TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Monster & Character Art
  Ethan Slayton
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  J. Payne
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  Jason Payne
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  Jason E. Payne
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  Jason Evans Payne
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  J. E. Payne
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  3
  Introduction
  Infinium Game Studio is:
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Legal Stuff
  Mystery of Brushgather Farm for Fifth Edition © 
  2020 J. Evans Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, Mondaria, 
  and Aquilae are trademarks of Infinium Game Studio, all 
  rights reserved. 
  All characters, names, places, items, art and text herein are 
  copyrighted by J. Evans Payne.  The mention of or reference 
  to any company or product in these pages is not a challenge 
  to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://
  paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license..
  Foreword
  Of all the things I’ve written, this may be the oddest.
  Not in what’s here: it’s a straightforward adventure, 
  mostly, in the old-school “haunted house/what’s in the 
  basement” style of things.  
  But in the sense of how it came to be.  Brushgather 
  Farm was originally published as part of Berinncorte 
  Basecamp, an enormous follow-up companion to the 
  even-more-enormous Dark Obelisk 1 mega-adventure.
  The Brushgather Farm that appeared originally is 
  very similar to the one you’re reading now.  I’m 
  embarassed, however, at how incomplete the original 
  publication now feels.  Monsters weren’t included, 
  some obvious typos were regrettably published, 
  and all in all, although the guts of the adventure 
  were there, there wasn’t enough around it to really 
  make it function outside of just being a side-quest to 
  something much larger.
  I feel I’ve remedied all of that, and despite hailing from 
  origins as part of a much larger adventure path, what 
  you have before you has the dubious glory of being 
  Infinium Game Studio’s first standalone adventure.
  Which is the bad part: finishing this for purpose as a 
  standalone made me long for the days of the 32- to 64-
  page adventure modules that peppered my living room 
  in middle and high school.  
  I can only assure you that I’ve no sense of slowing 
  down, and with luck and patience, this will be merely 
  the very first in a long line of further adventures from 
  IGS.
  I cannot thank you enough for being a part of it.  And I 
  hope you enjoy the grisly, sad, and engaging Mystery 
  of Brushgather Farm.
  J. Evans Payne
  Malvern, Pennsylvania
  December 2020
  
  4
  Introduction
  Table of Contents
  Infinium Game Studio is: 
  3
  Legal Stuff 
  3
  Foreword 
  3
  Table of Contents 
  4
  About Infinium Game Studio 
  6
  Values and Key Differences 
  6
  Introduction 
  7
  What is FlexTale? 
  8
  What is FlexTale? 
  8
  FlexTables 
  8
  Contexts 
  8
  Dynamic Plots 
  9
  FlexNPCs 
  10
  FlexPlots 
  10
  FlexTale Tracker 
  11
  FlexTale and This Adventure 
  11
  Introduction to Brushgather Farm 
  12
  Plot Summary 
  12
  The Neatly-Wrapped Package and the Troubled Sweater 
  12
  The Brushgather Family 
  12
  What Is This Book? 
  14
  Notes & Conventions 
  15
  Player Descriptive Text 
  15
  GM-Only Notes 
  15
  Designer’s Soapbox 
  15
  Quests 
  15
  Obstacles 
  15
  Skill Checks 
  15
  Skill Challenges 
  15
  Rewards 
  16
  Traps 
  16
  Items 
  16
  NPCs and Monsters 
  16
  Variable Challenge 
  16
  Experience Points and Reward Nuggets 
  17
  “Quadded” Stat Blocks 
  19
  Quadded Challenge Blocks 
  19
  Adventure Incorporation 
  20
  As a Start to the Adventure Path 
  20
  Using With an Existing Campaign 
  20
  As a One-Shot Adventure 
  20
  As a Start to a New Campaign 
  20
  Hooks and Links 
  20
  Brushgather Farm 
  23
  Introduction 
  25
  Brushgather Farm Random Encounters 
  25
  Map 1: Brushgather Farm Overview (BF-O) 
  26
  BF-O: Brushgather Farm Overview 
  27
  Map 2: Brushgather Farm Ground Floor (BF-GF) 
  29
  BF-GF: Brushgather Farm (Ground Floor) 
  30
  Brushgather Homestead Encounters 
  30
  Map 3: Brushgather Farm Second Floor (BF-SF) 
  37
  BF-SF: Brushgather Farm (Second Floor) 
  38
  Atmospheric Notes 
  38
  Map 4: Brushgather Farm Third Floor (BF-TF) 
  44
  BF-TF: Brushgather Farm (Third Floor) 
  45
  Map 5: Brushgather Farm Attic (BF-HA) 
  48
  BF-HA: Brushgather Farm (Attic) 
  49
  Map 6: Brushgather Farm Basement, Level 1 (BF-HB1) 
  53
  BF-HB1: Brushgather Farm (Basement, Level 1) 
  54
  Nautre and History 
  54
  Plot Points: A Tragic Escape 
  54
  Map 7: Brushgather Farm Basement, Level 2 (BF-HB2) 
  59
  BF-HB2: Brushgather Farm (Basement, Level 2) 
  60
  Map 8: Brushgather Farm Basement, Level 3 (BF-HB3) 
  65
  BF-HB3: Brushgather Farm (Basement, Level 3) 
  66
  Player Handout Maps 
  71
  Map 9: Brushgather Farm Overview, Players’ Version (BF-O) 
  72
  Map 10: Brushgather Farm, Second Floor, Players’ Version (BF-SF)  
  73
  Map 11: Brushgather Farm, Third Floor, Players’ Version (BF-TF)  
  74
  Map 12: Brushgather Farm, Attic, Players’ Version (BF-HA)  
  75
  Map 13: Brushgather Farm, Basement Level 1, Players’ Version (BF-
  HB1) 
  76
  Map 14: Brushgather Farm, Basement Level 2, Players’ Version (BF-
  HB2) 
  77
  Map 15: Brushgather Farm, Basement Level 3, Players’ Version (BF-
  HB3) 
  78
  Bestiary 
  79
  Bestiary Index 
  80
  Quadded Statblocks & Variable Difficulty 
  80
  FlexAI for Dynamic Combat Behavior 
  80
  Bat Swarm 
  81
  Crawling Hand 
  83
  Dark Stalker 
  85
  Fungal Crawler 
  87
  Garden Ooze 
  89
  Gelatinous Cube 
  91
  Ghoul 
  93
  Centipede (Giant) 
  95
  Leech (Giant) 
  97
  Scorpion (Giant) 
  99
  Spider (Giant) 
  101
  Vulture (Giant) 
  103
  Gray Ooze 
  104
  Slime Mold 
  106
  Scorpion (Greensting) 
  108
  Howler 
  110
  Mohrg 
  112
  Rat Swarm 
  114
  Rat (Dire) 
  116
  Spider (Scarlet) 
  117
  Shadow 
  119
  Shadow Mastiff 
  121
  Skeleton 
  123
  Skeleton Rogue 
  125
  Skeleton Barbarian 
  127
  Skulk 
  129
  Spriggan 
  131
  Zombie 
  133
  FlexAI Rules 
  135
  Open Gaming License (OGL) 
  154
  
  5
  Introduction
  
  6
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came 
  about as the result of a simple mission: Make shared 
  storytelling games easier and more fun for both 
  players and referees alike.  
  Our vision is that Infinium Game Studio empowers 
  referees, players, and the industry entire with 
  innovative gaming tools; high-quality, deeply-designed 
  products; and creative takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both 
  novice and veteran gaming groups.  As a result, they 
  must contain everything a novice GM might need to 
  react quickly to his/her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the 
  setting, context, environment, or other content come 
  alive.
  Everything You Need
  The ideal adventure should contain practically 
  everything you need to run the game, except the core 
  rulebook.  Even the most skilled GM wastes time 
  looking things up in multiple books.  It’s so exceedingly 
  rare that an adventure contain all of the crunch and 
  fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a 
  thousand seconds of prep time. Visually appealing, 
  easy-to-use, and extensive Maps are an essential part 
  of any shared-storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared 
  for the PCs to explore any aspect of the content.  All 
  too often, an otherwise outstanding adventure will 
  fail to provide for a major percentage of its content.  
  If there are twenty buildings in a town, but maps for 
  only two of them--well, it’s fairly apparent where 
  the Big Bad is going to be holed up!  Not every 
  map will be riddled with secret passages, custom 
  random encounters, and combat, but there should be 
  something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s 
  wonderful and exciting.  It’s also possible to have 
  a 255-page sourcebook be boring and repetitive.  
  Striking the right balance between over-padding and 
  under-describing is challenging, but an important part 
  of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely 
  out of context; as a start to a completely new 
  campaign; as part of the “intended” Adventure Path or 
  associated suite of IGS products; or to insert into an 
  existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this 
  flexibility and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  
  7
  Introduction
  Introduction
  Introduction
  
  8
  Introduction
  What is FlexTale?
  What is FlexTale?
  What is FlexTale?
  FlexTale™ is an attempt to make roleplaying game 
  adventure content dynamic and interesting.  A module 
  created using FlexTale is different each time it is run.  
  Treasure, monsters, plot activities, NPC backstories 
  and character arcs, 
  and various actions 
  and plot elements 
  can all occur 
  differently.  
  Differences can occur using the roll of dice, or the GM 
  can simply choose the content that s/he prefers or 
  feels would be most engaging to the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic 
  Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers 
  to anything in an adventure that can be modified.  
  Whether one NPC is in love with another, or who 
  murdered the vagrant in the alley behind the town 
  pub—FlexTale dynamic content makes it possible to 
  have several explanations or paths through a story.
  Dynamic Content is made possible by something 
  called a FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots 
  and lots of tables, in many cases!  Typically, these 
  tables are two-column, or perhaps three-column: 
  you have one column that lists the dice roll result, 
  and you reference that row as the outcome of the 
  randomization.  This is all well and good, but it limits 
  the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen 
  in the game that you might want to impact those 
  outcomes.
  A Traditional RPG Lookup Table
  “Table 1: Traditional Lookup Table” is a typical 
  “what’s in the treasure chest” table that requires 
  rolling a 
   d100.  You roll a d100, and then you 
  look up which row your roll falls into, and then you 
  get your single result.  Interesting, to be sure, and 
  it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is 
  empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average 
  Reward
  3d12 gp, a gold-hilted 
  dagger worth 10 pp, and 
  two potions of cure light 
  wounds.
  81-00
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is 
  that they have multiple columns to represent dice rolls.  
  Each of the columns represents a different situation or 
  set of conditions under which that column is used to 
  reference the result.  
  This seemingly simple change is used to make all of 
  the following possible:
  • Differences in probabilities for the individual 
  outcomes.
  • “Scalable” monsters and rewards that more 
  appropriately match the level and power of the PCs.
  • Proportional rewards, measured against the 
  strength of a relationship or other conditions.
  • Circumstantial content, restricted to certain 
  conditions or prerequisites.
  “: Sample Treasure Chest Contents” is the same table 
  we saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns 
  used to indicate the range of the dice roll result.  These 
  columns are referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will 
  have to figure out which Context you should refer to.  
  In the above table, the leftmost column is Context “A” 
  (D%A), the next one is “B”, and so on.  Each Context 
  also indicates the dice to be rolled—in this example, 
  you roll the same dice (d%) in each Context, but in 
  some FlexTables, different dice may be used.
  This straightforward example demonstrates the 
  following differences in converting a standard table 
  into a FlexTable:
  
  9
  Introduction
  Different Probabilities: Context C is the most 
  favorable, since it provides a much bigger range 
  of rolls under which you would receive the “Major 
  Reward”.  Context B is the next best, since it, too, 
  expands the range that Context A has.
  Circumstantial Results: In Context D, not only are 
  the favorable outcomes less likely, but there is a fifth 
  result row that is only possible under this Context: 
  “Cursed Reward”.  
  Determining Context: When you are called upon to 
  roll on this FlexTable, the adventure will use some 
  description to make it clear which Context to use.  In 
  the above example, perhaps the Context is determined 
  by how favorable the party’s relationship is with a 
  local wizard… but if the party has fought or slain that 
  wizard, then Context D is used to represent the soured 
  atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The 
  GM is encouraged to use his/her common sense and 
  judgement in overriding this guidance as she/he sees 
  fit based on the party and how the game is going.  For 
  example, a GM could choose to reference a specific 
  Context even though the prerequisites aren’t met.  She 
  could also choose to simply ignore the table entirely, 
  and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to 
  improve gameplay if necessary; unless you have a 
  specific reason for overruling the recommended use of 
  a FlexTable, you should try to use it as it was intended 
  to be used.
  Here’s an example for the above table, assuming the 
  example of the contents of the treasure chest scaling 
  to the nature of the relationship the party has with the 
  local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is 
  Unfriendly or Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, 
  or if the party has ever attacked the wizard (or slain 
  her).
  Dynamic Plots
  Dynamic Plots
  This is an impressive-sounding title, but the goal is 
  quite simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two 
  potions of cure light wounds.
  81-00
  61-00
  51-00
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a 
  scroll of fireball (CL 12).
  n/a
  n/a
  n/a
  51-00
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and 
  whomever opens it is struck with a bestow curse spell 
  (CL 8).
  FlexTable 2: Sample Bartender Backstory
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  War Hero
  In the Great War, Elkfist was a renowned warrior, notable 
  for saving the lives of his comrades as much as for ending 
  the lives of his foes.
  31-40
  21-50
  21-30
  31-00
  War 
  Deserter
  Elkfist had his doubts about the Great War.  Though it 
  troubled him greatly, his conscience made him desert his 
  comrades-in-arms rather than take up his blade against 
  the innocent.
  41-00
  51-00
  31-00
  n/a
  Walking 
  Wounded
  Though he fought in the Great War, Elkfist returned from 
  the battlefront a changed half-orc.  His demeanor now is 
  distant and sour, and he is prone to staring off into unseen 
  distances for minutes at a time, lost in his own memories.
  
  10
  Introduction
  There are two ways this lofty goal is accomplished in a 
  FlexTale: FlexNPCs, and FlexPlots.
  FlexNPCs
  A FlexNPC is one whose backstory, motivation, 
  or actions may be different depending on the 
  determination of the GM.  Each such NPC has one or 
  more NPC Options. 
  Simply put, NPC Options allow the GM to select, or 
  randomize, many plot-related characteristics of the 
  NPCs in the adventure.  But before we talk about how 
  this is done, let’s briefly discuss why we would be able 
  to do this without sacrificing anything about the story 
  itself. 
  The Role of NPCs in an Adventure’s 
  Story
  A well-written NPC “feels real”.  They have some form 
  of backstory or motivation, character quirks and traits, 
  and a demeanor or perspective that helps the GM give 
  them a sense of life and reality.  In many adventures, 
  the “realness” of the NPCs is a major component in 
  how the game is received by the players, and how 
  immersed everyone becomes in the story.  NPCs are 
  crucial in telling the story of most adventures, and 
  their actions frequently dictate or help to determine 
  the outcome of the main plot of the adventure.
  That said, frequently, the details of a given NPC aren’t 
  necessarily critically intertwined with the core plot of 
  the story being told.  Yes, the evil lich king who holds 
  the realm under his sway pretty much has to be evil, 
  otherwise the plot would be completely different.  But 
  what sort of man that lich was in his pre-undead life, 
  what decisions he made, and the enemies or alliances 
  he formed could differ significantly, all without 
  derailing the core plot of the adventure. 
  As with the other dynamic elements in a FlexTale, 
  the GM is encouraged to use this flexibility as he or 
  she sees fit.  It does add another layer of detail to the 
  proceedings, and adds one more thing to keep track of 
  in running the game.
  NPC Options
  Every NPC in a FlexTale adventure is designated as 
  one of the following:
  • Standard NPC (fixed characteristics, as in virtually 
  every RPG adventure you’ve ever played)
  • Flex NPC (dynamic characteristics, determined by 
  the GM before play begins)
  Standard NPCs are used exactly as you would a normal 
  NPC in a non-FlexTale adventure.  FlexNPCs have 
  characteristics that are not fixed.
  Before running a FlexTale adventure, the GM should 
  do a quick run-through of all of the FlexNPCs.  Each 
  FlexNPC will have one or more NPC Options, each 
  of which allows for something about that NPC to be 
  different with each run-through of the adventure.
  “FlexTable 2: Sample Bartender Backstory” is an 
  example of the backstory of a bartender.
  Notice that, like with a FlexTable, Context columns on 
  the left of the table allow for different outcomes and 
  probabilities depending on the circumstances of the 
  roll.  In some cases, an NPC Option table does not have 
  different Contexts.
  FlexPlots
  FlexPlots are very similar to FlexNPCs, except the 
  decisions determined by the GM relate to the plot 
  overall, rather than specific NPCs.  Instead of NPC 
  Options, there are Plot Options.  The two concepts are 
  mechanically identical, relying on a complex riff on 
  the standard RPG lookup table to make randomized, 
  contextually-sensitive determinations about plot 
  details.
  FlexTables will often refer to a certain Plot Option in 
  dictating which Context to use on a roll.
  Before running a FlexTale adventure, the GM should 
  do a quick run-through of all of the Plot Options.  
  Each FlexNPC may have one or more Plot Options, 
  each of which allows for something about that NPC to 
  be different with each run-through of the adventure.
  FlexTable 3: Sample Plot Option
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Unscathed 
  in the 
  Attack
  Although quite shaken, the hog-herder sustained no injury 
  in the attack.
  31-40
  21-50
  21-30
  31-00
  Wounded in 
  the Attack
  Gloryth took some damage, and will likely bear the scars 
  of his injuries forever… but, as he puts it, he “can still rope 
  the swine all right”.
  41-00
  51-00
  31-00
  n/a
  Slain in the 
  Attack
  Panicked and in shock, the swineherd suffered a lethal 
  blow during the attack. As a grisly bonus, though, he died 
  amidst his herd.
  
  11
  Introduction
  FlexTable: Sample Plot Option an example of possible 
  plot options around a bartender.  In some cases, a Plot 
  Option table does not have different Contexts.
  FlexTale Tracker
  FlexTale’s dynamic plot capabilities can make for a 
  great deal of excitement and introduce an all-too-rare 
  element of replayability to an adventure.  However, 
  these tools also add to the complexity of keeping track 
  of everything that is going on in a series of gaming 
  sessions.  
  Since GMs have enough to do as it is, FlexTale-
  enhanced adventures contain a FlexTale Tracker.  This 
  is a simple checklist where the GM can keep track of 
  all the story- and character-related decisions that have 
  been made.  Think of it as a “cheat sheet” for the GM 
  to remember all of the various NPC Options and Plot 
  Options in a game.
  In the Appendices of each FlexTale is a Tracker—
  basically a summary of all of the NPC Options and Plot 
  Options possible in the adventure, with checkboxes 
  next to each outcome.  The GM is encouraged to use 
  this resource in two important ways:
  • To facilitate planning before the first gaming session 
  is started: the Tracker reminds the GM of all of the 
  dynamic plot elements that need to be determined.
  • As a reminder during gameplay of the various 
  determinations, either to dictate the reactions or 
  actions of an NPC, or to help decide which Context 
  to use in a FlexTable roll.
  FlexTale and This Adventure
  Now that you’re all excited about the FlexTale concept, 
  it’s time for the bad news: there’s not much of it 
  herein.  
  Dark Obelisk: Berinncorte is a sandbox.  Dynamic, 
  yes, but in the sense that the PCs can do what they 
  want, almost always when they want.  The story is 
  theirs to experience, to interact with.
  The choices the PCs make in this adventure, however, 
  have a significant impact in subsequent components 
  of the 
   Adventure Path.  Later adventures will make 
  more extensive use of the concepts described in this 
  section.
  For now, though, the FlexTale concept is limited to a 
  few handfuls of tables that allow for different uses and 
  scaling of the same content.
  
  12
  Introduction
  Introduction to Brushgather Farm
  Plot Summary
  Plot Summary
  The party gets wind of a mysterious farm, and 
  investigates.  
  They discover a complex set of tunnels in the basement 
  of the farmhouse, thriving with monsters that are the 
  cause of the grisly murders of the family.
  The halfling daughter who stands to inherit the 
  farmland, Cora Brushgather, is nowhere to be found, 
  however... leading potentially to more intrigue and 
  further adventure.
  At the conclusion of this adventure, the PCs have 
  raided the subterranean caverns of Brushgather Farm, 
  have presumably cleaned up the monsters that dwell 
  therein, and have laid to rest both the corpses and the 
  titular mystery.
  The Neatly-Wrapped Package 
  and the Troubled Sweater
  Most adventures, particularly standlone adventures, 
  reveal themselves in their conclusions to be “neatly-
  wrapped packages”: that is, there is a beginning, a 
  middle, and an end.  Each part is crisply defined, and 
  the story unfolds in a linear fashion right until the end, 
  where a satisfying conclusion is revealed.
  Such adventures are accessible, easy to interpret, 
  follow well-established patterns, and are, arguably 
  perhaps, very enjoyable in a universal sense.
  The Mystery of Brushgather Farm is not a neatly-
  wrapped package.
  Instead, it is what the author’s high school English 
  teacher referred to as a “troubled sweater”: one with 
  threads unravelling here and there.  The whole of the 
  garment may yet appear solid and enjoyable, but look 
  a little more carefully, and these fraying ends hint at 
  additional struggle.
  Brushgather Farm is not meant to be a crisp, clean, 
  and satisfying story.  It was written to be easily 
  insertable into any established story or world, and to 
  lead seamlessly and easily to other adventures, stories, 
  or regions.
  Much of “what happens” in the story of how the farm 
  came to be as it is, and what became of its inhabitants, 
  has already occurred when the PCs roll up the lane 
  to the farmhouse.  They may uncover some, none, or 
  nearly all of the story as a result of poking around, and 
  then following up on the matter with daughter Cora 
  Brushgather.
  This next bit, then, is so significant to the tone and 
  running of Brushgather Farm that it appears again 
  later in the adventure: Although they have the ability 
  to obtain some information about what happened, the 
  PCs will ultimately realize that some aspects of the 
  story will remain shrouded in mystery until a later 
  point.  
    It’s important to set expectations along these 
  lines.  Many players expect complete, storybook 
  resolution to any story or side quest introduced in 
  their adventures.  While others may enjoy a more 
  realistic tone to their conclusions, “completionist” 
  players will be frustrated to the extreme if care is 
  not taken by the GM to help prepare them for an 
  incomplete resolution.  There is no princess to be 
  rescued, dragon to be slain, in this adventure... just 
  some incomplete, sad discovery.
  The Brushgather Family
  This adventure revolves around a farmhouse that has 
  been taken over by monsters, and a family that has 
  been ripped apart by events prior to the adventure 
  itself.
  Some context, therefore, of the family members is vital 
  to storytelling.
  Note that much of what follows is intended to flesh out 
  and enrich the D/GM’s understanding of the context of 
  what has occurred; depending on how you wish to run 
  the adventure, some or all of it may be revealed to the 
  PCs.
  How much backstory is revealed, how, and what 
  follows as a result of the “incompleteness” of the 
  “troubled sweater” is a function of your desires as a 
  G/DM to lead and tie in to other events in your game 
  world, and of the calculus of your gaming group’s 
  definition of what is fun in a tabletop roleplaying 
  game.
  Cora Brushgather
  Cora is a farmer who longs to work at the Berinncorte 
  library, study, and make more of her life.
  She is hounded by ne’er-do-wells in Berinncorte City, 
  however, and the misadventures with her family 
  certainly derail her longer-term plans and aspirations.
  Dora Brushgather
  Cora’s twin sister Dora went missing a few weeks ago.  
  
  13
  Introduction
  Cora has pleaded around town and scoured the 
  countryside looking for her sister, with whom she was 
  quite close.  Particularly after Lora’s running away 
  years ago, Dora’s disappearance
  The truth, unknown as of yet to Cora, is grisly and 
  sad: Dora was abducted by an evil apothecary who had 
  turned his medicinal study to torture and gruesome 
  autopsy.  
  Dora’s bones are, unfortunately, in Berinncorte City, 
  in a barrel with those of dozens of other victims of all 
  walks of life.
  Although discovering this is beyond the scope of this 
  adventure, those wishing to make Brushgather Farm 
  part of a larger story or plot may take interest in what 
  befell the hapless farmhand.
  Lora Brushgather
  Eldest sister Lora ran away from the farm three years 
  ago.  
  Nobody has seen or heard from her since, though 
  their parents believe that Dora and Cora have been 
  indeed receiving correspondence from the disappeared 
  daughter, and keeping her secrets.
  In truth, although Dora and Cora have no idea where 
  Lora went or what became of her, they harbor 
  suspicions: Lora had been seen in the company of 
  gypsies, and one handsome rogue in particular, in the 
  weeks leading up to her disappearance.  
  From an early age, too, Lora had been quite vocal 
  about her dissatisfaction with country life, and her 
  writing and schoolwork have long contained explicitly 
  wistful longings for a life she described as “more 
  interesting than dust and corn”.
  Isadora & Thlane Brushgather
  The current owners and parents of the three 
  daughters, Thlane and Isadora run the day-to-day 
  operations of the farm.  Or, rather, ran, in the past 
  tense: their corpses are in the basement.
  Thlane in particular was worried that the wanderlust 
  that had stolen one daughter from them would strike 
  again.  So, after Lora ran away, they began to indulge 
  Cora and Dora in their desires to partake of life outside 
  the farm, giving them money and encouragement to 
  venture so far as to Berinncorte, the nearest city.  At 
  first, it was on assignment: the sisters became the 
  brokers for selling the produce of the farm.  
  Isadora harbored doubts about this approach, and 
  the horrors that such freedom might entreat.  When 
  Dora went missing, Isadora’s fears suddenly seemed 
  quite well-founded, leading to a rift between the two 
  farm spouses.  The policy toward freedom, and toward 
  Berinncorte in particular, was reversed: Cora was to 
  remain at home perpetually, never to leave the lands 
  they considered safe.
  Recent Events & The Terrible Tragedy
  Things at Brushgather Farm have declined very rapidly 
  in the past three weeks.  Brought about primarily by 
  the catalyzing loss of Dora, the mentality and deeds of 
  the remaining three Brushgather family members have 
  warped quickly in recent days.
  Cora
  Saddled with increased sanctions and severe 
  restrictions, and seeing the split between her parents 
  grow, Cora escaped a week ago.  
  
  14
  Introduction
  She told herself that it was because she wanted to find 
  her sisters, Dora in particular, and what had befallen 
  them; she told herself that her sisters needed her, that 
  they were imperiled and needed rescuing.
  While there was a bit of truth to this self-delusion, 
  she suppressed the main reason for escape: to flee an 
  increasingly depressing and morose life that served 
  only to remind her constantly of how much she had 
  lost, and how quickly what remained of her old life 
  seemed to be crumbling.
  Thlane
  Thlane, increasingly remote from his wife and 
  despondent for having lost the majority of his beloved 
  daughters, sought a new project: delving within the 
  basement walls in search of buried treasure that had 
  long been rumored to exist.  
  What the farm patriarch discovered was unfortunately 
  the opposite of the treasure and escape he sought: 
  long-forgotten caverns filled with monsters which 
  spilled forth and quickly slew the remaining family.
  Isadora
  Isadora, already possessed of the rigor of farm 
  mentality, and wracked with guilt and self-blame 
  for what had become of her daughters, became a 
  brutal taskmaster, forcing her will upon husband and 
  remaining daughter mercilessly and in many cases, 
  needlessly.  
  No amount of adherence to her edict was sufficient to 
  please her; completion of outlaid tasks was rewarded 
  with ever-more work and strict scolding.  Failure 
  to abide by her command brought about yelling, 
  screaming, insults, curses, and—for the first time in 
  their lives—physical violence.  The first time Isadora 
  took a leather strap to her daughter, she blanched, for 
  a brief instant, aware totally of her deed and how far 
  she had fallen from her former self.  
  But the second time brought a grim acceptance of the 
  task, as she told herself it was necessary, vital even, to 
  maintain order and to save the family.
  The first time she backhanded her husband for spilling 
  a jug of water, she ran tearfully to the attic and wept 
  bitterly the whole night through.
  As with her daughter, however, the second time 
  brought complacence.  
  And, to the sheer terror of that remaining piece of 
  herself that yet lay deep within: enjoyment.
  The Horrors of the Basement
  Ultimately, it was the darkening of spirit of the 
  remaining Brushgather family that called out to the 
  monsters in the caverns beneath the farmhouse.  
  That Thlane sought refuge there, that he perverted 
  his misery into greed, and that he failed to realize the 
  danger of his actions: none of this is the true cause of 
  the destruction of their former lives.
  Spider, slime, and shadow may have slain the 
  Brushgather parents... but in truth, they had already 
  perished in little deaths along the way.
  What Is This Book?
  What Is This Book?
  This book is intended to be any or all of the following.  
  These are listed in no particular order.  
  • A standalone adventure module, runnable on its 
  own and ready to insert into your game world or as 
  a one-off. 
  • An interlude amidst other adventures in the 
  Dark Obelisk Adventure Path: Dark Obelisk 1: 
  Berinncorte, Berinncorte Basecamp, Druid 
  Enclave, and Dark Obelisk 2: The Mondarian 
  Elective.   
   
  Mystery of Brushgather Farm can occur at any 
  point in the pursuit of any of these adventures. 
  • A source of “tidbits” of scenarios, plots, 
  descriptions, and other game elements—you can 
  
  15
  Introduction
  “steal” content from this as a sourcebook and insert 
  as desired into your own adventures or campaign. 
  • Inspiration for construction of your own adventures 
  and content. 
  In short, how you use this book is really dependent 
  upon you and your needs as a GM.
  Notes & Conventions
  Notes & Conventions
  As is typical in a roleplaying game adventure or 
  module, some text herein is meant to be read or shown 
  to players verbatim… but the majority of the content 
  is meant to be for the Game Master’s (GM) eyes only.  
  Below please find some visual conventions that make 
  this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to 
    These sections are meant to be read aloud to 
  players as-is.  You are of course free to introduce 
  players as-is.  You are of course free to introduce 
  your own changes as you see fit as a Game Master.  
  your own changes as you see fit as a Game Master.  
  Player Descriptive Text blocks are meant to serve as 
  Player Descriptive Text blocks are meant to serve as 
  informative tidbits that have been preconstructed 
  informative tidbits that have been preconstructed 
  to reflect the exact nature of the situation being 
  to reflect the exact nature of the situation being 
  encountered by the party.
  encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in 
  Player Descriptive Text is not meant to be read 
  aloud to the players.  However, some content is 
  much more “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information 
  that the players may not normally have access to—
  either right now, or in some cases, ever.  Make sure 
  to conceal these sections from players unless there 
  is a specific reason to tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to 
  express a specific opinion about some aspect 
  of the adventure.  Typically, this takes the 
  form of a discussion on interpreting rules, or a 
  recommendation as to how best to play or run a 
  particular piece of the adventure.  In all cases, 
  veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and 
  new GMs alike may find something of interest 
  in the coalesced experience of three decades of 
  roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be 
  very quickly accomplished; others span days, weeks, 
  or even years, across multiple cities and even planes of 
  existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green 
  block below.
   Quest: Rats in the Cellar (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the 
  bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  The bartender asks the party to slay 
    2d6 Dire Rats 
  that have invested his basement.  
  In so doing, they will benefit from his goodwill, and a 
  reward of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little 
  brown symbols like this one:
    Locked Secret Wooden Door  
  (example)
  Wisdom (Perception) DC 16; Break DC 20; Dexterity 
  (Sleight of Hand) DC 18
  Skill Checks
  Whether it’s a single, simple check, or a series of 
  checks in escalating difficulty, skill checks may be an 
  opportunity to either avoid disaster or discover what 
  might otherwise remain hidden and ignored.  Such 
  chances are indicated via yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s 
  wealth; make a 
    DC 12 Knowledge (Profession) 
  check.
  Skill Challenges
  Skill checks are typically a single roll, often made in 
  secret by the GM.  A skill challenge is usually a bit 
  more involved than a simple check—or there’s simply 
  
  16
  Introduction
  more at stake.  Either way, a challenge is a more 
  formal, and explicit, exercise, intentionally engaged in 
  by the players.
  You’ll find a skill challenge in a yellow box such as 
  this:
    Falling Timbers (example)
  First Check: DC 18 Wisdom (Perception) (16 if 
  aflame) to notice the falling building; success cancels 
  subsequent checks.
  Second Check: DC 15 Dexterity (Acrobatics) to avoid 
  the debris; failure inflicts 
    2d6 points of crushing 
  damage plus a possible 
    1d8 points of fire damage; 
  success cancels subsequent checks.
  Third Check: DC 12 Strength to dislodge one’s self 
  from the debris; failure inflicts 
    1d4 points of 
  crushing damage plus a possible 
    1d8 points of fire 
  damage; success quits the challenge.
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is 
  the stuff your players are really gunning for, right?  
  Well, that, plus a good time with friends.  And maybe, 
  if you’re lucky, a good, engaging session of shared 
  storytelling that you’ll all remember for a long time.  
  At any rate, rewards are shown with blue boxes like 
  this one:
    Treasure Chest (example)
  +1 dagger; 15 pp; two diamond necklaces, each worth 
  75 gp.
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  the brunt of the trap s/he either failed to detect, and/
  or to disarm.  Whether it becomes a bragging right, a 
  bargaining chip, or an epitaph, traps of all manner are 
  shown in a purple box like this one.
    Acid Needle Trap (CR 1) (example)
  Type Mechanical; Trigger Touch; Reset Repair
  Wisdom (Perception) DC 18; Dexterity (Sleight of 
  Hand) DC 17
  Effect Atk +2 melee and melee touch (1d2+1d8 acid) 
  Items
  Be they simple items, magical items, rods, staves, 
  potions, books, or something wondrous, items share a 
  common block of information like the following… note 
  that this format is used for all manner of non-weapon, 
  non-armor equipment and usable items, both magical 
  and mundane:
    Adventurer’s Chronicle (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature 
  non-magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When 
  used as a reference (an action that typically takes 
    
  1d4 full rounds of searching the text), an adventurer’s 
  chronicle grants a +2 competency bonus on a specific 
  Knowledge check for which the book is designed.
  Construction Requirements means to assemble a 
  physical book; the author must have at least 10 ranks 
  in the skill for which you are designing the book; Cost 
  30 gp
  NPCs and Monsters
  Crunch time!  Monster stat blocks, with all their gory 
  detail, can be found in the Appendices of this book.
  Variable Challenge
  This adventure was designed initially as an adventure 
  for four to six first-level PCs.  However, one of the 
  things that has frustrated many GMs is that adventures 
  are almost universally designed in this manner: for a 
  specific level of challenge, or at most, a very narrow 
  range of PC levels (e.g., “4th to 6th level”).  
  There are many advantages to this approach, not 
  least of which being the guarantee that all challenges 
  (monsters, traps, and NPCs) are calibrated very 
  specifically to that narrow zone of difficulty.
  The drawback, of course, is the narrowness of that 
  range.  GMs wishing to run a module designed for 
  10th-level PCs, for example, are either flat out of luck, 
  or have to do some fairly intensive work to scale the 
  content up or down to better align with the PCs she is 
  playing with.
  The degree to which a particular GM, or even gaming 
  group, enjoys perusing and tweaking game statistics—
  “crunch”, in common parlance—varies, of course.  
  Some GMs love crunch, and spend a majority of their 
  prep time creating and refining their challenges 
  to ensure the crunch is accurate and appropriately 
  challenging.  On the other end of the spectrum are “by 
  the seat of their pants” GMs, who ignore crunch almost 
  entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to 
  which approach is “better” or “worse”.  What matters 
  is that you have fun and enjoy yourselves!
  However, we do want to make it as easy as possible 
  to play this adventure no matter what level your PCs 
  happen to be.
  
