberd and a steel half-plate he wears when gearing up for battle. He 
  is an old man, however, and wouldn’t be much use in a real combat situation.
  DURUS  
   
  CR 1
  XP 400
  hp 18 (Pathfinder Roleplaying Game GameMastery Guide 
  “Guard”)
  Farmer’s Cabin (CR 1/2)
  The farmer grows parsnips, cabbages, and beans in three large fields. He 
  can be a player character or another NPC run by the GM. His home is a large 
  four-room log cabin. Out back is a pair of large horses that pull plows over 
  the fields. His root cellar is the largest in the Vale and is stores the produce he 
  doesn’t sell in Warsley. He has a wagon for taking his crop to town. Two short 
  swords hang above the mantel in his cabin. The farmer’s two grandfathers 
  used these weapons in the Mountain War with the goblin tribes 30 years ago. 
  The weapons are a tad rusty, but could be made battle-ready with a little care. 
  FARMER  
   
  CR 1/2
  XP 200
  hp 10 (Pathfinder Roleplaying Game GameMastery Guide 
  “Farmer”)
  Herdsman’s Cabin (CR 1/2)
  While Amber turns wool into yarn, the herdsman tends the sheep and 
  moves them about the hillsides to crop the grass. He can be a PC or an NPC. 
  His cabin has two large rooms. An adjoining shed is used to store the wool 
  after shearing. Four adult sheep dogs obey the character’s commands and are 
  extremely useful in battles in the Vale. Currently, 100 sheep are in a very large 
  pen east of the cabin. Every morning, the sheep are taken to a different section 
  of the gentle sloping hills and allowed to crop the grasses in those areas. 
  HERDSMAN 
   
   
  CR 1/2
  XP 200
  hp 10 (Pathfinder Roleplaying Game GameMastery Guide 
  “Farmer”)
  Dairy Cattleman’s Cabin (CR 3)
  The dairyman’s cabin is large with two rooms. An adjoining milk barn 
  is where the cows are milked and their milk stored for sale or processing. 
  Other workers help the dairyman milk the cows. He then gets more help 
  making butter and cheese. A total of 20 dairy cows are in a very large pen. 
  A group of 5 teenagers take the cows out each day to let them feed to the 
  north of the Vale. All of these boys carry slings and river stones for sling 
  bullets. They constantly test each other’s skills. In a battle in the Vale, they 
  go to a ridge line and hurl sling stones down at an enemy. 
  DAIRYMAN 
   
   
  CR 1/2
  XP 200
  hp 10 (Pathfinder Roleplaying Game GameMastery Guide 
  “Farmer”)
  
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  deep in the vale
  TEENAGERS (5)  
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game GameMastery Guide 
  “Village Idiot”)
  Worker’s Family Cabin (CR 1)
  Each of these cabins has two large rooms and a large loft above the 
  rooms. These workers do whatever jobs are needed in the Vale. Each 
  has two or three children of varying ages. In times of danger, the kids go 
  into the root cellars while the mother and father stay above to protect the 
  entrance. The workers wield quarterstaffs and are unusually adept with the 
  weapons as they practice weekly on Thor’s Day on the common green. 
  These workers all have large beekeeping areas. The Vale’s honey is 
  famous for its reported healing properties. Besides its value as food, the 
  honey cooks into mead that is sold for extra income. When the farmer 
  goes into town on his wagon, he always takes several bottles, jars, and 
  even small casks of honey and mead for sale. 
  WORKERS (2) 
   
   
  CR 1/2
  XP 200
  hp 10 (Pathfinder Roleplaying Game GameMastery Guide 
  “Farmer”)
  Red Apple Inn (CR 3)
  The Red Apple Inn is a large two-story building. The upper story has 
  six bedrooms and a bath chamber. The lower floor has a common chamber 
  and bar, a kitchen with a pantry, and a bedchamber for the innkeeper and 
  his wife. The inn is famous for apple ale and meat pies. The innkeeper’s 
  five children and his wife help run the inn. A small stable is at the side of 
  the inn and a good-sized paddock sits behind it. At any given time, four 
  sound horses are for sale. Everyone in the Vale eats here at lunchtime, 
  when they get together to talk about the events of the week. It’s a little 
  known fact that the innkeeper and his wife are expert marksmen with 
  a heavy crossbow, and that they’ve taught their sons and daughters this 
  skill. The entire family is capable of sitting on the roof of the inn and firing 
  down on advancing enemies. 
  INNKEEPER AND WIFE 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game GameMastery Guide 
  “Shopkeep”)
  Village Green 
  The village green is the Vale’s social center. Every week, the adults 
  practice quarterstaffs here while the children train with slings. At the 
  end of the week, if the weather is pleasant, music is played on the green. 
  Sometimes, when danger is in the area, everyone comes to the village 
  green to band together and protect the Vale. 
  Thor’s Shrine
  The shrine has been at the entrance to the Vale for as long as anyone 
  can remember. Maintaining the shrine has customarily been the job of 
  the Vale’s blacksmith. Once a day, the stones are wiped down with raw 
  wool and mistletoe is spread out evenly on the marble arch. If the hammer 
  bell isn’t ringing because of the wind, the caretaker chimes the bell a few 
  times a day.
  
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  Quests of Doom: men & monstrosities
  The blacksmith shop with its anvil and furnace are in a large one-room 
  cabin behind the shrine. This person can be a PC, and the party’s main 
  fighter. If this character doesn’t have a 17 or 18 for strength, tell the player 
  that working with metal all his life gives him great strength to equal 17. 
  The blacksmith is gifted by the Heldring gods with the ability to make 
  warhammers quickly. He also can make stout shields with his skill bonus 
  Craft (blacksmith) +4.
  The Shrine’s Warning
  Clerics put the shrine to Thor at the top of the rise hundreds 
  of years ago. The shrine is a white marble arch with mistletoe 
  growing all over the sides and top. A small bell in the shape of 
  a hammer hangs down from the top of the arch. A good-sized 
  white marble bench is below the arch so people can rest their 
  tired bodies and enjoy the view down into the Vale. The creators 
  of the shrine hoped the gods would look favorably on the valley 
  and give the people their blessing. 
  As the blacksmith, you have come to the top of the rise to look 
  for the tinker and his cart. He’s been expected for several days. 
  During the past week, you started making shields and wondered 
  if the tinker could sell them for you. As you neared the shrine, you 
  sent up a prayer to Thor, the deity of combat and strength, and 
  the shrine started to glow. On the bench appeared a warhammer. 
  You couldn’t help but wonder at this message, as you have never 
  seen the shrine glow before. When the hammer is picked up, the 
  glow vanishes.  
  The glow has no explanation. Thor knows the Vale is under attack by 
  several different forces and gives the blacksmith player character a high 
  quality, warhammer to defend the valley. 
  Development: As the GM, you need to create a sense of danger that 
  wasn’t present before in the Vale. As the characters work at their various 
  jobs, they sense that they are being watched. The hackles on the backs of 
  the characters’ necks rise for no reason. 
  The villagers gossip about crops stolen in the night. They discuss how 
  farm animals are being killed and parts of them carried away into the Dark 
  Forest. They also worry that fall has come a bit early, and all the crops are 
  ready for picking. 
  Dark clouds come out of the south, blotting out the sun and making 
  things very dark in the Vale. Thunder and lightning fill the sky day and 
  night as a goblin shaman causes the clouds so the sun doesn’t cause a glare 
  for the goblins and orcs who might attack during the day. If the party has 
  a cleric, that player knows the dark clouds [DC 10 Knowledge (religion)] 
  are an evil sending.
  Introduce the charming daughter of the winemaker of the Vale. Amber 
  is interested in the blacksmith. She flirts with other player characters to 
  make the blacksmith jealous. If she hears the blacksmith describe the 
  unusual hammer and the glowing shrine, she insists on being taken there. 
  When she urges the blacksmith to sit with her on the bench, she glows 
  with Thor’s favor. This scares the wits out of her and she rushes home. 
  This foreshadows her abduction in a later encounter. 
  Treasure: The weapon acts a masterwork warhammer that glows when 
  it is within 30 feet of any monster humanoid or undead. From now on, 
  the blacksmith can make these weapons although they won’t have Thor’s 
  favor. 
  Zombies Smashing in the Door 
  (CR 5)
  In the middle of the night, a pounding sounds on the door of the 
  blacksmith’s cabin. As the GM, make sure you know exactly what the 
  player character is holding and wearing. Do not allow him to gear up. If he 
  over-prepares, make the first encounter an NPC who needs help birthing a 
  cow. The player should feel silly that he had a weapon in hand. 
  Days later, the real encounter occurs as the pounding at the door turns 
  out to be 2 zombies coming in to attack. The zombies should be easy to 
  kill. They strike last in the combat round. They move slowly and don’t 
  defend themselves at all. 
  ZOMBIES (2) 
   
   
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary “Zombie, 
  Human”)
  After the battle, find out exactly what the blacksmith character wants 
  to do because more zombies are attacking other houses this night. The 
  blacksmith hears shrieks in the night. His first thoughts imagine Amber in 
  trouble. He also might want to alert his friends in their houses. 
  Attacking the other cabins are 6 zombies. Each is an easy battle, 
  especially if other PCs join the action. Thor’s hammer glows in the 
  darkness as the wielder comes within 30 yards of the monsters, but it 
  displays no other magical properties. 
  The goblin shaman sent the zombies to attack the Vale. Creating the 
  zombies was a lot of effort for the shaman, and he rests afterward for 
  several weeks.
  ZOMBIES (6) 
   
   
  CR 1/2
  XP 200
  hp 12 (Pathfinder Roleplaying Game Bestiary “Zombie, 
  Human”)
  The Tinker’s Demise
  On another Thor’s Day, the player characters are waiting at the 
  top of the rise. The talk is about the zombies that invaded two 
  nights ago. There was no trail to show where the zombies came 
  from. As the sun rises in the dawn sky, in the distance down the 
  Shire Road everyone can see the Tinker’s unmoving wagon. The 
  group runs to the wagon to note the horses killed by arrows that 
  appear to be of orc make. The tinker’s head is on a pole by the 
  wagon. The pole is covered in blood and has strange stones and 
  raven claws attached to it. No one knows what it means. The 
  goods in the wagon are thrown all around the area. 
  The orc arrows are all alike, with large shafts more than three 
  feet long and painted in the colors of Hooked-Fang orc tribe. 
  Each uses raven feathers and has an obsidian arrowhead. The 
  orcs like the damage the razor-sharp volcanic stone does to the 
  target. Orc raiders haven’t been seen in the area in years. The 
  people of the Vale need to be warned. 
  Many fun roleplaying situations can be had with this discovery. The 
  GM should use the people of the Vale to present options for the player 
  characters to consider as the population of the Vale meets at the inn.
   Development: Do the player characters pack up everything and take 
  the wagon and the body down into the Vale? Or do they plunder the wagon 
  since the tinker isn’t going to do anything with the materials? 
  The Vale populace needs to be warned about the orcs. This roleplaying 
  situation has the player characters get all of the people of the Vale together 
  at the inn. 
  Should the wizard of the tower hear news of this danger? Could Amber 
  like the blacksmith more for revealing this new encounter? What are the 
  people of the Vale supposed to do? Is there a need to set up a night watch? 
  Should someone go to The burh of Warsley to raise the fyrd and bring 
  help? What is the significance of that strange pole the orcs left behind? 
  The player characters are not good trackers. They couldn’t find the trail 
  the orcs left after they attacked the tinker. But should the PCs sweep the 
  
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  deep in the vale
  area looking for signs of the orcs? 
  Treasure: Many useful items are in the wagon and include, but are 
  not limited to, throwing daggers, axes, lanterns, oil for the lanterns, holy 
  symbols of many types, trail rations, and kitchen items such as cups, 
  plates, and cutlery. Enough items are available to supply all the player 
  characters with useful equipment. 
  Danger at the Heart of the Forest 
  (CR 7)
  All the villagers talk about the problems presented by the 
  tinker attack. Everyone thinks scouting the camp of the orcs and 
  reporting back to the Vale is necessary. With heavy hearts, the 
  entire town knew that going into the Dark Forest was a dangerous 
  part of this task. This was the place where monsters collected. 
  As the village folk talk about the tinker’s death, the innkeeper 
  serves up free drinks of apple cider. Suddenly, the door opens and 
  a stranger walks in. The elf fighter is wearing the furs of a wolf.
  Smaragdus the elf is here to stimulate the action in the adventure 
  and help the player characters survive. As the GM, you need to think 
  how to roleplay this character. Think of a movie character you like that 
  is aggressive and interesting and make Smaragdus like that character. 
  You could make him a Robin Hood character or a sarcastic comic book 
  character you like. Accents can be amusing, with the elf saying things like, 
  “Well, I don’t know now,” over and over again. The elf’s agenda is to find 
  a very special wolf he has been seeking for years. When he describes the 
  beast, the elf gets a far-away look on his face. The description makes it 
  sound very dangerous as he describes a huge wolf with white fur on all 
  its legs. Sounding very sad, Smaragdus explains that the wolf killed his 
  younger brother. When the party goes into the forest, they find an unusual 
  number of wolves. Smaragdus doesn’t let the group search the woods after 
  sunset. 
  The elf should also suggest setting traps along the edge of the 
  Dark Forest. This defensive planning takes place with the help of the 
  townspeople. What type of traps would best stop the orcs? The player 
  characters should think of traps and then lead the way in getting those 
  traps made.
  SMARAGDUS 
   
   
  CR 2 
  XP 600
  Male elf ranger 3
  NG Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +9 
   
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 27 (3d10+3 plus 3)
  Fort +5; Ref +7; Will +3; +2 vs. enchantments
  Immune sleep
   
  Speed 30 ft.
  Melee mwk longsword +5 (1d8+1/19–20)
  Ranged mwk composite longbow +8 (1d8+1/×3)
  Special Attacks combat style (archery), favored enemy 
  (monstrous humanoids +2)
   
  Str 12, Dex 17, Con 12, Int 12, Wis 13, Cha 8
  Base Atk +3; CMB +4; CMD 17
  Feats Endurance, Point-blank ShotB, Precise ShotB, Weapon 
  Focus (longbow)
  
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  Quests of Doom: men & monstrosities
  Skills Acrobatics +5, Climb +5, Handle Animal +4, Heal +5, 
  Knowledge (dungeoneering) +5, Knowledge (geography) 
  +5, Knowledge (nature) +7, Perception +9, Sense Motive +2, 
  Stealth +9, Survival +7; Racial Modifiers +2 Perception
  Languages Common, Elven, Orc
  SQ elven magic, favored terrain (forest +2), track +1, wild 
  empathy +2
  Gear mwk studded leather, dagger, mwk composite longbow 
  (+1 Str), mwk longsword, cloak of resistance +1, 88 gp
  Even if the elf is leading, chills go down your spines as you 
  enter the Dark Forest. This is the place of scary legends for 
  you. All your life, your family and friends have filled you with 
  stories of the dangers of the forest. Right away, the elf pushes the 
  group off the animal trail you were following. In seconds, four 
  orcs come into view. Each is armored and ready for war, not 30 
  feet from the edge of the forest. The elf signals the group with a 
  question: Attack them or leave them alone?
  If the PCs attack and slay the 4 orcs, read the following textbox. If they 
  decide to let the orcs be, however, modify the text to omit any mention 
  of the orcs.
  ORCS (4) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Orc”)
  The fight with the orcs is resolved, so the group travels several 
  miles into the Dark Forest using the animal trails. The elf gathers 
  the group together. “There is goblin sign all over this area. I fear 
  there is a large tribe of them somewhere near. We can search 
  them out or go wide of this area. What do you all wish to do?”
  If the group wants to travel to the goblin camp, the elf leads them 
  along the ridges of the Dark Forest. In the late afternoon, the group finds 
  the tribe of goblins at a massive cave opening on the side of the hill. 
  There is no way to tell how many goblins are in that cave. At any one 
  time, the group notes at least 20 goblins in total maintaining a huge fire 
  as others chop up the forest to fuel the blaze. And 3 goblin shamans 
  hold the totems that are exact copies of the one found near the tinker’s 
  wagon. Just this little evidence makes it clear that the goblins and orcs 
  are working together. 
  GOBLINS (20) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
  GOBLIN SHAMANS (3) 
   
   
  CR 1/2
  XP 200
  Male or female goblin shaman 1 (Pathfinder Roleplaying 
  Game Bestiary “Goblin”; Pathfinder Roleplaying Game 
  Advanced Class Guide “Shaman”)
  CE Small humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
  hp 11 (1d8+2 plus 1)
  Fort +2; Ref +1; Will +4
   
  Speed 30 ft.
  Melee sickle +1 (1d4)
  Spells Prepared (CL 1st; concentration +3):
  1st—burning hands (DC 13), sleep (DC 13); enlarge personS 
  (DC 13)
  0 (at will)—bleed (DC 12), know direction, read magic
  S spirit magic spell; Spirit Battle Wandering Spirit
   
  Str 10, Dex 12, Con 14, Int 10, Wis 15, Cha 11
  Base Atk +0; CMB –1; CMD 10
  Feats Combat Casting
  Skills Acrobatics +2, Knowledge (nature) +4, Knowledge 
  (religion) +4, Ride +5, Spellcraft +4, Stealth +9; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ battle spirit, spirit animal
  Gear leather armor, sickle
  While the party watches the camp, the shaman are working on some sort 
  of altar, speaking their prayers directly to the stone. The large rectangular 
  block glows with a hellish light. Several types of wild animals are dead on 
  the stone. Once they bleed out, the bodies are thrown in the large fire. The 
  goblins are preparing several sacrifices. 
  The elf takes the party back to the village. In the discussion that follows 
  at the inn, the elf is sure the goblins pose a growing danger to the Vale. 
  The elf is sure the creatures are going to make some type of important 
  sacrifice. He says that after such a sacrifice, the goblins transform into 
  more dangerous creatures. 
  If the Characters Don’t Want to Head 
  Toward the Goblins (CR 7)
  If the party doesn’t want to follow the goblins, the elf leads them 
  in another direction and, hours later, discovers an orc tower that is 
  under construction. Watching the tower for an hour reveals at least 20 
  orcs working on the structure. The tower’s half-built walls are already 
  formidable. A large ogre shows itself as the leader. Also 3 goblin shamans 
  are casting spells on the finished walls. 
  GOBLIN SHAMANS (3) 
   
   
  CR 1/2
  XP 200
  hp 11 (see Danger at the Heart of the Forest)
  ORCS (20) 
   
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Orc”)
  OGRE 
   
   
   
   
    CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary “Ogre”)
  The tower is located by a large pool of water and a 100-foot-tall 
  waterfall. The orcs are quarrying stones from the hillside by the waterfall 
  and have already dug a deep cliff into the hillside. At least a hundred 
  finished square blocks sit by the tower. With the right effort, those stones 
  might be pushed into the tower to ruin the half-built structure. 
  Back at the Vale, the elf talks with the townspeople about the problems 
  with the growing bands of goblins and orcs. The villagers look to the 
  player characters as leaders. Talk continues long into the night about how 
  best to defend the Vale if any bands of monsters attack. This is a great 
  roleplaying opportunity. The NPC villagers ask a number of difficult 
  questions of the player characters, such as: 
  1. How many goblins can the village fight and expect to beat? 
  2. What can a goblin shaman do when it casts spells?
  3. When will an orc band or a goblin band attack?
  4. Should the village send someone to the ealdorman to ask for help?
  5. What type of attacks do the goblins and orcs use in battle? 
  If the player characters can’t answer the questions, that isn’t a problem. 
  They should do their best and tell the group when they don’t know the 
  answer. 
  
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  deep in the vale
  Spider in the Apples (CR 4)
  In the morning, the villagers are up and milling about nervously 
  as they stare at a quarter section of the apple orchard that is 
  covered in unusually thick webs. The webs are so dense that 
  looking past them reveals only a deeper web wall of white. A 
  three-foot-wide section of webs extends from the orchard to the 
  sheep pens. A quick count of the sheep reveals five adult sheep 
  missing. 
  The villagers are terrified and hysterical. They don’t know what 
  to do about the webs in the orchard but hope the PCs can figure 
  something out. 
  The elf suggests the easiest effort is burn the webs and kill 
  whatever comes out to escape the fire. The orchard owner hates 
  that idea as too much of the ripe fruit is covered in the webs. 
  The elf is not happy, but comes up with another idea. If the 
  villagers use sticks to poke at all sides of the webbing, a group 
  of determined adventures can go into the middle of the webs 
  with a chance of surprising the spiders. The elf knows such 
  creatures use the vibration of the webs to track victims. If the 
  webs are moving all over the area, the spiders won’t know which 
  way to turn in their attacks. Villagers with quarterstaffs stand 
  by youngsters who hold sticks to jiggle the webs. If the spiders 
  appear at an edge, the quarterstaffs should keep the spider away 
  until attackers with better weapons can arrive. 
  In the webbing are 3 giant spiders. The dead bodies of blood-drained 
  sheep reveal the dangerous spiders in the webs. The yelling villagers 
  and poking sticks distracts the arachnids, making it easy to surprise the 
  spiders, which are on the ground in half-dug holes. Hundreds of web 
  strands lead into the holes. 
  GIANT SPIDERS (3) 
   
   
   
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary “Spider, 
  Giant”)
  Talk to the Wizard
  After the spider attack, the villagers think the wizard of the 
  tower should help defend the Vale. The oldest villagers remember 
  the wizard helping the last time the orcs appeared and attacked 
  from the Dark Forest. 
  Naturally, they want the PCs to ask the wizard for help. There is 
  some danger in this act; the last time the wizard made his presence 
  known, he turned a child into a stone statue for 24 hours. 
  The elf wants nothing to do with wizard ways and refuses to go 
  with the PCs to the ancient spellcaster’s tower. He vows to wait 
  at the inn for the group. 
  This wizard and his tower are useful for the GM. The wizard pays a 
  good price for anything magical that the group acquires. This same wizard 
  is also able to use spells the player characters can’t cast. For a fee (see 
  “Goods and Services” in Chapter 6 of the Pathfinder Roleplaying Game , 
  the wizard can neutralize poison with a potion, can turn a statue back into 
  a character with a stone to flesh scroll, or he can sell the characters useful 
  potions for twice the normal cost. 
  Arcanius has noted the wolves and giant spiders coming into the valley. 
  
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  Quests of Doom: men & monstrosities
  If the characters think of the tinker, they can tell the wizard what happened. 
  The death of the tinker surprises the wizard, and he becomes very concerned 
  about the villagers of the Vale. He feels he is too old to go with the group 
  into the Dark Forest. But Arcanius wants to do his part defending the valley. 
  He offers the group some special potions and says they are free for the 
  taking. They include 2 potions of cure light wounds, a potion of invisibility, 
  a potion of bull’s strength, and a potion of neutralize poison. 
  ARCANIUS  
   
   
  CR 5
  XP 1,600
  hp 33 (Pathfinder Roleplaying Game GameMastery Guide 
  “Battle Mage”)
  On a final note, the wizard says, “If you get your enemies to follow you 
  to the Vale, I can shoot fireballs at them.” If a spellcaster is in the group, 
  the wizard gives that character a wand of sleep. The wand has 10 charges 
  left and is very powerful against goblins and almost as good against orcs. 
  With that, the wizard closes the door.
  Player characters can’t go into or use the wizard’s tower. Attempts 
  to sneak into the tower are met with many magical traps and enchanted 
  guardians that include golems to animated statues. 
  Wizard Arcanius
  The wizard is 300 years old but looks older. Standing a little over 6 
  feet tall, he is almost doubled over from stooping due to old age. He uses 
  a staff with an eagle’s head at the top to help him move about. When the 
  wizard gets angry, the eyes of the eagle glow brightly. The wizard dresses 
  in black silk robes and wears two ruby rings on his fingers. He has a 
  faintly glowing medallion of a scarab beetle on his chest. A green glass 
  dagger is worn at his hip. 
  He could be a useful NPC for the GM. Whenever the PCs face a large 
  problem, they can expect something useful from the wizard — assuming 
  they can pay for the help. 
  After the encounter, the wizard expects his pick of the treasure and any 
  magic items found. In this way, the GM can keep his game balanced.
  When the player characters report back to the inn, the wizard’s attitude 
  amuses the elf. He suggests that if the wizard intends to fight only if 
  monsters come near his tower, then the villagers should erect a large 
  wooden fence to force the monsters in that direction. Everyone thinks this 
  is a great idea. The tinker’s wagon contained a couple of axes and saws to 
  help cut down the trees if the characters decide to put this plan into action. 
  Wolves in the Night (CR 7)
  In the middle of the night, when the moons are at their highest, 
  the wolves strike. The night fills with howls. In a few heartbeats, 
  the dairy cows and sheep cry out in pain and fear as wolves race 
  around the village. 
  A large number of wolves attack the village. Smaragdus leads most of 
  the villagers to fight the wolves attacking the cows and sheep. During the 
  course of the battle, the elf notes burn marks on the backs of the wolves. 
  The elf surmises the wolves were driven into the village with torches from 
  the direction of the Dark Forest. 
  During the battle, 8 wolves generally ignore the people in favor of 
  quickly killing animals and dragging them off into the darkness. A dire 
  wolf is amongst the attackers and seems to be the alpha of the pack. The 
  wolf attack is just a diversion so the lovely Amber can be kidnapped. After 
  the attack, PCs find a totem of a goblin shaman at the door of her home, 
  and her father killed by attackers. Amber is missing, but no one knows 
  where she is or why she was taken. 
  Have the dire wolf that the elf hunts appear out of the darkness and do 
  some damage. The beast then vanishes in the direction of the homes — 
  specifically Amber’s home. The elf ignores the many wolves in the area in 
  favor of looking for the dire wolf. The people of the village beg the player 
  characters to help drive off the wolves attacking the animal pens. 
  DIRE WOLF  
   
   
   
  CR 3
  XP 800
  hp 37 (Pathfinder Roleplaying Game Bestiary “Wolf, Dire”)
  WOLVES (8)  
   
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Wolf”)
  Amber is Kidnapped
  Using torches, the wolves are driven out of the Vale. The 
  wounded cows and sheep are tended to. The dead animals are 
  skinned and the smoking huts are filled with fresh meat to cure. 
  Suddenly, an anguished cry splits the night. The door of 
  Amber’s home has been smashed in. The kitchen and living room 
  looks like a battle took place there. Even worse, neighbors who 
  entered the house found her father dead inside. A goblin totem 
  like the one left at the tinker’s wagon stands outside the cabin’s 
  front door. Amber is nowhere to be found, and her body was not 
  among the few villagers slain.  
  Everyone in the Vale has searched the land in and around the 
  village, but no sign of the pleasant Amber can be found. 
  The kidnapping is a big deal. During the wolf attack, the goblins 
  invaded the village and took Amber away. They hid their trail well as 
  they fled, using wolves as mounts. A few of the goblins died in traps at 
  the edge of the forest, which is how the people of the Vale know goblins 
  likely kidnapped Amber. 
  During her kidnapping, Amber thought fast and dropped one of her 
  large amber necklace stones at the forest’s edge (a successful DC 15 
  Perception check finds these). She then dropped nine more stones along 
  an animal trail that the goblins followed during their escape. The elf leads 
  the PCs into the forest along the trail. When he nears the goblin lair on a 
  hill in the Dark Forest, they come across a strange scene. 
  Goblins of the Dark Forest (CR 5)
  The elf moves quietly through the pitch darkness. By staying 
  close, everyone is able to keep up. Coming to the goblin’s 
  hillside cave, many strange sights can be seen. Above the cave 
  is a high mound of boulders that looks ready to tip and cover the 
  cave entrance. You can’t tell, but the elf says it’s possible goblins 
  are guarding the boulders. A constant flow of male and female 
  goblins go in and out of the cave. Those going out carry food to 
  a banquet area near the cave entrance. 
  Twenty yards away from the cave, on the flat part of the forest, 
  is a huge fire maintained by young goblins. These creatures 
  don’t have armor and weapons like the adults guarding the 
  cave entrance. The forest is cut away here, and a large stack of 
  wood is used for the fire. Patches of trees cover the rest of the 
  area. Stumps rise out of the ground near the cave entrance, but 
  everywhere else, old trees fill the area.
  Amber struggles on a black stone altar. A sickening glow 
  surrounds the altar as four goblin shamans chant spells around 
  her. A strangely shaped, gaseous head slowly takes form above 
  the stone. 
  Amber obviously needs to be saved, but how? The elf warns 
  that charging into the mass of goblins would be certain death. 
  The group moves back into the woods to talk about what they 
  saw.
  
  197
  deep in the vale
  GOBLINS (8) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
  GOBLIN SHAMANS (4) 
   
   
  CR 1/2
  XP 200
  hp 11 (see Danger at the Heart of the Forest)
  The group needs a plan to quickly save Amber since they don’t know when 
  the magic of the goblin shaman will finish. If the players don’t come up with 
  any ideas, the elf can suggest some options. They include the following: 
  Rush In and Throw Burning Logs 
  Everywhere (CR 5)
  The group talks about fires all around the cave and what such blazes 
  might do to the goblins and the shaman. The idea involves the elf taking 
  a burning bush around the perimeter of the cave entrance. Once fires start 
  and the goblins move away from the flames, the player characters go to 
  the large fire and throw the burning logs at the cave entrance and the 
  surrounding countryside. The elf uses his bow on the four shamans. One 
  of the PCs unties Amber and pulls her away from certain death. 
  The goblins are indeed very disturbed by the flames. The light is also 
  too bright for them, putting them at a disadvantage. Most of the goblins 
  hide in the cave or try to put out the fires. The player characters are barely 
  noticed at all. The elf kills at least 2 shamans and 10 goblins before the 
  player characters go to the altar to free Amber. The PCs face a battle, with 
  a chance the remaining shamans kill the player character. 
  GOBLINS (10) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
  GOBLIN SHAMANS (2) 
   
   
  CR 1/2
  XP 200
  hp 11 (see Danger at the Heart of the Forest)
  If the group frees Amber, they race for the Vale and purposely move 
  toward the wizard’s tower. Some of the goblins chasing the PCs are caught 
  in the deadly traps at the edge of the Dark Forest. Fireballs from the tower 
  finish off the remaining goblins. 
  Moving back to the goblin base days later reveals it destroyed and dead 
  goblins. The rest of the tribe has left the area. If the player characters think 
  of it, they could destroy the goblin altar to avoid trouble later. 
  Sneak to the Boulders and Push Stones Down 
  into the Cave (CR 9)
  At the top of the boulders are 2 goblin guards. They have to be dealt with 
  before the rocks can be toppled into the cave. The falling rocks are a great 
  diversion as all of the goblins outside the cave immediately begin moving 
  rocks. Sneaking into the camp is easy for any character who wants to cut 
  Amber free. Once Amber is freed, the entire party runs to the Vale. The elf 
  rings the gong at the village green to warn the villagers of a large pack of 
  goblins coming out of the darkness. This attack happens long before dawn. 
  GOBLINS (2) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
  The player characters should lead the defensive efforts, moving Vale 
  defenders around the area to protect the village. The idea of sending 
  goblins close to the wizard’s tower is brought up, and the wizard is warned 
  what could happen. He claims he is more than ready to stop large bands 
  of goblins, which is good as 40 goblins and the 2 goblin shamans come 
  out of the Dark Forest to attack. Many fall prey to traps set at the edge of 
  the forest. If the characters think ahead, they might position villagers or 
  obstacles to move the goblins past the wizard’s tower. Several sleep spells 
  and fireballs finish off the goblins. 
  GOBLINS (40) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
  GOBLIN SHAMANS (2) 
   
   
  CR 1/2
  XP 200
  hp 11 (see Danger at the Heart of the Forest)
  Days later, scouting the goblin cave reveals that all the creatures have 
  left. The stone altar is destroyed, cracked wide open by rolling boulders. 
  Create a Diversion and Lead Goblins to the 
  Wizard’s Tower (CR 1/2)
  The group thinks a diversion could cause the goblins to chase the characters 
  back to the Vale. The wizard has also claimed he can kill large groups of 
  goblins. The group agrees the elf should go to warn the wizard. He will leave 
  burning torches along the path to the tower for PCs to follow as they lure the 
  goblins away. 
  Almost all the goblins follow the characters, but 1 goblin shaman 
  remains behind to watch Amber. Once the goblins leave their camp, the 
  remaining player characters can attack the shaman and try to free Amber.
  GOBLIN SHAMAN  
   
   
  CR 1/2
  XP 200
  hp 11 (see Danger at the Heart of the Forest)
  The diversion works, causing many of the goblins to die in the traps set 
  at the edge of the Dark Forest. The monsters come close enough to the 
  wizard’s tower for him to use sleep and fireball spells to wipe them out. 
  Rush in and Surprise Attack the Goblin 
  Shaman (CR 9)
  This approach won’t work as 60 adult goblins come out of the cave 
  to attack the characters with javelins and short swords. The 4 goblin 
  shamans use their spells against the characters. As the fight progresses and 
  characters are injured, give them an opportunity to escape and vanish into 
  the forest. If they stay and fight, however, they’ll likely be overwhelmed 
  and killed. The GM should help the players roll up new characters from 
  the Vale. Amber is lost and never seen again. Such is the price of failure. 
  If you are feeling generous, let the new characters try some other way to 
  save Amber. 
  GOBLINS (60) 
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
   
  GOBLIN SHAMANS (4) 
   
   
  CR 1/2
  XP 200
  hp 11 (see Danger at the Heart of the Forest)
  Orcs of the Dark Forest (CR 2)
  A week passes uneventfully. Then one morning, two cattle herders 
  find two dead orcs in a pit trap at the edge of the forest. The orcs’ 
  bodies are pierced by stakes at the bottom of the pit. Both orcs wear 
  a treasure in weapons and armor, and include a shortbow with two 
  quivers of arrows, a long orc blade made of bronze, and a bronze 
  breast plate and a helm. They each had 11 silver coins. Gossipers in 
  the village say these were scouts for a bigger attack group. 
  
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  Quests of Doom: men & monstrosities
  The villagers decide to post guards near the forest each night, 
  and they also discuss building more traps along the edge of the 
  Dark Forest to snare any other orcs. 
  Nine days after the orcs’ bodies were discovered, the night 
  guards again summon the characters. An orc tripped another trap 
  at the edge of the forest. The guards summon aid after finding 3 
  orcs noisily trying to free their trapped brother. 
  The entire village swarms to defend the Vale, with men and 
  women rushing to their assigned spots. The elf readies fire 
  arrows to use against the orcs.
  The people of the Vale attack the surprised orcs under the light of the full 
  moon, which means the darkness doesn’t count against the characters’ combat 
  abilities. After two orcs die, the other two try to run away. Ask your players 
  if they want their characters to follow the orcs into the much darker forest. 
  Once again, the orcs are ready for battle. They are well armored in 
  bronze chain and shield and carry several different types of bronze 
  weapons. These weren’t hunters; they were ready for battle.
  ORCS (4) 
   
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Orc”)
  Unexpected Aid (CR 3)
  One morning, an unexpected visitor rides a wagon into the 
  Vale. The ealdorman has heard of the ongoing troubles in the 
  Vale and sends the experienced warrior Sergeant Rolaesc to 
  assist the villagers. He brings a wagon loaded with weapons and 
  armor, including 15 pole-axes and 20 steel breast plates. This 
  equipment is a gift from the ealdorman to the villagers to use in 
  their defense of the Vale. The sergeant’s orders are to stay and 
  train the people in use of the weapons and armor. 
  The old warrior explains that the ealdorman is very sorry that 
  he can’t raise the fyrd and send it to aid the Vale. The ealdorman 
  acknowledges the danger to the Vale, but trouble brewing with 
  giants in the east end of the shire requires the fyrd to defend the 
  lands there.
  SGT. ROLAESC 
   
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game GameMastery Guide 
  “Guard Officer”)
  The GM could encourage the player characters to use the equipment 
  provided. Now, the talented elf and the old warrior can help the characters 
  and the villagers survive. When roleplaying the crusty old warrior, the GM 
  should think of an old fellow he knows and use that person’s mannerisms 
  and accent. The warrior is not a patient man and expects the people of the 
  valley to work hard to get ready for more orc attacks. 
  The People of the Vale Must Make a Decision 
  The people of the Vale have gathered at the inn to discuss what to 
  do about the orcs. Everyone is certain bands of orcs are coming to 
  attack the Vale. The defenses are as strong as the villagers can make 
  them at the edge of the Dark Forest. Rolaesc wants the people to 
  make a decision: Should the villagers attack the orcs at their base 
  in the forest or wait for the largest band of orcs to attack the Vale? 
  By this point in the adventure, numerous deadly traps cover a  
  line 50 yards out from the edge of the Dark Forest. A stout fence  
  also flows from one end of the Vale to the other on the southern  
  end of the valley, but stops before it reaches the wizard’s tower. 
  Everyone knows the wizard can take care of monsters coming near 
  his tower. 
  Ten yards into the southern edge of the Dark Forest is a line of 
  dried leaves and twigs. During an attack, fire arrows can be used to set 
  these piles burning. The fire behind their ranks prevents the orcs from 
  retreating and also blinds them. The orcs’ night vision is ruined, while 
  the villagers can clearly see the monsters as the band of orcs charges out 
  of the forest. 
  Another line of defense is a hedgerow of thorny plants. The villagers 
  searched the countryside for the thorny vines and planted them along the 
  fence line. Again, an open space with no plants exists by the wizard’s 
  tower. 
  The villagers have practiced rapidly banding together when guards 
  ring a gong on the Village Green. All defenders with sling skills go to the 
  ridge on the eastern end of the Dark Forest. Bowmen and spear carriers 
  take up positions in the middle of the fence line to keep monsters from 
  climbing the fence. The player characters can roam the entire line and 
  back up difficult battles. Everyone in the Vale thinks the next batch of 
  orc attackers will appear as a large group. The biggest debate is whether 
  to attack the orcs’ tower or wait until the invaders come in force and 
  have the people defend the Vale with the hope that the wizard can 
  destroy the orc group.
  Attack the Tower (CR 4)
  It has been decided that you and the elf should look over the 
  orcs’ base. At dawn of the next day, your band moves out. As 
  you travel through the Dark Forest, the elf points out where 
  the orcs have been scouting the Vale. 
  By noon, you arrive at another forest’s edge and can view 
  what the orcs are doing. A partially built tower stands near a 
  pond of water fed by a waterfall. The water rushes over a cliff 
  wall of granite. The orcs are mining stone from the cliff and 
  cutting it into blocks of stone for the tower. A large pile of 
  stones sits beside the partially built tower. Pulleys and cranes 
  on the cliff face and the tower allow the orcs to maneuver the 
  stone blocks from the pile to the rising tower. The ogre leader 
  seen earlier directs the orcs efforts.
  The elf has two ideas and presents them to the group. You 
  could cut down a tree, but leave the limbs on the trunk so it 
  is easier to carry. Most of the orcs are in the tower during the 
  day as orcs don’t like sunshine. A tree battering ram might 
  topple the pile of stones into the half-built tower, leaving the 
  surviving orcs susceptible to attack as they rush out of the 
  ruined tower. Or, the party could wait until dark when most 
  of the orcs are unarmed and cutting stone in the quarry then 
  attack the workers with surprise before attacking the orcs 
  remaining in the tower. 
  You all talk among yourselves, picking one of the ideas.
   
  In either choice, the Vale must win to eliminate the danger. When the 
  ogre leader and 10 orcs are killed, the rest retreat in fear. They are never 
  seen again at this base or in the Vale. 
  ORCS (10) 
   
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Orc”)
   
  OGRE 
   
   
   
   
    CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary “Ogre”)
  Gear +1 shield
  
  199
  deep in the vale
  Wait for the Orcs to Attack the Vale
  The people of the Vale talk most of the day about what is best 
  for the Vale. The consensus is that the Vale’s defenses are such 
  that they should let the orcs attack. The pit traps and fence line 
  are designed to drive the orcs toward the wizard’s tower. Before 
  the people make a final decision, however, you are encouraged to 
  go to the wizard and get a promise of support from the spellcaster. 
  The looks of fear on the villagers’ faces show that no one wants 
  to face the wizard. The party must trek to the wizard’s tower to 
  talk with him.
  Talk with the Wizard
   
  The old wizard comes to his tower door looking extremely 
  angry. After you present the needs of defending the Vale, he 
  begins shouting at your group. 
  “I see no reason to help this Vale. Foolish orcs can’t get into my 
  tower. Why should I help the people of the valley?”
  You are all surprised by the wizard’s brief speech. If you can’t 
  talk him into helping, the Vale is doomed. 
  The situation with the old wizard is supposed to occur as a fun 
  roleplaying experience. The players must use their best roleplaying 
  skills to think of reasons why the wizard should help. It won’t take much 
  convincing to get the wizard to agree to lend help with his powerful spells. 
  The group can even get him to tell them how far from the tower he can 
  throw his sleep and fireball spells. The party should leave the wizard 
  feeling that they have done a good job. Now, all they have to do is wait for 
  the orcs to invade. That attack comes the next night.
  Attack in the Night (CR 6)
  The growls in the night testify to the orcs moving in. The clang 
  of the warning gong puts everyone on alert. The elf laid alarm 
  traps deeper into the forest that the orcs tripped in their passing. 
  This allows the people of the Vale to move to their defensive 
  positions long before the orcs near the edge of the forest. 
  The elf fires flaming arrows into the dry leaves and sticks. In 
  a few heartbeats, an ogre and a mass of well-armored 15 orcs 
  are backlit by the firelight. The burning brush startles the orcs, 
  causing them to rush blindly forward into the deadly traps at the 
  edge of the forest. Pits, springing vine traps, and other hidden 
  surprises take out some of the monsters. 
  A hail of iron sling bullets and arrows drive the band of orcs to 
  the west. The battle is on.
  ORCS (15) 
   
   
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Orc”)
   
  OGRE 
   
   
   
   
    CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary “Ogre”)
  Gear +1 shield
  This is supposed to be a learning experience for the player characters. 
  They should face one or two orcs at a time. When the ogre leader shows 
  up to fight, the entire party, the elf and Rolaesc should take the fight to 
  the monsters. When the ogre dies, it knocks the fight out of the remaining 
  orcs. Further decimating their ranks are exploding fireballs and a stone 
  golem sent by the wizard to mow through the orcs. Thirty minutes into 
  the battle for the Vale, only one or two orcs are left to flee into the Dark 
  Forest. 
  A cheer goes up from the people of the Vale. The player characters are 
  regarded as heroes and treated to a heroes’ welcome at the inn. The old 
  wizard comes out of his tower and rewards each player character with 
  gold and useful potions and scrolls. Later in the week, the ealdorman 
  summons the player characters with a problem in another part of the shire 
  that he could use their help solving. 
  
  200
  Quests of Doom: men & monstrosities
  Irtep’s Dish is an adventure for characters of 6–8 level. This adventure 
  requires the skills of a rogue or some other expert at traps, a cleric or character 
  that can heal allies and offer beneficial bonuses to the team, a wizard or other 
  master of the arcane arts, and a fighter to take care of “the heavy lifting.”
  Background
  Irtep is an eccentric wizard, recently as well known for his issues 
  with wine, women, and gambling as for his skill at wizardry, which is 
  substantial. His marker at the Fortune’s Fool gambling house in Bard’s 
  Gate has been rescinded by Fat Julie, and he has even been banned from 
  the tables at Blazing Bones. The bookies are now hot on Irtep’s heels. 
  His tower appears to be guarded by unmanned arcane defenses. There is 
  speculation (and wagering) that Irtep is no longer in the city at all but has 
  pulled a disappearing act to a different city, country, or even dimension. 
  Despite his personal and moral failings, Irtep is an important wizard 
  whose closely guarded research is sought after by high-ranking officials 
  in the Dominion Arcane. It was widely believed (within narrow wizardly 
  circles) that Irtep was on the verge of a huge breakthrough before his 
  collapse into the dens of ill repute. Dominion and independent magic-
  users are desperate to learn the spells Irtep was allegedly working on, and 
  many are willing to pay any price to discover his secrets. 
  Even now, assassins, bounty hunters, thieves, wizards, and creditors of 
  every stripe are hot on Irtep’s trail, though none has managed to infiltrate 
  his tower and recover their money or his secrets. 
  At the start of the adventure and at various points during it, player 
  characters are contacted by any number of sources seeking to hire them 
  to discover Irtep’s whereabouts. Their investigation eventually leads to 
  Irtep’s tower, which they explore in search of the missing wizard or some 
  clue to his whereabouts. 
  In the course of their exploration, the characters are transported to the 
  Minzoa — a tiny world discovered by Irtep and hidden within “Irtep’s 
  Dish,” where they must battle the elements, strange microscopic creatures, 
  and other assassins and bounty hunters who are also striving to locate 
  Irtep. Through their explorations, characters discover what truly happened 
  to Irtep, for good or ill. 
  Part 1:  
  The Missing Wizard 
  A variety of methods can be used to involve characters in the quest to locate 
  Irtep and his hidden magic. The most straightforward are rumors, or direct 
  contact from Irtep’s friends, colleagues, or debt collectors. Use whatever 
  method is most likely to hook your players’ interest to get the adventure started. 
  Rumors
  Rumors are most useful for motivated parties of experienced players who 
  enjoy pursuing leads on their own. When handing out initial rumors, have 
  each character make a Diplomacy check to gather information and consult 
  the table below. Consider making these die rolls yourself, behind your screen. 
  That way, players won’t know whether they got an especially high or low roll, 
  and they’ll need to use some judgment when deciding what to believe. 
  Another option is to have all characters make a d20 roll without telling 
  them what the roll is for. Instead, use their rolls as a secret check, adding 
  their Diplomacy skill bonus and relaying the information to the players 
  afterward.
  Either of these methods helps avoid the “I rolled a 20, so we know my 
  rumor is true” effect. 
  Result
  Rumor
  10 or 
  less
  There’s nothing going on in town. If it were any 
  more boring in Bard’s Gate right now, the place 
  would be abandoned. (FALSE.)
  11
  An old friend of Irtep the Wizard hired killers to 
  assassinate him over an old grievance (Osgood 
  Flumph, Faisal Dhaken, or Michalena Goddeau 
  are named as the hiring NPC). (FALSE. But 
  assassins are actually claiming to have been 
  hired by these people.)
  12
  “When the wind blows, we’re all going to die. 
  I don’t know what it means but I heard some 
  wizard rambling about it.” (NEUTRAL. This rumor 
  is most effective when it’s uttered by a blind 
  hobo who reappears at odd times to repeat the 
  message.) 
  13
  Tuvio at the Blazing Bones hired someone to 
  kill Irtep over bad debts. (FALSE. Tuvio is owed 
  money, but he’s leaning toward giving the 
  thieves’ guild a finder’s fee to recover his 
  money.) 
  14
  The Dominion Arcane is actively hiring 
  mercenaries. Inquire at the Wizard’s Familiar 
  for more information. (FALSE. Asking about this 
  attracts the Dominion’s attention, which is not 
  necessarily a good thing. The Dominion typically 
  summons its aid. The rumor is likely perpetrated 
  by the Society of Arms to annoy the Dominion.)
  15
  Gamblers who show a little skill can get 
  themselves a no-interest line of credit in most of 
  the gaming houses in the city. (NEUTRAL. Credit 
  is usually available, but there is always interest on 
  it.)
  16
  Fat Julie is offering a reward for Irtep the Wizard’s 
  head over excessive gambling debts. (FALSE. 
  Julie is looking for Irtep, but his own gang is doing 
  the legwork. He offers no reward to outsiders.)
  17
  Irtep racked up massive gambling debts. 
  Even his favorite good luck charm, Michalena 
  Goddeau, refuses to speak to him. (TRUE.)
  Irtep’s Dish
  By Casey W. Christofferson 
  additional material by Scott Greene
  
  201
  irtep's Dish
  Result
  Rumor
  18
  Several gangs have already tried to break into 
  Irtep’s tower. Nobody has seen them since. 
  (TRUE)
  19
  “Irtep is a minzoologist, whatever that means. I 
  heard him brag about it once.” (TRUE. A successful 
  DC 15 Knowledge (arcana or nature) check 
  reveals that a minzoologist studies tiny life forms.)
  20
  Irtep was romantically involved with Michalena 
  Goddeau, but she hasn’t been seen since his 
  disappearance. The lowdown is that when he 
  ran out of money, she ran off with a charming 
  sell-sword. She used to frequent the Fortune’s 
  Fool. She spent a lot of time at his tower while 
  they were together, so she might know some of 
  its secrets. (TRUE.) 
  21
  Irtep used to drink with Osgood Flumph at the 
  Wizard’s Familiar and the Blazing Bones till they 
  had some sort of falling out. Some say it was over 
  a woman, others that it was over Irtep’s arcane 
  studies. Either way, Osgood has spent plenty of 
  time inside Irtep’s tower. Since their friendship fell 
  apart, Osgood’s been holed up at the Wizard’s 
  Familiar. (TRUE.)
  22
  Sources within the Dominion and among 
  several of the temples who have been asked 
  to investigate Irtep’s disappearance are 
  reasonably sure that he has not fled the city. 
  Attempts to locate him magically keep pointing 
  toward his tower, though there’s no sign that 
  anyone is there. (TRUE.)
  23
  Irtep made enemies of a wizard named Faisal 
  Dhaken by beating him at a game of cards, 
  stealing his woman, and co-opting his research. 
  (NEUTRAL. Irtep might have beaten Faisal at 
  cards at some point, but the other two items 
  are incorrect. Faisal has a strong dislike for Irtep, 
  however, arising from years of jealousy over 
  Irtep’s successes.)
  24
  All this drinking and gambling is a recent thing for 
  Irtep. He used to be a stable, sober guy. Maybe 
  his research put a curse on him or something. 
  (TRUE. Irtep was cursed by Osgood Flumph, who 
  hoped that Irtep’s downfall would gain him 
  access to Irtep’s secret laboratory.)
  Irtep’s Associates
  It is always possible that no matter how deeply the GM attempts to set 
  the hook of adventure in his players, they refuse to take the bait. In this 
  event, introduce the player characters to associates of Irtep as a way of 
  moving the plot along and engaging the characters in the story. Hearing 
  rumors at the onset of the adventure about a bounty on Irtep can lead 
  characters directly to associates of Irtep and a glorious quest for treasure. 
  Players are typically skittish about unverified rumors, however. This 
  can be especially true if they’ve played other Necromancer Games 
  adventures! In this case, a more direct approach is sometimes needed to 
  kick the adventure into high gear. If characters don’t follow up on any 
  rumors, have hunters in search of Irtep or associates of Irtep looking for a 
  hand in solving the wizard’s disappearance approach the characters. 
  Michalena Goddeau
  Goddeau is a girl who frequently works the Blazing Bones. Irtep 
  considered her his lucky charm until his luck (and money) ran dry and she 
  moved her affections to a mercenary flush with cash from a campaign in 
  the Stoneheart Mountains. Michalena visited Irtep’s tower on occasion, 
  and it is suspected that she might know the password. Unfortunately, 
  Michalena went missing within hours of Irtep’s disappearance. 
  She might approach the characters through an intermediary. Her desire 
  is to get the assassins and thieves off her back. Without much money of 
  her own, she figures the only way of doing that is to get an item from 
  Irtep’s laboratory to pay off the hunters so that they leave her alone. She 
  is agitated beyond belief, angry with Irtep, and annoyed that his problems 
  are interfering with her life and livelihood. 
  Michalena is currently hiding out with her boyfriend at the Pride of 
  Waymarch. This knowledge can be gained after questioning her associates 
  at the Blazing Bones or Fortune’s Fool and making a successful DC 12 
  Diplomacy or Intimidation check and/or some believable roleplaying. 
  If contacted, or if Michalena seeks out the characters, she asks that they 
  bring her a magic bowl from Irtep’s laboratory. She tells them they can 
  keep and sell anything else they find; she only wants the bowl. If characters 
  agree, she gives them the password that gets them in the front door. 
  If characters take Michalena up on her offer but don’t deliver the 
  bowl to her, she puts out a “harlots all-points bulletin” on the characters. 
  Bounty hunters and assassins within 200 miles make the characters’ lives 
  miserable until the characters are dead or Michalena receives 5,000 gp 
  worth of compensation for her trouble. As they say in the business, “that’s 
  a lotta chedda.” Fortunately for the player characters, most of the bounty 
  hunters who respond to such a call are wannabes, has-beens, and other 
  low-rent hoods. 
  Osgood Flumph
  Osgood is a doughty, overweight wizard known to have shared similar 
  lusts for wine, ladies, and rich food when Irtep was on his long winning 
  streak, mostly as a hanger-on or toady. Since Irtep’s fall from grace in the 
  gambling community and his subsequent disappearance, Osgood has lost 
  his main source of free food and drinks. 
  He is currently hiding out at the Wizard’s Familiar, where he worries 
  that assassins, kidnappers, or powerful members of the Dominion Arcane 
  may seek him out and work him over for knowledge of Irtep’s research 
  and whereabouts. 
  Osgood could use magic to contact the characters and ask them to 
  meet him at the Wizard’s Familiar. Once there, he makes a case, begging 
  the characters to help him avoid the assassins by retrieving the sextant 
  of Minzoa from Irtep’s secret laboratory. Osgood helped Irtep craft the 
  sextant and figures that he could trade it to the Dominion Arcane for their 
  protection, or at least for a promise that they won’t harm him. Osgood is 
  unsure of the actual password to enter Irtep’s tower, but he is familiar with 
  the trap on the first floor. 
  If the characters take Osgood’s deal, he expects to receive the sextant, 
  and he insists on using a scroll inscribed with a special geas spell on it to 
  make sure the characters remain on the up-and-up with him. He offers the 
  characters the following magic items to help them in their task: a potion of 
  fly, a scroll of lightning bolt, 1,000 gp apiece, a 500 gp diamond, a wand 
  of magic missiles (10 charges), a potion of invisibility, and a +1 weapon 
  of the group’s choice. He also suggests that they help themselves to any 
  of the antiquities Irtep collected, which he keeps crated on the sixth floor 
  of his tower (this is a lie; no treasures are there, only a charmed troll).
  Not What He Seems
  Osgood is not whom he presents himself to be. In fact, Osgood 
  is the one who placed the curse on Irtep by blending a curse into 
  the sextant specifically set to geas poor Irtep into destructive 
  behavior. Faisal suspects Irtep was cursed and he further suspects 
  that Osgood is behind it, but he has no proof with which to trap 
  the treacherous Osgood. If Irtep is brought to Faisal, the foreign 
  wizard can break the curse.
  
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  Quests of Doom: men & monstrosities
  Osgood is particularly suspicious of Faisal Dhaken (an old associate of his 
  and of Irtep), and he warns the characters against meeting with the wizard. 
  He complains that Faisal is one of the reasons Osgood is hiding in the 
  Wizard’s Familiar, since the inn offers protection against magical assault. 
  Folk who know Osgood from the bars and gaming halls might 
  suggest that he is hiding at the Wizard’s Familiar with a successful DC 
  13 Diplomacy or Intimidation check. As Osgood is aware he is being 
  sought by bounty hunters, assassins, and guards, he might reach out to the 
  characters on his own, desperate for protection.
  Osgood’s statistics are located in the Appendix.
  Faisal Dhaken
  Faisal is a foreign wizard with exotic features and a forked beard. He 
  wears a brilliant black turban with a precious ruby affixed in its center 
  and carries a twisted staff inlaid with silver magical symbols. Faisal has a 
  reputation for dark deeds. Whether this reputation is warranted remains to 
  be seen. He is caustic, haughty, and quick to anger. Faisal was an associate 
  of Irtep in gambling and magical research. He assisted Irtep in enchanting 
  the pipes of Minzoa but was horrified by the demonstration of their use. 
  He begged his friend to destroy the pipes. Irtep refused, and the two parted 
  ways. 
  Some weeks passed before Faisal found Irtep gambling at the Fortune’s 
  Fool. He joined the table to play a hand, hoping time and their mutual 
  love of gambling would allow him to broach the subject of the pipes once 
  more. Irtep again refused to destroy them, and the two had a loud and 
  vocal argument that everyone assumed was over gambling. Because of 
  Faisal’s dark reputation, many observers assume Faisal hired assassins 
  to slay his former friend over the incident. Faisal has quietly offered a 
  substantial reward for finding Irtep, but he wants his friend brought back 
  to safety, not murdered. Faisal may approach the characters and offer them 
  1,000 gp each, a potion of invisibility, a potion of haste, a potion of bull’s 
  strength, and a potion of spider climb, as well as a scroll of lightning bolt 
  and a scroll of slow. He asks that the characters find Irtep and bring him 
  back alive and unmolested. 
  Faisal is not hiding. He can be found at his apartment in Turlin’s Well. 
  Faisal’s statistics are in the Appendix. 
  Gynnen Valzoe
  Gynnen is a skilled musician and member of the Bard’s College. 
  Gynnen, probably more than any other associate or panderer of Irtep’s 
  favor besides Faisal, is honestly worried about Irtep and his well-being. 
  Gynnen and Irtep became drinking buddies during Irtep’s winning streak, 
  when Gynnen performed regularly at the Fortune’s Fool. Irtep insisted on 
  taking lessons in pipe playing from Gynnen. Eventually, Irtep persuaded 
  Gynnen to craft a set of pipes for Irtep from mithral, silver, ivory, and rare 
  hardwood. Gynnen understood that Irtep meant to make the pipes magical, 
  but he knows nothing about the specific nature of the enhancement. The 
  bard is afraid that the pipes were enhanced with a malevolent purpose. He 
  would like to see them turned over to the authorities or destroyed. 
  Mostly, though, Gynnen just misses his drinking buddy and wants to 
  make sure that Irtep is alive and safe. If the characters can bring Irtep to 
  him alive, he intends to smuggle the wizard out of the city to start over 
  again in another city with a new identity. 
  Gynnen Valzoe’s statistics are in the Appendix. 
  Location Scouting and 
  First Contacts
  Somehow, characters must be set on the path of locating Irtep. Rumors 
  and NPCs set the stage for locations the characters should visit in the 
  course of the adventure, as well as suggesting locations the player 
  characters might visit on their journey to Irtep’s tower. Listed here are 
  brief descriptions of the likely locations that the characters might visit 
  in their search for Irtep and his associates. Each location also includes a 
  potential first contact with an NPC that can get the characters access to 
  Irtep’s tower. 
  The Blazing Bones
  This establishment is a generic, rectangular gaming hall. No special 
  map or floor plan is needed. 
  If the characters head off to the Blazing Bones, they arrive at a 
  darkened establishment. The harlots and streetwalkers normally found 
  near its busy front door are absent. A sign on the door reads “Gone 
  fishing, come back tomorrow. The Mgt.” Attempting to peer through 
  the place’s filthy windows reveals that the inside is indeed dark and 
  empty. 
  The door is locked with a stout lock, and careful inspection (or picking 
  the lock with a DC 20 Disable Device check) reveal that it’s also barred 
  from the inside. If the characters persist at trying to get through the door, a 
  half-orc opens the door from inside and tells them to beat it. If asked about 
  Irtep or Michalena, the half-orc grins and says. “Don’t worry, the boss is 
  out lookin’ for ’em!” He then slams the door in their faces, bars it again, 
  and goes back to whatever he was doing before. 
  Fortune’s Fool
  Fortune’s Fool is a massive casino and entertainment parlor in the 
  Thieves Quarter of Bard’s Gate. It features a renowned indoor theater and 
  outdoor unarmed fighting arena. Further details on the exact floor plan 
  of the Fortune’s Fool can be found in Bard’s Gate from Necromancer 
  Games, but we provide enough information here for you to use the 
  location.
  Gathering Information
  If characters wander through Fortune’s Fool, talking to patrons and 
  eavesdropping on conversations, you can use the rumors table from above 
  to determine what additional tidbits they gather. Their efforts should lead 
  eventually to a suggestion (friendly or otherwise) that Ayelyln the Barkeep 
  is the best source of information in the place. 
  Assuming that the characters ask the barkeep about Irtep, Faisal, 
  Michalena, or other characters they’ve encountered during their 
  investigation, they are directed to a backroom guarded by a pair of 
  menacing half-orcs (Choli Bonesnapper and Colic) dressed in fine 
  doublets and brandishing greataxes. If the characters don’t seem interested 
  in checking out the backroom, a squad of four or more half-orcs surrounds 
  them and insistently escorts them to the backroom. 
  Fat Julie
  If the player characters meet with Fat Julie, he greets them in a backroom 
  and offers to pay them to track down Irtep and relieve the wizard of at 
  least 15,000 gp worth of property — that’s what the halfling bookmaker is 
  owed by the deadbeat spellcaster. Fat Julie is polite to characters (unless 
  they started trouble in his place), but he’s absolutely clear that Irtep owes 
  him a debt and no one welches on Fat Julie. That’s just good business.
  Public Brawling
  Starting a bloody battle in Bard’s Gate’s largest casino is a very rash 
  idea. Fortune’s Fool is a popular place, and its customers don’t want 
  to see it wrecked. Such shenanigans attract the guard, sheriffs, and 
  wandering adventurers of comparable level to the player characters, 
  who harry and assault player characters foolish enough to start 
  trouble here. Characters won’t be killed, but they’ll be pummeled into 
  unconsciousness and handed over to Fat Julie to deal with. 
  
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  irtep's Dish
  
  204
  Quests of Doom: men & monstrosities
  Characters can take Julie’s deal or leave it. Taking the deal may give the 
  characters an added ally or contact in the city whom the GM can use when 
  setting up further adventures. Refusing Julie’s offer won’t necessarily 
  earn the characters an enemy. Either way, Fat Julie sends his agents to 
  tail the characters through the city to see which other contacts they end 
  up making.
  If characters take the deal, they are directed to track down Irtep’s 
  one-time girlfriend at the Pride of Waymarch, or his old buddy Osgood 
  Flumph at the Wizard’s Familiar. Julie’s agents haven’t been able to make 
  much progress at either establishment because of the Pride’s low tolerance 
  of any being with “half” in their name, and the Wizard’s Familiar’s low 
  tolerance of non-magicians. 
  If the characters end up meeting more than one additional contact 
  without accepting Fat Julie’s deal, a second meeting with Julie’s gang 
  of half-orcs happens just after the characters leave Irtep’s Tower. See the 
  “Conclusions” section of this adventure for more details. 
  Leaving the Fortune’s Fool
  Upon leaving the Fortune’s Fool, the characters are approached by 
  a dark figure in a turban. He asks the characters to quickly follow him 
  into a nearby alley across from the Fool where he introduces himself as 
  Faisal and tells the characters that they are in great danger. If they follow 
  him into the alleyway, he directs their attention to the front door of the 
  Fortune’s Fool just as a pair of half-orcs leave the place. A successful DC 
  10 Intelligence check allows the characters to recognize them as some of 
  Julie’s thugs that they encountered in the casino. 
  As the characters watch, the half-orcs sniff at the air and turn almost 
  immediately toward the alley where Faisal and the characters are hiding. 
  Faisal quietly casts a spell, and the air around the characters fills with 
  the smell of roses and manure. Immediately the orcs lose the characters’ 
  scent.
  Faisal’s Offer
  Faisal admits that he was an ally of Irtep, and that Irtep is being sought 
  by Julie and also by members of the Dominion Arcane and Red Blades 
  Assassins. He begs the characters to find a way into Irtep’s Tower and to 
  recover the pipes of Minzoa before they fall into someone else’s hands 
  and cause even more trouble. He offers to pay the characters 1,000 gp 
  apiece, plus a few select magic items from Irtep’s collection (but nothing 
  outrageous). 
  If questioned about the rumor that he is the one who wants Irtep killed, 
  he explains that he is Irtep’s friend and that their falling out was his 
  reaction to the evils that the pipes could have been used to commit.
  If characters take Faisal up on his offer, he suggests that they visit the 
  Pride of Waymarch to track down Michalena Goddeau. Faisal is certain 
  that Irtep gave her a special password that reveals the door of his tower. 
  Faisal is unaware of the ground floor trap in Irtep’s Tower, as the trap 
  was devised by Osgood and Irtep. Osgood does not have the password to 
  enter the tower, because this was given only to Irtep’s concubines. 
  If Fat Julie learns that the characters accepted Faisal’s offer after turning 
  his down, he won’t be interested in pursuing any further deals with them. 
  If the characters say no to Faisal, he is annoyed and refuses to offer them 
  any help. He suggests that if they are unwilling to help, they should steer 
  far clear of him and forget they knew the name of Irtep or Faisal Dhaken. 
  See the section “Conclusions” for further details on Faisal’s actions. 
  At The Wizard’s Familiar
  A map is provided of the ground floor for the Wizard’s Familiar. 
  Rumors may have set the characters on the course of the Wizard’s 
  Familiar in search of Osgood Flumph. It is also possible that the characters 
  
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  irtep's Dish
  have already encountered Faisal Dhaken, Fat Julie, or Michalena Goddeau, 
  and one of them might have put the characters on the trail of Osgood. 
  The Wizard’s Familiar is a grand inn and landmark in the Turlin’s 
  Well District of Bard’s Gate. The Familiar, as it is called, is an exclusive 
  establishment, open to arcanists or by invitation only. The inn is covered 
  in illusions to make it appear as nothing more or less than high-class 
  apartments common in the area.
  Its front stair is guarded with spells that steer riff-raff away from the 
  club. Luckily for the characters, the Wizard’s Familiar is well known to 
  most locals who are in the know. The typical laborer in the street won’t 
  know its location, but anyone who is more highly placed in society or who 
  dabbles in the magical arts can direct them to the correct building, even if 
  most people have never seen the inside of the place. 
  The stairs to the doorway are hidden by an illusion that appears to be 
  a permanent wall; a successful DC 14 Perception check is needed to spot 
  the door. Beyond the illusory wall is a small courtyard leading to a set of 
  stairs that end at a pair of massive, oaken double doors decorated with 
  carvings of crows, cats, dogs, bats, fish, birds, small dragons, and other 
  creatures that throughout the ages have served wizards as familiars. 
  The entrance is flanked by a pair of statues of grim-faced wizards 
  whose features are hidden by the brims of their broad hats. The statues 
  trigger a magical fear trap on any being who is not an arcane spellcaster. 
  Those who step onto the stairs must succeed on a DC 16 Will save or 
  become frightened of the entire building for 24 hours. Those who succeed 
  are allowed entry to the Grand Parlor of the Wizard’s Familiar, though 
  they are not allowed access to any chamber beyond save by permission of 
  the proprietor, Folsum Judduk.
  FEAR TRAP 
   
  CR 6
  XP 2,400
  Type magical; Perception DC 29; Disable Device DC 29
   
  Trigger location; Reset automatic; Bypass be an arcane 
  spellcaster
  Effect spell effect (fear, DC 16 Will save negates)
  Gathering Information
  The Grand Parlor of the Wizards Familiar is a combination taproom, 
  meeting lounge, and general common chamber one would find in any 
  upscale inn. Here, however, the patrons are all wizards who are sitting and 
  chatting, puffing their pipes, stroking their beards, scratching behind their 
  familiars’ ears, or generally ruminating on the mysteries of the universe. If 
  the characters engage them in conversation, you can pull additional rumors 
  off the rumors table (above). Questions involving Irtep, Faisal, or Osgood 
  attract the attention of a quartet of young but stern wizards in black silk and 
  velvet attire with the design of the Wizard’s Familiar embroidered on their 
  tunics. The wizards are armed with wands and are quite humorless.
  If characters approach the bar, they are met by Folsum Judduk, who 
  introduces himself as the innkeeper of the Wizard’s Familiar. He is 
  aware of Irtep, and has thrown the wizard out for bringing trouble to his 
  
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  Quests of Doom: men & monstrosities
  establishment. He hopes that he will not also have to throw the characters 
  out for similar reasons. If the characters are sincere and respectful in their 
  investigation and questioning, Folsum directs them to the Monstrosities 
  room just off the main parlor, indicating they may find answers to their 
  questions there. If characters get pushy or try intimidating the bartender 
  or his patrons — well, they’re trying to start something in a room filled 
  with high-level magic-users. That ploy won’t end well for the characters. 
  Monstrosities Room, 
  Osgood’s Offer
  The private room is adorned with parts and pieces of various creatures 
  such as manticores, perytons, and the stuffed heads of a chimera. It has a 
  view of the street through crystal glass windows and fine velvet curtains. 
  The walls are lined with bookcases on various supernatural beasts. 
  Sitting in one corner smoking a pipe is a portly wizard who introduces 
  himself as Osgood Flumph. He apologizes for all the previous questioning 
  and the subterfuge required to meet him at the Wizard’s Familiar, but 
  indicates that his life may be in danger because of his association with 
  Irtep. Osgood claims to be a good friend of the wizard, though they 
  recently had a falling out over Irtep’s drinking and womanizing. 
  Osgood suspects that Faisal Dhaken had something to do with Irtep’s 
  disappearance, but the only evidence he offers is Faisal’s reputation for 
  being devious and a member of an “evil” sect of the Dominion Arcane. 
  He thinks Faisal is trying to steal Irtep’s secrets for himself, and that he 
  needs Osgood to get him past a particularly nasty arcane trap located on 
  the ground floor of Irtep’s tower. Osgood claims he would go to Irtep’s 
  tower, overcome the trap, and gather the sextant himself, but he does not 
  know the password to enter the tower. Each time he entered the tower in 
  the past, he was accompanied by Irtep.
  Osgood offers to pay the characters with a potion of fly, a scroll of 
  lightning bolt, 1,000 gp apiece, a 500 gp diamond, a wand of magic 
  missiles, a potion of invisibility, and a +1 weapon of the characters’ choice 
  if they recover an item called the sextant of Minzoa that he helped Irtep 
  to create. He does not go into detail about the item, other than that it 
  looks like a sailor’s sextant, it is located somewhere in Irtep’s laboratory, 
  and that unless he can get it into the hands of his allies in the Dominion 
  Arcane, he may be trapped in the Wizard’s Familiar, a de facto prisoner of 
  a wizard’s power play for the rest of his days. 
  If the characters take his offer, Osgood suggests that Michalena 
  Goddeau, a lady companion of Irtep, has the password that would gain 
  access to Irtep’s tower. She was frequently seen entering the tower during 
  her and Irtep’s time together. 
  If the characters refuse Osgood’s offer, he tells them that they are making a 
  grave mistake and that he will not be able to protect them from rumors that they 
  are on the trail of Irtep’s treasures. He may allude that the Red Blades would 
  not be as congenial as he, and that Faisal certainly would do “terrible things” 
  should he find the sextant or Irtep’s research notes. From that point on, Osgood 
  is hostile to the characters and interferes with their attempts at gaining access to 
  Irtep’s Tower. See “Conclusions” for further details on Osgood’s actions. 
  Leaving the Wizard’s Familiar
  Regardless of the outcomes or their experiences in the Wizard’s 
  Familiar, the characters are eventually approached by a handsome bard 
  who begs their time to play a song for them. The bard is quite persistent to 
  the point of annoyance. If the characters pay him off, he draws forth a set 
  of pipes and begins performing a song for them. 
  Upon completion, he smiles and introduces himself as Gynnen Valzoe 
  and indicates that he is aware that the characters are looking into Irtep’s 
  disappearance. He has heard good things about the characters and wants to 
  offer them some advice. Gynnen suggests that none of the former friends 
  of Irtep are as they seem. He distrusts Osgood Flumph and Faisal Dhaken 
  equally. He claims he was Irtep’s best friend, and that he fashioned a 
  set of fine pipes for the wizard just before Irtep fell head over heels in 
  love with Michalena Goddeau. He begs the characters to do whatever 
  they can to find his friend and to bring him secretly to the docks, where 
  Gynnen intends to spirit the wizard safely out of town, perhaps to Reme 
  or somewhere in the Grand Duchy where he can start over.
  Recently, because of his suspicions, Gynnen followed Faisal and saw 
  him entering and leaving known hangouts of “dark” members of the 
  Dominion Arcane. Around the same time he came across Osgood as he 
  was leaving the residence of a wizard named Manisool — a man of evil 
  reputation — with a clutch of papers and scrolls in his hands. When he 
  approached, Osgood grew agitated and took great pains to prevent Gynnen 
  from seeing what was on any of the items, but the bard is certain that some 
  of them were magical scrolls.
  Gynnen is convinced that one or both of those characters have cursed 
  his friend, and he has spent a goodly amount of the coin Irtep paid him for 
  crafting the pipes to purchase a powerful scroll of his own to break what 
  he assumes is a curse on his friend. This is a specialized scroll of greater 
  restoration, bought with Irtep’s money and associated to him through 
  personal possession so that it can automatically break the geas on Irtep 
  even if the caster is not normally able to cast that spell. 
  Gynnen can offer little in the way of payment, though he points out that 
  aside from Irtep’s notebook and his life, the wizard is unlikely to take any 
  of his possessions with him when he assumes his new identity. Anything 
  in his tower might as well go to the characters who saved his life as to the 
  scavengers who will inevitably follow.
  Gynnen knows that only Michalena Goddeau has the current password. 
  He is also aware of a particularly nasty arcane trap allegedly built into the 
  first floor of the tower, which Osgood Flumph had some knowledge of. 
  Gynnen suggests that the characters avoid any of Irtep’s other associates 
  and “work it out on their own” as the safest policy. The fewer people who 
  know about their mission, the better. 
  The Pride of Waymarch
  The Pride of Waymarch is a simple, square tavern. No map is provided.
  If rumors or NPC interactions lead the characters to the Pride of 
  Waymarch, they find themselves at a tavern in the Market District of Bard’s 
  Gate catering to military, ex-military, and mercenaries of all stripes. The 
  shield of Waymarch hangs above the lintel and a sign indicates “Private 
  Club — Spellcasters and other undesirables unwelcome.”
  A pair of mercenaries wearing old campaign badges of the armies in 
  which they served sit flanking the doorway with tall tankards of ale. They 
  ask anyone who even resembles an arcane spellcaster to move along. 
  Other newcomers are given the choice of dueling either of the two fighters 
  for a chance at a membership. 
  Characters who agree are escorted to a courtyard set along the side of 
  the inn where a series of racks of blunted practice weapons sit. Characters 
  can choose their weapon and proceed to battle. Use the statistics for CR 3 
  guard officer in the Pathfinder Roleplaying Game GameMastery Guide for 
  their opponent (or any other humanoid NPC in the CR 2–4 range, if you 
  prefer). If the character wins the fight, or lasts at least three rounds against 
  the opponent, the character is vouched for and can join the club for 2 gp. 
  Once inside the Pride of Waymarch, the characters find themselves in the 
  company of hard-bitten fighting men. Some are retired, while others are 
  young sell-swords looking for work. Most are drinking, sharing stories, 
  and lying about their exploits to a coterie of attractive trollops. 
  If the characters start asking questions, use the rumors table (above) to see 
  what the “word on the street” is. Should their line of questioning directly relate 
  to Irtep, Faisal Dhaken, or Osgood Flumph, they are directed to the bar owner, 
  Sergeant Vassale. The sergeant suggests that characters who are seeking wizards 
  should go look in the types of pest-holes where wizards hang out; otherwise, 
  they should shut their traps and enjoy their whiskey and ale. If characters ask for 
  directions, Vassale tells them how to find the Wizard’s Familiar, the Tower of 
  Irtep, and the apartment of Faisal Dhaken. If trouble develops, Sergeant Vassale 
  is a standard human guard officer as referred to above. 
  If characters inquire about Michalena Goddeau, a burly young fighter 
  stands up and demands to know who is asking and why. The fighter is 
  Gustas, Michalena’s new sugar daddy. He just returned from an expedition 
  
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  irtep's Dish
  to the Stoneheart Mountain Dungeon with a nice sack of gold. Gustas 
  gets mouthy with the character(s) asking questions about his girl. While 
  Gustas keeps the characters occupied, his girl is slipping out the back 
  exit from the taproom. Characters who make successful DC 10 Perception 
  checks notice a young brunette woman sidling toward the rear exit. 
  Gustas is hot-blooded and may want to go to blows over people making 
  any disrespectful comments about his girl. This, of course, leads Sergeant 
  Vassale to suggest they “take it outside” to the courtyard to settle their 
  issue. Use the stats for a raider in the Pathfinder Roleplaying Game 
  GameMastery Guide for Gustas.
  If a character ends up dueling Gustas and appears poised to win the 
  fight, Michalena returns immediately and tries to stop the beating. She 
  agrees to talk to the characters if they don’t hurt Gustas anymore. Gustas 
  is humiliated, but he stops fighting for Michalena. He insists on being 
  present for any questioning and continues to hold a chip on his shoulder 
  against the characters. (See the section “Conclusions,” below.)
  Pursuing Michalena
  Michalena is easy to track with a DC 10 Survival check. She simply 
  found a hiding spot in the alleyway and is waiting for the characters to 
  leave the Pride so that she can return to her boyfriend. If cornered, she 
  threatens to scream for the constables. She can be calmed down with a DC 
  10 Diplomacy or Intimidation check or a bribe of at least 50 gp. 
  Michalena is a gold-digger who was only interested in Irtep’s money. 
  When she met the younger Gustas and his sack of gold, her heart and her 
  avarice followed. She wants nothing more to do with Irtep or his crazy 
  ways, and she’s willing to sell the password to his tower for 1,000 gp and a 
  crystal dish that Irtep owns. She figures that he spent more time with “the 
  dish” than he spent with her, so it would be ironic justice if she get the dish 
  and he had nothing but his debts, the bounty hunters, and a broken heart. 
  She finds Osgood “creepy” and feels that Faisal is definitely a villain. Her 
  opinion of Gynnen is that he is “dreamy” but broke, and therefore not 
  worth wasting her time on. 
  If the characters make a deal with her, she gives them the password 
  (“Irtep is a love machine,” she says with a sigh) and reminds them that 
  if she doesn’t get the dish, Gustas’s mercenary friends will come looking 
  for them. It should be noted that taking Michalena’s deal means crossing 
  Fat Julie, which becomes important in the “Conclusions” section of the 
  adventure. 
  The password can also be gotten from Michalena through a successful 
  DC 15 Diplomacy or Intimidation check, a 5,000 gp bribe, or through use 
  of a spell such as charm person. 
  Should any character be heartless enough to get into a duel with 
  Michalena, she uses the stats of a barmaid from the Pathfinder Roleplaying 
  Game GameMastery Guide, but fights with a dagger instead of a serving 
  tray or frying pan.
  Leaving the Pride of Waymarch
  Upon leaving the Pride of Waymarch, the characters are stopped by a 
  trio of half-orc ruffians led by a thin, shifty human male with dark hair and 
  a wicked, fine-handled rapier in his belt. The man asks if he can buy the 
  characters a drink from a local wine cart while they walk and talk. If the 
  characters refuse, his half-orcs crowd around and try to look intimidating, 
  but the man waves them back. 
  He introduces himself as Tuvio, proprietor of the Blazing Bones. He 
  knows that the characters have managed to get an audience with Michalena 
  and would like to know what they learned about Irtep and whether or not 
  Michalena gave up the password. 
  Tuvio explains that Irtep owes him a cool 5,000 gp, and that if the 
  characters are looking for Irtep, they are in fact looking for his money. 
  Since the characters are hunting for Irtep anyway, there’s no reason why 
  they can’t cooperate for mutual benefit. Tuvio isn’t even angry at Irtep 
  — he likes the wizard and understands that gamblers have up times and 
  down. The 5,000 gp isn’t even everything Irtep owes him; it’s what Tuvio 
  is willing to settle for. 
  Tuvio’s kind feelings toward Irtep (which are at least partly genuine) 
  don’t extend to Michalena, Osgood, or Fiasal. He considers the first two to 
  be worthless sponges and the last to be a dangerous meddler in dark arts. 
  Like everyone else, Tuvio wants the characters to get inside Irtep’s 
  tower, find out what became of the wizard, help him if they can, and 
  retrieve Tuvio’s debt. For payment, Tuvio extends the characters 1,000 gp 
  each in credit at the Blazing Bones and offers to introduce them to some 
  of the best and most important folk of local society. He sweetens the deal 
  by offering to fence anything they retrieve from Irtep’s tower at top value, 
  so long as he gets his 5,000 gp cut from the deal. 
  If the characters refuse Tuvio, he informs them that they are making 
  a mistake and that he has friends that shouldn’t be crossed. See 
  “Conclusions” for possible attention from Tuvio and his associates at the 
  end of this adventure. 
  Part 2: 
  On to Irtep’s Tower
  Eventually the characters should have enough material and information 
  to make a go at entering Irtep’s Tower.
  The use of the password is important in entering the tower but is by no 
  means the only means of entry. A few enterprising thieves and members of 
  the Red Blades have already found alternate entrances. What isn’t widely 
  known (because the Red Blades and the thieves’ guild aren’t talking) is 
  that none of these experts has managed to leave the tower once they got in. 
  Tower Features
  Doors: All doors are locked with arcane lock spells unless otherwise. 
  Picking such a lock requires a set of thief’s tools and a successful DC 25 
  Disable Device check (that includes the 10-point penalty for arcane lock), 
  and breaking down such a door requires a DC 25 Strength check, unless 
  noted otherwise.
  Windows: Windows line the sides of the tower on the 2nd, 3rd, 4th, 
  5th, and 6th stories. The outdoor windows are locked with arcane locks 
  and require the same rolls as doors to open, unless noted otherwise.
  Electricity Trap: The windows are trapped. Anyone touching a 
  window and everyone else within 15 feet takes 3d6 points of electricity 
  damage, or half that much with a successful DC 14 Reflex savs. This trap 
  can be discovered with a DC 28 Perception check and bypassed with a DC 
  28 Disable Device check, but failing the check sets off the trap.
  ELECTRICITY TRAP 
   
  CR 4
  XP 1,200
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset automatic
  Effect spell effect (lightning  bolt, 4d6 electricity damage, 
  DC 14 Reflex save half); multiple targets (all within a 120 ft. 
  line)
  Light: The tower is brightly lit by sconces of magical flame placed at 
  10- to 20-foot intervals unless otherwise noted.
  Outside the Tower (CR 10)
  The tower sits in a decent area of the Old Temple District not far from 
  the Kings Bridge.
  It is an octagonal tower for the most part, with six stories, standing 
  roughly 80 feet high. The roof tapers to a point. The tower is surrounded 
  by a decorative moat with a bridge that leads to the doors of the ground 
  floor. 
  
