TEXT: The Hidden Citadel, Part 5
  — The Mind of Chaos —
  By Greg A. Vaughan
  ST13
  An exciting mega-adventure 
  brought to you by Bill Webb of   
  Necromancer Games.
  Frog God 
  Games
  
  2
  Author
  Greg A. Vaughan
  Developers
  Bill Webb and Greg A. Vaughan
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Dawn Fischer
  Pathfinder Roleplaying Game Conversion
  Greg A. Vaughan and  
  Skeeter Green
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Cartography
  Robert Altbauer
  Interior Art
  James Keegan, David Day,  
  Brian LeBlanc, Eric Lofgren, John Masse’, 
  Jeremy McHugh, Richard Thomas
  Playtesters
  Ted Albert, Jason Chance, Matt Culver, Liz 
  Ellison, Phil Ellison, Kevin Haley, James Lar-
  rison, Ryan Lerch, Joe Lessert, Lisa Lessert, 
  “Tall James” Sinclair, Kyle Vasquez, Brent 
  Vaughan, and “New Kevin” Wright.
  Special Thanks
  Thanks to my playtesters for putting up 
  with years of abuse, to Bill and Clark  
  for creating Necromancer Games and  
  preserving the First Edition feel, Bill for 
  creating Frog God Games as a vehicle for 
  this to make it into print, and most of all to 
  all the rabid, loyal fans out there who 
  have been clamoring for this adventure 
  for six years and without whom this 
  wouldn’t have been possible.
  Credits
  Frog  
  God 
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  Where you 
  can be the 
  frog . . .  
  not the flies
  ©2011 Bill Webb and Greg Vaughan, Frog God Games. All rights reserved. Reproduction 
  without the written permission of the publisher is expressly forbidden. Frog God Games, 
  and the Frog God Games logo, Slumbering Tsar: The Hidden Citadel is a trademark of Frog 
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  3
  Chapter 7: The Shoulders of Orcus, p. 5
  Chapter 8: The Jowls of Orcus, p. 21
  Chapter 9: The Face of Orcus, p. 32
  Chapter 10: The Crown of Orcus, p. 38
  Monster Appendix, p. 42
  Magic Item Appendix, p. 43
  Prestige Class Appendix, p. 44
  Players’ Handouts, p. 46
  Map Appendix, p. 48
  Legal Appendix, p. 58
  Table of Contents
  
  4
  From the Shoulders level and above in the Citadel of Orcus, only the most privileged  
  or most cursed dared tread. Here lurked the Disciples of Orcus in their most secret rites,  
  abhorrent to even their own clergymen, and those nobles of Tsar that even the  
  Grand Cornu of Orcus had cause to fear. In the uppermost levels were the quarters of  
  the Voices of the Master, the three most powerful figures in the hierarchy of Orcus  
  below the Grand Cornu himself. Above them were the apartments of the Grand Cornu  
  himself, divorced from the everyday concerns of the city and the Citadel, but even he  
  was forbidden to enter the very Crown of Orcus except as bidden. Because there  
  Orcus kept his most valuable treasures and most devastating secrets— 
  for there was the very Mind of Chaos.
  – The Hidden Citadel, Part 5 –  
  The Mind of Chaos
  By Greg A. Vaughan
  