  17
  Introduction
  Experience Points and Reward 
  Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder 
  gaming group.  What follows is a method that I have 
  used over the decades, and it’s been a lot of fun.  
  Although it may not be for every gaming group—
  your mileage may vary—it’s an interesting spin on 
  traditional methods, and the approach may work for 
  you.  
  Whether this approach works for you or not, however, 
  it’s worth reading through, because all of the Quests in 
  this adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies 
  as rewards to the players when their characters did a 
  good job.  Candy could be distributed for defeating a 
  kobold, picking a lock, dodging an attack, convincing 
  the castle guard to look the other way, or any of the 
  ordinary actions whose consequence typically involve 
  experience points.
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation 
  of accents, meta-jokes about the circumstances of the 
  game that were truly hilarious, suggesting things to 
  me as the GM or other players that took the story in 
  a new direction, or—and I have to be honest, here—
  helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed 
  it out in a way that didn’t make you seem like a jerk, 
  then you got rewarded.  This could be something as 
  innocuous as reminding me that your elf ranger’s 
  longbow was firing +1 arrows, or as significant as 
  reminding me that a certain piece of equipment 
  granted a reroll to a critically-failed outcome.
  Generally speaking, candy rewards were given out 
  in my games for anything—literally, anything—that 
  made the gaming experience more fun.  Doorbell rings, 
  and the pizza’s here, and your character is tied up in 
  the cyclops’ cave, so you know you won’t be doing 
  anything for a few minutes, and so you go and grab the 
  grub, and tip the delivery guy—that’s worth a candy.  
  Tell a funny joke—that’s worth a candy.  Save the life of 
  your comrade, only to drug him unconscious and use 
  him as a prop, in the manner of Weekend at Bernie’s—
  okay, that’s a little ghoulish, but it’s in character, and 
  amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming 
  group, who was a diabetic, it was a controlled and 
  mindful awesomeness.  But even the most free-
  wheeling player wants their character to level up.  I 
  get it.
  At the end of each gaming session, my players would 
  “turn in” their candy wrappers.  Each wrapper 
  represented something gone right, a good deed done—
  and therefore it was converted to XP.  Generally 
  speaking, no matter what the PCs’ levels, no matter 
  what the adventure, 10 candy wrappers meant you 
  advanced to the next level.  If you fell short—let’s say, 
  you only got 6—then it meant you were closer for next 
  gaming session (i.e., 4 needed in this example).  
  As years went on, it became a bit less practical and/or 
  Wisdom (Medicine)thy to urge my friends to consume 
  at least ten pieces of candy every time we got together, 
  and so the approach was tweaked.  Instead of candy 
  wrappers, gold stars, or spare dice in a particular 
  color, or Warhammer 40,000 figurines.  The point 
  was, you got a token, a “nugget” of reward, which was 
  later converted into XP.
  Rules lawyers hate this method, and I respect that.  
  But even the most hardened min/maxer eventually 
  recognizes that this approach, despite its drawbacks, 
  keeps play flowing quite quickly, and keeps everyone 
  focused on what I believe should be the goal of any 
  roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above 
  anecdote, or the approach it describes, it’s required 
  reading, because now we’ll get to how it applies to 
  Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is 
  encouraged to completely ignore or change this 
  approach if you feel it would make it work better for 
  your gaming group.
  The following represent opportunities to gain an 
  experience point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise 
  overcoming obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP 
  reward the PCs should obtain for defeating them in 
  combat.  They also list the number of “Reward Stars” 
  players should receive for success.  This is denoted like 
  this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: 
  players receive one or more most times that they 
  
  18
  Introduction
  achieve something in the game.
  Locks, traps, and skill checks are typically 
  “quadded”; each level of CR lists a suggested XP 
  reward, but also a number of Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to 
  the PCs, but shouldn’t be game-breakingly powerful 
  or ignorably impotent.  A simple delivery quest, for 
  example: what should that be worth?  500 XP?  For 
  a level one character, that can be almost halfway to 
  levelling up; for a level 19 character, that makes for a 
  completely worthless diversion.  Using Reward Stars 
  solves this problem, by automatically scaling the 
  reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of 
  each gaming session (or in between sessions, or at the 
  start of the next session, whatever works best for your 
  schedule), convert the Reward Stars to traditional 
  Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, 
  playing fair and nice, being a good sport, paying for or 
  even just ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: 
  a good, timely joke should be rewarded with a chunk of 
  XP that’s meaningful and helpful to the PC in question, 
  whether they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the 
  GM should reserve the right to remove or revoke the 
  Reward Stars a particular player, or the group entire, 
  has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, 
  but whose luck is simply poor, or for whom things just 
  aren’t working out.  Indeed, successful roleplaying 
  in the face of dire circumstances should be rewarded 
  more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the 
  group, not paying their fair share… or just generally 
  being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending 
  on what your current level is.
  If you’ve assigned Reward Stars to a particular PC, 
  use the character’s current level on the table below to 
  convert to an XP reward.
  On some occasions, you may instead have granted 
  Reward Stars to the party as a whole.  In this 
  scenario, calculate the Average Party Level (APL) as 
  you normally would, and use that on the table below to 
  convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward 
  Stars to advance in level, they may continue to 
  advance!  In such a scenario, count Stars using the 
  PC’s current level, until they level up.  Any remaining 
  stars are converted to XP using the character’s new 
  level.  In exceptionally rare circumstances—or with 
  exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though 
  such power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories 
  as to how rapidly characters should level up.  Slow, 
  average, and fast tracks are shown here, which scale to 
  the corresponding Character Advancement experience 
  point totals in the Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard 
  has been used:
  • Slow advancement requires 15 Reward Stars to 
  advance.
  • Advancement with the Average progression 
  demands 10 Reward Stars per level.
  • Only 5 Reward Stars are needed to advance 
  following the Fast track.
  Table 2: Converting Reward Stars to XP
  Level or 
  CR
  Slow
  Avg
  Fast
  1
   20 
   30 
   60 
  2
   40 
   60 
   120 
  3
   120 
   180 
   360 
  4
   253 
   380 
   760 
  5
   500 
   750 
   1,500 
  6
   600 
   900 
   1,800 
  7
   733 
   1,100 
   2,200 
  8
   933 
   1,400 
   2,800 
  9
   1,067 
   1,600 
   3,200 
  10
   1,400 
   2,100 
   4,200 
  11
   1,000 
   1,500 
   3,000 
  12
   1,333 
   2,000 
   4,000 
  13
   1,333 
   2,000 
   4,000 
  14
   1,667 
   2,500 
   5,000 
  
  19
  Introduction
  Level or 
  CR
  Slow
  Avg
  Fast
  15
   2,000 
   3,000 
   6,000 
  16
   2,000 
   3,000 
   6,000 
  17
   2,667 
   4,000 
   8,000 
  18
   2,667 
   4,000 
   8,000 
  19
   3,333 
   5,000 
   10,000 
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be 
  run with PCs of various levels, all NPCs and monsters 
  in this adventure have four separate sets of statistics.  
    These represent iterations of the creature in 
  four distinct scales of challenge.  These scales are 
  referred to, in ascending difficulty, as Low, Moderate, 
  Advanced, and Elite.
    Low-level statistics are the default, and are 
  intended for parties of 1st to 4th level PCs.  Typically, 
  the Low CR for a creature will be in the range of 
  fractional, up to 4.
    Moderate statistics present a bit more challenge, 
  and are meant for 5th to 8th level PCs.  CRs can be in 
  the range from 4-10.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant 
  for adventurers of the same levels.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  
  These stat blocks are designed for PCs above 15th level.
  To avoid confusion, elsewhere in the text outside 
  of the creature’s quadded stat block definition, the 
  statistics referred to are the Low, or default, block.  
  For example, the condensed, “vital stats” block that is 
  shown in red where the NPC or monster is introduced 
  in the adventure uses the Low values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and 
  obstacles sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded 
  stat blocks, not all other game elements do.  This is 
  intentional.  It represents the reality that although 
  monsters and people might be of advanced difficulty, 
  the city of Berinncorte exists in a typical, average 
  fantasy realm—DC 50 Mythic-caliber locks simply 
  doesn’t exist, let alone on every door in town!
  Below is an example of a door that has a quadded 
  challenge block.  The icons represent the scale of 
  increasing difficulty; from top to bottom, they are 
  Low, Moderate, Advanced, and Elite.
    Locked Secret Wooden Door
    Wisdom (Perception) DC 16; Break DC 20; 
  Dexterity (Sleight of Hand) DC 18
    Wisdom (Perception) DC 20; Break DC 24; 
  Dexterity (Sleight of Hand) DC 22
    Wisdom (Perception) DC 22; Break DC 26; 
  Dexterity (Sleight of Hand) DC 24
    Wisdom (Perception) DC 24; Break DC 28; 
  Dexterity (Sleight of Hand) DC 26
  
  20
  Introduction
  Adventure Incorporation
  Adventure Incorporation
  Some gaming groups are comfortable just sitting 
  down around a table and starting things off by the GM 
  informing everyone “all right, you’re in the Central 
  Tavern on Main Street of Middle Town.  What do you 
  want to do?”
  However, many gaming groups desire a bit more 
  context.  Particularly for play styles that emphasize 
  storytelling, it can help for players to have a bit of 
  information about the game world.  What sort of law 
  and order are kept, and by whom?  What good and 
  evil forces roam the land?  What is the history of the 
  region, and what wars or struggles have occurred or 
  whose influence lingers still?   And above all, what 
  does the surrounding territory look like, and what are 
  our options in terms of travelling elsewhere?
  As a Start to the Adventure Path
  The Dark Obelisk Adventure Path contains four 
  main adventures, and several “side” adventures.  
  Brushgather Farm is one of those optional side quests 
  in the context of the overall Adventure Path.
  Although Brushgather Farm was written to take 
  place after the PCs begin their adventure in the city of 
  Berinncorte in Dark Obelisk 1, it can truly take place 
  anywhere.
  Cora Brushgather is a character featured in DO1, so 
  discovering information about her and her family in 
  Brushgather Farm could lead the PCs to Berinncorte 
  to begin their adventures in DO1.
  Using With an Existing Campaign
  Brushgather Farm was designed as a side quest to 
  begin with, even in the context of a much larger set of 
  stories of the overall AP.  So it makes perfect sense for 
  it to be at home as a standalone adventure, most likely 
  1-2 sessions, in the context of any existing campaign 
  setting or world.
  Because, like all Infinium Game Studio products, 
  Brushgather Farm was designed to be completely 
  usable with any size and level of adventuring party 
  and PCs, it truly should not matter where your gaming 
  group is coming from already.
  In terms of the feel and level of difficulty, however, it’s 
  recommended that low-level adventurers pursue the 
  quest.
  As a One-Shot Adventure
  The same qualities that make Brushgather Farm a 
  perfect “side quest” to an existing story structure also 
  mean it’s an ideal one-shot adventure.
  As a Start to a New Campaign
  This is the simplest option to using this adventure: 
  simply generate your party’s new characters and 
  get going!  Make sure you have a good variety of 
  characters, races, classes, and so on represented.  
  Use one of the Hooks (see below) to provide a reason 
  for the PCs to venture to the Farm, or simply have 
  them meet there with reasons each their own for 
  investigating.
  Murder, evil monsters, dungeons and tunnels, and a 
  nearby city: these are all elements that provide ample 
  opportunity for skilled G/DMs to springboard into 
  further adventures beyond the Farm.
  Hooks and Links
  If you’re looking for reasons that the party seeks out 
  the Farm or begins their tale of adventuring there, 
  here are some ideas.  Of course, as a GM, you are by no 
  means bound to selecting from among these… but it’s 
  always useful to have some inspiration or something to 
  get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who 
  have at least one level in a particular class.  As GM, 
  you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class 
  hooks to provide the entire party a believable reason to 
  travel to the Farm.
  Paladins
  Tales of a small family farm in trouble should provide 
  ample motivation for even the most jaded and cynical 
  defender of faith.  
  For those Paladins too haughty to take part in 
  such small-scale heroics, it just could be that the 
  Brushgather family is known to have worshipped the 
  same deity(ies) as the party’s Paladin.
  
  21
  Introduction
  Rogues
  Family farms are rarely the source of good loot... 
  however, it could be that the party’s Rogue gets wind 
  of the possibility that the Brushgathers come from a 
  long line of storied warriors.  These rumors come with 
  a whisper that arms, armor, and treasure from those 
  days past let linger in musty attic spaces.
  Fighters and Martial Characters
  If there’s trouble at the farm, who better to defeat 
  it than fighters?  If brute force isn’t solving your 
  problem, you’re simply not using enough of it!
  Arcane Classes
  A farmhouse in peril will provide no scholar any 
  illusions of grandeur or arcane opportunities.  
  However, the mere mention of something underneath 
  the farmhouse should spark interest in those seeking 
  to delve more deeply... what, pray tell, might the 
  dark forces be that have so wreaked havoc upon such 
  innocents?  Surely this could be merely the tip of a 
  dark and storied iceberg?
  Divine Classes
  As with the Paladin hooks above, the theme of saving 
  the innocent may hold enough incentive on its own for 
  Clerics and such.  
  However, as also with Paladins, neutral or less Lawful 
  Good-inclined worshipers may feel compelled to 
  defend those who pray to the same gods.
  Monks and Druids
  The best farms are at peace with natural order.  In 
  fact, farms by definition must adhere to a balance with 
  plants and animals, as they are purpose-built to grow 
  and entrench the circle of life.
  That something untoward may have happened here, 
  and that this balance may thus have been disrupted, 
  should prove incentive enough to at least show up and 
  investigate.
  General Hooks
  These hooks are not linked directly to any particular 
  race, class, or other party element, and can be 
  deployed as the GM sees fit as best matches the play 
  style and existing motivations of the party.
  Reward
  It’s simple mercenary math: farms may not have much, 
  but whatever they do have, would presumably be 
  offered up to whomever saves their land, house, and 
  family.
  Damsel in Distress
  Bards, rogues, and those simply driven by a savior 
  complex may feel inclined to investigate if particular 
  emphasis is placed on Cora Brushgather and her 
  family plight.
  Friend of a Friend
  The PCs need not be familiar with nearby Berinncorte 
  City, or have access to any other material in the Dark 
  Obelisk Adventure Path, to run into someone who 
  knows the Brushgather family.  Such a person could 
  easily be imagined to plead on the farm’s behalf for 
  rough-and-tumble outsiders to help.
  
  22
  Introduction
  
  23
  Adventure
  Brushgather Farm
  Brushgather Farm
  
  24
  Adventure
  
  25
  Adventure
  It’s a typical, successful farm, with a multi-story 
  homestead.  Nothing to see here, move along.
  Except.
  Except, the animals have been spooked, lately.
  Except, neighboring farms and travelers have reported 
  a strange darkness looming inexplicably above the 
  farmhouse.
  Except, those who know the family well say they’ve yet 
  to see them in months, and folks in town tell a similar 
  tale.
  Except, those who have paid calls on the homestead 
  to visit have turned away, their doorknocks and calls 
  unanswered.  Some have reported hearing a sobbing 
  noise from within, though no amount of solicitation 
  produced any occupant to emerge.
  Except, of late, livestock and wildlife no longer venture 
  near the farm, particularly its house.
  Except.
  Brushgather Farm is a strange place.  A place of 
  mystery.
  Introduction
  Brushgather Farm Random Encounters
  Brushgather Farm Random Encounters
  FlexTable 4: Brushgather Farm Random Encounters
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-50
  01-70
  01-10
  No Encounter
  The coast is clear... for now!
  31-50
  51-70
  71-85
  11-20
  Dire Rats
  Dire Rat attack (
    1d6+2).
  51-70
  71-85
  86-90
  21-30
  Zombies
  Zombies attack (
    1d4+1).
  71-85
  86-92
  91-95
  31-50
  Ghouls
  Ghoul attack (
    1d4).
  86-90
  93-95
  96-98
  51-70
  Slime Mold
  Slime Mold lies around the next corner (
    1d2).
  91-97
  96-99
  99
  71-85
  Skulk
  Skulk ambush (
    1d2).
  98-00
  00
  00
  86-00
  Shadow
  Shadow ambush (1x).
  For every 10 minutes of noncombat activity pursued by 
  the party in and around the Farm and the Farmhouse 
  proper, consider rolling on the Random Encounters 
  table below.
  • 
    Use Context A: 
  By default, or if no other circumstances apply.
  • 
    Use Context B: 
  If the party is in the midst of actively pursuing the 
  plot, or you would like to dial back the difficulty 
  slightly.
  • 
    Use Context C: 
  If the party has suffered greatly, or if you would 
  prefer to avoid distracting them from the main story.
  • 
    Use Context D: 
  If the party (or you!) are eager for combat, or if they 
  are failing to take the proceedings seriously.
  
  26
  Adventure
  Map 1: Brushgather Farm Overview (BF-O)
  One square equals 20 ft.
  
  27
  Adventure
  BF-O: Brushgather Farm Overview
  BF-O: Brushgather Farm Overview
  This map is provided mainly for context.  There is no 
  intent for the PCs to explore the broader region of the 
  farmland; the focus of the adventure is for the PCs to 
  focus their attentions on the Homestead.
    This can be done in a number of ways, likely 
  unnecessary to list to seasoned GMs, but as with 
  any “guiding” of the PCs’ actions, care must be 
  taken to not make it feel too much like forceful 
  railroading.
  BF-O-1: Entrance Path
    A path of varying width and durability winds its 
    A path of varying width and durability winds its 
  way through forest of equally varied composition.   
  way through forest of equally varied composition.   
   
  Scrub and nearly-dead bushes are the norm to 
  Scrub and nearly-dead bushes are the norm to 
  the immediate left and right of this somewhat 
  the immediate left and right of this somewhat 
  makeshift road, and head-height bushes and much 
  makeshift road, and head-height bushes and much 
  taller trees usually encroach from either side. 
  taller trees usually encroach from either side. 
   
  Though suitable for man or horse to travel without 
  Though suitable for man or horse to travel without 
  incident, the road has the feel of a pathway carved 
  incident, the road has the feel of a pathway carved 
  out of its natural surroundings by the tool of 
  out of its natural surroundings by the tool of 
  happenstance more than focused action. 
  happenstance more than focused action. 
   
  It’s quiet... unnaturally so.  Even for those who 
  It’s quiet... unnaturally so.  Even for those who 
  have never visited farmland, the complete absence 
  have never visited farmland, the complete absence 
  of chirping, rustling, or other telltale indicators of 
  of chirping, rustling, or other telltale indicators of 
  wildlife is unsettling.  It forces the more paranoid 
  wildlife is unsettling.  It forces the more paranoid 
  among you to focus on their own sounds, the 
  among you to focus on their own sounds, the 
  sounds of the party as you crump and squish and 
  sounds of the party as you crump and squish and 
  trod onwards. 
  trod onwards. 
   
  After all, if you can’t hear anything else, whatever 
  After all, if you can’t hear anything else, whatever 
  might be out there can almost certainly hear 
  might be out there can almost certainly hear you.
  you.
  This pathway may be makeshift, but it handles all 
  manner of traffic just fine.  Furthermore, most of the 
  beasties and wildlife that pervade the house itself keep 
  clear of the road; while it, the PCs suffer no direct 
  attacks.
    Although safe in the traditional sense of the word, 
  the road shouldn’t detract from the atmosphere 
  of the place.  The GM is encouraged to play up 
  the sense of dread, the absence of wildlife, and 
  generally give the PCs the impression that if they 
  are indeed truly safe on the path, such solace is 
  temporary at best.
  BF-O-2: Northwest Field
  Only read the italicized portion of the description below if at 
  least one member of the party possesses any ranks in any 
    
  Knowledge (Nature), Wisdom (Survival), or similar skill.
    Sorghum and soy appear to be grown here.  In the 
    Sorghum and soy appear to be grown here.  In the 
  waves of the plants, no birds appear. 
  waves of the plants, no birds appear. 
   
  It’s apparent that these crops are spoiled; ignorance 
  It’s apparent that these crops are spoiled; ignorance 
  or neglect has led to the failure to harvest at the 
  or neglect has led to the failure to harvest at the 
  proper time and as a result the plants are dying 
  proper time and as a result the plants are dying 
  untended.
  untended.
  As there is no true content to be found in the fields, the PCs 
  are encouraged to avoid wasting time searching the area.
  BF-O-3: Northern Field
  Only read the italicized portion of the description below if at 
  least one member of the party possesses any ranks in any 
    
  Knowledge (Nature), Wisdom (Survival), or similar skill.
    This field is low-cut, with smaller brush and scrub 
    This field is low-cut, with smaller brush and scrub 
  haphazardly growing at about knee height or lower.  
  haphazardly growing at about knee height or lower.  
  It certainly doesn’t look like well-tended farmland. 
  It certainly doesn’t look like well-tended farmland. 
   
  This field has been ignored; from what you can 
  This field has been ignored; from what you can 
  tell, it was harvested, and then amidst a “reset” of 
  tell, it was harvested, and then amidst a “reset” of 
  the plants to a different crop, work simply ceased 
  the plants to a different crop, work simply ceased 
  altogether.
  altogether.
  As there is no true content to be found in the fields, the PCs 
  are encouraged to avoid wasting time searching the area.
  BF-O-4: Southwestern Field
  Only read the italicized portion of the description below if at 
  least one member of the party possesses any ranks in any 
    
  Knowledge (Nature), Wisdom (Survival), or similar skill.
    Corn rises from the ground in nicely-arranged rows 
    Corn rises from the ground in nicely-arranged rows 
  here.  Some ears have rotted, others have been 
  here.  Some ears have rotted, others have been 
  visibly pecked at by what wildlife must have left 
  visibly pecked at by what wildlife must have left 
  long ago.  Little remains of a viable harvest here. 
  long ago.  Little remains of a viable harvest here. 
   
  These crops have definitely been ignored; nobody 
  These crops have definitely been ignored; nobody 
  harvested them and they are simply dying out.
  harvested them and they are simply dying out.
  As there is no true content to be found in the fields, the PCs 
  are encouraged to avoid wasting time searching the area.
  BF-O-5: Southeastern Field
  Only read the italicized portion of the description below if at 
  least one member of the party possesses any ranks in any 
    
  Knowledge (Nature), Wisdom (Survival), or similar skill.
    This thin rounded strip of farmland bends tightly 
    This thin rounded strip of farmland bends tightly 
  around the property’s lake, and consists of wheat.  
  around the property’s lake, and consists of wheat.  
  Despite the proximity to water, it doesn’t seem to 
  Despite the proximity to water, it doesn’t seem to 
  
  28
  Adventure
  have grown very well. 
  have grown very well. 
   
  Neglect, poison, or disease must have been present 
  Neglect, poison, or disease must have been present 
  here to have prevented proper growth, for all the 
  here to have prevented proper growth, for all the 
  other elements are in play here.
  other elements are in play here.
  As there is no true content to be found in the fields, the PCs 
  are encouraged to avoid wasting time searching the area.
  BF-O-6: Brushgather Homestead
  Only read the italicized portion below if the PCs 
  approach the farmhouse during the daytime.
    A four-story farmhouse sits here, amidst a well-
    A four-story farmhouse sits here, amidst a well-
  worn area of dirt and gravel.  As with the rest of 
  worn area of dirt and gravel.  As with the rest of 
  the property, an eerie quiet hangs over the area.  
  the property, an eerie quiet hangs over the area.  
  Though it seems as though this would be more 
  Though it seems as though this would be more 
  notable in the fields, where wildlife is normally 
  notable in the fields, where wildlife is normally 
  common, for some reason it seems all the more 
  common, for some reason it seems all the more 
  foreboding at the house.  You can’t shake the 
  foreboding at the house.  You can’t shake the 
  feeling that 
  feeling that there should be someone here
  there should be someone here. . 
   
  The house is large, but in comparison to the rest of 
  The house is large, but in comparison to the rest of 
  the sprawling farmland, seems small. 
  the sprawling farmland, seems small. 
   
  Despite the daylight, you have a great deal of 
  Despite the daylight, you have a great deal of 
  difficulty seeing inside any of the windows; they 
  difficulty seeing inside any of the windows; they 
  appear darkened, though from interior curtains, 
  appear darkened, though from interior curtains, 
  paint, grime, or something more sinister, you cannot 
  paint, grime, or something more sinister, you cannot 
  tell.
  tell.
  The house should be the focal point of the PC’s 
  activities here in the farmland.  Find more detail on 
  this structure starting on page 47.
  BF-O-7: Horsepath
  Only read the italicized portions of the description below if 
  at least one member of the party possesses any ranks in any 
    Wisdom (Animal Handling), Wisdom (Animal Han-
  dling), or similar Profession or Knowledge skill.
   Rounding away from the house on the eastern side 
   Rounding away from the house on the eastern side 
  is a well-traveled dirt road, wider and seemingly 
  is a well-traveled dirt road, wider and seemingly 
  more intentional than the road you traveled to get 
  more intentional than the road you traveled to get 
  to the house.  It leads from the house to the lake to 
  to the house.  It leads from the house to the lake to 
  its south. 
  its south. 
   
  The myriad prints and tracks in the dirt and mud 
  The myriad prints and tracks in the dirt and mud 
  reflect the path’s likely purpose: as a racing and 
  reflect the path’s likely purpose: as a racing and 
  training ground for horses.  Many beasts seem to 
  training ground for horses.  Many beasts seem to 
  have commonly traveled back and forth from the 
  have commonly traveled back and forth from the 
  house to the lake.   
  house to the lake.   
   
  There are also some other prints here, and although 
  There are also some other prints here, and although 
  you have difficulty placing them exactly, they’re 
  you have difficulty placing them exactly, they’re 
  certainly tracks from a beast no man has ridden.
  certainly tracks from a beast no man has ridden.
  BF-O-8: Lake
    A nice-sized lake sits here, surrounded by a field 
    A nice-sized lake sits here, surrounded by a field 
  to the north and west and trees to the south.  In 
  to the north and west and trees to the south.  In 
  another place, the calm here might grant you some 
  another place, the calm here might grant you some 
  serenity and peace; however, the calm is eerie 
  serenity and peace; however, the calm is eerie 
  and pervasive on this property, and seemingly not 
  and pervasive on this property, and seemingly not 
  limited to the water. 
  limited to the water. 
   
  Underneath the surface, you see no fish, and no 
  Underneath the surface, you see no fish, and no 
  bugs skim atop the water.  
  bugs skim atop the water.  
  Though the general feel of this place should strongly 
  suggest otherwise, the lakewater is actually perfectly 
  normal and drinkable, and causes no ill effects.  It 
  tastes stale and gritty, however.
  
  29
  Adventure
  Map 2: Brushgather Farm Ground Floor (BF-GF)
  One square equals 5 ft.
  
  30
  Adventure
  BF-GF: Brushgather Farm (Ground Floor)
  BF-GF: Brushgather Farm (Ground Floor)
  Please refer to page 72 for a GM-redacted copy of 
  this map.
  Foreboding, Dread, and Vacancy
  The general feel for this building should be a growing 
  sense of unease.  It’s a typical farmhouse, and the 
  ground floor itself actually bears very little that’s 
  unusual.
  However, opportunities still abound to make the PCs ill 
  at ease.  These have been sprinkled in various places, 
  but please feel free to insert or remove such events as 
  you see fit.
    Use your own discretion as to how best to play 
  this house.  It ultimately leads to a very dungeon-
  esque monster assortment in the traditional sense 
  of things, but start to finish, it can be played as 
  a hack-and-slash dungeon crawl, or as a more 
  cerebral horror-style scenario.  How you wish 
  to portray things, and how much time the PCs 
  spend on each floor of the building as a result, is 
  up to you and your sense of your gaming group’s 
  preferences.
  Brushgather Homestead 
  Encounters
  While the PCs are in the Brushgather Homestead at 
  any time of day, for every half-hour the party spends 
  indoors, roll on “Table 3: Brushgather Farm Random 
  Encounters” on page 43.
  As the house is so dimly lit during the daytime, there is 
  no modifier for evening vs. daylight hours.
  BF-GF-1: Entrypath
    This area is well-worn; it’s clear that most guests 
    This area is well-worn; it’s clear that most guests 
  travel here, park their horses in the stables to the 
  travel here, park their horses in the stables to the 
  east, and then enter through the double doors you 
  east, and then enter through the double doors you 
  see to the northeast, which are closed. 
  see to the northeast, which are closed. 
   
  A less-worn path seems to lead around the house to 
  A less-worn path seems to lead around the house to 
  the northwest. 
  the northwest. 
   
  The house itself is strange: large, enormous even, 
  The house itself is strange: large, enormous even, 
  for a modest farmhouse, as though the fortunes of 
  for a modest farmhouse, as though the fortunes of 
  the occupants were supplemented by secondary 
  the occupants were supplemented by secondary 
  enterprise more profitable than farming.  The 
  enterprise more profitable than farming.  The 
  windows of the upper stories are darkened, though 
  windows of the upper stories are darkened, though 
  from soot or curtain you cannot tell from your 
  from soot or curtain you cannot tell from your 
  vantage. 
  vantage. 
   
  As with the rest of the property, a silence has fallen 
  As with the rest of the property, a silence has fallen 
  here; you sense no movement of any kind within or 
  here; you sense no movement of any kind within or 
  around the homestead.
  around the homestead.
  The steel-reinforced wooden double doors are typically 
  closed and locked.
    As this is the main entryway into the house, the GM 
  may decide instead to have these doors unlocked 
  and/or open at the time of the PCs’ approach.  That 
  said, note that there are four other opportunities 
  for the party to enter the premises... if their skills 
  fail them entering the main door, they may have 
  better luck elsewhere and have to hunt around a 
  bit.
  If locked, the doors have the following profile.
   Locked Iron-Banded Wooden Double 
  Doors
    Break DC 16; Dexterity (Sleight of Hand) DC 14
    Break DC 18; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 18
    Break DC 22; Dexterity (Sleight of Hand) DC 22
  BF-GF-2: Stable Entrance
    The smell of beast grows stronger as you approach 
    The smell of beast grows stronger as you approach 
  what must be a stable.  A well-worn dusty path 
  what must be a stable.  A well-worn dusty path 
  leads to sturdy double doors.  The door on the right 
  leads to sturdy double doors.  The door on the right 
  is ajar a few inches.   
  is ajar a few inches.   
   
  To the north of the door is a barrel and a table, atop 
  To the north of the door is a barrel and a table, atop 
  which rests a sack of grain.  To the south is a crate, 
  which rests a sack of grain.  To the south is a crate, 
  atop which sits a closed wooden chest.
  atop which sits a closed wooden chest.
  Though usually unlocked, the doors have the following 
  profile.  They may only be locked from outside.
   Stable Double Doors
    Break DC 14
    Break DC 16
    Break DC 18
    Break DC 20
  The chest is closed and locked, as follows:
   Locked Stable Supply Chest
    Break DC 18; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 18
    Break DC 22; Dexterity (Sleight of Hand) DC 20
    Break DC 24; Dexterity (Sleight of Hand) DC 22
  
  31
  Adventure
  Inside can be found some disappointingly rudimentary 
  supplies:
    Stable Supply Chest
    12 cp; grimy (but entirely functional) dagger
    12 sp; 34 cp; silver dagger
    9 gp; 61 sp; silver masterwork dagger
    3 pp; 59 gp; silver masterwork dagger
  BF-GF-3: Stables
    From the smell of beast to the straw on the floor, 
    From the smell of beast to the straw on the floor, 
  and the equipment hanging from hooks on the 
  and the equipment hanging from hooks on the 
  walls, there’s little doubt as to the purpose of 
  walls, there’s little doubt as to the purpose of 
  this structure, which appears to be an addition 
  this structure, which appears to be an addition 
  to the house made after the original building’s 
  to the house made after the original building’s 
  construction. 
  construction. 
   
  An array of smaller pens is each closed with a 
  An array of smaller pens is each closed with a 
  locked wooden lattice.  In several areas, water 
  locked wooden lattice.  In several areas, water 
  barrels stand open and half-filled with what 
  barrels stand open and half-filled with what 
  appears to be grimy, yet perhaps serviceable, 
  appears to be grimy, yet perhaps serviceable, 
  liquid. 
  liquid. 
   