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  Quests of Doom: men & monstrosities
  
  209
  irtep's Dish
  A group of 4 Lyreguards with 4 guard dogs under the command 
  of a no-nonsense veteran named Officer Gralme patrol the moat. 
  The guardsmen steer folk away from the tower and are serious about 
  pursuing any would-be thieves. The tower is currently considered 
  something of a public hazard, and the guardsmen are here to safeguard 
  the citizenry. 
  Because this is a unique situation, this guard detachment is 
  accompanied by a specialist named Finly, a 6th-level wizard who often 
  works with the Lyreguards on jobs that are likely to meet magical foes 
  or to need magical backup. Finly obviously is not a soldier — he isn’t 
  wearing armor or carrying military weapons — but nothing immediately 
  identifies him as a mage. He finds that going incognito often gives him an 
  essential edge when dealing with troublemaking spellcasters. Characters 
  who’ve lived in this town for several months might know who Finly 
  is by reputation if not by sight. Newcomers assume he’s just a citizen 
  chatting with the guardsmen. 
  If characters approach the tower without first attempting to scout it 
  stealthily, they are stopped by Officer Gralme and his special squad. 
  Officer Gralme asks what the characters’ business is near the Tower 
  of Irtep. If he doesn’t care for their answer, he orders them to leave  
  the area immediately, and he’ll send a few soldiers to escort them 
  away. Obviously, if the soldiers don’t come back in a few minutes, 
  Gralme knows that evil is afoot, and he’s not a fool. Where 
  adventurers are concerned, he always calls for backup first and then 
  plans his attack. 
  OFFICER GRALME 
   
  CR 6
  XP 2,400
  hp 57 (Pathfinder Roleplaying Game GameMastery Guide 
  “Watch Captain”)
  LYREGUARDS (4)  
  CR 1
  XP 400
  hp 19 (Pathfinder Roleplaying Game GameMastery Guide 
  “City Guard”)
  FINLY 
   
  CR 5
  XP 1,600
  hp 33 (Pathfinder Roleplaying Game GameMastery Guide 
  “Battle Mage”)
  MASTIFFS (4) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Dog, Riding 
  Dog”)
  Getting Into the Tower
  Some form of subterfuge or magic is needed to get across the bridge 
  to Irtep’s Tower without being noticed by Gralme, Finly, and the soldiers 
  and dogs. Possibilities include but are not limited to a charm effect, 
  invisibility, stealth, or an especially clever distraction (tossing a rock into 
  the bushes won’t do it). If the PCs gain entry to the tower without fighting 
  Gralme and his men, award them full xp for the encounter.
  Talking their way past Gralme: A Bluff or Diplomacy check opposed 
  by Gralme’s Sense Motive check.
  Stealth: A DC 20 Stealth check coupled with a thorough description of 
  how the characters are going to dodge the patrols to make it to the tower 
  undetected. 
  Charm: A charm person spell might be used to persuade Gralme to let 
  the characters pass, though casting a spell is likely to start a fight with the 
  Lyreguard patrol if it’s noticed. This could land the characters in jail if it 
  doesn’t pan out. 
  Disguise: Characters could use a disguise to dress as a relieving patrol, 
  or to pass off one of their members as a town officer who has official 
  clearance to access Irtep’s property. This requires a successful Disguise 
  check opposed by Officer Gralme’s Perception check.
  Organized Distraction: Characters could come up with a plan to stage a 
  distraction that pulls the guard patrol away from the doorway long enough 
  for characters to slip inside. This could involve hiring a troupe of performers 
  or beggars, an illusion of a rampaging monster, a fire that threatens a nearby 
  building, or some other pressing event. Use your best judgment to determine 
  whether Gralme falls for the trick, remembering that he’s a seasoned officer 
  of the law who used to be an adventurer himself. 
  Windows: Someone is bound to have boots of flying, a ring of 
  invisibility, a scroll of passwall, and the willingness to leave all of his 
  or her friends on the sidelines and go it alone inside the tower. Such 
  characters create a welcome addition to the official Frog God Games’ 
  rolls of the dead. Characters can feasibly fly up to a window, overcome 
  the trap, open the lock, and get inside without being noticed by the 
  guards. Surviving to fly back out the window again is another question 
  entirely. 
  The Bridge: The bridge is a simple stone arch that crosses the decorative 
  moat. It’s not meant for defense. There are no railings or sidings to hide 
  behind. 
  The Moat: The moat surrounding the tower is filled with koi fish and 
  lily pads. The water is 10 feet deep and 10 feet wide around the entire 
  circumference of the tower. A grate at the bottom of the pond on the north 
  side of the tower could be forced opened with a successful DC 15 Strength 
  check. Characters could then swim through 50 feet of culvert with a DC 
  10 Swim check and find themselves below the drain in the fountain in the 
  center of the first floor of Irtep’s Tower. 
  Drain: The drain is clogged with pieces of at least three bodies and 
  some items of thiefly gear. The equipment includes a broken rapier, a +1 
  short sword, a +1 light crossbow, 10 quarrels, two sets of thieves’ tools, 
  and three waterlogged black leather masks of the type commonly worn by 
  members of the Shadow Masks. The bodies have been bitten and clawed 
  savagely and also are singed. 
  A secret button slides the fountain to the side, affording access to 
  the first floor, and activating the first-floor trap. The button requires a 
  successful DC 15 Perception check to notice. 
  Area 1. Front Door (CR 5)
  The front door to Irtep’s estate is carved in an image that looks like 
  a willow tree surrounded by leaves. On close examination or with a 
  successful DC 15 Perception check, the tree appears to be eating the 
  leaves, and the leaves appear to be eating smaller leaves. 
  The door is reinforced with steel and locked with an arcane lock and 
  a very complicated mechanical lock that requires a successful DC 25 
  Disable Device check to pick. Picking the lock requires several minutes, 
  and unless the lock picker is invisible, covered by an illusion, or some 
  other distraction is keeping the guardsmen from doing their jobs, the lock 
  picker is easily spotted. A DC 20 Strength check can force the door in, but 
  this ruins any chance for getting in unnoticed. A knock spell suppresses the 
  arcane lock normally (lowering the DC for picking the lock by 10), but the 
  sound from the spell is certain to attract the guards’ attention. 
  The best and easiest way in is by using the password (“Irtep is a love 
  machine”), known only to Irtep and Michalena. 
  Additionally, the door is protected by a mechanical trap. It can be 
  spotted with a successful DC 17 Perception check. If the lock is picked 
  or the door is forced or knocked without first disarming the trap with a 
  successful DC 17 Disable Device check, a large, yellow, 500-pound iron 
  ball attached to a gigantic chain drops from the top story of the tower onto 
  anyone in the doorway. Each creature near the door takes 8d6 points of 
  bludgeoning damage, or no damage with a successful DC 15 Reflex save 
  to jump to safety. The ball also smashes the bridge and gets the attention 
  of everyone within 300 feet. Afterward, an automatic winch drags the 
  gore-smeared ball back up the side of the tower. Characters notice a cruel, 
  smiling face painted on the ball. 
  SMASHING BALL TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 17; Disable Device DC 17
   
  Trigger location; Reset automatic; Bypass proper key
  
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  Quests of Doom: men & monstrosities
  Effect crushing ball (8d6 bludgeoning damage, DC 15 Reflex 
  save negates); multiple targets (all within a 10 ft. square by 
  the door)
  Area 2. Irtep’s Tower: Ground 
  Floor (CR 6)
  This large chamber is octagonal and 40 feet in diameter. The doors are 
  flanked by a pair of stone statues of coppery koi fish. A circular inscription 
  is inlaid in silver in the polished marble floor. The circle of the inscription 
  connects four pillars that surround a fountain. Each pillar is a different 
  color and has a sconce affixed to it with a different colored candle. As the 
  last character enters the dimly lit chamber, a voice calls down from high 
  above:
  “If intruders to my home are thee, be dissuaded from my property.
  If thou art friend then know the score — match the hue of yon stair-top door. 
  Pillar to candle, candle to wick, hurry now and make it quick, 
  For if water touches flame, your days are ended, down the drain.”
  When the voice ends, the fountain begins bubbling, and a gurgling, 
  flushing sound can be heard as water spills over the fountain’s edge onto 
  the floor. 
  The door at the top of the stairs is brown. To open it, characters must 
  match its shade of brown by swapping candles around the pillars. Placing 
  a candle on a pillar of a different color changes the color of the pillar or the 
  candle. Creating two orange pillars and one green pillar solves the puzzle.
  If characters took the deal from Osgood Flumph, he told them the 
  correct matching of colored candles to colored pillars to produce brown, 
  and they should be able to deactivate the trap easily. If they have not, their 
  options are trial and error, magic, or death!
  Water is filling the room quickly. When it reaches the top of the sconces 
  on the pillars, none of the candles can be lit, and the characters are likely 
  to drown. 
  When characters trigger the trap, the arrangement of candles and pillars 
  is as follows:
  Pillar
  Pillar Color
  Candle Color
  1
  Red
  Red
  2
  Blue
  Blue
  3
  Yellow
  Yellow
  4
  Black
  White
  Moving candles to different pillars has the effect of blending those 
  colors, as listed below.
  Candle
  on Pillar
  Changes
  Red
  Blue
  Pillar turns Purple
  Red
  Yellow
  Pillar turns Orange
  Blue
  Red
  Pillar turns Purple
  Blue
  Yellow
  Pillar turns Green
  Yellow
  Blue
  Pillar turns Green
  Yellow
  Red
  Pillar turns Orange
  White
  Any
  Candle matches Pillar
  Any
  Black
  Candle turns White
  No matter what color a pillar is at the moment, it always reacts to 
  the presence of a new candle as if the pillar was its original color. For 
  example, assume that a red candle was placed on the blue pillar, turning 
  the pillar purple. Characters then experimentally replace the red candle 
  with a yellow candle. The yellow candle turns the pillar green, the same 
  way it would have if it had been placed there while the pillar was blue. 
  To produce brown and unlock the door, characters must make two 
  pillars orange and one pillar green. 
  This puzzle will be much more enjoyable for everyone if you draw 
  the four pillars on a sheet of paper or on your battle mat and label the 
  colors or indicate them with colored markers. Use colored beads or dice to 
  represent the candles, swapping them for different ones when their colors 
  change. Without this visual aid, everyone (including the GM) is likely to 
  become hopelessly confused.
  The “correct” method is listed below:
  • Remove the candle from the blue pillar and hold it.
  • Move the yellow candle to the blue pillar, turning that pillar green.
  • Replace the white candle on the black pillar with the blue candle, 
  turning the blue candle into a second white candle.
  • Move the newly-made white candle to the yellow pillar, turning that 
  candle yellow.
  • Replace the red candle on the red pillar with the newly made yellow 
  candle, turning that pillar orange.
  • Replace the yellow candle on the yellow pillar with the red candle, 
  turning that pillar orange. At that point, there are two orange pillars, one 
  green pillar, and one black pillar, and someone should be holding a yellow 
  candle.
  • Place the remaining yellow candle on the black pillar.
  Placing the last candle on the black pillar causes the new colors in the 
  chamber to mix in the air and create a dark brown color that matches the 
  door at the top of the stair, at which point the door opens. When the door 
  opens, the fountain slides to the side and the water quickly drains through 
  a grate in the floor. 
  Moving the candles around should take a party of four no more than 
  two rounds to accomplish. Obviously, players who remember what they 
  learned about color in third grade will have an easier time of it than 
  others. If players insist on applying skills to get a clue (or are floundering 
  hopelessly and need all the help they can get), then with a successful DC 
  15 Intelligence check, a character recalls learning that brown paint is made 
  up of two parts orange pigment and one part green pigment. Alternately a 
  character with an applicable Craft or Profession skill (such as Profession 
  [painter]) can use that skill to solve the puzzle.
  The Flow of Water and Other Dangers 
  Water is being sucked out of the moat and into the ground floor quickly. 
  Exactly how quickly is up to you. The decision should be based on how 
  well your players deal with these types of puzzles. Rather than trying to 
  adjudicate the situation with game rounds, we recommend real time. Even 
  a slow, deliberative group should be able to find a solution in five minutes. 
  Two minutes should be enough for most groups, and those that thrive 
  on such puzzles might be done in less than one minute. If you’re unsure 
  how much time to give, you can play it by ear, describing the water rising 
  faster or slower as you get a better grip on how quickly your players will 
  find the solution. The key is to keep the situation exciting and to give the 
  characters a near-death thrill without needlessly killing everyone because 
  you misjudged their color-mixing capability. 
  For descriptive purposes, by the time the water is 1 foot deep, the floor 
  is difficult terrain for Small or smaller creatures. When the water is 2 feet 
  deep, it is difficult terrain for everyone.
  When the water’s depth reaches 4 feet, the 2 copper koi statues 
  animate. They dive into the water, crackling with electricity, and attack 
  the characters from under the water.
  When the water is 6 feet deep, everyone must begin swimming. 
  Swimming with a lit candle and keeping the wick dry requires a successful 
  DC 15 Swim check. 
  If the characters have not managed to fix the candles by the 8th 
  round, there is no way that they can keep the candles lit as the water 
  puts out the flame. In 18 rounds the water reaches the ceiling. Unless 
  characters can breathe underwater, drowning and suffocating rules 
  apply. Water stays at the top of the ceiling for five rounds at which 
  point the fountain slides to the side and the water drains back into the 
  moat outside the tower. 
  
  211
  irtep's Dish
  COPPER KOI STATUES (2)  
  CR 3
  XP 800
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception –1
  Aura electricity (5 ft., 2d6 electricity damage, DC 13 half)
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 53 (6d10+20)
  Fort +0; Ref +2; Will –1DR 5/adamantine; Immune cold, 
  construct traits, electricity
   
  Speed 30 ft. swim
  Melee bite +7 (1d6+1 plus 1d6 electricity )
  Special Attacks electricity (1d6)
   
  Str 13, Dex 15, Con —, Int —, Wis 8, Cha 2
  Base Atk +6 ; CMB +7; CMD 19 (can’t be tripped) 
  Skills Swim +9
  Upstairs Door
  The upstairs door is built like the entrance. It is a steel-reinforced door 
  that prevents any of Irtep’s things in his storage area from getting wet. 
  The door can be opened only by arranging candles in the proper sequence 
  as described above, but powerful magic such as passwall can bypass the 
  doorway. 
  Second Story: Storage
  This dark, octagonal chamber is similar in size and shape to the floor 
  below. It is filled from floor to 15-foot-ceiling with crates and boxes that 
  must barely fit through the doorways or windows. A staircase opposite the 
  first-floor landing leads to a door and the floor above. 
  Several leather-bound and wooden trunks and cases are here, as detailed 
  below. 
  Crate A (CR 5): The largest crate in the chamber is about 8 feet long, 
  5 feet tall, and 5 feet wide. The lid is partially stove in and a pair of legs is 
  sticking out of the broken section, with dried blood on the floor. 
  Within the case is a mummy, partially unwrapped from a ceramic 
  urn, and the mummy’s victim, an unfortunate member of the Red Blades 
  assassins’ guild who made the mistake of looking for a little loot. He broke 
  the seal of protection keeping the mummy in suspended animation. If 
  characters investigate the crate or the corpse sticking out of it, a mummy 
  bursts free and attacks. 
  MUMMY  
  CR 5
  XP 1,600
  hp 60 (Pathfinder Roleplaying Game Bestiary “Mummy”)
  Hidden within the desiccated wrappings of the mummy are various 
  baubles and amulets that were precious to the mummy in life. Among 
  them are 10 golden amulets of various Khemitian gods worth 25 gp each, 
  a gold bracelet with inset agates worth 200 gp, and a turquoise inlaid 
  pectoral of an ibis that is an amulet of nautral armor +2. 
  The corpse belongs to Ralek Marn, a Red Blades assassin, which is 
  obvious from the tattoo that can found on the fellow’s ankle. His neck is 
  broken and his face is purple from the stranglehold the mummy placed 
  upon him. He has a scroll of dispel magic, a scroll of knock, a potion of 
  neutralize poison (crafted by a druid), 2 vials of arsenic, a poisoned +1 
  saber, a potion of invisibility, and a potion of levitate in his pack. 
  Crate B: This crate is marked “Inner Water Sample.”
  Within the crate is a ceramic cask, its lid sealed with thick tar. If the 
  cask is opened, every character within a 10-foot radius must succeed 
  on a DC 15 Fortitude save as foul liquid and gas splatter from the jar. 
  Those that fail their save are sickened for 1d2 days. A lesser restoration or 
  
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  Quests of Doom: men & monstrosities
  similar magic ends the effect.
  Crate C: This crate is filled with a large amount of earth. It is labeled 
  “Minzoa Experiment 2, Graveyard Dirt — Contagious.” The crate 
  is roughly 5 feet by 5 feet. Disturbing or digging in the dirt rouses a 
  sporozoan buried in a cyst in the dirt. The cyst breaks open if the dirt is 
  disturbed, and 1d4 tentacles lash out, seeking a target. Roll randomly to 
  determine which nearby party members are attacked. Stats for the giant 
  sporozoan are in the Appendix.
  Characters recognize immediately that this creature is unlike anything 
  they have encountered before. It has the aspects and characteristics of an 
  ooze, but also the characteristics of other creatures with limbs or, at the 
  very least, tentacles. 
  Crate D: This crate is filled with several crystal bottles of water listed 
  from various locations throughout the Lost Lands. One names Blood 
  Creek, others the Stoneheart River, and even the Ice River in the distant 
  Northlands. The water is of no special value, but the names of far-off, 
  exotic places might stir the characters’ curiosity. 
  Crate E: This crate is filled with pieces of mechanical equipment, 
  including powders for grinding and polishing glass, plus various glass 
  lenses about the size of a silver coin and metal tubes of varying lengths. 
  The bits and sundries have a total value of 400 gp and a street value of 250 
  gp if fenced through the proper channels. 
  Third Story: Irtep’s Laboratory
  This laboratory holds the bulk of Irtep’s scientific and arcane equipment. 
  The walls are lined with test tubes, beakers, vials, potion bottles (empty), 
  jars of unguents, reagents, other components, and many books on arcane 
  theory.
  A DC 10 Perception check notes a breeze blowing in from the open 
  southern window, carrying the smell of charred flesh. Lockpicks are 
  scattered on the floor in a cone-shaped pattern expanding into the room 
  from the windowsill. A careful search of the area or a DC 19 Perception 
  check locates the invisible corpse of a halfling woman hanging across 
  the sill, head and shoulders inside the room and legs dangling outside. A 
  ring on the halfling’s left hand is the source of her invisibility. The body 
  is Traedie Jane, who was an up-and-coming halfling burglar until she was 
  electrocuted on her way through Irtep’s window. Traedie inherited the 
  ring and her career from her mother Gwennie Jane, who passed away a 
  year ago. Tradie’s other gear includes a pair of +1 daggers and a hand 
  crossbow with 20 bolts.
  The cupboards and shelves contain enough ingredients to make any 
  potion based on a wizard spell, up to two times. Another cupboard contains 
  100 pages of vellum and 10 pots of ink, enough to scribe a full spellbook 
  or write 100 scrolls containing spells of level 4 or below. 
  Three devices that look like sextants are lined up on one of the shelves. 
  Several glass dishes sit beneath the sextants. The dishes are filled with 
  a variety of filthy liquids that look and smell like sewer water, or water 
  with something unpleasant growing in it. Peering into the sextant devices 
  reveals nothing unless a light source is placed beneath them, as the objects 
  are in fact microscopes. A DC 15 Intelligence check reveals the purpose 
  of the “sextants” and that a light source is helpful. None of the items tests 
  as magical, but the microscopes are worth 300 gp each. Peering into them 
  with a light beneath reveals a world invisible to the naked eye, including 
  protozoan creatures swimming around in the filthy water. Characters who 
  saw the sporozoan on the second floor recognize its similarity to these 
  creatures. 
  Fourth Floor: Irtep’s Love Den
  This room is plush and contains all of the creature comforts one could 
  imagine: a polished silver mirror ceiling, a tub sunk into the floor filled 
  with warm bubbling water, a private bathroom, and a huge, heart-shaped 
  bed on a slowly revolving turntable in the center of the room. The walls 
  are adorned with naughty paintings of cherubs, nymphs, elven maidens, 
  and the like cavorting with centaurs, minotaurs, and middle-aged wizards. 
  The paintings are incredibly tacky; all five together might fetch 100 gp 
  from a collector with no taste and/or a ribald sense of humor. 
  Irtep’s Commode
  The restroom off the bedchamber is a complex affair of carved, polished 
  marble. A foot pedal on the floor pumps water for the bidet, and a second 
  pump flushes into the moat outside the tower.
  A side table next to the commode holds a notebook titled “My 
  Experiences in the Minzoa,” by Irtep. The notebook details the 
  construction of the sextant of Minzoa and its use to enter a vaguely defined 
  “inner world” Irtep calls the Minzoa. Irtep’s first explorations led to the 
  death of some hired hands, and Irtep barely escaped the Minzoa with his 
  life. The wizard next commissioned his friend Gynnen to fashion a set of 
  pipes with which to charm the Minzoan creatures and later, to summon 
  them to our world. The summoning terrified his friend Faisal, whom Irtep 
  describes as weak-willed and lacking in understanding of the potential 
  power that the Minzoa could unleash. 
  Most other entries in the notebook are love poems dedicated to 
  various harlots, including lengthy opining for the love and attention of 
  Michalena Goddeau. Other entries detail his collapse into drunkenness 
  and gambling, with lists of his many debts and the threats made against 
  him by Fat Julie and Tuvio. Irtep has spent his entire fortune on 
  Michalena Goddeau, the sextant of Minzoa, and the pipes of Minzoa. 
  Like any gambling addict, Irtep’s writing is filled with excuses on how 
  just “one big win” will set him up for life, if only someone will advance 
  him the necessary cash.
  Fifth Floor: Irtep’s Library
  Irtep’s library stands on the penultimate story of the tower. Books line 
  the walls from floor to ceiling. Found here are many spellbooks, each 
  containing 2d6 cantrips, 1st-, or 2nd-level spells. Other books contain 1d8 
  spells of 3rd and 4th level. A single book contains the remainder of Irtep’s 
  spell collection: 1d4 5th-level spells. 
  Each spellbook is trapped with a curse that blinds and deafens the reader 
  unless the reader is Irtep, or if the reader is studying the books with Irtep’s 
  permission as an apprentice or other student. A DC 15 Will save negates 
  the curse, and a remove curse spell cast on the target ends the curse.
  Other books lining the walls of the chamber cover all manner of 
  life, including a detailed, illustrated treatise written by Irtep himself 
  on a hidden realm called the “Minzoa.” Locating this book requires 
  a successful DC 18 Perception check, or 30 minutes spent browsing 
  the shelves. Illustrations in the book show nightmarish creatures that 
  resemble oozes with tentacles and hooks, and dripping with slime. Most 
  of the creatures are shown in water or some other liquid. The illustrations 
  portray a broad, shallow sea with bits of land rising from the water. The 
  sky appears very bright and the horizon is very flat. Few land masses 
  larger than low hills can be seen anywhere. The plant life is bizarre 
  and alien, seemingly composed of vines or growths resembling seaweed 
  snaking out of the water. 
  The Study (CR 5)
  A locked chamber within the library faces the south wall. A wizard’s 
  mark written above the door reads, “It ain’t the size of the boat ...”
  The door is trapped to deal 8d6 points of electricity damage to anyone 
  who touches the doorknob. A successful DC 16 Con saving throw reduces 
  the damage by half. The trap can be discovered with a DC 28 Perception 
  check, and disarmed with a DC 28 Disable Device check.
  ELECTRIFIED DOOR TRAP  
  CR 5
  XP 1,600
  Type magical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset automatic; Bypass proper key
  Effect spell effect (as lightning bolt but single-target, 8d6 
  electricity damage, DC 14 Reflex save half)
  
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  irtep's Dish
  Beyond the door is a small chamber containing a desk on which sits a 
  “sextant” like those in the lab, but with several notable differences. This 
  sextant is made from silver, platinum, and gold, and is inlaid with arcane 
  inscriptions. A magical disk of light glows from the sextant’s base. Sitting 
  in front of the disk is a fine crystal dish filled with fetid water. A chair is 
  knocked onto its side behind the desk. 
  The dish is etched with the family crest of Irtep and is emblazoned with 
  a tree whose roots dig deep into the earth and whose leaves blow freely 
  in the wind. The dish has special sentimental meaning to Irtep: It was his 
  mother’s favorite candy dish. 
  If any character looks through the sextant at the bowl of water, he 
  and anyone within 10 feet of him are instantly teleported into the fungus 
  forest of Irtep’s Dish (see “Part 3. Irtep’s Dish and the Minzoa”) unless a 
  successful DC 20 Will save is made. 
  Sixth Floor: Top Floor (CR 6)
  The top floor of the tower is accessed by a trapdoor at the top of the 
  stairs from Level 5. Little is here except the chain and winch system 
  attached to the giant yellow iron ball trap. A trapdoor in the ceiling leads 
  to the roof of the tower.
  The iron ball trap is maintained by Beagle, a charmed troll kept by 
  Irtep who dines on rats and thieves. As far as Beagle is concerned, anyone 
  who enters this chamber (other than Irtep) is a thief, which equates to 
  dinner. 
  BEAGLE THE TROLL 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary “Troll”)
  The remains of a pair of second-story men who thought to come through 
  the roof are strewn about the room. Among their leavings are a set of lock 
  picks, a scroll of dispel magic, and a gold ring set with an imitation (but 
  excellent quality) ruby worth 60 gp. 
  Beneath a loose floorboard is a locked treasure chest. The chest is 
  trapped with a poison dart trap that requires a successful DC 12 Perception 
  check to notice and a successful DC 15 Disable Device check to disarm. 
  If the trap is triggered, a hail of darts attacks every target within 5 ft. of 
  the chest.
  POISONED DART TRAP 
   
  CR 1
  XP 400
  Type mechanical; Perception DC 12; Disable Device DC 15
   
  Trigger location; Reset manual; Bypass proper key
  Effect +10 ranged (1d4 piercing plus sassone leaf residue); 
  multiple targets (all targets within 5 ft. of the chest)
  The chest contains a pile of IOUs and gambling vouchers from the 
  Fortune’s Fool and the Blazing Bones.
  Part 3: Irtep’s Dish  
  and the Minzoa
  In this section, the characters find themselves within the Minzoa held 
  inside Irtep’s mother’s candy dish. The Minzoa is a miniature world where 
  protozoan creatures loom huge in relation to the player characters. Within 
  this forbidden world, the characters seek Irtep for good or ill and try to 
  wrest from him the means to return to their own world. 
  Basic Features
  Light: The Minzoa is lit as if by midday sun all the time, but the light 
  provides little heat and seems to originate from every direction.
  Wet: Everything in the Minzoa is moist. A vast lake occupies a 
  broad expanse of the Minzoa, and living bodies of matter float on the 
  lake. Nonmagical equipment of iron and steel rusts quickly if not oiled 
  regularly. Most metal equipment shows a patina of rust after the first day 
  in the Minzoa. Within two weeks, these items become pocked with rust. 
  Within two months, they become brittle; within a year, they are rusted 
  through. 
  Minzoa Lake: The lake is 50 feet deep across its entirety. The bed 
  of the lake is a clear, crystalline substance that is extremely hard and 
  seemingly unbreakable. 
  Walls: Player characters traveling to the edge of the Minzoa find 
  themselves facing a crystalline wall 100 feet high that is completely 
  smooth. Normal climbing methods are useless against it; it can be scaled 
  only with a spider climb spell or similar means, or it can be flown or 
  The Sextant of Minzoa
  Aura moderate conjuration (teleportation) and 
  transmutation; CL 10th
  Slot none; Price 51,500 gp; Weight 3 lbs.
   
  DESCRIPTION
  When aimed at a dish of water, this sextant allows 
  for the microscopic viewing of life forms smaller 
  than the eye can see. Through arcane forces, 
  the sextant can also serve as a conduit from the 
  normal world into the tiny world viewed through 
  the microscope. In effect, it allows travel into the 
  Minzoa, the microscopic world of protozoan life 
  forms.
  Once per day the sextant of Minzoa can transport 
  all creatures and objects in a 30 ft. cone emanating 
  from the eyepiece into the Minzoa. To activate 
  this function, the sextant’s user must simply rotate 
  a special magical reducing lens into the lens 
  array and look into the eyepiece. The viewer and 
  everything within the area of effect behind him 
  are immediately miniaturized and transported to 
  a random location in the Minzoa as if by use of 
  the teleport spell.
  By examining a small object and rotating the 
  magical passkey lens into the array, the object 
  is transformed into a passkey. The holder of 
  the passkey can use it to return all creatures and 
  objects within a 30 ft. radius back into the normal 
  sized world. If both the reducing lens and the passkey 
  lens are in place, the sextant of Minzoa does not 
  function. One passkey can be created per day in this 
  manner.
  Use of the sextant of Minzoa offers a number of 
  other startling possibilities. It could be used to shrink 
  creatures to such a tiny degree that they could 
  hide in a flask of water or carefully packed box of 
  soil, allowing a thief or assassin (for example) to be 
  smuggled into almost any location, then released with 
  a word by the carrier of the sextant or the bearer of 
  the passkey of Minzoa. The sextant can also be set 
  as a trap of sorts to capture unwitting creatures and 
  teleport them into the Minzoa by leaving the reducing 
  lens in place and its eye-cap uncovered.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, 
  clairvoyance, enlarge person, planar adaptation, 
  reduce person, shrink item, teleport; Cost 25,750 gp
  
  214
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  215
  irtep's Dish
  levitated over. At the top, a climbing, flying, or levitating character must 
  succeed on a DC 14 Wills ave to avoid being teleported back to the 
  Fungal Forest. Those who make a successful saving throw escape from 
  the Minzoa, but they remain at their microscopic Minzoa size! 
  Minzoa Lake Random Encounters 
  Roll for a random encounter for every 10 “miles” traveled on the lake. 
  These creatures are all described in detail in the Appendix.
  1d12
  Encounter
  1
  Giant Hydrozoa
  2
  1d4 Giant Nematodes
  3
  1d4 Giant Tardigrades
  4
  1d4 Giant Protozoan Orbs
  5
  1d4 Giant Sporozoan
  6
  Red Blades Assassin Squad (1d2+1 assassins)
  7
  Giant Amoeba
  8–12
  No Encounter
  Hydrozoa: This is an encounter with 1 giant hydrozoa. If the hydrozoa 
  is over the lake, it languidly strikes out with its tentacles as it floats past. 
  Giant Nematode: This encounter is with 1d4 giant nematodes. The 
  creatures assume the player characters are food and attack mindlessly (the 
  only way they can). 
  Giant Tardigrade: This encounter is with 1d4 giant tardigrades. 
  These great swollen beasts might ignore the characters altogether unless 
  approached too closely or annoyed. If surprised or frightened, they attack. 
  Giant Protozoan Orb: 1d4 tick-like protozoan orbs smell the player 
  characters and attack. 
  Giant Sporozoan: If this encounter occurs on water, it is with 1d4 
  sluglike giant sporozoan swimming by. If this encounter occurs on land, 
  it is with a single sporozoan cyst that bursts open as characters pass. 
  Red Blades Assassin Squad: These are 1d2+1 Red Blade assassins 
  who found their way into the tower and through the sextant. They float 
  haplessly on a fungus cap they fashioned into a raft. The assassins lost 
  most of their companions to the creatures of the Minzoa, and are terrified 
  and desperate for a means of escape. They are willing to make a truce with 
  the characters in exchange for the greater protection of a group and help 
  in finding a way home. They honor the truce until they find an exit back 
  to the normal world; what they do after that is up to you. The Red Blade 
  assassins are 3rd-level rogues, and use the stat block for the burglar in the 
  Pathfinder Roleplaying Game GameMastery Guide.
  Giant Amoeba: The amoeba floats through the Minzoa lake devouring 
  anything in its path. 
  Stats for these creatures are in the Appendix.
  Area 1. Fungal Forest
  This is the initial landing place of player characters teleported into the 
  Minzoa. The “forest” is composed of massive fungal structures that resemble 
  giant mushroom trees. Most of the fungi is benign, with some exceptions. 
  The broad caps of the mushroom trees can be eaten raw (bland) or roasted 
  (less bland). Large ones are big enough to hollow out and use as coracles. 
  One large cap can be made into a boat in an hour, and it holds up to four 
  passengers. Other mushroom stalks are easily carved into crude paddles.
  
  216
  Quests of Doom: men & monstrosities
  A mushroom coracle can navigate the waters of the Minzoa at a rate of 
  1 to 4 miles per hour; the actual speed equals the number of rowers.
  Fungal Forest Random Encounters 
  Roll for a random encounter once every 10 miles, or every eight hours 
  if characters are stationary. These creatures are all described in detail in 
  the Appendix.
  1d12
  Encounter
  1
  Spore Cloud
  2
  Giant Tardigrade
  3
  Giant Sporozoan Cyst
  4
  Giant Hydrozoa
  5
  Shadow Masks Thieves Band (1d4+1 thieves)
  6
  Giant Protozoan Orb
  7
  Carnivorous Fungi
  8–12
  No Encounter
  Spore Cloud: Characters disturbed the nearby fungi into releasing a 
  defensive cloud of choking spores. The spore cloud is 50 feet in radius. 
  Characters within the spore cloud who fail a DC 15 Fortitude save 
  are overcome by choking and wheezing, and unable to breathe. Such 
  characters take 1d6 points of damage immediately and begin suffocating, 
  and continue suffocating until they get out of the spore cloud.
  Shadow Masks Thieves Band: This is a band of 1d4+1 Shadow Mask 
  thieves who made their way this far in their search for Irtep. The band may 
  attempt to separate and capture individual characters to use as hostages in 
  an attempt to force the entire party into surrendering. Their goal is to find 
  Irtep and get the hell out of the Minzoa, a world they find terrifying in the 
  diversity of its life. Unlike the Red Blades assassins, these NPCs aren’t 
  interested in teaming up with the characters except to use them as porters, 
  bait, or meat shields. Shadow Mask thieves are 3rd-level rogues, and 
  use the stat block for the burglar in the Pathfinder Roleplaying Game 
  GameMastery Guide.
  Carnivorous Fungi: This is an encounter with a large patch of 
  carnivorous fungi. See the Appendix for details.
  Area 1A. The Ruined Campsite
  This ruined campsite was set up by a small band of Shadow Masks 
  who gained access to the Minzoa. Unfortunately, a pod of tardigrades tore 
  them to pieces and devoured them. Nothing remains of their bodies except 
  a few blood smears on the ground and on the trunks of mushroom trees. 
  Amid the wreckage of the camp, however, is a bounty poster showing an 
  image of Irtep. The image is an illusory likeness, so it is entirely accurate. 
  The poster reveals a man with a thin moustache and goatee, and hair that 
  might once have been stylish but has gone a little crazy. The image is 
  complete with a black eye and blood dripping from the left nostril from a 
  recent beating. 
  Also scattered on the ground are a +1 rapier, 3 potions of cure light 
  wounds, a potion of invisibility, and a torn pouch containing a clay pipe 
  and good tobacco. A short distance from the camp is a site where the 
  thieves worked mushroom caps into boats. Mushroom chips and cuttings 
  are scattered around between the felled trunks of several mushroom trees 
  without caps.
  Area 2. Carnivorous Fungi Islands 
  (CR 4+)
  Growing along the side of one wall of the dish is a massive colony 
  of carnivorous fungi. These areas occupy the equivalent of 100 square 
  miles each. The islands are full of carnivorous fungi; another group of 1d4 
  is encountered every 100 yards or so, making them all but impassable. 
  Characters who try to explore these areas are attacked continually until 
  they leave.
  GIANT CARNIVOROUS FUNGI 
   
  CR 4
  XP 1,200
  hp 58 (see the Appendix)
  Area 3. Algae Islands
  These two islands are composed of dense colonies of protozoan 
  algae cells. In the Minzoa, the cells are the size of a rhinoceros and are 
  slightly sticky, so that everywhere on the algae islands is considered 
  difficult terrain. The islands are home to hydrozoa, giant tardigrades, and 
  sporozoan cysts. The ground is reasonably solid, and the algae itself can 
  be sliced from the “ground” and eaten as a reasonably nutritious food, 
  although the flavor leaves much to be desired.
  Algae Islands Random Encounters
  Roll for random encounters once every hour. These creatures are all 
  described in detail in the Appendix.
  1d12
  Encounter
  1
  Giant Tardigrade
  2
  Giant Hydrozoa
  3
  Sporozoan Cyst
  4
  Dominion Arcane Enforcer
  5
  Giant Amoeba
  6–12
  No Encounter
  Dominion Arcane Enforcer: This is an encounter with a 5th-level 
  wizard sent to find and capture Irtep and return him to the Dominion for 
  questioning. The enforcer is alone, as creatures of the Minzoa killed his 
  allies. He is desperate to complete his mission and has no reservations 
  about joining forces with the characters (unless they give him one). See 
  the Appendix for details.
  Area 4. The Rock
  This towering, cliff-sided, stony island is no more than a bit of pebble 
  that found its way into Irtep’s Dish. It is contested territory in a three-way 
  feud between Shadow Masks and Red Blades. The assassins and their 
  rivals hide within fissures and cracks in the stone, defending themselves 
  against beasts that crawl up the stone from the lake and from one another. 
  Amoebas and nematodes ate their fungus cap boats long ago, stranding 
  them here. 
  Tully’s Fort (CR 7)
  Tully’s Fort is a fissure in the Rock that Tully and his assassins fortified 
  for keeping watch on the Shadow Masks and for protection against the 
  creatures of the Minzoa while the assassins search for a way to escape 
  the Minzoa. 
  TULLY SMOOTH  
  CR 4
  XP 1,200
  Male human rogue 5
  NE Medium humanoid (human)
  Init +3; Perception +8
   
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 36 (5d8+10)
  Fort +3; Ref +7; Will +1
  
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  irtep's Dish
  
  218
  Quests of Doom: men & monstrosities
  
  219
  irtep's Dish
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee +1 rapier +7 (1d6+2/18–20)
  Ranged +1 light crossbow +7 (1d8+1/19–20)
  Special Attacks bleeding attack 3, sneak attack +3d6
   
  Str 12, Dex 16, Con 14, Int 13, Wis 11, Cha 15
  Base Atk +3; CMB +4; CMD 18
  Feats Deadly Aim, Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +11, Appraise +9, Bluff +10, Climb +9, 
  Escape Artist +11, Intimidate +10, Perception +8, Sense 
  Motive +8, Sleight of Hand +11, Stealth +11, Swim +9
  Languages Common, Elven
  SQ rogue talents (fast stealth), trapfinding +2
  Combat Gear potion of invisibility, 3 vials of greenblood oil; 
  Other Gear +1 studded leather, +1 light crossbow, +1 rapier, 
  30 crossbow bolts, boots of speed
  RED BLADE ASSASSINS (4) 
   
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game GameMastery Guide, 
  “Burglar”)
  Tully is glad to see the player characters arrive, because the Shadow 
  Masks have been assassinating his team slowly but surely. Tully is 
  convinced one of the Shadow Masks must be a shapeshifter. He suggests 
  joining sides to clear out the Shadow Masks and then to find a way out 
  of this “tiny world of horrors” that they find themselves trapped in. If the 
  characters side with Tully and his band, they find Tully and his crew intent 
  on killing Irtep and collecting the bounty that they themselves falsely laid. 
  Delayne’s Fort (CR 7)
  Delayne, a doppelganger agent of the Dark Brotherhood and master 
  of the Shadow Masks, is stuck in her makeshift fort with her squad. 
  Delayne tried to infiltrate the enemy camp disguised as an assassin; the 
  ruse worked until recently, but now she suspects that the Red Blades have 
  caught on to the trick and gone on high alert.Delayne and her band of 3 
  Shadow Mask rogues now seek only to escape the Minzoa. They need 
  a boat to get across the lake, and strong swords and powerful magic to 
  survive the trip. Delayne offers to cut the characters in on a percentage of 
  whatever they can steal from Irtep’s tower. Even as she makes this offer, 
  she knows perfectly well (as the characters probably do, too) that, outside 
  of the laboratory, Irtep is broke. 
  At this point, Delayne could not care less about the Red Blades, but 
  her murderous nature still drives her to kill them as a defensive measure. 
  If the characters arrived with at least one mushroom boat, she may try to 
  trick the characters into heading over to the Red Blade camp while she 
  steals their boat. 
  DELAYNE 
   
  CR 5
  XP 1,600
  Female doppelganger rogue 2 (Pathfinder Roleplaying 
  Game Bestiary “Doppelganger”)
  N Medium monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 60 ft.; Perception +8
   
  AC 20, touch 16, flat-footed 15 (+1 deflection, +4 Dex, +1 
  dodge, +4 natural)
  hp 43 (4d10+8 plus 2d8+4)
  Fort +5; Ref +11; Will +5
  Defensive Abilities evasion; Immune charm, sleep
   
  Speed 30 ft.
  Melee +1 longsword +8 (1d8+2/19–20) or +1 dagger +7 
  (1d4+2/19–20) or 2 claws +6 (1d8+1)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 18th):
  At will—detect thoughts (DC 14)
   
  Str 13, Dex 18, Con 14, Int 12, Wis 13, Cha 15
  Base Atk +5; CMB +6; CMD 22
  Feats Deceitful, Dodge, Great Fortitude, Weapon Focus 
  (longsword)B
  Skills Acrobatics +13, Bluff +17, Diplomacy +11, Disguise +17, 
  Intimidate +9, Perception +8, Sense Motive +8, Stealth +11; 
  Racial Modifiers +4 Bluff, +4 Disguise, +20 disguise while using 
  change shape ability, +4 bluff while using change shape 
  ability
  Languages Common, Gnome
  SQ change shape (alter self), mimicry, perfect copy, rogue 
  talent (combat trick; Weapon Focus), trapfinding +1
  Combat Gear scroll of knock; Other Gear +1 dagger, +1 
  longsword, ring of protection +1
  SHADOW MASK HENCHMAN (3)  
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game GameMastery Guide, 
  “Burglar”)
  Isle of Irtep
  A clump of earth and sand smudged into the northern part of the dish 
  serves as Irtep’s Lair. Irtep formed a defensive cavern where he hides in 
  relative luxury, assuming nobody will ever find him within the confines 
  of his beloved Minzoa. The cavern atop the “island” affords Irtep a 
  grand view of the area. He can see approaching figures from miles away 
  and prepares any defenses he deems necessary to defend himself from 
  approaching enemies or assassins. Characters might need to get clever 
  to approach the Isle of Irtep safely, such as disguising themselves as 
  creatures of the Minzoa, turning invisible, or some other ploy. 
  Encountering Irtep
  If the characters simply press forward on a fungus raft, Irtep sends a 
  magical message that reaches the approaching characters a mile from 
  shore. He demands that they return at once to the “big world” or face the 
  wrath of his minions of the Minzoa. If the characters exclaim that they do 
  not know how to get free of the Minzoa, Irtep offers to send them, so long 
  as they swear never to return. He is not above using a geas spell of his own 
  to force this point home. 
  Irtep is reluctant to negotiate or talk to anyone. If necessary, he uses 
  the pipes of Minzoa to summon creatures of the Minzoa to defend his 
  position.
  Irtep’s Hill
  Irtep defends himself from a cave and bungalow crafted at the top of an 
  80-foot-high hill that affords him an excellent vantage point from which 
  to rain down magic and to summon creatures to fight for him. 
  The hill has a 40-degree slope, meaning it is steep enough that 
  everywhere on the slope is difficult terrain. A successful DC 10 
  Acrobatics check is necessary for characters to move and take a combat 
  action on the same turn. Characters must make the roll before attacking 
  if they’ve already moved, and vice versa. Failure on the roll ends their 
  turn immediately. 
  Battle 
  It should be apparent at the onset of any conflict with Irtep that the 
  wizard is not well. He looks gray, shaky, drawn, and emaciated. This is 
  
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  Quests of Doom: men & monstrosities
  a far different Irtep from his wanted posters or the portraits in his home. 
  The change came about from ignoring the compulsion of Osgood’s geas 
  upon him. 
  If Irtep’s summoned creatures are defeated and the wizard appears to 
  be losing the battle, he surrenders. He swears that he will not return to 
  his creditors in Bard’s Gate because they mean to kill him. He begs the 
  characters to become his agents and to act on his behalf in the outside 
  world, offering them a way out of the Minzoa in exchange. He is oblivious 
  to how ill he is or how terrible he looks, and he speaks frequently of the 
  desire to see his beloved Michalena again. He would like her brought here 
  so they can start a new life in his “mountaintop bungalow.” He admits he 
  has no money, but he could craft scrolls, potions, and magic items for the 
  characters if they bring him the raw materials. 
  Any attempt at negotiating with Irtep fails if any Red Blades assassins 
  are in the mix. They intend to take Irtep’s head and trade it to Big Julie or 
  Tuvio, and to trade any of his magical belongings to the Dominion Arcane 
  for whatever profit they can make. 
  Avoiding Battle
  Because of the geas placed on Irtep by Osgood Flumph, Irtep is unable 
  to refuse an offer to engage in a game of chance. If challenged to a wager, 
  he must accept, but he can and will negotiate the stakes. For example, if a 
  burly fighter challenges Irtep to a stone-throwing contest, he accepts the 
  contest but argues that, because the fighter’s obviously greater strength 
  gives him an advantage, Irtep should win 5 gp from the characters for 
  every 1 they would win from him, or something similar. He conjures up 
  a gaming table, a deck of cards, or a bag of dice on command. If the 
  characters schmoozed with Michalena Goodeau or allied themselves with 
  Gynnen Valzoe, they are aware of this quirk of Irtep’s personality and 
  might be prepared to use this to their advantage against Irtep. 
  As soon as Irtep plays a game of chance, he is immediately invigorated 
  to his full health, which makes him more demanding about the characters’ 
  need to depart from his hidden domain. Characters need to talk themselves 
  out of any dangerous situations they get into with Irtep, or figure out some 
  way to break his geas. 
  Persuading Irtep to Leave
  Either through gambling or battle, eventually the characters should 
  bring Irtep to a point where he is willing to talk. Persuading Irtep to leave 
  and return to the outer world is not an easy task. Characters might point 
  out that invaders have already made their way into his home and it is 
  only a matter of time before others such as themselves make contact 
  with him and are less than friendly. Worse, intruders in his tower might 
  inadvertently or intentionally destroy Minzoa in its entirety. It may be 
  time for Irtep to face the consequences of his actions after all and figure 
  out some way to pay back his creditors. 
  Irtep doesn’t want to hear these things. He is quite ill, however, and 
  is beginning to suspect that he needs help. Suggestions that his creditors 
  might be willing to take one last double-or-nothing bet with him 
  have the best shot at winning his confidence. Characters who can talk 
  knowledgeably about Irtep’s debts, the people to whom he owes money, 
  and gambling in general hold his attention. Speaking positively about his 
  friendship with Faisal and Gynnen or about Tuvio’s respect for him (a bit 
  of exaggeration is helpful here) perks him up. Any mention of Michalena, 
  
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  irtep's Dish
  other than a proclamation that she regrets leaving Irtep and longs for him 
  to take her back, casts the wizard into a deep funk. 
  In short, Irtep needs to hear that he has a chance to recover his fortune, 
  to reclaim his good reputation, and to win back his lover Michalena, 
  whether or not such things are true. Intimidation doesn’t get the characters 
  anywhere unless they knock Irtep unconscious and take him away by 
  force. Charming him makes him friendly but won’t make him want to 
  leave Minzoa. Removing the geas opens his eyes to the real situation and 
  lets him remember that it was Osgood Flumph who enchanted him out 
  of jealousy over Irtep’s research and growing power. Irtep is horrified 
  about the betrayal and determined to make amends to those he owes. He 
  immediately begins planning to file a censure with the Dominion Arcane 
  against Osgood for his betrayal, or to take revenge after his own fashion. 
  However they persuade Irtep to leave Minzoa, he asks the characters 
  to gather near as he withdraws his passkey: a pair of green dice that he 
  shakes in his hand while uttering the command phrase, “Get big, baby!” 
  With that, characters find themselves back in Irtep’s private study on the 
  fifth floor of his tower. 
  Killing Irtep
  If the characters kill Irtep, they can leave his body behind in Minzoa 
  or bring it back to the world where they can deliver it to someone for a 
  bounty or even have him raised. If Irtep stays dead, they need merely 
  deliver the items of interest to his creditors and collect their pay. Or so 
  they hope. See “Conclusions” to determine how to play this series of 
  events. Only Irtep knows the passkey and its command phrase to escape 
  from Minzoa. If characters kill the wizard without first discovering that 
  information, and they don’t have the means to extract it from the dead 
  wizard, they could be trapped forever. 
  Part 4: Conclusions
  At some point, characters must leave Irtep’s Tower. How they leave and 
  what conflicts follow are dependent on whom the characters allied with 
  and the care they take in leaving the tower. 
  Allies
  Regardless of whom the characters allied with before taking the quests 
  of Irtep’s Dish, their previous allies are lying in wait for their exit from 
  the tower. Each of the allies has its own agenda. Amid this conflict are the 
  wildcards presented by the guard and the half-orc trackers employed by 
  Big Julie and Tuvio. 
  When the characters leave the tower, they are immediately confronted 
  by Osgood, Faisal, and Gynnen Valzoe — or all three. The wizards each 
  demand the items that the characters gathered from the tower. At first, they 
  attempt to out-bid one another for the items. If that doesn’t work, they 
  try to persuade the characters why they deserve the items. Depending on 
  the characters’ actions or reactions, this can lead to a battle between the 
  wizard they side with and the other parties who are angered at being cut 
  out of the deal. 
  Leaving the Tower
  If the characters leave the tower by flying, by swimming, invisibly, 
  or by somehow just sneaking out, they notice that the guards that were 
  so abundant and alert before all seem to be asleep at their posts. From 
  then on, the situation develops according to the guidelines below. Use 
  these examples to adjudicate what happens in your specific situation. Feel 
  free to add additional NPCs if appropriate, such as bartenders and wizard 
  guards at the Wizard’s Familiar. 
  Confrontation: The Trio
  If the characters simply walk out the front door, they find the guards 
  asleep. Once they cross the moat, Osgood, Faisal, and Gynnen confront 
  them. The trio approach at the same time but separately from different 
  directions. Everyone’s hands are on wands or weapons, and it’s clear none 
  of them trusts each other or are happy to see one another. 
  If Irtep is Alive
  If Irtep is alive but his geas has not been broken, he is leery of Osgood 
  and Faisal and appears humiliated in the presence of Gynnen. 
  Osgood demands Irtep relinquish the magic items to him so he can 
  continue their research. He points out that it would be best if Irtep left 
  town and never came back since his gambling problem has cost him so 
  dearly. 
  Faisal demands that Irtep give the items to him so that he can turn them 
  over to the Dominion to be destroyed. 
  Pipes of Minzoa
  Aura moderate conjuration and enchantment; CL 7th
  Slot none; Price 15,000 gp; Weight 1 lb.
   
  DESCRIPTION
  These pipes of ivory, platinum, silver, and gold are 
  as finely crafted as one could imagine. Three magical 
  songs can be played on these magical pipes. A bard 
  can use each power of the pipes one additional time 
  per day. 
  Summon Minzoan Creature (3/day): The pipes 
  can be played over a vial of plain water to summon 
  a number of creatures from the Minzoa whose 
  total HD equals 12 or less. These creatures obey the 
  summoner’s commands and remain for one minute or 
  until destroyed, or until dismissed by the summoner.
  Charm Minzoan Creature (1/day): The pipes can 
  be played to charm a single Minzoan creature for 
  a number of days equal to the Charisma bonus of 
  the character playing the pipes (minimum 1 day). 
  A charmed creature remains loyal to the character 
  so long as the character or one of its allies doesn’t 
  attack the charmed creature. The creature affected 
  can make a DC 15 Will save to negate the effect. 
  The pipes are effective on Minzoan creatures even 
  though most are immune to charm effects.
  Invisibility to Minzoan Creature (1/day): This song 
  causes all creatures of the Minzoa to ignore the 
  character for up to one hour. This effect is broken if 
  the character or one of its allies attacks an affected 
  creature.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, charm monster, 
  summon monster IV; Cost 7,500 gp
  Irtep’s Passkey
  Irtep’s passkey for leaving the Minzoa is a set of six-sided dice 
  given to him by his aged master. When Osgood and Irtep crafted 
  the sextant of Minzoa, they tied the dice into the effect. The dice 
  need only be rolled in the palm of the hand while the password 
  (“Get big, baby!”) is spoken to reverse the sextant’s effect.
  
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  Quests of Doom: men & monstrosities
  Gynnen begs Irtep to leave the wizards to their toys and come with him 
  to get help for his failing health and for his gambling problem. Gynnen 
  accuses Osgood of placing a geas on Irtep and claims that he has evidence 
  the scroll was bought from the wizard Manisool. 
  If the geas has not been broken, Irtep gains a new saving throw against 
  it (a DC 14 Will save) as he realizes what Osgood did to him. If he breaks 
  the spell, an angry Irtep attacks Osgood, and Faisal joins in. If the saving 
  throw fails and the characters never received the scroll of remove curse 
  from Gynnen, then Gynnen unrolls the scroll to cast the spell now. During 
  this attempt, Osgood attacks him! 
  The wizards avoid using spells that cause mass destruction to the 
  neighborhood and further raise the ire of the city watch, who arrive 10 
  rounds after the first spell is cast. Gynnen pleads with the wizards to cease 
  fighting; he joins in the melee only to defend himself or to protect Irtep. 
  Irtep does everything in his power to defeat Osgood, with the assistance of 
  Faisal, though Faisal does not allow Irtep to kill Osgood; he’d rather see 
  Osgood turned over to the Dominion Arcane for a private trial.
  The player characters can take any actions they wish during the wizards’ 
  and bard’s duel, coming in on whichever side they favor or standing aside 
  completely. They’ll be ignored while the combatants have each other to 
  worry about.
  During the fight, 2 half-orcs working for Big Julie and 2 half-orcs 
  working for Tuvio arrive. They use the battle as a distraction while 
  they make a beeline for Irtep. These two teams of leg-breakers are not 
  allied; their separate goals are to capture Irtep and bring him back to their 
  respective masters. They fall to fighting one another as soon as all four 
  close on the wizard. 
  When the half-orcs make their grab for Irtep, Gynnen steps in to stop 
  them. Player characters are free to take any actions they deem appropriate, 
  including aiding or betraying whichever faction they signed on with at the 
  beginning of the adventure, understanding any consequences that occur 
  from their actions. 
  As if all this isn’t bad enough, members of the city guard begin arriving 
  within 10 rounds. The arriving guards awaken the guards that Osgood and 
  Faisal put to sleep, for a total of 14 guards, Officer Gralme, 4 guard 
  dogs, and the wizard Finly on the scene. Killing Lyreguards is a serious 
  crime, of course. 
  If Irtep is Dead or not with the Party
  If Irtep is dead or absent from the party, his former associates still 
  meet the characters as they exit the tower. In this case, Faisal and Osgood 
  demand the sextant, the passkey, and the pipes of Minzoa. If the characters 
  are under contract with one of the wizards, he reminds them openly of 
  their deal. If the players choose to side with Faisal, Osgood attacks Faisal, 
  intending to kill him before he takes custody of Irtep’s treasures.
  Gynnen is only concerned about the fate of Irtep, not his creations. 
  If the characters tell him that Irtep is dead, the bard is visibly sad and 
  departs. 
  Shortly after Gynnen leaves, the half-orcs arrive and demand Irtep’s 
  treasures as payment to their bosses. It is up to the players and Game 
  Master to determine how this plays out. 
  Tying Up Loose Ends
  It is possible at the end of the adventure that the characters are outlaws 
  in Bard’s Gate. They may have made enemies or allies of the Red Blades, 
  Shadow Masks, Dominion Arcane, Big Julie, Tuvio, Faisal, Osgood, or 
  Irtep if he survived. 
  How the characters move forward after this adventure is something to 
  be decided between the Game Master and players based on their deeds 
  and choices! 
  If characters rescue Irtep and bring him home to a happy conclusion, 
  he gives them his dish and the pipes of Minzoa, as his magic has grown 
  enough to continue his explorations of other tiny worlds. Irtep goes out of 
  his way to make amends with his debtors, paying them off with a cache of 
  scrolls and other treasures he hid in the Minzoa. 
  In this event, award the characters each an additional 1,000 XP for their 
  hard work. Irtep remains an ally to the characters for the duration of their 
  careers, offering what advice and help he can and thanking them always 
  for saving him anytime their paths cross. 
  NPCs and Monsters
  Stat blocks for NPCs and monsters that can be encountered in multiple 
  locations are listed here. Only new or unique creatures are included. 
  Abbreviated stat blocks are included for monsters and NPCs that are 
  covered in the Pathfinder Roleplaying Game GameMastery Guide, the 
  Pathfinder Roleplaying Game NPC Codex and Pathfinder Roleplaying 
  Game Bestiaries, and GMs are directed to those books for full details on 
  those creatures. 
  Irtep and His Associates
  IRTEP 
   
  CR 9
  XP 6,400
  Male human wizard 10
  CN Medium humanoid (human)
  Init +5; Perception +16
   
  AC 14, touch 12, flat-footed 13 (+2 armor, +1 deflection, +1 Dex)
  hp 37 (10d6)
  Fort +5; Ref +4; Will +9
   
  Speed 35 ft.
  Special Attacks hand of the apprentice (7/day)
  Spells Prepared (CL 10th; melee touch +5, ranged touch +6):
  5th—cone of cold (x2, DC 19)
  4th—dimension door, lesser globe of invulnerability, ice 
  storm, stoneskin
  3rd—dispel magic, fireball (DC 17), protection from energy, 
  suggestion (DC 17)
  2nd—bear’s endurance, blur, flaming sphere (DC 16), 
  invisibility, web (DC 16)
  1st—burning hands (DC 15), endure elements, magic missile, 
  shocking grasp, sleep (DC 15)
  0 (at will)—acid splash, dancing lights, prestidigitation, read 
  magic
   
  Str 10, Dex 12, Con 11, Int 18, Wis 15, Cha 14
  Base Atk +5; CMB +5; CMD 17
  Feats Alertness, Combat Casting, Craft Wand, Craft 
  Wondrous Item, Fleet, Great Fortitude, Improved Initiative, 
  Run, Scribe Scroll
  Skills Acrobatics +1 (+5 to jump with a running start), 
  Appraise +12, Knowledge (arcana) +17, Knowledge 
  (dungeoneering) +17, Knowledge (history) +17, Knowledge 
  (Minzoa) +12, Knowledge (nature) +17, Perception +16, 
  Sense Motive +9, Spellcraft +17, Survival +7, Swim +5
  Languages Abyssal, Aquan, Common, Giant, Infernal
  SQ arcane bond (wand of lightning bolt [14 charges]), 
  metamagic mastery (2/day)
  Combat Gear 3 scrolls of charm person, wand of lightning 
  bolt (14 charges); Other Gear bracers of armor +2 , broom 
  of flying , ring of protection +1 , ring of swimming , pipes of 
  Minzoa, passkey of minzoa (dice)
  Spellbook 0—all; 1st—burning hands, endure elements, 
  magic missile, shocking grasp, sleep; 2nd—bear’s 
  endurance, blur, darkvision, flaming sphere, invisibility, web; 
  3rd—dispel magic, displacement, fireball, gaseous form, 
  haste, protection from energy, suggestion; 4th—dimension 
  door, ice storm, lesser globe of invulnerability, minor 
  creation, stoneskin; 5th—cone of cold.
  