  The Shoulders of Orcus sit at a height of 700 feet above the 
  plaza. There are two regions on this level, and only the powerful 
  and privileged ever ventured this far up into the citadel. Here were 
  quartered the highest-ranking of the Disciples of Orcus, and here 
  guest quarters were provided for the most powerful and influential 
  of the nobles of the city of Tsar — not officially members of the 
  Disciples’ hierarchy but too powerful politically to not be kept close 
  at hand when summoned by the Grand Cornu.
  Region 16 — Upper 
  Disciples (Map 7-2)
  Those that survived long enough in the clergy of Orcus to reach 
  the highest levels and that were not sent away to tend to temples 
  and shrines elsewhere were quartered in the Shoulders of Orcus, just 
  below the Grand Cornu’s most trusted advisors and officials. Their 
  standing in the citadel, city, and surrounding lands was such that their 
  slightest whim could spell death or worse for anyone not powerful or 
  politically connected enough to resist. In the days of Tsar true power 
  rested in the hands of the clergy, and they knew it — and abused 
  it at their whim, much to Orcus’s cruel delight. In addition to their 
  personal quarters, the Shoulders also held individual shrines to the 
  various aspects of Orcus venerated throughout the world. In these 
  shrines the proper rituals and liturgies could be observed and taught 
  to new Disciples before being sent abroad to carry out their duties, 
  all under the sadistically exacting ministrations of Canon Lorvius, 
  second to Seneschal Vrrius in the clergy of the citadel.
  350. Throat of Orcus
  The doors here are ordinary. There is nothing of note at this 
  juncture of the stairwell.
  351. Clergy Entrance
  This room served as the entrance to the halls of the Upper Disciples. 
  The statue is a depiction of Orcus. The writing above the door is in 
  Abyssal and reads, “Say thee farewell to light and life, for all who 
  enter here are bound heart and soul to the Dark Prince.” While it is 
  intimidating, the inscription and statue bear no special power.
  5
  Chapter 7:  
  The Shoulders of Orcus
  Difficulty Level: 13
  Entrances: The Throat of Orcus (Area 350). Stairs up 
  from the Dovecote (Area 322), and stairs down from the 
  Belfry (Area 324). Hole in the wall of the Neck (Area 323). 
  Balconies (Areas 379 and 388) and the Landing (Area 380).
  Exits: The Throat of Orcus (Area 350).
  Wandering Monsters: Check on 1d6 every 30 minutes or 
  after the party makes any significant noise:
   d6 
  Encounter
   1 
  Glukug
   2–6 
  No encounter
  Glukug: This foul vampire stalks the halls of this level, 
  ever watchful for intruders that can become its prey. He then 
  begins stalking the PCs, making sniping attacks with his bow 
  and attempts to isolate lone characters to dominate or slay 
  them.
  GLUKUG 
   
   
  CR 18
  XP 153,600
  hp 194  (See Area 382)
  Level 6: The Shoulders of 
  Orcus (Regions 16 and 17) — 
  Map 7-1
  The winding stairs pause, once again, at a landing on which 
  stand two doors. The stairs then continue their spiral up the 
  heart of this befouled fortress.
  This room is shaped like a square with one corner sawed off. 
  Across the chamber stands a door of blackest wood. Next to it 
  stands a painted stone statue depicting a hunched-over, black-
  hooded and cloaked figure. Its face is invisible within its cowl 
  but one clawed, bestial hand extends from a sleeve of the robe 
  and points toward you. Grasped in that hand is a skull-tipped 
  rod. The telltale bulges of curved horns can be seen on the 
  sides of the hood. There is writing inscribed on the wall in red 
  lettering above the far door.
  
  Chapter 7: The Shoulders of Orcus
  6
  352. Shrine of the 
  Infernal Orcus (CR 13)
  This shrine served to venerate the traditional hellish aspects of 
  souls in torment as often envisioned by mortals when contemplating 
  the Lower Planes. While Orcus has no particular affinity with fire, 
  he does count many fire-using and fire-loving creatures among his 
  worshippers and thus maintains a fire sect for their sakes.  
  The secret door in the north wall can be located with a DC 31 
  Perception check.
  Creature: When anyone enters the room that is not wearing 
  the vestments of an Upper Disciple and making the proper ritual 
  obeisance (DC 35 Knowledge [religion] to recall correctly), the 
  three fire pits immediately flare to life forming plumes of fire that 
  writhe and swirl together around the central statue. After 1 round the 
  fires die down to reveal that the statue is gone and in its place is a 
  fire elemental construct, a massive humanoid shaped of living fire 
  whose arms and legs end in faces of howling flames. This construct 
  attempts to destroy any in the shrine that are not accompanied by 
  a properly recognized Upper Disciple as described above. It does 
  not leave this room. If it is slain or runs out of intruders to battle, it 
  disappears in a burst of flame, and the statue reappears in its original 
  position. If the construct is destroyed it reforms in 24 hours. If the 
  construct is destroyed and the statue of magically-treated stone is 
  destroyed (Hardness 16, hp 1,080, Break DC 70), then the construct 
  does not reform. The statue is completely immune to fire damage of 
  any sort.
  FIRE ELEMENTAL CONSTRUCT  
  CR 13
  XP 25,600
  The Tome of Horrors Complete 263
  N Huge construct (elemental, fire, extraplanar)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +0
  Aura fiery aura (10 ft., DC 25, 2d8 fire)
   