  No horses appear to be present, and the only offal 
  No horses appear to be present, and the only offal 
  you see is so old as to crunch underfoot as you trod 
  you see is so old as to crunch underfoot as you trod 
  upon it.
  upon it.
  The water is stale and smells of horse (naturally), but 
  should be okay to drink —there is a 
    10% chance 
  that an imbiber must pass a 
    DC 14 Fortitude 
  test or suffer the nauseated condition for one hour 
  (unable to attack, cast spells, concentrate on spells, or 
  do anything else requiring attention.  The only action 
  such a character can take is a single move action per 
  turn).
  All pens are closed and locked, but somewhat easily 
  bypassed, as follows.  This profile applies to the entry 
  to all pens but the Northeast Stablepen and the Large 
  Stablepen:
   Locked Wooden-Lattice Pen Gates
    Break DC 13; Dexterity (Sleight of Hand) DC 12
    Break DC 15; Dexterity (Sleight of Hand) DC 14
    Break DC 17; Dexterity (Sleight of Hand) DC 16
    Break DC 19; Dexterity (Sleight of Hand) DC 18
  There is little in the way of treasure to be found here.  The 
  northeast and southern pens are described separately below; 
  scavenging any of the other three pens yields the following:
    Pen Debris
    3 cp
    8 cp; 1 sp; wooden cup (value 1 cp)
    12 cp; 3 sp; wooden cup (value 1 cp); silver fork 
  (value 1 sp)
    18 cp; 7 sp; wooden cup (value 1 cp); silver fork 
  (value 1 sp)
  BF-GF-4: Large Stablepen
    In the south of the stable is a pen twice the size of 
    In the south of the stable is a pen twice the size of 
  the others, with its own dedicated water barrel.  
  the others, with its own dedicated water barrel.  
  The straw here seems a bit less stained, and there 
  The straw here seems a bit less stained, and there 
  is no ancient refuse to be found.
  is no ancient refuse to be found.
  This zone was typically reserved for the best of the 
  beasts, and in fact would remain empty for months at 
  a time if no such animal seemed ahead of its peers.
  The water in the barrel is perfectly drinkable to no 
  adverse effects.
  In the corner, underneath a pile of straw and requiring 
  an intentional search or a passive 
    DC 16 Wisdom 
  (Perception) test to locate, is a quality find:
    Large Stablepen Strawheap
    1 sp; silver-embroidered horse hood (value 8 sp)
    3 gp; silver-embroidered horse hood (value 8 gp)
    1 pp; 7 sp; silver-embroidered horse hood (value 
  34 gp)
    12 pp; silver-embroidered horse hood (value 81 
  gp)
  BF-GF-5: Northeast Stablepen
    The wooden lattice serving as this pen’s door 
    The wooden lattice serving as this pen’s door 
  appears to have been crafted of a more quality 
  appears to have been crafted of a more quality 
  lumber than its peers in the stable; the wood 
  lumber than its peers in the stable; the wood 
  is darker, and the spaces between the slats is 
  is darker, and the spaces between the slats is 
  narrower.
  narrower.
  The pen’s door, in addition to being firmer, had its lock 
  made of harder stuff:
   Locked Northeast Stablepen Gate
    Break DC 14; Dexterity (Sleight of Hand) DC 12
    Break DC 16; Dexterity (Sleight of Hand) DC 14
    Break DC 18; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 18
  Inside is an otherwise normal straw-and-shit 
  assortment of floor coating.  In the northeast corner, 
  underneath a pile of hardened horse excrement and 
  requiring an intentional search or a passive 
    DC 20 
  Wisdom (Perception) test to locate, is a tiny leather 
  satchel bearing reward:
  
  32
  Adventure
    Pen Debris
    square-cut emerald (value 34 gp)
    square-cut emerald (value 118 gp)
    square-cut emerald (value 292 gp)
    pear-cut emerald (value 551 gp)
  The pen is otherwise unremarkable.  It was typically 
  used to isolate dangerous or volatile beasts, if any 
  were present.
  BF-GF-6: Eastern Stable Entrance
    This simple wooden door is closed.
    This simple wooden door is closed.
  This stable entrance is rarely locked, and is not as 
  the PCs approach the house.  Regardless, it has the 
  following profile; it can be locked only from the inside 
  but requires no key to do so.
   East Stable Door
    Break DC 12
    Break DC 14
    Break DC 16
    Break DC 18
  BF-GF-7: Stable Supplypile
    An assortment of horse and stable supplies are 
    An assortment of horse and stable supplies are 
  arrayed here at the southern edge of the stable 
  arrayed here at the southern edge of the stable 
  building, surrounding a long wooden bench that 
  building, surrounding a long wooden bench that 
  looks out over the southern field and thence toward 
  looks out over the southern field and thence toward 
  the lake.  To the west edge is an open barrel of 
  the lake.  To the west edge is an open barrel of 
  water.
  water.
  Spoiled grain, rotted leather, and rusted harness are 
  the main contents of the crates and barrels here.  
  The water is perfectly fine to drink and causes no ill 
  effects.
  There are two drawstring sacks on the bench, which 
  can be opened easily to yield the following:
    Stable Supply Sacks
    5 sp; 1 gp; silver ring (value 3 gp)
    12 gp; 1 pp; silver ring (value 36 gp)
    41 gp; 8 pp; silver ring (value 118 gp)
    8 gp; 43 pp; gold ring (value 317 gp)
  BF-GF-8: Living Room
  Only read the italicized portion below if the PCs are 
  entering the house for the first time via this room, 
  through the southern double doors.
      The doors creak open, and when they cease their 
  The doors creak open, and when they cease their 
  movement, so too does all sound stop.  If outside 
  movement, so too does all sound stop.  If outside 
  seemed unnaturally quiet, the house’s interior seems 
  seemed unnaturally quiet, the house’s interior seems 
  even calmer, a dead zone to noise and movement.  
  even calmer, a dead zone to noise and movement.  
  Dust glitters in the air, disturbed by the door’s 
  Dust glitters in the air, disturbed by the door’s 
  opening; its motion through the air serves only to 
  opening; its motion through the air serves only to 
  underscore how still everything else is and has been.
  underscore how still everything else is and has been. 
   
  This room appears to be the common area of the 
  This room appears to be the common area of the 
  residence.  You can easily imagine it a room of rest 
  residence.  You can easily imagine it a room of rest 
  and relaxation, particularly at the end of a long, 
  and relaxation, particularly at the end of a long, 
  hard-working farm day. 
  hard-working farm day. 
   
  Tables, chairs, plants, and cabinets are spaced 
  Tables, chairs, plants, and cabinets are spaced 
  nicely around the room.  The plants have nearly 
  nicely around the room.  The plants have nearly 
  died, and are brown and withered.   
  died, and are brown and withered.   
   
  A set of simple wooden double doors is in the 
  A set of simple wooden double doors is in the 
  northeast, and the reinforced double entry doors sit 
  northeast, and the reinforced double entry doors sit 
  in the south wall.
  in the south wall.
  The bookshelf in the north of the room houses a few 
  dusty and empty liquor bottles.  
  There is no other treasure to be found here.
  If the PCs spend some time searching the room 
  thoroughly, you may insert the following event at your 
  discretion.
  Homestead Jumpscare
      Thud!  
  Thud!  You hear something from deeper in the 
  You hear something from deeper in the 
  house, as though a large object collided with 
  house, as though a large object collided with 
  something wooden.  The noise is so unexpected, 
  something wooden.  The noise is so unexpected, 
  and gone so quickly, that you have difficulty placing 
  and gone so quickly, that you have difficulty placing 
  it: above, or below, or at the same level as you are.   
  it: above, or below, or at the same level as you are.   
   
  You wait for further noise, or motion, or any sense 
  You wait for further noise, or motion, or any sense 
  at all connected with or that would help make 
  at all connected with or that would help make 
  sense of what you heard.  It’s once again so quiet 
  sense of what you heard.  It’s once again so quiet 
  and still that you wonder whether you truly heard 
  and still that you wonder whether you truly heard 
  anything in the first place.
  anything in the first place.
  This is merely a cheap “jump scare” and is not 
  explicitly connected, plot-wise, with any significant 
  development, though once any form of combat or 
  action gets going, it’s not too hard for the PCs to chalk 
  this event up to any manner of unexpected occupants 
  of the house.
  BF-GF-9: Dining Hall
    A long, rectangular space snakes around to the 
    A long, rectangular space snakes around to the 
  south.   
  south.   
   
  Centered in the northeast is a large but plain 
  Centered in the northeast is a large but plain 
  wooden dining table, with six chairs.  To the west, 
  wooden dining table, with six chairs.  To the west, 
  a pillow sits on the floor; to its south is a writing 
  a pillow sits on the floor; to its south is a writing 
  desk with two chairs, next to a bench. 
  desk with two chairs, next to a bench. 
  
  33
  Adventure
   
  Double doors lead to the northeast, behind a plain 
  Double doors lead to the northeast, behind a plain 
  red curtain; double doors lead to the living room in 
  red curtain; double doors lead to the living room in 
  the southwest.  A single wooden door, sturdy, leads 
  the southwest.  A single wooden door, sturdy, leads 
  to the south.  A staircase heads up in the northwest.  
  to the south.  A staircase heads up in the northwest.  
  Finally, in the northwest by the window at the end 
  Finally, in the northwest by the window at the end 
  of the hall is a locked wooden door.
  of the hall is a locked wooden door.
  In the unlocked cupboard to the south is an assortment 
  of unremarkable dining supplies: 
    Cupboard
    wooden cups (6x, 1 cp apiece); basket (3x, 
  1 sp apiece); plates (12x, 1 sp apiece); 13 cp
  The empty planter in the middle of the room has been used 
  as a spitoon, and so is quite disgusting.  If searched, howev-
  er, it reveals that it has also apparently been used as a do-
  mestic wishing well of sorts:
    Stable Supply Sacks
    5 sp; 1 gp; silver ring (value 3 gp)
    12 gp; 1 pp; silver ring (value 36 gp)
    41 gp; 8 pp; silver ring (value 118 gp)
    8 gp; 43 pp; gold ring (value 317 gp)
  BF-GF-10: Closet
  Only read the italicized text below once the PCs bypass 
  the door and have gained full access to the closet itself.
    An innocuous door abuts the window at the end of 
    An innocuous door abuts the window at the end of 
  the dining hallway.  It appears somewhat sturdy yet 
  the dining hallway.  It appears somewhat sturdy yet 
  plain. 
  plain. 
   
  Now that the door is open, you see within a very 
  Now that the door is open, you see within a very 
  small chamber.  In the cramped quarters are a rug, 
  small chamber.  In the cramped quarters are a rug, 
  a wooden chest reinforced with steel straps, and a 
  a wooden chest reinforced with steel straps, and a 
  trapdoor that leads downstairs, presumably to the 
  trapdoor that leads downstairs, presumably to the 
  house’s basement.
  house’s basement.
  The door to the closet is locked, as follows:
   Locked Closet Door
    Break DC 14; Dexterity (Sleight of Hand) DC 12
    Break DC 16; Dexterity (Sleight of Hand) DC 14
    Break DC 22; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 20
  The treasure chest found inside the closet is trapped 
  and locked, as follows:
   Poison Needle Trap
  Type Mechanical; Trigger Touch; Reset Repair
    Wisdom (Perception) DC 16; Dexterity (Sleight of 
  Hand) DC 15
  Effect Atk +2 melee and melee touch (1d4 plus small 
  centipede poison)
  Small Centipede Poison: Injury; Save Fort DC 11; 
  Frequency 1/round for 4 rounds; Effect 1d2 Dex; Cure 1 
  save
    Wisdom (Perception) DC 18; Dexterity (Sleight of 
  Hand) DC 18
  Effect Atk +4 melee and melee touch (1d4 plus small 
  centipede poison)
  Small Centipede Poison: Injury; Save Fort DC 11; 
  Frequency 1/round for 4 rounds; Effect 1d2 Dex; Cure 1 
  save
    Wisdom (Perception) DC 18; Dexterity (Sleight of 
  Hand) DC 18
  Effect Atk +6 melee and melee touch (1d4 plus large 
  scorpion venom)
  Large Scorpion Venom: Injury; Save Fort DC 17; 
  Frequency 1/round for 6 rounds; Effect 1d2 Str; Cure 1 
  save
    Wisdom (Perception) DC 20; Dexterity (Sleight of 
  Hand) DC 20
  Effect Atk +8 melee and melee touch (1d4 plus large 
  scorpion venom)
  Large Scorpion Venom: Injury; Save Fort DC 17; 
  Frequency 1/round for 6 rounds; Effect 1d2 Str; Cure 1 
  save
   Locked Closet Chest
    Break DC 16; Dexterity (Sleight of Hand) DC 16
    Break DC 18; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 20
    Break DC 22; Dexterity (Sleight of Hand) DC 22
  Inside the chest may be found the following treasure:
    Closet Treasure Chest
    23 sp; 9 gp; signet ring (value 51 gp)
    78 sp; 41 gp; signet ring (value 113 gp)
    52 gp; 14 pp; silver ring (value 660 gp)
    71 gp; 38 pp; gold ring (value 819 gp)
  The trapdoor leads down to the basement as described.  It is 
  locked but untrapped:
   Locked Basement Trapdoor
    Break DC 20; Dexterity (Sleight of Hand) DC 16
    Break DC 22; Dexterity (Sleight of Hand) DC 18
    Break DC 24; Dexterity (Sleight of Hand) DC 20
    Break DC 26; Dexterity (Sleight of Hand) DC 22
  
  34
  Adventure
  BF-GF-11: Horse Supply Storage
    This room smells dankly of horse, leather, and 
    This room smells dankly of horse, leather, and 
  metal.  Tables and supplies are strewn about the 
  metal.  Tables and supplies are strewn about the 
  perimeter.  Of note, several sacks lie on the floor, 
  perimeter.  Of note, several sacks lie on the floor, 
  and a wooden banded-iron chest sits atop a table 
  and a wooden banded-iron chest sits atop a table 
  on the south wall. 
  on the south wall. 
   
  Wooden doors lead to the north, east, and south; 
  Wooden doors lead to the north, east, and south; 
  the southern door appears much sturdier than the 
  the southern door appears much sturdier than the 
  others, as though it led outside.
  others, as though it led outside.
  The northern door leads to the Dining Area; the 
  eastern door leads to the Workshop.  Both are 
  typically closed and locked, and share the following 
  profile:
   Locked Interior Doors
    Break DC 14; Dexterity (Sleight of Hand) DC 13
    Break DC 16; Dexterity (Sleight of Hand) DC 15
    Break DC 18; Dexterity (Sleight of Hand) DC 27
    Break DC 20; Dexterity (Sleight of Hand) DC 20
  The door that leads south to the stables is locked and 
  has the following profile:
   Locked Stable Access Door
    Break DC 13; Dexterity (Sleight of Hand) DC 14
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 17; Dexterity (Sleight of Hand) DC 18
    Break DC 18; Dexterity (Sleight of Hand) DC 20
  The chest mentioned in the description is closed and 
  locked, as follows:
   Locked Horse Supply Chest
    Break DC 16; Dexterity (Sleight of Hand) DC 16
    Break DC 18; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 20
    Break DC 21; Dexterity (Sleight of Hand) DC 22
  It contains the following treasure if accessed:
    Horse Supply Chest
    6 gp; 12 cp; silver bridle (value 28 gp)
    19 gp; 25 cp; silver bridle (value 91 gp)
    2 pp; 34 gp; gold and silver bridle (value 183 gp)
    31 pp; 61 gp; gold and silver bridle (value 384 
  gp)
  The other containers in this room contain grain, hay, and wa-
  ter, all of which are in good condition.
  BF-GF-12: Workshop
    This workshop smells of metalwork and leather.  
    This workshop smells of metalwork and leather.  
  In the southwestern corner is a firepit, stove, 
  In the southwestern corner is a firepit, stove, 
  and cauldron; underneath is a large piece of 
  and cauldron; underneath is a large piece of 
  slate, presumably to act as a fire preventative.  
  slate, presumably to act as a fire preventative.  
  Workbenches and bookshelves ring the remaining 
  Workbenches and bookshelves ring the remaining 
  space. 
  space. 
   
  An empty and open wooden chest sits in the orth 
  An empty and open wooden chest sits in the orth 
  next to a potted plant, which has begun to wither. 
  next to a potted plant, which has begun to wither. 
   
  Simple wooden doors lead to the west and 
  Simple wooden doors lead to the west and 
  northeast; a set of stronger double doors leads to 
  northeast; a set of stronger double doors leads to 
  the south.  Windows open onto a view of the west 
  the south.  Windows open onto a view of the west 
  of the house; you can see a large dirt area that may 
  of the house; you can see a large dirt area that may 
  have been used for horse training.
  have been used for horse training.
  The now-empty chest once contained tools; these 
  are now spread out among the two workbenches.  If 
  collected and sold to a farmer or stablemaster, there 
  could be some profit to be found:
    Stable & Farm Tools
    assorted tools (12 lbs, value 23 gp)
  The bookshelf in the north contains assorted dirty 
  and water-damaged parchment.  Some are blank, and 
  others unreadable; they ultimately have zero value.
  The double doors to the south are locked and closed 
  when the PCs encounter them:
   Locked Double Doors
    Break DC 18; Dexterity (Sleight of Hand) DC 14
    Break DC 20; Dexterity (Sleight of Hand) DC 16
    Break DC 22; Dexterity (Sleight of Hand) DC 18
    Break DC 24; Dexterity (Sleight of Hand) DC 20
  The door to the north which leads to the Kitchen is 
  unlocked, but closed, when the PCs happen upon it.
  BF-GF-13: Pantry
    A warm, homey scent greets you here: you know a 
    A warm, homey scent greets you here: you know a 
  pantry when you breathe one in.  Flour, rice, beans, 
  pantry when you breathe one in.  Flour, rice, beans, 
  and all the staples are here, in sacks and barrels 
  and all the staples are here, in sacks and barrels 
  and bags. 
  and bags. 
   
  Three chests are arrayed in the northwest, the 
  Three chests are arrayed in the northwest, the 
  southwest, and the southeast.
  southwest, and the southeast.
  This is indeed the kitchen pantry.  
  The door to it is locked when the PCs encounter it, and 
  has the following profile:
   Locked Pantry Door
    Break DC 14; Dexterity (Sleight of Hand) DC 12
  
  35
  Adventure
    Break DC 14; Dexterity (Sleight of Hand) DC 14
    Break DC 16; Dexterity (Sleight of Hand) DC 16
    Break DC 18; Dexterity (Sleight of Hand) DC 18
  Raiding the sacks and barrels will yield drinkable 
  water and some basic meal components:
    Pantry Sacks & Barrels
    wheat (8 lbs, 1 cp apiece); potatoes (5 lbs, 
  2 cp apiece); flour (6 lbs, 2 cp apiece); trail 
  rations (6x, 5 sp apiece); yogurt (2x, 1 sp 
  apiece); cheese (5x, 1 sp apiece)
  The chest in the southwestern area is locked when 
  encountered, as follows:
   Locked Southwest Pantry Chest
    Break DC 14; Dexterity (Sleight of Hand) DC 16
    Break DC 15; Dexterity (Sleight of Hand) DC 18
    Break DC 16; Dexterity (Sleight of Hand) DC 20
    Break DC 17; Dexterity (Sleight of Hand) DC 22
  If opened successfully, the chest is found to contain 
  spices and rare foodstuffs:
    Southwest Pantry Chest
    honey (3 lbs, 1 gp apiece); maple syrup 
  (2 lbs, 1 gp apiece); pepper (2 lbs, 2 gp 
  apiece); salt (4 lbs, 5 gp apiece); chocolate 
  (1 lb, 10 gp value)
  The southeastern chest is unlocked, but has contents likely 
  disappointing to adventurers:
    Southeastern Pantry Chest
    beans (4 lbs, 2 cp apiece); coffee beans (2 
  lbs, 5 cp apiece); garlic (2 lbs, 5 sp apiece); 
  Finally, the northwestern chest is also unlocked, and con-
  tains additional standard fare, but with a spattering of coins 
  thrown in as well:
    Northwest Pantry Chest
    12 cp; walnuts (2 lbs, 3 cp apiece); turnips (3 lbs, 
  2 cp apiece)
    26 sp; walnuts (2 lbs, 3 cp apiece); turnips (3 lbs, 
  2 cp apiece)
    9 gp; 42 sp; walnuts (2 lbs, 3 cp apiece); turnips 
  (3 lbs, 2 cp apiece)
    18 pp; 34 gp; walnuts (2 lbs, 3 cp apiece); turnips 
  (3 lbs, 2 cp apiece)
  BF-GF-14: Kitchen
    An L-shaped room that smells of the comforts of 
    An L-shaped room that smells of the comforts of 
  home forms the northeast corner of the house.  
  home forms the northeast corner of the house.  
  Windows ring the room, providing a great deal of 
  Windows ring the room, providing a great deal of 
  natural light.   
  natural light.   
   
  A stove sits in the northeast corner; tables and 
  A stove sits in the northeast corner; tables and 
  benches sit against the other walls.  A set of simple 
  benches sit against the other walls.  A set of simple 
  wooden double doors leads to the west; two more 
  wooden double doors leads to the west; two more 
  simple single wooden doors lead to the south and to 
  simple single wooden doors lead to the south and to 
  the center of the “L” via the south leg of the bend. 
  the center of the “L” via the south leg of the bend. 
   
  To the north, a set of double doors opens onto a 
  To the north, a set of double doors opens onto a 
  raised deck.   
  raised deck.   
   
  While in this room, the sense of dread and 
  While in this room, the sense of dread and 
  foreboding partially evaporate from your psyche, 
  foreboding partially evaporate from your psyche, 
  as you imagine the cheer that must have inhabited 
  as you imagine the cheer that must have inhabited 
  this chamber.   
  this chamber.   
   
  Amidst the warmth of the room, however, the scent 
  Amidst the warmth of the room, however, the scent 
  of rotten food hangs in the air like a grain of sand 
  of rotten food hangs in the air like a grain of sand 
  in the eye.
  in the eye.
  The tables hold an assortment of prepared foodstuffs—
  pies both savory and sweet, corn pudding, and the 
  like—but it has all gone foul.  Any PC may make a 
  passive 
    Profession (Baker) or related skill check 
  at DC 14 to estimate that the food had been spoiled for 
  at least a week.
  The double doors leading to the Deck are ajar and 
  unlocked when the PCs encounter them, but may be 
  locked without a key from the inside, and have the 
  following profile:
   Deck Double Doors
    Break DC 15; Dexterity (Sleight of Hand) DC 15
    Break DC 17; Dexterity (Sleight of Hand) DC 17
    Break DC 19; Dexterity (Sleight of Hand) DC 19
    Break DC 20; Dexterity (Sleight of Hand) DC 21
  There is nothing of any value in the Kitchen.
  BF-GF-15: Deck
    A large deck raises about 10 feet off the ground 
    A large deck raises about 10 feet off the ground 
  here, wrapping around the northeast corner of the 
  here, wrapping around the northeast corner of the 
  homestead.  It’s a beautiful vista, looking out across 
  homestead.  It’s a beautiful vista, looking out across 
  the farmland into the forest.  Chairs and a four-
  the farmland into the forest.  Chairs and a four-
  seat table sit out here, as well as an array of potted 
  seat table sit out here, as well as an array of potted 
  plants and a wooden crate.  The plants have fared 
  plants and a wooden crate.  The plants have fared 
  far better than their interior versions, and appear 
  far better than their interior versions, and appear 
  Wisdom (Medicine)thy. 
  Wisdom (Medicine)thy. 
   
  Double doors lead to the kitchen; two sets of 
  Double doors lead to the kitchen; two sets of 
  wooden stairs lead down to the ground below to 
  wooden stairs lead down to the ground below to 
  the west and the south.
  the west and the south.
  The crate is sealed and may be broken fairly easily, but 
  to inevitable disappointment: it was a spare from a 
  grain shipment, and is empty.  It was brought up here 
  
  36
  Adventure
  to the deck as a makeshift table on which to put food 
  and the like when occupants dined out here in nice 
  weather.
    Empty Deck Crate
    Break DC 14
  
  37
  Adventure
  Map 3: Brushgather Farm Second Floor (BF-SF)
  One square equals 5 ft.
  
  38
  Adventure
  BF-SF: Brushgather Farm (Second Floor)
  BF-SF: Brushgather Farm (Second Floor)
  Please refer to page 73 for a GM-redacted copy of 
  this map.
  The second floor is darker than the Ground Floor (p. 
  47).  
  Atmospheric Notes
  All the windows are stained, as though from a grime 
  that has been building over dozens of years, though 
  of course the house was occupied by normal residents 
  until very recently.  There’s little therefore in the way 
  of natural light, even if the PCs are investigating in the 
  middle of the day; they will likely want to use torches 
  or lanterns or at least candles by which to see.
  Floorboards creak, and the wind rustles around the 
  outside of the house; noises are more present here, but 
  none is welcoming.
  BF-SF-1: Stairs Down
  These lead to the Dining Area (p. 50) on the Ground 
  Floor.
  BF-SF-2: Western Hallway
    The floorboards creak angrily under your feet 
    The floorboards creak angrily under your feet 
  as you trod down the dark and narrow hallway.  
  as you trod down the dark and narrow hallway.  
  There’s a layer of dust everywhere.  A bookshelf 
  There’s a layer of dust everywhere.  A bookshelf 
  sits in a particularly dark southwest corner. 
  sits in a particularly dark southwest corner. 
  There’s nothing truly interesting to see here, other 
  than the first window on the floor; the GM is 
  encouraged to read Atmospheric Notes (above) to 
  convey the proper sense of dread.
  BF-SF-3: Main Hallway
    This hallway extends the width of the house.  An 
    This hallway extends the width of the house.  An 
  assortment of crates sits against the south and 
  assortment of crates sits against the south and 
  southwest wall.  Among them is a closed wooden 
  southwest wall.  Among them is a closed wooden 
  chest. 
  chest. 
   
  Two simple wooden doors sit in the north wall.  
  Two simple wooden doors sit in the north wall.  
  The northeast wall holds a set of double doors.  To 
  The northeast wall holds a set of double doors.  To 
  the south-middle of the hall is a set of steel-banded 
  the south-middle of the hall is a set of steel-banded 
  wooden doors. 
  wooden doors. 
   
  Although the hallway has many windows, it 
  Although the hallway has many windows, it 
  seems entirely dark in here without the use of 
  seems entirely dark in here without the use of 
  supplemental light.
  supplemental light.
  The assorted crates store extra and old clothing in 
  various sizes and styles.  The crates are sealed and 
  must be opened, either with a crowbar or with force, 
  as follows:
    Hallway Clothing Crates
    Break DC 14
  If opened, the crates yield clothing:
    Hallway Clothing Crates
    peasant’s outfits (12x, 1 sp apiece); 
  ponchos (6x, 5 sp apiece) 
  The chest is closed and locked, as follows:
   Locked Hallway Chest
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 17; Dexterity (Sleight of Hand) DC 18
    Break DC 19; Dexterity (Sleight of Hand) DC 20
    Break DC 21; Dexterity (Sleight of Hand) DC 22
  It contains the following treasure if accessed:
    Hallway Chest
    journal book (1/2 used, apparently by 
  a toddler, to draw pictures, typically of 
  flowers; value 6 gp)
    8 gp; emerald ring (value 63 gp)
    3 pp; 60 gp; emerald ring (value 221 gp)
    13 pp; 42 gp; emerald ring (value 330 gp)
    31 pp; 59 gp; emerald ring (value 502 gp)
  BF-SF-4: Double Doors
    These sturdy-looking doors are much more 
    These sturdy-looking doors are much more 
  formidable than those used elsewhere on this 
  formidable than those used elsewhere on this 
  floor.  They’re reinforced with steel, and bear what 
  floor.  They’re reinforced with steel, and bear what 
  appears to be a high-quality lock mechanism.
  appears to be a high-quality lock mechanism.
  The doors leading to the Stable Attic section of 
  the second floor are closed and locked as the PCs 
  encounter them, and have the following profile:
   Locked Stable Attic Double Doors
    Break DC 18; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 18
    Break DC 22; Dexterity (Sleight of Hand) DC 20
    Break DC 23; Dexterity (Sleight of Hand) DC 22
  
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  Adventure
  BF-SF-5: Ceiling Trapdoor
    In the ceiling is a wooden trapdoor, whose dark oak 
    In the ceiling is a wooden trapdoor, whose dark oak 
  stands out against the pine of the ceiling boards.  
  stands out against the pine of the ceiling boards.  
  Leaning against a rafter is a sturdy-looking wooden 
  Leaning against a rafter is a sturdy-looking wooden 
  ladder.
  ladder.
  The trapdoor is unlocked when the PCs encounter it.  
  The ladder bears the weight of any single Medium-
  sized creature who wishes to use it at a time.
  BF-SF-6: Master Suite Foyer
    Three comfortable-looking chairs are arrayed here 
    Three comfortable-looking chairs are arrayed here 
  in a nicely-spaced sitting room, with two plants.  A 
  in a nicely-spaced sitting room, with two plants.  A 
  bookshelf sits in the western wall. 
  bookshelf sits in the western wall. 
   
  Double doors lead to the south, and a single door to 
  Double doors lead to the south, and a single door to 
  the northwest. 
  the northwest. 
  The doors are closed and locked when the PCs 
  encounter them; please use the following profile if 
  they attempt to gain access:
   Locked Master Suite Doors
    Break DC 15; Dexterity (Sleight of Hand) DC 15
    Break DC 17; Dexterity (Sleight of Hand) DC 16
    Break DC 19; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 19
  The door leading to the interior of the Master Suite 
  (below) is unlocked but closed when the PCs arrive.
  Finally, the bookshelf is largely empty, but does 
  contain some scattered writing supplies, which if 
  gathered represent the following treasure:
    Master Suite Bookshelf
    ink (2 jars, 8 gp apiece); inkpen (2x, 1 sp 
  apiece); parchment (12 sheets, 2 sp apiece); 
  sealing wax (3x, 1 gp apiece)
  BF-SF-7: Master Suite
    This expansive bedroom is plain but spacious.   
    This expansive bedroom is plain but spacious.   
   
  Double beds sit in the east, near multiple windows, 
  Double beds sit in the east, near multiple windows, 
  a dressing desk, and a cabinet.  A privy sits in the 
  a dressing desk, and a cabinet.  A privy sits in the 
  northwest corner, next to a cupboard and a potted 
  northwest corner, next to a cupboard and a potted 
  fern whose fronds have seen better days.  Simple 
  fern whose fronds have seen better days.  Simple 
  double doors sit to the southwest.
  double doors sit to the southwest.
  The two cabinets to the west and north each contain 
  spare clothes of a threadbare and farm-functional 
  nature; if both are raided, the assembled treasure can 
  be represented as follows:
    Master Suite Cupboards
    peasant’s outfits (8x, 1 sp apiece); 
  traveler’s outfit (1 gp); leather boots (4x, 5 
  sp apiece)
  In the northwest corner, behind the fern, is a secret 
  panel that opens into a Secret Closet (below).  It’s also 
  locked, with a full profile to be found below:
   Locked Secret Master Suite Door
    Wisdom (Perception) DC 16; Break DC 15; 
  Dexterity (Sleight of Hand) DC 18
    Wisdom (Perception) DC 18; Break DC 17; 
  Dexterity (Sleight of Hand) DC 20
    Wisdom (Perception) DC 20; Break DC 19; 
  Dexterity (Sleight of Hand) DC 22
    Wisdom (Perception) DC 22; Break DC 21; 
  Dexterity (Sleight of Hand) DC 24
  BF-SF-8: Secret Closet
    The wooden panel slides aside to reveal a tiny 
    The wooden panel slides aside to reveal a tiny 
  closet behind the fern and privy of the master 
  closet behind the fern and privy of the master 
  suite.  Inside is a small crate, atop which sits a 
  suite.  Inside is a small crate, atop which sits a 
  wooden chest.
  wooden chest.
  The crate is disappointingly empty, but may be broken 
  into fairly easily:
    Secret Closet Crate
    Break DC 14
  The chest is closed, locked, and trapped when 
  encountered.  The sigil carved into the metal of the 
  lock mechanism is a stylized arrow; it would be far-
  fetched for the party’s rogue to deducte that the trap 
  involves a magical arrow that darts out from the 
  keyhole if triggered:
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Wisdom (Perception) DC 18; Dexterity (Sleight of 
  Hand) DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
    Wisdom (Perception) DC 20; Dexterity (Sleight of 
  Hand) DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch 
  (2d4 acid damage for 2 rounds)
    Wisdom (Perception) DC 22; Dexterity (Sleight of 
  Hand) DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch 
  (2d4 acid damage for 3 rounds)
    Wisdom (Perception) DC 24; Dexterity (Sleight of 
  
  40
  Adventure
  Hand) DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch 
  (2d4 acid damage for 4 rounds)
  If the trap is defeated, the chest itself has the following sta-
  tistics:
   Locked Secret Closet Chest
    Break DC 20; Dexterity (Sleight of Hand) DC 19
    Break DC 21; Dexterity (Sleight of Hand) DC 21
    Break DC 22; Dexterity (Sleight of Hand) DC 23
    Break DC 23; Dexterity (Sleight of Hand) DC 24
  The treasure within may be worth the hassle getting to 
  this point, however:
    Secret Closet Chest
    Brushgather geneology book (a small 
  book; value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 
  gp)
    19 pp; 37 gp; opal pendant on gold chain (value 
  180 gp)
    52 pp; 84 gp; opal pendant on gold chain (value 
  428 gp)
  Although not particularly valuable as anything but a keep-
  sake and family heirloom, the Brushgather Geneology Book 
  is nevertheless useful, as reading it prompts a Quest.
   Brushgather Geneology Book
  Value 6 gp; Weight n/a; Materials iron; Nature non-
  magical; Aura none; Slot none; CL n/a
  This slim volume traces the lineage of the Brushgather 
  family back twelve generations.  Careful readers 
  will suspect that it was compiled in this most 
  recent generation, as the the amount of description 
  underneath each entry gets thinner and thinner the 
  farther back in time the chronology goes.
  Although much of the subject matter is of use and 
  interest only to family members, adventurers perusing 
  the Homestead will find the most recent entries of 
  interest: the current generation lists the occupants of 
  the Homestead and owners of the farm as Isadora and 
  Thlane Brushgather, with daughters Cora (p 321), 
  Dora, and Lora.
  A quickly-written scrawled entry, appearing to have 
  fresher ink than the rest of the book and scribed in a 
  different hand, notes that Lora ran away from home 
  three years ago, and that Dora disappeared from 
  Berinncorte a few weeks ago.
  Construction Requirements 1 lb. iron; blacksmith’s 
  forge; Cost 1 gp
  Perusing this book for any amount of time will reveal the 
  current occupants of the house, and will initiate the follow-
  ing Quest, whether such knowledge spawns further interest 
  in the players or not:
   Quest: What of the Brushgathers?
    Summary: A book found in an empty house lists 
  five people as having lived there recently, including 
  one runaway, and one disappearance.  The PCs 
  must figure out what became of the family.
    Rewards: 
   4 Reward Stars.
    Locations: Brushgather Farm.
    Key NPCs: Cora Brushgather (p 321).
    Kickoff: The PCs discover the Brushgather 
  Geneology Book (p 40).
    Description:
  Upon reading the Geneology Book, the PCs may 
  suspect that there is more to this deserted house than 
  meets the eye.  
  Although they have the ability to obtain some 
  information about what happened, the PCs will 
  ultimately realize that some aspects of the story will 
  remain shrouded in mystery until a later point.  
    It’s important to set expectations along these 
  lines.  Many players expect complete, storybook 
  resolution to any story or side quest introduced in 
  their adventures.  While others may enjoy a more 
  realistic tone to their conclusions, “completionist” 
  players will be frustrated to the extreme if care is 
  not taken by the GM to help prepare them for an 
  incomplete resolution.  There is no princess to be 
  rescued, dragon to be slain, in this Quest... just 
  some incomplete, sad discovery.
  Clues can be interpreted here and there, from the 
  recently-empty house, the long-neglected bedroom, 
  the even longer-neglected bedroom on the Second 
  Floor, and conversations with Cora (p 321) either in 
  Berinncorte or in the surrounding area.  
  The true resolution of this Quest, however, is 
  the discovery of the corpses of the parents in the 
  basement.
    What of the Brushgathers (Ignore): 
    Chaos +1
  If the PCs remain uninterested in what befell the 
  Brushgather clan, even after discovering the book and 
  experiencing the bizarrely empty house, they must 
  truly be in the exploration solely for looting.  
  Ignoring this Quest generates a Catalyst Impact of 
    
  Chaos +1. 
    What of the Brushgathers 
  (Conclude): 
  
  41
  Adventure
    Law +3; 
   Love +2
  Finding the bodies of Isadora and Thlane 
  Brushgather in the basement caverns underneath the 
  Homestead, and talking with Cora Brushgather about 
  her family’s fate, concludes the matter as well as can 
  be done right now, and results in the above Catalyst 
  Impact.
    Finding the parents’ corpses results in 
   2 Reward 
  Stars for the party.
    Finding Cora afterwards, and discussing her family 
  history, and learning of the disappearance of her 
  one sister and the running away from home of the 
  other sister, is worth an additional 
   2 Reward 
  Stars.
  This Quest is terminated only after the party discovers 
  the bodies and discusses them with Cora; until that 
  point, it remains open and may be resoved at any 
  point.
  BF-SF-9: Closet
    Behind a swinging set of double doors is a large 
    Behind a swinging set of double doors is a large 
  cabinet, a chest in the southwest, and piles of loose 
  cabinet, a chest in the southwest, and piles of loose 
  clothes tossed in heaps.
  clothes tossed in heaps.
  The doors are unlocked and ajar when the PCs first 
  encounter them.  
  Jump Scare Rat
  When the doors are first moved, a 
    Rat emerges, 
  scuttling through the doors and escaping to the 
  hallway.
  The Rat is standard-sized, and is normal in every way; 
  it poses zero combat threat and will not attack, even 
  if faced with death.  If the PCs truly wish to slay it, it’s 
  recommended that either the first attack automatically 
  squishes it in spectacular fashion, or it simply evades 
  them and runs away, too quick to be caught by the 
  party’s frightened rage.
  However, each PC who wields a ranged weapon 
  (notched bow or loaded crossbow, for example) must 
  make a 
    Reflex save at DC 14.  Failure means they 
  let loose with a shot from their ranged weapon in 
  startled response to the jump-scare.  At the GM’s 
  discretion, the noise can prompt an immediate roll 
  on “Table 4: Brushgather Homestead Random 
  Encounters”; otherwise, the only true effect is 
  embarrassment and an elevated heartrate!
  The assortments of clothes on the floor and in the 
  cabinet count as the following treasure:
    Master Suite Closet
    peasant’s outfits (12x, 1 sp apiece); 
  traveler’s outfits (4x, 1 sp apiece); leather 
  boots (6x, 5 sp apiece)
  The chest is locked when the PCs encounter it, and 
  bears the following statistics:
   Locked Master Suite Closet Chest
    Break DC 18; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 18
    Break DC 22; Dexterity (Sleight of Hand) DC 20
    Break DC 24; Dexterity (Sleight of Hand) DC 22
  If defeated, the chest is revealed to contain the 
  following treasure:
    Master Suite Closet Chest
    Brushgather homestead key (see below)
    7 gp; silver dagger
    3 pp; 13 gp; silver dagger
    11 pp; 25 gp; masterwork silver dagger
    32 pp; 63 gp; +1 dagger
  The Brushgather Homestead Key is a unique item and can 
  only be found here.  Its profile is below.
   Brushgather Homestead Key
  Value 2 sp; Weight n/a; Materials iron; Nature non-
  magical; Aura none; Slot none; CL n/a
  This key has a bizarre array of teeth ringing its rod 
  in a number of different ways.  It will open, and can 
  lock, any of the doors or storage containers in the 
  Brushgather Homestead that is lockable.  (“Lockable” 
  doors or containers are those that have a 
    Dexterity 
  (Sleight of Hand) DC value in their description; those 
  that lack this statistic cannot be locked by this key.)
  Construction Requirements 1 lb. iron; blacksmith’s 
  forge; Cost 1 gp
  BF-SF-10: Bedroom 1 (Cora’s)
    This bedroom has all the typical trimmings: a 
    This bedroom has all the typical trimmings: a 
  privy in the north alcove, a table and stool next 
  privy in the north alcove, a table and stool next 
  to a simple single bed, an empty potted plant, a 
  to a simple single bed, an empty potted plant, a 
  dressing table with chair, a cupboard, and a small 
  dressing table with chair, a cupboard, and a small 
  circular sitting table with chairs.
  circular sitting table with chairs.
  Cora Brushgather (p 321) stays here when she 
  returns home to visit; it is her childhood bedroom 
  though many of her younger possessions have been 
  removed or sold.
  The door is locked and closed when the PCs encounter 
  it, as follows:
   Locked Bedroom 1 Door
    Break DC 14; Dexterity (Sleight of Hand) DC 14
    Break DC 16; Dexterity (Sleight of Hand) DC 16
  
  42
  Adventure
    Break DC 18; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 20
  The cupboard against the eastern wall is unlocked and 
  contains only typical clothes:
    Bedroom 1 Cupboard
    peasant’s outfits (4x, 1 sp apiece); 
  traveler’s outfit (1 sp); leather boots (2x, 5 
  sp apiece) 
  The privy may be searched—disgustingly so—and 
  yields the following treasure, which fell into the muck 
  weeks ago and was never located.
    Bedroom 1 Privy
    jeweled dagger (value 5 gp)
    jeweled dagger (value 42 gp)
    jeweled masterwork dagger (value 138 gp)
    jeweled masterwork dagger (value 317 gp)
  BF-SF-11: Bedroom 2 (Dora’s)
    This bedroom holds a sitting table with three 
    This bedroom holds a sitting table with three 
  chairs; a small cabinet, dressing desk, and chair 
  chairs; a small cabinet, dressing desk, and chair 
  against the western wall; a simple single bed next 
  against the western wall; a simple single bed next 
  to which are a table and a stool; and a privy in the 
  to which are a table and a stool; and a privy in the 
  northeastern area. 
  northeastern area. 
   