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  irtep's Dish
  FAISAL DHAKEN  
  CR 6
  XP 2,400
  Male human wizard 7
  CN Medium humanoid (human)
  Init +6; Perception +10
   
  AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
  hp 34 (7d6+7)
  Fort +3; Ref +4; Will +8
   
  Speed 30 ft.
  Special Attacks hand of the apprentice (6/day)
  Spells Prepared (CL 7th; melee touch +2, ranged touch +5);
  4th—greater invisibility
  3rd—dispel magic, lightning bolt (DC 16), suggestion (DC 16)
  2nd—acid arrow, fog cloud, mirror image, web (DC 15)
  1st—expeditious retreat, mage armor, magic missile, 
  shocking grasp, sleep (DC 14)
  0 (at will)—acid splash, daze (DC 13), light, ray of frost
   
  Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 10
  Base Atk +3; CMB +2; CMD 15
  Feats Alertness, Combat Casting, Craft Wondrous Item, 
  Dodge, Improved Initiative, Iron Will, Scribe Scroll
  Skills Diplomacy +7, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +13, Knowledge (local) +13, Perception 
  +10, Sense Motive +10, Spellcraft +13
  Languages Common, Elven, Giant, Sylvan
  SQ arcane bond (staff of fire)
  Combat Gear 2 potions of cure serious wounds, staff of fire 
  (12 charges), wand of magic missile (7 charges); Other Gear 
  bracers of armor +2, gems and jewelry (worth 3,000 gp)
  OSGOOD FLUMPH 
   
  CR 8
  XP 4,800
  Male human wizard 9
  NE Medium humanoid (human)
  Init +5; Perception +8
   
  AC 13, touch 13, flat-footed 11 (+1 deflection, +1 Dex, +1 
  dodge)
  hp 43 (9d6+9)
  Fort +4; Ref +4; Will +7
   
  Speed 30 ft.
  Melee +1 dagger +5 (1d4+1/19–20)
  Special Attacks hand of the apprentice (6/day)
  Spells Prepared (CL 9th; melee touch +4, ranged touch +5):
  5th—cone of cold (DC 18)
  4th—greater invisibility, stoneskin
  3rd—fireball (DC 16), fly, lightning bolt (DC 16), suggestion 
  (DC 16)
  2nd—blur, flaming sphere (DC 15), invisibility, scare (DC 15), 
  web (DC 15)
  1st—burning hands (DC 14), cause fear (DC 14), mage 
  armor, magic missile, shield
  0 (at will)—acid splash, ghost sound (DC 13), light, mage 
  hand
   
  Str 10, Dex 13, Con 12, Int 17, Wis 12, Cha 14
  Base Atk +4; CMB +4; CMD 17
  Feats Alertness, Brew Potion, Combat Casting, Craft Wand, 
  Dodge, Improved Initiative, Mobility, Scribe Scroll
  Skills Appraise +15, Craft (alchemy) +15, Knowledge 
  (dungeoneering) +15, Knowledge (history) +15, Knowledge 
  (planes) +15, Perception +8, Sense Motive +7, Spellcraft +15
  Languages Common, Dwarven, Elven, Giant
  SQ arcane bond (ring of protection +1), metamagic 
  mastery (1/day)
  Combat Gear brooch of shielding, scroll of dispel magic 
  and lesser geas, wand of lightning bolt (7 charges); Other 
  Gear +1 dagger, bag of holding I, boots of levitation, ring of 
  protection +1, gems and jewelry (worth 3,500 gp)
  GYNNEN VALZOE 
   
  CR 5
  XP 1,600
  Male human bard 6
  CG Medium humanoid (human)
  Init +3; Perception +7
   
  AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
  hp 36 (6d8+6)
  Fort +3, Ref +8, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
   
  Speed 30 ft.
  Melee +1 longsword +7 (1d8+3/19–20)
  Ranged +1 light crossbow +8 (1d8+1/19–20)
  Special Attacks bardic performance 17 rounds/day 
  (countersong, distraction, fascinate [DC 16], inspire 
  competence +2, inspire courage +2, suggestion [DC 16])
  Bard Spells Known (CL 6th; concentration +9):
  2nd (4/day)—hold person (DC 15), invisibility, mirror image, 
  silence (DC 15)
  1st (5/day)—charm person (DC 14), comprehend 
  languages, cure light wounds, hideous laughter (DC 14)
  0 (at will)—daze (DC 13), detect magic, ghost sound (DC 
  13), light, mage hand, prestidigitation
   
  Str 14, Dex 16, Con 12, Int 14, Wis 12, Cha 17
  Base Atk +4; CMB +6; CMD 20
  Feats Combat Casting, Dodge, Extra Performance, Mobility
  Skills Acrobatics +11, Bluff +12, Knowledge (arcana) +11, 
  Knowledge (history) +11, Knowledge (local) +11, Perception 
  +7, Perform (sing) +12, Perform (wind instruments) +12, Sense 
  Motive +12, Spellcraft +11, Stealth +11, Use Magic Device +12
  Languages Common, Dwarven, Elven
  SQ bardic knowledge +3, lore master 1/day, versatile 
  performances (sing, wind)
  Combat Gear scroll of remove curse; Other Gear +1 chain 
  shirt, +1 light crossbow, +1 longsword, gems and jewelry 
  (worth 500 gp)
  Irtep’s Creditors
  Fat Julie Broad-Toe
  FAT JULIE BROAD-TOE 
   
  CR 3
  XP 800
  Male halfling rogue (spy) 4 (Pathfinder Roleplaying Game 
  Advanced Players Guide “Spy”)
  NE Small humanoid (halfling)
  Init +4; Perception +10
   
  AC 17, touch 17, flat-footed 12 (+1 deflection, +4 Dex, +1 
  dodge, +1 size)
  hp 29 (4d8+8)
  Fort +4; Ref +9; Will +3; +2 vs. fear
  Defensive Abilities evasion, uncanny dodge
   
  Speed 20 ft.
  Melee short sword +8 (1d4–1/19–20)
  Ranged shortbow +8 (1d4–1/x3)
  Special Attacks sneak attack +2d6
   
  Str 8, Dex 18, Con 14, Int 13, Wis 12, Cha 10
  Base Atk +3; CMB +1; CMD 17
  
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  Quests of Doom: men & monstrosities
  Feats Dodge, Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +11 (+7 to jump), Bluff +7 (+9 on 
  opposed rolls to attempt to deceive someone (does 
  not apply to feint attempts or attempts to pass secret 
  messages)), Climb +7, Diplomacy +6, Disable Device +10, 
  Escape Artist +11, Intimidate +7, Knowledge (local) +8, 
  Perception +10, Sense Motive +8, Sleight of Hand +11, 
  Stealth +15; Racial Modifiers +2 Acrobatics, +2 Climb, +2 
  Perception
  Languages Common, Elven, Halfling
  SQ poison use, rogue talents (fast stealth, finesse rogue)
  Combat Gear 2 potions of cure moderate wounds, 2 potions 
  of invisibility; Other Gear 30 arrows, shortbow, short sword, 
  ring of protection +1
  Fat Julie’s Brute Squad
  Fat Julie has many half-orcs working for him as all-purpose leg-
  breakers. The toughest of them are Choli Bonesnapper, Colic, Pinkeye, 
  and Blister. Many other orcs work under these bruisers.
  CHOLI BONESNAPPER, COLIC, 
  PINKEYE, AND BLISTER 
   
  CR 2
  XP 600
  hp 40 (Pathfinder Roleplaying Game NPC Codex “Axe 
  Warrior”)
  ORC THUGS 
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Orc”)
  Tuvio
  TUVIO 
   
  CR 4
  XP 1,200
  Male human rogue (bandit) 5 (Pathfinder Roleplaying 
  Game Ultimate Combat “Bandit”)
  NE Medium humanoid (human)
  Init +3; Perception +7
   
  AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
  hp 41 (5d8+15)
  Fort +3; Ref +7; Will +0
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft.
  Melee +1 longsword +7 (1d8+3/19–20)
  Ranged composite shortbow +6 (1d6+2/×3)
  Special Attacks sneak attack +3d6
   
  Str 15, Dex 16, Con 14, Int 10, Wis 8, Cha 12
  Base Atk +3; CMB +5; CMD 19
  Feats Dodge, Intimidating Prowess, Martial Weapon 
  Proficiency (longsword), Toughness, Weapon Focus 
  (longsword)
  Skills Acrobatics +10, Bluff +9, Diplomacy +9, Escape Artist 
  +10, Intimidate +11, Knowledge (local) +8, Perception +7, 
  Sense Motive +7, Sleight of Hand +10, Stealth +10
  Languages Common
  SQ ambush, rogue talents (combat trick, fast stealth), 
  trapfinding +2
  Combat Gear 2 potions of cure moderate wounds, potion of 
  invisibility; Other Gear +1 chain shirt, +1 longsword, 20 arrows, 
  composite shortbow (+2 Str)
   
  Ambush (Ex) When able to act in the surprise round, Tuvio 
  can take a move, standard, and swift action.
  Tuvio’s Torpedoes
  Like Fat Julie, Tuvio has half-orcs working for him as musclemen and 
  leg-breakers. The toughest of them are Fleaface and Hogbreath. Many 
  other orcs work under these two.
  FLEAFACE AND HOGBREATH 
   
  CR 2
  XP 600
  hp 40 (Pathfinder Roleplaying Game NPC Codex “Axe 
  Warrior”)
  ORC THUGS 
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary “Orc”)
  Giant Protozoans
  The following are a class of creatures known to inhabit the hidden Minzoa 
  that lies just beyond the sight of men and beasts. Alchemists, scientists, madmen, 
  druids, and dabblers in the arcane arts have long suspected the existence of 
  minute beings, pointing to creatures such as lice and ticks as evidence of a world 
  much smaller than our own. The wizard Irtep found a way to enter this world, 
  where he encountered and categorized the following creatures. 
  These creatures have a new subtype to differentiate them from normal-
  sized creatures.
  Minzoan Subtype
  Minzoan creatures are microorganisms that inhabit a miniature world far 
  too small to be seen or interacted with by normal-sized creatures. They are 
  far smaller Fine in size and have no effect on the larger world except in 
  the manifestation of diseases, some fungus, and natural decay. Hundreds 
  or even thousands of these creatures could exist in a drop of water. Most 
  creatures with the minzoa subtype are oozes, plants, or vermin.
  Through the use of powerful magic these creatures can be enlarged as 
  if by summoning to appear in the normal-sized world, and normal-sized 
  creatures can be miniaturized to exist in the Minzoa.
  Giant Amoeba
  This strange creature is semi-translucent and difficult to see as it 
  swims, looking like little more than ripples in the water.
  GIANT AMOEBA  
  CR 5
  XP 1,600
  Advanced giant amoeba (Pathfinder Roleplaying Game 
  Bestiary 2 “Amoeba, Giant”)
  N Large ooze (aquatic, minzoa)
  Init –7; Senses blindsight 30 ft.; Perception –5
   
  AC 4, touch 2, flat-footed 4 (–7 Dex, +2 natural, –1 size)
  hp 63 (6d8+36)
  Fort +8; Ref –5; Will –3
  Immune ooze traits
   
  Speed 10 ft., climb 10 ft., swim 20 ft.
  Melee slam +10 (1d6+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+10)
   
  Str 25, Dex -3, Con 22, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +12 (+16 grapple); CMD 15 (can’t be 
  tripped)
  Skills Acrobatics –7 (–15 to jump), Climb +15, Swim +15
  SQ amphibious
   
  Environment Water (Minzoa)
  
  225
  irtep's Dish
  Organization Solitary
  Treasure None
  The Minzoan amoeba is a large creature that could easily fill a 10-foot cube if 
  contained in that shape. The creature is semi-translucent and therefore difficult 
  to see or distinguish from water save for its slightly sticky wet exterior.
  Minzoan amoebas live in water and die if they are away from liquid 
  water for more than one hour. 
  Amoebas are voracious eaters and may even try to devour smaller 
  amoebas. They attack by slamming their body onto their prey. 
  Giant Carnivorous Fungi
  This creature resembles stalks of clear, reed-like staves rising from a 
  pool, thick with slime.
  GIANT CARNIVOROUS FUNGI 
   
  CR 4
  XP 1,200
  N Large plant (minzoa)
  Init –2; Senses low-light vision; Perception –1
  Aura pheromones (30 ft.; Fort DC 16) 
   
  AC 11, touch 7, flat-footed 11 (–2 Dex, +4 natural, –1 size)
  hp 58 (9d8+18)
  Fort +8; Ref +1; Will +2 
  Immune plant traits
   
  Speed 10 ft., swim 10 ft.
  Melee 4 tentacles +7 (1d6+2 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+2)
   
  Str 14, Dex 6, Con 14, Int —, Wis 8, Cha 3
  Base Atk +6; CMB +9 (+13 grapple); CMD 15 (can’t be 
  tripped)
   
  Environment Temperate (Minzoa)
  Organization Forest
  Treasure None
   
  Pheromones (Ex) The giant carnivorous fungus emits 
  pheromones in a 30-foot radius centered on itself. A living 
  creature within or entering the area must succeed on a DC 
  16 Fortitude save or be forced to move within reach of the 
  fungus’s tentacles (10 feet). After that, it can use a standard 
  to make a new Will save to end the effect. This charm effect 
  lasts for 1 minute or until the creature makes a successful 
  saving throw against the effect.
  These plantlike beings thrive in the Minzoa, in areas with plenty 
  of moisture and humidity. They resemble copses of clear, reed-like 
  staves rising from a pool of primordial goop 15 to 30 feet in diameter. 
  Carnivorous fungi feed on other living beings of the Minzoa, trapping 
  them in their sticky strands where they are slowly devoured. 
  Carnivorous fungi lie in wait for the nearly mindless creatures of the 
  Minzoa to swim or crawl through their primordial goop in search of food. 
  There the creatures become trapped in the fungi’s gluey excretions as the 
  reed staves wrap around their prey and squeeze it to death. 
  Giant Hydrozoa
  A slender tube, 10-feet-long, seems to be anchored to the rock beneath 
  it. From its open end extends a swarm of grasping tentacles.
  GIANT HYDROZOA 
   
  CR 8
  XP 4,800
  N Large ooze (aquatic, minzoa)
  Init +0; Senses blindsight 60 ft.; Perception –1 
   
  AC 13, touch 9, flat-footed 13 (+4 natural, –1 size)
  hp 90 (12d8+36)
  Fort +7; Ref +4; Will +3 
  DR 5/ piercing or slashing; Immune ooze traits
   
  Speed 10 ft., swim 20 ft.
  Melee 6 tentacles +10 (1d8+2 plus grab plus paralysis)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+2), paralysis (1 minute, DC 19)
   
  Str 15, Dex 10, Con 16, Int —, Wis 8, Cha 3
  Base Atk +9; CMB +12 (+16 grapple); CMD 22 (can’t be 
  tripped)
   
  Environment Temperate (Minzoa)
  Organization Solitary
  Treasure None
  Giant Hydrozoa are humongous protozoan creatures brought from 
  the world in miniature by mad science and arcane magic. These horrid 
  creatures appear as a slender tube 10 to 30 feet long. The creature fuses 
  one end of the tube immovably to a floor or to the ground with pseudopods, 
  typically in a watery area such as a lake, stream, river, or shallow sea. The 
  creature uses its tentacles to snatch prey, injecting them with paralytic 
  venom before drawing the meal whole into its maw, where it is digested 
  by powerful acids. 
  Giant hydrozoa move by drifting with the current or by propelling 
  themselves with a looping, somersaulting-type motion. 
  Giant Nematode
  Lurching up from the boggy ground comes a translucent horror. It 
  resembles a flatworm the size of a man but with flesh that is almost entirely 
  transparent.
  GIANT NEMATODE 
   
  CR 2
  XP 600
  N Medium vermin (aquatic, minzoa)
  Init +1; Senses darkvision 60 ft.; Perception –1
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 45 (7d8+14)
  Fort +7; Ref +3; Will +1 
  Defensive Abilities split, transparent; DR 5/piercing or slashing
   
  Speed 20 ft., swim 30 ft.
  Melee bite +5 (1d6 plus 2d6 acid)
   
  Str 10, Dex 12, Con 15, Int —, Wis 8, Cha 3
  Base Atk +5; CMB +5; CMD 16 (can’t be tripped)
   
  Environment Temperate (Minzoa)
  Organization Solitary
  Treasure None
   
  Split (Ex) If a giant nematode of at least Medium size 
  takes slashing damage, it splits into two identical giant 
  nematodes, each with half the original’s current total hit 
  points, rounded down. A giant nematode with 10 or fewer 
  hit points cannot be further split.
  Transparent (Ex) The giant nematode is difficult to spot. A 
  creature must succeed on a DC 12 Perception check to 
  spot a giant nematode. 
  Giant nematodes are man-sized flatworms that inhabit the world 
  in miniature, thanks to arcane magic and the experimentations of mad 
  scientists. These creatures are nearly transparent, making it difficult to 
  spot them until it is too late. 
  Giant nematodes are always hungry; they are driven entirely by the 
  
  226
  Quests of Doom: men & monstrosities
  desire to eat and reproduce. They attack by spearing their frontal portion 
  into their victims, injecting them with an acidic gastric substance, and 
  sucking the creature’s liquefied nutrients into their body. 
  Giant Protozoan Orb
  This giant insect looks like a tick with a clear carapace, revealing the 
  strange globular composition of its insides. A wicked-looking hooked jaw 
  extends from beneath its head as it scuttles forward to attack.
  GIANT PROTOZOAN ORB  
  CR 3
  XP 800
  N Medium vermin (aquatic, minzoa)
  Init +0; Senses blindsight 60 ft.; Perception –2
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 39 (6d8+12)
  Fort +7; Ref +2; Will +0 
  DR 5/piercing or slashing; Immune vermin traits
   
  Speed 30 ft. swim
  Melee bite +4 (1d8 plus 1d6 acid plus grab)
  Special Attacks blood drain
   
  Str 11, Dex 10, Con 14, Int —, Wis 6, Cha 1
  Base Atk +4; CMB +4 (+8 grapple); CMD 14 (18 or 22 vs. trip)
   
  Environment Salt water (Minzoa)
  Organization Solitary
  Treasure None
   
  Blood Drain (Ex) A giant protozoan orb drains blood 
  from its victim on each round that it maintains a pin. This 
  blood drain deals 1d6 points of Constitution damage to 
  the target. After a giant protozoan orb drains 9 points of 
  Constitution from a target, it detaches and moves away to 
  digest its meal.
  Protozoan orbs are common in brackish waters of the Minzoa. They 
  typically resemble ticks with four or six limbs, but they are 3 to 6 feet 
  across. They have hooked jaws just below the beginnings of their insect-
  like eye. Their carapace is clear, revealing the juices of their primitive 
  cellular structure within. 
  Protozoan orbs feast on carrion and vegetable matter, though they 
  are not above attempting to devour small, live prey that crosses their 
  path. Their primary form of travel is by slurping water in through their 
  mouth and jetting it out through their hind end, which gives them a 
  jerky, flitting movement. They are common prey of hydrozoa and giant 
  nematodes. 
  Giant Sporozoa
  Feeding upon the fetid remains of some rotted corpse, this bloblike 
  entity resembles little more than a pile of clear muck from which four 
  thrashing tentacles extend.
  GIANT SPOROZOA 
   
  CR 4
  XP 1,200
  N Medium ooze (aquatic, minzoa)
  Init +0; Senses blindsight 60 ft.; Perception –5
   
  AC 10, touch 10, flat-footed 10
  hp 39 (6d8+12)
  Fort +4 ; Ref +2; Will +0  
  DR 5/piercing or slashing; Immune ooze traits
   
  Speed 10 ft., swim 20 ft.
  Melee 4 tentacles +5 (1d6+1 plus grab plus disease )
   
  Str 12, Dex 10, Con 15, Int —, Wis 6, Cha 1
  Base Atk +4; CMB +5 (+9 grapple); CMD 15 (can’t be tripped) 
  SQ amphibious
   
  Environment Temperate (Minzoa)
  Organization Solitary or cluster (2-6)
  Treasure None
   
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 15; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  These foul creatures of the Minzoa appear as man-sized blobs of gelatinous 
  matter surrounded by four tentacles. The tentacles are used for mobility and 
  to attack. They are typically found near the corpses of creatures that died 
  recently from the sporozoans’ disease or in filthy, dead matter, as such corpses 
  are breeding grounds for sporozoans. The creatures hibernate in a hardened 
  cyst until agitated or roused by proximity to other living organisms. 
  Giant Tardigrade
  This strange creature looks like a cross between a hairless bear and 
  a caterpillar. It stands 10 feet tall with a grayish-pink body made of 
  loose folds of thick skin. Its body seems to have segments, and from these 
  protrude four pairs of legs with wickedly clawed tips.
  GIANT TARDIGRADE 
   
  CR 5
  XP 1,600
  N Large vermin (aquatic, minzoa)
  Init +0; Senses darkvision 60 ft.; Perception –1
   
  AC 13, touch 9, flat-footed 13 (+4 natural, –1 size)
  hp 65 (10d8+20 )
  Fort +9; Ref +3; Will +2 
  Immune vermin traits; Resist cold 5, fire 5
   
  Speed 30 ft., swim 20 ft.
  Melee bite +8 (1d8+2), 4 claws +8 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks rend 2 claws (1d8+3)
   
  Str 15, Dex 10, Con 15, Int —, Wis 9, Cha 6
  Base Atk +7; CMB +10; CMD 20 (32 vs. trip) 
  SQ amphibious
   
  Environment Any (Minzoa)
  Organization Solitary
  Treasure Standard
  Giant tardigrades, also known as water bears, look like a cross between 
  a hairless bear and a caterpillar. The creatures stand 10 feet tall and weigh 
  1,400 lbs. The body of the giant tardigrade is a grayish-pink, though some 
  run to gray-green. Their body is slightly segmented and has eight legs, 
  four of which may be used to attack their prey. Their skin is thick and 
  loose after the fashion of the rhinoceros, and sloughs off damage easily, 
  affording them an excellent armor class. 
  Commonly they are found in water, though they can be found in almost 
  any extreme climate. Giant tardigrades have been brought to the world 
  through a mixture of alchemy, mad science, magic, and the occasional 
  druid gone wrong. Tardigrades are some of the hardiest creatures on the 
  planet. They seem to hardly notice extreme heat or extreme cold. They can 
  lie dormant for years without food or water. 
  Tardigrades eat almost anything, though they are slow to provoke and 
  hard to anger. When engaged, they attack with their four front claws and 
  their circular maw filled with razor-sharp teeth. 
  
  227
  Perils of Ghostwind Pass
  The Perils of Ghostwind Pass is a Pathfinder Roleplaying Game 
  adventure designed for 4–6 characters of levels 5–7.
  “Once upon a time, twin sisters went to slay the Winter Prince, who 
  held the freezing winds like tigers leashed in the Ghostwind Pass …”
  Introduction
  Roll 3d6 and add 10. Write that number down. You’ll need it later. Perils 
  of Ghostwind Pass is an adventure designed for 4–6 characters of levels 
  5–7. It is playable at other levels and with different numbers of characters, 
  but the monsters and risks of the adventure may require adjustment by the 
  GM to offer an appropriate challenge to the players. The adventure has 
  two levels of complexity. On one level there is an interesting background 
  story with a mystery to solve that leads to a powerful artifact. It can be left 
  out if desired, leaving a straightforward location-based adventure with a 
  race against time and an evil mastermind.
  The adventure is designed to fit anywhere in your campaign world, 
  as long as you have some mountains available. If you’re using the Lost 
  Lands campaign setting, Ghostwind Pass cuts through the northern reach 
  of the Cretian Mountains, connecting Yolbiac Vale to the Town of Elet.
  Background
  The Ghostwind is a mountain pass threading a high trail through the 
  taller peaks rising to either side. It is the main pass in the area since it can 
  be traversed (although with difficulty) by wagons. A few smaller trails 
  remain usable later into the winter, but these mule-trails are too rough for 
  wagons, and generally pose other significant dangers such as rockslides 
  or narrow, cliff-side trails. An old stone road winds its way through the 
  pass, a relic of the Hyperborean Empire that has receded from these lands, 
  leaving them unprotected and wild. Although the road is dilapidated and 
  broken, the remains of the work done by its builders still allows the pass 
  to be traversed by wagons, even centuries after the stones were originally 
  set. The road is vital to the merchants and other travelers in the Ghostwind 
  for another reason: As long as it is not covered in snow, it shows travelers 
  the fastest and safest way through a pass that has several dead-end ravines 
  and blind canyons. Without it, a large number of journeyers through the 
  pass would never arrive on the far side of the mountains.
  The ravines and canyons of Ghostwind Pass are rich hunting and 
  trapping grounds during the warm seasons, drawing fortune-seekers to 
  the hunting camp around the Abbey of Saint Kathelynn and to the “South 
  Camp” on the far side of the mountains. There is a third settlement in the 
  highlands of the pass, the Manor of the Mountain Queen, but visitors to 
  the pass avoid this fell place. It is said that the Mountain Queen is not 
  human, although no one really knows what she might be.
  Twice each year, the Ghostwind blows down the high peaks, hurling 
  snow and sleet before it to bury most of the pass. The weather is violent 
  and murderously cold. Anyone caught in the heights when this maelstrom 
  hits is most likely doomed. Entire caravans have been lost, found at the 
  end of the season where they froze to death after only a day or two of 
  desperate travel back toward the lower altitude. The Ghostwind season 
  lasts 2 months, and during this time the pass is effectively closed off to 
  all passage.
  If you intend to run a player character in this adventure, READ NO 
  FURTHER.
  GM Notes
  The vague rumors about the Mountain Queen’s Manor are entirely 
  correct: The Mountain Queen is not human. She is a lamia with innate 
  power over storms and snow who uses these powers to insulate her 
  stone castle from the Ghostwind. Once the Ghostwind falls, she and her 
  monstrous followers rule the high regions of the pass for the 2 months 
  until the murderously cold storms abate. Chief among her clan are her 
  children: the grey saber-tooths and the white weretigers that hunt in the 
  higher regions of the pass. The lamia is long-lived. She knows a great deal 
  about the series of events that took place in the pass 75 years ago when 
  a powerful fey known as the “Winter Prince” was supposedly defeated 
  by the paladin Kathelynn — because she is Kathelynn, or at least what is 
  left of her original self (see, “What Really Happened,” below). Although 
  the Winter Prince survived, he traded his life for a promise to restrict the 
  supernatural storms in the pass to twice per year. The characters might 
  stumble upon the odd mysteries and contradictions surrounding the defeat 
  of the Winter Prince; it is there to be found, but is not necessary to the 
  adventure. 
  For adventurers, the most important key to survival in the high region 
  of Ghostwind Pass (other than avoiding frontal assaults on the Mountain 
  Queen’s hall) is to understand how the cold weather moves in. During the 
  warm seasons, humans and their kin are able to survive in the pass. Once 
  the Ghostwind season begins, the storms and cold turn the pass into a 
  deathtrap. The only hope for a hunter or a group of adventurers is to fight 
  their way back down to the lower altitudes, out of the deadly weather. No 
  one knows exactly when the Ghostwind will suddenly fill the pass with 
  snow and bitter ice, but the locals are able to make a close estimate. It is 
  up to the characters how long they remain in the pass as the Ghostwind 
  draws closer. If greed delays them too long, there is a good chance they 
  die in the harsh conditions of the Ghostwind, joining the ranks of many 
  other fortune-seekers who thought they could risk “just one more day.”
  Missions
  The adventure assumes that the characters have arrived at the north 
  side of the mountains, beginning the adventure just as they approach 
  the Abbey of St. Kathelynn. The town of Elet lies close behind 
  them to the north, so allow the characters to do any pre-adventure 
  Perils of  
  Ghostwind Pass
  By Matt Finch
  
  228
  Quests of Doom: men & monstrosities
  information gathering there, if they choose. They might simply be 
  traveling through the area, soon to learn that the pass offers some 
  interesting possibilities; but less time will be wasted at the game 
  table if the characters start with some kind of objective (which 
  can, of course, change during the course of the adventure). A list of 
  possible missions follows:
  • A local baron’s son on a hunting expedition into the ravines recently 
  disappeared in the pass. Find out what happened to him and his 3 
  companions and return them (or their bodies) to the baron. The reward is 
  appreciably larger if the lost nobles are still alive.
  • A wizard offers to pay well for the heart of a peryton, and even more 
  for one or more eggs. More than one caravan through the pass has been 
  savaged by perytons, so finding and killing one ought to be easy pickings!
  • The characters are hired to guard a small hunting party of a minor 
  noble and his/her courtiers (1d3+3 or so). They are seeking large game 
  such as boars or deer. Unfortunately, the highborn can be very independent 
  minded when it comes to taking advice from members of the lower social 
  orders…
  • The characters may have decided to go hunting on their own behalf. 
  A lot of undeserving monsters are out there, wearing some very valuable 
  furs.
  • An alchemist hires them to find a particular plant known as the “blood 
  violet.” The more sacks of blood violets they can collect, the better.
  • The characters are hired to guard a mule train through the pass.
  • In the midst of the Ghostwind season, while the storms are blowing, 
  the characters are hired to get an emergency message (or medicine, or a 
  fugitive) through the pass.
  Arrival of the Ghostwind
  The very first thing to do at the beginning of the adventure is to roll 
  three six-sided dice and add 10 (3d6+10). This is the number of days from 
  the characters’ arrival at the Abbey of St. Kathelynn until the Ghostwind 
  blows into the pass. The actual effects of being caught in the Ghostwind 
  are described below in the “Wilderness Map” section.
  The players ought to have some idea of the bell-curve probability 
  involved in their race against time (that all-important 3d6+10 days), so it’s 
  important that even if you like to give descriptions in character, someone 
  in the abbey should tell the characters something like the following:
  After the Ghostwind blows in, you’ll die if you’re in the pass. 
  It’s just too cold. But you’ve got some time until then. My 
  rheumatism says the Ghostwind won’t blow in for another 10 
  days plus another three rolls of the dice or so. You never know 
  exactly when, until a couple of days before. Two days of clouds 
  and then the cold.
  If you and your gaming group have a more “beer and pretzels” approach 
  to the game, feel free to just tell them that you rolled 3d6+10 days to find 
  out when the Ghostwind blows in, and that you’re not telling them the 
  result. They’ll figure out that the probability makes a bell curve.
  Wilderness Map
  The map shows three elevations, each shaded differently. Capital letters 
  offer a rough indication of “risk levels.” The numbered locations on the 
  Wilderness Map are all referred to in the Map Key with the letter W for 
  “Wilderness.” The elevations and other symbols are all described in more 
  detail below.
  Three Elevations
  Low Elevation: This is the floor of the pass itself. It is very rough 
  terrain, but passable by mules and horses. Wagons can negotiate the 
  road, but they move slowly. Although this is the lowest elevation in 
  the mountain pass itself, and is low enough for evergreen trees to 
  survive, it is still high, cold, rocky ground. The trees here are sparse 
  and small; most cannot live through the bitter cold of the Ghostwind 
  season.
  Middle Elevation: These are high, steep areas, but not quite bad enough 
  to require the use of ropes and other equipment. Lots of the movement in 
  these areas is climbing rather than walking, using hands as well as feet. 
  This contour line also represents the tree line. Trees cannot grow in the 
  middle or highest elevations of the pass.
  Highest Elevation: The highest elevation is impassable for the 
  purposes of the adventure. A high-elevation area can be reached with 
  climbing gear (the peryton nest is an example) but it is not possible to 
  move from one high-elevation square to another. Up and down are the 
  only choices here.
  Special Movement
  Mules and other Mounts: Mules do not increase an expedition’s 
  speed; they are no faster than people, but they can carry more. Horses 
  also do not increase speed, and since they are not as surefooted as mules, 
  they double movement cost on the Middle Elevation (see “Movement 
  Cost” below). Only mountain creatures such as giant mountain goats 
  and great cats, or giant mounts such as mammoths and elephants affect 
  movement. Such mounts do not increase the party’s speed, but they 
  reduce the toll of moving at speed through the uneven terrain, adding 
  1 hour to the length of time the characters can move during the day 
  (increase from 8 to 9).
  Wagons: Wagons move at “slow” speed on the road at the lowest 
  elevation (see “Movement Speed” below). They can move off the road 
  but have a 10% chance per hex traveled of breaking a wheel. They cannot 
  move into the Middle Elevation at all.
  Flying: Flying might appear to be the ideal solution to the perils of 
  the Ghostwind Pass, but it actually affords little benefit. During the 
  Ghostwind, flying and levitation are simply not possible. Even before 
  the Ghostwind arrives, the winds in the pass are quite violent if anyone 
  flies higher than 50 foot flying provides the following benefits and 
  drawbacks:
  Flying Speed: Flying speed requires 12 minutes to cross a mile-wide 
  hex on the map. This might seem slow, but the winds are very difficult to 
  handle when airborne.
  Benefit: The adventurers cannot be surprised at the beginning of an 
  encounter.
  Benefit: If the characters are specifically hunting for animals, roll 
  a second encounter each time you make a normal encounter check. 
  They won’t have two encounters, but if the second roll indicates an 
  encounter when the first roll didn’t, this means the flying character 
  spots the other possibility at a distance of 1d10x0.1 miles (from a 
  tenth of a mile up to a full mile). Note that the other encounter may 
  have spotted the flying character as well, and if it is intelligent it 
  most definitely reacts in some way once it knows it is being observed 
  from afar.
  Higher than 50 ft., Immediate Risk: Every time the character tries to 
  fly higher than 50 foot, there is an immediate 10% chance that a violent 
  gust yanks the character 1d4x100 feet sideways and down in a random 
  direction to smash against the rocky floor of the Pass for 2d6 points of 
  damage.
  Higher than 50 ft., Ongoing Risk: Each mile scouted (and if 
  stationary, once per 20 minutes) while a character remains airborne at 
  an altitude above 50 foot, the character has a 10% chance to be blown 
  off course 1d3 miles in a random direction. If a character hits one of 
  the highest-altitude squares while being blown off course, it results in 
  a rapid stop and 4d6 points of damage. As soon as a character reaches 
  this elevation, the feel of the winds alone alerts the character to the 
  risk. (It is a good idea, for purposes of the game, to give the player a 
  fairly good description of the risk and the result of having a character 
  flying in this sort of wind).
  Lower than 50 ft., flying fast, Ongoing Risk: A character planning to 
  
  229
  Perils of Ghostwind Pass
  skim along at an altitude below 50 foot can travel at a movement cost of 
  0.1 hours per mile, without the risk of blowing off course. However, the 
  low-flying character runs the risk of downdrafts. Once per mile traveled, a 
  low-flying character has a 10% chance of being caught in one of these and 
  smashed to the ground (1d4x100 feet of random sideways movement, and 
  2d6 points of damage upon landing).
  Lower than 50 ft., flying slowly, No Risk: It is safe to remain with the 
  rest of the party at an altitude of less than 50 foot, gaining the benefits of 
  aerial scouting. The character is tossed around in the wind, but not thrown 
  sideways, downward, or off into the distance.
  Movement Speed
  Overland movement in Ghostwind Pass is considerably slower than the 
  official speed in the  Pathfinder Roleplaying Game , reflecting the fact 
  that the characters aren’t really “traveling” here. However, in any combat 
  on the rocky terrain of the mountain pass, just use the movement rate for 
  “Difficult Terrain” (half speed).
  Each hex on the Wilderness Map takes a certain amount of time to 
  cross, depending on its elevation. Crossing the contour lines themselves 
  does not cost extra time; that’s accounted for by the different movement 
  rates at the different elevations. A normal speed and a slow speed are 
  given; certain circumstances can reduce the characters’ movement rate as 
  described later. Moreover, the characters are normally limited to 8 hours 
  of hiking in a day (see below).
  Lowest Elevation: It takes 0.5 hours to cross a hex at normal speed, and 
  1 hour at slow speed. Movement cost during the Ghostwind is 1.5 hour at 
  normal speed and 2 hours for slowed speed.
  Middle Elevation: It takes 1 hour at normal speed to cross a Middle 
  Elevation hex, and 2 hours at slow speed. The characters cannot cross 
  Middle Elevation terrain if they are “force marching” in the 9th or 10th 
  hour of the march. During the Ghostwind, it takes 3 hours at normal speed 
  to cross Middle Elevation terrain, and 4 hours at slowed speed.
  Highest Elevation: The High Elevations can be scaled to reach a 
  particular objective such as the peryton nest at Area W-4. However, they 
  are impassable for purposes of movement; the characters cannot move 
  from one high-elevation hex to another.
  Exhaustion and Encumbrance
  The characters can hike up to 8 hours per day, spending the remaining 
  time making/breaking camp, cooking dinner and breakfast, resting, and 
  sleeping. It is very, very difficult to travel over rough terrain for 8 hours 
  while carrying supplies. Nevertheless, it is possible for the characters 
  to really push themselves and “force-march” more than 8 hours a day. 
  Forced marching allows the characters to keep going an additional 2 hours 
  (for a total time of 10 hours).
  Forced marching is dangerous in treacherous terrain like the Ghostwind 
  Pass. Exhaustion can set in, reducing alertness and making people clumsier 
  than normal. It is much easier to miss your footing or trip over a rock that 
  would have been noticed and avoided earlier in the day. See “Overland 
  Movement” in Chapter 7 of the Pathfinder Roleplaying Game for the rules 
  governing force marches.
  If the characters are extremely burdened (not likely, but possible), or 
  slowed by exhaustion, they are moving at “slow” speed — which is not 
  necessarily half speed.
  Risk Zones
  The Wilderness Map is divided into several “risk zones,” denoted by 
  capital letters. Along the same elevation the exact boundaries of the risk 
  zones are unimportant, but the risk zones don’t cross the contour lines. 
  Whenever the characters climb up or down past one of the contour lines, 
  they are automatically crossing into the risk zone in the new elevation. 
  Most of the risk zones specifically indicate how dangerous the higher 
  elevations are.
  There’s another side to risks, of course. As they say, “the greater the 
  risk, the greater the reward.” If the characters are hunting for the valuable 
  pelts, they find them in the more dangerous parts of the pass.
  Hunting
  The valuable hunting — for furs — is handled by the system of 
  encounter checks described below. Whenever the characters enter a new 
  hex, there is a chance for an encounter. If the characters are also hunting 
  for subsistence, use the normal rules for foraging. 
  Encounter Checks
  The short answer: Check for an encounter when characters enter a 
  new hex, and once during the night. If the Ghostwind is blowing, use the 
  special encounter table for the Ghostwind Season. 
  Note: the Ghostwind Effect Check is a different check (made every 2 
  hours and once at night).
  To check for an encounter when the characters enter a new hex (or 
  for the one “nighttime” check), find which Risk Area the characters are 
  closest to (reminder: don’t cross contour lines), and roll on the encounter 
  table for that Risk Area. It is fine to be approximate in terms of which risk 
  area the characters are in.
  Ghostwind Effect Check
  Once the Ghostwind blows in, it becomes so cold that no matter 
  how long the characters try to rest, they cannot gain the benefits of 
  rest.
  Each day the characters are in the pass while the Ghostwind 
  is blowing, they may suffer damage and other effects from the 
  supernatural cold and violent storms. For every 2 hours of movement, 
  in addition to the encounter checks, roll for each character on the 
  Ghostwind Effects Table (d%). A successful DC 15 Fortitude save 
  gains a +5 on the die roll. 
  If the characters are fighting their way out of the Pass during the 
  Ghostwind, consider them “out of the pass” if they reach the abbey or the 
  south camp.
  Quick Travel-Rules Summary
  1. Determine Movement Rate (normal or slow). If flying, check 
  flying rules.
  2. Move into a hex
  a. Mark off the time required for a hex at that elevation. 
  Ghostwind Rules: When 2 hours elapse, each character 
  makes a check on the Ghostwind Effects Table.
  b. Determine Risk Level for that hex (the nearest capital 
  letter at that elevation)
  c. Roll for Encounter: Use the table for that Risk Level. 
  Ghostwind Rules: use the Ghostwind Encounter Table, not 
  the Risk Level Tables. 
  d. After 8 hours of movement are marked off, the characters 
  must either make camp or force-march.
  e. If they force-march a character may walk more than 8 
  hours in a day, for each hour of marching beyond 8 hours, a 
  Constitution check (DC 10 plus 2 per extra hour) is required 
  (see Pathfinder Roleplaying Game Core Rulebook). If this 
  check fails, the character becomes fatigued. If the character 
  continues and fails an additional check they become 
  exhausted. Ghostwind Rules: Cannot force-march during 
  Ghostwind.
  f. When they make camp, make one more encounter check 
  for that Risk Level, covering the entire night. Check to see 
  if the Ghostwind is going to hit the next day. Ghostwind 
  Rules: Use the Ghostwind Encounter Table, not the Risk 
  Level Tables. Make only one more check on the Ghostwind 
  Effects Table for each character.
  
  230
  Quests of Doom: men & monstrosities
  Encounter Table for Risk Areas A, B, C, D (lower risk)
  Die Roll 
  (d%)
  Risk Area A Low Elevation 
  Low Risk
  Risk Area B Low Elevation 
  Higher Risk
  Risk Area C High Elevation 
  Low Risk
  Risk Area D High Elevation 
  Low Risk
  1–75
  No encounter
  No encounter
  No encounter
  No encounter
  76–78
  1d4+2 Goats
  1d4+2 Goats
  1d4+2 Goats
  1d4+2 Goats
  79–80
  1d4 Wolves
  1d6 Wolves
  1d6+2 Wolves
  1d6+2 Wolves
  81
  Cave Lion
  1d3 Cave Lion
  1d3 Cave Lion
  1d3 Cave Lion
  82
  Boar
  1d3 Boars
  1d4 Dire Goat
  1d4 Dire Goat
  83
  Wolverine
  1d2 Wolverines
  1d3 Wolverines
  1d3 Wolverines
  84–85
  Bear, Grizzly
  Bear, Grizzly
  1d2 Bears, Grizzly
  1d2 Bears, Grizzly
  86
  Giant Weasel
  Giant Weasel
  1d2 Giant Weasels
  1d2 Giant Weasels
  87–88
  Giant Ermine
  Giant Ermine
  1d2 Giant Ermines
  1d2 Giant Ermines
  89–90
  1d3 Humans (trappers, 
  normal humans)
  1d4+1 Ogre Hunting Party
  1d3+1 Minotaur Hunting 
  Party
  1d2 Perytons or Minotaur 
  Hunting Party if the 
  perytons are dead
  91
  Hawk overhead (normal)
  Vultures circle party for 2 
  hours (normal)
  1d2 Perytons; normal 
  hawk overhead if perytons 
  are dead
  1d6 Peryton; normal hawk 
  overhead if perytons are 
  dead
  92
  1d2 Giant Badgers
  1d2+1 Giant Badgers
  Giant Ermine
  Giant Ermine
  93
  1d4+1 Giant Ants 
  1d6+3 Giant Ants 
  1d12+4 Giant Ants 
  1d12+6 Giant Ants
  94
  Slip and fall on rock; 1 
  character takes 1d4 points 
  of damage.
  Slip and fall on rock; 1 
  character takes 1d4 points 
  of damage.
  Trip and slide on rocks; 1 
  character takes 1d4+1 
  points of damage from fall 
  and makes a DC 15 Reflex 
  saves against sprained 
  ankle.*
  Trip and slide on rocks; 1 
  character takes 1d4+1 
  points of damage from fall 
  and makes a DC 20 Reflex 
  save against sprained 
  ankle.*
  95
  No encounter
  No encounter
  Rockslide. Each character 
  must make a DC 15 Reflex 
  save or sustain 3d6 points 
  of damage.
  Rockslide. Each character 
  must make a DC 15 Reflex 
  save or sustain 3d6 points 
  of damage.
  96
  1d2 Giant Stag Beetles
  1d2 Giant Stag Beetles
  1d3+1 Giant Stag Beetles
  1d3+1 Giant Stag Beetles 
  Wilderness Travel Tables
  Ghostwind Effects Table
  Die Roll 
  (d%)
  Effect
  01–10
  Make a saving throw to avoid severe frostbite*
  11–15
  6 hit points of damage**
  16–20
  4 hit points of damage**
  21–25
  2 hit points of damage**
  26–00
  No adverse effect
  * Randomly determine on 1d6 whether the frostbite is in (1) 
  fingers of left hand, (2) fingers of right hand, (3) toes of left 
  foot, (4) toes of right foot, (5) nose, (6) ear. Cure serious 
  wounds or higher can reverse the damage if it is cast before 
  the frostbitten piece falls off (1d6 days). Unless more than 
  one finger is lost on the same hand, missing fingers are not 
  enough of a problem to cause modifiers on die rolls.
  ** Because the characters cannot get rest during the 
  Ghostwind, these hit points are not automatically restored 
  even after a night’s sleep.
  Encounter Table During the Ghostwind 
  (use this table in all Risk Areas)
  Die Roll 
  (d%)
  Encounter/Result
  1–76
  No Encounter
  77–78
  White Pudding
  79–80
  Giant Owl
  81–82
  1d4+1 Dire Goats
  83–84
  Dire Wolverine
  85–86
  1d4+1 Ice Elementals
  87–90
  1d3 Giant Weasels
  91–92
  1d2 Polar Bear 
  93–94
  Giant Ermine
  95–96
  1d2 Smilodon
  97
  Weretiger
  98–99
  Remorhaz
  00
  Khethro Tulroc the Satyr (see Area W-7)
  
  231
  Perils of Ghostwind Pass
  Die Roll 
  (d%)
  Risk Area A Low Elevation 
  Low Risk
  Risk Area B Low Elevation 
  Higher Risk
  Risk Area C High Elevation 
  Low Risk
  Risk Area D High Elevation 
  Low Risk
  97–98
  No encounter (squirrels)
  Blood violets (1d3 sacks’ 
  worth)
  Blood violets (1d3+2 sacks’ 
  worth)
  Blood violets (1d3+2 sacks’ 
  worth)
  99
  No encounter (crickets)
  Troll
  1d3 Troll
  1d3 Troll
  00
  Smilodon 
  Smilodon
  * A sprained ankle causes a delay of 0.5 hour while it is wrapped, and the cursing and swearing abates. The sprain reduces character to half movement 
  (in combat) and the party’s wilderness speed to “slow,” with the movement penalty lasting 1d100 hours. Cure serious wounds higher immediately cures 
  the sprain, and cure moderate wounds reduces the duration by 10 hours. Ignore this result for the night encounter check and re-roll.
  Encounter Table for Risk Areas E, F, G (higher or specific risk)
  Die Roll 
  (d%)
  Risk Area E Highest Elevation Very 
  High Risk
  Risk Area F Any Elevation Very High
  Risk Risk Area G Any Elevation 
  Highest Risk
  1–70
  No encounter
  No encounter
  No encounter
  71–73
  1d4+2 Goats
  1d4+2 Goats
  1d4+2 Goats
  74–75
  1d6+2 Wolves with Winter Wolf
  1d6+2 Wolves with 2 Winter Wolves
  1d8+3 Wolves with 3 Winter Wolves
  76–77
  1d6 Dire Goat
  1d6+1 Dire Goat
  1d6+2 Dire Goat
  78
  1d3+1 Dire Wolverine
  1d4+1 Dire Wolverine
  1d2 Polar Bear 
  79
  Polar Bear
  1d2 Polar Bear
  1d2 Polar Bear 
  80
  1d4 Giant Weasel
  1d4 Giant Weasel
  1d4 Giant Weasel 
  81–85
  1d4 Giant Ermine
  1d4+1 Giant Ermine
  1d4+2 Giant Ermine 
  86
  1d3 Troll
  White Weretiger (from the Roster)
  Khethro Tulroc the satyr (see Area 
  W-7)
  87–88
  2d10+5 Giant Ants
  2d10+5 Giant Ants 
  Hill giant and 2 ogres, carrying 
  1d6+3 giant ermine pelts.
  89–90
  Trip and slide on rocks: 1 character 
  takes 1d4+1 points of damage from 
  fall and makes a DC 15 Reflex save 
  against sprained ankle.*
  Trip and slide on rocks: 1 character 
  takes 1d4+1 points of damage from 
  fall and makes a DC 20 Reflex save 
  against sprained ankle.*
  Trip and slide on rocks: 1 character 
  takes 1d4+1 points of damage from 
  fall and makes a DC 20 Reflex save 
  against sprained ankle.*
  91
  Rockslide. Each character must 
  make a DC 15 Reflex save or take 
  2d6 points of damage.
  Rockslide. Each character must 
  make a DC 15 Reflex save or take 
  3d6 points of damage.
  Rockslide. Each character must 
  make a DC 15 Reflex save or take 
  4d6 points of damage.
  92–93
  Blood Violets (1d6+1 sacks’ worth)
  Blood Violets (1d6+2 sacks’ worth)
  Blood Violets (1d6+3 sacks’ worth)
  94–95
  1d3 Grizzly Bear
  1d3 Grizzly Bear
  1d3 Grizzly Bear 
  96–97
  1d4 Ice Elemental, Medium
  1d4 Ice Elemental, Medium 
  98
  1d2 Dire Badger
  1d2+1 Dire Badger
  1d2+1 Dire Badger
  99–00
  1 Smilodon
  1 Smilodon 
  1 Smilodon 
  Rumors and Whispers
  Before the adventure really begins, the characters have a chance to gather 
  some information in the town to the north. (In the Lost Lands campaign 
  setting, this is the town of Elet.) The characters automatically get the “Basic 
  Information” below. Each character (to a maximum of 7 characters) rolls 
  a Knowledge (local) check. This number determines which category of 
  rumor the character hears through investigation (False, Easy, Pretty Good, 
  and Extraordinarily Good). Once the category is determined, roll in that 
  category to see what sort of tidbits the character learns.
  Automatic
  Basic Information:
  1) The mountain pass is blocked twice per year when blizzards called 
  the Ghostwinds blow in.
  2) The Abbey of St. Kathelynn is a safe place to rest.
  3) There is a druid who lives just by the abbey. Their religious beliefs 
  cause some friction.
  Result of 0–5
  False Rumors (1d6):
  1) The Mountain Queen is a giantess who collects the heads of anyone 
  who casts magic in her mountain pass.
  2) Giant Ice-toads built a massive windmill in the heights of  
  the pass and it pulls in the Ghostwind when their human slaves  
  work the treadmills that turn its diamond-edged blades faster and 
  faster.
  3) A songbird kept for three days in the pass will lay golden eggs for a 
  week thereafter.
  4) Some people say that the Abbot of Saint Kathelynn actually killed 
  the saint.
  5) Ice gnomes have built a giant waterwheel at a high elevation near one 
  of the lakes. It is used to catch salmon, but a giant fish with legs has started 
  attacking their settlement.
  6) A woman who lives near the abbey is actually a necromancer who 
  curses adventurers by using some sort of rune magic.
  
  232
  Quests of Doom: men & monstrosities
  Result of 6–12
  Easy Rumors (1d6):
  1) The higher you go up the walls of the pass, the more dangerous it 
  gets, but the better the hunting.
  2) The best hunting in the pass is the giant ermine. Don’t use cutting 
  weapons on them, or you drop the value of the pelt.
  3) Some kind of powerful artifact can be found in the pass.
  4) You better have some magic weapons or silver weapons if you go 
  exploring where you shouldn’t go.
  5) An abbey of a saint is at the base of the pass. She was sainted only 
  75 years ago, and they consecrated an old watch-fort to put her bones in. 
  They haven’t repaired it very well, if you ask me.
  6) Rope yourselves together to cross the river fords, and if you plan on 
  climbing any of the crags, bring spikes, ropes, and grappling hooks. The 
  giant owl eggs are worth a lot, and that’s the only way to get them since 
  they nest in the high places. If you get one of the owl eggs back safely, 
  you can buy me a drink.
  Result of 13–18
  Pretty Good Rumors (1d10):
  1) Strange grey saber-toothed cats live in the pass. Avoid them, they’re 
  pretty cunning.
  2) The abbot of St. Kathelynn’s is so old that he remembers the last days 
  of the saint’s life.
  3) A nest of perytons is on one of the high peaks.
  4) An artifact associated with Saint Kathelynn is supposed to be buried 
  with her bones.
  5) Saint Kathelynn had a sister you almost never hear about in the 
  stories.
  6) Watch out for the Manor of the Mountain Queen. You don’t want to 
  go there.
  7) If you’re going to hunt giant ermines, you should wear the Druid’s 
  Mark.
  8) They say the Mountain Queen hunts people in the wilderness. If she 
  finds you, you become her slave and are never seen again.
  9) The abbey at the base of the pass is kept warm by the Saint. It’s the 
  only place the Ghostwinds can’t freeze when they blow in.
  10) They say the Mountain Queen has a magic pool, and she can see 
  things in it even if they are far away.
  Result of 19+
  Extraordinarily Good Rumors (1d4):
  1) The servant of a fey winter power by the name of Tulroc who lives 
  near the eastern wall of the pass.
  2) The Ghostwinds are fey powers called into the pass by a creature 
  named Tulroc.
  3) Saint Kathelynn and her twin sister were both famous, but Kathelynn 
  was definitely the one who shone the brightest.
  4) The Ghostwinds are fey powers controlled by a creature called the 
  Winter Prince.
  What Really Happened
  The characters might realize early on that there is something strange 
  about Kathelynn’s canonization. The fact of the matter is that the 
  proper authorities of the church, rushing to honor the heroine of the 
  Ghostwind Pass, canonized the wrong person. Not only that, Kathelynn 
  is the one who killed Elys, and she is still alive, no longer a champion 
  of the faith. Cursed and transformed by the gods, her mind twisted to 
  murderous hate, she still lives in the Ghostwind Pass under the name of 
  the Mountain Queen.
  Kathelynn and Elys were identical twin sisters and devote warriors. 
  Kathelynn was the famous warrior-priestess, and the quiet sister Elys was 
  her standard-bearer, carrying Kathelynn’s red rose banner into battle. The 
  twins could be told apart by their shields: Kathelynn wore her red rose, 
  and Elys’ rose was white as snow. The only other difference was a vertical 
  battle scar on Kathelynn’s face.
  At this time 75 years ago, the Ghostwind Pass had been choked 
  off for many years by a fey lord known as the Winter Prince. His 
  Ghostwinds, like chained hounds, kept the area in a perpetual blizzard, 
  completely impassable. The sister paladins swore an oath to banish the 
  immortal Winter Prince and free the mountain pass from his influence. 
  They and their 5 retainers stopped at the fort just north of the pass 
  (now the abbey), and the sisters went out alone into the snow to pray. 
  They returned bearing the Staff of the Remorhaz, a holy artifact dating 
  back to the beginning of history and the wars against forgotten evil 
  gods.
  With Kathelynn at the forefront, and Elys bearing the staff and red rose 
  banner, the twins became separated from their followers in the blizzard, 
  and then lost each other, too, coming separately upon the Winter Prince in 
  the midst of his howling Ghostwinds.
  First to meet him was Kathelynn, and the prince’s sweet words and 
  subtle magic undid Kathelynn’s defenses and corrupted her to the service 
  of evil. Then Elys came upon them, and fought the fey lord in single 
  combat. In the great battle, the power of the Winter Prince snapped the 
  Staff of the Remorhaz, but he was forced to yield by Elys’ prowess in 
  battle. The prince agreed to free the mountain pass from the Ghostwinds 
  except for twice a year. As Elys put her weapon away, though, the Winter 
  Prince gestured to Kathelynn. The prince’s newest servant, standing 
  behind Elys, crushed half of her twin sister’s skull with her mace. Dying, 
  Elys swung with the last strength in her, and killed the body of the Winter 
  Prince. Laughing, the spirit of the Winter Prince rode his Ghostwinds 
  away to find a new body: victorious, although still bound by the oath he 
  had sworn to Elys. The Ghostwinds would return to the pass only twice a 
  year instead of year-round.
  Kathelynn reached out to take the Staff of the Remorhaz, for 
  without her twin holding the cold-warding staff, she was freezing in 
  the bitter chill of the high mountain. But the moment she touched the 
  ancient artifact, it took a terrible vengeance upon her for murdering 
  her twin.
  She was transformed into a horrible beast with the lower body of a 
  white tiger and her own body from the waist up, a dreadful lamia of the 
  cold mountains. Blinded by the pain of the transformation, she grabbed 
  what she thought was her own shield and ran, still clutching the part of the 
  ancient relic she had taken. When the lamia awoke in the wilderness, fully 
  transformed, she saw what she had left the battle with: the Eye from the 
  top of the staff and her sister’s white-rose shield.
  With the Ghostwinds gone, the five knights found Elys’ body 
  where it lay next to the body of the slain Winter Prince, together 
  with Kathelynn’s shield and the Staff of the Remorhaz fallen nearby. 
  The knights, of course, assumed it was the famous sister, Kathelynn, 
  apparently the victor over the Winter Prince. They brought the body and 
  the broken staff back to the chapel at the base of the pass, where they 
  buried it in secret, concealing it in a grave labeled with another person’s 
  name (“Gryffin Winemaker”). Their thinking was simply to hide it from 
  anyone who might try to desecrate it before Kathelynn could be sainted. 
  The result was disaster. Kathelynn, now a lamia, insanely believes that 
  if she can repair the artifact, she can reverse her transformation. Not 
  knowing where the other half could be found and correctly assuming 
  that it was buried with Elys, Kathelynn kidnapped each of the retainers 
  in turn, and tortured them to find out the periapt’s location. Each of them 
  died without divulging the secret.
  With the retainers all dead, the situation has become a lost secret. 
  No living person knows where St. Elys’ body can be found, and only 
  Kathelynn the lamia knows that the wrong saint was consecrated.
  Trimming the Background Story
  If you want to remove the artifact-and-buried-saint mystery from the 
  adventure to make it simpler, all you have to do is make one change: Make 
  sure that the rose symbols in the Manor of the Mountain Queen are white 
  rather than red (or that they aren’t roses, but tigers or some other symbol). 
  As long as that’s done, all you have to do is ignore all references to Saint 
  Elys and her burial.
  
  233
  Perils of Ghostwind Pass
  Wilderness Map
  You and your companions have traveled up an increasingly 
  poor trail toward the foot of the mountains. You now stand 
  looking across at what definitely appears to be the last ragged 
  gasp of civilization this side of the mountain peaks. A dilapidated-
  looking drum tower is set on a hill, attached to a sagging wooden 
  stockade that probably encloses a couple of other buildings. A 
  watchtower stands to each side of a wooden gate. A cottage of 
  some kind sits beside the hill, with one or two trees around it.
  Area W-1. Abbey of Saint 
  Kathelynn, Druid’s Cottage
  See the separate map of the abbey grounds.
  Area W-2. River Crossing
  The river is deep and very fast-flowing, although it is obviously not as 
  full as gets during the early days of the spring thaw. There is a ford here, 
  where the river widens and becomes shallower as it runs over a broad rock 
  shelf. Any person going across the ford on foot must make two successive 
  DC 15 Reflex saves along the way to avoid tripping, falling, and being 
  carried away by the water into the rapids below.
  Anyone failing a saving throw has one chance (DC15 Reflex 
  save) to grab hold and stop before being pulled into the rapids. If  
  this chance fails, the character takes 3d6 points of damage before 
  getting to one side of the river or the other (roll randomly to see 
  which bank).
  The same risks apply to crossing the river anywhere in the pass.
  Area W-3. Tembril Tarn 
  The water of this lake is, of course, icy cold, and it is very deep. At 
  night, an eerie luminescence rises over the lake, and anyone near the 
  banks hears a soft, muttering, whining voice that does not form words but 
  continues for several minutes, then suddenly cuts off with a low scream. 
  This phenomenon repeats itself over and over until dawn. Spellcasters 
  cannot regain any spell “slots” if the characters are camped within a mile 
  of the banks of the tarn.
  Area W-4. Peryton Nest (CR 8)
  This is the nest of 4 perytons, some of which may already have been 
  killed by the time the characters scale the cliff to the nest itself.
  The cliff is very steep, 110 feet tall, and the wind whipping around 
  the rock formation makes it impossible to fly to the top. There might be 
  ways around this (players are ingenious). Their solution, if it is to succeed 
  without catastrophe, needs to address all 6 directions in which a flying or 
  levitating character could be violently pitched (forward/back, side/side, 
  up/down). Impacts could range from a bad bump of 1d4 points of damage, 
  up to a massive gust causing 4d6 points of damage if the character hits 
  the stone.
  It has to be climbed, which is not tremendously dangerous if the 
  characters have spikes, ropes, and lots of time. However, unless the 
  characters already killed all the perytons—in which case they probably 
  don’t know how to find the nest in the first place—they have to climb 
  the cliff under attack from at least 1 peryton and possible as many as 4. 
  The perytons do not hunt in groups of more than 2 unless a human kill 
  is available (possibly a decoy miles away, if the party splits up to leave 
  a human effigy somewhere). If the adventurers manage to decoy some 
  of the perytons away from the nest, roll 1d4+1 to see how many leave 
  (subtract previously killed ones, too). Waiting for a couple of perytons to 
  leave, whether decoyed or just hunting, is a good strategy.
  The climb has three stages:
  Stage 1: Starts at the ground, hits a difficult area (DC 15 Climb check) 
  at 20 foot, and ends at a secure 6-inch-wide ledge at the 50 feet mark.
  Stage 2: Starts at the 6-inch ledge 50 foot, hits a difficult area (DC 15 
  Climb check) at 80 feet and 90 feet, ends at 100 feet.
  Stage 3: Starts at the 100-foot mark, and is a fairly easy scramble to the 
  cliff-top at 110 feet.
  All vertical movement is at a speed of 5 feet per minute, and movement 
  is not possible in the same round as a character attacks or takes any other 
  action. The location between the “difficult areas” can be climbed by 
  any unskilled person either using a rope, or driving spikes into the rock 
  along the way; it just takes time and care. Climbing such an area without 
  equipment requires a DC 20 Climb check. A first failed check roll does not 
  indicate that the character falls, it just means that the character is stuck on 
  the rock face and cannot proceed farther without equipment. 
  If a second check fails (while the character retreats down from being 
  stuck) the character actually falls.
  If anyone uses a hammer to drive spikes at an altitude higher than Stage 
  1 of the climb, it alerts the perytons. They defend their lair savagely, 
  swooping in to attack climbers.
  PERYTONS (4) 
   
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary 2 “Peryton”)
  Treasure: The perytons actually collect treasure in the nest, 
  although they also threw out one object of considerable information 
  value (the notebook of Jauric Tallbones, see below). In the nest the 
  characters find a scattering of 52 gp, 129 sp, and 533 cp. Two halves 
  of a useless magic wand, as well as a steel scroll case, shiny enough 
  stay in the nest and tough enough to protect its contents of 2 scrolls. 
  One scroll is divine, with the spells cure light wounds (x3) and cure 
  serious wounds. The other scroll contains the magic-user spells web, 
  mirror image, and gust of wind. A golden bracelet is worth 100 gp, 
  and a piece of jade carved into the shape of an ugly baby is worth 300 
  gp (the value of the jade). A necklace of ivory rabbits is worth 500 
  gp, and a well-chewed quiver contains a +2 arrow, 6 broken arrows 
  and 3 normal arrows.
  Many bones are on the cliff ledges below the peryton nest, and below 
  the aerie falls a curtain of death’s garbage: clothes, empty boots, and 
  bits of hair. One of the more noticeable items is a small leather-bound 
  notebook.
  The notebook is the journal of an adventurer named Jauric Tallbones, 
  son of John Tallbones, one of the names in the abbey graveyard. Jauric 
  came to the abbey to learn more about his father, taking notes and 
  collecting information about the ill-fated expedition to the Hall of the 
  Winter Prince.
  My father, John Tallbones, told me before his martyrdom how 
  they found Saint Kathelynn and the dying Winter Prince. He 
  spoke of a battle standard with the faceted gem on top broken 
  away. This staff was a holy item with great power, and he said 
  that if I should become a knight, I should seek it. My father 
  used to say, “Find Elys, the sister, and you’ll find the Eye of the 
  Othroäta. It’s probably treasure in the Manor of the Mountain 
  Queen now, or sitting in some badger’s lair. The other half we 
  buried with Saint Kathelynn of the Red Rose, blessed may be 
  she, but I am sworn never to reveal where the saint’s bones are 
  buried, even under torture. All I can say is to look in the griffin’s 
  lair, son.”
  
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  235
  Perils of Ghostwind Pass
  Area W-5. Shrine of St. Kathelynn
  A memorial is here where the battle took place. The ground around the 
  shrine is dug up in several places (by Kathelynn’s bugbears, checking to make 
  sure that Elys’ bones were not buried at this fairly obvious location). Red roses 
  have been left here in memory of “Saint” Kathelynn. Kathelynn the lamia 
  occasionally collects these to decorate her rooms, appreciating the irony. 
  Just as the Druidess Lurilune makes an occasional trip to Cenaur Yltair 
  (Area W-11), Abbot Godefroy makes a pilgrimage to this site, leaving 
  roses and offering prayers. Any character making a DC 15 Perception 
  check notices what looks like larger animal track around the shrine, a DC 
  10 Knowledge (nature) check confirms it to be the tracks of a large lion 
  or panther.
  Area W-6. Manor of the 
  Mountain Queen
  The Mountain Queen is Kathelynn, whose acts transformed her into 
  a lamia with the body of a white saber-toothed tiger (smilodon) and a 
  woman’s torso. See the separate map of the Manor of the Mountain Queen 
  (and the map entries with an “H” prefix).
  Area W-7. Piper of the Winds 
  (CR 4)
  Roll an encounter as normal for this hex, but in addition to whatever 
  else might be here, the area contains a cave, the den of a satyr named 
  Khethro Tulroc. 
  Tulroc has a very unusual appearance for a satyr, being the servant of 
  a different power than most satyrs follow. His skin, horns, and hair are 
  bone-white; his only color is in his ice-blue eyes. The satyr carries a set of 
  bone pan-pipes and wears nothing but a belted sporran and cudgel, even 
  in the most biting cold. His behavior is not much different than normal 
  satyrs, although he is quite old and very canny. 
  Tulroc is a servant of the Winter Prince, and his bone pan-pipes are 
  actually the instrument of luring the Ghostwinds down into the pass. If 
  Tulroc does not play the pipes, the Ghostwinds eventually come looking 
  for him—but with a delay of 1d4+2 days beyond the time they would 
  normally have arrived. However, if the satyr is killed, the Ghostwinds 
  bring some other servants of the Winter Prince to avenge him: a pack of 
  5 white trolls with maximum hit points. The trolls pursue their quest for 
  vengeance beyond the heights of the pass. If they are defeated, no further 
  servants of the Winter Prince follow.
  Tulroc has full cover among his rocks, and this makes it unlikely that 
  the characters find him if he doesn’t want to be found, even if they have 
  a character scouting from the air. He could be enticed into the open if the 
  characters camp here, if there are any females in the group, if they play 
  any music, or if the characters call his name.
  The pipes do not call the Ghostwinds unless it is Tulroc playing them; 
  they are not magical.
  KHETHRO TULROC THE SATYR 
   
   
  CR 4
  XP 1,200
  hp 44 (Pathfinder Roleplaying Game Bestiary “Satyr”) 
   
  WHITE TROLLS (5)  
  CR 4
  XP 1,200
  Ice Troll (Pathfinder Roleplaying Game Bestiary 2 “Troll, Ice”)
  CE Large humanoid (cold, giant)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
  hp 45 (6d8+18); regeneration 5 (acid or fire)
  Fort +8; Ref +8; Will +2
  Immuninties cold
  Weaknesses vulnerable to fire
  Speed 30 ft.
  Melee battleaxe +7 (2d6+4), bite +2 (1d6+2), claw +2 
  (1d4+2) or bite +7 (1d6+4), 2 claws +7 (1d4+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
  Str 19, Dex 18, Con 16, Int 9, Wis 10, Cha 7
  Base Atk +4; CMB +9; CMD 23
  Feats Intimidating Prowess, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Intimidate +7, Perception +9, Survival +4
  Languages Giant
  Area W-8. Snowy Owl Nest (CR 7)
  A nest of 2 giant owls is in this cave high up the cliff face. Unless the 
  GM chooses to use a different procedure, the cliff must be scaled in the 
  same way as the one where the perytons make their nest (Area W-4). In 
  this case, the owl nest is only 70 feet up the cliff and 2 stages to the climb.
  Stage 1: Starts at the ground, hits a difficult area at 30 ft, and ends at a 
  secure foot-wide ledge at the 40-foot mark.
  Stage 2: Starts at the ledge (40 ft), hits a difficult area at 50 ft, ends at 
  the cave mouth (70 ft).
  At night, 1 of the owls is always out hunting while the other guards the 
  nest. During the day, both owls are here.
  GIANT OWLS (2)  
   
  CR 5
  XP 1,600
  hp 57 (Pathfinder Roleplaying Game Bestiary 3 “Owl, Giant”)
  Treasure: There are 3 giant owl eggs in the nest.
  Area W-9. Druidic Holy Place 
  (Olir Orphais)
  The holy place known as Olir Orphais is a natural rock arch, flickering 
  all over with a faint greenish fire. The flames cannot be extinguished other 
  than by the power of a demigod, at the least. This arch is one of the sacred 
  places Lurilune (Area A-8) is sworn to protect and maintain.
  Area W-10. Druidic Holy Place 
  (Ambioc Tor)
  Ambioc Tor is a naturally formed tower of rock 60 feet tall and 20 feet 
  in diameter. It is a place where the Material Plane lies very close to the 
  Elemental Plane of Earth. Anyone within a quarter mile of the Tor begins 
  to hear a very low-toned, slightly rhythmic music, like several bass drums 
  whose every beat occupies a half minute rather than a half second. This is 
  the living sound of elemental earth, so close that it reverberates into the 
  Material Plane.
  Area W-11. Druidic Holy Place 
  (Cenaur Yltair) (CR 6)
  Cenaur Yltair is found on a mile-wide saddle of high, rocky land. It is a 
  rock formation shaped like a curving ramp, with its apex 50 feet over the 
  
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  Quests of Doom: men & monstrosities
  height of the surrounding rocks. If a druid is in the party, with a DC 15 
  Knowledge (local) check the character might know that according to local 
  druidic tradition, a person is sacrificed here once every 7 years by throwing 
  them off the top after a procession up the ramplike rock formation. These 
  sacrifices are usually criminals already sentenced to death in the town of Elet 
  to the north. The town tends to keep this connection and tradition fairly quiet.
  In between the major sacrifices, one of Lurilune’s duties is to come to 
  Cenair Yltair once a year to light a bonfire at the top. It is possible that she 
  might recruit the characters, especially if a druid is among them, to come 
  with her as guards and assistants on the bonfire trip to Cenaur Yltair.
  Coming too close to the area around Cenaur Yltair without a druid is 
  dangerous: a will-o’-wisp guards it (for no apparent reason). The will-o’-
  wisp can charm people up the formation, causing them to fall over the edge. 
  It darts from behind one rock over to the next, showing its eerie lights to one 
  character after another, trying to enrapture at least one of them into walking 
  up the Yltair (saving throw negates). The will-o’-wisp then leads the way 
  toward (and over) the edge, which ends up giving the other characters a 
  short window of time to attack it. With luck, they manage to kill it before 
  their companions walk off the edge to their doom. The will-o’-wisp leaves 
  the characters alone if they are accompanied by a druid.
  WILL-O’-WISP 
   
   
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary “Will-o’-Wisp”)
  Area W-12. South Camp
  The South Camp is a base camp for the hunters and trappers who live 
  to the south of the mountain pass. It is far enough down and sheltered 
  enough from wind, that it is considered “out of the pass” for purposes of 
  escaping the Ghostwind’s terrible cold. If the characters are starting the 
  adventure by approaching the pass from the south, they can use Diplomacy 
  skill checks to gather information from the hunters and trappers who are 
  camping here in between their expeditions into the wilderness.
  Abbey of Saint Kathelynn
  “Saint” Kathelynn was canonized only 75 years ago, but the tower and 
  outbuildings of the fortified monastery are obviously older than that. It was 
  originally an old border fort, which was consecrated to Saint Kathelynn 
  after her “death.” Despite the fact that Kathelynn is neither saintly nor 
  dead, the yet-to-be-recognized Saint Elys protects the abbey as her own.
  The nature of this protection is warmth and protection from the 
  Ghostwind. If you are running the adventure to include the mystery of 
  Elys and the location of the Staff of the Remorhaz, the relative warmth 
  of the abbey is an important clue, DC 20 Perception check, so make sure 
  you stress that the entire abbey is far warmer than the biting mountain air 
  outside the walls. 
  Area A-1. Gates (CR 5)
  Two watchtowers stand with a wooden gate between them, a 
  bowman in each tower. The gate is painted with a red rose, and the 
  towers are crude, providing cover for only one person at a time. 
  The 2 archers are the lay brethren Brother Maru and Brother Tenir. 
  They are considered Indifferent towards the PCs as they approach. If the 
  two brethren decide the characters aren’t a threat to the abbey, Brother 
  Maru climbs down his ladder and unbar the gates.
  The moment the characters step through the gates and into the abbey’s 
  curtilage, they feel the biting cold of the mountain air lessen. Although 
  the temperature does not rise to the point of complete warmth, it is 
  definitely above the freezing point. Everyone ascribes the divine warmth 
  to Saint Kathelynn’s intervention, since it started only after the abbey was 
  consecrated to her.
  ARCHERS (2) 
   
  CR 3 
  XP 800
  Male human fighter 4
  LG Medium humanoid (human)
  Init +7; Perception +5
   
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 38 (4d10+8 plus 4)
  Fort +6; Ref +4; Will +2; +1 vs. fear 
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee warhammer +6 (1d8+2)
  Ranged composite longbow +7 (1d8+2/x3)
   
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 19
  Feats AlertnessB, Improved Initiative B, Point-Blank Shot, 
  Precise Shot, Rapid ShotB, Weapon Focus (longbow)
  Skills Acrobatics +1, Climb +4, Diplomacy +2, Perception +5, 
  Survival +6
  Languages Common
  SQ armor training 1
  Gear robes over scale mail, composite longbow (+2 Str), 
  warhammer, quiver with 20 arrows, wooden holy symbol of 
  a rose (unpainted).
  Area A-2. Abbey Hall (CR 3)
  This is a stone building with shuttered arrow slits for windows 
  and a steeply pitched slate roof. A painting of a red rose has been 
  added over the top of the door, but the red paint has faded to a 
  delicate shade of pink.
  This is the abbey’s main hall, containing a storage room, a kitchen, and a 
  dining hall. Stairs lead up to a second floor that has small bedrooms for up 
  to 8 lay brethren. Six of these are occupied by brothers Maru, Tenir, Odoc, 
  Bernart, Ocrip, and Selmus, and the other 2 are empty. The two empty 
  rooms are used as guestrooms if the abbey has visitors. Brother Odoc, 
  the abbey’s cook (and generally responsible for this entire building), is 
  usually to be found here.
  BROTHER ODOC  
  CR 3 
  XP 800
  Male human fighter 4 
  LG Medium humanoid (human)
  Init +1; Perception +0
   
  AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
  hp 42 (4d10+8 plus 8)
  Fort +6; Ref +2; Will +3; +1 vs. fear 
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk longsword +9 (1d8+3/19–20)
  Ranged longbow +5 (1d8/x3)
   
  Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 9
  Base Atk +4; CMB +7; CMD 19
  Feats  DodgeB, Iron WillB, Point-Blank Shot, Power Attack, 
  ToughnessB, Weapon Focus (longsword)
  Skills Appraise +5, Climb +4, Diplomacy +2, Knowledge 
  
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  Perils of Ghostwind Pass
  (dungeoneering) +5, Profession (cook) +7, Survival +4, Swim +3
  Languages Common, Orc
  SQ armor training 1
  Gear robes over scale mail, longbow, masterwork 
  longsword, quiver with 20 arrows, wooden holy symbol of a 
  rose (unpainted)
  Area A-3. Stable and Barn (CR 2)
  This stone building smells like a stable, and has doors to match. 
  A rudimentary blacksmith’s forge stands outside under a canvas 
  shade, not capable of much beside horseshoes.
  The stable is used as a barn as well and currently houses 6 mules and 
  10 goats. Brother Bernart is currently here tending the animals, but he 
  doubles as the abbey’s blacksmith and goatherd. He is often away from 
  the abbey, guarding the goats as they graze the meager fodder of the 
  foothills north of the pass.
  BROTHER BERNART 
   
  CR 2
  XP 600
  Male human cleric of Muir 3 
  LG Medium humanoid (human)
  Init –1; Perception +2
   
  AC 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield)
  hp 26 (3d8+6 plus 3)
  Fort +5; Ref +0; Will +7
   
  Speed 20 ft.
  Melee warhammer +3 (1d8+1)
  Special Attacks channel positive energy 5/day (DC 13, 2d6)
  Domain Spell-like Abilities (CL 3th; concentration +5, melee 
  touch +3):
  5/day—touch of law, resistant touch (+1)
  Spells Prepared (CL 3rd; concentration +5):
  2nd—aid, hold person (DC 14), shield otherD
  1st—bless, endure elements, protection from chaosD, shield 
  of faith
  0 (at will)—create water, mending, purify food and drink 
  (DC 12), resistance
  D Domain spell; Domains Law, Protection
   
  Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 15
  Base Atk +2; CMB +3; CMD 12
  Feats Iron Will, Selective Channeling, Skill Focus (Craft 
  [blacksmith])
  Skills Appraise +4, Craft (blacksmith) +4, Diplomacy +6, 
  Knowledge (history) +4, Knowledge (nature) +4, Knowledge 
  (planes) +4, Knowledge (religion) +4, Profession (shepherd) 
  +6, Spellcraft +4
  Languages Common
  Gear robes over masterwork chainmail, light steel shield, 
  warhammer, longbow, quiver with 20 arrows, wooden holy 
  symbol of a rose (unpainted)
  Area A-4. Chapel Tower
  The tower is stone, with a conical roof. The roof is shingled 
  with slates, some of which are missing. A red rose is painted on 
  the door, but the paint seems to be developing small white spots 
  where the red pigment is dropping away.
  