  AC 28, touch 17, flat-footed 19 (+9 Dex, +11 natural, –2 size)
  hp 205 (30d10+40)
  Fort +10; Ref +19; Will +10
  DR 10/adamantine; Immune construct traits, elemental traits, fire, 
  magic
  Weaknesses vulnerability to cold
   
  Speed 60 ft.
  Melee 2 slams +36 (2d6+8 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (1d8, DC 25)
   
  Str 27, Dex 29, Con —, Int —, Wis 11, Cha 1
  Base Atk +30; CMB +40; CMD 59
   
  Fiery Aura (Ex) Anyone within 10 feet of a fire elemental 
  construct must succeed on a DC 25 Fortitude save or take 2d8 
  points of fire damage each round. The save DC is Constitution-
  based.
  Immunity to Magic (Ex) A fire elemental construct is immune 
  to any spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently against the 
  creature, as noted below.
  A cold effect slows a fire elemental construct (as the slow spell) 
  for 2d6 rounds with no saving throw. This is in addition to any 
  damage it takes because of its vulnerability to cold.
  A quench spell negates the fire elemental construct’s damage 
  reduction and immunity to magic for 1 round.
  Any water-based spell of 5th level or higher deals 1d6 points 
  of damage per caster level to the fire elemental construct. The 
  construct can attempt a Fortitude save (DC 10 + spell level + 
  caster’s relevant ability score modifier) to half the damage.
  Any fire-based spell or effect heals 1 point of damage on the fire 
  elemental construct for each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the construct to exceed its full 
  normal hit points, it gains any excess as temporary hit points.
  353. Vestry
  This chamber served as a vestry for the Upper Disciples in 
  preparation for their rituals at the various shrines and temples. Each 
  of the dozens of shapes is a wooden mannequin concealed under a 
  dusty sheet. Most of the mannequins are bare, but seven of them still 
  hold garments and accoutrements.
  Treasure: Each of the garments is a cleric’s vestments of the finest 
  silks and wools (25 gp each) and consists of the cassock, burnoose, 
  biretta, and chasuble of the Upper Disciples in different cuts and 
  styles for the various shrines of the level, though all qualify as Upper 
  Disciples vestments and are predominantly black and red. Each also 
  has rings, ram’s skull rosary, chain of office, and ceremonial spiked 
  or skull-tipped heavy mace (unusable as a weapon) in gold, platinum 
  or silver worth a total of 550 gp per vestment set. In addition among 
  This room is oppressively stuffy and hot. Sweat immediately 
  breaks out on your brow as you enter. The entire room is 
  illuminated by a dim, red haze. Three fire pits filled to floor 
  level with glowing coals are situated around a statue of red 
  granite in the center of the room. The statue depicts a horned, 
  ram-headed demon cavorting in glee while flames lap at his 
  haunches and burn portions of his flesh away to reveal bone 
  and muscle beneath. Barely visible in the carven flames are the 
  images of humans and elves struggling to escape as they are 
  consumed in the blaze.
  This room is filled with row upon row of lumpy, misshapen gray 
  blobs that stand as tall as a man. All is silent and still in the dusty air.
  