  The room has a thick layer of dust over it, as 
  The room has a thick layer of dust over it, as 
  though untouched for several months.
  though untouched for several months.
  This was Dora Brushgather’s room, and remains 
  preserved as a testament to the hopeful return of the 
  abducted youth.
  Though closed and unlocked when the PCs encounter 
  it, the door can be locked from the inside without 
  a key, or from either side using the Brushgather 
  Homestead Key (p 41).
    Bedroom 2 Door
    Break DC 14; Dexterity (Sleight of Hand) DC 14
    Break DC 16; Dexterity (Sleight of Hand) DC 16
    Break DC 18; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 20
  The cabinet against the west wall bears no lock, but 
  contains only farmer’s garb:
    Bedroom 2 Cupboard
    peasant’s outfits (5x, 1 sp apiece); leather 
  boots (2x, 5 sp apiece)
  BF-SF-12: Stable Attic Hallway
    The floorboards are heavier and of rougher stock 
    The floorboards are heavier and of rougher stock 
  than in the house proper, but less firmly together, 
  than in the house proper, but less firmly together, 
  and you can see the stables below through the 
  and you can see the stables below through the 
  occasional crack or gap. 
  occasional crack or gap. 
   
  A dull window sits at the southern end of the 
  A dull window sits at the southern end of the 
  hallway, behind a dead potted plant and an empty 
  hallway, behind a dead potted plant and an empty 
  urn; two wooden doors open to the northeast and 
  urn; two wooden doors open to the northeast and 
  northwest.   
  northwest.   
   
  The design of this area makes you question why 
  The design of this area makes you question why 
  the hallway is even present, since the doors to the 
  the hallway is even present, since the doors to the 
  side storage areas under the eaves are right up in 
  side storage areas under the eaves are right up in 
  the north; there seems no reason at all to venture 
  the north; there seems no reason at all to venture 
  south along this passage.
  south along this passage.
  There is indeed no reason to go south, unless it’s to 
  look out over the lake outside, though the ever-present 
  window grime  makes this difficult and frustrating at 
  best.
  The doors to each storage area are closed and locked 
  when encountered, and bear the same profile as 
  follows:
    Stable Attic Storage Doors
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 17; Dexterity (Sleight of Hand) DC 18
    Break DC 19; Dexterity (Sleight of Hand) DC 20
    Break DC 21; Dexterity (Sleight of Hand) DC 22
  BF-SF-13: Stable Attic Western Storage
    Dust spills from the eaves above you as you enter 
    Dust spills from the eaves above you as you enter 
  this area, which is low-slung and prompts you to 
  this area, which is low-slung and prompts you to 
  stoop to move about. 
  stoop to move about. 
   
  There are barrels and bags strewn about here; it’s 
  There are barrels and bags strewn about here; it’s 
  difficult to find space to move among all of the 
  difficult to find space to move among all of the 
  stored items.
  stored items.
  This area stores mundane items related to simple 
  farm upkeep.  None of the containers is locked, but 
  the barrels are sealed, requiring minimal effort to 
  overcome:
    Stable Western Attic Barrels
    Break DC 12
  Once prized open, they yield substantial but largely 
  valueless  loot:
    Stable Western Attic Barrels
    wheat (60 lbs, 1 cp apiece); flour (80 lbs, 2 
  cp apiece)
  The sacks are of course unprotected and easily 
  
  43
  Adventure
  accessed, but also likely disappoint adventurers of any 
  level:
    Stable Western Attic Sacks
    trail rations (10x, 5 sp each)
  There is nothing else of value or interest in this area.
  BF-SF-14: Stable Attic Eastern Storage
    Barrels, a crate, and two wooden chests are arrayed 
    Barrels, a crate, and two wooden chests are arrayed 
  here, along with a candle and a few sacks.
  here, along with a candle and a few sacks.
  Both chests are locked, untrapped, and share the 
  following profile:
   Stable Eastern Attic Chests
    Break DC 16; Dexterity (Sleight of Hand) DC 18
    Break DC 18; Dexterity (Sleight of Hand) DC 19
    Break DC 20; Dexterity (Sleight of Hand) DC 20
    Break DC 21; Dexterity (Sleight of Hand) DC 21
  The southern such chest contains the following 
  treasure:
    Stable Attic Southern Chest
    12 sp; onyx ring (value 5 gp)
    8 gp; onyx ring (value 23 gp)
    1 pp; 22 gp; onyx ring (value 71 gp)
    9 pp; 57 gp; onyx ring(value 208 gp)
  The chest to its northeast holds items from the elder 
  Brushgather’s younger, more reckless days, and yields 
  the following loot if opened:
    Stable Attic Northeastern Chest
    masterwork shortsword (small); masterwork 
  dagger; masterwork leather armor (small)
    masterwork shortsword (small); masterwork 
  dagger; masterwork studded leather armor (small)
    +1 shortsword (small); masterwork dagger; 
  masterwork leather armor (small)
    +1 shortsword; +1 dagger; masterwork leather 
  armor (small)
  
  44
  Adventure
  Map 4: Brushgather Farm Third Floor (BF-TF)
  One square equals 5 ft.
  
  45
  Adventure
  BF-TF: Brushgather Farm (Third Floor)
  BF-TF: Brushgather Farm (Third Floor)
  Please refer to page 78 for a GM-redacted copy of 
  this map.
  BF-TF-1: Trapdoor Down
  This is unlocked, and leads to the Ceiling Trapdoor (p 
  55) on the Second Floor.
  BF-TF-2: Third Floor Hallway
    This hallway is dark and feels cramped despite its 
    This hallway is dark and feels cramped despite its 
  somewhat ample size.  Barrels and other storage 
  somewhat ample size.  Barrels and other storage 
  debris lines the southern wall.  You see two wooden 
  debris lines the southern wall.  You see two wooden 
  doors leading to the north.
  doors leading to the north.
  The crates and barrels here are all sealed, and require 
  a crowbar or smashing to gain access.
    Third Floor Hallway Containers
    Break DC 14
  At the GM’s discretion, a single check can suffice for all 
  containers, as the contents are minimal.
    Third Floor Hallway Containers
    sand (40 lbs, 1 cp apiece); soap (6 bars, 1 cp 
  apiece); beans (30 lbs, 2 cp apiece)
  The bookshelf is empty.
  BF-TF-3: Bedroom 3 (Lora’s)
    A simple but spacious bedroom contains a dressing 
    A simple but spacious bedroom contains a dressing 
  desk and stool next to the western window, an 
  desk and stool next to the western window, an 
  empty plant potter in the southwest corner, 
  empty plant potter in the southwest corner, 
  a writing desk and chair on the south wall, a 
  a writing desk and chair on the south wall, a 
  cupboard to the east, and a small circular table in 
  cupboard to the east, and a small circular table in 
  the northeast corner, next to the bed. 
  the northeast corner, next to the bed. 
   
  Two simple wooden doors open to the northwest 
  Two simple wooden doors open to the northwest 
  and northeast. 
  and northeast. 
   
  There is a thick layer of dust covering every 
  There is a thick layer of dust covering every 
  surface.  You estimate it must be several year’s 
  surface.  You estimate it must be several year’s 
  worth of neglect and disuse.
  worth of neglect and disuse.
  This was Lora Brushgather’s room, until she ran 
  away three years ago.  Against their daughter’s hopeful 
  return someday, the Brushgather elders have kept the 
  room in its present condition, and could not bear to 
  even enter the room since her departure.
  The entrance door is closed and unlocked when the 
  PCs encounter it; it may be locked from inside without 
  a key, or from either side using the Brushgather 
  Homestead Key (p 58).
    Bedroom 3 Door
    Break DC 14; Dexterity (Sleight of Hand) DC 12
    Break DC 16; Dexterity (Sleight of Hand) DC 14
    Break DC 18; Dexterity (Sleight of Hand) DC 16
    Break DC 19; Dexterity (Sleight of Hand) DC 18
  The writing desk against the south wall is unlocked 
  and contains writing supplies:
    Bedroom 3 Writing Desk
    ink (2 jars, 8 gp apiece); inkpen (2x, 1 sp 
  apiece); parchment (10 sheets, 2 sp apiece)
  The cabinet to the east is unlocked, and contains 
  simple clothing: 
    Bedroom 3 Cabinet
    peasant’s outfits (7x, 1 sp apiece); leather 
  boots (5 sp)
  BF-TF-4: Bedroom 3 Privy
    A well-sized privy sits here, next to a desk with an 
    A well-sized privy sits here, next to a desk with an 
  unlit candle.  Strangely, there is little smell here, 
  unlit candle.  Strangely, there is little smell here, 
  though if the quarters have been unused for as long 
  though if the quarters have been unused for as long 
  as you suspect, this is hardly surprising.
  as you suspect, this is hardly surprising.
  The door admitting entry to this chamber bears no lock 
  and is closed when the PCs encounter it.
  There is nothing else of interest in this room.
  BF-TF-5: Bedroom 3 Closet
    In this spacious closet is a table with an assortment 
    In this spacious closet is a table with an assortment 
  of sacks, a closed wooden chest in the northeast, 
  of sacks, a closed wooden chest in the northeast, 
  and two cabinets to the west and north.   
  and two cabinets to the west and north.   
   
  A stained, dull window looks out to the northeast.
  A stained, dull window looks out to the northeast.
  Dora Brushgather took the key to this room with her, 
  and locked the door before departing; it remains 
  locked to this day.  Although the Brushgather 
  Homestead Key will unlock it, the parents have never 
  tried since their daughter’s departure.
    Bedroom 3 Closet
    Break DC 12; Dexterity (Sleight of Hand) DC 12
    Break DC 13; Dexterity (Sleight of Hand) DC 14
    Break DC 14; Dexterity (Sleight of Hand) DC 15
    Break DC 15; Dexterity (Sleight of Hand) DC 16
  
  46
  Adventure
  The sacks are empty, and contain only some discarded 
  thread; any valuables that had been inside were taken 
  with Lora when she left home.
  The chest is locked and closed when the PCs encounter 
  it, with the following profile:
    Locked Bedroom 3 Closet Chest
    Break DC 14; Dexterity (Sleight of Hand) DC 14
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 17; Dexterity (Sleight of Hand) DC 18
    Break DC 18; Dexterity (Sleight of Hand) DC 20
  Inside, however, is a quite disappointing array that can 
  hardly be called treasure:
    Bedroom 3 Closet Chest
    8 cp; dried flowers (2 sp)
  The other cabinets are empty, having been cleared out 
  by Lora.
  BF-TF-6: Bedroom 4 (Spare)
    This bedroom is musty, and dusty, and smells only 
    This bedroom is musty, and dusty, and smells only 
  of disuse. 
  of disuse. 
   
  A single bed sits in the north, to one side of a 
  A single bed sits in the north, to one side of a 
  circular table and stool.  A cabinet is against the 
  circular table and stool.  A cabinet is against the 
  west wall, a writing desk against the south, and a 
  west wall, a writing desk against the south, and a 
  dressing desk and stool sit just beneath the grimy 
  dressing desk and stool sit just beneath the grimy 
  eastern window. 
  eastern window. 
   
  To the northwest and north-center are two simple 
  To the northwest and north-center are two simple 
  wooden doors; both are closed.
  wooden doors; both are closed.
  The door to this bedroom is closed, but unlocked when 
  encountered.  It may be locked from the north without 
  a key, or from the south using the Brushgather 
  Homestead Key (p 58).
    Bedroom 4 Door
    Break DC 14; Dexterity (Sleight of Hand) DC 10
    Break DC 16; Dexterity (Sleight of Hand) DC 12
    Break DC 18; Dexterity (Sleight of Hand) DC 14
    Break DC 20; Dexterity (Sleight of Hand) DC 16
  The writing desk against the south wall is unlocked 
  and contains writing supplies:
    Bedroom 3 Writing Desk
    ink (1 jar, 8 gp); inkpen (2x, 1 sp apiece); 
  parchment (5 sheets, 2 sp apiece)
  The cabinet to the west is unlocked, and contains 
  simple clothing: 
    Bedroom 3 Cabinet
    peasant’s outfits (2x, 1 sp apiece); leather 
  boots (5 sp)
  There is nothing else of value or interest in the dusty 
  room.
  BF-TF-7: Bedroom 4 Closet
    This small closet contains a table with drawstring 
    This small closet contains a table with drawstring 
  sacks atop, an urn, two cabinets, and a wooden 
  sacks atop, an urn, two cabinets, and a wooden 
  chest.  To the northwest is a blackened window 
  chest.  To the northwest is a blackened window 
  through which it’s very difficult to see. 
  through which it’s very difficult to see. 
  The closet is locked when the PCs encounter it: 
    Bedroom 4 Closet
    Break DC 12; Dexterity (Sleight of Hand) DC 10
    Break DC 14; Dexterity (Sleight of Hand) DC 12
    Break DC 16; Dexterity (Sleight of Hand) DC 14
    Break DC 18; Dexterity (Sleight of Hand) DC 16
  The sacks are empty.  The cabinet is unlocked, but 
  also empty.
  The chest is closed and locked when encountered:
    Locked Bedroom 4 Closet Chest
    Break DC 12; Dexterity (Sleight of Hand) DC 14
    Break DC 14; Dexterity (Sleight of Hand) DC 16
    Break DC 16; Dexterity (Sleight of Hand) DC 18
    Break DC 18; Dexterity (Sleight of Hand) DC 20
  Inside are effects from a prior tenant or visitor, long 
  forgotten:
    Bedroom 4 Closet Chest
    9 sp; silver bracelet (value 11 gp)
    3 gp; 13 sp; silver bracelet (value 52 gp)
    1 pp; 17 gp; silver bracelet (value 188 gp)
    13 pp; 40 gp; silver bracelet (value 313 gp)
  There is nothing else of interest in the closet.
  BF-TF-8: Bedroom 4 Privy
    A nice, spacious privy chamber sits here.  The privy 
    A nice, spacious privy chamber sits here.  The privy 
  itself is in th enortheast corner; to its right is a 
  itself is in th enortheast corner; to its right is a 
  convenient table with unlit candleabra and empty 
  convenient table with unlit candleabra and empty 
  bowl.
  bowl.
  The door to the privy chamber is unlocked when the 
  PCs encounter it, and indeed has no lock so cannot be 
  secured.
  
  47
  Adventure
  There is nothing of interest in this chamber.
  BF-TF-9: Ceiling Trapdoor
    In the ceiling, above a stack of crates, is a wooden 
    In the ceiling, above a stack of crates, is a wooden 
  trapdoor.  A sturdy-looking ladder leans against the 
  trapdoor.  A sturdy-looking ladder leans against the 
  crates underneath.
  crates underneath.
  Whether the PCs have smashed the crates or not, it’s 
  still possible to ascend, though if they have smashed 
  all the crates, one PC will have to stay below to hold 
  the ladder up so the others can Strength (Athletics) it.
  The trapdoor is unlocked and bears no such security 
  option.  It leads to the Attic (p 64).
  
  48
  Adventure
  Map 5: Brushgather Farm Attic (BF-HA)
  One square equals 5 ft.
  
  49
  Adventure
  BF-HA: Brushgather Farm (Attic)
  BF-HA: Brushgather Farm (Attic)
  Please refer to page 75 for a GM-redacted copy of 
  this map.
  The top floor of the Homestead contains some treasure 
  and a small horror.  It’s also the darkest floor of the 
  house, lit from outside only via two small windows, 
  both of which are darkened and grimy.
  BF-HA-1: Trapdoor Down
    A wooden trapdoor sits in the floorboards here, 
    A wooden trapdoor sits in the floorboards here, 
  granting descent.
  granting descent.
  This leads to the Third Floor (p 60).
  BF-HA-2: Attic Hallway
    This narrow corridor is small, cramped, and dark.  
    This narrow corridor is small, cramped, and dark.  
  The roof feels so thin you swear you can feel, not 
  The roof feels so thin you swear you can feel, not 
  just hear, the wind outside. 
  just hear, the wind outside. 
   
  Two simple wooden doors sit to the east and west; 
  Two simple wooden doors sit to the east and west; 
  a steel-reinforced door is in the north wall.
  a steel-reinforced door is in the north wall.
  The northern door should be obviously more sturdy 
  and secure than the others.
  BF-HA-3: Attic Southwest Storage
    You have to crouch down to even move among 
    You have to crouch down to even move among 
  the barrels and sacks in this room.  It’s musty and 
  the barrels and sacks in this room.  It’s musty and 
  smells of the outside; occasional thick cracks in the 
  smells of the outside; occasional thick cracks in the 
  roof and some water damage here and there from 
  roof and some water damage here and there from 
  leaks make you feel vaguely nauseous.
  leaks make you feel vaguely nauseous.
  The door to this chamber is locked when the PCs enter 
  this area:
    Attic Southwest Storage Doors
    Break DC 13; Dexterity (Sleight of Hand) DC 14
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 16; Dexterity (Sleight of Hand) DC 18
    Break DC 18; Dexterity (Sleight of Hand) DC 19
  Two of the barrels are empty; the others merely 
  contain water, which is perfectly potable, though 
  tastes like stale dust.  The water barrels are sealed and 
  must be hacked into or pried open:
    Attic Water Barrels
    Break DC 20
  The sacks contain typical emergency storage:
    Attic Southwest Sacks
    wheat (20 lbs, 1 cp apiece); flour (15 lbs, 2 
  cp apiece)
  Finally, there is a bolt of pure white silk, surely a 
  prized artifact either gifted to the family or procured 
  in a treasured transaction about which many stories 
  have been shared:
    Attic Southwest
    silk (4 sq. yards, 12 sp each)
  BF-HA-4: Attic Southeast Storage
    Your head bangs against the low rafters as you 
    Your head bangs against the low rafters as you 
  enter here.   
  enter here.   
   
  Barrels, sacks, a crate, and two chests sit here, 
  Barrels, sacks, a crate, and two chests sit here, 
  gathering dust.
  gathering dust.
  The door granting access to this chamber is locked 
  when the PCs encounter it:
    Attic Southeast Storage Doors
    Break DC 13; Dexterity (Sleight of Hand) DC 14
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 17
    Break DC 22; Dexterity (Sleight of Hand) DC 19
  One barrel is empty; the other two are sealed, but also 
  empty.  Sealed barrels must be pried or smashed open:
    Attic Empty Barrels
    Break DC 16
  The single crate is similarly sealed, but neither 
  trapped nor locked.
    Attic Southeast Crate
    Break DC 15
  Once accessed, the crate contains rather boring fare 
  unfortunately:
    Attic Southeast Crate
    beans (40 lbs, 2 cp apiece)
  The northern chest is locked when encountered:
    Attic Southeast North Chest
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 17; Dexterity (Sleight of Hand) DC 18
    Break DC 19; Dexterity (Sleight of Hand) DC 19
  
  50
  Adventure
    Break DC 21; Dexterity (Sleight of Hand) DC 20
  The crate contains the profits from a major business 
  deal years ago; the Brushgathers have all but forgotten 
  it up here. 
    Attic Southeast North Chest
    119 gp; jade armband (value 42 gp)
    394 gp; jade armband (value 127 gp)
    56 pp; 62 gp; jade armband (value 209 gp)
    71 pp; 86 gp; jade armband (value 407 gp)
  The southern chest is also locked when encountered, 
  but with an inferior, rusted lock:
    Attic Southeast South Chest
    Break DC 14; Dexterity (Sleight of Hand) DC 12
    Break DC 16; Dexterity (Sleight of Hand) DC 14
    Break DC 19; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 18
  Though profit-seeking adventurers may drool to 
  realize how heavy this crate feels, once inside, they 
  are apt to be disappointed to discover it contains 
  simply the lower-value runoff of other transactions 
  over the years... the medeival-era equivalent of a 
  spare-change bin. 
  The “fake diamond” rings described below appear to 
  be genuine; if the inspector passes the described skill 
  check, their true nature (and lower value) is revealed 
  accurately.
    Attic Southeast South Chest
    413 cp; 12 sp; copper ring with square-cut 
  fake diamond (perceived value 400 gp / 2 sp 
  actual value per DC 14 
    Wisdom (Wisdom 
  (Perception)) or Craft (Jewelry))
    612 cp; 35 sp; copper ring with square-cut 
  fake diamond (perceived value 1,200 gp / 6 sp 
  actual value per DC 14 
    Wisdom (Wisdom 
  (Perception)) or Craft (Jewelry))
    701 cp; 61 sp; copper ring with square-cut 
  fake diamond (perceived value 2,800 gp / 12 
  sp actual value per DC 14 
    Wisdom (Wisdom 
  (Perception)) or Craft (Jewelry))
    861 cp; 78 sp; copper ring with square-cut 
  fake diamond (perceived value 5,000 gp / 18 
  sp actual value per DC 14 
    Wisdom (Wisdom 
  (Perception)) or Craft (Jewelry))
  The sacks all contain spoiled grain and are of no 
  value.  
  The room contains nothing else of notice.
  BF-HA-5: Attic Secure Hallway
    This musty hallway smells of disuse and rain 
    This musty hallway smells of disuse and rain 
  damage.  Winds howl from outside through tiny 
  damage.  Winds howl from outside through tiny 
  holes and cracks in the roof.  The window on the 
  holes and cracks in the roof.  The window on the 
  north wall is blackened and grimy, to the point of 
  north wall is blackened and grimy, to the point of 
  being completely opaque. 
  being completely opaque. 
   
  To the south is a formidably-reinforced door, quite 
  To the south is a formidably-reinforced door, quite 
  out of place in a rickety attic such as this.  To the 
  out of place in a rickety attic such as this.  To the 
  northeast and southeast are simple wooden doors 
  northeast and southeast are simple wooden doors 
  that lead under the eaves of the rooftop.
  that lead under the eaves of the rooftop.
  To gain access to this corridor, first the party must 
  bypass the locked and trapped door to the south:
   Attic Hallway Poison Needle Trap
  Type Mechanical; Trigger Touch; Reset Repair
    Wisdom (Perception) DC 18; Dexterity (Sleight of 
  Hand) DC 18
  Effect Atk +4 melee and melee touch (1d6 plus small 
  centipede poison)
  Small Centipede Poison: Injury; Save Fort DC 11; 
  Frequency 1/round for 4 rounds; Effect 1d2 Dex; Cure 1 
  save
    Wisdom (Perception) DC 20; Dexterity (Sleight of 
  Hand) DC 20
  Effect Atk +6 melee and melee touch (1d6 plus small 
  centipede poison)
  Small Centipede Poison: Injury; Save Fort DC 11; 
  Frequency 1/round for 4 rounds; Effect 1d2 Dex; Cure 1 
  save
    Wisdom (Perception) DC 22; Dexterity (Sleight of 
  Hand) DC 22
  Effect Atk +8 melee and melee touch (1d8 plus large 
  scorpion venom)
  Large Scorpion Venom: Injury; Save Fort DC 17; 
  Frequency 1/round for 6 rounds; Effect 1d2 Str; Cure 1 
  save
    Wisdom (Perception) DC 24; Dexterity (Sleight of 
  Hand) DC 24
  Effect Atk +10 melee and melee touch (1d8 plus large 
  scorpion venom)
  Large Scorpion Venom: Injury; Save Fort DC 17; 
  Frequency 1/round for 6 rounds; Effect 1d2 Str; Cure 1 
  save
    Attic Secure Hallway Door
    Break DC 16; Dexterity (Sleight of Hand) DC 17
    Break DC 18; Dexterity (Sleight of Hand) DC 19
    Break DC 20; Dexterity (Sleight of Hand) DC 21
    Break DC 22; Dexterity (Sleight of Hand) DC 22
  Once the door opens, from the north of the locked 
  door, 3 
    Skulks and 2 
    Skeleton Rogues attack 
  
  51
  Adventure
  the party.
    Skulk
  (see page 119)
    CR 1; XP 400
    CR 5; XP 1,600
    CR 9; XP 6,400
    CR 13; XP 25,600
    Skeleton Rogue
  (see page 116)
    CR 1; XP 400
    CR 5; XP 1,600
    CR 9; XP 6,400
    CR 13; XP 25,600
  The creatures will attack until they are destroyed, and 
  will not retreat—both because of their nature as well 
  as the fact that there is really nowhere to retreat to!
  Aside from their corpses and possessions, the monsters 
  leave no treasure in the hallway itself once defeated.
  The two wooden doors to the northwest and northeast 
  are both untrapped and unlocked.
  BF-HA-6: Attic Secure Storage West
    The unlocked door creaks open, a noise that 
    The unlocked door creaks open, a noise that 
  instanly seems to summon a flock of skeletonized 
  instanly seems to summon a flock of skeletonized 
  bats from the eaves!
  bats from the eaves!
  A Skelebat Swarm attacks the party upon opening the 
  door.
    Bat Swarm
  (see page 81)
    CR 2; XP 600
    CR 4; XP 1,200
    CR 12; XP 19,200
    CR 16; XP 76,800
  The swarm will attack for four rounds, then will flee the 
  room, breaking through the window to the north of the Attic 
  Secure Hallway and flying into the farmlands.  They do this 
  regardless of how the fight is going.
  Once the swarm is no longer hassling them, the party may 
  investigate the room itself.
    An empty and open chest sits in the northwest.  
    An empty and open chest sits in the northwest.  
  A sack of spoiled grain and an empty urn are 
  A sack of spoiled grain and an empty urn are 
  to the west.  In the southeast corner is a pile of 
  to the west.  In the southeast corner is a pile of 
  miscellaneous belongings and treasure.
  miscellaneous belongings and treasure.
  There is neither trap nor lock on the out-in-the-open pile, 
  which appears as though someone took the chest in the 
  northwest and simply dumped it out onto the floor (which is 
  in truth precisely what occured here a month ago).
    Attic Western Secure Eaves Pile
    34 gp; 61 sp; 112 cp; emerald pendant (value 62 
  gp)
    3 pp; 108 gp; 49 sp; 181 cp; emerald pendant 
  (value 139 gp)
    17 pp; 288 gp; 61 sp; 200 cp; emerald pendant 
  (value 284 gp)
    52 pp; 358 gp; 91 sp; 218 cp; emerald pendant 
  (value 514 gp)
  There is nothing else of note in this chamber.
  BF-HA-7: Attic Secure Storage East
    This door opens swiftly, on well-oiled hinges.  
    This door opens swiftly, on well-oiled hinges.  
  Inside is a cluster of urns and sacks, a sealed 
  Inside is a cluster of urns and sacks, a sealed 
  barrel, and a closed wooden chest.
  barrel, and a closed wooden chest.
  Initially, nothing attacks the party.  However, four 
  rounds after opening the door, no matter where the 
  party is, a quiet group of 6 
    Crawling Hands attacks 
  the party.
    Crawling Hand
  (see page 83)
    CR 1/2; XP 200
    CR 4; XP 1,200
    CR 8; XP 4,800
    CR 12; XP 19,200
  These creepy things will attack until they are 
  destroyed.
  The urns have lids, but are neither sealed nor locked; 
  all contain dirt.  Those noting the unusual nature of 
  this might investigate further to find bones in the dirt; 
  the earth is actually gravedirt.  The dusty macabre 
  filth has no inherent value, but can be used as a 
  material component in some necromantic spells and 
  rituals and thus may have value for the PCs if they are 
  of that persuasion.
  The graves themselves were from far away, and 
  included in a business deal gone sour.  Not knowing 
  quite what to do with the contents, the Brushgathers 
  stowed the creepy things here in the attic, and quickly 
  forgot about them.  Those whose remnants are inside 
  are from a hundred years ago, and quite unconnected 
  to the family and to the rest of the proceedings here.
  The sacks contain spoiled grain and are useless.
  The barrel is sealed and contains well-preserved and 
  perfectly usable holy water:
  
  52
  Adventure
    Attic East Secure Eaves Barrel
    Break DC 14
    Attic East Secure Eaves Barrel
    holy water (10 gallons / 80 pints, 25 gp per 
  pint)
  How to transport such a bizarre treasure is up to the 
  PCs; typically those who recognize the water’s nature 
  will simply dip any empty vessels they have in to 
  collect what they can, and leave the rest.
  Finally, the chest in the northeast corner of the eaves 
  is locked:
    Attic Secure Eaves Northeast Chest
    Break DC 18; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 19
    Break DC 21; Dexterity (Sleight of Hand) DC 20
    Break DC 22; Dexterity (Sleight of Hand) DC 22
  The chest contains the family fortune, such as it is, 
  and mementoes besides.  
  It also contains a major clue as to the second half 
  of this adventure, leading the PCs to the basements 
  (page 69) if they have not already discovered them.
    Attic Secure Eaves Northeast Chest
    Homestead Builder’s Journal (value 4 gp)
    206 gp; spherical ruby (value 118 gp)
    411 gp; spherical ruby (value 277 gp)
    549 gp; spherical ruby (value 515 gp)
    606 gp; spherical ruby (value 688 gp)
  Upon discovering the Homestead Builder’s Journal, 
  assuming the PCs read through it, feel free to read or 
  paraphrase the following item profile:
    Homestead Builder’s Journal
  Value 4 gp; Weight n/a; Materials iron; Nature non-
  magical; Aura none; Slot none; CL n/a
  Written initially by those who built the Brushgather 
  Homestead, this small book has been added to in 
  a different hand and script later in the pages by 
  the family themselves.  Much of the contents are of 
  interest only to architects or construction experts, and 
  even to them, much of it is quite dry and even outright 
  incorrect. 
   