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  Quests of Doom: men & monstrosities
  In the tower:
  The ground floor of the tower obviously serves as the chapel. 
  Along with lots of candles and a small wooden altar, the 
  chapel’s central feature is an empty sarcophagus. The wooden 
  lid is propped up vertically beside the stone coffin and bears the 
  painting of an armored woman with the symbol of a red rose on 
  her shield. She has a vertical scar on the left side of her face. A 
  flight of stone stairs leads to the upper stories.
  A very old man stands by the sarcophagus, looking at the painting.
  This is Abbot Godefroy, the 85-year-old man in charge of the abbey. 
  He receives little from his superiors, and less in tithes, so the abbey has 
  gone from being in merely poor repair to being in very poor repair over its 
  75 years as a religious institution.
  If the characters look closely at the painting they notice that the paint 
  of the red rose is flaking very slightly (automatic success if a player 
  announces she is checking the painting for detail). The rest of the picture’s 
  paint appears to be fine, although a DC15 Perception check reveals that 
  the paint of the facial scar also seems to be suffering the same problem. 
  If asked about the painting, the abbot admits sheepishly that he painted 
  it himself from memory, decades ago. No doubt he mixed the red paint 
  poorly, he admits; such things happen with pigments. 
  Abbot Godefroy can provide a great deal of information if the characters 
  have begun to get curious about the Staff of the Remorhaz (see “Talking to 
  Abbot Godefroy,” below), but if they are just here to hunt monsters or guard 
  caravans, don’t push the area’s background story on them. They either start 
  looking into the mysteries of the pass or they won’t. If they do, they’ll be back 
  at the abbey asking questions soon enough. If not, Ghostwind Pass offers plenty 
  of adventure and treasure for those who aren’t interested in playing detective.
  The second floor contains Abbot Godefroy’s bedroom and study, together 
  with bedroom-cells for 2 monks. These are currently empty, since the only 
  ordained brother here is the abbot. The third floor contains 6 more monkish 
  cells and some arrow slits. The tower’s conical slate roof can be reached by a 
  trapdoor, but the slates of the roof are in poor condition, and climbing around 
  on them is unsafe, to say the least (make a DC 17 Acrobatics check or fall).
  Talking to Abbot Godefroy
  If the characters appear to be worthy individuals, or rich ones, Abbot 
  Godefroy offers to grant them a benediction to help them in their endeavors. 
  A generous contribution to the abbey would certainly be appreciated, of 
  course (see “Abbot’s Benediction”).
  If the characters are specifically asking about Saint Kathelynn, or the 
  abbey’s history, Abbot Godefroy is happy to talk.
  The Story of Saint Kathelynn
  The sarcophagus is empty because the bones of St. Kathelynn were 
  buried in secret by her five retainers; the characters are invited to pay respect 
  to their memorials in the graveyard. The sarcophagus awaits the day when 
  the saint’s bones are finally returned to their proper place. Anyone who does 
  so, the abbot notes, would be greatly blessed. Not only that, more visitors 
  and pilgrims would also make their way to the abbey to see a real relic. 
  Godefroy was a 10-year-old boy when the twin paladins Elys and 
  Kathelynn undertook their fatal mission to the heights of the pass, along 
  with five loyal retainers. He remembers seeing the saint and her twin sister, 
  but of course he was not actually on the expedition. He wrote down the 
  story as it was told to him by the five retainers who were there (almost), 
  and provides the characters with a copy if they wish.
  Abbot’s Benediction
  This is also where the characters can receive the Abbot’s blessing if they 
  donate money or other valuables to the upkeep of the abbey. In particular, 
  the Abbot wants to repair the tower’s roof to avoid having slates fall off 
  and possibly hit someone—also it is beginning to leak a bit. He also wants 
  to replace the wooden wall with a stone curtain wall, but this requires 
  many thousands of gold pieces.
  If a character donates 500 gp or more (each), they can receive the 
  Abbot’s ordinary benediction. The benediction is a powerful blessing 
  from the greater powers of Law—although it is delivered in the name of 
  “Saint” Kathelynn. The blessing allows the character to call on the saint 
  before attempting a task, and to gain divine favor for the attempt. This 
  boon may be granted twice in a character’s lifetime.
  Boon
  Saint Kathelynn’s Benediction: Whenever the PC is required to make an 
  attack roll, ability check, saving throw, or skill check, she can spend they 
  use of his boon as an immediate action to roll twice and take the better 
  result. He must decide to use this ability before he rolls the saving throw 
  and call out the saint’s name.
  If the character donates 1,000 gp or more, they can receive the Abbot 
  grants a greater benediction—but this “greater benediction” may only be 
  received by a character once in the character’s lifetime. They must choose 
  the attempts wisely!
  Greater Boon
  Saint Kathelynn’s Greater Benediction: Whenever the PC is required 
  to make an attack roll, ability check, saving throw, or skill check, she can 
  Fading Roses
  The whitening of all the red roses in the abbey, and the brothers’ 
  unconscious preference for leaving their wooden holy symbols 
  unpainted, is a symptom of the abbey’s mis-consecration to the 
  “red rose” twin, rather than the “white rose” twin. If the characters 
  use any sort of divination spell that requires a vague answer from 
  the higher powers, the answer to the spell might be pointing out 
  the whitening of the abbey’s red roses. 
  Abbot’s Note
  And so began the Expedition to kill the Winter Prince, led by 
  Kathelynn, who would be the saint, and her twin sister Elys, her 
  standard-bearer. The twins forged ahead, magically protected 
  from the cold by their gem-topped staff, and the five warriors of 
  their retinue became separated from them in the blizzard. 
  Ahead of them the warriors heard an inhuman scream upon 
  the cold, white winds, and when they made their way forward 
  the harm was done. The body of Sainted Kathelynn lay upon 
  the snow, her skull half crushed. Of Elys, there was no sign 
  at all.
  But there also lay dying the body of the Winter Prince, its evil 
  soul already gathering away from the body in a freezing mist. 
  And the Winter Prince laughed from the lips of that dead man, 
  saying, “I am defeated and I keep my bargains. I shall release 
  the Ghostwinds from the mountain pass except twice a year.” 
  And then the body of the Winter Prince fell dead, and its misty 
  soul blew away on the wind to wait for the evils it would do in 
  the next winter. 
  The warriors brought back the body of the Saint, and buried 
  her in secret. Shortly thereafter they all disappeared one by 
  one, leaving no trace. For killing the Winter Prince and thus 
  banishing the Ghostwinds for most of the year, Kathelynn 
  was canonized as a saint. The mystical way in which she 
  called her loyal followers to her, to serve her as knights 
  where they were needed, serves as obvious confirmation of 
  her sainthood.
  
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  Perils of Ghostwind Pass
  And so began the Expedition to kill the Winter Prince, led 
  by Kathelynn, who would be the saint, and her twin sister 
  Elys, her standard-bearer. The twins forged ahead, magically 
  protected from the cold by their  
  gem-topped staff, and the five warriors of their  
  retinue became separated from them in the blizzard. 
  Ahead of them the warriors heard an inhuman scream upon 
  the cold, white winds, and when they made their way forward 
  the harm was done. The body of Sainted Kathelynn lay upon 
  the snow, her skull half crushed. Of Elys, there was no sign 
  at all.
  But there also lay dying the body of the Winter Prince, its 
  evil soul already gathering away from the body in a freezing 
  mist. And the Winter Prince laughed from the lips of that 
  dead man, saying, “I am defeated, yet I keep my bargains. I 
  shall release the Ghostwinds from the mountain pass except 
  twice a year.” And then the body of the Winter Prince fell 
  dead, and its misty soul blew away on the wind to wait for 
  the evils it would do in the next winter. 
  The warriors brought back the body of the Saint, and buried 
  her in secret. Shortly thereafter, they disappeared one by one, 
  leaving no trace. For killing the Winter Prince and thus 
  banishing the Ghostwinds for most of the year, Kathelynn 
  was canonized as a saint. The mystical way in which she 
  called her loyal followers to her, to serve her as knights where 
  they were needed, serves as obvious confirmation of her 
  sainthood.
  
  240
  Quests of Doom: men & monstrosities
  spend they use of his boon as an immediate action to roll three times and 
  take the better result. He must decide to use this ability before he rolls the 
  saving throw and call out the saint’s name.
  The Abbot and Druidism
  The abbot stresses very strongly that a character cannot carry Saint 
  Kathelynn’s Benediction and a Druid’s Mark at the same time. He is 
  obviously disdainful of the druidic faith, and cautions the characters that 
  they should not trust druids in general or Lurilune in particular. Druidism, 
  he believes, is like an extortion scheme, holding Lawful civilization hostage 
  to the amoral forces of Nature, demanding sacrifices in exchange for good 
  weather and fertile lands. If a druid is in the party who takes offense at this 
  attitude, the abbot quickly shifts into the role of an old man who perhaps 
  rambles too much, that he does not mean to offend, and that he perhaps 
  overstated his opinions. He did not overstate his opinion, of course, but he 
  is not a confrontational person. He specifically offers the druid character the 
  Abbot’s ordinary benediction with no donation required.
  ABBOT GODEFROY 
   
   
  CR 8 
  XP 4,800
  Male human cleric of Muir 9
  LG Medium humanoid (human)
  Init +6; Perception +4
   
  AC 21, touch 15, flat-footed 18 (+5 armor, +2 deflection, +2 
  Dex, +1 dodge, +1 natural)
  hp 62 (9d8+9 plus 9)
  Fort +8; Ref +6; Will +11
  Defensive Abilities aura of protection (9 rounds/day)
   
  Speed 20 ft. 
  Melee +1 warhammer +6/+1 (1d8+1)
  Special Attacks channel positive energy 4/day (DC 15, 5d6), 
  holy lance (4 rounds, 1/day)
  Domain Spell-Like Abilities (CL 9th; concentration +13, 
  melee touch +5):
  7/day—resistant touch (+2), touch of good (+4)
  Spells Prepared (CL 9th; concentration +13)
  5th—dispel evilD, true seeing
  4th—discern lies (DC 18), freedom of movement, holy smiteD 
  (DC 18), restoration
  3rd—dispel magic, invisibility purge, magic circle against 
  evilD, meld into stone, searing light
  2nd—align weapon (good only)D, hold person (DC 16), 
  shield other, silence (DC 16), sound burst (DC
  16), zone of truth (DC 16)
  1st—bless, detect evil, obscuring mist, protection from evilD, 
  ray of sickening*(DC 15), shield of faith
  0 (at will)—detect magic, purify food and drink (DC 14), 
  read magic, stabilize
  D Domain spell; Domains Good, Protection
   
  Str 8, Dex 14, Con 13, Int 10, Wis 18, Cha 13
  Base Atk +6; CMB +5; CMD 20
  Feats Blind-fight, Combat CastingB, Dodge, Improved 
  Initiative, Selective Channeling, Vital Strike
  Skills Appraise +4, Diplomacy +8, Knowledge (arcana) +8, 
  Knowledge (history) +5, Knowledge (planes) +4, Knowledge 
  (religion) +11, Sense Motive +8, Spellcraft +8
  Languages Common
  Combat Gear potion of neutralize poison, potion of 
  resist cold 10; Other Gear robes over +1 chain shirt, +1 
  warhammer, amulet of natural armor +1, cloak of resistance 
  +1, ring of protection +2, silver holy symbol of a rose 
  (painted), 188 gp
  *See Pathfinder Roleplaying Game Ultimate Magic
  OCRIP AND SELMUS 
   
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game GameMastery Guide 
  “Guard Officer”)
  Area A-5. Trappers’ Hall.
  This building is stone, with a high, peaked roof and a sign 
  above the door showing a white animal fur, and underneath, the 
  words, “Trappers’ Hall.” 
  The Trappers’ Hall is a mixture of an inn, tavern, warehouse, and store. 
  There are 10 rooms on the upper floor, 3 of which are occupied by traders, 
  and 2 of which are occupied by trappers recently returned from expeditions 
  into the pass. The traders have offices with one-room vaults containing 
  their furs and other goods. They buy pelts from the trappers throughout the 
  hunting season, then retreat back to the town of Elet when the Ghostwinds 
  blow into the pass. They are mostly interested in purchasing furs from the 
  hunters and trappers, but they also do a brisk business selling them the 
  various goods needed for long expeditions into the wilderness.
  Prices offered by the traders are as follows:
  Blood violets: 200 gp/sack
  Goat meat: 5 gp/goat (150lb)
  Giant owl egg: 1000 gp
  Giant lynx pelt: No trader purchases these due to the druidic ban on 
  killing or hurting the giant lynxes of the pass.
  Giant weasel pelt: 200 gp
  Polar bear pelt: 800 gp
  Giant ermine pelt: 1000 gp
  Saber-tooth pelt: 800 gp
  Weretiger pelt: 1000 gp
  Wolf pelt: 5 gp
  Winter wolf pelt: 500 gp
  The Traders
  AULOYNE OF ELET 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game GameMastery Guide 
  “Shopkeep”)
  To lower Auloyne’s selling price by 5% requires a DC 20 Diplomacy check.
  To raise Auloyne’s buying price by 5% requires a DC 20 Diplomacy check.
  TADRIC FURMAN  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game GameMastery Guide 
  “Shopkeep”)
  To lower Tadric’s selling price by 5% requires a DC 15 Diplomacy check.
  To raise Tadric’s buying price by 5% requires a DC 20 Diplomacy check.
  PAGANNE OF TROYE 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game GameMastery Guide 
  “Shopkeep”)
  To lower Paganne’s selling price by 5% requires a DC 20 Diplomacy check.
  To raise Paganne’s buying price by 5% requires a DC 15 Diplomacy check.
  The Trappers
  LODO THE TRAPPER 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Trapper”)
   
  Gear leather armor, dagger, shortbow, 20 arrows, smelly 
  
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  Perils of Ghostwind Pass
  fur-lined sleeping bag, pouch containing 10 garnets (5 gp), 
  various bits of outdoor survival gear.
  GHENTRY BADGER 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Trapper”)
   
  Gear leather armor, dagger, shortbow, 20 arrows, fur-lined 
  sleeping back, pouch containing 34 gp, 3 dice, and a rabbit’s 
  foot, flask of whiskey, various bits of outdoor survival gear.
  Area A-6. Privies
  This is a rickety wooden building with a half-moon-shaped 
  hole in the door. 
  The facilities boast wooden seats and an unpleasant smell.
  STAFF OF THE REMORHAZ (MAJOR ARTIFACT)
  Aura overwhelming conjuration and transmutation; CL 24th 
  Slot none; Weight 4 lbs. 
   
  DESCRIPTION
  This staff of pure white wood is a +3 icy-burst staff. The 
  six-foot shaft is topped by a multi-faceted gem, the Eye 
  of Othroäta and when unbroken grants it full powers on 
  the wielder. The half-artifact or broken version conveys 
  no benefits to a wielder unless it is joined with its other 
  half. It does, however, exert enough magical force that 
  it warms the entire area of the abbey and acts as a +1 
  frost staff. 
  The Staff of the Remorhaz is a holy artifact dating 
  back to the beginning of history and the wars against 
  forgotten evil gods. Despite the vast magical power of 
  the artifact, it is shielded from all detection magic other 
  than the direct intercession of a deity. 
  Any good-aligned divine caster who holds the staff is 
  granted immunity to cold, although it imparts vulnerability 
  to fire and the holder of the staff suffers double normal 
  damage from any fire-type attack. The staff’s powers can 
  be used only by a divine caster and it acts as a +1 frost 
  staff to any not able to cast divine spells. 
  The wielder’s hair transforms and becomes snow white 
  for as long as the character holds the artifact, and if the 
  staff is used thrice, the change is permanent. 
  When used, the staff absorbs coldness from the air 
  surrounding the user in a blast of violent heat; anyone 
  within a 10-ft. radius must make a DC 20 Reflex save or 
  sustain 1d4+4 points of fire damage. Anyone in contact 
  with the artifact is unaffected.
  The staff’s powers are:
  • comprehend languages (at will)
  • find traps (3/day)
  • cone of cold, wall of ice (2/day)
  • ice storm, polymorph self (1/day)
  • vision*
  *This attribute of the staff is not under the wielder’s 
  control. When great evil must be addressed, the wielder 
  may begin having visions about it, as per spell vision. This 
  aspect of the staff is neither predictable nor constant.
  If anyone who is non-good aligned takes hold of the 
  staff, the artifact defends itself by casting polymorphing 
  the offender into a white lynx with the intelligence of a 
  wild animal (a successful DC 15 Will save prevents the 
  transformation). 
   
  DESTRUCTION
  The only way to destroy the staff is to bathe it in the still-
  hot blood of a remorhaz.
  From the Northlands Saga, NS2: Beyond the Wailing Mountains
  In eons past, many dread gods rose and fell, thrown down by 
  deities of good and their heroic champions. Most of these elder gods 
  were born when the world was young, and were savage and feral, 
  drawing their power from the primordial forces of nature perverted 
  to evil and destruction. Most of these elder gods have long since been 
  destroyed, but a few remain, sleeping away the ages and waiting for 
  the opportunity to rise again.
  One such elder god is Althunak, the Lord of Ice and Cold. His is not 
  the natural changing of the season, of the cycle of autumn, winter, and 
  spring, but instead the continual death of a perpetual winter. His cult 
  once flourished when the races of the world were young, but he was 
  challenged and destroyed by some of the earliest heroes to walk the 
  world, or so it was thought.
  One of the abominations in Althunak’s dread horde was a 
  great remorhaz, Othroäta the Paleworm. When the vanguard of 
  Althunak’s army was broken at the Battle of Heshkar, Othroäta 
  was slain by Ulhred the Horned Paladin, who ripped out the beast’s 
  great, faceted eye. Spiking the eye on his battle-spear, Uhlred raised 
  it aloft as a battle standard to call his warriors forward. Seeing this, 
  the great ice trolls and giants of the horde’s vanguard ceased their 
  advance, the troops behind them halting and milling about in great 
  consternation. Whereupon the warriors in their ranked battalions 
  behind the Horned Paladin gave a great cry of triumph and charged, 
  following Ulhred and his grisly standard to the legendary victory 
  on Heshkar’s blood-glutted fields, where Althunak’s horde was 
  broken and the evil god himself was thought slain.
  This battle standard, the Eye of the Othroäta on the spear of the 
  Horned Paladin, is then lost to history for a very long time. It does 
  not reappear until Tourmaj’s account of the Second Battle of Aixe, 
  at the darkest and most desperate moment of the battle, in the small 
  wood where the true King lay wounded, defended by his embattled 
  knights. As the snow began to fall, Leothrand the High Priest 
  raised the staff as a battle-standard to rally the remaining forces 
  of the king. The last charge of Leothrand Cold-wielder shattered 
  the half-demon army of the Alabastrian Heresy and brought peace 
  once again to the lands. When Leothrand’s body was recovered 
  from the piles of dead, the staff was gone. Thereafter, the Chansons 
  of Ghen describe three more instances after the Second Battle of 
  Aixe when the Staff of the Remorhaz was granted to heroes; always 
  clerics, always of lawful alignment, always by an angelic being, 
  always in blizzardlike snow. The only change in detail is that the 
  Eye of the Othroäta seems to have hardened into a multi-faceted 
  gem atop the staff.
  The staff was most recently held by the paladins Elys and 
  Kathelynn, three quarters of a century ago, when it was broken in 
  half in battle with the Winter Prince. The two parts are assumed to 
  be lost in the Ghostwind Pass where the battle took place.
  Staff of the Remorhaz (Major Artifact)
  
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  Quests of Doom: men & monstrosities
  Area A-7. Graves
  This is a very small graveyard with only six headstones. Each 
  headstone bears a name but no inscription, other than a rose 
  carved into the stone below the name.
  The names on the gravestones are: Tallow Smith, John of Elet, 
  John Tallbones, Griffin Winemaker, Claude Yellowhair, and Benedict 
  the Bald. None of the graves, except the one for Griffin Winemaker, 
  actually contain bodies; these are memorials for the 5 loyal retainers 
  who disappeared shortly after burying St. Kathelynn’s body in a hidden 
  sanctum. Give no hints or helpful die rolls in this area! If the characters 
  are to get hold of a powerful artifact like the staff, or earn the fame that 
  comes from finding a saint’s lost bones, they should be allowed to earn 
  it fairly, without help.
  The grave carved with the name of Griffin Winemaker contains the 
  lead-shielded bronze casket of St. Elys (a body everyone believes to have 
  belonged to Kathelynn). In the casket along with the true saint’s bones is 
  the wooden Staff of the Remorhaz. The staff is bereft of its tip, the multi-
  faceted Eye of the Othroäta. Despite the vast magical power of the artifact, 
  it is shielded from all detection magic other than the direct intercession of 
  a deity. This is no magical trinket with a distinct aura: It is ancient power 
  that blends into the power of the earth itself, unable to be distinguished 
  unless a detection spell is cast directly upon it.
  Area A-8.  
  Circle of the Druidess (CR 8)
  A cottage made of stone and roofed with slates is surrounded 
  by a circle of widely spaced stones, each of them about five feet 
  tall and carved with runes. Green grass grows within the stone 
  circle, and at the center of the field stands a stone altar. A giant 
  lynx, the size of a wolf, sits in the path at the entrance to the 
  strange garden.
  Sitting in the path is the druid Lurilune in her favorite form of a 
  giant lynx. The cottage at the end of the pathway is her humble abode 
  and has been as long as she has been the druidic custodian of the 
  Ghostwind Pass. Her task here, as she sees it, is fairly simple: She 
  maintains the various small druidic shrines in the pass; makes sure 
  the visiting hunters do not abuse the bounteous hunting in the area; 
  and looks for ways to destroy the Mountain Queen, whom Lurilune 
  considers to be completely outside the natural order. She knows and 
  constantly reminds herself not to seek a direct confrontation with the 
  monstrosity that Kathelynn has become, but if she makes contact with 
  a strong-enough looking group of adventurers she would definitely 
  seek ways to point them toward the lamia. She will not risk herself, 
  the guardian of the pass, by accompanying them, but she gives each 
  of them a Druidic Mark if they swear to use it in an attack on the 
  Manor of the Mountain Queen. She does not know the lamia’s true 
  identity, simply referring to her as the Mountain Queen, but she does 
  know that the Mountain Queen has the lower body of a white tigress. 
  Having the secretive nature common to many druids, she only shares 
  this information if the characters are definitely on a quest to attack the 
  manor.
  The Druidic Mark is a pattern that Lurilune traces upon a person’s face 
  before they venture into the pass, and most of the hunters would not dream 
  of entering the pass without the mark. To get the Druidic Mark, one must 
  make some sort of sacrifice on the altar in the center of Lurilune’s green 
  freehold. Only a few types of things are acceptable sacrifices:
  Acceptable
  Not Accepted
  Gems or precious stone  
  (100 gp minimum)
  Gold, silver, copper
  Gems or precious stone  
  (500 gp minimum)**
  Blood (1 hit points worth)*
  Someone else’s blood
  Blood (5 hit points worth)**
  Pelt of a wolf, wolverine,  
  or giant weasel
  Herbivore pelts or a lynx pelt
  Heart of a peryton** or pelt 
  of a saber-tooth**
  Iron or steel
  * A blood sacrifice reduces the character’s max hit points 
  by 1 (or 5) points for as long as the character is in the pass. 
  Even a heal spell will not return the lost hit points until the 
  character enters the abbey, the south camp, or otherwise 
  leaves the pass into the lowlands.
  ** These are the “greater sacrifices” described in more 
  detail below. 
  A normal sacrifice “allows” the recipient to hunt the giant ermines 
  that live in the pass. Anyone without the mark who kills more than 
  one of the giant ermines immediately suffers from a curse that causes 
  a weakness of the joints (–1 on all attack rolls and damage rolls). 
  Leaving the pass abates the weakness, but it returns if the victim 
  enters the pass a second time without having the curse removed by 
  Lurilune or by a spell. Each additional giant ermine killed without 
  the Druidic Mark worsens the curse, which becomes a penalty of –2, 
  then –3, etc.
  Making one of the greater sacrifices (5 hit points or a peryton heart) 
  confers a temporary druidic power against death itself. If the bearer of the 
  Greater Druidic Mark takes a mortal wound (would be brought to 0 hit 
  points or below), the mark draws upon the natural pattern of sacred sites 
  in the pass to bring the character back to 1 hit point. When this happens, 
  the Greater Druidic Mark also disappears from the character’s face. The 
  mark disappears if the character leaves the pass, but reappears upon return 
  (until its power is used). 
  There are some restrictions on the existence of the mark. It disappears 
  permanently if the character bearing the mark sets foot in the chapel tower 
  of the abbey. Similarly, it is not possible to have both Saint Kathelynn’s 
  Benediction and the Druidic Mark. Moreover, the Druidic Mark 
  immediately disappears if the character kills one of the giant lynxes in 
  the pass. These are Lurilune’s eyes and ears, sacred to the druidic powers 
  of the area.
  LURILUNE 
   
   
  CR 8
  XP 4,800
  Female human druid (giant lynx shaman) 9 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide “Lion 
  Shaman”)
  N Medium humanoid (human)
  Init +1; Perception +10
  Aura predator’s grace (15 ft.)
   
  AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 
  natural)
  hp 80 (9d8+18 plus 18)
  Fort +9; Ref +5; Will +11; +4 vs. fey and plant-targeted 
  effects
   
  Speed 30 ft.
  Melee bite +5 (1d4–1), 2 claws +5 (1d4–1)
  Special Attacks rake (2 claws +5, 1d4–1, wild shape 3/day
  Spells Prepared (CL 9th; concentration +13):
  5th—beast shape III (animals only)D, stoneskin
  4th—air walk, cure serious wounds, flame strike (DC 18), 
  
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  Perils of Ghostwind Pass
  summon nature’s ally IV (animals only)D
  3rd—beast shape I (animals only)D, call lightning (DC 17), 
  call lightning (DC 17), speak with plants, stone shape
  2nd—cat’s grace, flaming sphere (DC 16), hold animalD (DC 
  16), hold animal (DC 16), resist energy, tree shape
  1st—cure light wounds, endure elements, hide from animals, 
  longstrider, magic fangD, produce flame
  0 (at will)—detect magic, know direction, read magic, 
  resistance
  D Domain spell; Domain Animal (Fur subdomain)
   
  Str 8, Dex 12, Con 14, Int 10, Wis 19, Cha 13
  Base Atk +6; CMB +5 (+7 grapple); CMD 16
  Feats Blind-fight, Combat Casting, Lunge, Natural Spell, Self-
  sufficient, Stealthy, ToughnessB
  Skills Appraise +1, Climb +3, Diplomacy +2, Fly +5, 
  Handle Animal +6, Heal +15, Knowledge (geography) +4, 
  Knowledge (nature) +10, Linguistics +2, Perception +10, 
  Profession (gardener) +12, Profession (herbalist) +10 , Sense 
  Motive +7, Spellcraft +8, Stealth +5, Survival +15
  Languages Aquan, Common, Druidic, Sylvan
  SQ animal companion (giant lynx [lion] named Kaivy), 
  giant lynx [lion] wild shape, giant lynx’s [lion’s] totem 
  transformation, giant lynx’s [lion’s] totemic summons, nature 
  bond (Fur domain), nature sense, totem transformation 
  (giant lynx’s [lion’s] natural weapons), trackless step, wild 
  empathy +10, woodland stride
  Combat Gear wand of cure light wounds; Other Gear 
  amulet of natural armor +1, bracers of armor +2, cloak of 
  resistance +1
  KAIVY  
   
  CR —
  XP —
  Male giant lynx animal companion (Pathfinder Roleplaying 
  Game Bestiary “Lion”)
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +7
   
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 39 (+12)
  Fort +6; Ref +9; Will +4 (+4 morale bonus vs. Enchantment 
  spells and effects)
  Defensive Abilities evasion
   
  Speed 40 ft.
  Melee bite +7 (1d8+3), 2 claws +7 (1d4+3)
  Special Attacks rake (2 claws +7, 1d4+3)
   
  Str 16, Dex 19, Con 13, Int 2, Wis 15, Cha 10
  Base Atk +4; CMB +7; CMD 21 (25 vs. trip)
  Feats Improved Natural Armor, Improved Natural Attack 
  (bite), Toughness
  Tricks Attack, Attack, Come, Defend, Down, Fetch, Heel, 
  Heel, Hunting, Seek, Stay, Track, Track
  Skills Acrobatics +8 (+12 to jump), Climb +7, Escape Artist +5, 
  Perception +7, Stealth +8
  SQ attack, come, defend, devotion, heel, hunting, stay, track
  Treasure: The inside of Lurilune’s cottage is carpeted with woven 
  green rugs, and several books are stacked on a writing desk. A bedroom 
  in a back room contains an unnaturally soft mattress stuffed with fragrant 
  grasses, and a wardrobe contains white druidic robes. The books all contain 
  complex astrological charts, weather predictions, records of prophetic bird 
  migrations, and instructions for all kinds of auguries and divinations. All 
  told they are worth 10,000 gp, but if they are sold, eventually the druids 
  find out that one of their own has been robbed, and they begin seeking the 
  thieves (or, perhaps, murderers).
  A small chest (unlocked) contains 40 small emeralds (500 gp) in a 
  pouch. If anyone departs the cottage with these emeralds and does not 
  leave one of the stones behind, a greater earth elemental is released from 
  imprisonment beneath the stone circle — the precious stones are part of 
  the binding. It attacks ferociously to retrieve the emeralds and thus escape.
  GREATER EARTH ELEMENTAL 
   
   
  CR 9
  XP 6,400
  hp 136 (Pathfinder Roleplaying Game Bestiary “Elemental, 
  Earth”)
  Manor of 
  the Mountain Queen
  The Mountain Queen’s minions are tracked on a monster roster since 
  the battle for the manor most likely involves monsters moving around 
  rather than staying in one place. 
  Approaching the Manor
  A huge manor house is built into the sloping side of a hill, with three 
  levels. The roof is steeply pitched and made of slate shingles.
  Being Spotted
  A sentry in Area H-28 keeps watch over the front of the building, 
  waiting for the sort of visitors who walk up to front doors.
  The Roof
  It is not hard to get onto the roof of the manor, but getting through the 
  heavy slate shingles is virtually impossible to do quietly. A single person 
  on the roof can make a hole large enough for one person as follows:
  DC 20 Strength check to physically move the tiles without making 
  noise from dropping any;
  DC 25 Dexterity check to get into the gap without dislodging more tiles 
  and creating noise.
  If a character succeeds at both checks, then he/she gets inside, possibly 
  in a loft, possibly onto nothing more substantial than one of the roof 
  beams 40 feet above the floor (in the low or middle tiers) or 20 feet above 
  the floor in the top tier.
  Unless the characters want to fight a pitched battle with all of the 
  Manor’s inhabitants at one time, they will immediately realize that making 
  a hole in the roof is not a way to get in quietly. 
  Arrow Slits
  In the front wall of the manor are 4 arrow slits, two of them high up on 
  the first tier and two of them high up on the second tier. The arrow slits on 
  the second tier have line of sight on anyone on the roof or the bottom tier.
  Wandering Monsters
  Wandering monsters are only an issue in the manor if the characters try 
  to stop in one place for a long time (or set an ambush). If the characters 
  stay in one place for more than an hour, or set up in a corridor, roll on the 
  following table once every 30 minutes.
  Wandering Monsters (if needed)
  Roll 1d20
  Encoutner
  1–10
  No Encounter
  11–12
  1d2+1 bugbears
  13
  Gaston the Cook (Area H-7)
  14
  1 weretiger and 1 smilodon
  15
  1d2 smilodon
  
  244
  Quests of Doom: men & monstrosities
  Roll 1d20
  Encoutner
  16
  Glaivorn (Area H-13) and 1d3 bugbears
  17
  Henri Tharnac and 1 weretiger (Area H-17)
  18
  Serz and Cloyaun, human servants (Area H-18)
  19
  Martin of Becqueril (Area H-19)
  20
  1d4+1 weretiger
  All is Not as it Seems
  Even if they are being attacked, the weretigers remain human for one or 
  two rounds, trying to convince intruders that the manor is a normal settlement 
  that just happens to have saber-toothed tigers and bugbears wandering 
  around. The charmed slaves and Henri back this up convincingly. Gaston the 
  Cook tries to lie, but it won’t be very convincing. The weretigers, of course, 
  try to keep the characters away from Gaston, introduce them to an illusion of 
  Kathelynn, and get them to sleep in one of the guestrooms. If the characters 
  are separated, Kathelynn tries to charm and enslave them one at a time.
  Kathelynn may use her ability to create a major image of herself as a 
  human, with a different face than her own. She usually only attempts this 
  in the Great Hall where she can regally dismiss the characters before the 
  10-minute duration of her capacity to maintain the illusion. One of the 
  weretigers always stands near the illusion to open doors for it or prevent 
  it from being touched.
  The weretigers are usually in human form, even when they are alone. 
  Area H-1. Main Gate
  This solid-looking wooden door has a red rose painted on it. A 
  slot through the door at eye level can be opened from within to 
  look at visitors.
  During the day, the door stands open, allowing the saber-toothed tigers 
  to come and go as they please. At night, the door is barred (and a bugbear 
  stands watch behind it in the murder hall, see below).
  Area H-2. Murder Hall (CR 0 or 2)
  This stone room has arrow slits pointing into it from the room beyond 
  (the Covered Court, Area H-3), and a stout door that obviously leads into 
  the main part of the manor.
  If it is nighttime, describe the bugbear (see below)
  As with the main gate, during the day this door is open to the rest of the 
  hall so the cats can go in and out. At night, a bugbear stands guard here 
  with a horn to summon reinforcements if the manor comes under attack. 
  BUGBEAR 
   
   
  CR 2
  XP 600
  hp 16 each (Pathfinder Roleplaying Game Bestiary “Bugbear”)
  
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  Perils of Ghostwind Pass
  
  246
  Quests of Doom: men & monstrosities
  Area H-3. The Great Covered Court
  This room comprises almost all of the castle’s lowest tier. The 
  ceiling is steeply pitched overhead, supported with wooden 
  beams and stone buttresses. There appears to be a walled-in loft 
  under the center of the roof, surrounded by a cobweblike array 
  of heavy beams and struts. This room has a number of strange 
  features: balconies, arched opening placed high up the wall, 
  a ramp and drawbridge leading to the next tier of the fortified 
  manor, stairs that lead up to the loft area, a wall with arrow slits 
  pointing into the hall rather than outward, and some large double 
  doors. It is a lot to take in at first glance.
  A. Balcony (10 ft.)
  A sturdy balcony made of stone with no railing is mounted 10 
  feet above the floor.
  The tigers can only manage vertical leaps of 10 feet, so each of the leaping-
  holes has a balcony 10 feet below it that allows the tigers to clear the upward 
  distance in two jumps. They can pounce downward from the leaping-hole all 
  the way to the floor in a single leap, however. One of the saber-tooths watches 
  the balcony through the leaping-hole (see Area H-11, the Tiger Run).
  B. Leaping-Hole.
  This is an arch-shaped opening in the wall, 20 feet from the 
  floor. This presumably leads up to the second tier of the building.
  Several leaping-holes are in the manor; they are designed to let the great 
  cats pounce in and out of a room through a door humanoids can’t reach. All of 
  the leaping-holes have an adjacent balcony, as described above, to reduce the 
  required vertical leap. One of the saber-tooths can come blasting down and out 
  of the leaping-holes at full speed for an automatic raking-attack as well as front 
  claws and bite. A quarter ton of fast moving saber-toothed tiger also knocks 
  down anything smaller than a hill giant, and they don’t need a to hit roll for the 
  impact (they have to roll to hit normally for the claws and bite, of course).
  As described in A above, one of the saber-tooths watches the balcony 
  and can pounce directly to it if it sees prey.
  Drawbridge and Ramp
  A wide stone ramp leads up 20 feet to a spot roughly 10 feet 
  from (and directly across from) one of the high-set archways. 
  A drawbridge spans the gap and can clearly be opened to allow 
  access to the second tier or closed to block the archway.
  The drawbridge is usually down, allowing the bugbears and guests to move 
  freely about the manor. If Kathelynn decides that she faces a measurable 
  threat, she has this drawbridge pulled up to block the way into the higher tier.
  D. Stairs to Loft
  A narrow flight of stone stairs is flush against the south wall.
  These stairs are too narrow for anything other than walking single file 
  (and only just wide enough for one of the saber-tooths). They lead to Area 
  H-28, a storage loft.
  H-4. Tiger-Proof Stable
  The large double doors, which seem extremely powerful for 
  internal doors, even in a castle, lead into a closed-in stable. 
  Two mules watch you placidly from inside their stalls, which is 
  unsurprising. The third animal is most definitely unusual, though: 
  it is a chestnut-brown warhorse, the sort that would ordinarily be 
  found in the possession of a knight or noble. The warhorse is 
  obviously much more nervous than the mules.
  The design requirements of a stable in a castle where weretigers and 
  saber-toothed tigers roam free are different than the requirements for 
  a normal stable. The mounts only come out when the cats are safely 
  occupied in other rooms, and make a beeline for the outside.
   The warhorse belongs to Martin of Becqueril, the son of Baron Jauntir of 
  Becqueril, who is willing to pay a considerable ransom (1,000 gp) for the return 
  of his missing son. Martin has been enthralled by the lamia (see Area H-19).
  Area H-5. Inside Bastion
  This closed-in space can be entered only from one of the high-
  set holes in the wall. It contains two arrow slits that would allow 
  an archer to loose arrows from inside the room.
  If the characters announced their arrival by knocking on the door, or 
  have given the entire manor time to prepare for combat, then Kathelynn 
  the lamia is in this area to watch the characters in the covered courtyard 
  (Area H-3). If endangered at all, she leaps out of the room and into the 
  kitchen above (Area H-7). She won’t necessarily attack; visitors might be 
  bringing messages or interesting news of the outside world.
  From here, she might possibly even speak to the characters since the arrow 
  slit conceals the fact that her lower body is that of a white tiger. If she decides 
  that her best course of action is to impersonate a human, she plays the trick here.
  Area H-6. Great Hall (CR 2 or 4)
  The walls of this room are hung with tapestries depicting saber-
  toothed tigers stalking and killing humans in the snowy crags 
  and rifts of a mountainous region. Two fireplaces blaze with the 
  crackle of pine wood, and three great wooden tables are set out 
  with embroidered cloths and tableware.
  Two confused-looking humans holding mops and buckets seem 
  to have been working in the room.
  If applicable, describe the bugbears to the players (see below)
  This is the great hall where the denizens of the manor eat their meals 
  and socialize, and also where visitors are brought to meet Kathelynn. 
  There are always 1d2 bugbears in the hall, if enough are left on the 
  roster, and 2 human slaves. The slaves are Caurien and Jirral, both of 
  them charmed by the lamia’s magic. They won’t help the bugbears or the 
  characters if a fight occurs, but if Kathelynn or one of the weretigers is 
  here and gives an order, they follow it. They won’t follow the characters 
  or act as lookouts; they have been told to mop the floor, and they aren’t 
  going to let themselves be sidetracked from that task.
  
  247
  Perils of Ghostwind Pass
  If the characters check out the ceiling at all, they see a wooden loft running 
  north/south over the eastern half of the room. It has wooden walls and no 
  entrance to it is visible (the stairs to the loft are in the kitchen, Area H-7).
  BUGBEARS (1d2)  
  CR 2
  XP 600
  hp 16 each (Pathfinder Roleplaying Game Bestiary 
  “Bugbear”)
  CAURIEN AND JIRRAL 
   
   
  CR 1
  XP 400
  hp 23 (Pathfinder Roleplaying Game GameMastery Guide 
  “Drunkard”)
  Treasure: The tapestries are worth a total of 100 gp and weigh 500 
  pounds altogether. The embroidered cloths on the tables are worth a total 
  of 200 gp. The tableware is of no particular value.
  Area H-7. Kitchen (CR 1)
  This room is obviously the kitchen. A massive fireplace stands 
  almost in the center of the room. Its chimney is a stone column that 
  rises to the roof above. A fat man wearing a chef’s hat is chopping 
  vegetables at a large table in the center of the room, apparently 
  preparing the stuffing for a roast goat, which also lies on the table.
  In addition to these basics, the room has several entrances and 
  exits:
  A flight of stairs leads to a loft overhead.
  Doors are in the north and south walls. 
  An archway in the west wall leads to another room on the same 
  level as the kitchen. 
  An archway in the south wall drops down to the level below.
  An archway in the north wall enters the room 20 feet above 
  floor level. A ramp leads up along the east wall, behind the 
  chimney, and ends 10 feet away from, and 10 feet below, the 
  north archway.
  The cook at the table is Gaston Payis, a normal human. He is a 
  tremendously good cook; the weretigers kidnapped him from the town of 
  Elet and brought him here specifically to become the manor’s cook. Unlike 
  the lamia’s other slaves, Gaston is not charmed; the monsters decided it 
  might somehow inhibit his cooking skills. He is utterly terrified of the 
  other denizens of the manor, but he knows he couldn’t possibly survive in 
  the wilderness of the Ghostwind Pass long enough to get away. He may 
  be hesitant to help the adventurers — since they might fail — unless it is 
  clear that they are going to succeed in killing the lamia and the weretigers. 
  Because if they fail, what then for Gaston Payis, who betrayed the tigers?
  Various kitchen supplies are kept in boxes under the table, including 
  knives, pots, pans, buckets, and the like.
  GASTON PAYIS  
   
  CR 1
  XP 400
  hp 23 (Pathfinder Roleplaying Game GameMastery Guide 
  “Drunkard”)
   
  Gear club, a butcher knife and 5 gp
  Area H-8. Storage Room
  This room contains crates and sacks on the floor, and several 
  shelves on the walls contain earthenware pots and wine bottles.
  This is the kitchen’s storage room. It has flour, sugar, herbs, cheese, and 
  various other ingredients found in kitchens. Most of the wine is poor quality 
  (total 300 gp) with the exception of 5 bottles of Chateau d’Ambre, which can be 
  sold for as much as 200 gp each in a large enough town. One of the crates has 
  a piece of parchment nailed to it, which reads: “For delivery, Henri Tharnac of 
  Elet.” (Henri is a merchant who deals with the manor, see Area H-17).
  Area H-9. Cook’s Quarters
  This modest room contains a bed, table, chair, and an unlocked 
  wooden cabinet.
  This is Gaston the cook’s room (see Area H-7). Nothing is here to 
  interest the adventurers.
  Area H-10. Foyer (CR 7)
  This room’s largest feature is another ramp-and-drawbridge 
  arrangement like the one on the lower tier. It is on the north wall 
  and obviously leads to the manor’s third tier. A balcony is on 
  either side of the drawbridge, 10 feet above the floor, and the 
  ramp/archway are 20 feet above the floor. A wooden-walled loft 
  runs north/south over the middle of the room, but has no visible 
  entrances or exits.
  Most of the area is bare stone, but a little island of luxury sits in 
  the eastern part of the room. Three armchairs are grouped around 
  a delicate wooden table on a flower-patterned carpet.
  There is also some sort of decorative pool in the western part 
  of the room.
  A gentleman is sitting in one of the armchairs, unless the alarm has 
  already been sounded. This is Claude, one of Kathelynn’s weretiger sons. 
  He wears a black robe and sandals; he looks a bit like a monk, but wears 
  no holy symbol. The robe is what Claude always wears; it keeps him from 
  tearing his clothes when he transforms into a tiger.
  If the characters are trying to trick their way in, Claude is not easily 
  fooled and they need to succeed a DC 25 Bluff check because he is 
  usually the one of the three brothers whom Kathelynn sends to the 
  town of Elet on errands such as kidnapping people or dealing with 
  merchants.
  Indeed, the flowers on the carpet are red roses, if PCs succeed a DC 20 
  Perception check. Kathelynn is as obsessed with her heraldic symbols as any 
  knight.
  The pool in the western part of the room is not more than 3 inches 
  deep. It has a shallow, concave bottom that appears to be coated in silver 
  making the pool so reflective that it is almost a perfect mirror. This pool 
  is actually a scrying bowl, DC 20 Knowledge (arcane) check to identify, 
  Kathelynn can use to find the location of intruders in her manor, and direct 
  her defenses against them.
  If the manor is widely alerted to the presence of armed strangers, the 
  monsters’ fighting contingent assembles here (see the roster for details).
  CLAUDE (HUMAN FORM)   
  CR 7
  XP 3,200
  Male human natural weretiger ranger 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Medium humanoid (human, shapechanger)
  Init +5; Senses low-light vision, scent; Perception +10
   
  AC 17, touch 14, flat-footed 15 (+2 armor, +2 deflection, +1 
  Dex, +1 dodge, +1 natural)
  hp 64 (7d10+14 plus 7)
  
  248
  Quests of Doom: men & monstrosities
  Fort +7; Ref +6; Will +4
   
  Speed 30 ft. (20 ft. in armor)
  Special Attacks combat style (natural weapon), curse of 
  lycanthropy, favored enemies (elves +2, humans +4)
  Ranger Spells Prepared (CL 4th; concentration +4)
   
  Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 10
  Base Atk +7; CMB +11; CMD 25
  Feats DodgeB, Endurance, Improved Initiative, Iron Will, 
  Power AttackB, Rending Claws*, ToughnessB, Weapon Focus 
  (claw)
  Skills Acrobatics +5 (+1 to jump), Bluff +7, Climb +10, 
  Diplomacy +5 (+9 to change attitude vs. animals related 
  to lycanthropic form), Intimidate +8, Perception +10, Sense 
  Motive +5, Stealth +8, Survival +9, Swim +5
  Languages Common
  SQ change forms, favored terrain (cold +2), hunter’s 
  bond (companions), lycanthropic empathy, track +3, wild 
  empathy +7, woodland stride
  Gear amulet of natural armor +1, bracers of armor +2, ring of 
  protection +2
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  CLAUDE (HYBRID FORM)  
   
  CR 7 
  XP 3,200
  Human natural weretiger ranger 7 (Pathfinder Roleplaying 
  Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Large humanoid (human, shapechanger)
  Init +6; Senses low-light vision, scent; Perception +12
   
  AC 22, touch 14, flat-footed 19 (+2 armor, +2 deflection, +2 
  Dex, +1 dodge, +6 natural, –1 size)
  hp 78 (7d10+28 plus 7)
  Fort +9; Ref +7; Will +6
  DR 10/silver
   
  Speed 30 ft.
  Melee bite +13 (2d6+7), 2 claws +14 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks combat style (natural weapon), curse 
  of lycanthropy, favored enemies (elves +2, humans +4), 
  pounce, rake (2 claws +14, 1d8+7 plus grab)
  Spells Prepared (CL 4th; concentration +6):
  2nd—cure light wounds
  1st—longstrider, magic fang
   
  Str 18/25, Dex 13/15, Con 14/19, Int 10, Wis 10/14, Cha 10
  Base Atk +7; CMB +15 (+19 grapple); CMD 30
  Feats  DodgeB, Endurance, Improved Initiative, Iron Will, 
  Power AttackB, Rending Claws*, ToughnessB, Weapon Focus 
  (claw)
  Skills Acrobatics +13, Bluff +7, Climb +16, Diplomacy +5 (+9 
  to change attitude vs. animals related to lycanthropic form), 
  Intimidate +8, Perception +12, Sense Motive +7, Stealth 
  +12 (+16 in undergrowth), Survival +11, Swim +11; Racial 
  Modifiers +4 Acrobatics, +4 Stealth in undergrowth
  Languages Common
  SQ change forms, favored terrain (cold +2), hunter’s 
  bond (companions), lycanthropic empathy, track +3, wild 
  empathy +7, woodland stride
  Gear amulet of natural armor +1, bracers of armor +2, ring of 
  protection +2
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  CLAUDE (TIGER FORM) 
   
  CR 7
  XP 3,200
  Male human natural weretiger ranger 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Large humanoid (human, shapechanger)
  Init +6; Senses low-light vision, scent; Perception +12
   
  AC 22, touch 14, flat-footed 19 (+2 armor, +2 deflection, +2 
  Dex, +1 dodge, +6 natural, –1 size)
  hp 78 (7d10+28 plus 7)
  Fort +9, Ref +7, Will +6
  DR 10/silver
   
  Speed 40 ft.
  Melee bite +13 (2d6+7), 2 claws +14 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks combat style (natural weapon), curse 
  of lycanthropy, favored enemies (elves +2, humans +4), 
  pounce, rake (2 claws +14, 1d8+7 plus grab)
  Spells Prepared (CL 4th; concentration +6):
  2nd—cure light wounds
  1st—longstrider, magic fang
   
  Str 25, Dex 15, Con 19, Int 10, Wis 14, Cha 10
  Base Atk +7; CMB +15 (+19 grapple); CMD 30
  Feats DodgeB, Endurance, Improved Initiative, Iron Will, 
  Power AttackB, Rending Claws*, ToughnessB, Weapon 
  Focus (claw)
  Skills Acrobatics +13 (+17 to jump), Bluff +7, Climb 
  +16, Diplomacy +5 (+9 to change attitude vs. 
  animals related to lycanthropic form), Intimidate +8, 
  Perception +12, Sense Motive +7, Stealth +12 (+16 in 
  undergrowth), Survival +11, Swim +11; Racial Modifiers +4 
  Acrobatics, +4 Stealth in undergrowth
  Languages Common
  SQ change forms, favored terrain (cold +2), hunter’s 
  bond (companions), lycanthropic empathy, track +3, wild 
  empathy +7, woodland stride
  Gear amulet of natural armor +1, bracers of armor +2, ring of 
  
  249
  Perils of Ghostwind Pass
  protection +2
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  Area H-11. Tiger Run (CR 5)
  The south end of this hallway has a jumping-hole leading down 
  to the manor’s lowest tier, and the north end has a jumping-hole 
  20 feet up the wall leading to the top tier, with a balcony below it.
  Unless the saber-tooths are all killed by the time the characters get here, 
  one of the smilodon is sitting here watching the leaping-hole, like a cat 
  outside a mouse hole.
  SMILODON  
   
   
  CR 5
  XP 1,600
  The Tome of Horrors Complete 692
  N Medium animal 
  Init +2; Senses low-light vision; Perception +9
   
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 51 (6d8+24)
  Fort +9; Ref +7; Will +3
   
  Speed 40 ft.
  Melee bite +10 (1d8+6 plus grab plus bleed), 2 claws +10 
  (1d4+6 plus grab)
  Special Attacks bleed (1d3), pounce, rake (2 claws +10, 
  1d4+6)
   
  Str 23, Dex 15, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +4; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
  Feats Power Attack, Run, Skill Focus (Perception)
  Skills Acrobatics +10 (+14 jump), Perception +9, Stealth 
  +11 (+15 in heavy undergrowth or tall grass), Swim +10; 
  Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in heavy 
  undergrowth or tall grass)
  Area H-12. Bugbear Quarters (CR 8)
  Ten very big beds are topped with shaggy sleeping furs in this 
  rather rancid-smelling room. A substantial wooden table is in 
  the middle of the room, looking like it has taken a beating and 
  been repaired several times. A door is in the far wall, with a knife 
  sticking in it.
  This is the room where the manor’s bugbears sleep. If the characters get 
  this far, assume that all of the bugbears (with the exception of the ones 
  that have set locations on the map key) are here. 
  A burlap sack is underneath each of the beds, but these are used for non-
  valuables, and the characters find nothing in them but dirty clothes, bones, 
  and the occasional mouse.
  BUGBEAR (10) 
   
   
  CR 2
  XP 600
  hp 16 each (Pathfinder Roleplaying Game Bestiary 
  “Bugbear”)
  Development: If any combat happens in this room, Glaivorn the 
  Overseer (Area H-13) joins the fight in 1d3 rounds.
  Treasure: Other than what they carry in their pouches, all of the 
  bugbears keep their treasure in Glaivorn’s chest in individual bags.
  Area H-13. Bugbear Overseer (CR 5)
  This room is a bedroom with a table, bed, sturdy chair, and 
  a wicker basket filled with clothes. A large, padlocked wooden 
  chest is in the northeast corner of the room, with a smaller iron 
  box beside it.
  This room belongs to Glaivorn, the bugbear who oversees all menial 
  work done in the manor. He wears a black tunic embroidered with 
  Kathelynn’s red rose symbol. 
  GLAIVORN, BUGBEAR LEADER 
   
   
  CR 5
  XP 1,600
  Male bugbear barbarian 3 (Pathfinder Roleplaying Game 
  Bestiary “Bugbear”)
  CE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft., scent; Perception +7
   
  AC 22, touch 11, flat-footed 22 (+7 armor, +1 deflection, +4 
  natural)
  hp 50 (3d8+9 plus 3d12+9)
  Fort +8; Ref +5; Will +4
  Defensive Abilities trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Melee +1 greataxe +12 (1d12+8/×3)
  Special Attacks rage (11 rounds/day), rage power (swift foot 
  +5 ft)
   
  Str 20, Dex 10, Con 17, Int 12, Wis 13, Cha 8
  Base Atk +5; CMB +10; CMD 21
  Feats; Improved Natural Armor, Power AttackB, Weapon 
  Focus (greataxe)
  Skills Acrobatics +3, Climb +5, Heal +5, Intimidate +12, 
  Perception +7, Sense Motive +3, Stealth +9, Survival +8; 
  Racial Modifiers +4 Intimidate, +4 Stealth
  Languages Common, Goblin, Infernal
  SQ fast movement
  Combat Gear potion of cure moderate wounds, potion 
  of haste; Other Gear +1 chainmail, +1 greataxe, cloak of 
  resistance +1, ring of protection +1, key to iron box in Area 
  H-13, 33 gp
  The large wooden chest contains 10 leather bags, each containing the 
  treasure of one of the bugbears.
  Bag #1: 15 gp, gold earring with pearl (100 gp), 2 dwarf-bone dice
  Bag #2: 22 gp, 28 sp, 119 cp, cat skull with “bad kitty” written on it in 
  Goblin, iron ring with quartz stone (1sp).
  Bag #3: 169 gp and a hand mirror (10 gp)
  Bag #4: 56 gp, 260 sp, 2 cp, and a set of ivory false teeth (25 gp)
  Bag #5: 9 gp, 28 sp, bracelet of wooden thorns (worthless), someone’s 
  finger bone, crushed-velvet hat (1 gp) with broken feather, polished 
  obsidian fish (50 gp)
  Bag #6: large sewing needle, thread, pincers, thumbscrews, and a large 
  piece of amber containing a preserved lizard (200 gp)
  Bag #7: 16 gp, 189 sp, 295 cp, 1 wad of chewing tobacco (1 cp)
  Bag #8: 6 gp, 505 sp, 2 rolled-up ermine furs (normal-size and lower 
  quality, at 100 gp each)
  Bag #9: 35 gp, 69 sp, 12 cp
  Bag #10: 8 gp, wax candle (1 sp)
  
  250
  Quests of Doom: men & monstrosities
  Glaivorn’s own treasure is in the smaller iron box. It is locked (DC 30 
  Disable Device, or Glaivorn has a key) and has a poison needle trap on 
  the catch.
  POISON NEEDLE TRAP 
   
   
  CR 8
  XP 4,800
  Type mechanical; Perception DC 30; Disable Device DC 23
   
  Trigger touch Reset repair
  Effect Atk +15 melee (2d4+2 damage plus poison [blue 
  whinnis]).
  Blue Whinnis Poison—Type poison, injury; Save Fortitude DC 
  14; Frequency 1/round for 2 rounds;  
  Initial Effect 1 Con damage; Secondary Effect 
  unconsciousness for 1d3 hours; Cure 1 save
  Treasure: The box contains 10 gp, 16 sp, 31 cp, and a silver brooch 
  inlaid with jade and garnet (300 gp).
  Area H-14. Central Hall
  This broad stone hallway is accessed by one of the odd ramp-
  and-drawbridge arrangements, and has doors on the west and 
  east walls.
  What is not apparent in this room is the concealed trapdoor in  
  the ceiling (DC 25 Perception check). If Kathelynn is cornered in  
  her rooms and tries to circle around the characters through her  
  escape loft (Area H-30 is above the trapdoor), this is where she 
  jumps down.
  Area H-15. Tiger Den (CR 5)
  This large room contains boulders, apparently brought into the 
  manor from the outside. They range from 4–6 feet in diameter. 
  The remains of a goat, not much more than bones, are widely 
  scattered about, and fresh blood is splashed on one of the larger 
  rocks. A door is in the room’s north wall.
  This is the playroom for Kathelynn’s grey saber-toothed tigers, which, 
  along with the weretigers, she refers to as her “children.” If the characters 
  reach this room, assume that all the saber-toothed tigers remaining on the 
  roster are in here.
  The door in the north wall is locked and PCs must succeed on a DC 20 
  Disable Device to unlock.
  SMILODON 
   
   
  CR 5
  XP 1,600
  hp 51  (See Area H-11)
  Area H-16. Weretiger Room 
  (Thibault) (CR 7)
  This room is luxuriously furnished, with a velvet-draped 
  feather bed, a locked iron chest, several thick rugs covering the 
  floor, and woolen tapestries on the walls.
  Thibault (Ti-bawlt) is Kathelynn’s youngest son, a white weretiger. 
  Unless the characters launched a frontal assault on the manor, they 
  most likely encounter Thibault first in his human form. He is a tall and 
  handsome man with a long ponytail, long mustaches, and bushy eyebrows, 
  all extremely blond. His yellow eyes are a bit disconcerting, but they have 
  normal, round pupils rather than a cat’s.
  THIBAULT (HUMAN FORM) 
   
   
  CR 7
  XP 3,200
  Male human natural weretiger fighter 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Medium humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +6
   
  AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge)
  hp 57 (7d10+7 plus 7)
  Fort +6; Ref +5; Will +4 (+6 vs. fear) 
  Defenisve Abilities bravery +2
   
  Speed 30 ft.
  Special Attacks curse of lycanthropy, weapon training 
  (natural +1)
   
  Str 14, Dex 17, Con 12, Int 10, Wis 11, Cha 11
  Base Atk +7; CMB +9; CMD 23
  Feats Blind-fightB, DodgeB, Improved InitiativeB, Iron WillB, 
  Lunge, Mobility, Power Attack, Rending Claws*, Weapon 
  Focus (claw)
  Skills Acrobatics +6, Diplomacy +0 (+4 to change attitude 
  vs. animals related to lycanthropic form), Intimidate +5, 
  Perception +6, Sense Motive +4, Stealth +13, Survival +4
  Languages Common
  SQ armor training 2, change forms, lycanthropic empathy
  Combat Gear potion of rage; Other Gear bracers of armor 
  +1, cloak of elvenkind, dire collar, locked box key, 250 gp
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  THIBAULT (HYBRID FORM)  
   
  CR 7
  XP 3,200
  Male human natural weretiger fighter 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Large humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +8
   
  AC 19, touch 13, flat-footed 15 (+1 armor, +3 Dex, +1 dodge, 
  +5 natural, -1 size)
  hp 78 (7d10+28 plus 7)
  Fort +9; Ref +5; Will +6 (+8 vs. fear)
  DR 10/silver 
  Defenisve Abilities bravery +2
   
  Speed 30 ft.
  Melee bite +14 (2d6+8), 2 claws +15 (1d8+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +15, 1d8+8 plus grab), weapon training (natural +1)
   
  Str 14/25, Dex 17, Con 12/19, Int 10, Wis 11/14, Cha 11
  Base Atk +7; CMB +15 (+19 grapple); CMD 29
  Feats Blind-fightB, DodgeB, Improved InitiativeB, Iron WillB, 
  Lunge, Mobility, Power Attack, Rending Claws*, Weapon 
  Focus (claw)
  Skills Acrobatics +10, Intimidate +5, Perception +8, Sense 
  Motive +6, Stealth +13 (+17 in undergrowth), Survival +6; 
  Racial Modifiers +4 Acrobatics, +4 Stealth in undergrowth
  Languages Common
  SQ armor training 2, change forms, lycanthropic empathy
  Combat Gear potion of rage; Other Gear bracers of armor 
  
  251
  Perils of Ghostwind Pass
  +1, cloak of elvenkind, dire collar, locked box key, 250 gp
  *See Pathfinder Roleplaying Game Advanced Player’s Guide
  THIBAULT (TIGER FORM)  
   
  CR 7
  XP 3,200
  Male human natural weretiger fighter 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”)
  NE Large humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +8
   
  AC 19, touch 13, flat-footed 15 (+1 armor, +3 Dex, +1 dodge, 
  +5 natural, -1 size)
  hp 78 (7d10+28 plus 7)
  Fort +9; Ref +5; Will +6 (+8 vs. fear)
  DR 10/silver 
  Defenisve Abilities bravery +2
   
  Speed 40 ft.
  Melee bite +14 (2d6+8), 2 claws +15 (1d8+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +15, 1d8+10 plus grab), weapon training
  (natural +1)
   
  Str 25, Dex 17, Con 19, Int 10, Wis 14, Cha 11
  Base Atk +7; CMB +15 (+19 grapple); CMD 29
  Feats Blind-fightB, DodgeB, Improved Initiative B, Iron WillB, 
  Lunge, Mobility, Power Attack, Rending Claws*, Weapon 
  Focus (claw)
  Skills Acrobatics +10 (+14 to jump), Diplomacy +0 (+4 to 
  change attitude vs. animals related to
  lycanthropic form), Intimidate +5, Perception +8, Sense 
  Motive +6, Stealth +13 (+17 in undergrowth), Survival +6; 
  Racial Modifiers +4 Acrobatics, +4 Stealth in undergrowth
  Languages Common
  SQ armor training 2, change forms, lycanthropic empathy
  Combat Gear potion of rage; Other Gear bracers of armor 
  +1, cloak of elvenkind, dire collar, locked box key, 250 gp
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  Treasure: The velvet bedclothes are worth 200 gp, and the rugs 
  (weighing 300 pounds in total) are worth 200 gp. The locked iron box 
  (DC 30 Disable Device) contains a leather bag with a drawstring, with 56 
  gp, 229 sp, 3 pearls (300 gp).
  Area H-17. Guestroom 
  (Henri Tharnac) (CR 5)
  This room contains a featherbed with a quilt. There is a 
  nightstand with a candlestick on it, and a backpack on the floor. 
  A man sits at a small writing desk.
  This man is Henri Tharnac, a merchant from Elet. He visits the manor 
  when it is not snowed in to deliver supplies and to take orders for the next 
  delivery. Henri is quite aware of his customers’ monstrous nature, but he 
  allows himself to assume that they do not actually kill people. After all, 
  he delivers large quantities of salted meat and even drives small herds of 
  goats here.
  HENRI THARNAC  
   
  CR 5
  XP 1,600
  hp 31 (Pathfinder Roleplaying Game GameMastery Guide 
  “Traveling Merchant”)
  Area H-18. Slaves’ Quarters (CR 8)
  Two humans are asleep on straw pallets in this room, which contains 
  two empty pallets as well. The people are dressed in clothing that was 
  once of extremely fine quality but is now stained and torn.
  Four of the lamia’s human slaves share this room as their sleeping 
  quarters. Two of them, Caurien and Jirral, are in the Great Hall (Area 
  H-6). The other two, Serz and Cloyaun, are the ones currently in the 
  room. Serz and Cloyaun were originally courtiers in the service of 
  Martin of Becqueril, but, like Martin, they are now under the lamia’s 
  spell and are her willing servants. They have been put to cleaning 
  and other menial tasks, but they bear no resentment at all. Serz is 
  quite pudgy, but Cloyaun looks like he is half-starved. They actually 
  receive different quantities of food; Serz is being fattened up for 
  slaughter.
  SERZ 
   
   
  CR 5
  XP 1,600
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Minstrel”)
  CLOYAUN 
   
   
  CR 7
  XP 3,200
  hp 80 (Pathfinder Roleplaying Game GameMastery Guide 
  “Sellsword”)
  Area H-19. 
  Martin’s Guestroom (CR 8)
  This room is furnished with a cot, a wooden chest, and a small 
  writing table. A peg on the wall holds an expensive green cloak 
  of boiled wool, trimmed with what looks like fox fur.
  A dreamy-eyed man sits at the table, clad in the fine clothes of 
  a nobleman.
  This room belongs to the Mountain Queen’s “guest,” Martin of 
  Becqueril. Martin is the heir to a barony and was hunting with three of 
  his courtiers in the pass when Kathelynn came upon them. Returning 
  with the weretigers, she made short work of kidnapping all of them and 
  returning to the manor with the unfortunate captives, DC 25 Knowledge 
  (local) or DC 20 Knowledge (nobility) to have heard rumors of this 
  kidnapping. One of the courtiers is now dead and eaten; the other three, 
  including Martin, are alive but have been drained of all their wisdom 
  and are Kathelynn’s slaves.
  It is not readily apparent that Martin has been mentally emptied out. 
  He tends to be excitable and babble on about nothing, unless Kathelynn 
  is nearby, in which case he immediately becomes completely alert, 
  hanging on her every word. A substantial reward is offered for his 
  return, which is paid by the Baron of Becqueril, and the next mission 
  offered to the characters might be to help get Martin back to his former 
  mental condition (which was never particularly remarkable, but at least 
  involved free will).
  MARTIN OF BECQUERIL 
   
   
  CR 8
  XP 4,800
  hp 60 (Pathfinder Roleplaying Game GameMastery Guide 
  “Noble”)
  
  252
  Quests of Doom: men & monstrosities
  Area H-20. Empty Guestrooms
  This room contains a comfortable featherbed and a wooden 
  chest. A thick wool carpet covers the floor, and the walls are hung 
  with heavy tapestries for warmth.
  These rooms are given to Kathelynn’s guests. The locks work properly, 
  and the guest is given the key. Even if the door is locked from the outside 
  (using another key), the guest can unlock it again from the inside.
  Area H-21. Treacherous Guestroom
  This room contains a comfortable featherbed and a wooden 
  chest. A thick wool carpet covers the floor, and the walls are hung 
  with heavy tapestries for warmth.
  This room is given to guests that might cause problems in some way, 
  or guests that need to be gotten rid of. As with the other guestrooms, the 
  guest is given a key. However, the lock in this door is unusual; it can be 
  locked from the outside with a different key, and if this is done, the guest 
  key cannot unlock it from the inside. Thus, a guest can be neatly confined 
  in the room while any companions are dealt with. The door itself appears 
  to be made of wood, but it is in fact wood panels covering an iron door 
  (hardness 10, hp 60, Break DC 30).
  Area H-22. The Unpleasant 
  Minstrel (CR 7)
  This room contains a bed, a chest, a small table, and a chair. A 
  lute and a small set of bagpipes hang on wall pegs. 
  A man dressed in a multicolored tunic is reading through 
  several parchment sheets that appear to be musical notations.
  The manor’s minstrel, Cap Jongleur, lives in this room for the time 
  being. He is not charmed by the lamia, nor does he have any particular 
  problem living with a clan of psychotic monsters. He is confident that if 
  he ever needs to escape, it will make a great story to turn into a ballad. 
  It doesn’t occur to him that he might not survive to the end of the ballad.
  CAP JONGLEUR  
   
  CR 7
  XP 3,200
  Male human skald (spell warrior) 8 (Pathfinder Roleplaying 
  Game Advanced Class Guide “Skald”)
  CE Medium humanoid (human)
  Init +2; Perception +10
  Aura evil
   
  AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 
  Dex)
  hp 47 (8d8 plus 8)
  Fort +6; Ref +6; Will +5; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities improved uncanny dodge
   
  Speed 30 ft.
  Melee +1 spiked gauntlet +7/+2 (1d4+3) and +1 spiked 
  gauntlet +7 (1d4+3) 
  Special Attacks rage powers (animal fury, scent), raging 
  song 20 rounds/day (move action; enhance weapons, song 
  of marching, song of strength)
  Spells Known (CL 8th; concentration +11):
  3rd (3/day)—dispel magic, gaseous form, see invisibility
  2nd (5/day)—blindness/deafness (DC 15), blur, detect 
  thoughts (DC 15), hold person (DC 15)
  1st (5/day)—cause fear (DC 14), charm person (DC 14), 
  cure light wounds, ear-piercing scream* (DC 14), grease
  0 (at will)—detect magic, light, mage hand, message, read 
  magic, resistance
   
  Str 15, Dex 15, Con 10, Int 12, Wis 8, Cha 16
  Base Atk +6; CMB +8; CMD 21
  Feats Combat Casting, Double SliceB, Eschew Materials, 
  Improved Counterspell, Lightning Reflexes, Two-weapon 
  FightingB
  Skills Acrobatics +10, Appraise +6, Knowledge (arcana) +15, 
  Perception +10, Perform (oratory) +11, Perform (sing) +14, 
  Spellcraft +8, Stealth +10, Swim +6
  Languages Common, Infernal
  SQ bardic knowledge +4, greater counterspell, lore master 
  1/day, rage powers, versatile performances (oratory, sing)
  Gear +1 mithral shirt, +1 spiked gauntlet, +1 spiked gauntlet, 
  ring of protection +1
  *See Pathfinder Roleplaying Game Ultimate Magic
  Treasure: Lute, bagpipes, chest containing 3 sets of clothes, lady’s 
  handkerchief (a favor from his days singing in Elet), another lady’s 
  handkerchief, embroidered with a red rose (a token from Kathelynn), a 
  golden bracelet (50 gp), a belt pouch containing 25 gp, and a backpack 
  containing 5 days’ rations, a winter cloak, fur-lined boots, a half-gallon 
  waterskin (full), and a short sword.
  Area H-23. Empty Guestroom
  This room contains a comfortable featherbed and a wooden 
  chest. A thick wool carpet covers the floor, and the walls are hung 
  with heavy tapestries for warmth.
  This was the guestroom assigned to a huntsman named Ormant 
  Ulute who was recently killed, cooked, and served to the monsters and 
  Kathelynn’s charmed slaves (Martin, etc.). Ormant happened upon Cap 
  Jongleur (Area H-22) playing bagpipes by a nearby mountain stream, and 
  Cap invited him back to the manor for dinner. Kathelynn was so amused 
  by the prank that she gave the minstrel a token of affection, deciding to 
  keep him alive for at least another month. Ormant, on the other hand, was 
  served for dinner after a couple of days as an honored guest.
  Ormant suspected something was not quite right in the manor and wrote a 
  note, which he hid under the mattress along with a +1 dagger (hoping that the 
  next person to sleep in the bed would feel the dagger and find the hidden note).
  The note reads: 
  “I fear I have fallen in among monsters. Do not trust the singer. Run. 
  Have the abbot sing prayers for me, if you find this and live. Signed, 
  Ormant Ulute.”
  Area H-24. Stairs to Dungeon
  A stone staircase leads down.
  This staircase leads to the cellars (Areas H-31 through H-36), first 
  arriving in Area H-31, the dungeon cellar.
  