  The relevant and valuable portion of the booklet is 
  the realization that the house was constructed on top 
  of a series of quite elaborate natural caverns.  The 
  tone of the original writing is focused on discussing 
  and proving why it was not necessary to build any 
  further supports into the foundation to account for 
  this phenomenon, given the ground composition, the 
  load-bearing nature of the bedrock and the layout 
  of the caves, and so on.  In latter pages on the topic, 
  the Brushgathers have annotated some very crude 
  drawings of the caverns (you may show the players the 
  Players Maps of the basement levels).  Their scrawled 
  note is shown below.
  may it never come to that, but could  
  use as an escape
  Construction Requirements blank book or journal; 
  inkpen 
  Cost 1 gp
  As though to underscore the importance of the caverns, 
  and the threat to the homestead, while the PCs are 
  perusing the item, a 
    Zombie Rat Swarm emerges 
  from the rotted grain in the sacks nearby and attacks 
  the party.
    Rat Swarm
  (see page 106)
    CR 2; XP 600
    CR 6; XP 2,400
    CR 10; XP 9,600
    CR 14; XP 38,400
  The rats will fight to the death, and grant no treasure 
  once defeated.
  
  53
  Adventure
  Map 6: Brushgather Farm Basement, Level 1 (BF-HB1)
  One square equals 5 ft.
  
  54
  Adventure
  BF-HB1: Brushgather Farm (Basement, Level 1)
  BF-HB1: Brushgather Farm (Basement, Level 1)
  Please refer to page 76 for a GM-redacted copy of 
  this map.
  Nautre and History
  The basements of the Brushgather Homestead are 
  naturally-occuring, with some carved-out components 
  here and there to connect to secret chambers and the 
  like.
  The general plot of things here is that the caverns 
  beneath the house have always been used for storage, 
  but never truly explored to any great extent.  A 
  hundred years or more ago, before the house was built, 
  it was used as an adventuring cave and has played 
  host and served as lair to any number of beasties over 
  the years, all without the Brushgathers themselves 
  knowing.
  Plot Points: A Tragic Escape
  Sensing imminent doom from encroaching chaos 
  and evil, Isadora and Thlane Brushgather took what 
  treasure and supplies they could and escaped to the 
  basement.  Hoping they would be able to surface again 
  after the Obelisk Eruption presumably subsided, 
  they hid some possessions here and there, and kept 
  venturing more deeply into the unexplored levels 
  beneath their home.
  Tragically, their ignorance that the basements of their 
  own home was also home to monsters led to their 
  deaths.
  Basement Encounters
  For every 10 minutes spent in the Basement Levels, 
  roll on the Basement Random Encounters table 
  below.
    As with other random encounter introductions, the 
  GM is encouraged to use their own judgment here.  
  Activating a random encounter immediately after a 
  fixed encounter, or pushing the PCs to the point of 
  demise simply on the fate of a die roll, is acceptable 
  in some gaming groups, but generally speaking, 
  random encounters should be used to keep up a 
  pace and a sense of danger and immediacy, not to 
  simply cull the HP and resources of the party.
  BF-HB1-1: Ceiling Trapdoor
  This leads to the Brushgather Homestead Ground 
  Floor (p 47).
  FlexTable 5: Basement Random Encounters
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-20
  01-30
  01-40
  01-05
  No Encounter
  The coast is clear... for now!
  21-40
  31-50
  41-60
  06-20
  Dire Rats
  Dire Rat attack (
    2d6).
  41-55
  51-70
  61-75
  21-40
  Zombies
  Zombies attack (
    2d4).
  56-65
  71-80
  76-85
  41-55
  Ghouls
  Ghoul attack (
    1d6).
  66-75
  81-85
  86-90
  56-65
  Slime Mold
  Slime Mold lies around the next corner (
    1d3).
  76-80
  86-90
  91-95
  66-72
  Skulk
  Skulk ambush (
    1d3).
  81-85
  91-94
  96-97
  73-80
  Shadow
  Shadow ambush (
    1d2).
  86-90
  95-96
  98
  81-90
  Dark Stalker
  Dark Stalker ambush (1x).
  91-95
  97-98
  99
  91-95
  Giant Scorpion
  Giant Scorpion attack(
    1d3).
  96-00
  99-00
  00
  96-00
  Spriggan
  Spriggan ambush (
    1d4).
  • 
    Use Context C: 
  If the party has suffered greatly, or if you would 
  prefer to avoid distracting them from the main story.
  • 
    Use Context D: 
  If the party (or you!) are eager for combat, or if they 
  are failing to take the proceedings seriously.
  • 
    Use Context A: 
  By default, or if no other circumstances apply.
  • 
    Use Context B: 
  If the party is in the midst of actively pursuing the 
  plot, or you would like to dial back the difficulty 
  slightly.
  
  55
  Adventure
  It is not locked when the PCs encounter it from above, 
  and a sturdy wooden ladder allows easy one-at-a-time 
  access for any Medium creature or smaller to venture 
  down or up.
  BF-HB1-2: Basement
    This large chamber seems to be naturally-occuring, 
    This large chamber seems to be naturally-occuring, 
  with an earthen floor and rough cave walls of stone 
  with an earthen floor and rough cave walls of stone 
  and soil.  It’s much cooler down here than above, 
  and soil.  It’s much cooler down here than above, 
  and damp as well.  You can feel an air current from 
  and damp as well.  You can feel an air current from 
  somewhere; examining the dirt portions of the 
  somewhere; examining the dirt portions of the 
  walls, it seems as though smaller tunnels inches in 
  walls, it seems as though smaller tunnels inches in 
  diameter extend through the rock, perhaps to up 
  diameter extend through the rock, perhaps to up 
  above. 
  above. 
   
  Man-sized cobwebs cover the eastern and 
  Man-sized cobwebs cover the eastern and 
  southeastern areas.  Debris coats much of the 
  southeastern areas.  Debris coats much of the 
  eastern and southern areas.  Closer to the trapdoor, 
  eastern and southern areas.  Closer to the trapdoor, 
  crates and barrels are arranged.
  crates and barrels are arranged.
  The air currents are slight, periodic, and are indeed 
  from the tiny fissures in the cave walls, which in turn 
  lead to the surface.  
  Absent some impressive natural abilities or advanced 
  magical talents, there is little means of taking 
  advantage of this fact, other than the Basement levels 
  always have an infinite supply of fresh air, not that it 
  should come up as an issue in the context of planned 
  encounters herein!
  BF-HB1-3: Northeastern Trash
    Piles of natural debris and dropped trash sit 
    Piles of natural debris and dropped trash sit 
  here haphazardly among empty barrels, giant 
  here haphazardly among empty barrels, giant 
  spiderwebs, and piles of rocks sticking out of the 
  spiderwebs, and piles of rocks sticking out of the 
  ground. 
  ground. 
   
  There is a wooden chest sitting against the far 
  There is a wooden chest sitting against the far 
  eastern wall, nearly invisible underneath a haze of 
  eastern wall, nearly invisible underneath a haze of 
  spiderwebs.
  spiderwebs.
  If the PCs approach the chest, once they get within 10 
  feet, 
    1d4 
    Giant Skeletal Centipedes burst forth 
  from the trashpiles and attacks them.
    Centipede, Giant
  (see page 92)
    CR 1; XP 400 (maximum 2x)
    CR 4; XP 1,200 (maximum 3x)
    CR 8; XP 4,800
    CR 12; XP 19,200
  The centipedes leave no trash once destroyed, and will 
  fight to the death.
  The trash piles themselves contain nothing of note.  
  The chest is locked:
    Basement 1 Centipede Chest
    Break DC 16; Dexterity (Sleight of Hand) DC 17
    Break DC 18; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 19
    Break DC 22; Dexterity (Sleight of Hand) DC 21
  Within is a scant treasure, but treasure nevertheless:
    Basement 1 Centipede Chest
    torches (10x; 1 cp apiece)
    12 gp; 9 sp; masterwork dagger
    62 gp; 18 sp; masterwork dagger; everburning 
  torch (110 gp)
    6 pp; 31 gp; dagger +1; everburning torch (2x, 110 
  gp apiece)
    12 pp; 54 gp; dagger +1; everburning torch (2x, 
  110 gp apiece)
  There is nothing else of note in this region.
  BF-HB1-4: Southeastern Debris
    A massive cobweb stretches from crate to crate 
    A massive cobweb stretches from crate to crate 
  and thence to the wall in this corner, near which 
  and thence to the wall in this corner, near which 
  is arrayed an assortment of wooden planking that 
  is arrayed an assortment of wooden planking that 
  appears to be surplus from the house’s deck.
  appears to be surplus from the house’s deck.
  The giant spiderweb is a remnant of a former denizen 
  of the caverns; it’s currently occupied by a swarm of 
  Scarlet Spiders.
  If the PCs touch the spiderweb at all, either in walking 
  around this area, or in searching any of the crates, 
  they will trigger 
    3d4 
    Scarlet Spiders dropping 
  on the party.
    Spider, Scarlet
  (see page 110)
    CR 1/4; XP 100 (maximum 6x)
    CR 3; XP 800 (maximum 8x)
    CR 8; XP 4,800
    CR 102; XP 9,600
  They will attack until more than half their number are 
  slain, and will then try to retreat into the Guano area 
  to the center-south.  If they make it there, a keen-eyed 
  observer (make one check for each PC, 
    Wisdom 
  (Perception) at DC 16) might notice that the surviving 
  spiders seem to disappear into the secret wall to the 
  south, possibly leading to a reveal.
  
  56
  Adventure
  BF-HB1-5: Pillar
    Two natural rock pillars stand here in the south 
    Two natural rock pillars stand here in the south 
  of the main chamber, south of rocks and fungus.  
  of the main chamber, south of rocks and fungus.  
  From what you recall of up above, they appear to 
  From what you recall of up above, they appear to 
  be directly underneath the southern wall of the 
  be directly underneath the southern wall of the 
  Homestead above, forming natural support for the 
  Homestead above, forming natural support for the 
  building. 
  building. 
   
  To the southwest, four barrels in various sizes 
  To the southwest, four barrels in various sizes 
  and colors sit against the earthen wall; to their 
  and colors sit against the earthen wall; to their 
  southeast is a closed wooden chest.
  southeast is a closed wooden chest.
  The barrels are all sealed, but not locked; using a 
  crowbar or smashing them requires the following 
  information:
    Basement 1 Southwestern Barrels
    Break DC 15
  All three barrels on their sides contain drinkable yet 
  stale-tasting water.
  The upright barrel contains well-preserved ale, as 
  follows:
    Basement 1 Southwest Upright Barrel
    ale (15 gallons, 2 sp each)
  The crate to the south of the line of barrels is locked 
  when the PCs encounter it:
    Basement 1 Pillar Chest
    Break DC 18; Dexterity (Sleight of Hand) DC 16
    Break DC 20; Dexterity (Sleight of Hand) DC 18
    Break DC 21; Dexterity (Sleight of Hand) DC 20
    Break DC 22; Dexterity (Sleight of Hand) DC 22
  Inside is a nice assortment of gems, as follows:
    Basement 1 Pillar Chest
    bullseye lantern (12 gp)
    spherical onyx (23 gp); uncut opal (17 gp); 
  square-cut sapphire (61 gp)
    spherical onyx (52 gp); uncut opal (44 gp); 
  square-cut sapphire (117 gp)
    spherical onyx (93 gp); uncut opal (87 gp); 
  square-cut sapphire (199 gp)
    spherical onyx (137 gp); uncut opal (121 gp); 
  square-cut sapphire (318 gp)
  There is nothing else of note in this area.  
  BF-HB1-6: Casks & Secret Tunnel
    Against the western wall are three crates; two 
    Against the western wall are three crates; two 
  more are against the northern wall right north of 
  more are against the northern wall right north of 
  the trapdoor.   
  the trapdoor.   
   
  An oddly out of place solitary rock formation sits 
  An oddly out of place solitary rock formation sits 
  to the south of the crates in a gap between the line 
  to the south of the crates in a gap between the line 
  of crates to the north and the line of barrels to the 
  of crates to the north and the line of barrels to the 
  south.
  south.
  The rock formation sits in front of a secret passage, 
  covered over in damp earth and somewhat easily 
  visible to those who investigate:
    Basement 1 Western Secret Tunnel
    Wisdom (Perception) DC 14
    Wisdom (Perception) DC 16
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 20
  Clawing at the dirt for two rounds will swiftly make 
  the tunnel passable for any Medium-sized creature or 
  smaller.
  All five crates are sealed, and require smashing or a 
  crowbar to open:
    Basement 1 North/Western Crates
    Break DC 16
  The two northern crates contain spoiled grain and 
  are useless.
  The two darker western crates each contain 
  foodstuffs:
    Basement 1 Western Dark Crates
    wheat (32 lbs, 1 cp apiece); flour (12 lbs, 2 
  cp apiece)
  Finally, the lighter-toned, large western crate has the 
  same profile as the one above, but there are scratches 
  and marks clearly visible all around the top surface, as 
  though someone had tried desperately to open it, but 
  lacked the proper tools to do so.
  It contains somewhat nicer adventuring loot:
    Basement 1 Western Light Crate
    5 bedrolls; 10 blankets; 5 folding chairs; 
  5 cots; 2 hammocks; 5 small tents; 1 bear 
  trap; 1 fishing net; silk rope (50 ft.); 5 
  bullseye lanterns; 15 torches
  This haul of adventuring staples was put aside by 
  the Brushgather parents to be used as a kind of 
  combination of a posisble camping vacation, and an 
  emergency stash of equipment should the need present 
  itself to travel quickly as a family.  
  Sadly, the darkness of the Obelisk descended upon the 
  
  57
  Adventure
  farmland too quickly for the remaining Brushgathers 
  to take advantage of their foresight.
  BF-HB1-7: Fungal Secret Tunnel
    This damp passage opens up quickly past the 
    This damp passage opens up quickly past the 
  entrance.  Fungal growths sprout up from below 
  entrance.  Fungal growths sprout up from below 
  in an unavoidable terrace; clumps of mushrooms 
  in an unavoidable terrace; clumps of mushrooms 
  in purple, red, yellow, and taupe cover the ground 
  in purple, red, yellow, and taupe cover the ground 
  amidst a rock pile.
  amidst a rock pile.
  Although seasoned adventurers will likely wish to 
  tread lightly, there is no myconid danger here.
  Alchemists and other types might wish to harvest the 
  mushrooms for resale; doing so takes 5 minutes and 
  results in the following, which realistically may only 
  be sold at an apothecary, alchemist, or other related 
  enterprise where such harvest is valued:
    Basement 1 Fungal Secret Tunnel
    mushrooms (10 lbs, 2 gp apiece)
  BF-HB1-8: Secret Fungus Chamber
    In the southern edge of this concealed chamber is 
    In the southern edge of this concealed chamber is 
  a cluster of rocks which appear to have fallen from 
  a cluster of rocks which appear to have fallen from 
  the ceiling over the years.  To the southeast is a 
  the ceiling over the years.  To the southeast is a 
  large greenish patch of what appears to be slimy 
  large greenish patch of what appears to be slimy 
  mold.
  mold.
  This is a 
    Garden Ooze, which will pursue and 
  attack the PCs at any point during which at least one 
  party member is within 20’ of it:
    Garden Ooze
  (see page 88)
    CR 2; XP 600
    CR 5; XP 1,600
    CR 9; XP 6,400
    CR 13; XP 25,600
  The Ooze will keep attacking until its defeat, or until all PCs 
  are more than 20’ away from it; if the latter occurs it will 
  remain stationary for two rounds, then will slink back to its 
  original position in the southeast of this chamber.
  The creature possesses no treasure to speak of.
  BF-HB1-9: Trapdoor Down
    A grimy wooden trapdoor sits in the earthen floor 
    A grimy wooden trapdoor sits in the earthen floor 
  here.  Its boards and supporting frame have begun 
  here.  Its boards and supporting frame have begun 
  to rot, but it appears solid enough for purpose.
  to rot, but it appears solid enough for purpose.
  This leads to the Brushgather Farm Basement Level 2 
  (p 74).  
  The door bears no lock, and can fit any Medium-sized 
  creature or smaller through its aperture.
  BF-HB1-10: Guano Secret
    This area between the two pillars and to the south 
    This area between the two pillars and to the south 
  is coated in a layer of slimy offal.  
  is coated in a layer of slimy offal.  
  There is nothing of any value or interest in this area, 
  other than the secret tunnel to the south, which is not 
  immediately visible from afar.
  If the party ignores this area altogether, they might 
  still see something that sparks their interest in the 
  way of the secret tunnel to the south:
    Basement 1 Southern Secret Tunnel
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 19
    Wisdom (Perception) DC 21
    Wisdom (Perception) DC 22
  If any PC steps in any portion of the guano, a 
    Bat 
  Swarm erupts from the tunnel, inadvertently revealing 
  it to all but the most dense observer.
    Bat Swarm
  (see page 81)
    CR 2; XP 600
    CR 5; XP 1,600
    CR 10; XP 9,600
    CR 12; XP 19,200
  The Swarm attacks until reduced to fewer than 10 hit 
  points, and will then attempt to disperse, causing the 
  party no further hassle and rewarding them with full 
    XP benefit.
  Once the Bat Swarm has been defeated, the PCs 
  glimpse the nature of their lair:
    The earthen wall to the south now has holes in 
    The earthen wall to the south now has holes in 
  it.  They’re not obviously bat-shaped, but it’s clear 
  it.  They’re not obviously bat-shaped, but it’s clear 
  enough what occured: the bats emerged through 
  enough what occured: the bats emerged through 
  holes in the earth to attack you, and presumably, 
  holes in the earth to attack you, and presumably, 
  had sanctuary before that in some region beyond 
  had sanctuary before that in some region beyond 
  what appears to be a solid wall. 
  what appears to be a solid wall. 
  At this point, the secret tunnel leading to the Southern 
  Secret Chamber is now revealed and requires no 
  further skill checks to notice.
  BF-HB1-11: Southern Secret Chamber
    You claw your way through the dirt wall, which 
    You claw your way through the dirt wall, which 
  crumbles readily at your touch.  Beyond is a dark 
  crumbles readily at your touch.  Beyond is a dark 
  chamber stained in further guano, and smelling 
  chamber stained in further guano, and smelling 
  
  58
  Adventure
  strongly of confined animal refuse. 
  strongly of confined animal refuse. 
   
  Scattered across the entrance area, before the 
  Scattered across the entrance area, before the 
  tunnel bends around to the west, are three skeleton 
  tunnel bends around to the west, are three skeleton 
  piles.  The bones have been picked clean, and there 
  piles.  The bones have been picked clean, and there 
  appears to be no treasure or other belongings in 
  appears to be no treasure or other belongings in 
  the piles.   
  the piles.   
   
  Another such skeleton lies around the bend to the 
  Another such skeleton lies around the bend to the 
  northwest.
  northwest.
  The remains are from prior victims of the secret 
  chamber’s denizen, a venerable and wounded 
    
  Mohrg.  
  Ordinarily, such a foe would represent an 
  Untouchable-caliber encounter, a challenge from 
  which the party should likely run away.  However, this 
  Mohrg is different: Decades ago, it was wounded by 
  a magical blade that has prevented perfect Wisdom 
  (Medicine)ing.
  As a result, it starts battle with 1/4 its normal hit 
  points (round down), takes a -5 penalty to to-hit and 
  damage rolls, and suffers a -4 penalty to its Armor 
  Class.  Additionally, the DC of its abilities is reduced 
  by 3.
  Finally, in reflection of the significant above penalties, 
  the 
    XP awarded for defeating the creature should 
  be halved from the natural amounts below.
    Wounded Mohrg
  (see page 104)
    CR 8; XP 4,800
    CR 10; XP 9,600
    CR 14; XP 38,400
    CR 18; XP 153,600
  As it begins combat cornered in its own lair, the Mohrg will 
  attack the party until it is slain.
  Barring some significant magical manipulation, the 
  monster must be defeated in order to gain access to 
  the treasure to its west (see below).
  BF-HB1-12: Secret Treasure
    Piles of wealth and equipment lay here.  From 
    Piles of wealth and equipment lay here.  From 
  the formidable nature of your recent foe and 
  the formidable nature of your recent foe and 
  the stripped-down skeletons on the way into 
  the stripped-down skeletons on the way into 
  the lair, you assume this treasure represents the 
  the lair, you assume this treasure represents the 
  accumulated wealth of an unknown series of 
  accumulated wealth of an unknown series of 
  adventurers over the years.
  adventurers over the years.
  This description is indeed accurate, though the Mohrg 
  has had to subsist on bats in the decades since the 
  Brushgathers built their home atop his lair.
  There are neither traps nor locks on this pile, which is 
  freely accessible only once the monster guarding it has 
  been dealt with:
    Basement 1 Secret Treasure
    bullseye lantern (12 gp); leather armor; 
  studded leather armor (4x, two Small); 
  light plate armor; heavy steel shield 
  (2x); light wooden shield (3x, one Small); 
  longsword (2x, one Small); short sword 
  (4x, one Small); dagger (8x, three Small)
    11 pp; 47 gp; 89 sp; +1 short sword
    36 pp; 122 gp; 173 sp; +1 longsword; +1 short 
  sword (Small); necklace of fireballs (Type I, 1,650 
  gp)
    57 pp; 319 gp; 291 sp; +1 cold iron longsword; +2 
  short sword (Small); necklace of fireballs (Type 
  IV, 5,400 gp)
    88 pp; 401 gp; 339 sp; +2 longsword; +2 flaming 
  short sword (Small); necklace of fireballs (Type 
  VI, 8,100 gp)
  
  59
  Adventure
  Map 7: Brushgather Farm Basement, Level 2 (BF-HB2)
  One square equals 5 ft.
  
  60
  Adventure
  BF-HB2: Brushgather Farm (Basement, Level 2)
  BF-HB2: Brushgather Farm (Basement, Level 2)
  Please refer to page 77 for a GM-redacted copy of 
  this map.
  This level is quite a bit larger than the one above, 
  expanding far beyond the structure of the Homestead 
  above.  Unless the party discovered the rather-easy-to-
  see secret passage on Basement Level 1 (p 69), they 
  may miss this area altogether.
    It’s important to manage potential frustration if the 
  party is earnestly attempting to complete the 
    
  Quest “What of the Brushgathers?” (p 57).   
   
  It is tremendously unusual in most players’ 
  experience to have a Quest, indeed the “main 
  quest” or storyline of an adventure, dependent 
  upon discovering a secret door.  Typically secret 
  doors represent additional opportunities, threats, 
  treasures, reduction of risks present elsewhere, or 
  side quests that aren’t directly related to the main 
  gist of things. 
   
  One easy way around this is for the PCs to 
  “discover” the secret in the basement up above.  
  Perhaps one of the monsters in that level pushes 
  the party back to the wall, and they fall into the 
  secret tunnel.
  BF-HB2-1: Ceiling Trapdoor
    Though the planks are rotting, and the ladder is 
    Though the planks are rotting, and the ladder is 
  grimy with a layer of slick mold, this apparatus 
  grimy with a layer of slick mold, this apparatus 
  seems solid enough to get you down and up. 
  seems solid enough to get you down and up. 
   
  Sacks and bags lie sprinkled about, and an open 
  Sacks and bags lie sprinkled about, and an open 
  and empty wooden chest is in the room’s center.  To 
  and empty wooden chest is in the room’s center.  To 
  the east, an empty barrel sits.
  the east, an empty barrel sits.
  This leads to the floor trapdoor in Basement Level 1 (p 
  69).
  The hatch admits any Medium-sized creature or 
  smaller without difficulty, one at a time, either up or 
  down. 
   
  The sacks all contain spoiled grain and are useless.
  BF-HB2-2: Spiderweb Chamber
    This chamber’s perimeter is coated in spiderwebs 
    This chamber’s perimeter is coated in spiderwebs 
  from floor to ceiling.  Piles of rock lie strewn about, 
  from floor to ceiling.  Piles of rock lie strewn about, 
  either having fallen from  
  either having fallen from  
   
  Rock pillars reaching the whole height of the room 
  Rock pillars reaching the whole height of the room 
  are positioned in the north and south. 
  are positioned in the north and south. 
   
  A tunnel leads to the southeast.
  A tunnel leads to the southeast.
  Seasoned adventurers know what they’re likely in for, 
  here: 
    Giant Spiders.  While that fear is eventually 
  merited, initially, the spiders take no notice of the 
  intruders.
  Each time one of the PCs touches any of the 
  spiderwebs on the map, there is a 
    30% chance 
  the spiders will realize the invaders are there, and 
  attack.  Add 5% for each party member who touches 
  a spiderweb; thus, upon initially entering the room, a 
  party of 5 PCs would have a 55% chance of drawing 
  attention, since it’s impossible to enter this chamber 
  without entering through the spiderweb to the 
  southwest.
  How many spiders attack depends on the party’s difficulty 
  level, as follows.
    Giant Spider
  (see page 96)
    CR 8; XP 4,800; 
    2d4-2 spiders (minimum 1x)
    CR 10; XP 9,600; 
    2d4 spiders
    CR 14; XP 38,400; 
    2d4+2 spiders
    CR 18; XP 153,600; 
    2d6+2 spiders
  The spiders will attack to defend their lair, and to the 
  death, but in any scenario that begins with more than 
  2 spiders, once only one spider remains of the group, 
  it will attempt to scurry away into the secret tunnel to 
  the northeast (p 82).  
  If the lone survivor reaches the wall, it will burrow 
  through the earth in one round, allowing it to escape 
  further east, and revealing the secret corridor.
  This room is perilous to move through as well as to 
  fight amidst: treat all squares containing a spiderweb 
  and/or rocks as difficult terrain.
  There is no treasure to speak of among the dead.
  BF-HB2-3: Narrow Passage
    You can just barely squeeze through this narrow 
    You can just barely squeeze through this narrow 
  passage, one at a time.  You sense a dampness from 
  passage, one at a time.  You sense a dampness from 
  southward.
  southward.
  Any Medium-sized creature may move through here as 
  though it were difficult terrain, and only one creature 
  at a time.
  BF-HB2-4: Lakeroom
    An underground lake is revealed to your south 
    An underground lake is revealed to your south 
  
  61
  Adventure
  as the tunnel opens up.  To the east and west are 
  as the tunnel opens up.  To the east and west are 
  large open areas, dotted with multicolored fungal 
  large open areas, dotted with multicolored fungal 
  patches. 
  patches. 
   
  Crates and chests sit among rock formations to 
  Crates and chests sit among rock formations to 
  your east.  In the southwest, beyond the lake and 
  your east.  In the southwest, beyond the lake and 
  behind floor-to-ceiling spiderwebs, you glimpse a 
  behind floor-to-ceiling spiderwebs, you glimpse a 
  pile of canvas sacks and a wooden chest.
  pile of canvas sacks and a wooden chest.
  Nearly all the fungus described is harmless and 
  valueless if harvested (see Fungal Patches, below, for 
  the slime).
  The chest to the southwest is trapped and locked when 
  the PCs encounter it:
    Southwest Chest Fire Shield Trap
  Type Magical; Trigger Touch; Reset none
    Wisdom (Perception) DC 18; Dexterity (Sleight of 
  Hand) DC 22
   
  Effect automatic 1d6+4 fire damage to triggering 
  PC (Reflex save at DC 13 to avoid)
    Wisdom (Perception) DC 20; Dexterity (Sleight of 
  Hand) DC 24
   
  Effect automatic 1d8+4 fire damage to triggering 
  PC (Reflex save at DC 17 to avoid)
    Wisdom (Perception) DC 22; Dexterity (Sleight of 
  Hand) DC 26
   
  Effect automatic 2d6+6 fire damage to triggering 
  PC (Reflex save at DC 20 to avoid)
    Wisdom (Perception) DC 24; Dexterity (Sleight of 
  Hand) DC 28
  Effect automatic 3d8+8 fire damage to triggering 
  PC (Reflex save at DC 22 to avoid)
  Once the trap is triggered or defeated, the chest itself has the 
  following statistics:
   Locked Southwest Lake Chest
    Break DC 18; Dexterity (Sleight of Hand) DC 17
    Break DC 19; Dexterity (Sleight of Hand) DC 19
    Break DC 20; Dexterity (Sleight of Hand) DC 20
    Break DC 22; Dexterity (Sleight of Hand) DC 22
  Inside is the following loot:
    Southwest Lake Chest
    torches (6x; 1 cp each)
    5 gp; tourmaline armband (value 63 gp)
    2 pp; 33 gp; tourmaline armband (value 107 gp)
    11 pp; 82 gp; tourmaline armband (value 281 gp)
    34 pp; 159 gp; tourmaline armband (value 409 
  gp)
  The sacks are of course unlocked and untrapped, and 
  contain a middling yet heavy treasure among them:
    Southwest Sacks
    torches (6x; 1 cp each)
    5 gp; tourmaline armband (value 63 gp)
    2 pp; 33 gp; tourmaline armband (value 107 gp)
    11 pp; 82 gp; tourmaline armband (value 281 gp)
    34 pp; 159 gp; tourmaline armband (value 409 
  gp)
  The spiderweb to the west is a remnant from a former 
  lair positioning of the Giant Spiders who currently live 
  to the north; there is no threat to be found here now 
  (though it should be treated as difficult terrain).
  The crate and barrel to the east are sealed and 
  weakened, and require a tool or weapon to gain access:
    Basement 2 Lake Room Containers
    Break DC 14
  The crate is sadly empty, its contents having been 
  raided long ago.
  The barrel contains 20 gallons of potable water that 
  tastes of earth. 
  Finally, the two chests around the base of the rock 
  pillar to the east are both locked when encountered, 
  and have the same profile:
   Locked Rock Pillar Chests
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 17; Dexterity (Sleight of Hand) DC 18
    Break DC 20; Dexterity (Sleight of Hand) DC 20
    Break DC 22; Dexterity (Sleight of Hand) DC 22
  Sadly, each chest is empty!
    At the GM’s option, fiddling with either chest may 
  arouse the attention of the Gelatinous Cube to the 
  east (see below).
  BF-HB2-5: Fungal Patches
    Amidst the colored fungus blooms is a slimy patch 
    Amidst the colored fungus blooms is a slimy patch 
  of goo to the south of the lake.  As you approach, 
  of goo to the south of the lake.  As you approach, 
  it shifts subtly, and you realize it’s more than a 
  it shifts subtly, and you realize it’s more than a 
  simple pile of liquid.
  simple pile of liquid.
  This is a 
    Gray Ooze, a comparatively formidable 
  creature.  The good news is that it will only notice and 
  attack the party if provoked, for example, if the party 
  attempts to approach the chest and sacks to the west 
  via this southern route around the lake.
  
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    Gray Ooze
  (see page 136)
    CR 4; XP 1,200
    CR 6; XP 2,400
    CR 10; XP 9,600
    CR 14; XP 38,400
  Once it has turned against the party and attacked, it 
  will continue to attack until reduced to fewer than 20 
  hit points, at which point it will attempt to slither into 
  the Underground Pond (see below).  
  The pond itself offers little in the way of true 
  protection, so a party who pursues it may likely 
  finish it off without too much trouble, but the Ooze is 
  banking on being left alone if it escapes.
  The mushrooms are non-volatile and valueless if 
  harvested.
  BF-HB2-6: Underground Pond
    This filthy, grimy pool of opaque brown water 
    This filthy, grimy pool of opaque brown water 
  seems to be naturally-occuring, forming in a 
  seems to be naturally-occuring, forming in a 
  depression of the earth underfoot.
  depression of the earth underfoot.
  Other than possibly holding a wounded Gray Ooze if 
  the party fought it to the south (see above), there is 
  nothing special about this lake.
  BF-HB2-7: Open Passage
    The cavern opens here, a bit taller and broader 
    The cavern opens here, a bit taller and broader 
  than the previous chambers.  Two natural rock 
  than the previous chambers.  Two natural rock 
  pillars reach from floor to ceiling in the northwest 
  pillars reach from floor to ceiling in the northwest 
  and southeast.   
  and southeast.   
   
  Strangely, in comparison to the rest of the cave so 
  Strangely, in comparison to the rest of the cave so 
  far, there is little debris on the ground here—no 
  far, there is little debris on the ground here—no 
  rocks or rubble, and a somewhat well-worn path 
  rocks or rubble, and a somewhat well-worn path 
  arcing around to the north.
  arcing around to the north.
  This area is well-cleaned primarily because of the 
    
  Gelatinous Cube which hides to the north, just to the 
  north of the empty barrel next to the rock pillar.  
  Because of the curve of the wall there, the rock pillar, 
  and the height of the ceiling in that area, the creature 
  is not easily visible until the party approaches the “7” 
  marked in the map denoting this area.
  Once the party touches this marker, the Cube will 
  emerge and attack.
    Gelatinous Cube
  (see page 134)
    CR 3; XP 800
    CR 6; XP 2,400
    CR 10; XP 9,600
    CR 14; XP 38,400
  The Cube will continue to attack until it is slain, or 
  until the party escapes.  It is too large to fit through 
  the narrow tunnels in BF-HB2-3 or BF-HB2-11, so PCs 
  wishing to avoid rather than destroy the Cube may use 
  those avenues to get around the creature.
  There is no treasure to be found amidst the gooey 
  corpse of the foe.
  BF-HB2-8: Rockpiles
    A massive quantity of rocks has fallen here from 
    A massive quantity of rocks has fallen here from 
  the ceiling, forming a thigh-high wall of rubble.  A 
  the ceiling, forming a thigh-high wall of rubble.  A 
  rock pillar stands to the east edge of the wall; next 
  rock pillar stands to the east edge of the wall; next 
  to it are two sealed barrels. 
  to it are two sealed barrels. 
   
  Slightly beyond the rock wall, immediately to the 
  Slightly beyond the rock wall, immediately to the 
  northwest of it, is a trio of smaller barrels.
  northwest of it, is a trio of smaller barrels.
  The entire rock area should be treated as difficult 
  terrain.  Although no monsters attack the PCs as they 
  are crossing over, this region may prove perilous for 
  parties attempting to maneuver during combat with 
  the monsters to the north or south of this area.
  Both large barrels to the southeast of the wall are 
  sealed and require tool or force to access:
    Basement 2 Rock Wall Barrels
    Break DC 15
  Inside each is a well-preserved supply of applejack 
  whiskey:
    Basement 2 Rock Wall Barrels
    applejack (10 gallons per barrel; 4 sp per 
  gallon)
  The three small barrels to the northwest of the wall 
  are also sealed:
    Basement 2 Rockwall Northwest  
  Barrels
    Break DC 14
  All three barrels contain water that has been infected 
  with a somewhat nasty bacteria; anyone imbibing 
  must make a 
    Fortitude check (DC 
    14; 
    16; 
    
  18; 
    20) or become Sickened for 2 hours (–2 penalty 
  on all attack rolls, weapon damage rolls, saving 
  throws, skill checks, and ability checks).
  There is nothing else of note in this area.
  
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  BF-HB2-9: Northeast Spiderwebs
    Enormous webs stretch across the entire northwest 
    Enormous webs stretch across the entire northwest 
  region of this chamber.   
  region of this chamber.   
   