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  Perils of Ghostwind Pass
  Area H-25. Lamia’s Antechamber
  The walls of this room are bare stone with only two decorations. 
  The first is a suit of armor carrying a shield in one corner. The 
  second is a large basin in the center of the room, mounted on a 
  4-foot stone pedestal.
  The suit of armor is +1 full plate mail, and the shield bears the sigil of a red 
  rose. The red paint on the rose is still wet, and remains so until it is removed, 
  leaving a white rose beneath. This is the Shield of St. Elys, which Kathelynn 
  grabbed by accident when she fled the scene of her sister’s murder
  The basin contains water, and its bottom is coated with silver, making 
  it highly reflective. This is Kathelynn’s scrying basin. It is not inherently 
  magical, but it provides a place for the lamia to “see” what her magic reveals.
  Area H-26. 
  Lamia’s Bedchamber (CR 9)
  The walls of this room are lurid with blood-red tapestries, and 
  the floor is painted red as well. A four-poster bed is against the 
  southern wall, with closed curtains that look uncomfortably like 
  crimson-dyed human skins stitched together. A high loft is placed 
  above and just to the south of the room, but no ladder or stair leads 
  up to it. The strangest feature of the room, though, is the east wall, 
  which is entirely covered by a blooming rosebush: tangled thorns, 
  red flowers, and green leaves grow more than a foot deep all the 
  way to the ceiling. A door leads through this hedge, but at first 
  glance it looks as if it is covered in thorns as well.
  A window in the north wall looks out over the mountainous 
  scenery behind the manor.
  This is the lamia’s bedchamber. If the manor is taken entirely by surprise, 
  she is found here. It is also the room to which she flees if a battle is going badly, 
  because the loft has a secret exit from the roof (see Area H-30, the Escape Loft).
  Kathelynn has the torso of a human female, but the lower body of a 
  white tiger. Her face looks human, although her canine teeth are quite 
  long and the irises of her eyes are a golden color. She has a vertical scar 
  on the left side of her face. If the characters have seen the painting of St. 
  Kathelynn in the abbey’s chapel, the resemblance is remarkable (DC 10 
  Perception check).
  The rosebush over the east wall is real, although it is created by magic. 
  The thorns drip with poison (Type poison (injury); Save Fortitude DC 
  15, Frequency 1/round for 6 rounds; Effect 1d4 Con damage; Cure 1 
  save), and the thick branches regenerate almost instantly. See the preface 
  to Area H-27 for more information about the rosebush.
  There is no window in the north wall, as the characters might know if 
  they scouted the outside of the manor. It is an illusion permanently (DC 
  15 Will save) placed to conceal a niche in the wall that contains a key. 
  Anyone touching the window immediately detects the illusion, although it 
  does not disappear when detected. If the character feels around behind the 
  “window,” the niche is found easily, and the key recovered.
  KATHELYNN 
   
  CR 9 
  XP 6,400
  Female lamia antipaladin 6 (Pathfinder Roleplaying Game 
  Bestiary “Lamia”; Pathfinder Roleplaying Game Advanced 
  Player’s Guide “Antipaladin”)
  CE Large monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +15
   
  AC 21, touch 13, flat-footed 18 (+1 deflection, +2 Dex, +1 
  dodge, +8 natural, –1 size)
  hp 146 (9d10+36 plus 6d10+24 plus 6)
  Fort +14; Ref +10; Will +14
  Immune disease; Resist cold 20
   
  Speed 60 ft. 
  Melee +1 heavy mace +21/+16/+11 (1d8+6) or 2 claws +19 
  (1d4+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks channel negative energy 3/day (DC 17, 
  3d6), smite good
  Spell-Like Abilities (CL 9th; concentration +13):
  At will— disguise self, ventriloquism (DC 15)
  3/day—charm monster (DC 17), major image (DC 17), mirror 
  image, suggestion (DC 16)
  1/day—deep slumber (DC 16)
  Spell-Like Abilities (CL 3rd; concentration +7):
  At will—detect good
  Spells Prepared (CL 3rd; concentration +7):
  1st—murderous command* (DC 15), savage maw**
   
  Str 20, Dex 14, Con 18, Int 17, Wis 17, Cha 18
  Base Atk +15; CMB +21; CMD 35 (39 vs. trip)
  Feats Blind-Fight, Dodge, Great FortitudeB, Iron Will, Mobility, 
  Spring Attack, Warrior PriestB*, Weapon Focus (heavy mace)B
  Skills Acrobatics +4 (+16 to jump), Appraise +10, Bluff +15, 
  Climb +10, Diplomacy +8, Disguise +12, Handle Animal +10, 
  Heal +5, Intimidate +14, Knowledge (arcana) +8, Knowledge 
  (dungeoneering) +4, Knowledge (local) +4, Knowledge 
  (planes) +6, Knowledge (religion) +12, Perception +15, Sense 
  Motive +11, Spellcraft +15, Stealth +15, Survival +12, Swim 
  +10; Racial Modifiers +4 Bluff, +4 Stealth
  Languages Abyssal, Celestial, Common, Infernal
  SQ aura of cowardice, aura of evil, channel negative 
  energy, cruelties (cruelty [dazed], cruelty [shaken]), fiendish 
  boon (fiendish boon [weapon]), touch of corruption, unholy 
  resilience, wisdom drain
  Combat Gear potion of cure moderate wounds, potion of 
  spider climb; Other Gear +1 heavy mace, amulet of natural 
  armor +1, ring of protection +1, the Eye of Othroäta (a very 
  large, multi-faceted gem worn around Kathelynn’s neck on 
  a detachable gold chain), jewelry (worth 500 gp), drinking 
  horn, pouch containing 30 gp and the key to Area H-25.
  *See Pathfinder Roleplaying Game Ultimate Magic
  **See Pathfinder Roleplaying Game Advanced Race Guide
  Shield of St. Elys
  SHIELD OF ST. ELYS
  Aura moderate evocation; CL 6th
  Slot shield; Price 5,580 gp; Weight 15 lbs.
   
  DESCRIPTION
  This +1 champion heavy steel shield is has a large 
  central white rose. Once per day the user of this shield 
  may empower his attack and make a single melee 
  attack at your highest base attack bonus that deals 
  additional damage. Roll the weapon’s damage dice 
  for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such as 
  flaming), precision-based damage, and other damage 
  bonuses. These extra weapon damage dice are not 
  multiplied on a critical hit, but are added to the total.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Vital 
  Strike, bless, protection from evil; Cost 2,875 gp
  
  254
  Quests of Doom: men & monstrosities
  Treasure: The lamia does not keep her treasure in this room, but a longbow 
  and an “escape kit” are in a leather bag next to the bed. The backpack contains 
  a longbow and quiver with 20 arrows, a heavy winter coat, a waterskin, rations 
  for 5 days, a pouch with 30 gp and 3 emeralds worth 1,000 gp each
  The full description of the Staff of the Remorhaz if the top piece is 
  connected to the shaft is listed in area A-7 Graves
  Area H-27. Treasure Room (CR 6)
  This iron door (hardness 10, hp 60, break DC 30) to the treasure room 
  is powerfully protected with magic wards (Resist all energy types 20), 
  the source of the rosebush that covers the entire wall. The door has no 
  latch or knob; its only feature is a bas-relief rose carved in the middle of 
  it. Rose branches, covered in inch-long thorns, radiate outward from the 
  carving and then thicken to cover the wall. It is not visible from here, but 
  the vinelike branches penetrate the walls at the corners and top, forming 
  this wall and a cage around the interior of the room.
  The rose has a round hole in the middle, an inch in diameter, creating 
  a tunnel that goes about 2 inches into the door, and ends in a small round 
  chamber with a hole in the bottom (thus, an item less than an inch across 
  can be pushed into the chamber, and would then drop through the hole). 
  The Eye of Othroäta, currently worn around Kathelynn’s neck on a 
  detachable gold chain, must be pushed in here to drop into the treasure 
  room on the other side. The Eye cannot be dropped in on a string and 
  fished back out; it must be dropped all the way through the door.
  Once the Eye is dropped through the door, five keyholes open in the 
  door around the rose. The key to these locks (all 5 of them) is the one 
  hidden behind the illusory window in Area H-26. 
  When one of the locks is unlocked and the key removed from the 
  keyhole, the key suddenly reshapes itself. The new shape fits one of the 
  remaining keyholes (the order is not important). 
  Once the five locks are turned, the thorns covering the door recede into 
  the rosebushes for 10 minutes. At the end of this time, the door slams shut 
  and the roses instantly grow over it again (if it was spiked open, the door 
  takes 2 minutes before it bends the spike and closes all the way). 
  The walls of this room are entirely covered by thorns, roses, 
  and leaves; entering it is like walking into a cave of flowers. The 
  room contains 2 treasure chests and five large sacks.
  The Eye of Othroäta, dropped through a channel in the door, sits on 
  the threshold just inside the room. As soon as the characters walk into the 
  room (after, say, 30 seconds), they smell the overpoweringly cloying scent 
  of the roses. Anyone breathing the smell must make a DC 20 Fortitude 
  save or fall asleep permanently. This magical sleep is profound; it can be 
  removed only by a kiss or by a remove curse spell.
  All of the sacks are full of human skulls, grisly trophies of Kathelynn’s 
  meals. There are 183 skulls, all people she has eaten over the last 75 years.
  Treasure Chest #1: The chest is locked (DC 30 Disable Device) and 
  is covered in thorns (all of which are coated in Black Lotus Extract (Type 
  poison (contact); Save Fortitude DC 20 Onset 1 minute; Frequency 1/
  round for 6 rounds Effect 1d6 Con damage; Cure 2 consecutive saves). 
  Unlocking the chest requires that the PC make a DC 15 Dex check or 
  accidentally get stuck with a thorn while working on the lock. Smashing 
  the chest causes thorns to fly in all directions, Atk +15 melee (1d4+2 
  damage plus poison [black lotus extract]) hitting everyone within 20 
  feet. The chest contains 3,205 gp, 6,730 sp, 4,053 cp, 25 lead tokens 
  (worthless), 2 polished wooden disks (rare wood worth 10 gp each), and 3 
  electrum pieces (worth half a gold piece).
  Treasure Chest #2: The chest is trapped and locked in the same way 
  as the first chest. It contains a scroll (protection from normal missiles, 
  hallucinatory terrain, remove curse, and wall of stone), a giant ermine 
  pelt (1,000 gp), a potion of plant control, a potion of growth, a potion of 
  invisibility, and a potion of gaseous form.
  SYMBOL OF PAIN TRAP 
   
   
  CR 6
  XP 2,400
  Type magic; Perception DC 30; Disable Device DC 30
  Trigger location; Duration 90 minutes; Reset none
  EFFECTS Spell effect (symbol of pain, CL 9th, DC 19 Fortitude 
  save negates); multiple targets (all targets in a 30-ft.-radius 
  burst).
  If the characters are all inside the room when the door closes itself again 
  after 10 minutes, they may be in serious trouble. If a character is within 5 
  feet of the door and immediately dives for it, DC25 Reflex save to see if 
  the door can be stopped from closing. The roses instantly grow to cover 
  the door, preventing it from being opened again. Since the inside of the 
  door has an ordinary doorknob, opening it is a simple matter of making the 
  roses recede from the door, but they regenerate so fast that it is impossible 
  to just cut them back. If the characters look at the door closely, they see 
  that the roses do not grow near any of the metal (DC 20 Perception check). 
  A wide space is clear around each of the hinges and around the doorknob. 
  Experimenting further reveals that the branches actually move a bit away 
  from iron; they don’t like it.
   It is possible to start in the middle of the door with some metal (first 
  sword points, then plates of armor) and slowly create a perimeter of metal 
  to push back the thorns. Alternatively, the characters could cut away 
  branches and then block them with metal from regenerating back over 
  the door. 
  If the roses can be cleared away like this, a group of trapped adventures 
  can clear off the door, turn the knob, open the door, and walk out.
  Area H-28. Storage Loft (CR 2)
  This is an airy wooden loft underneath the sharply pitched roof 
  of slate tiles overhead. The front of the loft is the manor’s front 
  wall, which is pierced with two arrow slits.
  Several barrels are lined up along the side walls, and thirty 
  chicken coops are stacked against the north wall.
  During the daytime, a sentry is in this room (a bugbear) and may spot 
  the characters’ approach if they head directly for the manor’s front gate.
  The barrels mostly contain salted meat, although 3 of them contain 
  ale (these are worth 100 gp each, but they are very heavy). Many of the 
  barrels bear a mark with the merchant’s initials, “H.T.” This is the mark of 
  Eye of Othroäta  
  (Major Artifact)
  Aura overwhelming abjuration; CL 24th 
  Slot neck; Weight 1 lb. 
   
  DESCRIPTION
  This multi-faceted gem has an array of shifting 
  colors when gazed upon. It currently dangles on a 
  golden chain, but has a small clasp at its bottom that 
  enables it to be fitted to the shaft of a staff. When 
  worn as a necklace or secured on a staff it continually 
  grants the user to gain cold resistance 20.
  If the Eye of Othroäta is secured to the other half of 
  its artifact Staff of the Remorhaz it grants it full powers 
  on the wielder. 
   
  DESTRUCTION
  The only way to destroy the eye is to bathe it in the 
  still-hot blood of a remorhaz.
  
  255
  Perils of Ghostwind Pass
  Henri Tharnac, a merchant who knowingly deals with the monsters of the 
  manor (see Area H-17).
  The chickens are ordinary chickens.
  BUGBEAR 
   
  CR 2
  XP 600
  hp 16 each (Pathfinder Roleplaying Game Bestiary “Bugbear”)
  Area H-29. Storage Loft
  Boxes and crates are stacked in here, along with cords of 
  firewood, rope, and 3 statues.
  The statues are all of a woman wearing armor with a rose on her shield 
  and a vertical scar on the left side of her face. These are shrines of St. 
  Kathelynn that the lamia has ordered stolen over the years.
  The contents of the storage loft are diverse. Virtually anything required 
  to run a wilderness freehold can be found in this loft, at least in small 
  quantities. 
  Area H-30. Escape Loft (CR 7)
  This loft overlooks the bedroom below. It contains a wooden 
  log supported on sturdy trestles, and a large round cushion 5 
  feet in diameter, lying on the floor. The center of it is indented 
  slightly.
  Unless they fly down to reinforce Kathelynn in combat, 2 giant white 
  owls are here on the perch. They are very intelligent and can speak the 
  common tongue. However, they are very loyal to the lamia and attack 
  anyone they consider a threat to her.
  This room has 2 hidden exits (DC 25 Perception check), and if 
  Kathelynn needs to escape or double back around the characters, this loft 
  provides the opportunity. A secret exit (leading to a secret door in the roof) 
  is located in the loft’s eastern wall, and a trapdoor is in the floor (under the 
  cushion) that leads to Area H-14.
  The cushion is a cat bed for the lamia when she chooses not to use the 
  human-type bed in the room below. It also does a good job of concealing 
  the trapdoor beneath.
  GIANT OWLS (2)  
   
  CR 5
  XP 1,600
  hp 57  (Pathfinder Roleplaying Game Bestiary 3 “Owl, 
  Giant”)
  Treasure: Nothing valuable is in the room.
  Area H-31. Dungeon Cellar
  This is a low-ceilinged cellar with doors in the north and south 
  walls. It smells bad down here.
  Although it looks innocuous, this room is the entrance to the dungeons 
  beneath the manor. Both of the doors are locked (DC 25 Disable Device 
  check needed to unlock doors).
  Area H-32. Jailer’s Room (CR 7)
  This chamber is decorated with at least 50 shields of all shapes 
  and sizes hung on the walls. A comfortable-looking bed stands 
  against the western wall, and a set of keys hangs on a peg next 
  to the bed.
  This bedroom belongs to Pierre the Weretiger, one of Kathelynn’s 
  sons. If the manor has not been completely alerted, Pierre is here. He is 
  the last to hear of any assault, and deep enough underground not to hear 
  the clamor of battle.
  The shield collection is not worth more than any other collection of 
  battered-up shields.
  The keys open the cells (Areas H-33 through H-35) and the door to 
  Area H-36.
  PIERRE (HUMAN FORM) 
   
  CR 7 
  XP 3,200
  Male human natural weretiger slayer 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger” 
  Pathfinder Roleplaying Game Advanced Class Guide 
  “Slayer”)
  NE Medium humanoid (human, shapechanger)
  Init +5; Senses low-light vision, scent; Perception +10
   
  AC 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 dodge, 
  +1 natural)
  hp 71 (7d10+14 plus 14)
  Fort +8; Ref +7; Will +5
   
  Speed 30 ft.
  Special Attacks curse of lycanthropy, sneak attack +2d6 +2 
  bleed, studied target +2 (2nd, swift action)
   
  Str 17, Dex 13, Con 14, Int 10, Wis 11, Cha 10
  Base Atk +7; CMB +10; CMD 22
  Feats Dodge, Improved InitiativeB, Iron Will, Power Attack, 
  Toughness, Weapon Focus (claw)
  Skills Acrobatics +10, Bluff +9, Climb +10, Diplomacy +4 (+8 
  to change attitude vs. animals related to lycanthropic form), 
  Intimidate +7, Perception +10, Sense Motive +9, Stealth +10, 
  Survival +9
  Languages Common
  SQ change forms, lycanthropic empathy, slayer talents 
  (bleeding attack +2, combat trick, fast stealth), stalker, track 
  +3
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds; Other Gear amulet of natural armor +1, 
  bracers of armor +2, cloak of resistance +1, pouch with a 
  ruby 300 gp
  PIERRE (HYBRID FORM) 
   
  CR 7 
  XP 3,200
  Male human natural weretiger slayer 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycantrhope, Weretiger” 
  Pathfinder Roleplaying Game Advanced Class Guide 
  “Slayer”)
  NE Large humanoid (human, shapeshifter)
  Init +6; Senses low-light vision, scent; Perception +12
   
  AC 20, touch 12, flat-footed 17 (+2 armor, +2 Dex, +1 dodge, 
  +6 natural, –1 size)
  hp 78 (7d10+28 plus 14)
  Fort +10; Ref +8; Will +7
  DR 10/silver
   
  Speed 30 ft.
  
  256
  Quests of Doom: men & monstrosities
  Melee mwk longsword +9 (1d8+3/19–20)
  Ranged longbow +5 (1d8/x3)
  Melee bite +13 (2d6+7), 2 claws +14 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +14, 1d8+7 plus grab), sneak attack +2d6 +2 bleed, studied 
  target +2 (2nd, swift action)
   
  Str 25, Dex 15, Con 19, Int 10, Wis 11/14, Cha 10
  Base Atk +7; CMB +15 (+19 grapple); CMD 28 
  Feats Dodge, Improved InitiativeB, Iron Will, Power Attack, 
  Toughness, Weapon Focus (claw)
  Skills Acrobatics +15, Bluff +9, Climb +14, Diplomacy +5 (+9 
  to change attitude vs. animals related to lycanthropic form), 
  Intimidate +7, Perception +12,  Sense Motive +1, Stealth 
  +11 (+15 in undergrowth), Survival +11; Racial Modifiers +4 
  Acrobatics, +4 Stealth in undergrowth
  Languages Common
  SQ change forms, lycanthropic empathy, slayer talents 
  (bleeding attack +2, combat trick, fast stealth), stalker, track +3
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds; Other Gear amulet of natural armor +1, 
  bracers of armor +2, cloak of resistance +1, pouch with a 
  ruby 300 gp
  PIERRE (TIGER FORM) 
   
  CR 7 
  XP 3,200
  Male human natural weretiger slayer 7 (Pathfinder 
  Roleplaying Game Bestiary 2 “Lycanthrope, Weretiger”, 
  Pathfinder Roleplaying Game Advanced Class Guide 
  “Slayer”)
  NE Large humanoid (human, shapechanger)
  Init +6; Senses low-light vision, scent; Perception +12
   
  AC 20, touch 12, flat-footed 17 (+2 armor, +2 Dex, +1 dodge, 
  +6 natural, -1 size)
  hp 85 (7d10+42)
  Fort +10, Ref +8, Will +7
  DR 10/silver
   
  Speed 40 ft.
  Melee bite +13 (2d6+7), 2 claws +14 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks curse of lycanthropy, pounce, rake (2 claws 
  +14, 1d8+7 plus grab), sneak attack +2d6 +2 bleed, studied 
  target +2 (2nd, swift action)
   
  Str 25, Dex 15, Con 19, Int 10, Wis 14, Cha 10
  Base Atk +7; CMB +15 (+19 grapple); CMD 28
  Feats Dodge, Improved InitiativeB, Iron Will, Power Attack, 
  Toughness, Weapon Focus (claw)
  Skills Acrobatics +15 (+19 to jump), Bluff +9, Climb +14, 
  Diplomacy +4 (+8 to change attitude vs. animals related 
  to lycanthropic form), Intimidate +7, Perception +12, Sense 
  Motive +11, Stealth +11 (+15 in undergrowth), Survival +11; 
  Racial Modifiers +4 Acrobatics, +4 Stealth in undergrowth
  Languages Common
  SQ change forms, lycanthropic empathy, slayer talents 
  (bleeding attack +2, combat trick, fast stealth), stalker, 
  track +3
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds; Other Gear amulet of natural armor +1, 
  bracers of armor +2, cloak of resistance +1, pouch with a 
  ruby 300 gp
  Area H-33. Unoccupied Cell
  The door of the cell is wood with iron bindings and a padlocked 
  bolt. A small, barred window in the door is 6 inches by 3 inches.
  This stone cell is apparently empty.
  Yes, it is definitely empty.
  Area H-34. Cell (CR 5)
  The door of the cell is wood with iron bindings and a locked 
  bolt which can easily be unlocked from the outside. A small, 
  barred window in the door is 6 inches by 3 inches.
  A person in rags sits in the back of the cell directly across from 
  the door, head bowed so that long hair covers the face. 
  This prisoner has been tortured and is now blind. He introduces himself 
  as Mad Andre and asks if the characters have any food or water with them. 
  Andre is a mystic who has visions of a “Saint Elys,” and began preaching 
  about her in the town of Elet, north of the Ghostwind Pass, calling her the 
  Snow Maiden. Word of thi s preacher came to Kathelynn’s ears, and she 
  immediately sent the weretigers Claude and Thibault to kidnap him and bring 
  him to the manor. Mad Andre really is having visions of Elys, but although he 
  knows her name and that she is associated with winds and snow, he doesn’t 
  know much more about her. Her symbol is a rose, white as snow, and she has 
  difficulty talking to him because she is still far away, but she gradually draws 
  nearer as more people hear Andre talk of her. She says that her bones are 
  hidden “beyond the reach of the Ghostwind, but in the Ghostwind’s reach,” 
  but Andre doesn’t know what this means. If the characters ask, he can tell 
  them that what the “tigers” wanted to know was the location of Elys’ bones.
  MAD ANDRE 
   
   
  CR 5 
  XP 1,600
  Male human oracle (seer) 6 (Pathfinder Roleplaying Game 
  Advanced Player’s Guide “Oracle” Pathfinder Roleplaying 
  Game Ultimate Magic “Seer”)
  NG Medium humanoid (human)
  Init –1; Senses [permanently blinded] darkvision 60 ft.; 
  Perception +6
   
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 36 (6d8+6)
  Fort +3; Ref +1; Will +7
   
  Speed 30 ft.
  Spells Known (CL 6th; concentration +9):
  3rd (4/day)—clairaudience/clairvoyance, cure serious 
  wounds, speak with dead (DC 16)
  2nd (6/day)—cure moderate wounds, cure moderate 
  wounds, detect thoughts (DC 15), whispering lore*
  1st (7/day)—comprehend languages, cure light wounds, 
  cure light wounds, deathwatch, detect undead, shield of 
  faith
  0 (at will)—detect magic, guidance, mending, purify food 
  and drink (DC 13), read magic, resistance, stabilize
  Mystery Life
   
  Str 10, Dex 9, Con 13, Int 12, Wis 15, Cha 16
  Base Atk +4; CMB +4; CMD 13
  Feats AlertnessB, Blind-fight, Combat Casting, Craft 
  Wondrous Item
  Skills Appraise +5, Bluff +8, Climb +1, Craft (jewelry) +5, 
  
  257
  Perils of Ghostwind Pass
  Diplomacy +8, Handle Animal +7, Heal +6, Knowledge 
  (history) +6, Knowledge (nature) +7, Knowledge (planes) 
  +6, Knowledge (religion) +8, Linguistics +2, Perception +6, 
  Profession (fortune-teller) +6, Profession (soothsayer) +7, Sense 
  Motive +8, Spellcraft +10, Stealth +0, Survival +6, Swim +1
  Languages Celestial, Common, Sylvan
  SQ oracle’s curse (clouded vision), revelations (gift of 
  prophecy, natural divination)
  *Pathfinder Roleplaying Game Advanced Race Guide
  Area H-35. Communal Dungeon Cell
  The door here is a barred gate, like a cage wall, secured with 
  a padlock. The inside is a noisome cell containing four people.
  The four people in the cell are all normal humans, trappers and hunters 
  captured by the lamia or the weretigers. Their names are Yaric, Otho, 
  Kevrix, and Winfril. Winfril is female, the others are all males. Otho has been 
  wounded by one of the weretigers and infected with lycanthropy. However, he 
  does not transform for the first time until he stands under the night sky when 
  the moon is full. Thereafter, he is able to change form at will. 
  The barred gate (hardness 5, hp 20, Break DC 30) has a lock can be 
  opened with a DC 25 Disable Device check. No reward is offered for any 
  of these prisoners, but—with the exception of Otho—they eventually get 
  a giant ermine pelt to the characters (they are, after all, hunters).
  TRAPPERS (5) 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Trapper”)
   
  Gear none have any equipment
  Area H-36. Five Skeletons
  Five skeletons hang by rusty manacles on the walls of this room.
   
  These are the bodies of the five loyal retainers who buried Elys’ body, 
  thinking it belonged to Kathelynn. This room is where they met their 
  demise one after the other, refusing to the bitter end to disclose the body’s 
  whereabouts. If a Lawfully-aligned cleric enters the room, the ghostly 
  shape of a woman in chainmail, resembling all the images of Kathelynn 
  but without a scar, appears in the middle of the room. She seems to be 
  trying to speak, but the words are faint, inaudible. She gestures to the 
  skeletons, and you can hear the words, “Must bury [something something] 
  at the Abbey [something something] warm [something] protect.” She 
  gestures again at the skeletons, then fades into the air.
  The characters have just had a direct encounter with St. Elys. If the five 
  skeletons are brought to the abbey and buried in their appropriate graves 
  (as best can be determined), every Lawful cleric in the party gains one 
  level of experience, or 1,500 XP, whichever is greater. Each other member 
  of the party gains 1,000 XP.
  State of Alert
  If the manor is alerted, most of the fighting monsters head for Area H-10 
  to assemble under Kathelynn’s leadership and to counterattack. Kathelynn 
  uses the scrying pool in that room to find the characters and direct the 
  counterattack accordingly. Noncombatants (the “Free Individuals” and 
  the “Charmed Slaves” other than Martin) remain where they are. The 
  giant owls and the saber-toothed at Area H-11 remain in place. From that 
  point on, the monsters respond as their leaders indicate. The manor is 
  designed to allow lots of tactical mobility.
  Concluding the Adventure
  If the only focus of the adventure has been hunting and monster-
  fighting, it either concludes with the characters leaving before the 
  Ghostwind (“Better part of valor”) or getting caught in it (“Just one 
  more”). Thereafter, the main focus is to sell the furs and move on to other 
  adventures.
  If the characters solved the mysteries of the pass and restored St. Elys’ 
  bones to the abbey’s chapel, they are rewarded by possession of the Staff 
  of the Remorhaz. It seems obvious to all that anyone who can find and 
  safely carry the artifact is its chosen holder.
  Since the Ghostwind Pass is a large area, it can easily be used for 
  further adventuring. If the characters joined the two pieces of the Staff of 
  the Remorhaz, and the artifact is in their possession, it provides its wielder 
  with fragmented information about other quests, if the characters are 
  inclined to become roving defenders of justice. 
  
  258
  Quests of Doom: men & monstrosities
  Monster Roster
  BUGBEAR 
   
   
  CR 2
  XP 600
  hp 16 each (Pathfinder Roleplaying Game Bestiary 
  “Bugbear”)
  DIRE GOAT 
   
  CR 3
  XP 800
  The Tome of Horrors Complete 719
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +10
   
  AC 16, touch 11, flat–footed 15 (+1 Dex, +5 natural)
  hp 30 (4d8+12)
  Fort +9; Ref +5; Will +2
   
  Speed 50 ft.
  Melee head butt +7 (1d6+6)
  Special Attacks trample (1d6+6, DC 16)
   
  Str 18, Dex 12, Con 16, Int 2, Wis 12, Cha 8
  Base Atk +3; CMB +7; CMD 18 (22 vs. trip)
  Feats Alertness, Great Fortitude
  Skills Perception +10, Sense Motive +3
  DIRE WOLVERINE  
   
  CR 4
  XP 1,200
  hp 42  (Pathfinder Roleplaying Game Bestiary “Wolverine, 
  Dire”)
  GIANT ERMINE
  Giant ermines are a variety of giant weasels for all intents and purposes, 
  but their pelts are extraordinarily valuable (1000 gp). If the ermine is 
  damaged in combat by a cutting weapon, its value is reduced by one-half 
  (each time the cutting weapon hits). See the entry for “Giant Weasel.”
  GIANT OWL 
   
   
  CR 5
  XP 1,600
  hp 57  (Pathfinder Roleplaying Game Bestiary 3 “Owl, 
  Giant”)
  GIANT WEASEL  
   
  CR 1
  XP 400
  hp 9  (Pathfinder Roleplaying Game Bestiary 4 “Weasel, 
  Giant”)
  Giant weasel pelts sell for 1d6x100 gp each.
  Giant ermines are a variety of giant weasels for all intents and purposes, 
  but their pelts are extraordinarily valuable. If the ermine is damaged in 
  combat by a cutting weapon, its value is reduced by one-half (each time 
  the cutting weapon hits). Giant ermines are less aggressive than giant 
  weasels, and won’t fight unless cornered. The pelt of a giant ermine is 
  worth 1d4x1000 gp.
  MEDIUM ICE ELEMENTAL  
   
  CR 3
  XP 800
  hp 30  (Pathfinder Roleplaying Game Bestiary 2 “Elemental, 
  Ice”)
  LAMIA  
   
  CR 6
  XP 2,400
  hp 67  (Pathfinder Roleplaying Game Bestiary “Lamia”)
  POLAR BEAR 
   
   
  CR 5
  XP 1,600
  hp 52  (Pathfinder Roleplaying Game Bestiary “Bear, Polar”)
  WHITE PUDDING  
  CR 6
  XP 2,400
  The Tome of Horrors Complete 487
  N Huge ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
   
  AC 3, touch 3, flat-footed 3 (–5 Dex, –2 size)
  hp 94 (9d8+54)
  Fort +8; Ref –2; Will –2
  Defensive Abilities split (piercing and slashing, 10 hp); 
  Immune ooze traits; Resist cold 5
   
  Speed 20 ft., climb 20 ft.
  Melee slam +7 (2d6+4 plus 2d6 acid plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
   
  Str 17, Dex 1, Con 21, Int —, Wis 1, Cha 1
  Base Atk +6; CMB +11 (+15 grapple); CMD 16 (26 vs. bull rush, 
  can’t be tripped)
  Skills Climb +11
  SQ camouflage, suction
   
  Acid (Ex) A white pudding secretes a digestive acid that 
  dissolves organic material quickly, but does not affect 
  metal or stone. Any melee hit or constriction attack deals 
  acid damage, and the opponent’s clothing and armor 
  (non-metal only) take the same amount of damage unless 
  they succeed on DC 19 Reflex saves. A wooden weapon 
  that strikes a white pudding takes 2d6 acid damage unless 
  it succeeds on a DC 19 Reflex save. If a white pudding 
  remains in contact with a wooden object for 1 full round, 
  it inflicts 19 points of damage (no save) to the object. The 
  save DCs are Constitution-based.
  Camouflage (Ex) Since a white pudding looks like normal ice 
  and snow when at rest, it takes a DC 20 Perception check 
  to notice it before it attacks. Anyone with ranks in Survival 
  or Knowledge (nature) can use one of those skills instead 
  of Perception to notice the white pudding. Dwarves can 
  use stonecunning to notice a subterranean-dwelling white 
  pudding.
  Corrosion (Ex) An opponent that is being constricted by a 
  white pudding suffers a –4 penalty on Reflex saves made to 
  resist acid damage applying to clothing and armor.
  Suction (Ex) The white pudding can create powerful suction 
  against any surfaces as it climbs, allowing it to cling to 
  inverted surfaces with ease. A white pudding can establish 
  or release suction as a swift action, and as long as it is using 
  suction, it moves at half speed. Because of the suction, a 
  white pudding’s CMD score gets a +10 circumstance bonus 
  to resist bull rush, awesome blows, and other attacks and 
  effects that attempt to physically move it from its location. 
  
  259
  Vampires
  &
  Liches
  Hearken closer and have fear, for in your hands are four adventures from the pit of your deepest 
  nightmares. These fantasy adventures of the macabre are sure to challenge your adventurers to the fullest 
  extent of their abilities. Each dungeon ultimately hides a covetous prize: the Hollow Blade, the Tome of 
  Mind and Body, and the Elemental Belt. 
  In Vampires and Liches, the party comes face to face with the most powerful of all the undead. 
  Unknown to many, the headquarters of a widespread murder and slave syndicate lies hidden beneath the 
  ruins of an ancient city in the Sewers of the Underguild, where Sangre commands his legions with the 
  power of the Hollow Blade. Deep in a desert waste awaits a lost oasis and The Pyramid of Amra, where 
  the iron-clawed vampire C’nosretep rules in the name of his fell god, Set. Finally, the party travels to the 
  fabled Isle of Eliphaz, where the mighty lich Athransma guards a powerful secret, unable to unlock its 
  true power.
  The adventures in this module range in difficulty to challenge parties of levels 11 to 13 and higher, 
  depending on the numbers and composition of character classes in your adventuring group. While none 
  of the adventures in this module could be considered “easy,” the Sewers of the Underguild may be 
  considered the least strenuous of the three. The Pyramid of Amra escalates the difficulty, culminating in 
  the insidious dangers posed by a pair of deceptive liches and a godlike elemental in the Isle of Eliphaz.
  Although the adventures offer challenges and great prizes for rogue, monk, and druid characters, the 
  knowledge and skills of all members of the party are needed for the group to survive. Be for-warned, the 
  encounters herein do scar, and indeed kill. But as cruel C’nosretep shall learn when the truth is brought 
  to him at last by a party of intrepid adventurers, no one individual may persevere alone. Then again, 
  C’nosretep may very well feast upon the blood of all. It is up to your adventurers to find out!
  The adventures in Vampires and Liches are designed to take place in far-off locales, where the lairs 
  themselves are every bit as difficult to find as the treasures they guard. Finding the hidden entrance to the 
  Sewers of the Underguild should not be a simple matter of leaving the local pub, taking a left at Green 
  Hill Road, and walking till sundown. Suggested locations for each of the nefarious lairs presented here 
  are given at the introduction of each lair as a guide for the GM.
  
  260
  Quests of Doom: vampires & liches
  Introduction
  Sewers of the Underguild is an adventure designed for characters of at 
  least 11th level. Hidden within its narrow passages and filth-filled channels 
  is a guild of vampiric rogues, led by their master Sangre and his aide, Ankoz. 
  Deadly traps abound, requiring the services of a rogue with at least 7 ranks 
  in Disable Device and Perception. Due to the high likelihood of desperate 
  combat with numerous vampiric and monstrous opponents, it is suggested 
  that a cleric and at least two fighters be prepared to beat back the many 
  watchdog monsters the guild employs. You can hide the locales in Sewers 
  of the Underguild in any ruin or location that fits your campaign purposes. 
  A thriving metropolis that just happens to have a large crime and vampire 
  problem would fit the bill nicely. In the Lost Lands campaign setting of 
  Frog God Games, the Underguild is located in the sewers beneath the ruins 
  of Curgantium, the ancient imperial capital of the lost Hyperborean Empire. 
  Located at the edge of the modern Kingdom of Foere, the Underguild still 
  finds itself located centrally enough to pull the strings of its weblike network 
  running throughout the former lands of the Hyperborian Empire.
  Legend of the Underguild
  The site known as the Sewers of the Underguild is the stronghold of 
  the infamous Underguild, an organized crime syndicate ruled by Sangre, 
  the Hand of Death. From within its sewer stronghold, the Underguild has 
  stretched out its clawed fingers into the highest offices of power in the 
  lands. The Underguild traffics not only in stolen merchandise, but also in 
  slaves and information. Their operators, being vampires, have the innate 
  ability to gather documents both arcane and mundane without leaving 
  the slightest trace. Few have attempted to withstand the full might of the 
  Underguild. Their sewer stronghold, hidden in a remote location of the 
  world, is so difficult to find as to create an epic in and of itself.
  Legends tell of the exploits of the Hand of Death, and how he has 
  acquired an ancient weapon of truly wondrous power. This thin, frail-
  looking short sword, known as the Hollow Blade, is forged from equal 
  parts of positive and negative energy, allowing the guildmaster the ability 
  to walk amongst the living in broad daylight. The Hollow Blade itself is 
  worth a king’s ransom to those of the roguish profession, for though it 
  grants the undead the ability to move about in daylight as the living, it also 
  grants the ability to cleave the undead as if they were living flesh.
  The Hollow Blade is a new magic weapon that gives undead a taste of life, 
  and in the hands of a rogue becomes a deadly tool for the destruction of the 
  undead. This fierce short sword is in the possession of Sangre himself. Sangre 
  guards the sword jealously, even from members of his own guild who would 
  seek to wrest it from his hand. Taking this weapon from Sangre is no easy task.
  Locating the Sewers
  The ruined city where the Sewers of the Underguild are located should 
  take the party some time to track down. The Underguild itself is a highly 
  secretive organization with its fangs sunk deep into the pulse of nearly 
  every major city, yet few know of its actual existence. Perhaps rumors and a 
  hidden map found within the crypt of a previously defeated vampire lead to 
  the Sewers. Quite possibly this vampire has ties to a major organized crime 
  syndicate in the PCs’ base city, thus setting the wheels of the plot in motion. 
  However you choose to convey the PCs to the adventure’s launching point, 
  they are assumed to have uncovered the secret base of the Underguild and 
  need but find the entrance and proceed either to glory or to doom.
  Sewers of the 
  Underguild
  By Casey W. Christofferson and Bill Webb
  Dungeon Features
  Doors: Bronze bound hardwood: 2 in. thick; hardness 5; hp 20; 
  Break DC 25; Disable Device DC 25.
  Secret Doors: All secret doors are delicately carved and unless 
  otherwise noted require a DC 25 Perception check to locate, and 
  are locked requiring a DC 25 Disable Device check to open.
  Sewer Pipes: All sewer pipes are slippery and filled with 
  fast-moving water. The pipes are 5 feet in diameter and made 
  of glazed ceramic. The sewer pipes rest at an average 34-degree 
  downward slope and are 1/2 to 3/4 filled with raw sewage. 
  Individuals falling into or purposefully leaping into one of the 
  sewage pipes are whisked towards the central sewer drains at a 
  rate of 20 feet per round. Swimming within the pipes requires 
  a DC 15 Swim check to tread water to keep from going farther 
  down the pipe, and a DC 20 Swim check to make positive 
  movement out of the pipe. Individuals of Large size or larger 
  may make a DC 25 Strength check to stop themselves in the 
  pipe and a DC 25 Climb check at every 10-foot section to climb 
  out of the pipe.
  Methane Gas Dangers: Spells involving fire, such as burning 
  hands, wall of fire, and fireball have a 15% chance of igniting 
  pooled methane gas within the sewers. A roll of 15% or less 
  indicates that the spell sets off the methane gas, which in the event 
  of a fireball means instantaneous eruption at the point of origin of 
  the spell, affording the caster no saving throw against the spell. 
  In the case of burning hands, the spell acts normally for purposes 
  of harming the target, however the caster takes damage equal to 
  that taken by the target of the spell. Likewise, a successful use of 
  any spell with the fire descriptor has a 15% chance of dealing 2d6 
  points of additional damage as it ignites pooled gasses in that area 
  of the dungeon. When the PCs enter a new room or corridor while 
  carrying a torch or other open flame there is the same chance that 
  a small pocket of gas ignites. This deals 2d6 fire damage in a 10 
  foot radius spread centered on the flame-bearer.
  
  261
  sewers of the underguild
  N
  1 square = 10 feet
  
  262
  Quests of Doom: vampires & liches
  Keyed Locations
  Refer to the Sewers of the Underguild Map.
  1: The Entryway and the Silver Skull 
  Seal of the Underguild (CR 13)
  Hidden beneath the fountain is a stone staircase that leads down 
  to this chamber, roughly 40 feet below the surface. Engraved in the 
  center of the floor is the symbol of a silver inlayed skull, pierced 
  crossways with two knives. The canine teeth of the skull are elongated 
  and blackened.
  Three archways filled with swirling mist of orange, green, and yellow 
  are found in the eastern, western, and southern walls, respectively.
  Living beings that cross over or otherwise touch the silver skull emblem 
  on the floor set off an alarm spell that immediately alerts all vampires 
  within the sewers, unless the PCs pour a sacrifice of fresh blood upon 
  the fangs of the skull within two rounds of entering the chamber. Anyone 
  succeeding on a DC 20 Perception check on the silvered skull notes the 
  dried blood that looks like tarnish from a distance. A rogue succeeding 
  on a DC 34 Perception check or a spellcaster using detect magic notes a 
  magical trap; as the PCs search the room, a wall of stone spell seals off the 
  staircase leading to the surface. A few words of arcane nature are heard in 
  whispered tones as the spell is activated. Anyone in or near the area who 
  succeeds on a DC 25 Spellcraft check realizes that a wall of stone is in the 
  making and has just enough time to attempt a counterspell, requiring a DC 
  23 caster level check if using dispel magic. The second effect of the silver 
  skull triggers a pressure-sensitive plate that causes the ceiling to close 
  down up on the PCs in 2 rounds.
  CRUSHING CEILING TRAP  
  CR 13
  XP 19,200
  Type mechanical; Perception DC 20; Disable Device 30*
   
  Trigger location; Reset manual; Bypass pour blood on the 
  silver skull (Perception DC 30)
  Effect crushing ceiling (12d6 bludgeoning); onset delay (2 
  rounds); never miss; multiple targets (all targets in the room)
  *This trap cannot be disabled from within this room, as it is 
  hydraulic trap only disabled when the hydraulic pumps are 
  turned off in areas 12: Eastern Pump Room and 16:Western 
  Pump Room. A successful Disable Device only reveals that 
  the trap cannot be disabled from here, only bypassed.
  1A: Archway of Orange Swirling Mist (CR 11)
  This archway is filled with a glowing and swirling orange mist. 
  Surrounding its doorframe are several silver skulls embedded in the wall, 
  their eye sockets filled with pure amber. Attempts to detect and determine 
  magical effects indicate that the door acts similarly to a dimension door 
  spell, and that there is powerful abjuration magic tied into the mists. 
  Individuals entering this swirling portal are teleported bodily and with all 
  of their possessions to Area 2.
  Attempting to dislodge the glowing petrified amber from the doorframe 
  sets off the heightened lighting bolt trap, resulting in a shocking blast 
  that strikes the offender and anyone standing in a straight line behind him.
  HEIGHTENED LIGHTNING BOLT TRAP 
   
  CR 11
  XP 9,600
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger touch; Reset automatic
  Effect spell effect (heightened lightning bolt [9th-level], 9d6 
  electricity damage, DC 23 Ref half); multiple targets (all 
  targets in a 30 ft. line)
  1B: Archway of Yellow Swirling Mist (CR 7)
  This archway of yellow swirling mist looks as unappealing as 
  stepping into a cloud of mustard gas; sickly vapors of brimstone and 
  offal increase as one takes each step closer to the archway. A series of 
  cow skulls, cast in bronze, surrounds the doorframe of this archway, the 
  skulls’ eyes glowing like pure sapphires. Stepping through the portal 
  instantly teleports the individual and all of their belongings to Area 11. 
  Touching the cow skulls triggers a maximized widened fireball trap 
  centered on the PC touching the skull; unless gifted with spell resistance, 
  this individual receives no saving throw, however all other persons in 
  the room may roll normally.
  MAXIMIZED WIDENED FIREBALL TRAP 
   
  CR 7
  XP 3,200
  Type mechanical; Perception DC 28; Disable Device DC 28
   
  Trigger touch; Reset none
  Effect spell effect (maximized widened fireball, 30 fire 
  damage, DC 14 Ref half); multiple targets (all targets in a 
  40-ft. radius spread)
  1C: Archway of Green Swirling Mist (CR 7)
  Similar to the yellow and orange mists of the first two archways, this 
  archway is filled with foul-looking, pea-green mist. The mist chokes the 
  air around it with a brackish stench of salt and brine. The edges of the 
  archway are carved in the shape of large lizards, with eyes as black as jet 
  yet seeming to have a strange aura about them.
  Attempting to pry the jet eye stones from the lizards triggers the fear 
  trap. PCs crossing into the foul green mist are teleported instantly to the 
  bottom of the saltwater pool in Area 3.
  FEAR TRAP 
   
  CR 7
  XP 3,200
  Type magic; Perception DC 29; Disable Device DC 29
   
  Trigger touch; Reset automatic
  Effect spell effect (fear, 30 ft. cone, DC 16 Will negates)
  2: Chamber of Ankoz (CR 14)
  A large inlaid black onyx pentagram dominates the center of this 
  chamber. An altar lays at the far end of the room, upon which stands the 
  dark figure of Ankoz the Lich.
  ANKOZ  
  CR 13
  XP 25,600
  Male human lich wizard 12 (Pathfinder Roleplaying Game 
  Bestiary “Lich”)
  CE Medium undead (augmented humanoid, human)
  Init +3; Senses darkvision 60 ft.; Perception +21
  Aura fear aura (DC 19)
   
  AC 24, touch 16, flat-footed 21 (+3 armor, +3 Dex, +3 
  deflection, +5 natural)
  hp 92 (12d6+36 plus 12)
  Fort +7; Ref +7; Will +12; +4 vs. channeled energy
  Defensive Abilities channel resistance +4, rejuvenation; 
  DR 15/bludgeoning and magic; Immune cold, electricity, 
  polymorph, undead traits
   
  Speed 30 ft.
  Melee touch +6 (1d8+6)
  Special Attacks metamagic mastery (3/day), paralyzing 
  touch 1d8+6 (DC 19), hand of the apprentice 8/day 
  (ranged touch +11)
  Spells Prepared (CL 12th; melee touch +6):
  
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  6th—acid fog, contingency
  5th—cone of cold (DC 20), teleport, transmute mud to rock 
  (DC 20), wall of stone (DC 21)
  4th—bestow curse (DC 19), dimensional anchor, fear (DC 
  19), lesser globe of invulnerability
  3rd—blink, fireball (DC 18), haste, hold person (DC 18), 
  invisibility sphere
  2nd—blindness/deafness (DC 17), invisibility (x2), minor 
  image (DC 17), web (DC 18)
  1st—burning hands (DC 16), chill touch (DC 16), feather fall 
  (DC 16), magic missile, obscuring mist, summon monster I
  0 (at will)—daze (DC 15), detect magic, flare (DC 15), ray of 
  frost
  Specialist School Universalist
   
  Str 10, Dex 16, Con —, Int 21, Wis 19, Cha 16
  Base Atk +6; CMB +6; CMD 22
  Feats Craft Magic Arms & Armor, Craft Staff, Enlarge Spell, 
  Forge Ring, Heighten Spell, Maximize Spell, Quicken Spell, 
  Scribe Scroll, Spell Focus (conjuration), Spell Penetration
  Skills Craft (alchemy) +20, Craft (woodworking) +20, Fly 
  +12, Intimidate +18, Knowledge (arcana) +20, Knowledge 
  (religion) +20, Perception +21, Sense Motive +21, Spellcraft 
  +20, Stealth +20; Racial Modifiers +8 Perception, +8 Sense 
  Motive, +8 Stealth
  Languages Abyssal, Common, Draconic, Elven, Goblin, 
  Undercommon
  SQ arcane bond (object [ring of protection +3] [1/day])
  Combat Gear staff of fire (30 charges); Other Gear bracers 
  of armor +3, ring of protection +3
  Tactics: Unless the PCs enter the lair of Ankoz through the door from 
  Area 13A, or by some means of teleportation other than coming through 
  the orange swirling mist, he has cast haste and has placed lesser globe of 
  invulnerability and mirror image upon himself by the time the PCs enter 
  the chamber. In combat, Ankoz starts off with cone of cold, followed by 
  acid fog. Unless held with a dimensional anchor, Ankoz’s contingency 
  spell, triggered if he gets to less than 1/4 of his hit points, teleports him to 
  Area 24. There he waits, healing and plotting revenge. Ankoz’s phylactery 
  is a gold tube into which he has placed rolled scrolls containing the texts 
  of the rituals he used to transform himself into a lich. This gold tube is 
  concealed within his desiccated thigh and can only be discovered if his 
  body is thoroughly searched — requiring a DC 30 Perception check or 
  the breaking of every bone in Ankoz’s body to discover. The tube is worth 
  10,000 gp to the right collector.
  Ankoz keeps his spell books hidden in the chamber beneath the dark 
  altar. Anyone succeeding on a DC 20 Perception check discovers that a 
  trigger device within the carved hieroglyphics causes the entire altar to 
  split open, revealing a staircase leading down to a burial chamber. The 
  trigger device is well hidden; failure to disarm the hidden trap fills the 
  room with deadly burnt othur fumes.
  POISON GAS TRAP 
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch; Reset none
  Effect poison gas (burnt othur fumes); never miss; onset 
  delay (1 round); multiple targets (all targets in the room)
  2A: Burial Chamber
  This chamber hidden below the false altar of Ankoz holds the true dark 
  altar, completely covered in gold leaf and encrusted with gems and jewels. 
  The lid itself weighs nearly 400 pounds, with a market value of nearly 
  4,000 gp in semi-precious gemstones and gold. Lining the walls of this 
  chamber are shelves of books and moldering tomes, as well as rows of 
  scroll cases.
  Treasure: Ankoz’s spellbooks*, 2 flasks of alchemist’s fire, 5 flasks of 
  acid, 1 potion of cat’s grace, 1 potion of nondetection, arcane scroll of 2 
  spells (haste and cone of cold). A workbench holds a set of masterwork 
  jewelry making tools. Another table is covered with expensive beakers 
  and jars, likely valued over 1,200 gp in alchemical equipment.
  *Ankoz’s spellbooks contain all of his known spells, and a fair selection 
  of additional spells. These additional spells are left to the GM to decide 
  upon, pursuant to their campaign needs and desire. This is an excellent 
  opportunity to introduce a few new choice spells; perhaps something long 
  lost to all the active arcane archives in the land.
  3: Crocodiles in the Pool (CR 10)
  The salty smell of briny yet foul water fills the air of this room. An 
  archway to the south heads down a corridor as does a second archway to 
  the west. A narrow walkway along the edge of this room surrounds a pool 
  nearly as wide and long as the room itself, murky and at least 12 feet deep. 
  Lurking in the depths of the pool are 3 vampire crocodiles. The vampires 
  of the Underguild have groomed these sewer crocs to crave the blood of 
  humanoids.
  Note: There is a chance that one or more of the PCs might be teleported 
  into the pool. Submerged PCs are allowed a DC 15 Reflex save to 
  determine if they had their breath held before appearing at the bottom of 
  the pool. Roll initiative immediately, as well as Perception checks against 
  the crocodile’s submerged Stealth check to determine who gets to take 
  an action before the crocodiles strike. Have the PCs roll DC 15 Swim 
  checks for any move actions they wish to take while at the bottom of 
  the pool. A ladder stands in the southern end of the pool, requiring a DC 
  24 Perception check to notice; a DC 10 Climb check (thanks to the slick 
  concentrations of algae and filth) allows those in heavy armor to escape 
  the murky saltwater pool.
  VAMPIRE CROCODILE 
   
  CR 6
  XP 2,400
  Advanced vampiric crocodile (Pathfinder Roleplaying 
  Game Bestiary “Crocodile”, “Vampire”)
  NE Large undead (augmented animal)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +20
   
  AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 
  natural, –1 size)
  hp 27 (5d8 plus 5); fast healing 5
  Fort +4, Ref +9, Will +3
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +10 (1d8+7 plus grab), slam +9 (1d6+7), tail slap 
  +4 (1d12+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain, children of the night, create 
  spawn, death roll, dominate (DC 12), energy drain (2 levels, 
  DC 12)
   
  Str 25, Dex 16, Con —, Int 3, Wis 14, Cha 10
  Base Atk +3; CMB +11 (+15 grapple); CMD 25 (29 vs. trip)
  Feats AlertnessB, Combat ReflexesB, DodgeB, Improved 
  InitiativeB, Lightning ReflexesB, Skill Focus (Perception),
  Skill Focus (Stealth), ToughnessB, Weapon Focus (bite)
  Skills Bluff +8, Perception +20, Sense Motive +12, Stealth 
  +16 (+24 in water), Swim +15; Racial Modifiers +8 Bluff, +8 
  Perception, +8 Sense Motive, +8 Stealth, +8 Stealth in water
  SQ change shape, gaseous form, hold breath, shadowless, 
  spider climb
   
  Death Roll (Ex) When grappling a foe of its size or smaller, a 
  vampire crocodile can perform a death roll upon making 
  a successful grapple check. As it clings to its foe, it tucks in 
  
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  its legs and rolls rapidly, twisting and wrenching its victim. 
  The vampire crocodile inflicts its bite damage and knocks 
  the creature prone. If successful, the vampire crocodile 
  maintains its grapple.
  Hold Breath (Ex) A vampire crocodile can hold its breath for 
  a number of rounds equal to 4 times its Constitution score 
  before it risks drowning. Of course, being vampires, these 
  crocodiles don’t need to worry about that…
  Sprint (Ex) Once per minute a vampire crocodile may sprint, 
  increasing its land speed to 40 feet for 1 round.
  4: Pudding in the Pits! (CR 8)
  Approximately 20 feet down the western and southern corridors from 
  Area 3 are a pair of covered pit traps, each 40 feet deep by 10 feet across. 
  Each pit contains a black pudding. The black pudding is covered in a 
  permanent image that gives the appearance of each pit containing a pile of 
  gold, coins, and fine-looking weapons amongst skeletal remains.
  CAMOUFLAGED PIT TRAP (40 FT. DEEP) 
   
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 40-ft.-deep pit (4d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft. square area); 
  contains a black pudding.
  BLACK PUDDING  
  CR 7
  XP 3,200
  hp 105 (Pathfinder Roleplaying Game Bestiary “Black 
  Pudding”)
  5: The Dumper (CR 5)
  Beyond the secret door outside the western entrance to Area 3 is a 
  10-foot-wide walkway that runs north and south along an opened section 
  of sewer pipe. The opened section runs roughly north and south for about 
  90 feet, with a strong current pouring from some unknown source to the 
  north before emptying into a circular tube to the south.
  Weight of over 600 pounds placed on the 30-foot section of stone deck 
  just to the south of the secret door to Area 3 triggers a tilting floor trap 
  that dumps all individuals standing on this section of platform into the 
  opened sewer. Individuals failing their saving throw are immediately 
  sucked down one of the many sewer pipes and flung towards Area 22.
  TILTING FLOOR TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic (instant; counter-
  weighted)
  Effect slide into sewers and swept to Area 22 (DC 20 Reflex 
  avoids)
  6: Hidden Crypt of the Crocodiles 
  (CR 8–11)
  Within this chamber are 7 crocodile-sized burial jars. Atop each of the 
  jars is a golden crocodile head encrusted in semi-precious gems. One jar 
  is much larger than the others, being nearly twice the size of the rest. The 
  purpose for this jar is immediately apparent; a very large crocodile with 
  glowing red eyes snaps its jaws at the PCs, inviting them to lunch. This 
  creature is the great Bloodtooth!
  Any vampiric crocodiles turned to gaseous form in Area 3 return here 
  to their large burial jars to fast heal.
  Note: If the PCs rest at any time after defeating the crocodiles in Area 
  3 without making sure they are totally destroyed, they find an additional 3 
  vampiric crocodiles in this area along with the mighty Bloodtooth.
  BLOODTOOTH 
   
  CR 8
  XP 4,800
  Advanced vampiric dire crocodile (Pathfinder Roleplaying 
  Game Bestiary “Crocodile, Dire”, “Vampire”)
  NE Huge undead (augmented animal)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +21
   
  AC 24, touch 11, flat-footed 21 (+2 Dex, +1 dodge, +13 
  natural, –2 size)
  hp 38 (7d8 plus 7); fast healing 5
  Fort +5; Ref +9; Will +4
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +16 (2d6+12 plus grab plus energy drain), slam 
  +15 (2d6+12), tail slap +10 (3d6+6)
  Space 15 ft.; Reach 10 ft.
  Special Attacks blood drain, children of the night (1/day), 
  create spawn, death roll, dominate (DC 13), energy drain (2 
  levels, DC 13)
   
  Str 34, Dex 14, Con —, Int 3, Wis 14, Cha 10
  Base Atk +5; CMB +19 (+23 grapple); CMD 32 (36 vs. trip)
  Feats AlertnessB, Combat ReflexesB, DodgeB, Improved 
  InitiativeB, Lightning ReflexesB, Power Attack, Skill Focus 
  (Perception), Skill Focus (Stealth), ToughnessB, Weapon 
  Focus (bite)
  Skills Bluff +8, Perception +21, Sense Motive +12, Stealth 
  +12 (+20 in water), Swim +20; Racial Modifiers +8 Bluff, +8 
  Perception, +8 Sense Motive, +8 Stealth, +8 Stealth in water
  SQ gaseous form, hold breath, shadowless, spider climb
   
  Death Roll (Ex) When grappling a foe of its size or smaller, 
  Bloodtooth can perform a death roll upon making a 
  successful grapple check. As he clings to his foe, he tucks 
  in his legs and rolls rapidly, twisting and wrenching his 
  victim. Bloodtooth inflicts his bite damage and knocks 
  the creature prone. If successful, Bloodtooth maintains his 
  grapple.
  Hold Breath (Ex) Bloodtooth can hold his breath for a 
  number of rounds equal to 4 times his Constitution score 
  before it risks drowning. Of course, being a vampire, 
  Bloodtooth doesn’t need to worry about that…
  Sprint (Ex) Once per minute Bloodtooth may sprint, 
  increasing his land speed to 40 feet for 1 round.
  VAMPIRE CROCODILES (3) 
   
  CR 6
  XP 2,400
  hp 17 (see Area 3)
  Treasure: As the head caps of the crocodile jars are coated in semi-
  precious gems, each jar is worth 1,000 gp as an ancient antiquity, though 
  they weigh nearly 80 lbs. apiece. The jeweled heads are worth 500 gp each 
  and weigh approximately 15 lbs.
  7: Forked Pathway (CR 9)
  The corridor leading south from the crocodile lair has two branching 
  pathways, each leading south. A decorative mosaic of fine-cut glass and 
  enamel forms diamond patterns along the floor, walls, and ceiling of this 
  
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  sewers of the underguild
  corridor. A deadly and extremely well hidden impaling trap awaits those 
  who do not notice the switch to turn it off. The cunningly hidden wooden 
  stakes spring out at a length of 10 feet from the floor, ceiling, and the 
  facing southern wall. This trap is set here as a test for new recruits to the 
  Underguild.
  IMPALING STAKES TRAP  
  CR 9
  XP 6,400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual; Bypass hidden switch 
  (Perception DC 30)
  Effect Atk +15 melee (2d4 stakes for 1d4+5 points of damage 
  each); multiple targets (all creatures standing on the 10 ft. 
  square of the trap area)
  8: Fountains of Blood,  
  Passage of Innocence (CR 13)
  A large wolf’s-head fountain dominates the western wall of this dank 
  chamber. Thick red blood pours from its jaws into a man-sized stone bowl 
  at its feet. As the PCs enter the chamber of the fountain, 4 vampires leap 
  from hiding, hissing and calling to the PCs to join them in un-life and bow 
  to the master of the Underguild as they have done. Assume the vampires 
  took 10 on their Stealth checks to hide, and give the PCs Perception 
  checks to avoid surprise.
  Tactics: Each of the Underguild members has its own tactics and own 
  motivations against the PCs. Although they fight in concert against the 
  PCs, a few may have other plans for the group, as they too seek the Hollow 
  Blade and would claim it if they could defeat the Hand of Death and claim 
  mastership of the Underguild.
  JANDILAR THE SAFE CRACKER 
   
  CR 9
  XP 6,400
  Male half-elf vampire rogue 8 (Pathfinder Roleplaying Game 
  Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, elf)
  Init +10; Senses darkvision 60 ft., low-light vision; Perception 
  +21
   
  AC 27, touch 16, flat-footed 21 (+5 armor, +5 Dex, +1 dodge, 
  +6 natural)
  hp 79 (8d8+24 plus 16); fast healing 5
  Fort +5; Ref +14; Will +4; +2 vs. enchantments, +2 vs. traps
  Defensive Abilities channel resistance +4, evasion, uncanny 
  dodge, trap sense; DR 10/magic and silver; Immune magic 
  sleep, undead traits; Resist cold 10, electricity 10, elven 
  immunities
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +13 (1d4+6 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 17), energy drain (2 levels, DC 17), 
  rogue talents (bleeding attack +4, combat trick, finesse 
  rogue), sneak attack +4d6
   
  Str 18, Dex 22, Con —, Int 13, Wis 14, Cha 17
  Base Atk +6; CMB +10; CMD 26
  Feats AlertnessB, Combat Expertise, Combat ReflexesB, 
  DodgeB, Improved InitiativeB, Lightning ReflexesB, Mobility, 
  Power Attack, Skill Focus (Disable Device), Spring Attack, 
  ToughnessB, Weapon Finesse, Weapon Focus (slam)
  Skills Acrobatics +22 (+27 to make high or long jumps), Bluff 
  +18, Climb +11, Disable Device +24, Disguise +14, Escape 
  Artist +17, Intimidate +10, Perception +21 (+25 to locate 
  traps), Sense Motive +19, Sleight of Hand +17, Stealth 
  +25, Use Magic Device +10; Racial Modifiers +8 Bluff, +10 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Common, Elven, Orc
  SQ change shape (dire bat or wolf, beast shape II), 
  elf blood, gaseous form, rogue talents (fast stealth), 
  shadowless, spider climb, trapfinding +4
  Combat Gear brooch of shielding (101 uses); Other Gear +2 
  studded leather armor, boots of elvenkind, ring of jumping
  Description and Tactics: Jandilar is sly and sneaky. Being an 
  assassin in all but training, one of his favorite tricks is to dominate 
  an individual into breathing a portion of him (usually an arm) into 
  their lungs while he is in gaseous form, reverting into solid form 
  while within the victim, exploding their body, killing them instantly. 
  Only dominated victims can be attacked in his manner; others simply 
  limit their breathing and exhale or cough forcefully when needed, 
  preventing Jandilar’s entry. Dominated individuals are permitted a DC 
  15 Will save to avoid breathing him in as this certainly constitutes 
  an action against their nature. If this save fails, a successful DC 17 
  Fortitude save forces the solidifying matter out of the body. The victim 
  still sustains 3d6 points of damage from this attack.
  Jandilar no longer uses weapons, preferring to create spawn or kill 
  his victims out right. As an aside, Jandilar hates the Hand of Death and 
  covets the Hollow Blade for its ability to allow vampires to walk amongst 
  the living, almost unseen. If the PCs seem to take the upper hand and 
  succeed in destroying other guild members, he may attempt to make a 
  deal and clear the way for them in return for the sword. Of course he has 
  no intentions of staying true to the deal, unless of course the PCs are about 
  to kill him.
  MEMZE THE LAME 
   
  CR 9
  XP 6,400
  Male human vampire rogue 3/wizard 5 (Pathfinder 
  Roleplaying Game Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, human)
  Init +8; Senses darkvision 60 ft.; Perception +22
   
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 
  natural)
  hp 71 (3d8+9 plus 5d6+15 plus 13); fast healing 5
  Fort +7; Ref +10; Will +7; t+1 vs. traps
  Defensive Abilities channel resistance +4, evasion, trap 
  sense; DR 10/magic and silver; Immune undead traits; Resist 
  cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +8 (1d4+4 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 17), energy drain (2 levels, DC 17), 
  hand of the apprentice 7/day (+8), rogue talents (finesse 
  rogue), sneak attack +2d6
  Spells Prepared (CL 5th; ranged touch +8):
  3rd—blink, haste
  2nd—darkness, web (DC 16), summon swarm
  1st—chill touch (DC 15), magic missile (x2), ray of 
  enfeeblement (DC 15)
  0 (at will)—daze (DC 14), flare (DC 14), ghost sound (DC 14), 
  ray of frost
  Specialist School Universalist
   
  Str 17, Dex 18, Con —, Int 18, Wis 15, Cha 16
  Base Atk +4; CMB +7; CMD 22
  Feats AlertnessB, Combat Casting, Combat ReflexesB, 
  DodgeB, Great Fortitude, Improved InitiativeB, Lightning 
  ReflexesB, Maximize Spell, Quicken Spell, Scribe Scroll, Silent 
  Spell, Still Spell, ToughnessB, Weapon Finesse
  Skills Acrobatics +14, Bluff +21, Climb +9, Disable Device 
  
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  Quests of Doom: vampires & liches
  +15, Escape Artist +14, Intimidate +9, Knowledge (arcana) 
  +14, Perception +22 (+23 to locate traps), Sense Motive 
  +22, Sleight of Hand +14, Spellcraft +14, Stealth +20; Racial 
  Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Common, Draconic, Elven, Goblin, Orc
  SQ arcane bonds (object [wand of lightning bolt] [1/day]), 
  change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadowless, spider climb, trapfinding +1
  Combat Gear scroll of charm monster (CL 6th), wand of 
  lightning bolt (20 charges)
  Description and Tactics: Memze was the apprentice to Ankoz in 
  life, and was turned into a vampire before gaining enough power to 
  threaten his master. Memze, known as the Lame because of the limp 
  he bears from a spine twisted from birth, is jaded and decadent to 
  the extreme. His perversity knows no limits, and he personally drains 
  dozens of slaves at a time in orgies of blood and pain. Memze uses his 
  magic power to remain hidden in combat as long as possible, sneak 
  attacking with ranged touch attack spells before closing in on those 
  left standing.
  F’HUGE KNEEBREAKER (RAGING)  
  CR 8
  XP 4,800
  Male ogre vampire barbarian 2/rogue 2 (Pathfinder 
  Roleplaying Game Bestiary “Ogre”, Vampire”)
  CE Large undead (augmented humanoid, giant)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception 
  +16
   
  AC 28, touch 9, flat-footed 26 (+8 armor, +1 Dex, +1 dodge, 
  +11 natural, –1 size)
  hp 50 (4d8 plus 2d12 plus 2d8 plus 10); fast healing 5
  Fort +7, Ref +7, Will +6
  Defensive Abilities channel resistance +4, uncanny dodge; 
  DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, 
  electricity 10
  Weaknesses vampire weaknesses
   
  Speed 35 ft.
  Melee +2 spiked chain +19/+14 (2d6+18) or slam +16 
  (1d6+16)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 14), energy drain (2 levels, DC 14), 
  rage (4 rounds/day), rage powers (powerful blow +1), rogue 
  talents (combat trick), sneak attack +1d6
   
  Str 32, Dex 13, Con —, Int 8, Wis 12, Cha 11
  Base Atk +6; CMB +18; CMD 28
  Feats Alertness, Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Toughness, Weapon Focus 
  (spiked chain)
  Skills Acrobatics +4, Bluff +12, Climb +13, Craft 
  (woodcarving) +4, Diplomacy +4, Disguise +5, Escape Artist 
  +4, Intimidate +8, Perception +16 (+17 to locate traps), 
  Sense Motive +11, Stealth +8; Racial Modifiers +8 Bluff, +8 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Giant
  SQ change shape (dire bat or wolf, beast shape II), fast 
  movement, gaseous form, shadowless, spider climb, 
  trapfinding +1
  Gear +2 breastplate, +2 spiked chain
   
  Note F’Huge has the following abilities when not raging: AC 
  30, Will +4, Melee +2 spiked chain +17/+12 (2d6+15) or slam 
  +14 (1d6+13), Str 28, Climb +11, Swim +6
  Description and Tactics: This hulking brute, despite being a 
  vampire, still relies on brawn and intimidation to defeat his enemies. 
  F’Huge uses his spiked chain to attempt to disarm dangerous opponents 
  like paladins and clerics. He trips his opponents before stepping 
  forward to slam them into submission. He then pins and sucks the 
  blood from PCs deemed near death . He enjoys physical combat to 
  such a degree that he rarely thinks to dominate opponents. An ogre 
  to the last, F’Huge prefers beating the blood out of his victims over 
  tricking it out of them.
  HETHEL, THE ACOLYTE OF THANATOS 
   
  CR 9
  XP 6,400
  Female elf vampire cleric of Thanatos 6/rogue 8 (Pathfinder 
  Roleplaying Game Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, elf)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception 
  +16
   
  AC 33, touch 15, flat-footed 28 (+8 armor, +4 Dex, +1 dodge, 
  +6 natural, +4 shield)
  hp 61 (6d8+6 plus 2d8+2 plus 14); fast healing 5
  Fort +6; Ref +12; Will +9; +2 vs. enchantments
  Defensive Abilities channel resistance +4, evasion; DR 10/
  magic and silver; Immune magic sleep, undead traits; Resist 
  cold 10, electricity 10, elven immunities
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +8 (1d4+4 plus energy drain)
  Special Attacks blood drain, children of the night, channel 
  energy 4/day (3d6, DC 14), create spawn, dominate (DC 
  15), energy drain (2 levels, DC 15), rogue talents (combat 
  trick), sneak attack +1d6
  Domain Spell-Like Abilities (CL 6th; melee touch +8):
  7/day—bleeding touch, touch of chaos
  Spells Prepared (CL 6th):
  3rd—animate dead D, deeper darkness, dispel magic, magic 
  circle against good
  2nd—bull’s strength, death knell (DC 16)D, desecrate, hold 
  person (DC 16), shatter (DC 16)
  1st—bless, divine favor, doom (DC 15), protection from lawD, 
  sanctuary (DC 15)
  0 (at will)—create water, detect magic, resistance, virtue
  D Domain spells Domains Chaos, Death
   
  Str 17, Dex 21, Con —, Int 9, Wis 18, Cha 13
  Base Atk +5; CMB +8; CMD 23
  Feats AlertnessB, Blind-Fight, Combat Casting, Combat 
  ReflexesB, Command Undead, Craft Wand, DodgeB, 
  Improved InitiativeB, Lightning ReflexesB, Mobility, ToughnessB
  Skills Acrobatics +8, Bluff +9, Craft (sculpture) +5, Knowledge 
  (religion) +8, Perception +16 (+17 to locate traps), Sense 
  Motive +14, Spellcraft +6 (+8 to determine the properties 
  of a magic item), Stealth +17; Racial Modifiers +8 Bluff, +10 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Common, Elven
  SQ aura, change shape (dire bat or wolf, beast shape 
  II), elven magic, gaseous form, shadowless, spider climb, 
  spontaneous casting, trapfinding +1
  Gear +2 mithral chainmail, +2 heavy steel shield
  Description and Tactics: Beautiful and full of hate, Hethel is the 
  servant of Ykthool, high Priest of Thanatos. She is the servant of the 
  Fountains of Blood, guarding the passage from the eastern side of the 
  sewer complex to the western areas by means of this special teleportation 
  device. Hethel fights until turned to gaseous form, and then seeps to Area 
  14 to regenerate and reform a new hunting party. In combat Hethel uses 
  the sanctuary spell to build her allies with bless, desecrate and deeper 
  darkness, then using remaining spells of bull’s strength, and divine favor 
  before moving in for hand-to-hand fighting.
  