  To the northeast, you see two empty wooden 
  To the northeast, you see two empty wooden 
  barrels, two closed wooden chests, an empty brass 
  barrels, two closed wooden chests, an empty brass 
  urn, a sealed barrel on its side, and what appears 
  urn, a sealed barrel on its side, and what appears 
  to be a pile of treasure.
  to be a pile of treasure.
  Spiderwebbed squares count as difficult terrain.
  If any PC touches any of these webs, any Giant 
  Spiders from BF-HB2-2 (p 60) who weren’t slain 
  as the party moved through their room immediately 
  take notice and start moving through the Secret 
  Webbed Passage separating their room and this one.  
  They arrive in two minutes, and immediately attack 
  the party if they are still within 30’ of the entrance at 
  Secret Passage West (see below).
  If this occurs, and the party defeats the Spiders, it 
  reveals the Secret Webbed Passage.
  The large barrels and the urn are empty.
  Each of the two closed wooden chests is locked, but 
  untrapped:
   Locked Northeast Chests
    Break DC 15; Dexterity (Sleight of Hand) DC 16
    Break DC 17; Dexterity (Sleight of Hand) DC 18
    Break DC 18; Dexterity (Sleight of Hand) DC 20
    Break DC 20; Dexterity (Sleight of Hand) DC 21
  Each contains the identical treasure, as follows (loot 
  described is per chest):
    Northeast Chest
    torches (2x; 1 cp each); coffee beans (5 
  lbs; 5 cp apiece); maple syrup (3 lbs; 1 gp 
  apiece); honey (4 lbs; 1 gp apiece)
  The treasure pile isn’t trapped in the formal sense, 
  but is impromptu home to a 
    Greensting Scorpion, 
  which attacks if any of its home is disturbed:
    Scorpion, Greensting
  (see page 132)
    CR 1/4; XP 100
    CR 3; XP 800
    CR 8; XP 4,800
    CR 10; XP 9,600
  The treasure pile itself contains the following:
    Basement 2 Northeast Treasure Pile
    light plate armor; studded leather armor 
  (Small); quarterstaff (2x); daggers (6x); 
  daggers (3x, Small); heavy flail
    47 gp; masterwork heavy steel shield
    3 pp; 71 gp; +1 heavy steel shield
    15 pp; 110 gp; +2 heavy steel shield
    29 pp; 207 gp; +3 heavy steel shield
  The sealed barrel on its side contains potable water, 
  but must be prized open first:
    Basement 2 Northeast Barrel
    Break DC 13
  BF-HB2-10: Trapdoor Down
    Beneath a layer of dirt and web is a solid wooden 
    Beneath a layer of dirt and web is a solid wooden 
  trapdoor in the floor.  It doesn’t appear to have a 
  trapdoor in the floor.  It doesn’t appear to have a 
  lock.
  lock.
  The trapdoor indeed lacks a lock, but the wood has 
  warped and expanded over time due to the moisture 
  in the cavern.  It won’t open unless it’s destroyed or 
  forced open, as follows:
    Basement 2 Stuck Trapdoor Down
     Break DC 13
     Break DC 15
     Break DC 26
     Break DC 18
  Once un-stuck or destroyed, the trapdoor may be used 
  by any Medium-sized creature or smaller, one at a 
  time.  
  It leads to Basement Level 3 (p 79).
  BF-HB2-11: Secret Webbed Passage
    This narrow, dark, webbed passage gives you 
    This narrow, dark, webbed passage gives you 
  claustrophobia whether or not you had it before.  
  claustrophobia whether or not you had it before.  
  The floor is a mess of pebbles, earth, and small 
  The floor is a mess of pebbles, earth, and small 
  pools of water; mud splashes everywhere as you 
  pools of water; mud splashes everywhere as you 
  make your way.
  make your way.
  Although every square of this passage counts as 
  difficult terrain, there is otherwise no threat or 
  problem in this zone normally.  Unlike with much of 
  the other webs in this basement level, disturbing the 
  webs in this passage does not alert the attention of any 
  creatures.
  The only true danger here is if the Giant Spiders from 
  the western chamber escaped combat through here; 
  if they did, then any remaining such Spiders are in 
  residence here, and will attack to the death.
  
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  Adventure
  BF-HB2-12: Secret Passage East
  Only read the italicized portion below if the secret 
  entrance here has been revealed, either through 
  successful investigation or if the Spiders to the west 
  have used the entrance as an escape.
      The earthen wall here has broken away, revealing a 
  The earthen wall here has broken away, revealing a 
  web-strewn, damp passage that reeks of must and 
  web-strewn, damp passage that reeks of must and 
  dirt.
  dirt.
  To detect the passage, the party must brave the 
  spiderwebs in this area, possibly alerting the attention 
  of the Giant Spiders nearby, and then notice the 
  strangeness of the wall:
    Basement 2 Secret Passage East
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 22
    Wisdom (Perception) DC 23
  It is particularly challenging to notice the secret 
  passage here, because it is so completely covered by 
  webbing.
  Once discovered, it requires no special strength to 
  prize the earth away to reveal the tunnel leading east.
  BF-HB2-13: Secret Passage West
  Only read the italicized portion below if the secret 
  entrance here has been revealed, either through 
  successful investigation or if the Spiders to the west 
  have used the entrance here to attack the party.
      The earthen wall here has broken away, revealing a 
  The earthen wall here has broken away, revealing a 
  web-strewn, damp passage that reeks of must and 
  web-strewn, damp passage that reeks of must and 
  dirt.
  dirt.
  To detect the passage, the party must move through 
  the spiderwebs here, and then notice the strangeness 
  of the wall:
    Basement 2 Secret Passage West
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 21
    Wisdom (Perception) DC 23
    Wisdom (Perception) DC 24
  It is particularly challenging to notice the secret 
  passage here, because it is so completely covered by 
  webbing.
  Once discovered, it requires no special strength to 
  prize the earth away to reveal the tunnel leading west.
  
  65
  Adventure
  Map 8: Brushgather Farm Basement, Level 3 (BF-HB3)
  One square equals 5 ft.
  
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  Adventure
  BF-HB3: Brushgather Farm (Basement, Level 3)
  BF-HB3: Brushgather Farm (Basement, Level 3)
  Please refer to page 78 for a GM-redacted copy of 
  this map.
  This deepest layer of basement underneath the 
  Brushgather Homestead (p 47) is also the most 
  perilous, as one might expect.  
    Use your best judgment here as to whether to roll 
  for random encounters.  Remember that although 
  the farm has been corrupted and invaded by 
  horrible forces, it’s ultimately not the horrific font 
  of evil and chaos that the Dark Obelisk itself is 
  within the city limits.   
   
  Encounters here which result in a total party kill 
  likely indicate either that the players have been 
  unreasonably aggressive, or that the GM hasn’t 
  managed the difficulty appropriately to the intent 
  and tone of the adventure. 
  BF-HB3-1: Ceiling Trapdoor & Fungal 
  Chamber
    The wood here is warped but solid, and the ladder 
    The wood here is warped but solid, and the ladder 
  underneath seems brand-new. 
  underneath seems brand-new. 
   
  A dense semicircle of yellow toadstools rings the 
  A dense semicircle of yellow toadstools rings the 
  chamber to the west, north, and east.  In the middle 
  chamber to the west, north, and east.  In the middle 
  of the room is a rock pillar that leads to the ceiling.   
  of the room is a rock pillar that leads to the ceiling.   
   
  To the south, clumps of additional mushrooms are 
  To the south, clumps of additional mushrooms are 
  scattered among piles of fallen rocks and larger 
  scattered among piles of fallen rocks and larger 
  boulders.
  boulders.
  The trapdoor leads upstairs to Basement Level 2 (p 
  74).  Once the trapdoor has been smashed or heaved 
  open, it admits one Medium-sized creature or smaller 
  at a time via the sturdy ladder.
  All squares containing any rock or fungus should be 
  treated as difficult terrain.
  The toadstools here are somewhat useful to 
  apothecaries or alchemists.  Per 5 minutes spent 
  harvesting, the party may realize the following yield:
    Basement 3 Toadstools
    alchemical toadstools (5 lbs, 2 sp apiece)
  The secret tunnel to the northwest can be noticed 
  using the following profile:
    Basement 3 Secret Passage Northeast
    Wisdom (Perception) DC 17
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 22
  BF-HB3-2: River Entrance
    The eastern cave wall widens here, leading to what 
    The eastern cave wall widens here, leading to what 
  appears to be an underground river, which snakes 
  appears to be an underground river, which snakes 
  around to the east after traveling south for a few 
  around to the east after traveling south for a few 
  dozen feet.   
  dozen feet.   
   
  The river begins even with the ground, and appears 
  The river begins even with the ground, and appears 
  to deepen to 2-3’ in places.  There doesn’t appear 
  to deepen to 2-3’ in places.  There doesn’t appear 
  to be a current; the water’s surface is calm.  It may 
  to be a current; the water’s surface is calm.  It may 
  therefore not be a true river at all, but instead a 
  therefore not be a true river at all, but instead a 
  riverlike underground lake.
  riverlike underground lake.
  The water is pretty much as it appears.  It’s not safe to 
  drink; doing so causes no permanent damage but will 
  not slake thirst and will likely cause the imbiber to 
  throw up fairly soon after the attempt.
  Follow the typical rules for walking through water; 
  as a convenience, you may simply treat it as difficult 
  terrain.
  BF-HB3-3: Winding River
    The river curves around here, heading north.   
    The river curves around here, heading north.   
   
  The water’s surface ripples up ahead.  It’s difficult 
  The water’s surface ripples up ahead.  It’s difficult 
  to tell whether it’s due to the disturbances in the 
  to tell whether it’s due to the disturbances in the 
  liquid caused by your presence... or something else.
  liquid caused by your presence... or something else.
  Spoiler alert: It’s “something else”.  
    Giant Leeches, to be specific, which swim south 
  from the island to the north as soon as the party 
  touches the “3” marked on the map to denote this 
  region.
    Giant Leeches
  (see page 130)
    CR 2; XP 600; 
    1d4-1 (minimum 1 leech)
    CR 5; XP 1,600; 
    1d6-1 (minimum 1 leech)
    CR 11; XP 12,800; 
    2d4-1 (minimum 1 leech)
    CR 14; XP 38,400; 
    2d6-2 (minimum 1 leech)
  The creatures swim south to engage the party and will 
  continue to attack until destroyed.
  Giant Leeches, as a rule, carry no treasure.  They 
  have slain numerous interlopers here in their day, but 
  typically will bring any arms, armor, or otherwise 
  indeigestible loot back to the River Island (see below).
  
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  Adventure
  BF-HB3-4: River Island
    The rock and earth floor of the river bulges out 
    The rock and earth floor of the river bulges out 
  of the water here in a slimy heap dotted with 
  of the water here in a slimy heap dotted with 
  toadstools and small boulders.
  toadstools and small boulders.
  An intentional search of the water in this area, and 
  a lucky 
    Wisdom (Perception) check (DC 
    18; 
    20; 
    22; 
    24), is required to locate the 
  accumulated treasure here, spoils of the the Giant 
  Leeches’ defense of their home.  
    Basement 3 River Island 
    sickle (2x)
    2 pp; 19 gp; diamond circlet (value 329 gp)
    18 pp; 92 gp; diamond circlet (value 618 gp)
    34 pp; 154 gp; diamond circlet (value 647 gp)
    51 pp; 213 gp; diamond circlet (value 881 gp)
  BF-HB3-5: Fungal Fork
    The chamber branches here, with arms of the 
    The chamber branches here, with arms of the 
  chamber heading to the west and to the north.  
  chamber heading to the west and to the north.  
  Spots of red-and-yellow toadstools continue in 
  Spots of red-and-yellow toadstools continue in 
  sporadic clumps, as do occasional rock pillars. 
  sporadic clumps, as do occasional rock pillars. 
   
  To the north, you glimpse patches of grayish fungus 
  To the north, you glimpse patches of grayish fungus 
  and slime amidst the brown and black earth.
  and slime amidst the brown and black earth.
  Assuming the PCs came here via the entrance in area 
  BF-HB3-1, they’ve had a boring time of it coming to 
  this point.  
  The “fungus and slime” which appear to the north are 
  mostly harmless, but amidst them is a 
    Gray Ooze:
    Gray Ooze
  (see page 136)
    CR 4; XP 1,200
    CR 6; XP 2,400
    CR 10; XP 9,600
    CR 14; XP 38,400
  The Ooze is particularly lethargic, and will only attack 
  the party if stepped upon.  Barring some kind of 
  floating magic, taking the north tunnel guarantees an 
  attack.
  It’s possible to simply head west and avoid the threat; 
  indeed, if that was the party’s plan anyway, they may 
  never even realize there was a monster in this area.
  The Ooze carries no treasure.
  BF-HB3-6: Central Fungal Passage
    The tunnel is somewhat cramped here, and smells 
    The tunnel is somewhat cramped here, and smells 
  particularly earthen; fungus in clumps of various 
  particularly earthen; fungus in clumps of various 
  colors appears along the eastern wall.   
  colors appears along the eastern wall.   
   
  To your north, just before the tunnel opens up into 
  To your north, just before the tunnel opens up into 
  a larger chamber, is a puddle of slime.
  a larger chamber, is a puddle of slime.
  The party may be excused from concluding this is a 
  threat, particularly if coming from the south, where a 
  Gray Ooze likely assaulted them (see above).
  However, the puddle of slime is simply a combination 
  of water, mud, and other debris—foul, but harmless.
  BF-HB3-7: Pillar Room
    A large chamber is centered around a huge stone 
    A large chamber is centered around a huge stone 
  pillar in the center-north.  Around its base to the 
  pillar in the center-north.  Around its base to the 
  north and east are clusters of rubble.   
  north and east are clusters of rubble.   
   
  To the east are more rock clusters, and a patch of 
  To the east are more rock clusters, and a patch of 
  yellow mushrooms.  To the west are additional 
  yellow mushrooms.  To the west are additional 
  brown rock spills.
  brown rock spills.
  The room itself is quite boring; there is nothing of 
  interest, threat, or value to encounter.  Even the 
  mushrooms are uselessly ordinary and not worth 
  harvesting. 
  There are, however, three secret passages heading 
  off to the east, southwest, and northwest.  Each one 
  must be detected separately; once found, opening them 
  requires no tool or check, as the secret “doors” are 
  merely buildups of dirt.  
  It takes 3 rounds of dedicated digging to fully 
  “open” any one of these secret tunnels, after which 
  any Medium-sized creature or smaller may squeeze 
  through at a time.
    Basement 3 Central Secret East
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 22
    Wisdom (Perception) DC 24
    Basement 3 Central Secret Southwest
    Wisdom (Perception) DC 16
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 22
    Basement 3 Central Secret Northwest
    Wisdom (Perception) DC 20
  
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  Adventure
    Wisdom (Perception) DC 21
    Wisdom (Perception) DC 23
    Wisdom (Perception) DC 24
  Perhaps obviously, if the party is coming into this 
  room from one of the above tunnels, they need not 
  “discover” it, but must still dig through the dirt which 
  blocks entry into this room.
  BF-HB3-8: Western Secret Hall
    A low-ceilinged, wet-earth tunnel is here, with 
    A low-ceilinged, wet-earth tunnel is here, with 
  chunks of black rock and soot on the ground.
  chunks of black rock and soot on the ground.
  No threat exists here, though the entire tunnel should 
  be considered difficult terrain.
  BF-HB3-9: Western Secret Tunnel
    A short, narrow passage connects to larger 
    A short, narrow passage connects to larger 
  chambers to the north and south.  Underfoot is a 
  chambers to the north and south.  Underfoot is a 
  layer of thick black grime that sticks to your boots.
  layer of thick black grime that sticks to your boots.
  Terrorized as they may be by the description, the 
  impact of the ichor is merely cosmetic.
  BF-HB3-10: Northwestern Secret 
  Passage
    This secret tunnel makes a sharp bend to the south 
    This secret tunnel makes a sharp bend to the south 
  at its western apex, connecting the enormous room 
  at its western apex, connecting the enormous room 
  to the east with the smaller room to the south.
  to the east with the smaller room to the south.
  The tunnel should be counted as difficult terrain, but 
  is otherwise of no particular interest.
  BF-HB3-11: Southwestern Secret Wall
    Thick clumps of rocks and rubble are strewn about 
    Thick clumps of rocks and rubble are strewn about 
  this area on the east and west walls of the chamber.  
  this area on the east and west walls of the chamber.  
  Detecting the secret passage to the west is somewhat 
  difficult given the curve of the room and the rocks in 
  front of it:
    Basement 3 Southwestern Secret Wall
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 22
    Wisdom (Perception) DC 24
  Once revealed, the tunnel may be accessed by peeling 
  away the hardened earthen residue; it requires no 
  special skill or tool but consumes 5 rounds to execute.
  BF-HB3-12: Western Pillar Room
    A rock pillar extends from the floor to the ceiling in 
    A rock pillar extends from the floor to the ceiling in 
  the center of this chamber.  To the north and west 
  the center of this chamber.  To the north and west 
  are yellow toadstools; to the east and south are 
  are yellow toadstools; to the east and south are 
  rocky rubble patches. 
  rocky rubble patches. 
   
  As you enter the room, you see a shape move 
  As you enter the room, you see a shape move 
  amidst the toadstools to the north.
  amidst the toadstools to the north.
  Regardless of how the party enters this area, the 
    
  Fungal Crawler here attacks them as soon as they are 
  within 10’ of the pillar (entering from the south), or as 
  they enter through the secret door to the north.
    Fungal Crawler
  (see page 128)
    CR 3; XP 800
    CR 6; XP 2,400
    CR 10; XP 9,600
    CR 14; XP 38,400
  The beast attacks the party until slain.  It carries no 
  treasure.
  The secret passage to the north requires a keen eye to 
  identify:
    Basement 3 Western Pillar Secret
    Wisdom (Perception) DC 19
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 22
    Wisdom (Perception) DC 24
  Once the party knows about it, or if entering this area 
  from the north, it takes 2 minutes of focused digging 
  through the dirt to open up the tunnel.
  BF-HB3-13: Western Cavern
  Only read the italicized portion if the party is entering 
  this room from the east, and has not yet discovered the 
  secret passage to the north:
    This region is a three-way split to the north, east, 
    This region is a three-way split to the north, east, 
  and south.  Smaller grey stones in the intersection 
  and south.  Smaller grey stones in the intersection 
  presage much larger clusters leading to the south.   
  presage much larger clusters leading to the south.   
   
  The northern branch of the passage ends about 30’ 
  The northern branch of the passage ends about 30’ 
  to the north.
  to the north.
  All squares with any rock in them should be treated as 
  difficult terrain.
  Of course, the northern branch does not truly end 
  there; a secret wall connects it to the chamber to its 
  
  69
  Adventure
  north:
    Basement 3 Western Cavern North 
  Secret Wall
    Wisdom (Perception) DC 17
    Wisdom (Perception) DC 19
    Wisdom (Perception) DC 21
    Wisdom (Perception) DC 23
  Once known about, the wall requires a simple and 
  quick push to dislodge the accumulated earth.
  BF-HB3-14: Southwestern Crevice
    The cavern terminates in a sharp crevice, 
    The cavern terminates in a sharp crevice, 
  narrowing into an eastern point amidst grey rocks 
  narrowing into an eastern point amidst grey rocks 
  and dirt.   
  and dirt.   
   
  As you approach the area, what had appeared to 
  As you approach the area, what had appeared to 
  be skeletons amidst a pile of rocks animates, and 
  be skeletons amidst a pile of rocks animates, and 
  moves toward you.
  moves toward you.
  The foes are 
    Barbarian Skeletons, and they attack 
  immediately any party member approaching within 
  20’ of the crevice point.
    Skeleton, Barbarian
  (see page 125)
    CR 2; XP 600
    CR 4; XP 1,200
    CR 12; XP 19,200
    CR 16; XP 76,800
  Other than their equipment, the crevice contains the 
  following treasure, which is stuck deep down in the 
  crevice and requires concentrated searching to locate 
  and retrieve:
    Basement 3 Southwest Crevice
    human skulls (5x); halfling skulls (2x)
    12 sp; uncut garnet (value 13 gp)
    8 gp; 37 sp; uncut garnet (value 51 gp)
    51 gp; 62 sp; uncut garnet (value 169 gp)
    3 pp; 147 gp; 98 sp; uncut garnet (value 308 gp)
  BF-HB3-15: Southwest Lake
    Here sits a small lake with muddily opaque waters.  
    Here sits a small lake with muddily opaque waters.  
  It seems deep, at least several feet, falling off 
  It seems deep, at least several feet, falling off 
  sharply from the edge that connects to the tunnel.  
  sharply from the edge that connects to the tunnel.  
  Rocks jut from the water here and there. 
  Rocks jut from the water here and there. 
   
  It appears as though the wall here fell apart due to 
  It appears as though the wall here fell apart due to 
  the erosion of this naturally-occuring wellwater.
  the erosion of this naturally-occuring wellwater.
  The water is muddy but yet is drinkable, though with a 
  grittly, sandy taste and texture.
  Underneath the surface of these waters lurks a 
    
  Fungal Crawler, which emerges and attacks the PCs if 
  anything disturbs the lake.  This includes if anything is 
  thrown into the water.
    Fungal Crawler
  (see page 128)
    CR 3; XP 800
    CR 6; XP 2,400
    CR 10; XP 9,600
    CR 14; XP 38,400
  The Crawler’s treasure is the result of former 
  victims, and is somewhat scant, as everything else has 
  deteriorated over time.  
  Due to the opaqueness of the water, it requires 
  concentrated searching and a successful 
    Wisdom 
  (Perception) check at DC 18 to locate the loot under 
  the surface:
    Basement 3 Southwest Lake
    iron quarterstaff; breastplate (Small); 
  daggers (3x); bullseye lantern
    greatsword
    masterwork greatsword
    +1 greatsword
    +1 corrosive greatsword
  BF-HB3-16: Northwestern Secret Room
    This small chamber is dotted with rock piles about 
    This small chamber is dotted with rock piles about 
  its perimeter.  To the northeast is a clump of 
  its perimeter.  To the northeast is a clump of 
  toadstools again the wall.
  toadstools again the wall.
  If the PCs are entering this room from the west, 
  and have not yet discovered the secret tunnel to the 
  northeast, they may do so with a concentrated search 
  and some fortune or skill:
    Basement 3 NW Secret Room 
  Northeastern Tunnel
    Wisdom (Perception) DC 18
    Wisdom (Perception) DC 20
    Wisdom (Perception) DC 22
    Wisdom (Perception) DC 24
  There is nothing else of interest in this area.
  
  70
  Adventure
  BF-HB3-17: Northwestern Crevice
    A small natural lake sits here against the western 
    A small natural lake sits here against the western 
  wall.  It’s very shallow, a few inches to a foot or so 
  wall.  It’s very shallow, a few inches to a foot or so 
  at its deepest.  The water is mostly transparent; 
  at its deepest.  The water is mostly transparent; 
  you see nothing of interest within. 
  you see nothing of interest within. 
   
  Alcoves to the north and east harbor toadstool 
  Alcoves to the north and east harbor toadstool 
  clumps.  To the northeast, the tunnel collapses to a 
  clumps.  To the northeast, the tunnel collapses to a 
  point amidst rockpiles that reach waist-high.
  point amidst rockpiles that reach waist-high.
  Lakewater here is drinkable, though gritty.
  Behind the rocky outcroppings is a 
    Slime Mold.  It 
  will ignore the party until they attempt to search the 
  crevice, at which point it will attack them.
    Slime Mold
  (see page 100)
    CR 2; XP 600
    CR 6; XP 2,400
    CR 11; XP 12,800
    CR 16; XP 76,800
  Once the Slime Mold has been defeated, its collection 
  of trinkets, located deep within the crevice, may be 
  plundered:
    Basement 3 Northwestern Crevice 
    torches (4x); studded leather armor; 
  heavy wooden shield (Small)
    4 pp; tourmaline diadem (value 117 gp)
    39 pp; tourmaline diadem (value 302 gp)
    57 pp; tourmaline diadem (value 518 gp)
    139 pp; tourmaline diadem (value 787 gp)
  It is also in this corner where the bodies of the hapless 
  Brushgather parents came to their final rest.  Only 
  read the italicized portion if the PCs have started the 
  Quest “What of the Brushgathers?” (p 57).
    Two halfling bodies are here, feasted upon to 
    Two halfling bodies are here, feasted upon to 
  varying degrees by the horrible denizens of the 
  varying degrees by the horrible denizens of the 
  caverns.  They appear to be middle-aged, and from 
  caverns.  They appear to be middle-aged, and from 
  their wounds and condition, slain only in the past 
  their wounds and condition, slain only in the past 
  few weeks.   
  few weeks.   
  This appears to be Isadora and Thlane Brushgather
  This appears to be Isadora and Thlane Brushgather.
  
  71
  Player Handouts
  Player Handout Maps
  Player Handout Maps
  
  72
  Player Handouts
  Map 9: Brushgather Farm Overview, Players’ Version (BF-O)
  One square equals 5 ft.
  
  73
  Player Handouts
  Map 10: Brushgather Farm, Second Floor, Players’ Version (BF-SF) 
  One square equals 5 ft.
  
  74
  Player Handouts
  Map 11: Brushgather Farm, Third Floor, Players’ Version (BF-TF) 
  One square equals 5 ft.
  
  75
  Player Handouts
  Map 12: Brushgather Farm, Attic, Players’ Version (BF-HA) 
  One square equals 5 ft.
  
  76
  Player Handouts
  Map 13: Brushgather Farm, Basement Level 1, Players’ Version (BF-HB1)
  One square equals 5 ft.
  
  77
  Player Handouts
  Map 14: Brushgather Farm, Basement Level 2, Players’ Version (BF-HB2)
  One square equals 5 ft.
  
  78
  Player Handouts
  Map 15: Brushgather Farm, Basement Level 3, Players’ Version (BF-HB3)
  One square equals 5 ft.
  
  79
  Bestiary
  Bestiary
  Bestiary
  
  80
  Bestiary
  Bestiary Index
  Bat Swarm 
  81
  Crawling Hand 
  83
  Dark Stalker 
  85
  Fungal Crawler 
  87
  Garden Ooze 
  89
  Gelatinous Cube 
  91
  Ghoul 
  93
  Centipede (Giant) 
  95
  Leech (Giant) 
  97
  Scorpion (Giant) 
  99
  Spider (Giant) 
  101
  Vulture (Giant) 
  103
  Gray Ooze 
  104
  Slime Mold 
  106
  Scorpion (Greensting) 
  108
  Howler 
  110
  Mohrg 
  112
  Rat Swarm 
  114
  Rat (Dire) 
  116
  Spider (Scarlet) 
  117
  Shadow 
  119
  Shadow Mastiff 
  121
  Skeleton 
  123
  Skeleton Rogue 
  125
  Skeleton Barbarian 
  127
  Skulk 
  129
  Spriggan 
  131
  Zombie 
  133
  FlexAI for Dynamic Combat Behavior
  FlexAI for Dynamic Combat Behavior
  FlexAI is Infinium Game Studio’s custom rules 
  extension for determining dynamic creature behavior.
  The full FlexAI Guidebook (available separately 
  on DriveThruRPG) contains over 280 tables with 
  thousands of combinations of context, creature and 
  NPC type, style, and relationship to the adventuring 
  party.  
  It’s all engineered to provide a wealth of options 
  governing combat and non-combat behavior in a 
  manner that’s realistic and appropriate given the 
  combination of elements at play.
  All it takes is the roll of dice to give your monsters or 
  NPCs interesting and dynamic, with zero preparation 
  time whatosever.
  The monsters in this adventure’s Bestiary contain 
  badges and stats representing how to use them with 
  FlexAI.  This is of course entirely optional.
  In the Appendix of this adventure (p 135) is a very 
  trimmed-down and concise set of FlexAI rules that can 
  be considered the “absolute essentials”.  Although only 
  a dozen or so tables, these essential rules nevertheless 
  provide everything you need to make combat so much 
  more interesting and exciting—again, with zero D/GM 
  prep time required!
  Quadded Statblocks & Variable Difficulty
  Quadded Statblocks & Variable Difficulty
  Recall the earlier discussion at the start of the 
  adventure on Variable Difficulty (p 19).  
  The goal with every Infinium Game Studio product is 
  that it should be usable with an adventuring party of 
  any composition, any size, and with PCs of any level.
  To this end, the monsters in this Bestiary are provided 
  in Quadded Statblock form: that is, four complete 
  statblocks for each monster.  
  With 27 monsters, this means a whopping 108 
  statblocks: the adventure is designed to contain 
  everything you might need to run it for any 
  adventuring party, and yet still provide adequate and 
  appropriate challenge for the PCs.
  
  81
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  15
  35
  60
  83
  Speed
  5 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  STR 
  1 (-5)
  DEX 17 (+3)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +13, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 2 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  8
  13
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Constitution save 
  negates the effect.
  Special 
  Abilities & 
  Qualities
  Wounding Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round 
  thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 
  10 Medicine check or the application of a cure spell or some other healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Tropical
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Flight (3-6x), or Colony (11-20x)
    Treasure
  None
  Bat Swarm
  
  82
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Swarm Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  83
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  7
  39
  75
  97
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  13 (+1)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  Common, Cannot Speak
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Mark Quarry A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has 
  no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the 
  target’s location as if under the effect of a continuous locate creature spell. The hand gains advantage on all attack rolls, damage rolls, 
  and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain.
  Strangle An opponent grappled by the creature cannot speak or cast spells with verbal components.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d1+1 
  (2) slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 0 
  ft., one target.  Hit 1d1+3 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  0 ft., one target.  Hit 
  1d1+3 (4) slashing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d1+3 
  (4) slashing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Gang (2-5x)
    Treasure
  Standard
  Crawling Hand
  
  84
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  85
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  39
  94
  162
  248
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Large humanoid, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  9 (-1)
  CHA 11 (+0)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  9 (-1)
  WIS 
  7 (-2)
  CHA 11 (+0)
  STR 
  17 (+3)
  DEX 21 (+5)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  11 (+0)
  CHA 15 (+2)
  STR 
  19 (+4)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  13 (+1)
  WIS 
  11 (+0)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  Light Blindness
  Senses
  Passive Perception +9
  Passive Perception +11
  Passive Perception +13
  Passive Perception +13
  Languages
  Dark Folk, Undercommon
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 17
  Saving Throw  
  Dexterity DC 18
  Death Throes When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points 
  of fire damage to all creatures within a 20-foot-radius burst. A Dexterity save halves this damage. A dark stalker’s gear and treasure are 
  unaffected by this explosion.
  Special 
  Abilities & 
  Qualities
  Light Blindness You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are dazzled as long as 
  you remain in areas of bright light.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary, Gang (1 plus others), or Clan (many)
    Treasure
  Standard
  dark Stalker
  
  86
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See in Darkness Dark Folk can see perfectly in darkness of any kind, including that created by magical darkness.
  Standard 
  Actions
  Shortsword Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d6/9-00 (4) 
  slashing damage.
  Blowgun Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d2 (2) 
  bludgeoning damage.
  Cold Iron Shortsword 
  Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit 1d6/9-00 (4) 
  slashing damage.
  Blowgun Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d2 (2) 
  bludgeoning damage.
  Cold Iron Shortsword 
  Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit 1d6+6/19-
  00 (10) bludgeoning 
  damage.
  Blowgun Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 1d2 (2) 
  bludgeoning damage.
  Cold Iron Shortsword 
  Melee weapon attack: +6 
  to hit, reach 10 ft., one 
  target.  Hit 1d8+10/19-
  00 (14) bludgeoning 
  damage.
  Blowgun Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d2 (2) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  detect magic (at will); fog cloud (at will)
  Spellcasting
  -
  Possessions
  Shortsword; blowgun; blogun darts (10x)
  
  87
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  29
  58
  86
  125
  Speed
  20 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Small aberration, 
  unaligned
  Small aberration, 
  unaligned
  Small aberration, 
  unaligned
  Small aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Poison Bite - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Strength and 1d2 Constitution 
  damage; cure 1 save.  Ability damage suffered from this effect may be restored with a long rest or any magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  Fungal Crawler
  
  88
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  89
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  16
  45
  99
  160
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Small ooze, unaligned
  Small ooze, unaligned
  Small ooze, unaligned
  Medium ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Acid, Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d4
  Damage 1d8
  Damage 2d6
  Acid Each successful melee strike from the creature’s slam attack inflicts additional acid damage.  A garden ooze 
  excretes digestive acid that can dissolve flesh. Creatures made of harder materials or plant matter are immune to the 
  ooze’s acid.
  Special 
  Abilities & 
  Qualities
  Camouflage A garden ooze is difficult to spot when it is at rest among plant growth of any type.  All Perception checks to 
  notice a Garden Ooze as a separate entity and not a diseased portion of the plant it rests upon suffer disadvantage in this 
  state. The ooze automatically hits with a slam against any creature that fails to notice the ooze and enters its square.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests, Marshes, and Urban
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Patch (3-5x)
    Treasure
  None
  garden OOze
  
  90
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Stink Once every 24 hours, a garden ooze can release foul-smelling gases in a 5-foot-radius spread centered on the ooze. 
  The ooze usually does so after it is first injured. The stench of these vapors is overpowering during the first round it 
  exists, causing living creatures within it to become sickened for 1d3 rounds (Constitution save negates). This is a poison 
  effect. 
  Standard 
  Actions
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  91
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  11 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  55
  105
  174
  263
  Speed
  15 ft.
  Size, Type, 
  Alignment
  Large ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  9 (-1)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 3 (-4)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 1 (-5)
  CON 24 (+7)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Electricity, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, 
  Sneak Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Acid This creature’s slam attack inflicts additional acid damage when it causes damage.  A gelatinous cube’s acid does 
  not harm metal or stone.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
  gelatinOuS Cube
  
  92
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 20
  Saving Throw  
  Dexterity DC 22
  Engulf Although it moves slowly, a gelatinous cube can simply engulf any creatures at least one size category 
  smaller than itself in its path as a standard action. It cannot make a slam attack during a round in which it 
  engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of opportunity can attempt a Dexterity save to avoid being 
  engulfed-on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. 
  Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of 
  suffocating, and are trapped within its body until they are no longer pinned.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Paralysis A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed 
  on a Constitution save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
  Special 
  Abilities & 
  Qualities
  Transparent Due to its lack of coloration, a gelatinous cube is difficult to discern.  A DC 15 Perception check 
  is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and 
  walks into it is automatically engulfed.
  Standard 
  Actions
  Slam Melee weapon 
  attack: -2 to hit, reach 10 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: -3 to hit, reach 10 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  93
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  7
  21
  46
  75
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Channel Resistance You are less easily affected by clerics or paladins. You gain advantange on saves made to resist the 
  effects of channel energy, including effects that rely on the use of channel energy.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Gang (2-4x), or Pack (7-12x)
    Treasure
  Standard
  gHOul
  
  94
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Disease Ghoul Fever: Bite-injury; save Constitution; onset 1 day; frequency 1 day; effect 1d3 Constitution 
  damage and 1d3 Dexterity damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living 
  and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.  Ability 
  damage suffered from this condition may only be restored via a restoration spell or more powerful healing 
  magic.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Paralysis This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical 
  actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it 
  with a Constitution saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each 
  round.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  95
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  5
  19
  60
  122
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Common
    Role
  Brute / Minion
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  Centipede (Giant)
  