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  sewers of the underguild
  The Fountain of Blood
  This 6-foot-wide stone bowl of blood dominating the back wall of the 
  chamber emanates a powerful magical aura. The bowl detects as evil and 
  magical. If the PCs use detect magic, a successful DC 25 Knowledge 
  (arcana) check tells them that it radiates strong transmutation and 
  necromancy magic. Searching the bowl with a DC 20 Perception check 
  reveals an ancient script. A DC 25 Linguistics check reveals the following 
  words.
  “Through the blood of ancients the passage revealed, darkened 
  path of nightmares wield.”
  Entering the fountain instantly teleports individuals via dimension door 
  to Area 15. All individual passing through the fountain must succeed on a 
  Fort save (DC 14) or be transformed instantly into a vampire. Characters 
  of 4th level or lower become vampire spawn.
  Paladins or clerics of lawful good alignment who pass through the pool 
  of blood without first casting bless on the blood fountain or themselves 
  suffer a –2 profane penalty to all rolls (no save) for the duration of their 
  stay within the Sewers of the Underguild.
  9: False Crypt Room (CR 8)
  This room contains six stone crypts, their lids etched with writing 
  in an ancient tongue. Characters that succeed on a DC 25 Linguistics 
  check easily translate the writing on each crypt. The crypts bear strange 
  descriptions of their supposed inhabitants, all of it bad poetry of the sort 
  to make bards shudder and wince.
  A. Here lies Manco the Moneyed one, man he had a honey tongue, work 
  he never labored long, in living death does he grow strong.
  B. Before you rests Syther Cross, upon a job a hand he lost, but pimp he 
  could with just one hand, now the blood he does drink all warm and neat, 
  of restless harlots on the streets.
  C. Here is the tomb of the malicious F’Huge, he is bold as he is huge, 
  fear his might and beware his girth, this tomb filled with his charnel earth.
  D. Jandilar is a sneaky sort, within his tomb is a fair retort, seek within 
  and you may find, what is hidden a rogue’s delight.
  E. Hethel is an evil bitch, tortured slave a favorite dish, strange is her 
  priestly mood, a vampire who often cooks her food.’
  F. Memze is a guild mage, drinks blood cold which is quite strange, 
  buried here or not with wit, surprise! You’re in a room of… (and the last 
  word is obscured by some sort of brown substance…)
  If the characters succeed on a DC 25 Perception check within the first 
  two rounds of entering the chamber, they note that the entire room is one 
  huge and well-concealed flooding room trap. After two rounds the room 
  begins to flood with raw sewage from Area 20, as stone blocks roll into place, 
  sealing the room. The room fills completely within 4 rounds. After 8 rounds, 
  everything within the room is flushed down a sewer pipe into Area 20. 
  Opening the crypts reveals that each is completely empty and has apparently 
  never been used. Tampering with the crypts sets the trap off instantly.
  FLOODING SEWER TRAP  
  CR 8
  XP 4,800
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect room floods with sewage (room floods in 4 rounds; see 
  the “Environment, Drowning” section of Chapter 13 of the 
  Pathfinder Roleplaying Game Core Rulebook); onset delay 
  (2 rounds); never miss; eight rounds after the room floods, 
  individuals are flushed down a flooded sewer tube.
  10: The Board Room (CR 13+)
  The PCs can only reach the boardroom through secret doors in the 
  eastern and western walls. The secret doors are hidden behind life-
  sized portraits of wealthy, rakish individuals, surrounded by women 
  and riches. The locked secret door in the western wall opens into Area 
  10A. Dominating the center of the room is a wide hardwood table with 
  a polished top, which appears to be carved from a single slab of marble. 
  Paintings of exquisite quality line the walls, and the room appears to be lit 
  with a continuous yet dim light source.
  Hiding within this room to either side of the opened doorway and under 
  the table, using it as cover, are 4 vampire spawn and a Manco Money 
  Tongue. Leaning back upon a chair facing the group with a sneer on his 
  cruel black lips, revealing his gleaming white fangs as the PCs enter, is 
  Syther Cross. He has a rather wicked-looking scythe lying across his 
  lap. He invites the PCs into the room with a gracious flourish of his silk-
  sleeved shirt and his wide brimmed and feathered hat.
  “Welcome, adventurers, we admit to being amazed that you 
  have made it this far into the Underguild compound. Surely 
  you are a dangerous band, and likely we could use you in our 
  operations. If you would consider joining us in our enterprises, 
  we can assure that your conversion will be as painless as we can 
  make it. I like your style, living ones, and I have a proposition 
  to make…”
  Syther Cross parleys with the PCs as long as possible, allowing other 
  spawn and guild members that still survive to move in and surround the party. 
  An additional 2d6 spawn and 1d2 guild members arrive upon the scene in 
  6 rounds to join the vampires in the Board Room. These additional vampires 
  may be selected from survivors within the complex at the GM’s discretion.
  SYTHER CROSS 
   
  CR 11
  XP 12,800
  Male human vampire fighter 5/rogue 5 (Pathfinder 
  Roleplaying Game Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, human)
  Init +9; Senses darkvision 60 ft.; Perception +22
   
  AC 28, touch 16, flat-footed 22 (+6 armor, +5 Dex, +1 dodge, 
  +6 natural)
  hp 83 (5d10+5 plus 5d8+5 plus 15); fast healing 5
  Fort +6; Ref +12; Will +4; +1 vs. fear, +4 vs. hot or cold 
  environments and to resist damage from suffocation, +1 vs. traps
  Defensive Abilities bravery +1, channel resistance +4, 
  evasion, trap sense, uncanny dodge; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee +2 scythe +17/+12 (2d4+12/x4) or slam +13 (1d4+7 
  plus energy drain) or unarmed strike +13/+8 (1d3+5 plus 
  energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 16), energy drain (2 levels, DC 16), 
  rogue talents (bleeding attack +3, combat trick), sneak 
  attack +3d6, stunning fist 2/day (DC 17), weapon training 
  abilities (heavy blades +1)
   
  Str 21, Dex 20, Con —, Int 13, Wis 15, Cha 12
  Base Atk +8; CMB +13; CMD 29
  Feats AlertnessB, Cleave, Combat ReflexesB, DodgeB, 
  Endurance, Great Cleave, Improved InitiativeB, Improved 
  Unarmed Strike, Lightning ReflexesB, Mobility, Power Attack, 
  Spring Attack, Stunning Fist, ToughnessB, Weapon Focus 
  
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  Quests of Doom: vampires & liches
  (scythe), Weapon Specialization (scythe)
  Skills Acrobatics +15, Bluff +19, Climb +15, Diplomacy +11, 
  Disable Device +17, Escape Artist +15, Intimidate +11, 
  Perception +22 (+24 to locate traps), Ride +15, Sense Motive 
  +12, Stealth +13, Swim +10 (+14 to resist nonlethal damage 
  from exhaustion), Use Magic Device +9; Racial Modifiers +8 
  Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadowless, spider climb, trapfinding +2
  Gear +4 leather armor, +2 scythe, jewelry (2,000 gp)
  Description and Tactics: Syther offers directions to the lair of the 
  Hand of Death, and suggests that if the PCs take down the guildmaster 
  and his lieutenant Ankoz, that he will see the party richly rewarded with 
  50,000 gold pieces worth of precious booty taken from the lands listed 
  upon the maps surrounding them in the Board Room. Syther Cross 
  seeks to take the Hollow Blade for himself and establish control of the 
  Underguild, placing it under newer and younger management: Syther 
  has only been a vampire for about 30 years and he grows impatient with 
  what he considers the tired and somewhat overly cautious machinations 
  of the Underguild.
  If the parley disintegrates into combat (i.e., the PCs attack Syther), 
  he tries to tumble to safety using his Acrobatics skill, and then use his 
  tumbling abilities to attack spell casters and priests. He also tries to 
  dominate fighter types.
  MANCO MONEY TONGUE 
   
  CR 7
  XP 3,200
  Male halfling vampire rogue 6 (Pathfinder Roleplaying 
  Game Bestiary “Vampire”)
  NE Small undead (augmented humanoid, halfling)
  Init +9; Senses darkvision 60 ft.; Perception +23
   
  AC 27, touch 17, flat-footed 21 (+4 armor, +5 Dex, +1 dodge, 
  +6 natural, +1 size)
  hp 42 (6d8+6 plus 6); fast healing 5
  Fort +4; Ref +13; Will +6; +2 vs. fear, +2 vs. traps
  Defensive Abilities channel resistance +4, evasion, trap 
  sense, uncanny dodge; DR 10/magic and silver; Immune 
  undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft.
  Melee +1 sickle +9 (1d4+4) or +3 dagger +11 (1d3+6/19–20) 
  or slam +8 (1d3+4 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 14), energy drain (2 levels, DC 14), 
  rogue talents (bleeding attack +3), sneak attack +3d6
   
  Str 16, Dex 21, Con —, Int 13, Wis 16, Cha 13
  Base Atk +4; CMB +6; CMD 22
  Feats AlertnessB, Blind-Fight, Childlike, Combat ReflexesB, 
  DodgeB, Improved InitiativeB, Lightning ReflexesB, Skill Focus 
  (Perception), ToughnessB
  Skills Acrobatics +16 (+12 jump), Appraise +7, Bluff +18, 
  Climb +5, Craft (traps) +10, Disable Device +17, Escape Artist 
  +14, Intimidate +7, Perception +23 (+26 to locate traps), 
  Sense Motive +20, Sleight of Hand +14, Stealth +26, Use 
  Magic Device +10; Racial Modifiers +2 Acrobatics, +8 Bluff, 
  +2 Climb, +10 Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common, Halfling
  SQ change shape (dire bat or wolf, beast shape II), fearless, 
  gaseous form, rogue talents (fast stealth, trap spotter), 
  shadowless, spider climb, trapfinding +3
  Gear mithral chain shirt, +1 sickle, 3 +3 daggers, 100 pp
  Description and Tactics: Manco is devious and diabolical, often 
  pretending to be a human child to pull his scams over unsuspecting marks. 
  He uses his small size and great Stealth skill to the utmost, pouncing upon 
  his victims when they least expect it. Manco and Syther’s hidden spawn 
  move in to assault the party, edging in for surprise in the event that their 
  Stealth rolls succeed against any Perception checks the party takes. Manco 
  tries to remain hidden at all times. If the fight goes badly for his side he 
  changes to bat form and moves to Area 19B.
  VAMPIRE SPAWN (4) 
   
  CR 4
  XP 1,200
  Pathfinder Roleplaying Game Bestiary “Vampire”
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +11
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8); fast healing 2
  Fort +3; Ref +2; Will +5
  Defensive Abilities channel resistance +2; DR 5/silver; 
  Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks blood drain, dominate (DC 14), energy 
  drain (1 level, DC 14)
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Perception +11, 
  Stealth +16; Racial Modifiers +8 Stealth
  Languages Common
  SQ gaseous form, resurrection vulnerability, shadowless, 
  spider climb
  Tactics: Unless utterly destroyed by a cleric, the vampires assume 
  
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  sewers of the underguild
  gaseous form when close to defeat and move to their coffins to reform 
  and fight again, now armed with a better understanding of the PCs’ tactics.
  Additional Room Details: Amidst the fine paintings are wall maps 
  detailing various cities and empires of the civilized lands, as well as the 
  names of Underguild operators in these territories. You (the GM) could 
  use such maps to introduce new campaigns. The paintings on the walls are 
  of great value to collectors, three of which are considered lost treasures of 
  the art world. Any characters that succeed on a DC 25 skill check using 
  skills such as Appraise, Knowledge (history), or the like know something 
  of the nature of each. Characters succeeding on a DC 25 Appraise check 
  can give a near exact estimate of their worth.
  Treasure: Three of the paintings are high art, detailed below.
  • Only by Sunrise by Umberto, a famous painter who weaves 
  illusions into his paintings. The painting shows the majestic sunrise over 
  the jeweled cityscape of Bard’s Gate. The command word “Cyrillia” 
  is hidden in the painting amongst the crenellations of the Keep. This 
  painting is a particular favorite of Sangre, the Hand of Death, who views 
  the illusion when holding the Hollow Blade, as if he were alive. Value: 
  10,000 gp.
  • Cult of Wights, the artist unknown but attributed to T. F. Arcevol, a 
  notorious necromancer. This cult piece has great value to a specialized 
  group of collectors who enjoy gruesome art. The painting, horrific in its 
  ultra-realism and delicate brush stroke, features a pack of wights feasting on 
  chained sacrifices as cultists in the black robes of Orcus observe. The painting 
  has been copied many times, though this piece is the original. Value: 1,000 
  gp, to the proper collector the painting could net as much as 6,000 gp.
  • Queen of Parnuble, artist unknown. The painting features Tuiliar the 
  Elven Queen of arboreal Parnuble. The theft of this painting is considered 
  one of Sangre’s first great heists. The painting eventually found its way 
  to the Museo, in Reme, where it was stolen while on loan from the royal 
  family of Parnuble. Its theft caused quite a scandal and the elves of 
  Parnuble excised a great tax upon Reme to punish the great port city for 
  not protecting their property. Value: 6,000 gp.
  Other paintings are of excellent quality, but none are as famous as the 
  first three.
  Value: 1,200 gp, 750 gp, 900 gp, 500 gp, wall maps with notes are of 
  unlimited value to authorities, vampire hunters, and underworld groups 
  seeking to eliminate spies within their midst.
  10A. Tilting Floor Trap (CR 5)
  The secret door in the western wall opens into a corridor that runs 
  north and south. The southern section of corridor ends after 10 feet in 
  a collapsed wall, crudely beamed and buttressed with planks of wood. 
  Anyone succeeding on a DC 15 Perception check notices flecks of gold 
  glinting amongst the broken stones. The “gold” is in fact iron pyrite — 
  fool’s gold. A DC 15 Appraise check determines its worthlessness. The 
  entire 10-foot section is a tilting floor trap. Individuals stepping onto this 
  section for as long as one round are dropped down a chute and thrown into 
  a sewer pipe draining into Area 20.
  TILTING FLOOR TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic (instant; counter-
  weighted)
  Effect slide into sewers and swept to Area 22 (DC 20 Reflex 
  avoids); onset delay (1 round)
  11: Prison Chamber of Go’Loke 
  (CR 14)
  A circular chamber 50 feet in diameter is inscribed with silver runes 
  that glow with an unnatural green light. Sitting in the center of the circle is 
  a large figure with two huge pincers and a pair of clawed hands sprouting 
  from its chest. Sitting cross-legged before him is a muscular figure with a 
  deathly pallor. The many-armed beast emanates an unholy aura as he turns 
  his horned head to the party, shaking a set of dice in one of his clawed 
  hands.
  The demon is Go’Loke, a glabrezu. The guild summoned him here 
  200 years ago as further protection for its lair. At that time Ankoz crafted 
  a permanent magic circle against evil etched in silver to lock the demon 
  within the chamber. Once the circle was set in place, treasure seekers 
  entering the archway of Swirling Yellow Mist in Area 1 would have an 
  interesting welcome to the guild stronghold. Go’Loke has had little to 
  entertain himself with all these years except for a set of dice left behind as 
  some cruel joke by Ankoz. Go’Loke has spent the last 10 years throwing 
  bones with Jo’Mena, his ghoul, whom he treats like a dog most of the 
  time and never lets win at dice.
  Jo’Mena was a spoiled chieftain’s son of the Bu’ulamin tribe. His 
  mother was a half-hag. Jo’Mena had a penchant for taking things that were 
  not his. He thought fit to sneak into the ruin and find the secret entrance 
  to the Underguild’s infamous sewers. That was 10 years ago. Finding the 
  fountain above the sewer entrance, he flipped the switch and descended the 
  staircase, entering the room of swirling archways. Entering the Swirling 
  Yellow Archway he found himself face to face with Go’Loke, who offered 
  him a game of chance, the pile of treasure he had collected from 180 years 
  of dead adventurers for Jo’Mena’s soul. Of course Jo’Mena bet his soul 
  and lost, being transformed almost instantly into the pitiful ghoul that he 
  is today.
  Note: Anyone of good alignment may open the northern door to this 
  chamber. Doing so, however, breaks the circle that has kept Go’Loke 
  prisoner all this time. Should this happen, Go’Loke attacks the PCs, 
  hoping to kill them and track down Ankoz, seeking to get his revenge. 
  Should a PC enter from Area 1C into the chamber, Go’Loke immediately 
  attacks the party.
  GO’LOKE the GLABREZU  
  CR 13
  XP 25,600
  hp 186 (Pathfinder Roleplaying Game Bestiary “Demon, 
  Glabrezu”)
  JO’MENA the GHOUL 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
  Gear gauntlet of rust
  Tactics: Go’Loke rattles the dice in his hand pointing to the party 
  members and naming them off by number of the individual he is going 
  to kill, calling out such things as “come on baby, come on seven, seven 
  come eleven, daddy needs a new soul!” as Jo’Mena cowers in the corner 
  trying to avoid combat. If approached, Jo’Mena feebly lashes out with 
  the gauntlet of rust, and his paralyzing attack. If the northern doorway 
  is opened before combat or during by a character of good alignment, 
  Go’Loke fights until he is nearly destroyed before escaping via greater 
  teleport. He stays away long enough to heal up and come back to gain his 
  revenge upon Ankoz for his centuries of imprisonment.
  Treasure: An inventory of the chamber reveals the following items 
  that Go’Loke has hoarded over the years of his imprisonment. 6,526 gp, 
  15 gems worth 600 gp (x2), 500 gp, 400 gp (x2), 200 gp (x3), 125 gp (x3), 
  and 50 gp (x4), respectively.
  12: Eastern Pump House (CR 10)
  The secret door in the eastern wall of the Pump House reveals a damp 
  chamber filled with many leaking pipes, as well as highly advanced 
  ancient technological marvels that are part of the nerve center for the 
  sewer and aqueduct system of Curgantium and its massive hydraulics. 
  Any character that succeeds on a DC 22 Perception check finds four large 
  bronze wheels mounted in the walls, two in the west, and one in the south 
  and one in the eastern wall.
  Hidden amongst the maze of pipes along the ceiling are 6 vampire 
  spawn, who have been assigned by Sangre to guard this pump room from 
  intruders.
  
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  Quests of Doom: vampires & liches
  VAMPIRE SPAWN (6) 
   
  CR 4
  XP 1,200
  hp 26 (See Area 10, Pathfinder Roleplaying Game Bestiary 
  “Vampire”)
  The Bronze Pump Wheels
  The four bronze pump wheels control the flow of water and sewage to 
  the sewers, as well as the hydraulic controls of several of the mechanical 
  traps within the dungeon. If any of the pump wheels are turned clockwise, 
  the sewage levels remain unchanged in Area 20; however the strength 
  of the current drops by 1/8th relative to the number of pumps turned off.
  Pump Wheel A
  Turning this pump clockwise until it stops shuts off the hydraulic 
  pressure to the covered pit traps in Area 4. A DC 24 Perception check 
  reveals that there is a sound of decreasing water pressure as the wheel is 
  turned. Turning this pump counter-clockwise until it stops increases the 
  sewage depth in Area 20 by 2 feet.
  Pump Wheel B
  Turning the pump clockwise until it stops turning shuts off hydraulic 
  pressure to the impaling trap in Area 7, automatically disarming the trap. 
  A DC 22 Perception check reveals that there is a sound of decreasing 
  water pressure as the wheel is turned. Turning the pump counter-clockwise 
  increases the sewage depth in Area 20 by 4 feet, and doubles the strength 
  of the whirlpool in Area 22.
  Pump Wheel C
  Turning this pump wheel clockwise until it stops turning shuts off the 
  hydraulic pressure to the trap in Area 9; as before, anyone succeeding on 
  a DC 22 Perception check notices a significant reduction in ambient water 
  pressure noise. Turning the bronze wheel counter-clockwise results in an 
  increased volume of sewage pumping into Area 20, raising its original 
  depth by 8 feet and filling hallways outside Areas 5, 12, and 13 to a depth 
  of 3 feet. If the door to Area 12 has not been closed by the party after 
  entering the chamber, the foul waters begin to spill into this room and 
  other opened rooms at this time. The 3-foot-deep wave of sewage reduces 
  movement rates by 1/4, requiring characters to succeed on a DC 10 Reflex 
  save to avoid falling and being dragged by the currents of the waters into 
  the whirlpools in Area 22 and Area 23.
  Pump Wheel D
  Turning this pump clockwise turns off the tilting floor traps in Areas 5 
  and 10B; there is a resounding clank at this time as if something large is 
  unlocking off to the north. Turning the wheel counter-clockwise fills Area 
  20 almost to the ceiling with sewage, filling the hallways and opened 
  rooms with a 7-foot-high surge of raw waste, and quadrupling the strength 
  of the whirlpool in Area 22.
  Filling the sewers in this fashion releases Methaloggot from her 
  imprisonment in Area 21. Anyone succeeding on a DC 22 Perception 
  check hears her roar through the murky sewage that now fills the dungeon.
  13A: The Never-Ending Corridor
  The bronze bound door in the northwestern corner of Area 13A is 
  protected by an arcane lock spell. The door opens to reveal a dark corridor 
  of polished black diorite, approximately 80 feet deep, with a similar door 
  upon the far end of the corridor. As soon as the PCs have traveled 40 
  feet down the corridor, allow them DC 15 Perception checks to notice 
  that they are still 80 feet from the door. Turning around to look the other 
  way, they find that they are 80 feet from the door they exited as well. 
  Continuing to move forward down the hall increases this distance away by 
  a proportionate distance to that which the party moves; in other words, if 
  the party moves 10 feet, the door appears 10 feet farther away.
  This corridor is shielded against transmutation, to a dangerous and 
  possibly deadly effect. Should PCs attempt to cast dimension door, 
  teleport, or plane shift to escape the corridor, roll 1d6 to let fate determine 
  the result:
  Roll
  Result
  1–2
  Caster is teleported to Area 21 to become a snack 
  for Methaloggot.
  3
  Teleported to Area 11, to become the demon’s 
  new craps partner.
  4
  Teleported into the whirlpool in Area 23.
  5
  Teleported to an empty locked burial vault in Area 14.
  6
  Teleported to the Fountain Entrance to the Underguild.
  13B: Hotchka the Medusa (CR 14)
  This chamber is missing a large chunk of wall in the northwestern 
  corner of the room. It has locked bronze bound doors in the northwest and 
  southeastern corners. A trio of humanoid figures sits near a flaming bronze 
  brazier. As the tallest of the figures turns to face the party, her eyes glow a 
  demonic blue as she reaches for an arrow from her quiver. A pair of statues 
  reflects the dancing fire glow of the brazier as the woman draws her bow, 
  her hair waving like a nest of snakes.
  This area chamber is the lair of Hotchka, a medusa whom Sangre 
  transformed to the unliving nearly a hundred years ago. Cainbry, a 
  human vampire rogue, and Phryc the Unloved, a half-orc guild enforcer, 
  join Hotchka in her lair.
  HOTCHKA 
   
  CR 12
  XP 19,200
  Female medusa vampire rogue 4 (Pathfinder Roleplaying 
  Game Bestiary “Medusa”, Vampire”)
  CE Medium undead (augmented monstrous humanoid)
  Init +12; Senses all-around vision, darkvision 60 ft.; Perception +33
   
  AC 28, touch 19, flat-footed 19 (+8 Dex, +1 dodge, +9 
  natural)
  hp 138 (8d8+40 plus 4d8+20 plus 16); fast healing 5
  Fort +11; Ref +23; Will +14; +1 vs. traps
  Defensive Abilities channel resistance +4, evasion, trap 
  sense, uncanny dodge; DR 10/magic and silver; Immune 
  undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee bite +19 (1d4+4) or slam +19 (1d4+4 plus energy 
  drain)
  Ranged +1 composite longbow +20/+15/+10 (1d8+5/x3)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 21), energy drain (2 levels, DC 
  21), petrifying gaze (30 ft., DC 19), poison, rogue talents 
  (bleeding attack +2, combat trick), sneak attack +2d6
   
  Str 19, Dex 26, Con —, Int 20, Wis 19, Cha 20
  Base Atk +11; CMB +15; CMD 34
  Feats AlertnessB, Combat ReflexesB, DodgeB, Far Shot, 
  Improved InitiativeB, Lightning ReflexesB, Point-Blank  
  Shot, Precise Shot, Rapid Shot, ToughnessB, Weapon 
  Finesse
  Skills Acrobatics +21, Bluff +26, Craft (carpentry) +14, 
  Diplomacy +18, Disguise +16, Escape Artist +21, Intimidate 
  +18, Linguistics +18, Perception +33 (+35 to locate traps), 
  Sense Motive +29, Sleight of Hand +21, Stealth +29, Use 
  Magic Device +18; Racial Modifiers +8 Bluff, +12 Perception, 
  +8 Sense Motive, +8 Stealth
  Languages Common
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadowless, spider climb, trapfinding +2
  Gear +1 composite longbow (Str +4), 50 +3 arrows, cloak of 
  resistance +3
  
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  CAINBRY 
   
  CR 7
  XP 3,200
  Male human vampire rogue 6 (Pathfinder Roleplaying 
  Game Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, human)
  Init +8; Senses darkvision 60 ft.; Perception +21
   
  AC 25, touch 15, flat-footed 20 (+4 armor, +4 Dex, +1 dodge, 
  +6 natural)
  hp 60 (6d8+18 plus 12); fast healing 5
  Fort +7; Ref +11; Will +4; +2 vs. traps
  Defensive Abilities channel resistance +4, evasion, trap 
  sense, uncanny dodge; DR 10/magic and silver; Immune 
  undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +8 (1d4+3 plus energy drain )
  Ranged sling +8 (1d4+2)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 16), energy drain (2 levels, DC 16), 
  rogue talents (bleeding attack +3, combat trick), sneak 
  attack +3d6
   
  Str 14, Dex 19, Con —, Int 13, Wis 14, Cha 16
  Base Atk +4; CMB +6; CMD 21
  Feats AlertnessB, Combat ReflexesB, DodgeB, Great Fortitude, 
  Improved InitiativeB, Lightning ReflexesB, Mobility, Point-Blank 
  Shot, Power Attack, ToughnessB, Weapon Finesse
  Skills Acrobatics +13, Bluff +20, Climb +11, Diplomacy +12, 
  Escape Artist +13, Intimidate +12, Perception +21 (+24 to 
  locate traps), Sense Motive +21, Sleight of Hand +13, Stealth 
  +21; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense 
  Motive, +8 Stealth
  Languages Abyssal, Common
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, rogue talents (fast stealth), shadowless, spider climb, 
  trapfinding +3
  Combat Gear 4 thunderstones; Other Gear +2 leather armor, 
  sling, 50 +3 sling bullets
  PHRYC  
  CR 8
  XP 4,800
  Male half-orc vampire fighter 4/rogue 3 (Pathfinder 
  Roleplaying Game Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, orc)
  Init +8; Senses darkvision 60 ft.; Perception +20
   
  AC 28, touch 12, flat-footed 26 (+10 armor, +1 Dex, +1 
  dodge, +6 natural)
  hp 57 (4d10+4 plus 3d8+3 plus 11); fast healing 5
  Fort +6; Ref +10; Will +4; +1 vs. fear, +1 vs. traps
  Defensive Abilities bravery +1, channel resistance +4, 
  orc ferocity, trap sense; DR 10/magic and silver; Immune 
  undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +11 (1d4+7 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 14), energy drain (2 levels, DC 14), 
  rogue talents (combat trick), sneak attack +2d6
   
  Str 20, Dex 18, Con —, Int 12, Wis 15, Cha 12
  Base Atk +6; CMB +11; CMD 23
  Feats AlertnessB, Blind-Fight, Cleave, Combat ReflexesB, 
  DodgeB, Great Cleave, Improved InitiativeB, Lightning 
  ReflexesB, Mobility, Mounted Combat, Power Attack, Ride-by 
  Attack, ToughnessB, Weapon Focus (longsword)
  Skills Acrobatics +7 (+12 to jump), Appraise +9, Bluff +9, Craft 
  (alchemy) +9, Handle Animal +8, Intimidate +3, Perception 
  +20 (+21 to locate traps), Ride +7, Sense Motive +12, Stealth 
  +20, Swim +8; Racial Modifiers +8 Bluff, +2 Intimidate, +8 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common, Orc
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadowless, spider climb, trapfinding +1 
  Gear +2 shadow half-plate, boots of striding and springing
  Tactics: Hotchka immediately attempts to catch the gaze of the PCs 
  as they open the door, using her gaze to turn the intruders to stone. 
  Phryc and Cainbry tumble out of sight and immediately attempt to 
  hide, waiting to sneak attack whoever enters the chamber as Hotchka 
  tries to turn foes to stone while firing her mighty bow at lightly 
  armored targets.
  13C: Sewer Skiff
  The break in the northeastern wall opens into Area 20. The stench rising 
  from this river of fouled water and ancient sewage causes all who smell it 
  to succeed on a DC 15 Fortitude save or be sickened for the remainder of 
  their time in the Sewers of the Underguild.
  A finely crafted boat of unknown metal lies submerged in the mire of 
  sewage, tied off to a fine copper chain looped through a bronze ring set 
  in the hard ancient stone. Anyone succeeding on a DC 22 Strength check 
  can pull the boat to the surface, where it becomes instantly clean and free 
  of any foulness. The boat has a pair of oars made of the same unknown 
  material, and it can be used to navigate the river of raw sewage in Area 
  20. The boat holds up to 6 passengers and their gear. It is an ancient 
  craftsmanship and building material that allows it to bear weight in excess 
  of 2,400 pounds without sinking. The odd metal of which it is made acts 
  as though it had a permanent prestidigitation spell cast on it, keeping it 
  perpetually clean and shiny. This is not a magical effect, however, and 
  cannot be detected with detect magic.
  THE SEWER SKIFF
  Large water vehicle (Pathfinder Roleplaying Game Ultimate 
  Combat “Vehicles”)
  Squares 3 (5 ft. by 15 ft.); Cost 1,000 gp
   
  AC 9; hardness 10
  hp 60 (29)
  Base Save +0
   
  Maximum Speed 30 ft.; Acceleration 10 ft. 
  CMB +1; CMD 11
  Ramming Damage 1d8
   
  This small water vehicle is primarily used to disembark from 
  larger ships or to traverse small areas of water—perhaps 
  ferrying a few passengers across a stream or small lake. The 
  sewer skiff can carry 2,400 pounds of cargo or 6 passengers. 
  Propulsion current (water) or muscle (pushed; 1 or 2 Medium 
  rowers; one is the driver)
  Driving Check Survival
  Forward Facing boat’s forward
  Driving Device oars
  Driving Space the center square of the skiff
  Decks 1
  14: Crypts of the Underguild  
  (CR variable)
  A locked secret door leads into this hidden chamber, lined from floor 
  to ceiling on the northern and western walls with bronze plated burial 
  vaults. Several pairs of glowing blood red eyes peer out of the darkness. 
  
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  Suddenly, 4 vampire spawn slink out of the darkness, their blackened 
  lips parting to reveal gleaming white canine teeth, razor sharp and longing 
  for blood.
  Guarding the crypt room are the vampire spawn along with any full 
  vampires previously encountered who have regenerated sufficiently to 
  fight off intruders. These vampires do not include Ankoz or Ykthool.
  VAMPIRE SPAWN (4) 
   
  CR 4
  XP 1,200
  hp 26 (See Area 10)
  Tactics: The vampires use any and every means at their disposal to 
  protect the burial vaults, including remaining spells, potions, scrolls and 
  charges on wands, or other magic items that they may have.
  Note: Previously defeated vampires who have not healed within their 
  vault to at least 1 hit point are within their vault, helpless.
  Additional Room Information: The vampires’ vaults are closed 
  and locked with a bronze plate scribed with the name and epitaph 
  of each of the undead. The vaults are 2 feet tall and 4 feet wide, 
  comprising 6 columns of bronze plated vaults. Each column is has 
  5 vaults, making a total of 30 vaults for vampires and their spawn. 
  Personal possessions and treasure of each vampire are found within 
  the vaults. Each vault has a spring-loaded bed with finely crafted 
  wheels, its “slab” pulling out in a similar fashion to a modern morgue 
  vault.
  Locked Bronze Vaults: Disable Device DC 28; Break DC 28.
  Treasure: Guild members’ personal items from descriptions are found 
  within their respective vaults, for example, Memze the Lame’s amulet of 
  natural armor +3, arcane scroll of 2 spells (deeper darkness x2), a wand 
  of lightning bolt (CL 5th, 20 charges), are found within his vault, in the 
  event that he is reduced to negative hit points and was forced into his vault 
  for healing.
  Additional Treasure: 2,669 gp; potion of disguise self, a cursed potion 
  of owl’s wisdom (reduces Wisdom by –4 for 3 hours), a potion of cat’s grace, 
  and a cloak of arachnida (limited, functions only at night; 2/3 value).
  15: Western Blood Fountain and 
  Vampiric Ooze (CR 8)
  The eastern wall of the room is dominated by a large wolf’s headed 
  fountain, dripping thick red blood from its jaws into a 6-foot-diameter 
  stone bowl at its feet. Written in glowing runes of Celestial origin but in 
  the Abyssal language are the following words:
  “Wield me on the nightmare’s path through the innocence of 
  blood.”
  Characters succeeding on a DC 24 Linguistics check can translate this 
  message easily if they don’t know the languages.
  As the last party member steps from the fountain, the blood within it 
  begins to gurgle and congeal with a gelatinous thickness, pouring onto the 
  floor with a sickly slurping noise as it lashes out. An amalgam of all the 
  party’s hate, pain, greed, fears and jealousy, the vampiric ooze lashes its 
  pseudopods at the nearest party member to it with a vicious slam attack. 
  As the party turns to face the new horror, they see momentarily within the 
  rippling of its syrupy surface a reflection of their own darkness.
  VAMPIRIC OOZE  
  CR 8
  XP 4,800
  The Tome of Horrors Complete 463
  CE Large undead (augmented ooze) 
  Init –1; Senses blindsight 60 ft.; Perception +3
   
  AC 4, touch 4, flat-footed 4 (–5 Dex, –1size) 
  hp 52 (12d8–12 plus 12) 
  Fort +2, Ref –2, Will +1 
  Defensive Abilities split (cold and electricity, 10 hp); Immune 
  cold, electricity, ooze traits, undead traits
  Weaknesses sunlight vulnerability
   
  Speed 10 ft., climb 10 ft. 
  Melee slam +10 (2d4+3 plus energy drain and grab)
  Space 10 ft.; Reach 5 ft. 
  Special Attacks constrict (2d4+3), create spawn, energy 
  drain (1 level, DC 14)
   
  Str 15, Dex 1, Con —, Int —, Wis 1, Cha 8 
  Base Atk +9; CMB +12 (+16 to grapple); CMD 17 (can’t be 
  tripped)
  Feats Improved InititiativeB, ToughnessB
  Skills Climb +10, Perception +3; 
  Racial Modifiers +8 Perception
   
  Environment underground 
  Organization solitary or pack (vampiric ooze plus 2–4 
  zombies)
  Treasure none
   
  Create Spawn (Su) Any humanoid slain by a vampiric ooze 
  becomes a zombie in 1d4 rounds. Spawn are under the 
  command of the vampiric ooze that created them and 
  remain enslaved until its death. They do not possess any of 
  the abilities they had in life.
  Sunlight Vulnerability (Ex) Exposing a vampiric ooze to direct 
  sunlight staggers it on the first round, and it is destroyed 
  utterly in the next round if it cannot escape.
  Tactics: The vampiric ooze attacks the same target until it has absorbed 
  the life force of that target before moving on. If the creature splits while 
  attacked, both split halves attack the same target.
  After the vampiric ooze in the fountain is defeated, the blood pouring 
  from the fountain transforms to pure clean water, completely potable and 
  crystal clear. The fountain when re-entered teleports individuals instantly 
  to Area 8 and vice versa with no further difficulties.
  Searching the room with a successful DC 24 Perception check reveals a 
  secret door behind the blood fountain, which leads to Area 16.
  16: Western Pump Room
  The secret door from Area 15 leads to the second pump room of the 
  ancient sewer system. Large pipes of bronze and ceramic run along the 
  ceilings and up the walls, which are fitted with four bronze pump wheels. 
  Unlike the pump wheels in Area 8, these bronze pump wheels, when 
  cranked simultaneously clockwise, remove the stone block in Area 1, as 
  long as the pumps in Area 12 have been shut off. This creates an exit to 
  the Sewers of the Underguild. The secondary effect of shutting off the 
  pumps is to turn off the whirlpools in Area 22 and 23, and lowering the 
  sewer level to a depth of 4 feet. Cranking any of the pump wheels counter-
  clockwise has no other effect.
  17: Ykthool’s Cloister (CR 8)
  Behind the locked door is a richly appointed chamber with polished 
  hardwood paneling and silk wall hangings. A canopied four-poster coffin 
  rests elegantly in the northeastern corner of the chamber. An ornate mirror 
  with a frame of solid gold faces the door. Holy symbols featuring a skull 
  pierced with a bident, also made of solid gold hang upon the walls, along 
  with unusually realistic paintings of men and women of all races just as 
  death takes them, their pale, drawn faces holding the last vestiges of life.
  Ykthool spends most of his time within the shrine of Thanatos, Area 
  
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  sewers of the underguild
  18B. Ykthool has little fear of losing this coffin to any enemies foolish 
  enough to penetrate this far into the Underguild’s lair.
  The mirror facing the door is a foul and deadly trick given as gift from 
  Thanatos to one who remembers the old ways. See New Magic Items at 
  the end of this adventure  for details on the mirror of abysmal damnation.
  The locked and trapped coffin in the northeastern corner of the 
  chamber is the resting place of Ykthool, vampire priest of Thanatos. 
  Touching the coffin in any way releases the blade barrier trap unless a 
  prayer to Thanatos is intoned.
  BLADE BARRIER TRAP 
   
  CR 8
  XP 6,400
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset none; Bypass prayer to Thanatos
  Effect spell effect (blade barrier, 10d6 damage; DC 19 Reflex 
  half or negates); multiple targets (all targets in a 10-ft. radius 
  around the coffin)
  Note: Casting bless upon the coffin or pouring holy water into it after 
  removing the graveyard dirt denies Ykthool his resting place, requiring 
  him to return to the Area 14: Crypts of the Underguild, or some other 
  location to rest until healed.
  Treasure: The silk-lined coffin is stitched with 50 diamonds, valued at 
  100 gp each. A bag of holding (type I) contains a scroll of slay living (CL 
  10th). Tearing out the silk lining of the coffin reveals 20 lbs. of graveyard 
  dirt, valued as a spell component to necromancers and certain sects of 
  priests. The four silk wall hangings are valued at 200 gp each, and the two 
  paintings could gain 200 gp each from a collector. Last, but not least, is 
  the mirror of abyssal damnation.
  18A: Entrance to Shrine of Thanatos (CR 6)
  The secret door opens onto corridor with an elaborately carved ebon 
  wood door in the southern wall. A symbol of a silver skull with two 
  daggers driven through it in an “X” pattern is inlaid upon the floor. The 
  floor beyond the locked secret door that leads to the shrine of Thanatos is 
  trapped to trigger an enervation trap on any living beings that cross the 
  threshold.
  ENERVATION TRAP 
   
  CR 6
  XP 2,400
  Type magic; Perception DC 29; Disable Device DC 29
   
  Trigger location; Reset automatic
  Effect spell effect (enervation, Atk +10 ranged touch [1d4 
  negative levels])
  18B: Shrine of Thanatos (CR 13)
  Directly across from the door is a black altar engraved with skulls of 
  silver, with a white silk cloth set over it, bearing a bowl and candelabra 
  of pure platinum and a skull of deepest black. Behind the altar stands an 
  11-foot-tall statue in dark gray marble of a beautiful and cruel woman, 
  perhaps an elf. In the statue’s right hand is a solid iron bident, its two 
  forked prongs a foul black. An obsidian skull resting on the floor reflects 
  a glinting and malevolent light within the dimly lit room. A large silver 
  pentagram with a silver skull decorates the floor in the center of the room, 
  and the low sounds of chanting can be heard from somewhere within the 
  chamber.
  Ykthool began preparing his defensive spells as the PCs enter the 
  chamber, likely having heard them fiddle with the traps outside the door 
  to the Shrine, cloaking himself in sanctuary as he prepares his strongest 
  powers.
  As soon as the threshold of the chamber is crossed by a living being, the 
  Statue of Thanatos animates and attacks. The statue is a gift to Ykthool 
  from Orcus in his guise as Thanatos the Fallen, deliverer of the dead. 
  Orcus appreciates a high priest who remembers the old ways.
  YKTHOOL 
   
  CR 11
  XP 12,800
  Male human vampire cleric of Thanatos 8 (Pathfinder 
  Roleplaying Game Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, human)
  Init +7; Senses darkvision 60 ft.; Perception +17
   
  AC 31, touch 13, flat-footed 28 (+8 armor, +2 Dex, +1 dodge, 
  +6 natural, +4 shield)
  hp 118 (10d8+50 plus 20); fast healing 5
  Fort +12; Ref +8; Will +12
  Defensive Abilities channel resistance +4, death’s embrace; 
  DR 10/magic and silver; Immune undead traits; Resist cold 
  10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft.
  Melee slam +11 (1d4+6 plus energy drain)
  Special Attacks aura of destruction (+5, 10 rounds/day), 
  blood drain, children of the night, channel energy 10/day 
  (5d6, DC 20), create spawn, destructive smite 8/day (+5 
  dmg), dominate (DC 20), energy drain (2 levels, DC 20)
  Domain Spell-Like Abilities (CL 10th; melee touch +11):
  8/day—bleeding touch
  Spells Prepared (CL 10th; melee touch +11, ranged touch 
  +10):
  5th—plane shift (DC 20), slay living (DC 20)D, slay living (DC 
  20), summon monster V
  4th—freedom of movement, inflict critical wounds (DC 19)D, 
  lesser planar ally, poison (DC 19), summon monster IV
  3rd—animate deadD, animate dead, contagion (DC 18), 
  deeper darkness, protection from energy
  2nd—bull’s strength, death knell (DC 17)D, desecrate, 
  darkness, hold person (x2) (DC 17)
  1st—bane (DC 16), command (DC 16), divine favor, doom 
  (DC 16), shield of faith, summon monster I, true strikeD
  0 (at will)—detect magic, detect poison, mending, virtue
  D Domain spells Domains Death, Destruction
   
  Str 18, Dex 16, Con —, Int 13, Wis 20, Cha 20
  Base Atk +7; CMB +11; CMD 24
  Feats AlertnessB, Combat ReflexesB, Command Undead, 
  DodgeB, Empower Spell, Extra Channel, Improved InitiativeB, 
  Leadership, Lightning ReflexesB, Maximize Spell, Quicken 
  Spell, ToughnessB
  Skills Bluff +13, Diplomacy +15, Heal +9, Knowledge (religion) 
  +12, Perception +17, Profession (scribe) +15, Sense Motive 
  +25, Spellcraft +12, Stealth +6; Racial Modifiers +8 Bluff, +8 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common
  SQ aura, change shape (dire bat or wolf, beast shape 
  II), gaseous form, shadowless, spider climb, spontaneous 
  casting
  Gear +2 chainmail, +2 heavy steel shield
  STATUE OF THANATOS (STONE GOLEM) 
   
  CR 11
  XP 12,800
  hp 107 (Pathfinder Roleplaying Game Bestiary “Golem, 
  Stone”)
  Tactics: Ykthool remains hidden, using his sanctuary spell to 
  further build his defenses. By the time the party enters, he has cast 
  bull’s strength, divine favor, shield of faith, protection from energy 
  [fire], freedom of movement, and desecrate, waiting for the party to 
  become occupied with the stone golem before casting slay living on 
  the party’s cleric, paladin, or wizard. When reduced to 0 hit points, 
  Ykthool dissolves to gaseous form.
  Hidden carefully in Abyssal script within the silver pentagram on the 
  floor are words. Characters succeeding on a DC 20 Perception check find 
  
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  Quests of Doom: vampires & liches
  these hidden words, and if they succeed on a DC 25 Linguistics check, 
  they can translate the message.
  “Through the blood of mortal sacrificed is the invitation made, 
  to the master of Underguild, in Death’s fine name, let the living 
  blood be paid.”
  A character of good alignment filling the platinum bowl atop the altar 
  with blood teleports all living beings within the shrine of Thanatos to 
  Area 24, with no saving throw.
  Treasure: Sitting atop the altar is the platinum sacrificial bowl valued 
  at 4, 000 gp, four platinum candle sticks of 100 gp value each, Four black 
  candles of evocation (chaotic evil), and a darkskull.
  19: Slave Chambers of the Underguild
  Beyond this locked door lies the passage to the poor souls who serve as 
  blood slaves of the Underguild.
  19A: The Trapped Prison Entrance (CR 10)
  An L-shaped corridor lined with torches lit with continual flame turns 
  southwest to another locked door after a distance of 30 feet. The corridor 
  is trapped with a crushing wall trap that triggers as travelers cross the 
  elbow curve, its disarming device located in a wall sconce containing a 
  guttering torch.
  CRUSHING WALL TRAP 
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect crushing walls (10d6 damage); onset delay (2 rounds); 
  never miss; multiple targets (all targets in a 20-ft. by 10-ft 
  space)
  19B: The Slave Cages.
  Eight iron-barred cells contain the unfortunate blood slaves of the 
  Underguild, charmed and drawn, their necks and arms and thighs covered 
  in fang marks and bruises from their nightly bleeding and seduction. 
  Each of the 8 prisoners, 2 elves and 6 humans, were selected for their 
  beauty and vitality to serve the Underguild. The slaves are under the 
  effect of a charm monster spell placed upon them by Ankoz, and are thus 
  docile and unwilling to leave their cells. A successful dispel magic or 
  break enchantment removes the charm. One of the prisoners, Ayissa an 
  elf sorcerer, is willing to join the party if rescued, healed, and outfitted 
  for war against the Underguild. If her offer goes unheeded, she merely 
  teleports to her home. If Manco’s team was defeated in a fight with Syther, 
  he comes here and attempts to charm Ayissa into telling the party he is her 
  little brother and must also be “rescued” by the party.
  AYISSA*  
  CR 9
  XP 6,400
  Female elf sorcerer 10
  NG Medium humanoid (elf)
  Init +1; Senses low-light vision; Perception –4
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 47 (10d6+50)
  Fort –1; Ref –4; Will –1; +2 vs. enchantments, +2 luck bonus 
  during surprise round or when unaware of an attack
  Immune magic sleep; Resist elven immunities
   
  Speed 30 ft.
  Bloodline Spell-Like Ability (CL 10th; melee touch –5):
  7/day—touch of destiny
  Spells Known (CL 10th; melee touch –5, ranged touch –2):
  5th (3/day)—teleport
  4th (6/day)—beast shape II, fire shield, freedom of 
  movement
  3rd (7/day)—blink, clairaudience/clairvoyance, fireball (DC 
  17), protection from energy
  2nd (7/day)—acid arrow, blur, levitate, mirror image, see 
  invisibility
  1st (7/day)—alarm, burning hands (DC 15), charm person 
  (DC 15), chill touch (DC 15), feather fall (DC 15), magic 
  missile
  0 (at will)—dancing lights, detect magic, detect poison, 
  ghost sound (DC 14), light, mage hand, prestidigitation (DC 
  14), ray of frost, read magic
  Bloodline Destined
   
  Str 7, Dex 12, Con 18, Int 12, Wis 10, Cha 19
  Base Atk +5; CMB –5; CMD 6
  Feats Alertness, Combat Casting, Craft Rod, Enlarge Spell, 
  Eschew Materials, Leadership, Maximize Spell
  Skills Acrobatics –7, Appraise –7, Bluff +5, Climb –10, Craft 
  (alchemy) +2, Diplomacy –4, Disguise –4, Escape Artist –7, Fly 
  –3, Heal –8, Intimidate +0, Knowledge (arcana) +0, Perception 
  –4, Ride –7, Sense Motive –6, Spellcraft +2 (+4 to determine the 
  properties of a magic item), Stealth –7, Survival –8, Swim –10, 
  Use Magic Device +5; Racial Modifiers +2 Perception
  Languages Common, Draconic, Elven
  SQ fated, it was meant to be (1/day)
  *Ayissa is currently suffering 8 negative levels from the 
  vampires’ attacks on her. She has a –8 penalty on all ability 
  checks, attack rolls, combat maneuver checks, Combat 
  Maneuver Defense, saving throws, and skill checks. In 
  addition, her current and total hit points are reduced by 
  40. She is also treated as 2nd-level for the purpose of level-
  dependent variables (such as spellcasting).
  The Brotherhood of Skulls, a pirate band led by the notorious Captain Cho 
  Sun, took Ayissa prisoner and sold her into slavery. Her beauty and strength 
  have captivated both Ankoz and Sangre, causing a minor rift between the 
  two. Ayissa alludes to wild blood orgies that take place within the master’s 
  chamber where the guild members gather for their feast. She tells the party 
  that the slaves are gathered every other night from their prison and led to a 
  Shrine of Thanatos, where one of their numbers blood is used to fill a bowl 
  of platinum teleporting them all instantly to the chamber of the one known 
  as the Hand of Death, whom she has overheard Ankoz refer to as Sangre.
  20. The Sewer Cavern
  This vast, twisting cavern is truly a river of raw filth. The cavern has 
  a ceiling 40 feet high, with the river of filth averaging 20 feet in depth. 
  Stretching nearly 400 feet from the Area 21 the cavern averages 30 feet 
  in width, until it reaches its widest part surrounding Area 24 where the 
  cavern is approximately 120 feet wide by 70 feet.
  River of Filth
  Individuals falling into the river of filth must succeed on a DC 20 Swim 
  check to keep their head above the putrid water in this dangerous current. 
  Anyone falling into the current near Area 22 moves at a rate of 20 feet 
  per round, accelerating by 10 feet per round the closer they get to the 
  whirlpool. Furthermore, individuals falling into the river of filth must 
  succeed on a DC 12 Fortitude save or become infected with filth fever. If 
  they fall into the pool below Area 13A, characters must continue to make 
  Swim checks each round as they are drawn towards Area 23. Anyone 
  failing their Swim check by more than 5 goes under water and begins to 
  drown. See the “Environment, Drowning” section of Chapter 13 of the 
  Pathfinder Roleplaying Game Core Rulebook for details on drowning.
  
  275
  sewers of the underguild
  21: Altar of Filth (CR 14)
  At the far northern end of the cavern, a cyclopean altar of pure foulness 
  rises 10 foot above the putrid waters. The carved visage of a froglike 
  face stares out at all viewers, its wide mouth open with a great fountain 
  of filth pouring from it. The filth bathes a large reptilian figure, bound 
  with a collar and chains of pure adamantine, most of its great bulk hidden 
  beneath the foul waters of the underground river. The serpent’s yellow 
  eyes stare menacingly at all who approach.
  This is the prison of Methaloggot the Fouler, an old black dragon.
  Methaloggot has been chained here for 300 years. Lured to the Sewers 
  of the Underguild with the scent of easy money in her nostrils, Methaloggot 
  had no idea of the surprise the Underguild had in store for her. After falling 
  for a sinister trap of treasure and glittering gemstones atop the ancient stone 
  platform, the dragon realized her folly. Ankoz and Ykthool blasted the young 
  dragon with magic as Sangre slipped the adamantine noose about her horned 
  head unseen. He then sliced her wings from her back with the Hollow Blade. 
  Then, casting a great and powerful ritual, Ankoz consecrated the altar in the 
  name of Tsathogga, and Ykthool blessed it in the name of Thanatos.
  METHALOGGOT  
  CR 14
  XP 38,400
  Female old black dragon (Pathfinder Roleplaying Game 
  Bestiary “Chromatic Dragon, Black”)
  CE Huge dragon (water)
  Init +4; Senses dragon senses; Perception +29
  Aura frightful presence (240 ft., DC 22, 5d6 rds)
   
  AC 32, touch 8, flat-footed 32 (+24 natural, –2 size)
  hp 225 (18d12+108)
  Fort +17; Ref +11; Will +15
  DR 10/magic; Immune acid, paralysis, sleep; SR 25
   
  Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +26 (2d8+13 plus 2d6 acid), 2 claws +25 (2d6+9), 
  tail slap +23 (2d6+13)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (100 ft line, 16d6 acid, every 
  1d4 rds, Ref DC 25 half)
  Spell-Like Abilities (CL 18th):
  Constant—speak with animals (reptiles only)
  At will— darkness (80 ft. radius), plant growth
  1/day—corrupt water
  Spells Known (CL 7th):
  3rd (5/day)—dispel magic, slow (DC 16)
  2nd (7/day)—glitterdust (DC 15), invisibility, summon swarm
  1st (7/day)—alarm, mage armor, magic missile, obscuring 
  mist, true strike
  0 (at will)—dancing lights, detect magic, light, mage hand, 
  mending, message, read magic
   
  Str 29, Dex 10, Con 23, Int 16, Wis 19, Cha 16
  Base Atk +18; CMB +29; CMD 39 (43 vs. trip)
  Feats Alertness, Combat Expertise, Improved Initiative, 
  Improved Vital Strike, Multiattack, Power Attack, Skill Focus 
  (Stealth), Vital Strike, Weapon Focus (bite)
  Skills Fly +13, Handle Animal +21, Intimidate +24, Knowledge 
  (arcana) +24, Knowledge (history) +24, Perception +29, 
  Sense Motive +6, Spellcraft +24, Stealth +19, Swim +38
  
  276
  Quests of Doom: vampires & liches
  Languages Common, Draconic, Giant, Orc
  SQ swamp stride, water breathing
  Tactics: Methaloggot uses any spells and tactics that increase her armor 
  class and create havoc amongst the PCs. Often using her darkness ability 
  she sets the battleground so her opponents are at the greatest disadvantage 
  while her blindsight permits her to continue to effectively combat her 
  enemies. Methaloggot, having no wings, receives no wing buffet attack.
  Altar of Filth (CR 5)
  The Altar of Filth generates an aura of absolute evil. Even touching 
  the altar with one’s flesh requires the individual to succeed on a DC 14 
  Fortitude save or become infected with the disease slimy doom. The altar 
  can only be destroyed by first casting clean, bless, and create water over 
  the altar, followed by simultaneously casting remove curse and dispel 
  magic upon the altar with a targeted dispel of DC 23. Once this is done, the 
  face of Tsathogga shatters and breaks from the altar, and pure water begins 
  to pour from the pipe where his mouth once was. A character succeeding 
  on a DC 27 Knowledge (arcana) check understands the exact process by 
  which the altar may be destroyed, with the legend lore spell being the only 
  other method of discovering this truly arcane secret.
  22. The Big Flush (CR 5)
  The northern whirlpool pulls all who come within 30 feet of it into its 
  crushing grasp. A DC 30 Swim check is required to escape from its clutches; 
  those failing are swallowed by the whirlpool on the following round, taking 
  6d6 points of crushing damage per round as they are sucked under the foul 
  waters to be spewed out in Area 23, 4 rounds later. Individuals thus trapped 
  are allowed a DC 20 Constitution check to hold their breath or begin to 
  drown. See the “Environment, Drowning” section of Chapter 13 of the 
  Pathfinder Roleplaying Game Core Rulebook. The spell water breathing 
  protects individuals from drowning, though only magic that offers damage 
  reduction grants any protection from the crushing force of the whirlpool. 
  Concentration checks within the whirlpool are at a base DC of 20 for the 
  purposes of spell casting while caught in the throes of the crushing water.
  23. The Southern Whirlpool (CR 5)
  This swirling morass of foul water lies before Area 24. Individuals 
  sucked through Area 22 are vomited forth from the whirlpool here. 
  This whirlpool pushes all things in the vicinity of it towards the walls 
  of the chamber or sends them hurling towards the stone platform where 
  Sangre’s Tomb lies, causing an additional 3d6 points of damage. Anyone 
  succeeding on a DC 25 Swim check escapes the power of the whirlpool, 
  allowing the individual to swim to the relative safety of the exterior of 
  Sangre’s Tomb. Anyone succeeding on a DC 20 Swim check remains 
  above the surface of the sewage, while others are sucked into one of the 2 
  sewer pipes draining from the lower end of the cavern at a rate of 20 feet 
  per round. They are eventually swept from the Sewers of the Underguild 
  and deposited 5 miles from the dungeon along a lost waterway.
  24. Tomb of Sangre (CR 16 or 18)
  The exterior of the Tomb of Sangre looks much like a 60-foot-by-60-
  foot Greek temple with a solid bronze door set in the center of the northern 
  face of the tomb. The tomb is surrounded by columns carved in the shape 
  of robed and hooded figures, each with a short sword held across its chest. 
  The solid bronze door is cast in bas-relief with demonic images that stand 
  astride hoards of treasure.
  The door is sealed with an arcane lock spell, and guarded by a 
  disintegrate trap that triggers on any living being who touches or attempts 
  to knock or dispel the arcane lock.
  DISINTEGRATE TRAP 
   
  CR 8
  XP 4,800
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset none; Bypass being undead
  Effect spell effect (disintegrate, Atk +12 ranged touch [22d6 
  damage])
  The interior of the Tomb of Sangre is richly appointed with large pillows, 
  expensive woven rugs, tapestries, and urns full of jewels. A silver pentagram 
  occupies a 10-foot section of the western end of the chamber, and an ornate 
  coffin sits in the eastern side of the chamber. Carved from ivory and gold, 
  the coffin looks valuable beyond reckoning. The room is dimly lit with 
  torches of continual flame, casting shadows throughout the chamber.
  If Ankoz has survived, he has taken advantage of any healing (inflict 
  spells, in this case) Ykthool saw fit to bestow upon him. Ankoz has also 
  placed a major image of himself between the entrance and the coffin while 
  hides invisibly at the southern end of the room, preparing whatever magic 
  he has remaining before switching to his staff. Sangre bides his time in 
  silence; he waits for the PCs to explore the chamber, and as they split up 
  begins his attacks.
  SANGRE  
  CR 15
  XP 51,200
  Male human vampire ranger 1/rogue 13 (Pathfinder 
  Roleplaying Game Bestiary “Vampire”)
  CE Medium undead (augmented humanoid, human)
  Init +9; Senses darkvision 60 ft.; Perception +29
   
  AC 33, touch 20, flat-footed 27 (+7 armor, +4 deflection, +5 
  Dex, +1 dodge, +6 natural)
  hp 136 (1d10+3 plus 13d8+39 plus 27); fast healing 5
  Fort +12; Ref +20; Will +10; +4 vs. traps
  Defensive Abilities channel resistance +4, evasion, uncanny 
  dodge, trap sense; DR 10/magic and silver; Immune undead 
  traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 40 ft.
  Melee Hollow Blade +19/+14 (1d6+5/19–20 ), or slam +15 
  (1d4+3 plus energy drain) or unarmed strike +15/+10 (1d3+2 
  plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 20), energy drain (2 levels, DC 20), 
  favored enemy (humans +2), rogue talents (bleeding attack 
  +7, crippling strike, finesse rogue, opportunist [1/round]), 
  sneak attack +7d6
   
  Str 14, Dex 20, Con —, Int 12, Wis 17, Cha 16
  Base Atk +10; CMB +12; CMD 32
  Feats AlertnessB, Combat ReflexesB, Critical Focus, DodgeB, 
  Far Shot, Improved InitiativeB, Improved Unarmed Strike, 
  Lightning ReflexesB, Mobility, Point-Blank Shot, Rapid Shot, 
  Spring Attack, ToughnessB, Weapon Finesse, Weapon Focus 
  (short sword)
  Skills Acrobatics +20 (+29 to jump), Appraise +12, Bluff +25 
  (+27 vs. humans), Climb +16, Craft (woodworking) +15, 
  Escape Artist +19, Intimidate +17, Perception +29 (+35 to 
  locate traps, +31 vs. humans), Sense Motive +29 (+31 vs. 
  humans), Sleight of Hand +19, Stealth +32, Survival +17 (+19 
  vs. humans, +18 to track), Swim +13; Racial Modifiers +8 Bluff, 
  +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, rogue talents (fast stealth, ledge walker), shadowless, 
  spider climb, track, trapfinding +6, wild empathy +4
  Combat Gear brooch of shielding (20 uses), potion of 
  haste, potion of invisibility, major ring of spell storing (inflict 
  moderate wounds x2, CL 10th); Other Gear +4 shadow 
  studded leather armor, the Hollow Blade, boots of striding 
  and springing, cloak of resistance +3, ring of protection +4
  
  277
  sewers of the underguild
  Tactics: Sangre, and Ankoz if he still lives, fight with all the skill and 
  experience they possess. Sangre uses his boots of striding and springing 
  to move swiftly through the room, often tumbling into melee to gain the 
  advantage of sneak attack, even if he is spotted by a foe. Sangre, however, 
  has a special problem with the party at this moment. If they have delved 
  this far into his lair, the core of the Underguild has now been vanquished. 
  With this in mind, Sangre uses the Hollow Blade to wreak as much havoc 
  upon his foes as he can. If given the opportunity, Sangre seeks to spawn 
  the entire party into his new servants and members of the Underguild; 
  failing that he merely destroys them all. When reduced to 0 hit points 
  Sangre transforms into gaseous form. fleeing to his coffin.
  The coffin belongs to Sangre. Ankoz’s contingency spell teleports him 
  to this chamber so he can recuperate. Lying about the room are the riches 
  of the Underguild. Hidden amongst the items is a scroll that, when read 
  aloud, teleports the party back to Area 1. The wall of stone is still present 
  blocking the escape route, though the trap should hopefully be disarmed at 
  this point. If not, consult the rules on teleportation errors in the Pathfinder 
  Roleplaying Game Core Rulebook.
  Treasure: 26,742 gp, 5 diamonds (1,000 gp) each, 7 rubies (750 gp) 
  each, 12 sapphires (500 gp) each, 10 emeralds (250 gp) each, potion of 
  mage armor, potion of aid, headband of vast intelligence +4, +1 icy 
  burst siangham, +3 composite longbow (+1 Str), divine scroll of cure 
  serious wounds and cause critical wounds, +2 heavy steel shield, gloves 
  of swimming and climbing, a fur cloak worth 350 gp, gold death mask 
  (250 gp), fire opal pendant 1,759 gp, gold efreeti comb with emerald eyes 
  375 gp, silver harp inlaid with rubies crafted by Fathilir worth 3,450 gp, 
  ivory statue valued at 320 gp, gold ring worth 220 gp, silver plated steel 
  longsword with jet jewel in hilt 402 gp, and a small jewelry box made of 
  ivory with platinum frame 678 gp. See New Magic Items at the end of 
  this adventure  for information on the Hollow Blade. of the Underguild.
  New Magic Items
  The Hollow Blade
  Aura strong abjuration and necromancy; CL 14th
  Slot none; Price 47,510 gp; Weight 2 lbs.
   
  DESCRIPTION
  The Hollow Blade is an intelligent +3 undead bane short 
  sword with the following abilities:
  • The Hollow Blade has Int 14, Wis 14, Cha 14; AL N; Ego 15. 
  The Hollow Blade communicates through telepathy with its 
  bearer.
  • In the hands of any class other than rogue, it acts as 
  a +1 short sword. It seeks to be owned by a rogue, either 
  through telepathic contact or force of will. Any non-rogue 
  who possesses the Hollow Blade must succeed on a Will 
  save once per day (DC 15) or act carelessly with it, leaving 
  it lying about, or displaying it in such a way that it may be 
  easily stolen.
  • As it is forged from equal parts of positive and negative 
  energy, the Hollow Blade causes its wielder to feel charged 
  with life energy. Therefore, in the hands of an undead 
  creature, the undead gains immunity to channeling. It also 
  eliminates other undead weaknesses when wielded, such as 
  the vulnerability to cure spells, sunlight powerlessness, and 
  vulnerability to daylight. The last ability allows vampires to 
  walk abroad in daylight for up to 4 hours per day.
  • The bearer of the blade may cast death ward as the 
  spell once per day as the negative energies within the 
  blade make the bearer temporarily immune to this form of 
  attack.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, death ward, 
  summon monster I, the creator must be able to channel 
  positive or negative energy; Cost 23,910 gp
  Mirror of Abyssal Damnation
  Aura strong conjuration and necromancy; CL 18th
  Slot none; Price 200,000 gp; Weight 50 lb.
   
  DESCRIPTION
  Individuals gazing into a mirror of abyssal damnation must 
  succeed on a DC 20 Will Save or have their soul sucked into 
  the Abyss, lost and wandering among hordes of demons. 
  These individuals are instantly replaced with chaotic evil 
  clones of themselves, bearing arms and equipment that 
  are exact duplicates of that which their other form bore. 
  Individuals who are already of chaotic evil alignment are 
  immune to the mirror’s effect. Destroying the mirror causes 
  the individual thus trapped in the Abyss to be lost forever. 
  Nothing short of a wish spell is able to bring them back. 
  Killing the clone of the switched character allows the 
  trapped individual a second DC 20 Will save to find his way 
  back to the mirror portal and escape.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, clone, plane shift; Cost 
  100,000 gp
  
  278
  Quests of Doom: vampires & liches
  The Pyramid of Amra is a challenging adventure designed for characters 
  of 12th level. It is suggested that the PCs include at least one monk, and 
  one rogue with at least 9 ranks each of Perception, Disable Device, and 
  Linguistics. Due to the nature and numbers of undead enemies (vampires) 
  it is recommended that a cleric with the ability to cast raise dead and 
  restoration be on hand to aid the PCs. The PCs should be rounded out with 
  a wizard or sorcerer and a pair of front-line fighters. In this adventure, the 
  PCs travel to the Pyramid of Amra and the ancient Monastery of Night, 
  where they face one of the most dangerous of opponents they are likely to 
  meet, C’nosretep the Champion of Set.
  Legend of the Pyramid  
  of Amra, and the 
  Monastery of Light
  For several millennia the monks of the Monastery of Light trained in 
  the deepest mysteries of meditation and unarmed combat. Their master, 
  Ozykathalin, was said to have penned the sacred Tome of Mind and Body, a 
  tome containing many of the most cunning and devastating of all martial arts 
  maneuvers. Their reign ended nearly a century ago, when C’nosretep, the Iron 
  Fist of Set, deposed Ozykathalin and placed himself upon the Lotus Throne.
  Now reigning supreme within the Step Pyramid of Amra, C’nosretep 
  sits in sole possession of the Tome of Mind and Body, much of which 
  he has re-written or embellished. Surrounding himself with fell followers 
  the Champion of Set now presides over pilgrimages of worshippers and 
  slaves who trek across the desert wastes by the thousands. These foolish 
  pilgrims come to witness the power of the Iron Fist of Set. Many hope to 
  gain immortality, if first they can impress C’nosretep with their skills at 
  unarmed combat.
  Getting to the Step 
  Pyramid of Amra
  The Step Pyramid of Amra should be contained in a deep desert location 
  with an “ancient world” flavor. In the Lost Lands of Frog God Games, 
  the Pyramid of Amra is located at a remote oasis in the desert land of 
  Khemit, although any desert location will do. The journey should be half 
  of the challenge, fraught with dangers both natural and monstrous, with 
  hints as to the actual location of the Pyramid and the hidden oasis of Amra 
  sprinkled throughout.
  Characters could possibly have heard tales of the pyramid and the 
  Tome of Mind and Body. The Tome itself is treasured by monastic orders 
  throughout the world for its ancient techniques. Through careful study of 
  its venerable pages, students of the Tome learn the secrets of a completely 
  unique new martial arts move, usable only by the most experienced of 
  masters.
  Alternately, a monk’s sect may have sent him questing for the Tome 
  of Mind and Body to return to their cloister for further research by the 
  Grandmasters. For whatever the reason, the PCs should be motivated to 
  face any obstacle, although they should not be given the whole story. Best 
  to keep secret some of the lore provided on these pages and let them plan 
  and prepare for the worst on their own.
  The Pyramid of Amra sits on a small island in the middle of a lake 
  within a desert oasis. On the shore of the lake sits the Palace of Celestial 
  Flowers.
  Palace of Celestial Flowers 
  and Monastery of Night
  A large walled structure amid gently swaying palm trees sits exposed 
  to the sands. Almost hidden beyond the tall date palms lies a silvery lake 
  amidst the desert. The point of a pyramid rises above the greenery like a 
  yellowed claw, its very top covered in red gold leaf.
  The Pyramid of Amra
  By Casey W. Christofferson and Bill Webb
  N
  
  279
  The pyramid of amra
  The top of the pyramid is in fact the Pyramid of Amra. However, as mentioned 
  above, it sits on an island in the middle of a lake. Before the characters, and on 
  the shore of the lake, is the Palace of Celestial Flowers, which may be explored 
  before the PCs access the Pyramid and in fact provides the means for the players 
  to get to the island — a secret passage and a boat. Some PCs possessing magical 
  means of transport may wish to simply bypass the Palace. See below.
  Bypassing the Palace
  PCs could, if they have the means, simply swim, fly, or use a boat to 
  reach the island containing the Pyramid or use some other means to bypass 
  the Palace. However, once in the Pyramid, there are several areas where the 
  amulet of the lotus master —which can only be obtained within the Palace 
  — benefits them. It is for your players to decide how they wish to proceed. 
  The adventure can be completed even if the Palace is never entered.
  1: Palace of Celestial Flowers
  A fine bronze double doors cast with images of a great and mighty god 
  surrounded with rays of sunlight and showering lotus blossoms upon a 
  single child grace the front of this majestic edifice. Beyond the locked 
  bronze double doors is an entrance chamber that must have once been an 
  awesome sight but is now degraded with filth. Torn tapestries flutter in the 
  wind ominously. The PCs nostrils fill with the smell of old death and an 
  uneasy decay. A second set of locked double doors beyond the first open 
  into Area 8, Great Hall of the Brotherhood of the Fallen Star.
  Bronze Double Doors: hardness 10; hp 60; Break DC 25; 
  Disable Device DC 25.
  2: Great Hall of the Brotherhood 
  of the Fallen Star (CR 16 in the day 
  or 18 at night)
  As the PCs enter from beyond the locked entrance portals, they can 
  see a great amount of dust and darkness beyond. This was once a place of 
  great majesty and serenity. Ornately carved wooden pillars featuring great 
  battles between celestial and infernal forces stare ominously at the PCs as 
  the breeze from the outside wafts into the room, creating a slight fog of 
  dust. Braziers suddenly light from the corners of the room and the party 
  see a figure sitting atop a throne before you, beckoning them to approach.
  The Great Hall has a domed ceiling that rises about 40 feet above the 
  floor, and is lined with eight massive carved pillars. There are doors in the 
  northeastern and northwestern walls leading to Areas 3, 4, 6 and 7. There 
  is a flaming brazier in the southeast and southwestern corners of the room 
  that cast a strange and eerie light. The GM should play up this spooky 
  effect prior to the ambush of the PCs.
  If The PCs Enter During The Day
  If the PCs enter the throne chamber during the daylight hours, they are 
  faced with Relthren Surret masked in the guise of C’nosretep, and a pack of 
  3 doppelganger monks and 3 asswere monks hiding atop the invisible bridge 
  in Area 14, waiting to pounce upon the PCs. If the battle begins to go against 
  the doppelgangers, they all change shape into C’nosretep. Relthren Surret enters 
  the combat if he is threatened or if things are going badly for his allies. In the 
  confusion, Relthren shape-changes into one of the weakest PCs and attacks that 
  individual until Relthren has lost 30% of his total hit points, at which point he 
  attempts to flee to safety. The asswere monks begin the fight in hybrid form.
  RELTHREN SURRET 
   
   
  CR 12
  XP 19,200
  Male doppleganger monk 10 (Pathfinder Roleplaying Game 
  Bestiary “Doppleganger”)
  LE Medium monstrous humanoid (shapechanger)
  Init +1; Senses darkvision 60 ft.; Perception +11
   
  AC 23, touch 19, flat-footed 21 (+3 deflection, +1 Dex, +1 
  dodge, +4 natural, +4 monk)
  hp 91 (4d10+4 plus 10d8+10 plus 10)
  Fort +11; Ref +12; Will +13; +2 vs. enchantment spells and 
  effects
  Defensive Abilities evasion, improved evasion; Immune 
  charm, disease, sleep
   
  Speed 60 ft.
  Melee 2 claws +15 (1d8+4) or unarmed strike +15/+10/+5 
  (1d10+4)
  Special Attacks flurry of blows +8/+8/+3/+3, ki strike (cold 
  iron/silver, lawful, magic), stunning fist 11/day (DC 19)
  Spell-Like Abilities (CL 18th):
  At will—detect thoughts (DC 13)
   
  Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13
  Base Atk +11; CMB +18; CMD 34
  Feats Alertness, Cleave, Combat Expertise, Deflect Arrows, 
  Dodge, Great Fortitude, Improved Unarmed Strike, Mobility, 
  Power Attack, Spring Attack, Stunning Fist, Whirlwind Attack
  Skills Acrobatics +14 (+41 jump), Bluff +9, Climb +22, 
  Diplomacy +4, Disguise +9, Escape Artist +14, Intimidate 
  +14, Perception +11, Sense Motive +11, Stealth +15; Racial 
  Modifiers +4 Bluff, +4 Disguise, +20 Disguise while using 
  change shape ability, +4 Bluff while using change shape 
  ability
  Languages Common
  SQ AC bonus, change shape (alter self), fast movement, 
  high jump, ki defense, ki pool (7), maneuver training, 
  mimicry, perfect copy, purity of body, slow fall (50 ft.), 
  wholeness of body 
  Combat Gear 3 potions of cure moderate wounds, 2 potions 
  of invisibility; Other Gear belt of giant strength +2, ring of 
  protection +3, masque of the monkey (see New Magic Items 
  at the end of this adventure for more information)
  DOPPELGANGER MONKS (3) 
   
  CR 8
  XP 4,800
  Male doppleganger monk 6 (Pathfinder Roleplaying Game 
  Bestiary “Doppleganger”)
  LE Medium monstrous humanoid (shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +11
   
  AC 19, touch 15, flat-footed 17 (+1 Dex, +1 dodge, +3 monk, 
  +4 natural)
  hp 65 (4d10+4 plus 6d8+10 plus 6)
  Fort +9; Ref +10; Will +11; +2 vs. enchantment spells and 
  effects
  Defensive Abilities evasion; Immune charm, disease, sleep
   
  Speed 50 ft.
  Melee 2 claws +12 (1d8+4), or unarmed strike +12/+7 (1d8+4)
  Special Attacks flurry of blows +4/+4/–1, ki strike (magic), 
  stunning fist 7/day (DC 17)
  Spell-Like Abilities (CL 18th):
  At will— detect thoughts (DC 14)
   
  Str 18, Dex 13, Con 13, Int 13, Wis 15, Cha 14
  Base Atk +8; CMB +14 (+16 trip); CMD 27 (29 vs. trip)
  Feats Deflect Arrows, Dodge, Great Fortitude, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, Mobility, 
  Spring Attack, Stunning Fist
  Skills Bluff +12, Diplomacy +8, Disguise +12, Escape Artist +10, 
  Intimidate +7, Perception +11, Sense Motive +11, Stealth +10, 
  
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  Swim +13; Racial Modifiers +4 Bluff, +4 Disguise, +20 disguise 
  while using change shape ability, +4 bluff while using 
  change shape ability
  Languages Common
  SQ AC bonus, change shape, fast movement, high jump, 
  ki defense, ki pool (5), maneuver training, mimicry, perfect 
  copy, purity of body, slow fall (30 ft.)
  ASSWERE MONKS (HYBRID FORM) (3) 
   
  CR 12
  XP 19,200
  Male asswere monk 9 (The Tome of Horrors Complete 739)
  LE Medium magical beast (human, shapechanger)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
   
  AC 16, touch 14, flat-footed 15 (+1 Dex, +3 monk, +2 natural)
  hp 75 (3d10+3 plus 9d8+9 plus 9)
  Fort +10; Ref +10; Will +10; +2 vs. enchantment spells and 
  effects, +4 vs. hot or cold environments and to resist 
  damage from suffocation
  Defensive Abilities evasion, improved evasion; DR 10/cold 
  iron; Immune disease
   
  Speed 60 ft.
  Melee bite +12 (1d3+4) or unarmed strike +11/+6 (1d10+3)
  Special Attacks bray, flurry of blows +7/+7/+2/+2, ki strike 
  (cold iron/silver, magic), stunning fist should be 9/day (DC 17)
   
  Str 16, Dex 13, Con 12, Int 12, Wis 13, Cha 12
  Base Atk +8; CMB +14 (+16 trip); CMD 25 (31 vs. trip)
  Feats Blind-Fight, Deflect Arrows, Endurance, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, Iron Will, 
  Mobility, Skill Focus (Perception), Stunning Fist, Weapon 
  Focus (bite)
  Skills Acrobatics +14 (+35 jump ), Climb +16, Disguise +6 
  (+14 in animal form), Escape Artist +14, Perception +10, 
  Stealth +14, Swim +15 (+19 to resist nonlethal damage from 
  exhaustion)
  Languages Common
  SQ AC bonus, alternate form, fast movement, high jump, ki 
  defense, ki pool (5), maneuver training, purity of body, slow 
  fall (40 ft.), wholeness of body
   
  Bray (Su): An asswere can loose a loud bray as a 
  standard action. All creatures within 30 feet that hear it 
  must succeed on a DC 12 Will save or be affected as by a 
  confusion spell for 1d4+3 rounds (caster level 3rd). This is a 
  sonic, mind–affecting effect. A creature that successfully 
  saves cannot be affected again by the same asswere’s 
  confusion ability for one day. The save DC is Charisma–
  based.
  Relthren Surret is C’nosretep’s chief lieutenant, and is in charge of 
  guarding the vampires during the daylight hours. He and his doppelgangers 
  are skilled monks, bound in service to C’nosretep by their god Set.
  If The PCs Enter During The Night
  They instead face C’nosretep himself! He does not wish to fight 
  with the PCs at the moment, but converses with them instead to assess 
  their intelligence and ability to resist his powerful of charms. Secretly 
  he has 6 vampire spawn hiding atop the invisible bridge in Area 14, 
  waiting to pounce upon the PCs. C’nosretep dominates the strongest 
  warrior or rogue and instructs them to slay the weakest PCs while 
  he parleys with a monk or paladin. He is arrogant and boastful of 
  his powers and thanks them for coming to join the eternal army of 
  undead that he is building here at the oasis. As soon as the trap is 
  ready to be sprung, or as soon as anyone attempts to cast a spell or 
  attack C’nosretep in any way, he attacks that individual mercilessly 
  for one round before using his great speed and powers to turn to vapor 
  and retreat to a random room within the Palace or Pyramid. Most 
  likely C’nosretep’s subsequent ambushes are sprung within a room or 
  chamber the PCs have recently passed through and cleared of traps and 
  monsters as they backtrack through the palace. C’nosretep never fights 
  to negative hit points, and only fights to the death when defending his 
  sarcophagus or the Tome of Mind and Body.
  C’NOSRETEP 
   
  CR 17
  XP 102,400
  hp 139 (See Area U–12)
  VAMPIRE SPAWN (6) 
   
  CR 4
  XP 1,200
  Pathfinder Roleplaying Game Bestiary “Vampire”
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +11
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8); fast healing 2
  Fort +3; Ref +2; Will +5
  Defensive Abilities channel resistance +2; DR 5/silver; 
  Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks blood drain, dominate (DC 14), energy 
  drain (1 level, DC 14)
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Perception +11, 
  Stealth +16; Racial Modifiers +8 Stealth
  Languages Common
  SQ gaseous form, resurrection vulnerability, shadowless, 
  spider climb
  Searching the Throne
  Anyone succeeding on a DC 25 Perception check discovers that the 
  sliding plate beneath the seat of the dragon-footed Throne of the Lotus 
  Master that has an inlay the exact size and shape of the amulet of the lotus 
  master. Placing the completed amulet into the depression opens a secret 
  staircase in the floor below the throne that leads to Area P1 of the Pyramid 
  of Amra.
  3: Purification of Body
  This chamber was once used to purify the body through massage, steam 
  baths, plunge pools, and the like, though it is now fouled. There is some 
  sign that horrible death once visited this room. The walls are chipped and 
  cracked in places, and broken weapons lie in disarray around the room. 
  The shattered remains of several urns, ewers, and basins crack and break 
  under the PCs’ feet. An unlocked door in the northwest corner of the room 
  opens to reveal a staircase leading to Area 9.
  Treasure: Anyone succeeding on a DC 30 Perception check uncovers 
  the skeleton of a slain monk, lodged into a hole in the floor that once 
  released natural steam. Upon his person are 200 pp, +1 shocking burst 
  gauntlet, and a +3 dagger.
  4: Meditation Chamber (CR 8)
  This is a simple room with pure black walls and no visible markings 
  whatsoever. The door to the room, when closed, perfectly blends with the 
  wall to make it appear as if there is no door at all. A white star-like shape 
  dominates the center of the floor. An unlocked door in the eastern wall 
  leads to Area 5.
  
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  The pyramid of amra
  Hiding in this chamber are 4 vampire spawn of C’nosretep, hanging from 
  the ceiling and walls and waiting to drop like spiders on unsuspecting PCs.
  VAMPIRE SPAWN (4) 
   
  CR 4
  XP 1,200
  hp 26 (see Area 2)
  Tactics: The spawn first attempt to dominate any barbarians or rogues 
  in the group, inducing them to slay any clerics before entering melee. 
  They use their great speed and agility to their advantage, striking at lightly 
  armored individuals such as wizards and rogues first before moving on to 
  the fighters.
  Note: A monk of lawful good alignment spending 3 solid rounds 
  contemplating the white star in the center of the chamber gains a +3 
  competence bonus on his next attack or the next use of his Acrobatics or 
  Climb skill.
  5: Barge of the Darkstar (CR 7)
  This chamber has a door in the center of the north, east, and west 
  walls. A large funerary barge made of black wood and inlaid with 
  silver celestial symbols and images dominates the room. The barge is 
  25 feet long and about 5 feet wide, with a paddle and a sarcophagus 
  attached across its center. If the sarcophagus were to be removed, it 
  would make room to seat about 7 individuals. There are two intact oars 
  in oarlocks at the front and back of the barge. Anyone succeeding on 
  a DC 20 Profession (sailor) check can easily discern that this barge is 
  water-worthy and narrow enough to fit through the door at the end of 
  the hall. The boat is very heavy and would require at a combined DC 
  25 Strength check to move it out of the room. The sarcophagus on the 
  barge emanates a powerful fear aura.
  FEAR TRAP 
   
  CR 7
  XP 3,200
  Type magic; Perception DC 29; Disable Device DC 29
   
  Trigger proximity; Reset automatic (effectively permanent 
  unless disabled)
  Effect spell effect (fear, DC 16 Will resists); multiple targets (all 
  targets within 10 ft. of the sarcophagus)
  Note: Anyone who fails the Will save is forever afraid of 
  the barge. Only a successful remove curse breaks this 
  compulsive fear.
  Treasure: The funerary barge is very valuable; it would be worth 
  30,000 gp to a collector due to the ebony and mahogany hardwoods of 
  its construction. The boat, although extremely heavy, actually sails as 
  a masterwork item, giving a +2 circumstance bonus to any Profession 
  (sailor) checks.
  BARGE OF THE DARKSTAR
  Huge water vehicle (Pathfinder Roleplaying Game Ultimate 
  Combat “Vehicles”)
  Squares 5 (5 ft. by 25 ft.); Cost 30,000 gp
   
  AC 8; hardness 5
  hp 75 (37)
  Base Save +2
   
  Maximum Speed 60 ft. (current) or 30 ft. (muscle); 
  Acceleration 15 ft. (muscle) or 30 ft. (current)
  CMB +2; CMD 12
  Ramming Damage 2d8
   
  This long, flat-bottomed ship has a few oars to supplement 
  its single mast with a square sail. It can make both sea and 
  river voyages. The barge can carry 5 tons of cargo or 7 fully-
  equipped soldiers.
  Propulsion current (air; 5 squares of sails, hp 20), current 
  (water), or muscle (pushed; 8 Medium rowers) 
  Driving Check Diplomacy or Intimidate while rowed, or 
  Profession (sailor) or Knowledge (nature) +10 to the DC 
  when sail is used
  Forward Facing ship’s forward
  Driving Device rudder
  Driving Space the two middle rear squares of the barge 
  Crew 8 
  Decks 1
  6: Meditation chamber (CR 12)
  This is a second meditation chamber, similar to Area 10, except this one 
  is completely white and the star symbol on the floor is completely black.
  Hiding within this chamber, blending completely with the white of the 
  walls, are 4 doppelganger monks.
  DOPPLEGANGER MONKS (4) 
   
  CR 8
  XP 4,800
  hp 65 (see Area 2, Pathfinder Roleplaying Game Bestiary, 
  “Doppleganger”)
  Tactics: The doppelganger monks wait for a moment while the PCs 
  examine the black star in the center of the floor, then they strike out from 
  the walls with concealment. All attack a lightly armored target at the same 
  time, and all transform into this target on the following round to add chaos 
  and confusion to their assault. If the doppelgangers suddenly begin to take 
  casualties, they attempt to flee and fight again another day.
  Note: A monk of lawful evil alignment spending 3 rounds contemplating 
  the white star in the center of the chamber gains a +3 competence bonus 
  on his next attack, or the next use of his Acrobatics or Climb skill.
  7: Massage chamber (CR 13)
  Several tables line the walls of this room, along with small-wheeled 
  carts containing bottles of various oils, unguents, mud, and herbal wraps. 
  Artwork inlaid in enamel upon the walls depicts monks practicing the art 
  of massage upon one another to work out the soreness of intense physical 
  and mental training. Waiting within the room are 2 invisible clay golems. 
  An unlocked door in the northeastern corner of the chamber opens to a 
  staircase leading upwards to Area 13.
  INVISIBLE CLAY GOLEMS (2) 
   
  CR 11
  XP 12,800
  hp 101 (Pathfinder Roleplaying Game Bestiary “Golem, Clay”)
  Defensive Abilities invisibility
   
  Invisibility (Su) An invisible clay golem remains invisible even 
  when it attacks. This ability is constant, but the clay golem 
  can suppress or resume it as a free action.
  Tactics: The golems grab the first person(s) entering the room, 
  slamming them onto the table and begin giving them a serious massage. 
  These golems were specially created to be invisible masseurs. In the long 
  years since their creation, however, the elemental spirits that animate 
  them have gone quite mad. They spare no ounce of their strength when 
  giving a massage, which usually reduces to putty the unfortunate person 
  in their care. If attacked, they respond in kind.
  Treasure: There are enough herbal wraps and oils are to make up 3 
  masterwork healers kits.
  8: Rear Gatehouse
  The door from Area 11 enters into gatehouse a with a 10-ft.-wide iron 
  portcullis at the far end. Doorways to the left and right of the room lead up 
  
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  staircases to each of the guard towers. It is dark and cobwebbed in the 
  gatehouse area and looks as if it has not seen a living soul in centuries. 
  The closed iron portcullis leads to the stone quay, where rowboats 
  were once taken by the faithful brothers to work the grounds of the 
  renamed Monastery of Night.
  Portcullis: hardness 10, hp 60, Break DC 28.
  8a: Left Gatehouse (CR 9)
  A lever on the second floor of the gatehouse must be switched to 
  set the mechanism to lift the portcullis. It is guarded by 4 wraiths — 
  former monks killed by C’nosretep.
  WRAITHS (4) 
   
  CR 5
  XP 1,600
  hp 47 (Pathfinder Roleplaying Game Bestiary “Wraith”)
  These wraiths are vengeful and spiteful, but if they are confronted 
  by an individual bearing the amulet of the lotus master they back 
  away and allow the lever to be switched without a fight. They bow 
  before the PCs and say:
  “Slay the beast and free us in the name of the true master, 
  so that we may become one with enlightenment and fade 
  from view.”
  If attacked, they seek out paladins and clerics first, attempting to 
  eliminate them before moving on to other targets. They use darkness 
  and fade into walls and floors to maximize their effectiveness, gaining 
  total concealment.
  8b: Right Gatehouse
  This gatehouse is dust-filled and devoid of valuables, as if 
  it has been stripped for other uses.
  9: Training Room  
  (CR 8 at night or CR 
  14 during the day)
  Padded walls and bamboo mats 
  decorate this darkened room. Within 
  the room are several wooden training 
  dummies that stand in the four corners, 
  motionless and covered with dust.
  By night, 4 vampire spawn take 
  up residence within this chamber; 
  during daylight hours it is occupied 
  by 2 asswere monks who spar with 
  one another to keep boredom at bay. 
  They attack intruders who enter the 
  chamber.
  VAMPIRE SPAWN (4) 
  CR 4
  XP 1,200
  hp 26 (see Area 2)
  ASSWERE MONKS (2) 
  CR 12
  XP 19,200
  hp 75 (see Area 2)
  
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  The pyramid of amra
  10: Bed Chamber of  
  the Light Master (CR 7)
  An ornately carved door features the holy symbol of Arden carved 
  into its paneling. The symbol is shining brightly, and the PCs must take a 
  moment to let their eyes adjust to the light.
  The door requires a DC 25 Disable Device check to open. Once 
  unlocked, the door swings open to reveal a small room holding the dusty 
  belongings of the former Master of the Lightstar. His belongings have 
  been left undisturbed for centuries, as the holy symbol carved into his 
  door has a permanent 6th-level daylight spell worked into it. C’nosretep 
  and his vampire minions keep away from this area, and C’nosretep sees 
  no reason to send his doppelganger and asswere monks here to see what’s 
  in the room.
  The interior is covered in a thick layer of dust. There is a small mat 
  on the floor with a wooden neck-board, a sconce, brass incense burner 
  on a brass chain, and a small strange-looking box about 6 inches by 6 
  inches. The sides of the box have numerals in a strange language, with 
  9 numerals and 10 spaces upon the top of the box arranged in a square 
  of 3 by 3 with an additional location connected on one of the sides. Next 
  to the 9 numerals and the empty space there appears to be some sort of 
  button that does nothing if depressed when the box is first found and the 
  numerals are in their original scrambled position. Anyone succeeding on 
  a DC 25 Linguistics check can determine that the numerals are in the 
  Celestial tongue. (This knowledge is automatic if a PC already knows that 
  language). The numerals on the top of the box, 1–9, are all scrambled but 
  the number 15 is repeated six times along two sides of the perimeter of 
  the box.
  The box number panels slide if they are oiled and maybe reconfigured 
  into any combination of numbers from 1 through 9.
  When all of the numbers are slid so they equal 15 across the bottom, 
  side, and each diagonal of the box and the button is pushed, the box 
  opens to reveal an amulet with a large clear gemstone of unknown origin 
  on a golden chain. If the numbers are arranged in any other combination 
  and the button is depressed, keen adamantine blades shoot out in all 
  directions.
  A possible solution to this puzzle looks like this:
  8
  1
  6
  3
  5
  7
  4
  9
  2
  ADAMANTINE BLADE TRAP 
   
  CR 7
  XP 3,200
  Type mechanical; Perception DC 30; Disable Device n/a*
   
  Trigger touch; Reset automatic
  Effect 4d6 points of damage and 1d2 Dex drain (DC 25 
  Reflex avoids)
  *Note This device can’t be disabled; only solving the puzzle 
  can open it.
  Treasure: The amulet within the box, the amulet of the lightstar 
  seems to exude a sense of power and glows with a bright light when held 
  clasped in the hand. See New Magic Items at the end of this adventure 
  for details.
  11: Chamber of the Lotus (CR 8)
  This is a large cross-shaped chamber with a beautifully rendered lotus 
  flower mosaic in the center of the floor. The flower appears to change 
  colors depending on the angle at which it is viewed. This room was once 
  the private meditation chamber of the Master of the Lotus.
  A trapped secret door is in the center of the northern wall. Placing 
  the shimmering lotus flower from the upper balcony into the center of the 
  petals opens the door to Area 16 automatically.
  Secret Door: 4 in. thick; hardness 8; hp 60; Perception DC 30; Disable 
  Device DC 30.
  BLUE LOTUS BLOSSOM GAS TRAP  
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect poison gas (insanity mist); never miss; onset delay (1 
  round); multiple targets (all targets in the room)
  *Note: Attempting to open the door without the proper 
  key or command word fills the room with potent blue 
  lotus blossom gas (similar to insanity mist, but with a 
  hallucinogenic compound; see the side bar). A successful 
  disable device roll merely delays the release of the gas for 
  1d4 rounds.
  12: Bed Chamber of  
  the Dark Master (CR 9)
  A stout locked door bearing signs of shadow and darkness requires a 
  Disable Device check (DC 20) to open. This room has a strange sense of 
  dread within it. Dusty and dark, the room seems to dim all light sources. A 
  low growling can be heard from the corners.
  Guarding this room from intruders are 5 shadows, which move to 
  attack from the darkness. They instantly concentrate their attacks first on 
  the party’s cleric, followed by paladins.
  Blue Lotus
  A failed Fortitude save against the blue lotus blossom gas has 
  one of the following effects. Roll 1d4.
  Roll
  Hallucination
  1
  The hallucination is such that those who fail 
  their Fortitude save see a party member as a 
  spectre attempting to kill them.
  2
  Hallucination causes individual to see the 
  person next to them as a very comely 
  member of the opposite sex and fills them 
  with a desire to “be with them.” If the 
  target of this desire spurns their sudden 
  advances, the individual hallucinating 
  begins to rage as the spell in their lust.
  3
  Those failing their saving throw are filled 
  with despair and are unable to take 
  action while under the influence of the 
  lotus gas. They curl up in a small ball on 
  the floor and begin to clutch themselves 
  and cry.
  4
  Failed saving throw results in tranquil vision 
  lasting 1d4+1 hours. The individual thus 
  affected sits upon the floor and sees things 
  going on about the monastery as they 
  did before C’nosretep’s conquest. This 
  vision gives a glimpse of the master of the 
  Lightstar and a hint as to how to reach his 
  chamber.
  
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  SHADOWS (5) 
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”)
  Any character that succeeds on a DC 16 Perception check finds a small 
  chest. It is trapped (see below), and within is a dark amulet that seems to 
  absorb all light.
  POISON NEEDLE TRAP 
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 22; Disable Device DC 20
   
  Trigger touch; Reset manual
  Effect Atk +8 ranged (1, plus deathblade poison)
  Treasure: amulet of the darkstar. See New Magic Items at the end of 
  this adventure for details.
  13: Smashed Training Room
  Within this room are the remains of several practice dummies, all 
  shattered and broken beyond repair. A set of stairs in the northwest of the 
  room leads downwards to the first floor.
  Anyone succeeding on a DC 20 Perception check notices a trapdoor in 
  the ceiling to the southwest of the room. The trapdoor may be hooked with 
  a 10-foot pole. Pulling down the trapdoor opens a wooden ladder staircase 
  that leads to the floor above and Area 17.
  14: Locked Door and  
  Invisible Bridge (CR 9, or 0)
  The locked door is not trapped but it requires a DC 25 Disable 
  Device check to unlock and open. Behind the locked door is a walkway 
  through the center of the palace. It leads to the lower balcony. The 
  walkway is permanently invisible. Characters attempting to cross the 
  invisible walkway must succeed on a DC 14 Acrobatics check to cross 
  the walkway with no chance of falling. Those failing the check must 
  succeed on a DC 20 Reflex save or fall 20 ft. to the Great Hall, taking 
  2d6 damage.
  If the 6 vampire spawn that were waiting to ambush the PCs earlier 
  have not yet done so, they are waiting here to attack. The vampire spawn 
  hang from the walls in shadows or they use their spider climb ability to 
  attack with stealth and surprise.
  VAMPIRE SPAWN (6) 
   
  CR 4
  XP 1,200
  hp 26 (see Area 2)
  15: Lower Balcony
  A balcony juts out from the lower portion of the dome of the Palace of 
  Celestial Flowers. It was once used by the Master of the Lotus to address 
  the disciples as they went through exercises in the courtyard. Now it 
  N
  
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  The pyramid of amra
  serves as a lookout spot during the nighttime hours for vampire spawn 
  that serve C’nosretep.
  16: Sanctuary of  
  the Master of the Lotus
  This chamber served as the private sanctum of the Master of the Lotus. 
  It is a simple room devoid of most comfort items one would associate 
  with a great leader. Instead it merely contains a dry rotted sleeping mat, 
  meditation rug, neck board, several scroll cases, manuals of various sorts, 
  dried writing inks, reed brushes and a small locked chest.
  The chest has an intricate lock requiring a DC 28 Disable Device check 
  to open.
  Within the chest is an amulet made in the shape of a lotus blossom 
  with an odd piece of engraving upon the back. There is a diary within the 
  chest as well, and diagrams showing an individual grasping the amulet of 
  the darkstar in one hand the amulet of the lightstar in the other with the 
  medallion of the lotus about their neck, all while under a curtain of stars. 
  A perfect lotus flower is at his feet.
  Treasure: The amulet is the medallion of the lotus, which is currently 
  incomplete. It is missing the rose diamond that is the centerpiece of the 
  item. The medallion does not function to open the secret passage beneath 
  the Lotus Throne without this central diamond. One of the books is the 
  History of the Monastery of Light, by Ozykathalin, worth 5,000 gp to a 
  collector that understands its value.
  17: Third Floor Dome and Chamber 
  of Celestial Light and Darkness
  Two features stand out as most impressive about this chamber, the first 
  being the intricate mosaic patterns of a comet, moon, and a sun with an 
  all-seeing eye in the center of it. The second impressive feature of this 
  chamber is the domed ceiling that reflects the light with diamonds. The 
  diamonds are set in the ceiling so as to appear as the sky and constellations 
  of over 4,000 years ago. Characters who succeed on a DC 26 Knowledge 
  (nature) check recognize the difference in the stars from then and now. At 
  the GM’s discretion, other skills might also impart this information, such 
  as Profession (astrologer) or Profession (astronomer).
  Any character succeeding on a DC 24 Perception check on the mosaic 
  discovers ancient writing in a lost language upon the floor. Anyone 
  succeeding on a DC 28 Linguistics check or casting comprehend 
  languages can read the words. The word hidden within the sun and eye 
  is “Solaris.” Hidden within the moon is the word “Eclipsis.” The word 
  hidden within the comet is “Ozykathalin.” If a character succeeds on a 
  DC 30 Knowledge (history) check, she recalls that this last word is also 
  the traditional name of each Master of the Lotus that is born into the Order.
  The center of each mosaic acts as a teleportation disk if the following 
  requirements are met: Holding the amulet of the darkstar in one’s hand 
  while standing over the moon and reciting the word “Eclipsis” teleports 
  the user and anyone within 10 ft. of her to Area 20. Holding the amulet of 
  the lightstar in one’s hand while standing upon the mosaic of the sun and 
  repeating the word “Solaris” instantly teleports the individual and anyone 
  within 10 ft. of her to Area 29.
  Standing over the comet with the amulet of the darkstar, amulet of the 
  lightstar, medallion of the lotus, and one of the shimmering lotus blossoms 
  causes the room to be bathed in a golden light. Should the PCs complete 
  these actions, uttering the name of Ozykathalin, the shimmering lotus rises 
  up into the air above their heads and the room is bathed in a golden light. 
  As the PCs watch, the shimmering lotus begins to spin and prismatic rays 
  spray about the room. Spinning ever faster, the lotus blossom begins to 
  transform until a beautiful rose diamond appears where the flower once 
  was. The perfect diamond slowly drops from the ceiling and fuses with 
  the medallion about the neck of the PC who completed the ritual with a 
  brilliant flash of white light.
  Treasure: The medallion of the lotus master. See New Magic Item 
  at the end of this adventure for details. The medallion is also the key to 
  triggering the secret trapdoor hidden beneath the seat of the Throne of 
  Lotus Master in Area 8.
  18: Upper Balcony
  This upper balcony has two planters that are overgrown and filled 
  with weeds. A stone bench overlooks the courtyard and gives a view 
  of the desert beyond the oasis when not blocked by clouds of sand. 
  Growing amongst the weeds in a pool of disgusting looking water is a 
  shimmering lotus flower. A character succeeding on a DC 15 Perception 
  check locates these strange flowers.
  Treasure: Each planter contains one shimmering lotus flower. See New 
  Magic Items at the end of this adventure  for details.
  19: Dome of the Lightstar
  This chamber has no windows or doors and can only be accessed by 
  using the amulet of the lightstar. The room has a beautiful golden dome 
  lined with diamonds. There is a floor mosaic featuring a brilliant shining 
  sun. As the adventurers enter the room the amulet of the lightstar glows 
  brightly and the shimmering form of Master Seung appears. The apparition 
  smiles to the adventurers and begins to speak.
  “Master Seung, called Solaris I am and you have called me 
  across the depths of time and space; long has the time been since 
  I have had fortune to send my form into this place. Cursed is the 
  One who betrayed the Order of Stars. Blessed be those that seek 
  enlightenment that would heal his harms. Through the Halls of 
  Night to walk where bloodless fiends do hide and stalk. Seek you 
  there the candles’ flames and light them in Lotus Masters Name. 
  Place them at the points of the celestial eye and closer to the 
  ground will be the sky.”
  After reciting his oracle, the spirit of the Master of the Lightstar 
  dissipates into nothingness and the PCs is teleported back to the Chamber 
  of Celestial Light and Darkness.
  20: Dome of the Darkstar (CR 16)
  Upon teleporting into this chamber the PCs are filled with a sense of 
  dread. The room is cold as ice and seems to drain the light from all light 
  sources. Mi’Tang the nightwalker dwells here. Mi’Tang arrogantly 
  taunts the PCs as they arrive in his prison.
  “At last fools have gathered the darkstar, and I, Mi’Tang shall 
  once again bring death to the land of the living!”
  He then attacks, shattering magical weapons and killing whoever he can.
  MI’TANG the NIGHTWALKER 
   
  CR 16
  XP 76,800
  hp 241 (Pathfinder Roleplaying Game Bestiary 2 
  “Nightshade, Nightwalker”)
  A character succeeding on a DC 30 Knowledge (history) check can 
  provide some insight into the life of Mi’Tang, prefect of the House of 
  Dragon, and Master of the Darkstar.
  Mi’Tang was a rival of C’nosretep in life. Equal in nearly every 
  way to C’nosretep, he was master of the darker sects of the Monastic 
  
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  order. When C’nosretep brought his armies to the Monastery of Light, 
  Mi’Tang instructed his own personal minions to stand down and fight 
  only if attacked. Mi’Tang figured that C’nosretep and his allies would 
  grind themselves down fighting Master Seung and others faithful to 
  Ozykathalin. Mi’Tang would then instruct his disciples to strike down the 
  survivors of the battle and take his place as master of the oasis of Amra.
  Failing in his scheme, Mi’Tang was slain by C’nosretep. Set returned 
  Mi’Tang to this realm as a nightwalker, imprisoned in the Dome of the 
  Darkstar until such time as the amulet of the darkstar is returned to him. 
  As a further insult, Set turned many of Mi’Tang’s most loyal disciples into 
  non-corporeal undead. They lurk now on the fringes of the Monastery and 
  Pyramid, forever reminded of their failure, and inferiority to his chosen 
  champion.
  Mi’Tang loathes and despises C’nosretep with half of a millennium’s 
  worth of hatred. This may be to the PCs advantage, for Mi’Tang has 
  complete control of non-corporeal undead within the monastery and 
  pyramid of Amra once he is freed from the Dome of the Darkstar. Mi’Tang 
  can be bargained with, if his rage can be abated. Clever PCs could suggest 
  that Mi’Tang and his minions take out the assweres and doppelgangers 
  within the monastery and pyramid. This would leave the party to handle 
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  the vampires that he and his ilk are all but powerless to harm.
  Tactics: Mi’Tang taunts and berates the PCs, summoning a specter and 
  directing it to attack clerics as he strikes out at the PC grasping the amulet 
  of the darkstar. Mi’Tang typically Power Attacks, attempting to slay his 
  foe quickly and snatch up the amulet. Mi’Tang has been trapped within 
  the Dome of the Darkstar for about 500 years and is thrilled that he may 
  have the opportunity to escape this chamber with the stone.
  If defeated, Mi’Tang cries out before fading from existence:
  “I am Mi’Tang the mighty! How dare you slay… me?”
  Treasure: If the players are able to defeat Mi’Tang they find some of 
  his former belongings with a successful DC 16 Perception check.
  An unlocked chest contains 4,000 gp and a ring of mind shielding. A +4 
  defending quarterstaff lies on the floor of the chamber.
  The Isle of the Pyramid
  The Pyramid of Amra rests upon a solitary island in the center of the 
  mountain’s crater. A lake of pure blue water surrounds this island and 
  strange mists cover its view most of the time. The Step Pyramid structure 
  sits upon a plateau in the center of the island, the lower half made of 
  cyclopean blocks, the upper half held suspended by four stone statues. 
  The faces appear to have been re-carved and set with different stone to 
  take the likenesses of a snake, an ass, an insect, and a crocodile. Below the 
  plateau, shrouded in mist of the lower island, stand phalanxes of terracotta 
  monks staring out from the cardinal points of the Pyramid.
  The PCs may reach this island by the secret passage under the throne 
  at Area 2 in the Palace. If so, they begin at Area P-1. If the PCs reach the 
  island by using the barge from Area 5 or by other above-ground means, 
  they encounter the island detailed in the map above and may proceed to 
  the above-ground entrance to the Pyramid at Area U-1.
  The PCs may have tried to bypass the Palace, as detailed above, and may 
  simply fly or use other means of transport to the island. They will quickly 
  discover, however, that they lack the amulet of the lotus master, and thus 
  will need to investigate the Palace despite their intent to bypass it.
  Pyramid of Amra: 
  Lower Chambers
  P-1: Entrance from the Throne of 
  Lotus Master
  A long subterranean pathway leads from the tunnel beneath the Throne 
  of the Lotus Master onwards and up several flights of carved and little 
  used stone stairs until finally you reaching the base of what must be the 
  lower pyramid. Ancient hieroglyphics along the walls feature the great 
  heroes of the Brotherhood, as they are interred respectfully for all time.
  P-2: Trapped hallway (CR 9)
  This small hallway is covered from floor to ceiling in gold leaf bas-
  relief of the ancients instructing their human subjects in the proper 
  preparation of the dead for transportation into the afterlife. The images 
  show mummification techniques and herbal knowledge.
  A trapped pressure plate closes the secret door to Area 1 and ceramic 
  nozzles in the ceiling spray the gold lined hallway with acid. A trigger 
  mechanism located on the bas-relief disarms the trap, draining the acid 
  through hidden holes in the floor to some unknown repository below the 
  hallway.
  ACID BATH TRAP  
  CR 9
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect room sprayed with acid (2d6 acid per round for 4 
  rounds); never miss; onset delay (2 rounds); multiple targets 
  (all targets in a 10-ft.-by-20-ft. room)
  P-3: Tomb of Skulls (CR 8)
  Hundreds upon hundreds of skulls stare out at you from blank black 
  sockets as you open the stone slab that seals this chamber. Behind each 
  skull is a set of canopic jars containing the innards of the monk whose 
  skull is displayed with care within the niche. Dark figures — 8 vargouilles 
  — suddenly from the corners into the air as the PCs advance.
  VARGOUILLES (8) 
   
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary “Vargouille”)
  Tactics: The vargouilles shriek repeatedly to dishearten the PCs and 
  hopefully catch someone with their paralytic moan.
  P-4. Mausoleum of the Thirsting 
  Ones (CR 10)
  This roughly rectangular room is lined with nine sarcophagi. If the PCs 
  explore this area during daylight hours (if the GM is feeling particularly 
  kind to the player characters) the 8 vampire spawn that hide throughout 
  the Palace and Mausoleum are found resting here. Vampire spawn 
  encountered and destroyed in the palace should be taken from the numbers 
  in this area of the dungeon. Hidden behind the eighth sarcophagus is the 
  secret entrance to Area 6.
  VAMPIRE SPAWN (8) 
   
  CR 4
  XP 1,200
  hp 26 (see Area 2)
  Tactics: If the PCs enter this room during the daylight hours 1d4 
  vampire spawn are already awakened in the chamber, as they need 
  little sleep. The others are resting or regenerating in their sarcophagus. 
  If the encounter occurs at night, subtract the number of vampire spawn 
  already defeated from the number originally found within the room. 
  These remaining vampires hide within the chamber as they hear the 
  PCs approach, usually spider climbing along the ceiling or next to their 
  sarcophagus waiting to spring a trap. They target priests and spellcasters 
  first, rogues and bards second, saving up for the fighters last. They gang 
  attack, seeking to drain as many levels from these casters as they can. 
  If Nestrij has been encountered and forced to flee she organizes the 
  spawn that are within this chamber. Several attempts should be made 
  to dominate PC’s so that they can be turned against their allies and 
  eventually fed upon.
  Treasure: Hidden in the crypts are 10,174 sp, 4948 gp, and a wand of 
  mirror image (20 charges).
  P-5: Chamber of the Hand (CR 8)
  A mosaic of a large hand dominates this chamber within the heart of 
  the Lower Pyramid.
  
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  Anyone succeeding on a DC 20 Perception check recognizes a 
  depression in the palm of the hand that is the exact shape and size of 
  one of the amulet of lotus master. Placing the sacred amulet into the 
  palm depression causes a great rumbling and grinding sound to begin. 
  The floor begins to rise, moving the hand upwards towards the ceiling. 
  Players have two rounds to either get out of the room or get onto the 
  palm and ride it up to Area 4, the Upper Chambers. Those remaining 
  within the room but not standing upon the hand must succeed on a 
  DC 20 Reflex save or be crushed against the ceiling for 6d6 points of 
  damage.
  CRUSHING CEILING TRAP  
  CR 8
  XP 4,800
  Type mechanical; Perception DC 15; Disable Device n/a
   
  Trigger location; Reset automatic
  Effect rising floor (6d6 crushing damage); never miss; onset 
  delay (2 rounds); multiple targets (all targets in a 20-ft.-by–
  20-ft. room)
  As the players place the disk within the center of the palm, after much 
  complex grinding and turning of gears that have not moved in centuries, 
  the palm they stand upon turns in a spiral ever upwards looking as if they 
  will be crushed against the ceiling. Just at the last moment a circular 
  opening twists above their heads; they are now in a new chamber. The 
  mosaic below the party’s feet is now of a different pattern, the hand has 
  become a great celestial eye, and the Amulet of Lotus Master a strange 
  glowing iris within its center.
  P-6. False Crypt of C’nosretep 
  (CR 15)
  This chamber is filled with the dust of a millennium. Its dark diorite 
  walls reflect little light. At one end of the chamber is a 9-foot long 
  sarcophagus, also of dark diorite stone. The top is carved in the likeness 
  of C’nosretep, grasping a lotus within his hands and wearing a headband 
  with a serpent upon his brow.
  Touching or searching the diorite sarcophagus sets off the teleport trap.
  TELEPORT TRAP 
   
  CR 7
  XP 3,200
  Type magic; Perception DC 30; Disable Device DC 30
   
  Trigger touch; Reset automatic
  Effect teleported into the sarcophagus (DC 23 Will avoids)
  Sealed within this sarcophagus is Eshtartha, a lich cleric and 
  former advisor and lover of C’nosretep. He wanted her to join him 
  in eternity as a vampire, but she defied him and instead transformed 
  herself into a lich to increase her powers as a spellcaster. For her 
  audacity, C’nosretep tricked her and caused her to set off the teleport 
  trap, forever imprisoning her.
  The first character to be teleported into the sarcophagus actually trades 
  places with Eshtartha. The same happens if others touch the sarcophagus; 
  the one who touched the stone is teleported in as the previous occupant is 
  teleported out.
  Victims inside the sarcophagus are affected by a temporal stasis spell. 
  Unless somehow released from the sarcophagus they are trapped inside 
  forever — awake and aware of the passage of time, but unable to take any 
  action other than to lie there and stare at the sealed lid above them.
  Sarcophagus: The sarcophagus has a hardness of 8 and 60 hp. The 
  only way to free anyone trapped inside without taking their place is to 
  break it open.
  ESHTARTHA 
   
  CR 14
  XP 38,400
  Female human lich cleric of Set 13 (Pathfinder Roleplaying 
  Game Bestiary “Lich”)
  LE Medium undead (augmented human)
  Init +2; Senses darkvision 60 ft.; Perception +17
  Aura evil, fear aura (DC 18)
   
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 101 (13d8+26 plus 13)
  Fort +10; Ref +6; Will +13; +4 vs. channeled energy
  Defensive Abilities channel resistance +4, rejuvenation, 
  remote viewing; DR 15/bludgeoning and magic; Immune 
  cold, electricity, polymorph, undead traits
   
  Speed 30 ft.
  Melee touch +11 (1d8+6 plus paralysis; DC 18)
  Special Attacks channel energy 7/day (7d6, DC 18), lore 
  keeper, paralyzing touch, scythe of evil, touch of evil
  Domain Spell-Like Abilities (CL 13th; melee touch +11):
  At will—lore keeper
  13 rounds/day—remote viewing
  8/day—touch of evil
  Spells Prepared (CL 13th):
  7th—destruction (DC 22), legend loreD
  6th—blade barrier (x2) (DC 21), create undeadD
  5th—flame strike (x2) (DC 20), greater command (DC 20), 
  summon monster V, true seeing D
  4th—death ward, dimensional anchor, divine power, 
  greater magic weapon, restoration, unholy blight (DC 19)D
  3rd—bestow curse (DC 18), contagion (DC 18), magic circle 
  against goodD, magic vestment, summon monster III (x2)
  2nd—align weaponD, darkness, desecrate, enthrall (DC 17), 
  hold person (DC 17), resist energy
  1st—bane (DC 16), cause fear (DC 16), command (DC 16), 
  detect good, doom (DC 16), endure elements, protection 
  from goodD
  0 (at will)—detect magic, guidance, resistance, virtue
  D Domain spells Domains Evil, Knowledge
   
  Str 14, Dex 14, Con —, Int 12, Wis 20, Cha 14
  Base Atk +9; CMB +11; CMD 23
  Feats Combat Casting, Command Undead, Craft Wondrous 
  Item, Extra Channel, Heighten Spell, Improved Critical 
  (heavy mace), Maximize Spell, Power Attack 
  Skills Diplomacy +13, Intimidate +13, Knowledge (arcana) 
  +12, Knowledge (history) +13, Knowledge (religion) +13, 
  Perception +17, Sense Motive +13, Spellcraft +13, Stealth 
  +10; Racial Modifiers +8 Perception, +8 Sense Motive, +8 
  Stealth
  Languages Common, Infernal
  Tactics: The only thought in the mind of Eshtartha is for revenge 
  against C’nosretep. To this end, as she appears before the PCs, she 
  raises her hands and begs them not to attack her. If they press the 
  attack she has no choice but to defend herself, but her only goal 
  in combat is protect herself and flee. She uses the divine spells at 
  her disposal to affect her escape. Should the PCs listen to her, she 
  tells them the sad tale of a love betrayed and countless years of 
  imprisonment. Then, much to the surprise of the PCs, she asks if 
  she might join them as they venture further into the Pyramid so that 
  she may help them defeat C’nosretep. Should they agree, they have 
  gained a somewhat unusual ally, but an ally nonetheless. Although 
  she is truly evil through and through, Eshtartha keeps promise to help 
  the PCs against C’nosretep and the other dangers in the remainder of 
  the Pyramid. After the adventure, should Eshtartha survive, she parts 
  company with the PCs, but promises to remain their ally should they 
  desire such.
  Treasure: Hidden within the diorite sarcophagus are a 1,000 gp ruby 
  necklace and a staff of defense (30 charges).
  
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  Pyramid of Amra: 
  Upper Chambers
  U-1: Portal of the Eye and First 
  Test, “The Test of Hospitality” 
  (CR 7)
  Dominating this room is a 10-foot-wide by 10-foot-tall arched doorway 
  inlaid with an eye set into the center of a triangle. Inscribed upon the 
  Portal of the Eye are words in a long forgotten script.
  Characters that succeed on a DC 25 Linguistics check comprehend 
  these words.
  “When come unbidden to our rest, politic and manners serve 
  you best. In order to proceed thus shall be the first test. Where 
  rings of metal doth fail the fist may do; thus shall this wisdom 
  then guide you.”
  Stone Door of the Echo: 4 in thick; hardness 6; hp 30; Break DC 25.
  To open the door requires a simple knock loud enough to cause an echo, 
  which is simply done, as the door is hollow. Should there be more than 
  one knock or a knock that is loud, i.e. pounding on the door or trying to 
  break it down, the small glyph placed upon the ceiling activates.
  GREATER GLYPH OF WARDING TRAP 
   
  CR 7
  XP 3,200
  Type magic; Perception 31; Disable Device 31
   
  Trigger spell; Reset none; Bypass knock politely
  Effect spell effect (greater glyph of warding [bestow curse, –6 
  to Charisma], DC 21 Will resists); boils and sores erupt from the 
  victim’s skin, their attitude sours, and they become belligerent.
  Successfully disabling or bypassing the trapped door reveals a 
  hieroglyphic lined chamber depicting various aspects of hospitality and 
  preparation for the afterlife to the recently deceased.
  U-2: The Second Test: Test of 
  Friendship (CR 7)
  Runes upon this door, when deciphered, pose the basic question to 
  those who would pass its lapis portal. Characters must succeed on a DC 
  20 Linguistics check to read them.
  “What is the greatest treasure that anyone could have?”
  Answering the word “friendship” automatically disables the trap and 
  the great lapis slab slides open revealing the third test. Uttering any other 
  word triggers the greater glyph of warding.
  GREATER GLYPH OF WARDING TRAP 
   
  CR 7
  XP 3,200
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger spell; Reset none; Bypass code word (friendship)
  Effect spell effect (greater glyph of warding [bestow curse, 
  paranoia], DC 21 Will resists); the character who first says 
  any word but “friendship” is cursed with paranoia (See the 
  “Sanity and Madness, Paranoia” section in Chapter 8 of the 
  Pathfinder Roleplaying Game GameMastery Guide)
  U-3. The Final Test, Test of 
  Bravery (CR 7)
  The letters on this door bear a chilling threat. Characters must succeed 
  on a DC 15 Linguistics check to read them.
  “No more riddles are there here for you and I. Succor your 
  courage and prepare to die.”
  Upon reading these words, a symbol of fear is triggered.
  SYMBOL OF FEAR TRAP 
   
  CR 7
  XP 3,200
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger spell; Reset none
  Effect spell (symbol of fear, DC 21 Will save resists, panicked 
  13 rounds)
  Characters not driven away need only press their palm against the door 
  and it opens at a touch revealing Area U–4: The Chamber of the Eye 
  beyond.
  U-4: Chamber of the Eye
  As the PCs enter this large chamber it seems to pulsate with some 
  unknown power that bears down upon them like a stack of bricks. The 
  feeling continues as they linger, as if someone were continually adding 
  another brick and yet another brick to the stack. After a few moments this 
  sensation subsides.
  At the center of the room is a large mosaic image of an eye in the center 
  of a pyramid. The pupils are slits like those of snakes and there is a golden 
  sconce imbedded in each of the three corners of the triangle surrounding 
  the eye.
  If the PCs entered the chamber through the front portals, something 
  appears to be missing from the center of the eye where the iris would 
  normally be.
  There are secret doors hidden in the center of the eastern and 
  western walls, requiring DC 24 Perception checks to locate. They 
  are not trapped and lead into the maze beyond. The sconces at the 
  points of the pyramid are the keys to lowering the upper pyramid and 
  proceeding to the lair of C’nosretep and the Chamber of the Book. 
  Close examination of each sconce at the points of the triangle reveals 
  these barely noticeable runes.
  Anyone succeeding on a DC 20 Decipher script check may read the 
  following:
  “Gathered by the candle flame, bring down the sky but not for 
  shame, as beyond the sky lie riches true, the master buried in his 
  tomb, Faithfully guards forever in spirit form, the Tome of Mind 
  and Body borne to us in the worlds fond spring, golden words of 
  Arden ring the truth which all devout should know, For the Wise 
  do see their powers grow. Seek its knowledge you who are Brave, 
  to your weakness be not slaves.”
  
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  The pyramid of amra
  U-5:  
  Chamber of the Monkey (CR 9)
  Once the burial place of all members of the House of the Monkey, 
  this chamber now houses the Cie Tzu, an advanced specter and former 
  master. This room has been influenced by powerful evil forces, and Cie 
  Tzu enjoys the benefits of a permanent protection from good spell.
  CIE TZU, ADVANCED SPECTRE 
   
  CR 9
  XP 6,400
  Advanced spectre (Pathfinder Roleplaying Game Bestiary 
  “Spectre”)
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +22
  Aura unnatural aura
   
  AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex); +2 
  deflection vs. good opponents
  hp 75 (10d8+30)
  Fort +6; Ref +6; Will +10
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weaknesses resurrection vulnerability, sunlight powerlessness
   
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +11 (energy drain)
  Special Attacks create spawn, energy drain (2 levels, DC 18)
   
  Str —, Dex 16, Con —, Int 14, Wis 16, Cha 16
  Base Atk +7; CMB +10; CMD 23
  Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill 
  Focus (Perception), Weapon Focus (melee touch attack)
  Skills Fly +15, Intimidate +16, Knowledge (history) +12, 
  Knowledge (religion) +14, Perception +22, Stealth +16, 
  Survival +13 
   
  Create Spawn (Su) Any humanoids slain by a spectre 
  become spectres themselves in 1d4 rounds. Spawn so 
  created are less powerful than typical spectres, and suffer 
  a –2 penalty on all d20 rolls and checks, receive –2 hp per 
  HD, and only drain one level on a touch. Spawn are under 
  the command of the spectre that created them and remain 
  enslaved until its death, at which point they lose their spawn 
  penalties and become full-fledged and free-willed spectres. 
  They do not possess any of the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a spectre destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  Sunlight Powerlessness (Ex) Spectres are powerless in natural 
  sunlight (not merely a daylight spell) and flee from it. A 
  spectre caught in sunlight cannot attack and is staggered.
  Unnatural Aura (Su) Animals, whether wild or domesticated, 
  can sense the unnatural presence of a spectre at a 
  distance of 30 feet. They do not willingly approach nearer 
  than that and panic if forced to do so unless a master 
  succeeds at a DC 25 Handle Animal, Ride, or wild empathy 
  check. A panicked animal remains so as long as it is within 
  30 feet of the spectre.
  Tactics: As the PCs enter, Cie Tzu sinks beneath the floor and to rise up 
  behind the PCs, striking out against clerics and spellcasters.
  Treasure: A DC 20 Perception check of Cie Tzu’s crypt uncovers a 
  staff of frost (49 charges).
  U-6. 
  Mausoleum of the Wind (CR 17)
  Stepping beyond the locked stone doorway is a square chamber with 
  a 15 foot high ceiling. Suspended in the air in the center of the room is a 
  blue candle with a brilliant glowing flame.
  1st trap: Stepping into the chamber causes the entire floor, a wall of 
  stone, to be dispelled. In its place is a very deep pit with a 6-inch wide 
  ledge that runs around the edges of the chamber. 
  PIT TRAP (150 FT. DEEP) 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect 150 ft. deep pit (15d6 falling damage, DC 20 Reflex 
  avoids)
  Characters must succeed on a DC 15 Acrobatics check to walk along the 
  ledge without falling into the pit. A brave character can attempt to jumping 
  the distance and grab the candle with a successful DC 40 Acrobatics check 
  followed by an attack roll against AC 9 to grab the candle (AC 5 base +4 
  for a Fine object), and another DC 25 Acrobatics check to land safely upon 
  the opposite ledge. Using a lasso to rope the candle requires a successful 
  ranged attack roll against AC 9 to loop the rope around the candle. If the 
  lasso attempt fails, roll 1d6; on a roll of 1 or 2, the candle falls down into 
  the pit. Alternately, a spellcaster can simply use mage hand or similar 
  spells to grab the candle and pull it safely to the side. Using spells such as 
  levitating or fly also allows the easiest access to the candle.
  2nd trap: Once the PCs have the candle, they have 1 round to leave 
  the chamber before the door suddenly closes. Anyone standing in the 
  doorway might be crushed as the heavy door slams shut.
  SLAMMING DOOR TRAP  
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset none
  Effect slamming stone door (4d6 damage, DC 20 Reflex 
  avoids); onset delay (1 round)
  3rd trap: As the door slams down, the ledge slides into the wall and 
  disappears. Anyone standing on the ledge falls into the pit. Since there 
  is no ledge and nothing to grab onto, characters incapable of avoiding 
  gravity are allowed no Reflex save.
  PIT TRAP (200 FT. DEEP) 
   
  CR 16
  XP 76,800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect 200 ft. deep pit (20d6 falling damage); never miss; 
  Quest Candles: Candle of the 
  Wise, Candle of the Faithful, 
  and Candle of Bravery 
  These three candles are the three marks of success at the 
  challenges presented. They have no further magical abilities other 
  than as necessary components to access the later stage of this 
  adventure.
  
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  onset delay (1 round); multiple targets (all targets on the 
  ledge when it disappears)
  Treasure: candle of the wise
  U-7: Chamber of the Dragon (CR 7)
  Beyond the locked secret stone portal is a single white candle floating 
  6 feet above a raised dais in the center of the chamber. Coiled around the 
  dais is a giant vampire constrictor snake, its scales rasping dully against 
  the stone as it turns its slitted eyes to face the PCs.
  GIANT VAMPIRE CONSTRICTOR SNAKE 
   
  CR 7
  XP 3,200
  Pathfinder Roleplaying Game Bestiary “Snake, Constrictor”, 
  “Vampire”
  NE Huge undead (augmented animal)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +24
   
  AC 25, touch 12, flat-footed 21 (+3 Dex, +1 dodge, –2 size, 
  +13 natural)
  hp 33 (6d8 plus 6); fast healing 5
  Fort +5, Ref +10, Will +4
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +16 (1d8+14 plus grab), slam +16 (3d6+14)
  Space 15 ft.; Reach 15 ft.
  Special Attacks blood drain, children of the night, constrict 
  (1d8+14), create spawn, dominate (DC 13), energy drain (2 
  levels, DC 13)
   
  Str 39, Dex 17, Con —, Int 3, Wis 14, Cha 10
  Base Atk +4; CMB +20 (+24 grapple); CMD 34 (can’t be tripped)
  Feats AlertnessB, Combat ReflexesB, DodgeB, Improved 
  InitiativeB, Lightning ReflexesB, Power Attack, Skill
  Focus (Perception), ToughnessB
  Skills Acrobatics +16 (+12 jump), Bluff +8, Climb +22, 
  Perception +24, Sense Motive +12, Stealth +12,
  Swim +22; Racial Modifiers +8 Acrobatics, +8 Bluff, +12 
  Perception, +8 Sense Motive, +12 Stealth
  SQ change shape, gaseous form, hero points, shadowless, 
  spider climb
  Tactics: The vampiric giant constrictor attempts to dominate the first 
  person entering the room, using them as both shield and ally as it bites as 
  many individuals as it can with its jaws, placing them in its crushing coils 
  and draining them of life every round.
  Note: The chamber is shielded against transmutation magic. Therefore 
  spells such as mage hand have no effect in this chamber.
  Treasure: candle of the faithful
  U-8:  
  Library of the Ancients (CR 13)
  This hidden chamber contains rack upon rack of scrolls and tomes from 
  around the world gathered in times of peace by the Brotherhood of Light. 
  Now the dusty library is administrated by the Brotherhood of Set, who 
  fear that destroying the arcane knowledge held within these tomes may 
  bring other powers into play.
  A strangely beautiful being with the head of an ass turns towards the 
  PCs as they enter and begins chanting in an arcane tongue.
  RHYLON  
  CR 13
  XP 25,600
  Male asswere sorcerer 10 (The Tome of Horrors Complete 
  739)
  LE Medium magical beast (human, shapechanger)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 71 (3d10+3 plus 10d6+10 plus 10)
  Fort +7; Ref +7; Will +12; +4 vs. poison, +4 vs. hot or cold 
  environments and to resist damage from suffocation
  DR 10/cold iron; Resist fire 10, infernal resistances
   
  Speed 30 ft.
  Melee +3 longspear +13/+8 (1d8+7/x3), bite +10 (1d3+4)
  Special Attacks bray, hellfire 1/day (10d6 fire, 10 ft. square, 
  good creatures shaken 10 rounds, DC 17)
  Bloodline Spell-Like Abilities (CL 10th; melee touch +10):
  5/day—corrupting touch (5 rounds/day)
  Spells Known (CL 10th; ranged touch +8):
  4th (5/day)—charm monster (DC 18), greater invisibility, 
  stoneskin
  3rd (6/day)—gaseous form, haste, stinking cloud (DC 15), 
  suggestion (DC 15)
  2nd (7/day)—acid arrow, glitterdust (DC 14), scorching ray, 
  see invisibility, web (DC 14)
  1st (7/day)—grease (DC 13), mage armor, magic weapon, 
  protection from good (x2), shield
  0 (at will)—daze (DC 12), detect magic, flare (DC 12), 
  ghost sound (DC 12), light, open/close (DC 12), ray of frost, 
  resistance, read magic
  Bloodline Infernal
   
  Str 16, Dex 13, Con 12, Int 12, Wis 14, Cha 14
  Base Atk +7; CMB +10; CMD 21 (25 vs. trip)
  Feats Alertness, Blind-Fight, Brew Potion, Combat Casting, 
  Craft Magic Arms & Armor, Endurance, Eschew Materials, 
  Iron Will, Skill Focus (Perception)
  Skills Acrobatics +11, Diplomacy +6, Disguise +12 (+20 in 
  animal form), Intimidate +7, Knowledge (arcana) +11, 
  Perception +13, Profession (librarian) +8, Sense Motive +4, 
  Spellcraft +12, Stealth +5 
  Languages Common
  SQ alternate form
  Combat Gear scroll of control water, scroll of dispel magic, 
  scroll of fire shield, scroll of legend lore, scroll of prismatic 
  spray, scroll of protection from arrows, scroll of shadow 
  greater conjuration, scroll of stone to flesh, 3 vials of universal 
  solvent; Other Gear +3 longspear
   
  Bray (Su): An asswere can loose a loud bray as a standard 
  action. All creatures within 30 feet that hear it must succeed 
  on a DC 12 Will save or be affected as by a confusion spell 
  for 1d4+3 rounds (caster level 3rd). This is a sonic, mind–
  affecting effect. A creature that successfully saves cannot 
  be affected again by the same asswere’s confusion ability 
  for one day. The save DC is Charisma–based.
  Rhylon is the only truly living being allowed in the Pyramid of Amra. 
  He is keeper of the tomes and scrolls within this great repository, and 
  spends many long hours here examining their wealth of knowledge that 
  could increase his arcane power.
  Tactics: Rhylon despises humans and humanoids, and never assumes 
  his humanoid form — he considers it weak and ugly. He undoubtedly 
  has knowledge of the PCs thanks to their destruction of doors and setting 
  off traps throughout the Pyramid, and the loud grating noise of the Hand 
  rising from the bowels of the structure. As the PCs fumble with the door 
  he covers himself in defensive spells. His defensive spells include those 
  
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  found on his scrolls, such as fire shield, and protection from arrows. 
  Rhylon casts grease on the floor before the doorway and then uses his 
  scroll of prismatic spray on the PCs as they open the door. He next burns 
  through his attack spells as quickly as he can. If hard pressed in combat 
  and he feels that he should die he attempts to flee using whatever means 
  necessary and available to insure his survival.
  Treasure: The shelves are lined with various books.
  • 18 of the books contain historical and genealogical data that would 
  be of value to loremasters and sages. These books are valued at 3d6 x 100 
  gp each.
  • One of the books is a vacuous grimoire.
  • One of the books is a manual of bodily health +3.
  • One of the books is a treatise on demonology and summoning by the 
  noted summoner Yelseila Warcret. It includes the following spells: contact 
  other plane, dimensional anchor, dismissal, lesser planar binding, planar 
  binding, and gate. Each of these spells has a +15% chance of arcane spell 
  failure on the first casting, as Yelseila was quite mad and his spidery scrawl 
  is suspect at best. The tome includes the true names of 6 outsiders who 
  may be contacted with the spells in this book. Each hour spent dabbling in 
  the deep mysteries compiled in this tome incurs a 1% per hour cumulative 
  chance of the reader going completely insane, no saving throw. The names 
  of these outsiders are left to the GM’s discretion. 
  • One book contains a headband of mental prowess +4 (Wisdom and 
  Charisma) in a hollow space carved into the pages. This headband only 
  grants its benefit to good-aligned divine spellcasters. This limitation 
  reduces its value from 40,000 gp to 12,000 gp.
  • One is a book of noble accomplishments. See New Magic Items at the 
  end of this adventure for details.
  U-9:  
  Chamber of the Hands (CR 10)
  A secret door opens into this chamber. At the far end of the chamber is 
  a 10-foot wide dais. Over the dais, 6 feet in the air, floats a single glowing 
  candle.
  Twenty feet beyond the entrance to this chamber is a hidden pressure 
  plate which when triggered releases a thin layer of sovereign glue 
  across the 40-foot section of floor that lies before the altar. One round 
  later a ceramic sprayer drops from the ceiling and begins spraying acid 
  throughout the entire 40 foot area in front of the dais.
  SOVEREIGN GLUE TRAP 
   
  CR 6
  XP 2,400
  Type mechanical; Perception DC 27; Disable Device DC 27
   
  Trigger location; Reset none
  Effect sovereign glue (DC 23 Reflex avoids); multiple 
  targets (all targets on the floor in a 40 ft. area); triggers 
  acid sprayers; Note: sovereign glue instantly binds any two 
  objects together permanently. Thus, boots, shoes, and feet 
  are bound to the floor instantly. Objects thus joined can only 
  be unbound by application of universal solvent.
  ACID SPRAY TRAP 
   
  CR 9
  XP 6,400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger sovereign glue trap; Reset none
  Effect acid spray (2d6 acid damage per round for 5 rounds); 
  never miss; onset delay (1 round); multiple targets (all targets 
  captured by the sovereign glue)
  Note: The chamber is shielded against transmutation magic, excluding 
  the magic that it took to make the sovereign glue. Therefore spells such as 
  mage hand have no effect in this chamber.
  Treasure: candle of bravery.
  U-10. 
  Upper Chamber of the Eye (CR 15)
  Once the PCs have placed the three candles into the sconces at the points 
  of the pyramid symbol in the center of Chamber 4: Lower Chamber of 
  the Eye, as the candlelight fills the room a grating of stone and metal 
  starts its low rumblings within the deep recesses of the pyramid. The 
  very floor the PCs stand upon feels as if it is rising to crush you against 
  the dusty limestone ceiling. The ceiling vanishes before their eyes in a 
  flash, as the top portion of the Step Pyramid of Amra descends to meet 
  the lower portion, sealing off this chamber with a new roof of glimmering 
  blue enameled stone, which replaces the one that stood before. Four stone 
  statues now occupy the corners of the chamber, their megalithic hands 
  against the roof as if their very eminence supports the starred sky above.
  The new chamber is a perfect square that appears to have no entrances 
  and exits. If the PCs have left the amulet of the lotus master within the 
  depression in the center of the eye, the room is bathed with a shimmering 
  light, an orb forming in the center of the room just above the PCs. The 
  image of a gentle looking man of great grace and indeterminate age gazes 
  at the group with a pure benevolence and begins to speak:
  “Know that I am Ozykathalin, first and last Master of the Lotus 
  within this ancient and holy place. I am he who knew the voice of 
  Arden; I am he who strides in the realms of light, purest of all energy 
  forever alive beyond the Gates of Wisdom. Wise too are you who 
  have discovered the secrets of this place, but one secret still you do 
  seek. To gain it, you must defeat he who was the betrayer. Know 
  you that C’nosretep’s worst betrayal was not to those who nurtured 
  him, but to his own soul. Lost in his self-hatred, he did not realize 
  the gifts that friendship and brotherhood offer. As allies you have 
  gained much and risked much in your sojourn thus far, and to those 
  who risk all for one another and their faith are granted the greatest of 
  treasures. I grant you one boon before I make the way open to you. 
  Ask of me what you will, and should it be within the powers of light 
  to grant this thing, it is yours. Ozykathalin has spoken.”
  Ozykathalin grants the PCs one limited wish, before lifting his hands to reveal 
  a shimmering staircase that leads to a hidden chamber amongst the “stars”, U-11 
  A. The shimmering stairs are made of insubstantial light, but are easily climbed.
  Note: If the PCs did not place the amulet of lotus master within the eye 
  in the center of the triangle before placing the candles at each point of the 
  triangle, the floor still rises, and the ceiling descends as before. However, 
  much to the dismay of the PCs, the 4 statues that once supported the upper 
  portion of the Step Pyramid animate and attack.
  STONE GOLEMS (4) 
   
  CR 11
  XP 12,800
  hp 107 (Pathfinder Roleplaying Game Bestiary “Golem, 
  Stone”)
  After defeating the stone golems allow the PCs to search the chamber. 
  Searching along the ceiling (Perception DC 24) notes a secret panel about 
  20 feet above the floor of the chamber. Beyond the secret panel is Area 
  11A: Stairway into Darkness. The distance to the secret panel must 
  somehow be navigated either by jumping, climbing, flying, or some other 
  magical means.
  U-11: Three Final Tests
  U-11A: Stairway into Darkness
  This ten foot long, five foot wide stairway is shrouded in deepest 
  blackness.
  
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  The stairway is bathed in a deeper darkness spell. Only a daylight spell 
  can negate the darkness, which in turn dispels the daylight spell as well. A 
  DC 24 dispel magic also cancels the deeper darkness.
  U-11B: First Stone Door (CR 9)
  At the top of the stairs is a stone door set onto a 5 foot wide stone 
  platform. The door is 6 feet tall and is carved with the likeness of a 
  youthful man of great physical build, kneeling before the dark god Set. Set 
  towers over the man with his arm outstretched. The man grasps Set’s wrist 
  in both of his smaller hands, and appears to be drinking blood from the 
  wrist of the god. Anyone touching the door triggers a flesh to stone trap.
  FLESH TO STONE TRAP 
   
  CR 8
  XP 9,600
  Type magic; Perception DC 31; Disable Device DC 31
   
  Trigger touch; Reset automatic
  Effect spell effect (flesh to stone, DC 19 Fortitude resists); sets 
  off slide trap; petrified party member has hardness 8 and 60 
  hp.
  SLIDE TRAP 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger flesh to stone trap; Reset automatic
  Effect stairs become a ramp (2d6 falling damage; DC 20 
  Reflex save avoids); multiple targets (all targets in a 5-ft. by 
  10-ft. space)
  Note: This door trap has two effects. First, anyone touching the door 
  sets off the flesh to stone trap. The staircase then converts to a sliding ramp 
  as the stone door begins to slide forward across the landing. The door 
  pushes anyone or anything upon the platform down the ramp. Anyone 
  tumbling down the ramp takes 2d6 points of damage; one character 
  (chosen randomly) takes an additional 3d6 points of damage as the 
  petrified party member collapses atop them. The petrified character also 
  takes 3d6 points of damage; if the character takes damage while petrified, 
  he or she may be missing a finger or a hand when restored to flesh. If the 
  petrified character is reduced to 0 hp from the fall, hopefully the other 
  PCs remembered to take hair and skin samples of the victim before the 
  adventure and have available a handy scroll of resurrection!
  U-11C: Second Door (CR 8)
  This door features the carved image of Set, with C’nosretep sitting upon 
  his lap, re-writing the Tome of Mind and Body with a raven quill feather 
  in his hand.
  This door is sealed with an arcane lock, and trapped with greater dispel 
  magic. The greater dispel magic is retributively set to go off the second a 
  knock spell is cast. The intent of this trap is to remove any magical effects 
  the PCs have cast in the process of preparing themselves for the final 
  showdown with C’nosretep. The knock spell opens the door successfully.
  GREATER DISPEL MAGIC TRAP 
   
  CR 8
  XP 4,800
  Type magic; Perception DC 31; Disable Device 31
   
  Trigger knock spell; Reset none
  Effect spell effect (greater dispel magic, dispel check at 
  1d20+15); multiple targets (all targets within a 30 ft. radius)
  U-12: Tomb of C’nosretep (CR 17)
  The second door opens into a chamber shrouded in magical darkness 
  and filled with a great aura of evil. A quiet, reserved chuckle reverberates 
  off of the low ceiling.
  A deeper darkness permanently wrought within this room by Minions 
  of Set negates the power of any daylight spells, instead rendering a 
  murky dimness within the chamber. The twilight gloom reveals a golden 
  sarcophagus set against the middle of the western wall. The unholy 
  symbol of Set, carved into the sarcophagus acts to both desecrate, and 
  unhallow the chamber, giving C’nosretep enhanced abilities here and 
  reducing the DC to resist positive energy channeling by 4. The spell effect 
  tied to the unhallow effect is deeper darkness. A narrow stone staircase in 
  the southwestern corner of the chamber leads upwards into the darkness 
  beyond.
  As the utter darkness is swept away, C’nosretep stands to greet the PCs, 
  stripped to the waist. His lips pulled back in a deadly smile to reveal his 
  gleaming white fangs, his head shaved but for a long braid down his back. 
  His pale, bluish skin ripples with muscle and a deep inner strength. A cruel 
  voice calls to the PCs as they enter the chamber.
  “So champions, you seek to take the book from C’nosretep? 
  Very well, let your screams reverberate from the Pyramid of 
  Amra for all time. Know as your souls howl towards hell that 
  it was the Champion of Set who sent you on your path. Just as I 
  defeated Ozykathalin, so too shall your blood slake my undying 
  thirst!”
  C’NOSRETEP 
   
  CR 17
  XP 102,400
  Male human vampire monk 16 (Pathfinder Roleplaying 
  Game Bestiary “Vampire”)
  LE Medium undead (augmented humanoid, human)
  Init +8; Senses darkvision 60 ft.; Perception +33
   
  AC 37, touch 28, flat-footed 32 (+3 armor, +4 Dex, +3 
  deflection, +1 dodge, +10 monk, +6 natural); +2 deflection 
  vs. good opponents (from unhallow, but doesn’t stack with 
  the bonus from his ring)
  hp 139 (171) (16d8+32 plus 32 plus 32 [from desecrate]); fast 
  healing 5
  Fort +12 (+14/+16); Ref +16 (+18/+20); Will +17 (+19/+21); 
  +2 vs. enchantment spells and effects, +4 vs. channeled 
  energy, +2 profane bonus on all saves (from desecrate, 
  shown in parentheses), +2 resistance bonus on all saves vs. 
  good opponents (from unhallow, shown in parentheses)
  Defensive Abilities channel resistance +4, evasion, improved 
  evasion; DR 10/magic and silver; Immune undead traits; 
  Resist cold 10, electricity 10; SR 26
  Weaknesses vampire weaknesses
   
  Speed 80 ft.
  Melee slam +16 (+18) (1d4+6 [+8] plus energy drain) or 
  unarmed strike +16/+11/+6 (+18/+13/+8) (2d10+4 [+6]) 
  (attack bonus in parentheses and damage bonus in 
  brackets include bonuses from desecrate)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 20), energy drain (2 levels, DC 
  20), flurry of blows +14/+14/+9/+9/+4/+4/–1, ki strike 
  (adamantine, cold iron/silver, lawful, magic), quivering palm 
  1/day (DC 23), stunning fist 17/day (DC 23)
   
  Str 18, Dex 18, Con —, Int 16, Wis 20, Cha 15
  Base Atk +12; CMB +20 (+22 trip); CMD 44 (46 vs. trip)
  Feats AlertnessB, Cleave, Combat Expertise, Combat 
  ReflexesB, Deflect Arrows, DodgeB, Great Cleave, Improved 
  InitiativeB, Improved Trip, Improved Unarmed Strike, Iron Will, 
  Lightning ReflexesB, Mobility, Power Attack, Run, Scorpion 
  Style, Spring Attack, Step Up, Stunning Fist, ToughnessB, 
  Whirlwind Attack
  Skills Acrobatics +23 (+63 jump), Bluff +10, Climb +23, 
  
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  Escape Artist +23, Intimidate +21, Knowledge (arcana) 
  +16, Knowledge (history) +13, Knowledge (religion) +13, 
  Perception +33, Sense Motive +26, Stealth +31; Racial 
  Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Aklo, Celestial, Common, Infernal
  SQ abundant step, AC bonus, change shape (dire bat 
  or wolf, beast shape II), diamond body, fast movement, 
  gaseous form, high jump, ki defense, ki pool (13), maneuver 
  training, purity of body, shadowless, slow fall (80 ft.), spider 
  climb, wholeness of body 
  Combat Gear brooch of shielding (101 uses); Other Gear 
  bracers of armor +3, monk’s robe, ring of protection +3
   
  Note The AC, attack, damage, and saving throw bonuses 
  in parentheses are supplied by the desecrate and 
  unhallow effects in play in this room. If the seal of Set on the 
  sarcophagus is destroyed, use the lesser values.
  Tactics: C’nosretep seeks to dominate the strongest fighter or rogue 
  in the party before unleashing a series of violent blows against a paladin 
  or other fighter type, attempting to stun and spawn them as quickly as 
  possible for use against the PCs later in the fight. He then turns on a 
  PC cleric using the quivering palm attack in an attempt to outright kill 
  the individual most dangerous to him. C’nosretep has very high spell 
  resistance and therefore considers arcane spellcasters little more than a 
  nuisance to him attacking other fighters, monks, and rogues on subsequent 
  rounds, saving the spellcasters for “a light snack.” After he has defeated 
  the PCs, he sends his dominated slave to stand in the corner as he drains 
  them of their life’s blood, spawning them as a vampire and new guardian 
  to the Monastery and Pyramid to replace the ones the PCs have destroyed. 
  At any point where C’nosretep takes a large amount of damage, he uses 
  the Touch of Life and Death to drain his opponent of hit points, healing 
  himself in the process. If C’nosretep is defeated, he howls in rage and 
  throws his fists in the air. He turns to vapor and flows into his nearby 
  sarcophagus in a vain attempt to heal.
  Sarcophagus of C’nosretep: This stone sarcophagus, covered in 
  semiprecious jewels and gold leaf, has the seal of Set placed upon its 
  jeweled lid. The seal acts to desecrate and unhallow the area, as well as 
  filling a 60-foot radius with deeper darkness, granting C’nosretep even 
  greater strength with which to combat his foes. Destroying the seal dispels 
  the deeper darkness, unhallow, and desecrate effects within the chamber. 
  If this happens C’nosretep becomes visibly weaker. The seal itself may be 
  dispelled for 1d4 rounds if a dispel magic check against a 20th level caster 
  is successful. Allow characters a DC 20 Perception check to notice the 
  pulsing black stone seal carved in the shape of an asp atop the sarcophagus.
  The Seal of Set: hardness 10; hp 30.
  The sarcophagus itself is very heavy and tough (hardness 10, hp 90, 
  Break DC 30). A DC 30 Strength check is required to slide the lid aside. 
  Within the sarcophagus are the following items as well as C’nosretep’s 
  body if he was reduced to less than 0 hit points in the battle.
  Treasure: Approximately 2,000 gp worth of precious gems and gold 
  encrusts the lid of the sarcophagus. Within it is a solid gold funeral mask 
  of the first Master of the Lotus, valued at 5,000 gp, as well as the items 
  found upon C’nosretep’s person.
  U-13: Final Test of Wisdom (CR 11)
  A plain stone door stands at the top of the staircase.
  Nearly invisible hieroglyphics upon the door (DC 25 Perception to find, 
  DC 25 Linguistics to decipher) reveal these hidden words.
  “The Words of Arden lie beyond this door, ancient tome of the 
  wisdom bound in stone, to win it you must thwart this poem. A 
  Monkey has it, and so does a Cat. The Merchant often has his 
  finger on it; Judges and Monks seek to perfect the art of it.”
  The answer to the riddle is “balance.” If answered correctly the stone 
  slab slides away revealing a chamber beyond. Answering the riddle 
  incorrectly sets off a crushing ceiling trap, unless already detected and 
  disarmed. The ceiling descends in 1 round, filling the landing and the 
  staircase.
  CRUSHING CEILING TRAP  
  CR 11
  XP 12,800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic; Bypass code word 
  (balance)
  Effect crushing ceiling (13d6 damage); never miss; onset 
  delay (1 round); multiple targets (all targets in a 5-ft. by 20-ft. 
  space)
  U-14: Chamber of the Book
  Sitting atop a stone pedestal in the center of this tiny room is the Tome 
  of Mind and Body. See New Magic Items at the end of this adventure for 
  details.
  New Magic Items
  Amulet of the Darkstar
  Aura moderate evocation and transmutation; CL 6th
  Slot neck; Price 56,400 gp; Wight 1/2 lb.
   