  96
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  97
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  12
  35
  67
  88
  Speed
  5 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  Susceptible to Salt A handful of salt burns a leech as if it were a flask of acid, causing 1d6 
  points of damage per use.
  Senses
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +9, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  6
  12
  15
  Special 
  Abilities & 
  Qualities
  Attach When a giant leech hits with a bite attack, it latches onto its target and automatically grapplies. 
  The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and 
  automatically inflicts bite damage each round. A giant leech has advantage to maintain its grapple on a 
  foe once it is attached. An attached giant leech can be struck with a weapon or grappled itself-if its prey 
  manages to win a grapple check or ability check against it, the giant leech is removed.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Marshes
    Rarity
  Common
    Role
  Lurker / Normal
    Organization
  Cluster, Pair, or Brood (3-6x)
    Treasure
  None
  leeCH (giant)
  
  98
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Blood Drain A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength 
  and Constitution damage.  Ability damage lost in this manner may be restored following a long rest.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  99
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  38
  63
  116
  191
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 5d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Sting-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 
  save.  Ability damage suffered to this effect must be recovered via restoration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm or Temperate Deserts, Forests, Plains, or Underground
    Rarity
  Common
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  SCOrpiOn (giant)
  
  100
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+5 
  (10) slashing damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Sting Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Sting Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  101
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  19
  40
  96
  152
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  9 (-1)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 26
  Saving Throw  
  Constitution DC 28
  Poison Bite-injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 
  save.  Ability damage suffered to this effect is recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Common
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Colony (3-8x)
    Treasure
  Incidental
  Spider (giant)
  
  102
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Check DC 12
  Check DC 13
  Check DC 26
  Check DC 28
  Web You can use webs to support yourself and up to one additional creature of the same size. In addition, 
  you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum 
  range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category 
  larger than you. An entangled creature can escape with a successful Athletics check  or burst the web with 
  a Strength check. Attempts to burst a web by those caught in it are made at disadvantage. Web spinners 
  can create sheets of sticky webbing up to three times their size. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed 
  on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by 
  a successful web attack. Attempts to escape or burst the webbing are made at advantage if the trapped 
  creature has something to walk on or grab while pulling free. A creature can move across its own web at its 
  climb speed and can pinpoint the location of any creature touching its web.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  103
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  51
  80
  137
  206
  Speed
  10 ft. Fly 50 ft. (Average)
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 5 (-3)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 9 (-1)
  STR 
  24 (+7)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 9 (-1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Diseased Due to their filthy eating habits and constant exposure to decaying flesh, giant vultures are 
  harbingers of disease-much more so than the standard vulture. Any creature bitten by a giant vulture has a 
  10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, 
  a victim can no longer be infected by this particular giant vulture, though attacks by different giant vultures 
  are resolved normally and may result in multiple illnesses. While vultures aren’t immune to all diseases, they 
  do gain advantage on all saving throws against such ailments.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 3d6+6 
  (16) piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d6+11/19-00 (25) 
  piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains or Hills
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Flock (3-8x)
    Treasure
  None
  Vulture (giant)
  
  104
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  12 
  (natural armor)
  12 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  59
  112
  194
  285
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Medium ooze, unaligned
  Medium ooze, unaligned
  Medium ooze, unaligned
  Large ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 3 (-4)
  CON 23 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  19 (+4)
  DEX 1 (-5)
  CON 26 (+8)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold, Critical Hits, Fire, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, 
  Sneak Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Damage 1d6
  Saving Throw  
  Dexterity DC 18
  Damage 2d6
  Saving Throw  
  Dexterity DC 20
  Damage 3d6
  Saving Throw  
  Dexterity DC 23
  Damage 4d6
  Acid The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and 
  constrict attack deals additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the 
  same amount of acid damage unless the wearer succeeds on a Dexterity saving throw. A wooden or metal weapon that 
  strikes a gray ooze takes acid damage unless the weapon’s wielder succeeds on a Dexterity save. The ooze’s touch deals 
  12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material 
  for 1 full round in order to deal this damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Marshes and Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  gray OOze
  
  105
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 5d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Transparent Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most 
  environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray 
  ooze and walks into it automatically suffers damage as if struck by the ooze’s slam attack and is immediately subject to a 
  grab attempt by the ooze.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  106
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  39
  85
  150
  226
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Large ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 6 (-2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 6 (-2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Disease Fungal rot: Slam - contact; save Constitution; onset 1 day; frequency 1/day; effect 1d2 Strength 
  damage and 1 Constitution damage and fatigue; cure 1 save. Any creature that touches a slime mold with an 
  unarmed strike or a natural attack is also exposed to this foul disease.  Ability damage suffered to this effect 
  can only be recovered via restoration or more potent healing magic applied once the disease itself has been 
  removed.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Single or Infestation (2-5x)
    Treasure
  None
  Slime mOld
  
  107
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 17
  Saving Throw  
  Dexterity DC 19
  Saving Throw  
  Dexterity DC 21
  Engulf The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks 
  during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as 
  it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they 
  are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity 
  can attempt a Dexterity save to avoid being engulfed - on a success, they are pushed back or aside (target’s 
  choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of 
  suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to 
  other special attacks from the creature.
  Special 
  Abilities & 
  Qualities
  Freeze The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a 
  statue, patch of fungus, and so on). The creature gains advantage on all Stealth checks to hide in plain sight 
  as this kind of inanimate object.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  
  Hit 2d6+12 (19) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  108
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  7
  19
  51
  77
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 9 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  1
  4
  10
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 2d4
  Damage 3d4
  Damage 4d4
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Poison Sting-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 
  save.  Ability damage suffered to this effect must be recovered via restoration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm or Temperate Forests
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  SCOrpiOn (greenSting)
  
  109
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Sting Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) piercing damage.
  Claw Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Sting Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) piercing damage.
  Claw Melee weapon 
  attack: -6 to hit, reach 
  0 ft., one target.  Hit 
  1d2+0 (2) slashing 
  damage.
  Sting Melee weapon 
  attack: -6 to hit, reach 
  0 ft., one target.  Hit 
  1d2+0 (2) piercing 
  damage.
  Claw Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Sting Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  110
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  48
  87
  143
  208
  Speed
  60 ft.
  Size, Type, 
  Alignment
  Large fiend, chaotic evil
  Large fiend, chaotic evil
  Large fiend, chaotic evil
  Huge fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  4 (-3)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  16 (+3)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  16 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Abyssal, Cannot Speak
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of 
  resolving resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Abyss)
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Pack (2-4x)
    Treasure
  Incidental
  HOwler
  
  111
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Howl A howler’s constant howling is a grating, exhausting baying that can drive listeners insane. All beings 
  other than outsiders within 120 feet of a howling howler must succeed on a Wisdom save or become 
  cursed by the creature’s howl. Once a creature becomes cursed in this way, she takes no additional penalty 
  for being exposed to additional howlers’ howls until the current howler curse is lifted. This is a sonic 
  mind-affecting effect. Howler Howl: Curse; save Constitution negates; frequency 1/hour; effect 1 Wisdom 
  damage; cure 1 save.  Ability damage suffered in this manner may be restored via restoration or more potent 
  healing magic.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 21
  Pain Whenever a creature takes damage from a howler’s quill attack or its quill defense, that creature must make 
  a Dexterity save or a quill breaks off in its flesh, causing the target to become sickened until the quill is removed. 
  Removing one quill requires a DC 15 Medicine check made as a full-round action. For every 5 by which the check is 
  exceeded, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 
  points of damage to the victim.
  Special 
  Abilities & 
  Qualities
  Quill Defense Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, or natural 
  weapon takes piercing damage from the howler’s quills and suffers from the howler’s pain attack.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Quills Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d4+2 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Quills Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Quills Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+8 (18) piercing 
  damage.
  Quills Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  112
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  39
  55
  79
  151
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Create Spawn Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg’s 
  control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of 
  negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 
  1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately 
  following the spawn’s creation.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Paralysis Creatures struck by the Mohrg’s melee attacks can be rendered immobile for 1d4 minutes, 
  Fortitude save negates.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Gang (2-4x), or Mob (2-4x+)
    Treasure
  Standard
  mOHrg
  
  113
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d8+5 (14) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d8+5 (14) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d8+5 (14) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d8+9 (27) bludgeoning 
  damage.
  Tongue Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  114
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  17
  45
  71
  113
  Speed
  15 ft. Climb 15 
  ft. Swim 15 ft.
  20 ft. Climb 15 ft. Swim 15 ft.
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  8
  13
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Disease Filth Fever-Bite injury; Save Constitution; Onset 1d3 days; Frequency 1/day; Effect 1d3 Dexterity 
  damage and 1d3 Constitution damage; Cure 2 consecutive saves.  Ability damage sufffered from this 
  condition must be restored via restoration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pack (2-5x), or Infestation (6-12x)
    Treasure
  None
  rat Swarm
  
  115
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is 
  nauseated for 1 round; a Constitution save negates the effect.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Swarm Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  116
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  9
  34
  84
  141
  Speed
  40 ft. Climb 20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Small beast, unaligned
  Small beast, unaligned
  Small beast, unaligned
  Medium beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  8 (-1)
  DEX 16 (+3)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Disease Filth Fever-Bite injury; Save Constitution; Onset 1d3 days; Frequency 1/day; Effect 1d3 Dexterity 
  damage and 1d3 Constitution damage; Cure 2 consecutive saves.  Ability damage suffered fromt his 
  condition must be recovered via restoration or more potent healing magic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, Nest (3-12x), or Plague (13-100x) / Companion
    Treasure
  None
  rat (dire)
  
  117
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  8
  33
  69
  117
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Small vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  6 (-2)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Poison Bite-injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 
  save.  Ability damage suffered to this effect is recovered following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Colony (3-8x)
    Treasure
  None
  Spider (SCarlet)
  
  118
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Check DC 11
  Check DC 12
  Check DC 15
  Check DC 18
  Web You can use webs to support yourself and up to one additional creature of the same size. In addition, 
  you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum 
  range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category 
  larger than you. An entangled creature can escape with a successful Athletics check  or burst the web with 
  a Strength check. Attempts to burst a web by those caught in it are made at disadvantage. Web spinners 
  can create sheets of sticky webbing up to three times their size. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed 
  on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by 
  a successful web attack. Attempts to escape or burst the webbing are made at advantage if the trapped 
  creature has something to walk on or grab while pulling free. A creature can move across its own web at its 
  climb speed and can pinpoint the location of any creature touching its web.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  119
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  23
  44
  98
  131
  Speed
  Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Channel Resistance You are less easily affected by clerics or paladins. You gain advantange on saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel energy.
  Special 
  Abilities & 
  Qualities
  Create Spawn A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the 
  control of its killer in 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Swarm (7-12x)
    Treasure
  Standard
  SHadOw
  
  120
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic 
  weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. 
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or 
  creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are 
  immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half 
  damage from a corporeal source except for channel energy. Although it is not a magical attack, holy water 
  can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% 
  chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
  Special 
  Abilities & 
  Qualities
  Strength Damage A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a 
  negative energy / necrotic effect. A creature dies if this Strength damage equals or exceeds its actual 
  Strength score.  Ability damage suffered from this effect is recovered following a long rest.
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 10 ft., one target.  
  Hit 2d6 (7) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  121
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  42
  74
  135
  221
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium fiend, neutral 
  evil
  Medium fiend, neutral evil
  Medium fiend, neutral 
  evil
  Large fiend, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common (cannot speak)
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Aligned Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of 
  resolving resistance.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Bay When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must 
  succeed at a Wisdom save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A 
  creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. This is a mind-
  affecting fear effect. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Pack (3-8x)
    Treasure
  None
  SHadOw maStiFF
  
  122
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Shadow Blend In any condition of illumination other than full daylight, a shadow mastiff disappears into the 
  shadows, giving it concealment (50% miss chance). Artificial illumination, even a light or continual flame 
  spell, does not negate this ability; a daylight spell, however, does. A shadow mastiff can suspend or resume 
  this ability as a free action.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 2d6+5 
  (12) piercing damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  123
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  7
  27
  42
  61
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Large undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except bludgeoning
  Immunities
  Cold, diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Scimitar Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6/18-00 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Scimitar Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d618-00 (4) slashing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Scimitar Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6/18-00 (10) 
  slashing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Scimitar Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+11/18-00 (14) 
  slashing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Common
    Role
  Brute / Minion
    Organization
  Any
    Treasure
  None
  SkeletOn
  
  124
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Possessions
  Scimitar
  Illustration 1: Skeleton
  
  125
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  20
  44
  61
  78
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except bludgeoning
  Immunities
  Cold, diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Evasion You can avoid damage from many area-effect attacks. If you make a successful Dexterity saving 
  throw against an attack that normally deals half damage on a successful save, you instead take no damage. 
  Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the 
  benefit of evasion.
  Special 
  Abilities & 
  Qualities
  Uncanny Dodge You can react to danger before your senses would normally allow you to do so. You cannot 
  be caught by surprise.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary or Pair
    Treasure
  Incidental
  SkeletOn rOgue
  
  126
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Shortsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Shortsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Shortsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  bludgeoning damage.
  Javelin Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Shortsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  bludgeoning damage.
  Javelin Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d6+4 (8) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Javelin (4x); shortsword; dagger (2x)
  
  127
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  34
  52
  86
  111
  Speed
  40 ft., Fast Movement
  Size, Type, 
  Alignment
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  15 (+2)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except bludgeoning
  Immunities
  Cold, diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Rage When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It 
  gains advantage on Constitution and Strength checks, but attacks made against it gain advantage. The rage 
  lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary
    Treasure
  Incidental
  SkeletOn barbarian
  
  128
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit  2d6/19-00 (8) 
  slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Scimitar Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6/18-00 (6) slashing 
  damage.
  Greatsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  2d6/19-00 (8) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Scimitar Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d618-00 (4) slashing 
  damage.
  Greatsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+6/19-00 (13) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Scimitar Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d618-00 (4) slashing 
  damage.
  Greatsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+9/19-00 (16) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) slashing damage.
  Scimitar Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d618-00 (4) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Greatsword; scimitar
  
  129
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  20
  48
  101
  166
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Large humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Undercommon
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Camouflaged Step Skulks can pass through forest and subterranean settings almost without a trace. All 
  attempts to track a Skulk in such circumstances suffer disadvantage.
  Special 
  Abilities & 
  Qualities
  Chameleon Skin A skulk’s racial bonus to Stealth comes from his ability to change the color of his skin 
  to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this 
  conditional bonus if he is wearing armor, or if he wears any clothing that covers more than one-quarter of his 
  body, as skulks can only change their own flesh, not things they carry. A skulk normally conceals small items 
  behind his body; by putting his back to a wall and changing his front half, he can hide the item because 
  observers don’t have line of sight to the item.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land or Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, Band (3-8x), or Tribe (9-16x)
    Treasure
  Standard
  Skulk
  
  130
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4/19-00 
  (4) piercing damage.
  Shortsword Melee 
  weapon attack: -2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (6) 
  slashing damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19-00 (3) 
  piercing damage.
  Shortsword Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Dagger Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Shortsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6/19-00 (4) 
  slashing damage.
  Swortsword Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+8/19-00 (12) 
  slashing damage.
  Dagger Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d6+8/19-00 
  (12) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Shortsword; dagger (4x)
  
  131
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  20
  42
  92
  151
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small humanoid, chaotic 
  evil
  Small humanoid, chaotic 
  evil
  Small humanoid, chaotic 
  evil
  Medium humanoid, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 19 (+4)
  CON 14 (+2)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9
  Passive Perception +9
  Passive Perception +15
  Passive Perception +16
  Languages
  Aklo, Gnomish
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Size Alteration At will as a standard action, a spriggan can change his size between Small and Large. 
  Weapons, armor, and other objects on the spriggan’s person grow proportionally when he changes size 
  (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, 
  his speed increases to 30 feet, he gains +12 Strength, -2 Dexterity, and +6 Constitution, and he takes a -2 
  size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities 
  (although if he possesses either from class levels or templates, he retains their use in both sizes).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Hills or Forests
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Mob (3-12x)
    Treasure
  Incidental
  Spriggan
  
  132
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Crossbow, Light Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d6/19-
  00 (6) piercing damage.
  Morningstar Melee 
  weapon attack: -3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+0 (4) piercing/
  bludgeoning damage.
  Crossbow, Light Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d6/19-
  00 (6) piercing damage.
  Morningstar Melee 
  weapon attack: -3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6 (6) piercing/
  bludgeoning damage.
  Crossbow, Light Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d6/19-
  00 (6) piercing damage.
  Morningstar Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+2 (6) piercing/
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+6/19-00 (10) 
  piercing/bludgeoning 
  damage.
  Crossbow, Light Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8/19-
  00 (5) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  shatter (at will)
  Spellcasting
  -
  Possessions
  Light crossbow; crossbow bolts (10x); morningstar
  
  133
  Bestiary
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor4
  16 
  (natural armor5
  18 
  (natural armor6
  Hit Points
  14
  35
  75
  106
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Large undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  16 (+3)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except slashing
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Staggered Zombies have poor reflexes and can only perform a single move action or standard action each 
  round. A zombie can move up to its speed and attack in the same round as a charge action.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+8 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+12 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 1d8+17 (22) 
  bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Brute / Minion
    Organization
  Any
    Treasure
  None
  zOmbie
  
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  FlexAI Rules
  
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  FlexAI
  What is FlexAI?
  What is FlexAI?
  FlexAI is an attempt to model and simulate monster 
  and NPC behavior in a combat encounter.  It scales in 
  complexity from very simple to as complex as you as a 
  GM would like it to be.  It can be used in any tabletop 
  roleplaying game with zero preparation time. 
  The system takes only a few minutes to learn, is 
  easy and quick to use, and can enhance any tabletop 
  roleplaying combat experience.
  Summary vs. Full Version
  The full FlexAI guidbook contains nearly 300 
  FlexTables which guide contextual monster behavior 
  for hundreds of different combinations and scenarios.
  This summary description contains some basic 
  elements of the concepts of FlexAI, and only a single 
  FlexTable per Role.  
  How to Use FlexAI
  How to Use FlexAI
  Sanity Checks & Rerolls
  Generally speaking, if something “feels wrong”, reroll 
  it.  
  More specifically, if the Outcome determined by FlexAI 
  do not apply (e.g., creature lacks a ranged attack 
  altogether) or are inappropriate to the circumstances 
  (e.g., maneuver when the creature is surrounded by 
  melee opponents), reroll the result to determine a 
  more appropriate Outcome.
  Three Tiers of Complexity
  Not everyone needs, or is interested in, complex 
  AI combat mechanics.  Sometimes, you just want 
  to quickly roll on a single table, and determine an 
  outcome.
  Conversely, some gaming groups like the thrill of the 
  unknown, and like to add even more 
  To support this array of interests, FlexAI provides 
  three levels of complexity: Simple, Full, and 
  Advanced.
    You can pick and choose which of these three 
  approaches you wish to employ.  You can even 
  switch the method used at any time—even round-
  to-round within the scope of the same combat and 
  monsters!
  Behavior Common Concepts
  All three levels of complexity share two elements: 
  Outcomes, and Targeting.  
  Simply put, these are what you need to determine the 
  behavior of a creature in combat.  
  Targeting dictates who the creature attacks; 
  Outcomes dictate how it goes about it.
  Together, Outcome and Targeting are referred to as a 
  creature’s behavior.
  Combat Outcomes
  All three levels of FlexAI difficulty involve Combat 
  Outcomes as the main output of using the tool.  
  This represents the behavior of a creature in the 
  combat situation.
  Note that not every Combat Outcome necessarily 
  applies to every creature.  For example, not every 
  creature has both a primary and a secondary attack.  
  The GM is encouraged to sanity check outcomes (see 
  above).
  If the Outcome determined does not require a 
  target, ignore the Targeting aspect of the behavior 
  determined.
  Table 3: Combat Outcomes
  Outcome
  Description
    
  Attack 
  Main
  Creature attacks its target using 
  its standard attack.  For most 
  creatures, this will be melee; for 
  others, it will be ranged.
    
  Attack 
  Secondary
  If the creature’s main attack is 
  Melee, the creature attacks using a 
  Ranged attack, and vice versa.
    
  Maneuver
  Creature moves about, either to 
  get closer to its preferred target 
  (see Targeting), to evade the 
  enemies currently surrounding it, 
  or to take advantage of battlefield 
  characteristics.
    
  Use / 
  Defend
  Creature uses an item, such as a 
  wand or staff or potion.  
  If it does not carry one, creature 
  takes a defensive stance.
  
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  Outcome
  Description
    
  Closest
  The opponent which is currently 
  physically closest to this creature.
  In most melee circumstances, this 
  represents the creature’s current 
  target.
    
  Farthest
  The opponent which is currently 
  physically farthest away from this 
  creature.
  This result applies irrespective 
  of whether the creature can 
  physically reach the Farthest 
  enemy by moving this round.
    
  Strongest
  The enemy who is currently 
  “strongest”, Wisdom (Medicine)
  thiest, or furthest from death.
  Typically this can be represented 
  by the enemy with the most 
  current hit points.
    
  Weakest
  As Strongest, but the enemy 
  closest to death.
    
  Ranged 
  Enemy
  This targets an enemy who uses 
  a ranged attack as their primary 
  attack.  
  In the event of multiple enemies 
  who employ ranged attacks, select 
  one of them (you can pick the 
  closest, randomize your selection, 
  or roll again on whatever table 
  you just used for Targeting to 
  determine the specific Ranged 
  Enemy within those who qualify).
  Note that this does not imply 
  anything about how this creature 
  goes about attacking its enemy: 
  it may well use a melee attack to 
  attack the Ranged Enemy.
    
  Melee 
  Enemy
  As Ranged Enemy, but select an 
  enemy who uses a melee attack as 
  their primary mode of attack.
  Outcome
  Description
    
  Ability
  Creature uses a special ability 
  against its current target.  
  If it lacks any special abilities, or 
  none of its abilities apply, reroll 
  this result.
    
  Flee
  Creature tries to flee the combat 
  encounter entirely.
  This creature flees in a direction 
  most away from its current Target.
  Combat Targeting
  In many circumstances, you can simply use the 
  Outcome to dictate the current round’s worth of 
  behavior for a given creature.  During most combat, 
  a creature’s current target does not change round-to-
  round.
  However, there is value in dynamically changing 
  targeting using FlexAI rules.  
  First, it can make things very interesting and keep PCs 
  off their guard if a monster changes its target from 
  round to round.  Intelligent monsters might do so even 
  if it serves to their temporary disadvantage (e.g., if 
  it triggers attacks of opportunity or a less favorable 
  battlefield positioning).
  Second, creatures who are not typically invovled in 
  melee as their primary combat approach might indeed 
  change their target round-to-round, particularly if 
  their attacks or abilities inflict status changes (e.g., 
  debuffs) or spell effects.
  The table to the left summarizes the Combat Targeting 
  results that FlexAI defines.
  Table 4: Combat Targeting Summary
  Outcome
  Description
    
  Frontline
  The frontmost adversaries.  This 
  can be, but is not always, the same 
  as the Closest enemy.  
  For the purposes of determining 
  “front” and “back”, consider the 
  starting positions of each side in 
  the battle; the frontmost creatures 
  of either side are those who began 
  the combat encounter closest to 
  their enemies.
    
  Rearguard
  As Frontline, but the rear-most 
  enemies.  
  This may be, but is not always, the 
  same as the Farthest enemy.
  
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  FlexAI Rules
  Simple AI Rules
  Simple AI Rules
  Simple AI rules assume the most common 
  circumstances of the creature involved, the combat 
  environment, and the status of the participants.  
  Advantages & When to Use
  Much of the time, the single table that results will 
  provide a rich, dynamic result.  
  The single dice roll, the fact that it’s a d20 as opposed 
  to a d100, and the fact that there is a single table that 
  does not have to be looked up (and indeed, whose 
  contents could even be memorized) all make using the 
  Simple AI approach very easy and quick to integrate.
  Limitations
  It should be noted that the entire purpose of design 
  behind the FlexAI concept is intended to acount for 
  a more nuanced, contextually-appropriate pool of 
  results and related probability.  An elder dragon at 
  full Wisdom (Medicine)th should simply not behave 
  anything similar to a lurking thief hiding in the 
  shadows; the Simple AI approach cannot take this into 
  account.
  Simple AI Outcome Table
  Use the following table to quickly and easily determine 
  the combat action a creature takes.
  Table 5: Simple AI Outcomes
  D20
  Outcome
  01-12
    Attack Main
  13-14
    Attack Secondary
  15
    Maneuver
  16
    Use / Defend
  17-19
    Ability
  20
    Flee
  Simple AI Targets
  Use the following table to quickly and easily determine 
  the targeting behavior of a creature in combat.
  Table 6: Simple AI Targeting
  D20
  Outcome
  01-05
    Frontline
  06-07
    Rearguard
  08-13
    Closest
  14
    Farthest
  15-16
    Strongest
  18
    Weakest
  19
    Ranged Enemy
  20
    Melee Enemy
  
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  Full AI Rules
  Full AI Rules
  This is the heart of FlexAI and its power to provide 
  contextually-appropriate combat actions.
  Instead of traditional tables, you use FlexTables (see 
  the overview of FlexTale earlier in this document).  
  And instead of using the same table regardless of what 
  is going on, you intelligently select the appropriate 
  FlexTable based on the nature of the creature involved 
  and the battlefield circumstances.
  In short, the concepts of Outcomes and Targeting still 
  apply; it’s just a matter of how they are determined.
  Advantages & When to Use
  Use the Full AI rules when you want to simulate 
  dynamic and contextually-appropriate creature 
  behavior in combat, but want to adhere to RAW (Rules 
  as Written) logic and standards that govern combat 
  mechanics without further interference.
  Limitations
  It does take a simple extra step to select the 
  appropriate FlexTable.  
  However, creatures that are part of the Aquilae: 
  Bestiary of the Realm collection of monsters already 
  have all of the needed information assigned to them 
  and defined.  Using an ABR monster with FlexAI is as 
  simple as looking up the right page to use in the full 
  FlexAI Guidebook.
  For monsters and NPCs that are not part of this 
  collection, however, the GM must assign FlexTables to 
  the creature.
    The Full Edition of FlexAI contains tools and rules 
  for assigning FlexAI guidelines for your own, new, 
  or existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines 
  for quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for 
  a seasoned GM to take a monster or NPC and 
  “enable” them for FlexAI use!
  Additional Factors: Role & Stance
  To determine which FlexTable is most appropriate for 
  the monster and combat circumstances, Full AI rules 
  require two additional elements: Roles and Stances.
  A creature’s Role represents its typical combat 
  behavior and approach to battle.  
  A creature’s Stance indicates its current combat 
  circumstances.
  Together, these two factors help determine the 
  contextual probabilities that should apply to the 
  creature’s behavior in combat.
  Combat Roles
  A tarrasque does not approach combat the same as a 
  giant sanke.  A cockatrice lies in wait; an orc chieftain 
  is much more likely to charge.  Mimics might even be 
  immobile, so are phyiscally incapable of approaching 
  combat in the same manner as other monsters.
  And so on; you get the idea: each monster is likely to 
  approach battle differently, based on its own strengths, 
  weaknesses, and abilities.  Although it would be 
  possible to create a separate set of FlexTables for 
  each creature, customized exactly to that creature’s 
  characteristics, such an endeavor would be exhausting, 
  consume a mammoth amount of pages... and, 
  ultimately, not add a great deal of value on top of the 
  approach that FlexAI takes.
  Instead of having 8 or more customized FlexTables 
  for each monster, FlexAi recognizes that, ultimately, 
  there are only so many ways that a creature might go 
  about fighting.  An orc lord and a hill giant might well 
  be different in any number of important ways, but 
  the two monsters will probably wade into a fight with 
  much the same gusto.
    Those readers familiar with the 4th Edition of 
  the world’s most popular roleplaying game will 
  recognize some of this terminology and these 
  concepts.  Role was a key element of monster 
  descriptions in materials from that rules system. 
   
  Reasonable people can disagree as to whether 
  4E represents the best or worst elements of the 
  tabletop roleplaying concept, and indeed, endless 
  debate has raged around this controversial rules 
  set.   
   
  One can even debate as to whether the Combat 
  Role concept was a creative, brilliant shorthand for 
  accelerating GM prep time; or a huge, shackling 
  hindrance to gameplay, immersion, or GM 
  flexibility. 
   
  Regardless of these debatable matters, however, 
  FlexAI’s “echo” of the Role gameplay element is 
  intentional.  For all its controversy, 4E provided a 
  great and accessible terminology starting point for 
  defining creature AI in combat. 
   
  No matter your own personal perspective on 4E—or 
  if you are even familiar with it in the first place!—I 
  can assure you that 4E mechanics and concepts 
  have nothing to do with FlexAI’s mechanics.   
   
  
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  The names and set of Roles is the only concept that 
  is borrowed herein.
  Combat Role Summary
  The following table summarizes the Combat Roles that 
  FlexAI uses, and their typical characteristics.
  Table 7: Combat Roles
  Role
  Description
    
  Brute
  Inflicts high damage, typically via 
  melee attacks.  Has a great deal 
  of hit points, but possibly low 
  defenses.
    
  Soldier
  Focuses on defense, usually in 
  melee, but can also have high 
  ranged defenses.  Average Wisdom 
  (Medicine)th, and a variety of 
  attack strengths.
    
  Artillery
  Ranged attacks are the main focus 
  of Artillery.  Typically have very 
  low hit points and/or defenses, 
  however.
    
  Skirmisher
  Skirmishers may be average in 
  many categories, but excel in 
  mobility, and use this to their 
  tactical advantage in selecting 
  targets where they can do the most 
  damage.
    
  Lurker
  Most Lurkers prefer to surprise 
  or ambush their opponents, or 
  to remove themselves from the 
  possibility of easy attack once 
  battle is joined.  
    
  Controller
  Controllers typically have sets of 
  abilities that allow them to force 
  enemies into disadvantage, either 
  by moving enemies around, or 
  controlling the battlefield itself.
    
  Leader
  Leaders are special creatures 
  with sets of abilities that make 
  them a force to be reckoned with 
  regardless of the circumstances.  
  Although “leader” typically 
  indicates that the creature is in 
  charge of others, Leader creatures 
  may be encountered on their own.
  Combat Role Variations
  The core set of seven Roles described above covers the 
  majority of monsters and NPCs.  
  However, there are some types of creature that do not 
  fit evenly into those categories.  Some creatures may 
  therefore have Role Variations.
  These may apply to any of the standard Roles.  So, for 
  example, you could have an Elite Lurker, or a Solo 
  Controller.
  Table 8: Combat Role Variations
  Role Variant
  Description
    
  Normal
  Many monsters and most NPCs 
  fall into this category.  Neither 
  particularly powerful nor 
  weaksauce, Normal creatures as 
  just that: normal.
    
  Minion
  Minions are weaker than Normal 
  creatures, and are rarely found 
  in the absence of a ruling, more 
  powerful, presence.  Typically, 
  Minions are encountered in groups.
    
  Elite
  Elite creatures are powerful, 
  flexible, and formidable enemies.  
  A single Elite creature might rule 
  over dozens of Minions and several 
  Normal creatures in a complex 
  combat encounter.
    
  Solo
  Solo creatures are often special 
  cases: typically discovered on their 
  own, they usually have sufficient 
  power and ability to represent 
  a significant challenge in and of 
  themselves.
    
  Mindless
  Mindless creatures do not typically 
  think or plan their combat 
  reactions, and simply act from 
  a visceral, second-to-second 
  standpoint.  Most of the time, this 
  means fighting to the death, but 
  even Mindless creatures can make 
  combat actions that spice things 
  up a bit from the typical “skeleton 
  keeps attacking the first PC they 
  see” approach to things.
  Combat Stances
  A haughty noble fresh from a good night’s sleep and at 
  maximum hit points will behave very differently than 
  that same noble after prolonged combat, suffering 
  from exhaustion and bloody from multiple wounds.
  A creature’s combat Stance is an assessment of its 
  current fighting circumstances.  This context can and 
  
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  will change throughout the fight, and allows FlexAI 
  to differentiate the changing behavior of a creature in 
  response to the situation at hand.
  Combat Stance Summary
  There are probably dozens, if not hundreds, of 
  different scenarios to take into account to truly 
  represent the diversity of combat that is possible in a 
  fantasy roleplaying environment.
  To simplify the possibilities, however, there are 8 
  fundamental Stances that can be used to represent or 
  approximate the full set of combat circumstances for a 
  creature.
  Table 9: Combat Stances
  Role
  Description
    
  Ambushing
  The creature is ambushing its 
  prey: lying in wait, hiding, 
  or using Dexterity (Stealth), 
  invisibility, or aspects of the 
  terrain to make their presence 
  unknown until the moment to 
  strike is nigh.  
  This Stance also applies to 
  situations in which the PCs 
  are simply unaware of the 
  creature and are surprised by 
  it.
  A Mimic that has not been 
  detected is in an Ambushing 
  stance.
    
  Unprepared
  The reverse of Ambushing, 
  in a way: the creature is 
  surprised by the PCs, or is 
  aware of them, but not ready 
  to participate in combat.  
  This could be because the 
  creature is not expecting 
  combat to occur, or because 
  it does not have its weapons 
  drawn or at the ready.
  An NPC woken from sleep, 
  or one with whom the PCs 
  have merely been talking up 
  until the moment one draws 
  its sword, typically counts as 
  Unprepared.
  Role
  Description
    
  Fresh
  In most combats, creatures 
  begin the encounter in this 
  Stance: well-rested, at full hit 
  points, and ready to do battle.
  Creatures in this Stance 
  neither have advantage over 
  their enemies, or are taken by 
  surprise by them; they are at 
  full combat capability.
  If it is unclear which Stance 
  applies to a combat situation, 
  Fresh is typically a good 
  assumption.
  A bear encountered in the 
  wild, which sees the PCs just 
  as they see it, counts as Fresh. 
    
  Bloodied
  Creatures fight differently 
  when they have suffered 
  wounds.  Some fight more 
  aggressively; others become 
  more defensive; many will 
  tend toward fleeing outright if 
  brought low by injury.
  A young dragon reduced to 1/5 
  its maximum hit points counts 
  as Bloodied.
    
  Cornered
  Creatures who are Cornered 
  have few options in terms 
  of maneuverability, either 
  as a result of the combat 
  environment, and/or the PCs 
  themselves.  
  Cornered creatures cannot 
  easily flee without substantial 
  risk, and for many, this is 
  when the true instinct of 
  “fight or flight” kicks in.  
  Some creatures become truly 
  deadly and imposing when 
  Cornered.
  A street urchin backed into an 
  alley with no escape counts as 
  Cornered.
  
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  Role
  Description
    
  Overwhelmed
  Overwhelmed creatures are 
  fighting against significant 
  odds, in some combination 
  of capability and/or simple 
  numbers.  
  Many creatures turn 
  desperate or frightened when 
  Overwhelmed; some turn into 
  brutal and vicious combat 
  machines when facing bad 
  odds.
  A single kobold facing six PCs 
  is Overwhelmed.
    
  Relentless
  Relentless creatures fight 
  with little care for odds or the 
  environment in which they do 
  battle.  
  Some Relentless creatures 
  start combat in that Stance, 
  and some may not even 
  change, others can end 
  up in this Stance due to 
  circumstances.
  A raging Barbarian orc 
  chieftain counts as Relentless.
    
  Mindless
  Mindless creatures may still 
  take different kinds of actions 
  in combat round-to-round, 
  but are not driven so much by 
  tactics or intelligence.
  A skeleton warrior counts as 
  Mindless.
  When to Apply Each Stance
  For creatures with a FlexAI profile, the circumstances 
  of when to apply each Stance are described as part 
  of that profile.  For example, some creatures become 
  Bloodied when reduced to half their maximum hit 
  points; others do not suffer this change until reduced 
  to far fewer Wisdom (Medicine)th.
  FlexAI & FlexTable Listing
  The Full Edition of FlexAI contains a separate 
  FlexTable for each distinct combination of Role and 
  Stance.  
  With 35 Roles and 8 Stances, that makes for a grand 
  total of 280 FlexTables, each one designed for a unique 
  combination of a type of creature behavior, and its 
  current circumstances.
  Advanced AI Rules
  Advanced AI Rules
  In addition to the wide range of dynamic combat 
  behavior offered by the Full AI Rules, FlexAI offers 
  Advanced AI rules.  These allow for even more 
  versatility in combat behavior, and reflect a more 
  complex and nuanced creature intelligence.
  Advantages & When to Use
  Advanced AI is pretty much the same system as Full 
  AI, with possible additional boosts and penalties to 
  the creature involved.  It’s a useful tool in providing a 
  more unexpected and interesting combat experience 
  for your PCs.
  Limitations
  Of the three FlexAI rules systems, Advanced AI is the 
  only one that departs tangibly from the RAW (Rules as 
  Written) combat mechanics of the roleplaying system 
  you are using.
  Since Advanced AI provides the possibility of 
  additional bonuses and penalties on combat actions, 
  and does so outside the context of spells, spell-like 
  abilities, racial effects, and so on, there is little in the 
  rules mechanics
    It is strongly suggested that you discuss this option 
  with your players before a combat encounter 
  even starts, so your gaming group can come to a 
  consensus as to how you collectively feel about this 
  approach. 
   
  Many may love it, but if even one player has a 
  rules objection to its use, you may wish to consider 
  sticking with the Full AI rules approach.
  Surges & Lulls
  Advanced AI takes the Full AI rules and extends them 
  through the use of Surges and Lulls.  
  This is intended to represent the wide variance of 
  combat abilities and behavior that every creature 
  exhibits.  Rules purists will point out that the roll of 
  a die (typically a d20) to provide randomness already 
  models this range of behavior.  
  In the wild, however, many factors influence the 
  results of a battle: adrenaline and insight can 
  boost Charisma (Performance)ance, whereas sun 
  glare, sweat, hunger, and even a simple root placed 
  unexpectedly in the ground can trip up even the ablest 
  of combatants.
  The FlexTables provided in FlexAI describe not only 
  the Outcomes involved, but also the possibility of 
  Surges and Lulls for each Outcome.
    Surges and Lulls are a great companion to the 
  
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  FlexAI Rules
  concept of Quadded Statblocks and Variable 
  Difficulty (https://www.drivethrurpg.com/
  product/190268/Quadded-Statblocks-to-Enable-
  VariableDifficulty-Adventures-in-Pathfinder-RPG).   
   
  The Quadded Stats approach enhances and 
  degrades a “regular” monster or NPC’s statblocks in 
  a manner designed to support use of that crunch in 
  a wide variety of PC levels and challenge. 
   
  The whole point of Quadded Statblocks is that 
  every creature should be usable in any gaming 
  group, no matter what the relative levels or 
  difficulty. 
   
  Surges and Lulls, used with the correct Context 
  in the FlexTables they appear in, are a great way 
  of adding to this concept: boosting less-formidable 
  monsters so they still pose a threat to higher-level 
  PCs, and handicapping top-tier creatures so a 
  lower-powered party isn’t instantly wiped out.
  Combat Surges
  A Surge is a boost to a creature’s combat behavior.  If 
  a Surge is indicated in the FlexTable results rolled, it 
  applies for the combat actions of that creature alone, 
  and for the current combat round only.  
  Surges rolled do not apply to any other creature, friend 
  or foe, this round.  Benefits last until the start of the 
  next round of combat for that creature.
  This means that the benefit may still apply during 
  the enemy’s combat turn.  For example, a Surge for a 
  creature using the Use/Defend Outcome might boost 
  its Armor Class; this benefit lasts throughout the 
  enemy’s next round.
    Surges are fun, useful additions to combat, and a 
  great way of ensuring that battles are dynamic and 
  unexpected, even for seasoned players.   
   
  However, if used without restraint or control, it 
  can also make combat very different from how you, 
  or a third-party adventure designer who does not 
  support Variable Difficulty, intends.  It could be, for 
  instance, that the PCs are never supposed to be able 
  to defeat Monster X in Hallway Y, and that the mere 
  presence of that type of monster in that hallway 
  effectively “blocks” the PCs from traveling in that 
  direction.   
   
  Surges and Lulls and Advanced AI may handicap 
  that monster to the point where the party can 
  defeat it after all. 
   
  As a GM, you should be familiar enough with the 
  adventure you’re running to know whether this 
  concern applies to your gaming session.  Plan your 
  use of Advanced AI accordingly!
  Types of Surge
  Combat Surges are specific to the context of the 
  Outcome that is rolled.
  Attack Surges
  The creature receives the listed bonus ot its attack roll.  
  If it is capable of multiple attacks, the listed bonus 
  applies to ALL attacks it can make this round.
  Note that as Combat Surges remain in effect until 
  the start of the affected creature’s next round, Attack 
  surge benefits apply to attacks made during the 
  enemy’s turn—for example, opportunity attacks, of 
  those apply.
  Damage
  The creature’s attacks inflict additional damage.  
  The listed value is applied to the damage that is 
  calculated, and stacks with all other values for 
  purposes of calculating damage.  That is, if a “+2 
  Damage” Combat Surge is applied to a creature 
  normally capable of inflicting 2d6+3 damage, the total 
  damage it inflicts is 2d6+5.
  The bonus damage applies to all attacks the creature 
  makes between the result’s application and the start 
  of its next turn.  Therefore, opportunity attacks and 
  other attacks made during the enemy’s turn receive the 
  benefit as well.
  Init
  The creature’s Initiative gains a bonus.  Note that this 
  may not fully help the creature this turn, as most uses 
  of FlexAI will apply at the start of a creature’s turn; 
  gaining Initiative at that point will not benefit the 
  creature for most purposes as its “place in line” of 
  Initiative order has already been determined.
  For the purposes of determining Initiative order next 
  round, however, the Init bonus will be in place.
  Move
  The creature’s standard Movement receives the 
  listed bonus.  This stacks with all other bonuses to 
  Movement that might apply, and remains in effect until 
  the start of the creature’s next turn.
  For creatures capable of multiple methods of 
  movement, this bonus applies to its primary mode of 
  mobility.
  If it is unclear as to which type of movement is its 
  “primary”, assume the one capable of the farthest 
  travel.  In the event of a tie, apply the bonus to both 
  
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  types of movement.
  Impact / Impact Dice
  “Impact” is a shorthand for what a usable item does.  
  A Wisdom (Medicine)ing potion restores hitpoints; a 
  wand of magic missiles casts a spell effect.  Almost 
  every usable item that produces a valuable effect has 
  an impact—a measurable outcome that in most cases 
  has some innate variability to it.
  In scenarios that produce a Use/Defend Outcome, if 
  the creature has a usable item that results in a variable 
  effect, that effect is referred to as an Impact.  
  “+1 Impact” means that whatever the result is, add 
  +1 to the result.  So a potion of cure light wounds that 
  restores 2d6 hit points would instead restore 2d6+1 
  hit points when paired with this Combat Surge 
  result.
  +1 Impact Die means that you add one die when 
  measuring the result.  Following the above example, 
  the potion would Wisdom (Medicine) 3d6 hit points.
    Use common sense when applying Combat Surges 
  of all kinds, but particularly when applying Impact 
  and Impact Dice outcomes.   
   
  Remember that these mechanics are meant to 
  represent a net positive benefit for the creature 
  involved, so if a potion or other usable item has 
  a variable results which is a negative value, then 
  make the Surge values negative as well. 
   
  For example, if the creature’s usable item is a 
  staff which reduces the AC of a target opponent by 
  1d6 points, and it receives a “+2 Impact” Combat 
  Surge, then the enemy’s AC should be reduced by 
  1d6+2 points.
  DC
  The creature’s abililties are more formidable and 
  dangerous temporarily.
  Any ability, attack, or other effect produced by the 
  creature that has a DC associated with it receives the 
  additional bonus listed until the start of its next turn.  
  This applies to combat attacks, defensive abilities, 
  auras, and everything about the creature that might 
  involve a DC (including poison/disease and similar 
  effects).
  Range
  The creature’s abilities grow more far-reaching and 
  can affect a broader area.
  Any abilities the creature has that involve a range 
  already receive the listed bonus to their maximum 
  range.
  A creature’s melee abilities or touch-range abilities 
  are unaffected by this bonus—in other words, this 
  Surge does not transform any close-range abilities into 
  ranged abilities!
  AC
  The creature is more difficult to strike in combat and 
  affect.
  The creature receives the listed bonus to its AC until 
  the start of its next turn.  This bonus applies to all 
  forms of AC—flat-footed/surprised, touch attack, 
  melee, ranged, and so on.  
  Combat Surge Summary
  Table 10: Combat Surges
  Outcome
  Minor Surge
  Major Surge
    
  Attack 
  Main
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Attack 
  Secondary
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Maneuver
    +1 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +3 Init; 
  +10’ Move
    +4 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +4 Init; 
  +5’ Move
    +5 Init; 
  +10’ Move
    +7 Init; 
  +15’ Move
    
  Use / 
  Defend
    +1 impact / 
  +1 AC
    +2 impact 
  die / +2 AC
    +1 impact 
  die / +3 AC
    +1 impact 
  die / +4 AC
    +1 impact die / 
  +3 AC
    +1 impact die / 
  +4 AC
    +2 impact dice 
  / +5 AC
    +2 impact dice 
  / +6 AC
  
  145
  FlexAI Rules
  Outcome
  Minor Surge
  Major Surge
    
  Ability
    +1 impact / 
  +1 DC / +5’ 
  range
    +2 impact 
  die / +2 DC / 
  +5’ range
    +1 impact 
  die / +3 DC / 
  +10’ range
    +1 impact 
  die / +4 DC/ 
  +10’ range
    +1 impact die 
  / +3 DC / +10’ 
  range
    +1 impact die 
  / +4 DC / +15’ 
  range
    +2 impact dice 
  / +5 DC / +20’ 
  range
    +2 impact dice 
  / +6 DC / +20’ 
  range
    
  Flee
    +1 AC; 
  +5’ Move
    +2 AC; 
  +10’ Move
    +3 AC; 
  +15’ Move
    +4 AC; 
  +20’ Move
    +2 AC; 
  +10’ Move
    +4 AC; 
  +15’ Move
    +5 AC; 
  +20’ Move
    +7 AC; 
  +25’ Move
  Combat Lulls
  Combat Lulls are a temporary handicap, penalty, or 
  other negative impact to a creature’s combat abilities.  
  Lulls represent the reality that in the shifting chaos of 
  fighting, a creature might get distracted, trip, stumble, 
  miscalculate, or otherwise Charisma (Performance) 
  not as well as it might typically, either through its own 
  failure or the circumstances of the battle.
  If a Combar Lull is indicated in the FlexTable results 
  rolled, it applies for the combat actions of that 
  creature alone, and for the current combat round only.  
  Lulls rolled do not apply to any other creature, friend 
  or foe, this round.  Penalties apply until the start of the 
  next round of combat for that creature.
  This means that the negative effect may still apply 
  during the enemy’s combat turn.  For example, a Lull 
  for a creature using the Use/Defend Outcome might 
  degrade its Armor Class; this penalty lasts throughout 
  the enemy’s next round.
  Types of Lull
  Combat Lulls are specific to the context of the Outcome 
  that is rolled.
  Combat Lull Summary
  Table 11: Combat Lulls
  Outcome
  Minor Lull
  Major Lull
    
  Attack 
  Main
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Attack 
  Secondary
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Maneuver
    -1 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -3 Init; 
  -10’ Move
    -4 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -4 Init; 
  -5’ Move
    -5 Init; 
  -10’ Move
    -7 Init; 
  -15’ Move
    
  Use / 
  Defend
    -1 impact / 
  -1 AC
    -2 impact die 
  / -2 AC
    -1 impact die 
  / -3 AC
    -1 impact die 
  / -4 AC
    -1 impact die / 
  -3 AC
    -1 impact die / 
  -4 AC
    -2 impact dice / 
  -5 AC
    -2 impact dice / 
  -6 AC
    
  Ability
    -1 impact / 
  -1 DC / -5’ 
  range
    -2 impact die 
  / -2 DC / -5’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC/ -10’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC / -15’ 
  range
    -2 impact dice 
  / -5 DC / -20’ 
  range
    -2 impact dice 
  / -6 DC / -20’ 
  range
    
  Flee
    -1 AC; 
  -5’ Move
    -2 AC; 
  -10’ Move
    -3 AC; 
  -15’ Move
    -4 AC; 
  -20’ Move
    -2 AC; 
  -10’ Move
    -4 AC; 
  -15’ Move
    -5 AC; 
  -20’ Move
    -7 AC; 
  -25’ Move
  
  146
  FlexAI Rules
  AI FlexTables
  AI FlexTables
  Full Edition vs. Bestiary
  Full Edition vs. Bestiary
  The following FlexAI tables include one detailed set of 
  FlexTables for each Role, assuming a Fresh Stance.
  The Full Edition of FlexAI contains a separate 
  FlexTable for each distinct combination of Role and 
  Stance.  
  With 35 Roles and 8 Stances, that makes for a grand 
  total of 280 FlexTables, each one designed for a unique 
  combination of a type of creature behavior, and its 
  current circumstances.
  In addition, the Full Edition contains several unique 
  or special-circumstance scenarios beyond the mere 
  combination of Role and Stance.
  In total, the 300+ page Full Edition aims to address an 
  enormous range of possible combat scenarios.
    The Full Edition of FlexAI also contains tools and 
  rules for assigning FlexAI guidelines for your own, 
  new, or existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines 
  for quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for a 
  seasoned GM to take a monster or NPC and “enable” 
  them for FlexAI use!
  
  147
  FlexAI Rules
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent 
  a comparable challenge to that of the party, 
  or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  Brute / Fresh
  Brute / Fresh
  If the creature and its allies represent a low level of 
  threat to the party; i.e., the creature is outmatched.
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the 
  creature and its allies represent to the party; that is, 
  you wish a reduced challenge scenario.
  FlexTable 6: Brute Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  01-26
  01-16
  01-21
  01-09
    Attack Main
  27-31
  17-18
  22-23
  10-14
    Attack Secondary
  32-36
  19-23
  24-28
  15-22
    Maneuver
  37-39
  24-26
  29-33
  23-27
    Use / Defend
  40-54
  27-31
  34-41
  28-32
    Ability
  -
  -
  -
  33-35
    Flee
  55-66
  32-46
  42-46
  36-43
   
   AM/Minor Surge
  67-71
  47-54
  47-48
  44-46
   
    AS/Minor Surge
  72-73
  55-59
  49-50
  47-51
   
    M/Minor Surge
  74-75
  60-61
  51-52
  52-54
   
   UD/Minor Surge
  76-80
  62-69
  53-55
  55-57
   
    AB/Minor Surge
  -
  70-74
  -
  58
   
    FL/Minor Surge
  81-85
  75-79
  56
  59-61
   
    AM/Major Surge
  86
  80-81
  -
  62
   
    AS/Major Surge
  87
  82-84
  57
  63-65
   
    M/Major Surge
  88
  85-89
  58
  66
   
    UD/Major Surge
  89-90
  90-91
  -
  67
   
    AB/Major Surge
  -
  92-96
  -
  68
   
    FL/Major Surge
  91-92
  97
  59-68
  69-73
   
    AM/Minor Lull
  93
  -
  69-73
  74-76
   
    AS/Minor Lull
  94
  -
  74-78
  77-79
   
    M/Minor Lull
  -
  -
  79-80
  80-82
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  -
  81-85
  83-85
   
    AB/Minor Lull
  -
  98-99
  -
  86-87
   
    FL/Minor Lull
  96-97
  -
  86-90
  88-90
   
    AM/Major Lull
  98
  -
  91-93
  91-92
   
    AS/Major Lull
  99
  -
  94-96
  93-95
   
    M/Major Lull
  -
  -
  97
  96-97
   
    UD/Major Lull
  00
  -
  98-00
  98-99
   
    AB/Major Lull
  -
  00
  -
  00
   
    FL/Major Lull
  FlexTable 7: Brute Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  01-23
  01-
  06
  01-16
  01-06
    Frontline
  24-28
  07-11
  17-26
  07-21
    Rearguard
  29-60
  12-19
  27-41
  22-26
    Closest
  61-65
  20-
  22
  42-56
  27-76
    Farthest
  66-
  80
  23-37
  57-71
  77-91
    Strongest
  81-90
  38-
  72
  72-74
  92-93
    Weakest
  91-95
  73-97
  75-87
  94-95
    Ranged Enemy
  96-
  00
  98-
  00
  88-
  00
  96-
  00
    Melee Enemy
  
  148
  FlexAI Rules
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent 
  a comparable challenge to that of the party, 
  or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  Soldier / Fresh
  Soldier / Fresh
  If the creature and its allies represent a low level of 
  threat to the party; i.e., the creature is outmatched.
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the 
  creature and its allies represent to the party; that is, 
  you wish a reduced challenge scenario.
  FlexTable 8: Soldier Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-41
  1-21
  1-31
  1-21
    Attack Main
  42-61
  22-26
  32-46
  22-26
    Attack Secondary
  62-64
  27-34
  47
  27-29
    Maneuver
  65-66
  35-39
  -
  30-31
    Use / Defend
  67-71
  40-41
  48-62
  32-36
    Ability
  -
  42-51
  -
  37
    Flee
  72-79
  52-59
  63-72
  38-40
   
   AM/Minor Surge
  80
  60
  73-77
  41-42
   
    AS/Minor Surge
  81
  61
  -
  43
   
    M/Minor Surge
  82
  62
  -
  44
   
   UD/Minor Surge
  83
  63
  78-80
  45
   
    AB/Minor Surge
  -
  64-68
  -
  46
   
    FL/Minor Surge
  84-86
  69
  81-85
  47
   
    AM/Major Surge
  87
  70
  86-88
  48
   
    AS/Major Surge
  88
  71
  -
  49
   
    M/Major Surge
  89
  72
  -
  50
   
    UD/Major Surge
  90
  73
  89-90
  51
   
    AB/Major Surge
  -
  74-76
  -
  52
   
    FL/Major Surge
  91
  77
  91
  53-57
   
    AM/Minor Lull
  92
  78
  92
  58-62
   
    AS/Minor Lull
  93
  79
  93
  63-67
   
    M/Minor Lull
  -
  -
  -
  68-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  80
  94
  76-80
   
    AB/Minor Lull
  95
  81-90
  95
  81-85
   
    FL/Minor Lull
  96
  91
  96
  86-88
   
    AM/Major Lull
  97
  92
  97
  89-90
   
    AS/Major Lull
  98
  93
  98
  91-93
   
    M/Major Lull
  99
  94
  99
  94-96
   
    UD/Major Lull
  100
  95
  100
  97-98
   
    AB/Major Lull
  -
  96-00
  -
  99-00
   
    FL/Major Lull
  FlexTable 9: Soldier Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-41
  1-41
  1-21
  1-40
    Frontline
  -
  -
  -
  -
    Rearguard
  42-76
  42-
  76
  22-51
  -
    Closest
  -
  -
  -
  -
    Farthest
  77-86
  77-
  86
  52-86
  41-80
    Strongest
  87-88
  87-
  88
  87-88
  -
    Weakest
  89-
  90
  89-
  90
  89-
  90
  -
    Ranged Enemy
  91-00
  91-
  00
  91-00
  81-00
    Melee Enemy
  
  149
  FlexAI Rules
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent 
  a comparable challenge to that of the party, 
  or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  Artillery / Fresh
  Artillery / Fresh
  If the creature and its allies represent a low level of 
  threat to the party; i.e., the creature is outmatched.
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the 
  creature and its allies represent to the party; that is, 
  you wish a reduced challenge scenario.
  FlexTable 10: Artillery Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-16
  1-16
  1-21
  1-16
    Attack Main
  17-31
  17-31
  22-41
  17-31
    Attack Secondary
  32-41
  32-39
  42-44
  32-46
    Maneuver
  42
  40-44
  -
  47-56
    Use / Defend
  43-50
  45-46
  45-54
  57-59
    Ability
  51-55
  47-54
  -
  60-64
    Flee
  56-63
  55-59
  55-69
  65-66
   
   AM/Minor Surge
  64-68
  60-61
  70-77
  67
   
    AS/Minor Surge
  69-71
  62-64
  78
  68-70
   
    M/Minor Surge
  72-73
  65-66
  -
  71-72
   
   UD/Minor Surge
  74-78
  67-71
  79-86
  73-75
   
    AB/Minor Surge
  -
  72-74
  -
  76
   
    FL/Minor Surge
  79-83
  75-79
  87-89
  77-78
   
    AM/Major Surge
  84-87
  80-83
  90-91
  79
   
    AS/Major Surge
  88
  84
  92
  80
   
    M/Major Surge
  89
  85
  -
  81
   
    UD/Major Surge
  90
  86
  93-95
  82
   
    AB/Major Surge
  -
  87-88
  96-98
  83
   
    FL/Major Surge
  91-92
  89
  99
  84-88
   
    AM/Minor Lull
  93
  90
  100
  89
   
    AS/Minor Lull
  94
  91
  -
  90
   
    M/Minor Lull
  -
  -
  -
  91
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  92
  -
  92
   
    AB/Minor Lull
  -
  93-95
  -
  93
   
    FL/Minor Lull
  96-97
  96
  -
  94-95
   
    AM/Major Lull
  98
  97
  -
  96
   
    AS/Major Lull
  99
  98
  -
  97
   
    M/Major Lull
  -
  -
  -
  98
   
    UD/Major Lull
  100
  99
  -
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 11: Artillery Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-6
  1
  1-6
  1-16
    Frontline
  7-26
  3-22
  7-21
  17-31
    Rearguard
  27-31
  23-
  24
  22-26
  32-33
    Closest
  32-51
  25-
  44
  27-36
  34-53
    Farthest
  52-71
  45-
  54
  37-71
  54-93
    Strongest
  72-83
  55-
  79
  72-83
  -
    Weakest
  84-
  98
  80-
  99
  84-
  98
  94-
  98
    Ranged Enemy
  99-
  00
  100
  99-
  00
  99-
  00
    Melee Enemy
  
  150
  FlexAI Rules
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent 
  a comparable challenge to that of the party, 
  or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  Skirmisher / Fresh
  Skirmisher / Fresh
  If the creature and its allies represent a low level of 
  threat to the party; i.e., the creature is outmatched.
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the 
  creature and its allies represent to the party; that is, 
  you wish a reduced challenge scenario.
  FlexTable 12: Skirmisher Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-6
  1-6
  1-11
  1-9
    Attack Main
  7-16
  7-11
  12-26
  10-16
    Attack Secondary
  17-36
  12-36
  27-36
  17-27
    Maneuver
  37-38
  37-41
  37
  28-29
    Use / Defend
  39-53
  42-56
  38-54
  30-34
    Ability
  54-55
  57-61
  -
  35-39
    Flee
  56-63
  62-65
  55-64
  40-44
   
   AM/Minor Surge
  64-65
  66
  65-69
  45
   
    AS/Minor Surge
  66-70
  67-71
  70-71
  46-48
   
    M/Minor Surge
  71
  72
  72
  49
   
   UD/Minor Surge
  72-76
  73-74
  73-77
  50
   
    AB/Minor Surge
  -
  75-76
  -
  51
   
    FL/Minor Surge
  77-81
  77-78
  78-84
  -
   
    AM/Major Surge
  82
  79
  85-87
  -
   
    AS/Major Surge
  83-85
  80-81
  88
  -
   
    M/Major Surge
  86
  82
  89
  -
   
    UD/Major Surge
  87
  83
  90-94
  -
   
    AB/Major Surge
  88
  84-86
  -
  -
   
    FL/Major Surge
  89-90
  87-88
  95-96
  52-59
   
    AM/Minor Lull
  91
  89
  97
  60-64
   
    AS/Minor Lull
  -
  -
  -
  65-72
   
    M/Minor Lull
  92
  90
  -
  73-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  91
  -
  76-78
   
    AB/Minor Lull
  94
  92-94
  -
  79-81
   
    FL/Minor Lull
  95-96
  95-96
  98
  82-86
   
    AM/Major Lull
  97
  97
  99
  87-89
   
    AS/Major Lull
  -
  -
  -
  90-94
   
    M/Major Lull
  98
  -
  -
  95-96
   
    UD/Major Lull
  99
  98
  100
  97-98
   
    AB/Major Lull
  100
  99-00
  -
  99-00
   
    FL/Major Lull
  FlexTable 13: Skirmisher Role; Fresh Stance: 
  Targeting
   A
   B
   C
   D
  Outcome
  1-3
  1
  1-3
  1-16
    Frontline
  4-23
  3-24
  4-33
  17-36
    Rearguard
  24-33
  25-
  32
  34-38
  37-46
    Closest
  34-58
  33-
  52
  39-43
  47-61
    Farthest
  59-83
  53-
  67
  44-78
  62-91
    Strongest
  84-
  98
  68-
  97
  79-98
  92-93
    Weakest
  99
  98-
  99
  99
  94-95
    Ranged Enemy
  100
  100
  100
  96-
  00
    Melee Enemy
  
  151
  FlexAI Rules
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent 
  a comparable challenge to that of the party, 
  or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  Lurker / Fresh
  Lurker / Fresh
  If the creature and its allies represent a low level of 
  threat to the party; i.e., the creature is outmatched.
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the 
  creature and its allies represent to the party; that is, 
  you wish a reduced challenge scenario.
  FlexTable 14: Lurker Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-13
  7-8
  12-16
  7-9
    Attack Secondary
  14-18
  9-13
  17-19
  10-14
    Maneuver
  19-30
  14-33
  20-24
  15-24
    Use / Defend
  31-50
  34-48
  25-49
  25-36
    Ability
  51-52
  49-53
  -
  37-41
    Flee
  53-55
  54-55
  50-56
  42-43
   
   AM/Minor Surge
  56-57
  56
  57-61
  44
   
    AS/Minor Surge
  58-60
  57-58
  62-64
  45-46
   
    M/Minor Surge
  61-65
  59-66
  65-67
  47-51
   
   UD/Minor Surge
  66-73
  67-69
  68-77
  52-54
   
    AB/Minor Surge
  74
  70-72
  -
  55-59
   
    FL/Minor Surge
  75-76
  73
  78-82
  60
   
    AM/Major Surge
  77
  74
  83-84
  61
   
    AS/Major Surge
  78-79
  75
  85-86
  62
   
    M/Major Surge
  80-82
  76-77
  87-88
  63-65
   
    UD/Major Surge
  83-87
  78-79
  89-96
  66-67
   
    AB/Major Surge
  88
  80-82
  -
  68-72
   
    FL/Major Surge
  89-90
  83-84
  97
  73-74
   
    AM/Minor Lull
  91
  85
  98
  75
   
    AS/Minor Lull
  92
  86
  99
  76
   
    M/Minor Lull
  -
  -
  -
  77-81
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  87
  100
  82
   
    AB/Minor Lull
  94
  88-92
  -
  83-87
   
    FL/Minor Lull
  95-96
  93-94
  -
  88-89
   
    AM/Major Lull
  97
  95
  -
  90
   
    AS/Major Lull
  98
  96
  -
  91
   
    M/Major Lull
  -
  -
  -
  92-94
   
    UD/Major Lull
  99
  97
  -
  95
   
    AB/Major Lull
  100
  98-00
  -
  96-00
   
    FL/Major Lull
  FlexTable 15: Lurker Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-31
  1-31
  1-41
  1-21
    Frontline
  32-40
  32-
  42
  42-46
  22-23
    Rearguard
  41-90
  43-
  82
  47-76
  24-73
    Closest
  91-92
  83-
  84
  77-78
  74-75
    Farthest
  93-94
  85-
  86
  79-94
  76-94
    Strongest
  95-96
  87-
  96
  95-96
  95-96
    Weakest
  97-98
  97-
  98
  97-98
  97-98
    Ranged Enemy
  99-
  00
  99-
  00
  99-
  00
  99-
  00
    Melee Enemy
  
  152
  FlexAI Rules
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent 
  a comparable challenge to that of the party, 
  or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  Controller / Fresh
  Controller / Fresh
  If the creature and its allies represent a low level of 
  threat to the party; i.e., the creature is outmatched.
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the 
  creature and its allies represent to the party; that is, 
  you wish a reduced challenge scenario.
  FlexTable 16: Controller Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-17
  7-11
  12-21
  7-11
    Attack Secondary
  18-19
  12-14
  22
  12-16
    Maneuver
  20-21
  15-19
  23
  17-21
    Use / Defend
  22-51
  20-49
  24-49
  22-41
    Ability
  -
  50-52
  -
  42-46
    Flee
  52-56
  53-57
  50-57
  47-48
   
   AM/Minor Surge
  57-61
  58-62
  58-65
  49-50
   
    AS/Minor Surge
  62
  63
  66
  51
   
    M/Minor Surge
  63
  64
  67
  52
   
   UD/Minor Surge
  64-68
  65-74
  68-77
  53-54
   
    AB/Minor Surge
  -
  75-76
  -
  55-56
   
    FL/Minor Surge
  69-71
  77
  78-80
  57-59
   
    AM/Major Surge
  72-74
  78
  81-83
  60-62
   
    AS/Major Surge
  75
  79
  84
  63
   
    M/Major Surge
  76
  80
  85
  64
   
    UD/Major Surge
  77-79
  81-83
  86-90
  65
   
    AB/Major Surge
  -
  84
  -
  66
   
    FL/Major Surge
  80-82
  85
  91
  67-71
   
    AM/Minor Lull
  83-85
  86
  92
  72-76
   
    AS/Minor Lull
  86
  87
  -
  77-81
   
    M/Minor Lull
  87
  88
  -
  82-85
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  88-92
  89-91
  93-95
  86-90
   
    AB/Minor Lull
  -
  92-94
  -
  91-93
   
    FL/Minor Lull
  93-94
  95
  96
  94-95
   
    AM/Major Lull
  95-96
  96
  97
  96
   
    AS/Major Lull
  97
  97
  98
  97
   
    M/Major Lull
  98
  98
  99
  98
   
    UD/Major Lull
  99-00
  99
  100
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 17: Controller Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-11
  1-11
  1-26
    Frontline
  17-31
  12-21
  12-21
  27-36
    Rearguard
  32-46
  22-31
  22-41
  37-46
    Closest
  47-61
  32-41
  42-51
  47-71
    Farthest
  62-76
  42-51
  52-81
  72-96
    Strongest
  77-91
  52-91
  82-91
  97
    Weakest
  92-95
  92-
  95
  92-95
  98
    Ranged Enemy
  96-
  00
  96-
  00
  96-
  00
  99-
  00
    Melee Enemy
  
  153
  FlexAI Rules
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent 
  a comparable challenge to that of the party, 
  or if no other Context described applies to the 
  circumstances.
  • 
    Use Context B: 
  Leader / Fresh
  Leader / Fresh
  If the creature and its allies represent a low level of 
  threat to the party; i.e., the creature is outmatched.
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the 
  creature and its allies represent to the party; that is, 
  you wish a reduced challenge scenario.
  FlexTable 18: Leader Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-11
  1-9
  1-11
  1-6
    Attack Main
  12-21
  10-17
  12-21
  7-11
    Attack Secondary
  22-26
  18-22
  22-26
  12-16
    Maneuver
  27-31
  23-30
  27-31
  17-21
    Use / Defend
  32-44
  31-40
  32-44
  22-26
    Ability
  -
  41-43
  -
  27-29
    Flee
  45-57
  44-51
  45-59
  30-34
   
   AM/Minor Surge
  58-62
  52-54
  60-65
  35-37
   
    AS/Minor Surge
  63-64
  55-56
  66-67
  38-39
   
    M/Minor Surge
  65-66
  57-58
  68-69
  40-44
   
   UD/Minor Surge
  67-71
  59-61
  70-74
  45-47
   
    AB/Minor Surge
  -
  62-64
  -
  48-55
   
    FL/Minor Surge
  72-79
  65-69
  75-84
  56-60
   
    AM/Major Surge
  80-82
  70-71
  85-92
  61-62
   
    AS/Major Surge
  83
  72
  93-94
  63
   
    M/Major Surge
  84
  73-75
  95
  64-66
   
    UD/Major Surge
  85-87
  76-78
  96-00
  67-69
   
    AB/Major Surge
  -
  79-80
  -
  70-74
   
    FL/Major Surge
  88-90
  81-83
  -
  75-77
   
    AM/Minor Lull
  91
  84
  -
  78
   
    AS/Minor Lull
  92
  85
  -
  79
   
    M/Minor Lull
  93
  86-87
  -
  80-84
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  88
  -
  85
   
    AB/Minor Lull
  -
  89-91
  -
  86-90
   
    FL/Minor Lull
  95-96
  92-93
  -
  91-92
   
    AM/Major Lull
  97
  94
  -
  93
   
    AS/Major Lull
  98
  95
  -
  94
   
    M/Major Lull
  99
  96-97
  -
  95-97
   
    UD/Major Lull
  100
  98
  -
  98
   
    AB/Major Lull
  -
  99-00
  -
  99-00
   
    FL/Major Lull
  FlexTable 19: Leader Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-6
  1-16
  1-21
    Frontline
  17-26
  7-11
  17-21
  22-24
    Rearguard
  27-41
  12-41
  22-46
  25-39
    Closest
  42-46
  42-
  46
  47-51
  40-
  64
    Farthest
  47-76
  47-
  56
  52-86
  65-94
    Strongest
  77-96
  57-
  96
  87-96
  95-96
    Weakest
  97-98
  97-
  98
  97-98
  97-98
    Ranged Enemy
  99-
  00
  99-
  00
  99-
  00
  99-
  00
    Melee Enemy
  
  154
  Appendices
  Open Gaming License (OGL)
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, 
  locations, characters, artworks, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
  the Open Game License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written 
  permission.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
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  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
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  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  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 Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, 
  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, 
  Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom 
  Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik 
  Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, 
  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert 
  Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
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  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/The Mystery of Brushgather Farm.pdf