  DESCRIPTION
  When grasped or worn, the amulet’s user can see 
  perfectly in darkness of any kind, even that created by 
  a deeper darkness spell, as if he had the see in darkness 
  ability of devils. Once per day, the amulet can be used 
  to cast deeper darkness when the command word 
  “Necrodarkanum” is spoken. This command word may 
  be learned through use of a legend lore spell, a DC 30 
  Knowledge (arcana) check.
   
  CREATION
  Requirements Craft Wondrous Item, darkvison, deeper 
  darkness; Cost 28,200 gp
  Amulet of the Lightstar
  Aura moderate evocation; CL 6th
  Slot neck; Price 43,114 gp; Weight 1/2 lb.
   
  DESCRIPTION
  Twice per day the amulet of the lightstar allows the bearer 
  to cast searing light. Once per day the wearer can cast 
  daylight.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, daylight, searing light; 
  Cost 21,557 gp
  Book of Noble Accomplishments  
  (Minor Artifact)
  Aura moderate evocation; CL 18th
  Slot none; Weight 4 lb.
   
  DESCRIPTION
  This valuable tome is a boon to divine spellcasters of 
  any good alignment and ruin to any evil divine spellcaster 
  
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  Quests of Doom: vampires & liches
  that look upon its pages. Studying this volume for at least 
  40 hours (no more than 8 hours per day) imparts effects 
  upon the reader. For those divine spellcasters of a good 
  alignment (LG, NG, CG), it imparts a gain of XP enough 
  to boost the reader to the beginning of the next level 
  of experience (which must be taken as a level in divine 
  spellcaster) as well as a +1 inherent boost to both Wisdom 
  and Charisma. Divine spellcasters of evil alignment (LE, 
  NE, CE) lose enough XP to demote them to the mid-point 
  of the previous level. Neutrally aligned divine casters 
  loose 1d8 x 1,000 XP; however, they gain a new view 
  on the cosmos, enjoying a +1 inherent bonus to their 
  Wisdom in the process and unless a Will save (DC 18) is 
  made, a conversion to good is made (LN becoming LG, 
  N becoming NG, and CN becoming CG). Those without 
  divine spellcasting ability are unaffected. 
  This tome cannot be distinguished from any other 
  magical libram or book until the writings contained  
  within are studied. Once fully pursued, this remarkable 
  work vanishes into thin air. Those affected by it may 
  never again benefit or be harmed by examining a similar 
  book.
   
  DESTRUCTION
  If the life’s blood of a good-aligned divine spellcaster is 
  spilled upon the book during a sacrificial ritual by an evil-
  aligned divine spellcaster, the book bursts into flame and is 
  irretrievably reduced to sodden ashes.
  Masque of the Monkey
  Aura faint transmutation; CL 5th
  Slot head; Price 5,000 gp; Weight 1 lb.
   
  DESCRIPTION
  A masque of the monkey is a wooden mask carved in the 
  likeness of a shrieking spider monkey. The individual donning 
  the mask gains a +5 competence bonus on Acrobatics and 
  Climb checks.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, spider climb; Cost 2,500 
  gp
  Medallion of the Lotus Master
  Aura strong abjuration and transmutation; CL 12th
  Slot neck; Price 48,000 gp; Weight 1/2 lb.
   
  DESCRIPTION
  This item acts as an amulet of natural armor +4, and grants 
  an additional +2 deflection bonus to AC.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin, shield of faith; 
  Cost 24,000 gp
  Shimmering Lotus Flower
  Aura faint enchantment; CL 3rd
  Slot neck; Price 6,000 gp; Weight —
   
  DESCRIPTION
  This item is pinned to the collar and worn like a brooch. It 
  grants the wearer the effect of a bless spell as long as it is 
  worn.
   
  Requirements Craft Wondrous Item, bless; Cost 3,000 gp
  Tome of Mind and Body (Minor Artifact)
  Aura strong evocation and necromancy (if miracle is used); 
  CL 17th
  Slot none; Weight 5 lb.
   
  DESCRIPTION
  The Tome of Mind and Body is a powerful magical text 
  usable only by monks. Studying its pages for a month grants 
  the following special benefits to the user.
  • A permanent increase of +2 inherent bonus to Strength, 
  +2 inherent bonus to Dexterity, and inherent bonus to +2 
  Wisdom.
  • The student gains knowledge of the secret Touch of Life 
  and Death. This new ability grants the monk the ability to 
  use an unarmed touch attack that acts similarly to the spell 
  vampiric touch, using the character’s monk levels as her 
  caster level. This attack must be declared before the die 
  is rolled. A miss means that the use of the ability is wasted. 
  The monk can either gain the damage done as temporary 
  hit points as per the vampiric touch spell, or she can store 
  any portion of the hit points thus gained and grant them 
  as temporary hit points to a comrade. This special ability is 
  useable once per day per 3 levels of monk (minimum 1).
  • Due to C’nosretep’s twisting of the words contained in 
  the text, a monk reading the tome must succeed on a DC 
  25 Will save or have his alignment permanently changed 
  to chaotic evil, forever losing the ability to continue his 
  studies as a monk. Only a wish or miracle spell cast upon the 
  individual can change his alignment back again.
  The Tome of Mind and Body may be studied only once 
  in a monk’s lifetime, as further study grants no more special 
  powers or ability increases. Once completed, the book 
  loses its powers to grant special benefits to any other monk 
  for one full year, at which time another monk may study its 
  ancient lore.
   
  DESTRUCTION
  The tome is destroyed if a new Ozykathalin rises as Master 
  of the Lotus and touches the book with the petal of a 
  fresh lotus blossom. This any Ozykathalin will do in order to 
  eradicate the corrupted book and then set out to pen a 
  new, unsullied copy.
  
  297
  The isle of eliphaz
  Introduction
  The Isle of Eliphaz is an adventure for characters of at least 14th 
  level. In the course of the adventure, the PCs face the powerful lich 
  Athransma in the hidden Maze of Ancients. Careful searching and sharp 
  wits help the PCs avoid being led astray by the devices of Athransma in 
  his goal to awaken the primal Eliphaz. The group should include a rogue 
  with at least 9 ranks of Disable Device and Perception. The party should 
  also include a druid, a wizard, and at least two characters with skill in 
  combat. Under no circumstances should any adventuring group set out 
  without a cleric.
  Island of Eliphaz 
  Keyed Locations
  A: A Mysterious Island at Sea
  It is said among sages and treasure-hunters that on the Isle of Eliphaz, 
  located in the Crescent Sea nearly 200 miles off the coast of the Grand 
  Duchy of Reme, the false tomb of an ancient wizard lies buried. Local 
  legend flies as far as Bard’s Gate that a great evil god lies in a slumber on 
  the isle, waiting to be awakened by some poor unfortunate souls. Indeed, 
  it is said by all that this is an island to be feared, and no local sailors ever 
  agree to an attempt to reach its shores.
  The island is small and rocky, with only two places available for egress 
  by ship. The beaches of this island are nondescript, though the rocks in the 
  channels leading to them are treacherous. These passages are so vicious 
  that any ship with a draft of greater than six feet has an 80% chance of 
  running aground, with half that chance of inflicting so much damage to the 
  ship that it begins to sink. At best, a successful DC 20 Profession (sailor) 
  check cuts these probabilities in half.
  The island itself is a typical one for this region, with coniferous 
  trees, sea birds, and thick undergrowths of brush. This land is curious 
  in the fact that no magic of any sort functions on or around it. In fact, 
  anyone approaching the island within 50 feet has all active magic 
  nullified — a potentially lethal hazard for anyone attempting to reach 
  the island by air. This effect is the result of a permanent antimagic 
  field cast on the island by the evil wizard prior to the time of his 
  demise.
  B: Crater of Eliphaz
  Once on the island a quick search by the PCs discovers a low volcanic 
  cone within the center. Characters succeeding on a DC 15 Climb check 
  can reach the edge of the cone. There, they spy a small tower with a single 
  door and no windows sitting atop the volcano’s cooled cone in the very 
  center of the crater. A second DC 15 Climb check allows the characters 
  progress down the slope to the crater itself. A failed climb check results 
  in the character falling and taking 4d6 points of damage from sharp rocks 
  and the distance of the fall.
  C: The Tower of the Guardian
  The tower is made of dark stone, the door of fine wood. Strangely 
  enough, the door is unlocked.
  C1: Bottom Floor (CR 4)
  Once inside the tower, the intruders discover some old furniture: a table, 
  four chairs, and an old wooden staircase leading up. Hidden in the table, 
  revealed only by a DC 20 Perception check, is a note from the wizard and 
  a deck of many things. The deck is special, and anyone drawing a card has 
  double the normal chance of drawing a negative one. When a character 
  draws a card, if the card is a good result, ignore it and have them draw 
  again. If the second card is a bad result, apply those results. If this second 
  card is a good result, apply the results. The deck does not function until 
  the antimagic field is turned off, of course. The note is a challenge from 
  the wizard to:
  The Isle of Eliphaz
  By Casey W. Christofferson and Bill Webb
  N
  
  298
  Quests of Doom: vampires & liches
  “Trust Lady Luck in your quest for my tomb.”
  In the floor of this level is a secret trapdoor, which can be  
  found with a successful DC 25 Perception check. The trapdoor  
  leads to C4: Passage to the False Crypts, the dungeon below the 
  tower.
  There is nothing of value in this level of the tower, but on the fifth round 
  after it is entered, a gray ooze attacks from above. It is nearly impossible 
  to detect due to its color, and unless a successful DC 15 Perception check 
  is made, it surprises the characters.
  GRAY OOZE 
   
  CR 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary “Gray Ooze”)
  C2: Rickety Stairs
  The stairs, which are old and rickety but can easily support the PCs, 
  lead up to the second level.
  N
  
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  The isle of eliphaz
  C3: Second Floor (CR 1/4+)
  The second level of the tower is not a very nice place to be. All that it 
  contains is the old bedroom furniture of the wizard, a couple of useless 
  papers, scrolls, books, a fireplace, and a golden statue of a cat; about 18 
  inches tall. This is a really mean guardian familiar named Natasha. 
  She circles and hisses, and when gets within 15 feet of an opponent, she 
  attacks. She is particularly nasty since she has damage reduction and all 
  magic weapons temporarily lose their enhancement on the island due to 
  the antimagic field. See the New Monsters at the end of this adventure for 
  details on the guardian familiar.
  Secret Panel and Locked Box: In the fireplace is a secret panel, which 
  the characters discover with a successful DC 30 Perception check. Inside 
  is a locked box requiring a DC 25 Disable Device check to open. Within 
  the box there is a key and two keyholes. The key appears to fit both of 
  the keyholes. The left hole lowers the antimagic field surrounding the 
  island. The right triggers a mage’s disjunction which goes off in the tower, 
  probably destroying most of the PCs’ magic. Natasha must succeed on a 
  DC 20 Fortitude save or be destroyed by the latter effect as well.
  Athransma has found it necessary in his studies of the Ancients to craft 
  this box. He intended for it to dampen all magic upon the island in the event 
  that one of his experiments went awry within the Maze of Ancients. In 
  addition, it was his hope that treasure hunters and looters would be put off 
  at the immediate loss of their powers upon stepping onto the shore. Much 
  to the chagrin of Athransma, the spells on the box, although powerful, are 
  not strong enough to overcome the bindings that the Ancients placed upon 
  the elemental god. Athransma had hoped his little box of tricks would 
  work. Athransma added the second keyhole purely out of spite.
  C4: Passage to the False Crypts (CR 7)
  The trapdoor in Area C1: Bottom Floor leads down to a T-intersection 
  of 10-foot by 10-foot tunnels. At the end of each tunnel is a door. To the 
  left are a false trapped door and a pressure plate that releases a stone 
  block that falls in the third 10-foot section of the hall (see below). The 
  center passage leads to a door with a nondetection spell cast on it, a poison 
  needle trap on the handle (see below), and an arcane lock cast at 14th 
  level. Behind this door is a small pentagram inscribed on the floor. This 
  symbol has a magic aura cast upon it, but has no other function.
  FALSE DOOR TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger location; Reset none
  Effect falling stone block (6d6 damage; DC 18 Reflex half); 
  multiple targets (all targets in a 10-ft. square)
  POISON NEEDLE TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset manual
  Effect poison needle (Large scorpion venom); never miss; 
  onset delay (1 round)
  C5: The False Tomb (CR 10)
  The right passage leads to the first false tomb. When the door is opened, a 
  magic mouth spell triggers evil laughter and the voice of the wizard screams:
  “Now prepare to die the most painful of all deaths!”
  The room then fills with a fireball spell. The fireball is actually an 
  illusion generated by shadow evocation.
  SHADOW EVOCATION TRAP 
   
  CR 6
  XP 2,400
  Type magic; Perception DC 30; Disable Device DC 30
   
  Trigger location; Reset automatic
  Effect spell effect (shadow evocation [fireball]; 4d6 fire 
  damage; DC 22 Will save for 1/5 damage); multiple targets 
  (all targets in a 20 ft. radius spread)
  Once the shadow evocation is dispelled or overcome, the room can be 
  entered and its contents examined.
  The room contains a large golden calf, a tomb, and a bronze chest. 
  Three rounds after the room is entered, the golden calf reveals its true 
  nature, metamorphosing into a gorgon. It attacks immediately, breathing 
  at anyone within range.
  GORGON 
   
  CR 8
  XP 4,800
  hp 100 (Pathfinder Roleplaying Game Bestiary “Gorgon”)
  Tactics: Moo! Charge, breathe, charge, breathe, charge, etc.
  The chest is unlocked and contains a pile of gold (in reality a patch of 
  yellow mold covered in a permanent illusion), and potion bottle wrapped 
  with a note written on leather. The note is from the wizard.
  YELLOW MOLD 
   
  CR 6
  XP 2,400 (Pathfinder Roleplaying Game Core Rulebook, 
  
  300
  Quests of Doom: vampires & liches
  “Environments”)
  If disturbed, a 5-foot square of this mold bursts forth with 
  a cloud of poisonous spores. All within 10 feet of the mold 
  must make a DC 15 Fortitude save or take 1d3 points of 
  Constitution damage. Another DC 15 Fortitude save is 
  required once per round for the next 5 rounds, to avoid 
  taking 1d3 points of Constitution damage each round. A 
  successful Fortitude save ends this effect. Fire destroys yellow 
  mold, and sunlight renders it dormant.
  Above the chest is a moldering tapestry depicting an island nearby. 
  The island on the tapestry reveals the true location of the wizard’s tomb, 
  and was left here by mistake. If the ancient writing on the tapestry is 
  deciphered, requiring a DC 25 Linguistics check, the location of the 
  new island can be found by the following means: The new island is 
  known as the Island of the Ancients. If characters compare this map to 
  the zodiacal symbols found on the dolmen of the pierced stone along 
  the northern banks of the Isle of Eliphaz, they find that the hole in the 
  center of the disk there points directly to the island’s location. It lies 
  just off the shore of the Isle of Eliphaz, beneath the waves. See Area 
  D: Dolmen of the Pierced Stone for further details on raising the Isle 
  of The Ancients.
  Treasure: The bottle is marked “potion of stone-flesh, 1 dose,” but is in 
  reality a dose of extremely powerful acid. Anyone or anything onto which 
  this is poured takes 10d6 acid damage. The note reads:
  “Fools! You have failed in your grave-robbing ways to find my 
  tomb, for it is far away, and this is just a hoax. Now, you idiots 
  must decide which of your stony comrades you will save, for in 
  ten minutes, all of the statues will turn to dust. Go home and 
  become shopkeepers, for you are failures as grave robbers. Lick 
  your wounds and rejoice that I have allowed you live, for I could 
  have chosen not to do so.” 
   
  The note is signed, Athransma the Merciful.
  The coffin is made of common stone, and contains a skeleton holding a 
  wooden staff and adorned in fake jewelry. If an identify spell is cast upon 
  the robe he wears, it reveals itself as being a robe of the arch-magi. The 
  robe is actually a poisonous cloak. The only real piece of treasure is a fully 
  charged gem of seeing.
  D: Dolmen of the Pierced Stone
  This dolmen on the north shore of the island comprises several standing 
  stones carved with various arcane or zodiacal symbols, as well as symbols 
  easily recognized runes of both earth and water. A stone disk stands 
  balanced upon an altar of large stones. The center of the disk has a hole 
  in it approximately the size of a fist. A character that succeeds on a DC 25 
  Linguistics check reads the following passage.
  “Into the eye of the disk do place that which makes secret 
  things revealed, thus does the light then find Isle of The Ancients 
  divined.”
  Placing the gem of seeing into the hole in the center of the disk causes 
  a great beam of light to flare forth from the disk. The disk itself swivels 
  on its altar pointing a short distance into the ocean. The water begins to 
  boil as the beam strikes it, and the island of Eliphaz rumbles and shakes 
  beneath the player’s feet. After a few moments a second island rises from 
  the waves not far from the shore of the first island. The second island is 
  shrouded in a silvery mist as steam billows from the seawater. The gem 
  of seeing is completely consumed in the process of raising the Isle of the 
  Ancients.
  Isle of the Ancients
  This small island just off the coast of the Isle of Eliphaz is shrouded 
  in steaming mist generated from the Dolmen of the Pierced Stone. 
  Walking upon the island is treacherous as the entire island is concealed 
  as by an Enlarged fog cloud spell. Furthermore the footing is very 
  slippery from a rank-smelling muck of ankle deep silt, which has 
  coated the island during its years of submersion beneath the waves. 
  The island counts as difficult terrain, and movement across the island 
  is reduced to 1/4. Any character moving at a higher speed or jumping 
  must succeed on a DC 15 Acrobatics check or fall prone into the mud 
  and seaweed.
  Entrance to the Maze of Ancients 
  (CR 8)
  Two huge pillars carved with images weathered and covered in thick 
  barnacles dominate the entrance; whatever symbolism the carvers of these 
  pillars left behind has been lost to the ravages of the sea. Between the two 
  pillars sits a low shrine-like structure carved of the same materials as the 
  weathered pillars. A tight-fitting door sits in the center of the southern wall 
  of the shrine.
  When the characters clear away the muck and seaweed, they reveal a 
  finely crafted bronze door. Bright green with the patina of age and salt 
  water, the door is inscribed with an arcane mark which reads the following 
  passage if detect magic is cast:
  “So have you found the entrance to my tomb! Know that 
  through the Maze of Ancients you must pass. Be warned: their 
  evil is greater than my own. Tread here and breathe your last, for 
  Athransma the Merciful am I. Turn back thieves or surely die!”
  The door to the Maze of Ancients is trapped with a black tentacles 
  spell that triggers the moment the door is touched. An arcane lock spell 
  also seals the door. Casting knock on the door may open it, however it still 
  triggers the trap, which may only be disarmed by a high level rogue or 
  some form of dispel magic.
  BLACK TENTACLES TRAP  
  CR 8
  XP 4,800
  Type magic; Perception DC 29; Disable Device DC 29
   
  Trigger touch; Reset none
  Effect spell effect (black tentacles; CMB +10, 1d6+4 damage 
  per round for 5 rounds); multiple targets (all targets in a 20-ft. 
  radius spread)
  Once the PCs open the door, they see a stone staircase 
  descending hundreds of feet deep into the heart of the 
  island ending at Area M1.
  M1: Portal of the Ancients
  At the end of the hallway is the Portal of the Ancients. The Portal 
  of the Ancients is 30 feet tall by 20 feet wide and engraved with ancient 
  celestial holy symbols that some unknown hand scarred and desecrated 
  long ago. The engravings once featured law and celestial power being 
  brought to bear against the elemental chaos of a primeval world, forging 
  it and shaping it into a semblance of order. Casting detect magic reveals 
  a strong antimagic field within, possibly shielding against certain 
  transmutation spells.
  Writing upon the portal is in an ancient tongue, decipherable with 
  comprehend languages, or a DC 26 Linguistics check:
  
  301
  The isle of eliphaz
  1 square = 10 feet
  N
  
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  Quests of Doom: vampires & liches
  “So did they who came instruct in all manner of goodness 
  and power over chaos, thus here did we build for them a 
  remembrance of what was left behind, eternally restful by device. 
  Thus through this door may those with wisdom glean their sage 
  advice. Bringers of chaos and hatred enter not into their sacred 
  womb for thus trapped forever find their doom. Those who bring 
  with them nature’s gift, welcome be and not bereft for close you 
  are to a power true, within Letek’re stones lies the answer sought 
  by you. Only one with true balance may complete the task, setting 
  the bound god upon the path of natural order at last.”
  2. The Trapezoidal  
  Conflagration (CR 11)
  This room is filled with 10 doors, three of which lead into the maze 
  itself, one that leads to the bottomless bowels of the mountain, and the 
  other 6 doors being false doors that are actually part of the wall. Searching 
  for which doors lead out into the maze and which doors lead nowhere or 
  do nothing at all should be an interesting challenge for the players.
  A Perception check is required for each of the six doors. A successful 
  DC 30 Perception check reveals that two of the doors, door C and door D 
  are false doors, merely carved into the stone to look like regular doorways.
  A: Door of the Narrow Path
  SPEAR TRAP 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect Atk +12 ranged (1d8/x3 crit, rang 200 ft.)
  B: False Door.
  The door is locked (DC 20 Disable Device), but when opened reveals 
  only a stone wall.
  C: Door of the Far Path
  Trapped but not locked, this door allows passage into the maze.
  HAIL OF POISONED NEEDLES TRAP  
  CR 5
  XP 1,600
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset none
  Effect Atk +20 ranged (1d4 plus bloodroot poison)
  D: False Door
  The door is locked (DC 20 Disable Device), but when opened reveals 
  only a stone wall.
  E: Door of the Dark Path
  Trapped and locked (DC 20 Disable Device), when opened, a stone 
  wall is revealed and the floor section immediately in front of the door tilts, 
  casting the opener into the trackless void from which there is no escape.
  TILTING FLOOR TRAP 
   
  CR 10
  XP 9,600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect tilting floor (DC 15 Reflex avoids); Note: Failing the 
  saving throw means the character has been cast into the 
  trackless void beneath the Maze of Ancients.
  F: Door of the Den
  An arcane lock protects this door; when opened, it releases the barghests 
  from Area 6: Den of the Barghests.
  3. The Maze of the Ancients.
  The stone pathway is ten feet wide. It is all that exists between the 
  characters and oblivion. In the near darkness they can see other parts of 
  the path about 10 ft. away in several different directions.
  The magical effect of the Ancients prevents magical flying and levitating 
  or air walking effects to merely cross directly through the maze, anyone 
  attempting such an action find that their spell has failed. The chasm below 
  the pathway is effectively bottomless. Of course fast thinking, ropes, 
  bungee jumping off the side and catching a falling comrade are interesting 
  game possibilities.
  4: Pillar of the Ancients
  Here, seemingly suspended in the air within a pillar of pure light energy, 
  is a wizened and hairless figure sitting in the crouched lotus position. His 
  four fingertips are pressed together in a contemplative state, and beautiful 
  wings like mother of pearl are folded behind him. There is a strong aura 
  of good and justice emanating from the glowing image though it does not 
  move or even breathe. The ancient winged figure is dressed in a simple 
  robe and his oversized eyes are closed. At the base of the pillar of energy 
  the PCs note strange writing of an unknown language glowing along the 
  side of a metallic disk upon which the Ancient sits.
  The language upon the base of the pillar is Druidic, therefore it is quite 
  possible that it is unknown to many of the PCs and would require a DC 30 
  Linguistics check to uncover its true meaning without a druid present. The 
  words upon the pillar read:
  Maze of the Ancients
  This area below the Isle of Ancients is the lair of several intellect 
  devourers and the tomb of Athransma the Lich. The Maze of 
  Ancients is so named for the bodies of ancient outsiders, encased 
  in pillars of pure energy.
  Maze Features
  The maze itself comprises an area of 10-foot wide pathways 
  that twist over a deep chasm which apparently falls off to 
  nothingness. An additional magic field, functioning regardless of 
  the stasis of the antimagic field — one in place due to the presence 
  of the Ancients — renders all magical levitation, flying, dimension 
  door, or teleport ineffective. Wings of flying, boots of levitation, 
  and spells such as wind walk do not work normally within the 
  maze. The spells work normally on the pathway itself, however 
  they do not work to move across path from one section of maze to 
  the next. This field is only in effect on the actual path itself, and 
  does not impede magic in any of the various chambers located 
  within the maze unless otherwise noted. Should all the Ancients 
  be either destroyed or released, should Eliphaz be released from 
  his confinement, or should all three Letek’re stones be brought 
  together, this effect is eliminated. Individuals falling off of the side 
  of the maze must succeed on a DC 20 Reflex check to catch the 
  edge of the pathway. Should the character fall beyond 100 feet 
  without being rescued somehow, they are effectively dead.
  Locked Stone Doors: Hardness 10; hp 60; Break DC 28, 
  Disable Device DC 25. Unless otherwise noted all of the doors in 
  the maze of the Ancients are locked stone.
  
  303
  The isle of eliphaz
  “Guardians here for eternity our sacrifice keeps primal beast 
  beneath, trapped here with us by our leave. So disks of stone in 
  Nature’s hand thus with a sense of balance stand. Force of will 
  upon a knotted brow rebukes the mountain god for once and all.”
  The two remaining pillars of the Ancients cannot be moved by any 
  force, or entered without a complex ritual that involves dampening the 
  energy field that is generated around them using the pedestals in Area 9.
  A druid channeling elemental energy through the Pillar of Ancients 
  using that pillar’s corresponding Letek’re stone generates the following 
  effect: The pillar fills the Ancient with energy as the pillar itself dissipates, 
  releasing the astral deva from his self-imposed slumber. Dissolving 
  the pillar of light has the secondary effect of breaking one of the two 
  remaining seals that bind Eliphaz beneath the main islands volcanic cone.
  Ancient (Astral Deva)
  The Deva greets the PCs addressing the druid of the group.
  “Ten thousand of your years have we bound ourselves to this 
  place. In doing, we bound the one called Eliphaz to the island of 
  his name. Great was his power for destruction, and hatred did 
  he have for all manner of green life, and the life which bleeds 
  precious red blood, for his is a heart of burning fire, and a mind 
  of wrath. Sad am I that one of the three has been lost to this place. 
  For now, with only two who remain, sworn to defend your world 
  against the elemental. I fear we are not strong enough to save 
  precious mortal lives from his burning vengeance. Unless…”
  The deva suggests that within the bound crater of Eliphaz the elemental 
  belt lies hidden. If the other Ancient is freed from the Pillar of the Ancient, 
  the deva acts as a diversion allowing the PCs time to slip within the mouth 
  of the volcano and grab the elemental belt, allowing them one chance to 
  send Eliphaz to rest forever. Should the PCs agree to this course of action, 
  the deva summons his mace to his hand and vanishes to stand watch over 
  the rim of the crater waiting for Eliphaz to rise.
  5. Pillar of the Ancient
  As with Area 4, this Ancient is also in a state of meditation within the 
  pillar of light that is so deep no mortal power, not even a wish spell can 
  remove them from it. An aura of good and law exudes from the pillar in 
  a 40-ft. radius that causes individuals of chaotic and or evil alignments 
  to become uncomfortable. Athransma appears immune to this effect. The 
  light from the pillar is as bright as daylight in a 20-ft. radius from the 
  pillar itself.
  Ancient (Astral Deva)
  The Druidic writing on the around the base of this disk reads:
  “When angels again absorb their light, the slumbering one 
  shall rise. Turned from nature in his wrath did the fiery god 
  despise every living thing upon which he set his burning eyes: 
  A word of pause to nature’s servants who would bring down the 
  pillars of light, our strength was not enough before to win that 
  brutal fight. Is your faith in earth now great enough to set the 
  balance right?’
  Note: A druid, and only a druid, using the correct Letek’re stone may 
  dissolve the power of the pillar of light. If this deva is the first one freed, 
  use the description in Area 4. If this deva is the second one freed by the 
  players, the pillar of light dissipates as before, filling the Ancient with 
  light and recharging his powers. It looks to the PCs and says:
  “We must hurry to my ally’s aid. The beast rouses from 
  slumber, and the elemental belt must be gained. We shall hold it 
  away from you as long as we can.”
  It then summons its mace to its hand and teleports to the rim of the 
  volcano as a rumble shakes the Maze of Ancients. See Final Confrontation 
  section for information on how to run the end of this adventure.
  6: Barghest Lair (CR 11)
  This chamber was once a place of divine meditation within the presence 
  of the Ancients. Held here in temporal stasis are 10 barghests. When door 
  F in Area 2: The Trapezoidal Conflagration is opened, they are released 
  from their rest and allowing them to hunt freely within the maze. If this 
  door is opened first, these beasts are also released, confronting the PCs 
  with a pack of dangerous, snarling beasts. This chamber once held the 
  desecrated Letek’re stone, and was plundered by Tlip Lopodi and his 
  intellect devourers.
  BARGHESTS (10)  
  CR 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary “Barghest”)
  7: Shrine of the Ancients (CR 5)
  This sacred shrine of the Ancients can only be reached by somehow 
  crossing the 10 foot wide abyss from the pathway to the Shrine. Players 
  are likely to invent any number of ingenious methods by which their 
  characters can cross the gap. They may simply leap across—requiring an 
  Acrobatics check that carries them at least 10 feet — or attempt some 
  other means of passage. Only Small characters are light enough to try to 
  walking or shimmying across a pole, as poles are not strong enough to 
  carry the weight of larger characters. If a daring Small character attempts 
  walk across a pole, they must succeed on a DC 20 Acrobatics check; 
  shimmying across requires only a DC 5 Strength check. Remember that 
  flying, levitation, and other magical means of defying gravity do not work 
  within the Maze.
  The door to the shrine of the Ancients is trapped with a falling floor 
  stones trap.
  FALLING FLOOR STONES TRAP 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 25; Disable Device DC 17
   
  Trigger location; Reset none
  Effect stones drop out of the floor (Reflex Save (DC 15); 
  multiple targets (all targets in the room)
  Note: Characters that fail the Reflex save, who are not tied 
  to another character or have taken some other similar 
  action, are dead if they fall into the void. When the trap is 
  triggered the floor stones begin to fall away from the floor in 
  a spiral pattern from the center of the 10-foot square in front 
  of the door.
  The Shrine of the Ancients, as it was once known, lies behind a door of 
  solid stone. A Heightened lawful good forbiddance spell wards the door, 
  and characters must succeed on a DC 25 Will save or be unable to enter 
  the chamber by any means. The door pushes easily aside to anyone of 
  lawful good alignment.
  
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  Quests of Doom: vampires & liches
  Within the shrine are carvings of a great battle between angelic beings 
  and a gargantuan elemental of stone and fire. The carvings tell the tale 
  of a titanic struggle. The three angelic beings are depicted hurling the 
  elemental into the midst of a small island, creating a massive crater. There 
  the angelic beings set to binding the creatures’ arms and feet with chains 
  forged from the elements of air and water.
  Floating in the center of the room within a shaft of light is a small disk 
  of purest milky jade, with a hole pierced in its center. Very fine writing in 
  the druidic tongue translates exactly to what is written upon the base of 
  the pillar of light in Area 5.
  Treasure: Letek’re (LA ‘Teck ‘Ray) stone. See the New Magic Item at 
  the end of this adventure for details.
  8: Corrupted Pillar of the Ancients
  This light pillar is of a less peaceful and more menacing hue than the 
  others, and there is no Ancient within the light that is present. The runes 
  that would be in the stone below have been desecrated.
  9: Laboratory of the Lich
  In the center of the maze is this odd wedge-shaped construction that 
  appears to be crafted completely from an otherworldly greenish metallic 
  substance. The circular doorway is completely crafted from metal and 
  appears to pulse as you approach. Symbols similar to others found 
  throughout the Monastery and Mausoleum complex adorn the door in a 
  swirling pattern. The door is held with an arcane lock (CL 20th). Within 
  the metallic looking building is a single room that seemed to once have 
  been a place of meditation and enrichment for the Ancients that was 
  stripped and desecrated and is now the laboratory of Athransma. Bubbling 
  cauldrons and beakers line the walls of the chamber. Three curious 
  pedestals, pulsing with an unholy arcane light, stand near the back of the 
  triangular room.
  Two of the three curiously carved pedestals are empty. The third 
  contains a small disk seemingly carved of jade about a hands-breadth 
  across which floats and gives off a malignant aura. This is one of the 
  three Letek’re stones, one that has been cursed and warped by the foul 
  magic of Athransma. In using of this stone, Athransma was able to force 
  movement from the god of the island. This resulted in the destruction of 
  the third pillar of light and the death of the Ancient contained therein. 
  With these dark pedestals and the Letek’re stones, Athransma believes he 
  can actually rouse the god of the island from his slumber. If he succeeds, 
  he plans to use the great elemental as a weapon with which to conquer 
  the world. From there, his goals include placing himself in a position 
  to challenge the gods themselves and join the ranks of the deities. His 
  problem thus far has been the presence of the Ancients themselves, and 
  the divine warding over Area 7, which forbids him entrance into the 
  chamber which contains the last two stones. He has found the language 
  of this Letek’re stone undecipherable even with his magic, not knowing 
  that it is in the lost script of the druids. In his arrogance, Athransma 
  never bothered to study this simple language of the humble servants of 
  nature.
  Treasure: Tainted Letek’re stone worth 2,000 gp due to its impurity, 
  6 vials of alchemist fire, 2 potions of gaseous form (CL 5th), 2 potions 
  invisibility (CL 5th), 2 vials of poison, detect as cure serious wounds (CL 
  5th)
  10: Lair of the Intellect Devourers 
  (CR 13)
  A curious looking door made of solid stone of an unknown origin stands 
  at the end of this section of the Maze.
  Behind this locked stone portal is an odd shaped chamber that appears 
  to be only twenty feet deep and thirty feet wide at its widest segment, but 
  is in actuality double that size due to dimensional warping of space. The 
  room is adorned with strange iconography of an almost alien design as 
  well as four high backed chairs surrounding a swirling pool of brackish 
  liquid.
  Tlip Lopodi and three of his kin are servants of Athransma who have 
  joined in the curious research of the Ancients. It is seldom that their kind 
  are allowed such close scrutiny of celestial powers, the intellect devourers 
  eagerly absorb any knowledge they can for use against these powers of 
  good.
  TLIP LOPODI 
   
  CR 10
  XP 9,600
  Male intellect devourer wizard 3 (Pathfinder Roleplaying 
  Game “Intellect Devourer”)
  CE Small aberration
  Init +10; Senses blindsight 60 ft., darkvision 60 ft., detect 
  magic; Perception +24
   
  AC 23, touch 18, flat-footed 16 (+6 Dex, +1 dodge, +5 
  natural, +1 size)
  hp 115 (8d8+40 plus 3d6+15 plus 14)
  Fort +8; Ref +9; Will +16
  DR 10/adamantine and magic; Immune fire, mind-affecting 
  effects; Resist cold 20, electricity 20, sonic 20; SR 23
  Weaknesses vulnerable to protection from evil
   
  Speed 40 ft.
  Melee 4 claws +14 (1d4+1)
  Special Attacks body thief, sneak attack +3d6, hand of the 
  apprentice 7/day (ranged touch +11)
  Spell-Like Abilities (CL 8th; melee touch +9):
  Constant—detect magic
  At will—confusion (DC 17, single target only), daze monster 
  (DC 15, no HD limit), inflict serious wounds (DC 16), invisibility, 
  reduce size (as reduce person but self only)
  3/day—cure moderate wounds, globe of invulnerability
  Spells Prepared (CL 3rd; melee touch +9, ranged touch +14):
  2nd—darkness, fog cloud
  1st—magic missile, ray of enfeeblement (DC 15), shocking 
  grasp
  0 (at will)—acid splash, daze (DC 14), flare (DC 14), mage 
  hand
  Specialist School Universalist
   
  Str 12, Dex 23, Con 21, Int 19, Wis 21 (17), Cha 17
  Base Atk +7; CMB +7; CMD 24 (28 vs. trip)
  Feats Combat Casting, Dodge, Improved Initiative, Iron Will, 
  Scribe Scroll, Toughness, Weapon Finesse
  Skills Acrobatics +10 (+14 jump), Bluff +19, Disguise +11, 
  Escape Artist +10, Intimidate +10, Knowledge (arcana) 
  +11, Knowledge (dungeoneering) +11, Knowledge (local) 
  +15, Knowledge (nature) +11, Knowledge (planes) +11, 
  Perception +24, Sense Motive +13, Spellcraft +11, Stealth 
  +29, Use Magic Device +11; Racial Modifiers +8 Bluff, +8 
  Perception, +8 Stealth
  Languages Undercommon (cannot speak); telepathy 100 ft.
  SQ arcane bond (object [amulet] [1/day])
  Gear arcane bond amulet, headband of inspired 
  wisdom +4
   
  Body Thief (Su) As a full-round action that provokes an 
  attack of opportunity, an intellect devourer can reduce its 
  size, crawl into the mouth of a helpless or dead creature, 
  and burrow into the victim’s skull to devour its brain. This 
  is a coup de grace attempt that inflicts 8d4+3d6+8 points 
  of damage. If the victim is slain (or already dead), the 
  intellect devourer usurps control of the body and may use 
  it as its own, as if it controlled the target via a dominate 
  
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  The isle of eliphaz
  monster spell. The intellect devourer has full access to 
  all of the host’s defensive and offensive abilities save for 
  spellcasting and spell-like abilities (although the intellect 
  devourer can still use its own spell-like abilities). A host 
  body may not have been dead for longer than 1 day for 
  this ability to function, and even successfully inhabited 
  bodies decay to uselessness in 7 days (unless this time 
  is extended via gentle repose). As long as the intellect 
  devourer occupies the body, it knows (and can speak) 
  the languages known by the victim and basic information 
  about the victim’s identity and personality, yet has none 
  of the victim’s specific memories or knowledge. Damage 
  done to a host body does not harm the intellect devourer, 
  and if the host body is slain, the intellect devourer emerges 
  and is dazed for 1 round. Raise dead cannot restore a 
  victim of body theft, but resurrection or more powerful 
  magic can.
  Vulnerable to Protection from Evil (Ex) An intellect devourer 
  is treated as a summoned creature for the purpose of 
  determining how it is affected by a protection from evil spell.
  INTELLECT DEVOURERS (3) 
   
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary “Intellect 
  Devourer”)
  Tactics: The intellect devourers spy on the PCs through their scrying 
  pool. As PCs approach the door to their lair, they spring their trap. They 
  first use invisibility to move from their chamber to face the PCs from 
  the front and the rear; they aim their daze monster and confusion so that 
  PCs are caught in the wash of their multiple mind-numbing force. As the 
  PCs reel from the mental attack, the intellect devourers’ use daze monster 
  again, seeking to catch everyone who survived the first blast. Two of 
  the intellect devourers then use invisibility to move next to PCs who are 
  farthest from the rest of the group and begin attempting sneak attacks.
  Treasure: Amongst the silks and lacquered boxes of the intellect 
  devourers’ chamber are three metal coffers containing the following 
  potions; potion of cure serious wounds (CL 6th), potion of enlarge (CL 
  5th), the 6 lacquered boxes are worth 200 gp each. Hanging silks of 
  exquisite craftsmanship are valued at 200 gp each.
  11: Tomb of Athransma (CR 21)
  The PCs can only open these adamantine doors with the key that is 
  found in magical box from Area C3. Casting detect magic upon the door 
  reveals these words scribed with arcane mark.
  “Fools you are to have come this far. Know thou that you have 
  been warned Athransma’s mercy goes only so far. Enter and be 
  destroyed says the cat to the mouse when he has tired of his toys.”
  Beyond the huge adamantine doors lies a chamber of opulence and 
  rot. The dust of centuries clings to what must have once been finely 
  crafted hangings of crushed velvet. The floor is inlaid with a summoner’s 
  pentagram exquisitely set with silver and platinum. Paintings with images 
  long since worn away lie in piles with urns of gems and precious coins 
  from antiquity, all finely covered in a film of dust. A large stone dais stands 
  in the center of the chamber dominating the room, its stone slab swirling 
  with arcane markings over every inch. There standing in his glorious rot 
  with a bejeweled crown upon his skull is the face of evil personified: the 
  lich Athransma. A black fire glows from the empty sockets of his eyes as 
  he grasps his staff tightly in his right hand and an opened book in his left. 
  Athransma’s grating voice is filled with a millennium of dust from the 
  grave as he hisses his incantations, interwoven with taunts against the PCs 
  for disturbing his tomb.
  “Now grave robbers, there is this question. Do I slay you now 
  and be forever done with you and your meddling, or do I respect 
  such power for having survived thus far and send you on a task 
  for me, sparing your lives in return? Merciful it is said I be, so a 
  merciful fate I offer. In your quest to plunder my tomb, I offer a 
  chance for you now to choose you own doom!”
  If the PCs answer that they wish to be spared, Athransma directs them 
  to Area 7, hoping that the PCs find a way where powerful liches and 
  intellect devourers have failed, or are destroyed in the effort — which 
  would suit Athransma just fine.
  ATHRANSMA 
   
  CR 21
  XP 409,600
  Male human lich wizard 20 (Pathfinder Roleplaying Game 
  Bestiary “Lich”)
  CE Medium undead (augmented humanoid, human)
  Init +1; Senses darkvision 60 ft.; Perception +34
  Aura fear aura (DC 22)
   
  AC 27, touch 16, flat-footed 26 (+6 armor, +1 Dex, +3 
  deflection, +5 natural)
  hp 152 (20d6+40 plus 40)
  Fort +13; Ref +12; Will +20; +4 vs. channeled energy
  Defensive Abilities channel resistance +4, rejuvenation; 
  DR 15/bludgeoning and magic; Immune cold, electricity, 
  polymorph, undead traits; Resist fire 10
   
  Speed 30 ft.
  Melee staff of power +12/+7 (1d6+2), or touch +10 (1d8+10 
  plus paralysis; DC 22)
  Ranged mwk light crossbow +12/+7 (1d8/19–20)
  
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  Quests of Doom: vampires & liches
  Special Attacks metamagic mastery (7/day), paralyzing 
  touch, hand of the apprentice 9/day (ranged touch +16)
  Spells Prepared (CL 20th; melee touch +10, ranged touch 
  +11):
  9th—imprisonment (DC 25), power word kill (x2), wail of the 
  banshee (DC 25)
  8th—horrid wilting (DC 24), incendiary cloud (DC 24), power 
  word stun, trap the soul (DC 24)
  7th—finger of death (DC 23), forcecage (DC 23), greater 
  teleport, spell turning
  6th—antimagic field, chain lightning (x2) (DC 22), circle of 
  death (DC 22), mass suggestion (DC 22)
  5th—cone of cold (x2) (DC 21), dominate person (x2) (DC 
  21), wall of stone (DC 21)
  4th—beast shape II, enervation (x2), fire shield, ice storm
  3rd—blink, fly, hold person (DC 19), lightning bolt (DC 19), 
  magic circle against good
  2nd—blindness/deafness (x2) (DC 18), darkness, resist 
  energy, web (x2) (DC 18)
  1st—burning hands (x2) (DC 17), magic missile (x2), ray of 
  enfeeblement (DC 17), shocking grasp
  0 (at will)—dancing lights, daze (DC 16), flare (DC 16), 
  resistance
  Specialist School Universalist
   
  Str 11, Dex 12, Con —, Int 23, Wis 16, Cha 14
  Base Atk +10; CMB +10; CMD 26
  Feats Brew Potion, Combat Casting, Craft Rod, Craft Wand, 
  Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend 
  Spell, Leadership, Maximize Spell, Quicken Spell, Scribe 
  Scroll, Silent Spell, Spell Mastery (finger of death, greater 
  dispel magic, incendiary cloud, lightning bolt, magic missile, 
  power word kill), Still Spell, Toughness
  Skills Craft (alchemy) +29, Fly +24, Intimidate +25, 
  Knowledge (arcana) +29, Perception +34, Profession 
  (herbalist) +26, Sense Motive +34, Spellcraft +29, Stealth +32; 
  Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
  SQ arcane bond (object [staff of power] [1/day])
  Combat Gear rod of absorption (50 spell levels), scroll of 
  planar binding, shapechange, maze, 2 scrolls of teleport, 
  staff of power, wand of fireball (22 charges); Other Gear 
  staff of power (32 charges), masterwork light crossbow, 20 
  masterwork crossbow bolts, bracers of armor +6, cloak of 
  resistance +3, ring of minor fire resistance, ring of protection 
  +3, belt pouch, 3 black pearls (500 gp ea.), 400 gp
  Spellbook: 0—all; 1st—burning hands, cause fear, chill 
  touch, comprehend languages, feather fall, mage armor, 
  magic missile, ray of enfeeblement, shocking grasp, true 
  strike; 2nd—arcane lock, blindness/deafness, darkness, 
  knock, resist energy, web; 3rd—blink, fly, haste, hold person, 
  lightning bolt, magic circle against good; 4th—beast shape 
  II, dimension door, elemental body I, enervation, fire shield, 
  ice storm; 5th—cloudkill, cone of cold, dominate person, 
  dream, wall of stone; 6th—antimagic field, chain lightning, 
  circle of death, greater dispel magic, mass suggestion; 
  7th—control undead, finger of death, forcecage, greater 
  teleport, power word blind, spell turning; 8th—horrid wilting, 
  incendiary cloud, power word stun, symbol of death, trap 
  the soul; 9th—imprisonment, meteor swarm, power word kill, 
  wail of the banshee
  Tactics: Athransma begins combat by casting greater dispelling on the 
  PCs. On subsequent rounds he uses blink, followed by chain lightning on 
  the PCs, targeting either a cleric or mage for the first blast. The following 
  round he attempts to force cage on fighters who threaten him followed by 
  horrid wilting centered on the most characters he can catch within its area 
  of effect. The following round he casts spell turning on himself followed 
  by wail of the banshee. Next he uses mass suggestion, attempting to force 
  the PCs to drop their weapons and raise their hands as he uses power word 
  kill on survivors. If Athransma is notified ahead of time of a hostile threat, 
  he has already put up spell turning and blink. Against stronger opponents 
  he starts with the wail of the banshee, and chain lightning, followed by 
  incendiary cloud and horrid wilting.
  Athransma has found through his research with his assistant Tholka Khet 
  and the otherworldly knowledge possessed of their ally Tlip Lopodi and his 
  intellect devourer cohorts that it was the Ancients who bound the mighty 
  Eliphaz within the volcano. It is these same Ancients whose inanimate forms 
  keep Eliphaz deep in his slumber through some unknown combination 
  of arcane and divine power. The great mage Athransma made it his goal 
  during his lifetime to uncover the secrets of the Ancients, knowing that to 
  possess the power to bind a primeval god unmoving for ten thousand years 
  is true power. When age began to wear upon Athransma prepared the proper 
  phylacteries and performed the powerful rituals, transforming into a mighty 
  lich. Now, with an unlimited lifespan to work with he could continue his 
  research of the Ancients and attempt to rouse Eliphaz from his slumber. 
  Failing this Athransma seeks to twist to his will the Ancients, a pair of astral 
  devas locked for an eternity within the pillars of light.
  Treasure: 3,400 pp, 2,500 gp in gems, three golden ewers (200 gp 
  each). Several old spell books of Athransma are on a bookshelf along the 
  back wall containing all of Athransma’s 1st- through 5th-level spells, a 
  Letek’re stone bearing the same script as the base of the pillar in Area 
  4, a scroll detailing the ritual for raising Eliphaz, which mentions the 
  elemental belt.
  His high level spellbooks are hidden within a secret chest which 
  requires the use of legend lore, or some other such divination spell to 
  uncover the magic words to recover these books. The chest is trapped 
  with a Heightened bestow curse which triggers automatically upon the 
  touch of anyone but Athransma. Every page of his high-level spell books 
  is covered in illusory script to baffle those thieves who would delve the 
  depths of his knowledge.
  HEIGHTENED BESTOW CURSE TRAP  
  CR 10
  XP 9,600
  Type magic; Perception DC 34; Disable Device DC 34
   
  Trigger touch; Reset none
  Effect spell effect (Heightened bestow curse [9th-level]; –6 
  Charisma; DC 23 Will resists); Note: A failed Will save results in 
  the victim suffering boils on his face and body spell out the 
  words: “I am a thief. I stole from the Mighty Athransma!”
  Final Confrontations (CR 17+)
  The following section details the possible ramifications of freeing 
  Eliphaz from his slumber, or dirty dealings with Athransma.
  The PCs Slay Athransma, and free Eliphaz
  In this scenario, the PCs, having defeated Athransma, use the Letek’re 
  stones and rituals described in Athransma’s personal effects to raise 
  Eliphaz from his prison in the dead volcanic cone. Eliphaz goes into a 
  rage, attacking the PCs with every power and weapon at his disposal. It 
  should be noted that using the Letek’re stones in this manner destroys the 
  Ancients forever.
  PCs Free the Ancients
  After the second Ancient is freed from his pillar of light the maze of 
  Ancients begins to rock and sway with the shocks of an earthquake. Every 
  round the PCs remain within the Maze of Ancients, they must succeed on 
  a cumulative Reflex save (starting at DC 10, +1 per round spent within the 
  maze). If the Reflex save rolled is a natural 1, the individual must succeed 
  on a second Reflex save (DC 15, +1 per round spent within the maze) 
  or fall over the side. Success on the second roll means they have caught 
  hold of the edge of the maze. Failure means they fall down the chasm to 
  their doom. Players entering any chamber of the Maze may use teleport or 
  
  307
  The isle of eliphaz
  dimension door to escape the Maze.
  Upon escaping the maze the PCs are greeted by the sight of a great 
  rumbling from the volcano upon the Isle of Eliphaz. The Ancients appear 
  within a moment before the PCs, warning them that the slumbering one is 
  awakening. The Ancients reiterate their plan if the PCs are still reluctant to 
  stop Athransma and Eliphaz. The Ancients intend to do their best to draw 
  off Eliphaz, however the PCs must enter the Elemental’s bed of stone as 
  soon as he rises and seize the elemental belt. With the elemental belt, a 
  druid may find it possible to command the elemental to rejoin the earth 
  forever.
  The devas offer to fly the characters over to the island of Eliphaz, 
  setting down near the volcano’s edge but can only move two players at 
  a time. Ten rounds after the PCs exit the Maze of Ancients the top of the 
  volcano collapses. A huge being made of stone rippling with waves of heat 
  rises from the center of the volcanic crater where the tower once stood. 
  Over 25 feet tall and armed with a greatsword glowing hot in his massive 
  fists, Eliphaz roars with rage and exultation at being freed after all these 
  thousands of years. Eliphaz waves his hand and summons a Huge fire 
  elemental, a Huge earth elemental, and an efreeti to guard his resting 
  place. With a rumble that seems as if it could rip the world asunder, the 
  mighty god Eliphaz steps from the crater, his lava-like, glowing eyes 
  seeking the devas. He speaks, his voice a roar like a lava flow:
  “Arisen from my prison in the earth Eliphaz shall slake his 
  thirst, destruction to things green with sap and red with blood, 
  for they do not respect the living stone, and seek to shape it as 
  their own. Eliphaz shall teach them of their insolence!”
  Eliphaz moves quickly to do battle with the astral devas, ignoring the 
  PCs unless he is attacked and takes damage from one of them, at which 
  time he unleashes his fury upon the pathetic mortal offenders.
  ELIPHAZ  
  CR 17
  XP 102,400
  hp 270 (See New Monsters at the end of this adventure for details)
  Within the crater where the tower once stood is an island surrounded 
  by a 20-foot wide ring of lava. Three great ward stones lie broken at 
  the bottom where the elemental’s hands and feet were bound. Upon an 
  outcropping of rock is a wide belt fashioned out of rare stone. Eliphaz 
  uses his summoning abilities to summon guardians for the elemental belt. 
  All three fight as a team and must be overcome before elemental belt can 
  be won. See the New Magic Item at the end of this adventure  for details.
  Written upon the stone where elemental belt sits is are the following 
  words written in the Druidic Tongue:
  “Servant of Nature Blessed Be through earthly magic set we 
  free, in turn to do the celestial task. Let the elemental belt set thee 
  on the path for from the earth’s great fire he comes at last with 
  Primal Fury and Volcanic Blast, perform the task lest ye sojourn 
  and bind forever the Elemental in his otherworldly home. Speak 
  the words written here:
  Eliphaz return to that place of fire from whence you came! Your 
  ties to this world are torn asunder! Let the earth open up and 
  swallow you under!
  Say three times with a commanding voice; he must obey and 
  has no choice.”
  Only a druid can use the elemental belt to command Eliphaz to return to 
  his home plane, never to bother this world again. The druid must succeed 
  on a DC 20 concentration check and spend one round chanting the above 
  incantation. Eliphaz, of course, attempts to disrupt the druid from her task 
  if he is able. At this point, if the astral devas are still alive, they do their 
  best to distract him as he turns to rush against the one calling the words 
  to send him home.
  Once the druid has managed to shout the incantation three times, the 
  earth beneath Eliphaz opens in a fiery abyss. The great elemental god 
  screams in rage and is swallowed whole in a great flash of light.
  The PCs Return the Letek’re 
  stones to Athransma:
  Should the PCs return to Athransma with the Letek’re stone from Area 
  7: The Shrine of the Ancients, Athransma cackles with glee shouting:
  “At last I have them! Now the pillars of the Ancients fall and 
  Eliphaz shall rise again and the world will see Athransma’s true 
  mercy! Thank you fools. Take whatever you desire from this 
  treasure trove, for the treasure I now possess is greater than any 
  shining gold or twinkling of gems.”
  Athransma quickly attempts to depart the chamber via dimension 
  door, heading to Area 9. As a parting shot he unleashes a chain lightning 
  spell centered on the toughest looking player character. Once within 
  his laboratory, he begins the ritual to bring down the pillars of light and 
  destroy the Ancients, taking control of Eliphaz as his personal slave. The 
  ritual takes 10 rounds to complete, and he cannot be interrupted in this 
  time or the ritual fails. If the ritual fails, the Ancients are destroyed and 
  Eliphaz is freed, but Athransma has no control over him. Eliphaz now 
  seeks to destroy him. At the end of the 10 rounds, the roof of Area 9 
  disappears. The entire room experiences a plane shift; it is now hovering 
  over the volcano as Eliphaz rises from his slumber, completely under the 
  command of Athransma.
  Note: When all three Letek’re stones are placed on their special altars 
  within the laboratory of Athransma, the laboratory gains the abilities of a 
  carpet of flying with the following abilities: Size 15 ft. by 15 ft.; Capacity 
  24,00 lbs.; Speed 80 ft. Only Athransma knows the command words to 
  make his laboratory fly successfully.
  All is not Lost
  Should this unfortunate series of events take place, remember that the 
  players may still have the box from Area C3. Simply getting back to the 
  larger island and turning the key causes the floating laboratory to crash 
  50 feet to the ground leaving Athransma with only his undead powers to 
  protect him. Of course there is still Eliphaz to deal with, however without 
  the magic of the Letek’re stones to control him he soon sees Athransma 
  as the villain. Eliphaz waits until the PCs have destroyed the lich. Eliphaz 
  thanks them for his freedom and offers them the elemental belt as a 
  token of his respect, quickly departing the world for his true home on a 
  demiplane of fire and earth. He never returns.
  
  308
  Quests of Doom: vampires & liches
  New Magic Items
  Elemental Belt (Artifact)
  Aura strong universal; CL 20th
  Slot belt; Weight 2 lbs.
   
  DESCRIPTION
  The elemental belt consists of four very thin plates of jade, 
  malachite, bloodstone and obsidian attached to a wide 
  belt made from various animal pelts. These fine stone plates 
  are ornately carved with symbols of the four elements of 
  Fire, Earth, Water, and Wind.When worn by a druid, the 
  elemental belt grants the following benefits:
  • A +4 enhancement bonus to Strength, a +4 
  enhancement bonus to Wisdom, and a +3 deflection bonus 
  to AC.
  • Fire resistance 15.
  • The ability to cast stoneskin once per day.
  • The elemental belt allows the user to command any 
  elemental of up to Huge size once per day. The targeted 
  elemental must succeed on a DC 20 Will save or come 
  under the complete control of the druid for up to 24 hours or 
  until dismissed by the druid. This power includes elementals 
  summoned by others, which the druid can turn upon their 
  master.
  While wearing this belt, the druid may use any of their 
  spells while in animal form as if he possessed the Natural 
  Spell feat.
   
  DESTRUCTION
  The belt can be destroyed if heated in a gas-fed forge 
  and beaten by an adamantine hammer upon a cold iron 
  anvil by an iron golem.
  Letek’re Stone
  The Letek’re stones are made from a single piece of a solid jade-like 
  stone that is impossible to break. They were carved in ancient times by the 
  first Great Druid and tell the story of the traditional druidic creation epic. 
  Their value as works of art is well over 5,000 gp each. The magic within 
  the Letek’re stones is subsumed as soon as either the Ancients are freed, 
  or Eliphaz is deposed.
  New Monster: Eliphaz
  This massive elemental appears as a nearly perfect humanoid specimen 
  made completely of semi molten stone. Waves of heat pour off of its rocky 
  skin. As it moves cracks appear revealing spider-webs of glowing lava 
  across its surface. It wields within its great fists of stone a greatsword of 
  red glowing iron which its swings with deadly ferocity.
  ELIPHAZ  
  CR 17
  XP 102,400
  CN Gargantuan outsider (earth, elemental, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +29
  Aura heat (30 ft., 1d8 fire, DC 28 Fortitude save resists)
   
  AC 30, touch 9, flat-footed 27 (+3 Dex, +21 natural, –4 size)
  hp 270 (20d10+160)
  Fort +14; Ref +15; Will +18
  Defensive Abilities melt weapons; DR 20/magic; Immune 
  elemental traits, fire; Resist type amount; SR 20
   
  Speed 40 ft.
  Melee greatsword +28/+23/+18/+12 (6d6+15/17–20 plus 2d6 
  burn), 2 slams +26 (2d6+10 plus 2d6 burn)
  Space 20 ft.; Reach 20 ft.
  Special Attacks burn (2d6, DC 28), magmaball (3/day), 
  magma spray
  Spell-like Abilities (CL 20th):
  At will—wall of fire
  1/day—summon elemental (one elder fire or earth 
  elemental, 1d3 Huge fire or earth elementals, 1d3 efreet or 
  stone giants, 1d6 salamanders or xorns, or 3d6 fire or earth 
  mephits)
   
  Str 30, Dex 17, Con 26, Int 20, Wis 23, Cha 28
  Base Atk +20; CMB +34; CMD 47
  Feats Cleave, Great Cleave, Great Fortitude, Improved 
  Critical (greatsword), Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (greatsword), 
  Whirlwind Attack
  Skills Bluff +32, Diplomacy +32, Intimidate +32, Knowledge 
  (arcana) +25, Knowledge (history) +28, Knowledge (local) 
  +25, Knowledge (nature) +28, Knowledge (planes) +28, 
  Perception +29, Sense Motive +29, Stealth +14
  Languages Common, Draconic, Druidic, Ignan, Sylvan, 
  Terran, Undercommon
  Combat Gear masterwork fire-immune greatsword
   
  Environment any land
  Organization unique, or troupe (Eliphaz plus 1–4 fire 
  elementals and 1–4 earth elementals)
  Treasure triple
   
  Melt Weapons (Ex) Any non-magical slashing or piercing 
  metal weapon that strikes Eliphaz must succeed on a DC 33 a 
  Fortitude save or melt away into slag before it can injure him.
  Magmaball (Su) 3/day — 20d6 fire damage, burns for 1d3 
  rounds for 10d6 fire damage per round. Other than that, the 
  magmaball functions as a fireball spell cast as a 20th level 
  sorcerer. Targets are allowed a DC 33 Reflex save for half 
  damage
  Magma Spray (Ex): If Eliphaz is hit with a slashing or piercing 
  weapon, magma sprays from the wound for one round. The 
  attacker must succeed on a DC 33 Reflex save or take 4d6 
  points of fire damage. The magma burns for 1d3 rounds and 
  deals 2d6 points of damage per round.
  Eliphaz is a wild elemental spirit. In the days when the world was young 
  he felt great anger that things of flesh and blood, sap and leaf were given 
  higher standing on the mortal realm than things of fire and stone. Quietly 
  his rage built until at last he began taking his vengeance out upon all living 
  things. After a great battle in which many demons and celestial beings 
  were destroyed trying to vanquish his indomitable force of elemental will, 
  three Deva finally bound Eliphaz within a volcano. There they too were 
  forced to bind themselves to the mortal world in the event he should ever 
  escape and again make war upon living things.
  Eliphaz typically uses his summoning ability, followed by throwing a 
  magmaball into the largest gathering of his enemies, even if they are at 
  his feet, for he is immune to such energies. Should the enemy be foolish 
  enough to gather around him within his reach, Eliphaz gladly makes them 
  pay with his Whirlwind attack.
  New Monster: Guardian Familiar
  This cat-like creature has sleek golden fur that appears almost metallic 
  with its sheen. Its slitted, yellow eyes glow faintly with a malevolent aura.
  GUARDIAN FAMILIAR 
  CR 1/2
  XP 135
  LE Tiny outsider (evil, extraplanar) 
  
  309
  The isle of eliphaz
  Init +2; Senses darkvision 60 ft.; Perception +5
   
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 5 (1d10)
  Fort +0; Ref +4; Will +3 
  DR 5/magic; Resist cold 5, fire 5; SR 11
   
  Speed 30 ft.
  Melee 2 claws +5 (1d2–4), bite +4 (1d3–4)
  Space 2 1/2 ft.; Reach 0 ft.
   
  Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 10
  Base Atk +1; CMB –5; CMD 7 (11 vs. trip) 
  Feats Weapon Finesse
  Skills Acrobatics +6, Climb +10, Perception +5, Sense Motive +5, 
  Stealth +14, Survival +5; Racial Modifiers +4 Climb, +4 Stealth
  Languages Infernal
  SQ nine lives
   
  Environment any 
  Organization solitary
  Treasure none (although it may be guarding a significant 
  treasure)
   
  Nine Lives (Su) The guardian familiar has nine lives. Each 
  time it is slain it is reborn in 1d2 rounds, stronger than it was 
  in its previous incarnation. If slain a ninth time, it remains 
  dead. Each time it is slain and reborn, the guardian familiar 
  increases in power as shown on the table below. When its 
  Strength score equals or surpasses its Dexterity score, it loses 
  the Weapon Finesse feats and gains the Weapon Focus 
  (bite) feats. The damage dice for its claws and bite also 
  increase to the next larger die as it grows in size (from 1d2 to 
  1d3; from 1d3 to 1d4, etc.). This ability cannot be dispelled 
  or negated except by the following: disintegrate, flesh to 
  stone, miracle, temporal stasis, or wish. A dismissal spell sends 
  the guardian familiar back to its plane of origin.
  When awarding XP for defeating a guardian familiar, only 
  award XP for the highest CR at which the PCs defeated it. If the 
  PCs defeat a guardian familiar and return to defeat it again 
  later, award XP equal to the difference between the previous 
  CR and the current one. For example, if the PCs defeat a 
  guardian familiar 4 times, they receive XP for a CR 2 encounter. 
  If they later return and defeat it when it is CR 4, they get XP 
  equal to the difference between a CR 2 and CR 4 encounter.
  Guardian familiars resemble fiendish golden cats. They are often 
  summed evil wizards and witches to guard doorways and treasures. Even 
  in Hell, guardian familiars are known for their tenacity, for once given a 
  task they are relentless in the execution of their duty.
  Life
  Bonus*
  AC
  Size
  DR/ 
  Resistances
  Saves**
  CR
  SR
  Str
  Dex
  Con
  1
  +1
  +0
  Tiny
  5
  +0
  1/2
  11
  +0
  +0
   +0
  2
  +2
  +1
  Tiny
  5
  +0
  1/2
  11
  +0
  +0
  +0
  3
  +3
  +2
  Small
  5
  +1
  2
  13
  +4
  –2
  +2
  4
  +4
  +3
  Small
  5
  +1
  2
  13
  +0
  +0
  +0
  5
  +5
  +4
  Medium
  10
  +2
  4
  15
  +4
  –2
  +4
  6
  +6
  +5
  Medium
  10
  +2
  4
  15
  +0
  +0
  +0
  7
  +7
  +6
  Large
  10
  +3
  6
  17
  +8
  –2
  +4
  8
  +8
  +7
  Large
  10
  +3
  6
  17
  +0
  +0
  +0
  9
  +9
  +8
  Huge
  10
  +4
  8
  19
  +8
  –2
  +4
  *This bonus applies to attacks, CMB, CMD, and skill checks.
  **This bonus applies to all saving throws.
  Guardian Familiar Nine Lives
  
  310
  Legal Appendix
  Designation of Product Identity: The following items are hereby des-
  ignated as Product Identity as provided in section 1(e) of the Open Game 
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  uct Identity pursuant to section 1(e), below, is hereby claimed as product 
  identity, including but not limited to: 1. The name “Frog God Games” as 
  well as all logos and identifying marks of Frog God Games, LLC, includ-
  ing but not limited to the Frog God logo and the phrase “Adventures worth 
  winning,” as well as the trade dress of Frog God Games products; 2. The 
  product name “Cyclopean Deeps,” as well as any and all Frog God Games 
  product names referenced in the work; 3. All artwork, illustration, graphic 
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  countries, geographic locations, plane or planes of existence, gods, dei-
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  but not their stat blocks or other game mechanic descriptions (if any), and 
  also excluding any such names when they are included in monster, spell or 
  feat names. 5. Any other content previously designated as Product Identity 
  is hereby designated as Product Identity and is used with permission and/
  or pursuant to license.
  This printing is done under version 1.0a of the Open Game License, 
  below. 
  Notice of Open Game Content: This product contains Open Game 
  Content, as defined in the Open Game License, below. Open Game Con-
  tent may only be Used under and in terms of the Open Game License.
  Designation of Open Game Content: All text within this product—
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  the Credits page—is hereby designated as Open Game Content, subject to 
  the Product Identity designation included in this Legal Appendix. 
  Use of Content from Tome of Horrors Complete: This product con-
  tains or references content from the Tome of Horrors Complete and/or 
  other monster Tomes by Frog God Games. Such content is used by per-
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  to monsters from the Tome of Horrors Complete or other monster Tomes 
  must be done by citation to that original work.
  OPEN GAME LICENSE Version 1.0a The following text is the prop-
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  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 RPG Core Rulebook Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  
  311
  Legal Appendix
  rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Ca-
  sey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; 
  based on NPC-named spells from the Player’s Handbook that were 
  renamed in the System Reference Document. The Compendium can be 
  found on the legal page of www.necromancergames.com.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
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  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
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  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo 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.
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  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.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
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  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
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  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Mc-
  Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Mc-
  Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publish-
  ing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, 
  Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tra-
  cy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder RPG GameMastery Guide, © 2010 Paizo Publishing, LLC; 
  Authors Cam Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Jashua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreart, 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, Teeuwynn Wood-
  ruff
  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 Pub-
  lishing, 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 Aduenture Path #sll: Island of Empty Eyes © 2012, Paizo Pub-
  lishing, LLC;
  Author: Neil Spicer.
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Green.
  The Tome of Horrors IV, Copyright 2013, Frog God Games, LLC; 
  Authors: Erica Balsley, Casey Christofferson, Jim Collura, Matthew J. 
  Finch, Lance Hawvermale, Patrick Lawinger, Phillip Larwood, and Bill 
  Webb.
  Quests of Doom - Copyright 2015 Frog God Games LLC; Authors: 
  Casey W. Christopherson, J. Collura, Michael Curtis, Matt Finch, Scott 
  Greene, Ed Greenwood, Clark Peterson, James M. Ward, Bill Webb, Skip 
  Williams, Steven Winter
  
  312
  Notes
  $24.99
  ISBN 978-1-62283-226-2
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Quests of Doom.pdf