  Chapter 7: The Shoulders of Orcus
  7
  these items is a headband of alluring charisma +6, a mantle of faith 
  (DR 5/good), a robe of bones, and a cloak of poisonousness.
  354. Foyer
  Foyers like this were once commonplace in temples dedicated to Orcus, 
  though their tradition has faded in more recent temple construction. The 
  robes and items hanging here are cleric vestments but not as ornate and 
  distinguished as those in Area 353. They are the equivalent of normal 
  Disciple vestments but do not qualify as Upper Disciple vestments. Behind 
  the south tapestry that can be found with a DC 31 Perception check if the 
  tapestry is moved aside. It can only be opened from this side by saying the 
  command word, “Mighty Orcus,” in Abyssal.
  355. Shrine of  
  Exquisite Agony (CR 8)
  This shrine is dedicated to Orcus’s aspect as a tormenter of mortals and 
  of souls. Members of Orcus’s priesthood are considered some of the most-
  skilled torturers in the world, and here they were able to hone their craft. 
  The grillwork is locked (DC 20 Disable Device) and is equivalent to an iron 
  portcullis for breaking open. A creature size Small to Large can be locked 
  within and secured by manacles set at different locations. Any such creature 
  would then be squeezed uncomfortably between the layers of iron bars. There 
  the Disciples could administer many forms of torture to the hapless captives. 
  The equipment around the cage consists of various implements 
  of torture in just about every shape and form imaginable. Most 
  are mundane, but one could put together a set of masterwork tools 
  useable by someone with the Profession (torturer) skill.
  Creatures: Still in this chamber are 4 gray render zombies that 
  served as assistants and laborers for the priests. They attack anyone 
  not wearing the garb of an Upper Disciple and try to lock one in the 
  cage (a standard action) and beat any others into unconsciousness.
  GRAY RENDER ZOMBIES (4) 
   
  CR 4
  XP 1,200
  Pathfinder Roleplaying Game Bestiary 2 “Gray Render”; Pathfinder 
  Roleplaying Game Bestiary “Zombie”
  NE Large undead
  Init +0; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +0
   
  AC 12, touch 9, flat-footed 12 (+3 natural, –1 size)
  hp 55 (10d8 plus 10)
  Fort +3; Ref +3; Will +7
  DR 5/slashing; Immune undead traits
   
  Speed 30 ft.
  Melee bite +14 (2d6+8) or claw +14 (1d8+8 plus grab) or slam +14 
  (1d8+12)
  Space 10 ft.; Reach 10 ft.
   
  Str 27, Dex 11, Con —, Int —, Wis 10, Cha 10
  Base Atk +7; CMB +16 (+20 grapple); CMD 26
  Feats ToughnessB
  SQ double damage against objects, staggered.
  356. Priests’ Quarters (CR varies)
  Each of these rooms served as quarters for a pair of the Upper 
  Disciples. They are comfortably furnished with rugs and fine, 
  though drab, tapestries to keep out the chill. Each holds two beds 
  complete with feather mattresses, two chests, a fine hardwood table, 
  four comfortable chairs, a small shrine to Orcus, and a prayer bench 
  for private worship. Most of the valuables belonging to the Upper 
  Disciples were removed when the Great Retreat occurred, but many 
  were already dead by that time and their compatriots hurriedly looted 
  their quarters before leaving. As a result, most of the rooms appear 
  to have been tossed and there is a 75% chance of 1d2 of the items on 
  the sidebar table remaining behind.
  Numerous hooks on the north wall hold ceremonial robes 
  and other items such as sacrificial daggers and incense burners. 
  Tapestries of Orcus accepting sacrifices adorn the east, west, and 
  south walls. An empty brass brazier stands in the northeast corner.
  Statues stand in the far corners of this room. Each depicts 
  a demonic, horned figure. Their identities are indiscernible 
  because they have been flayed and are sculpted to resemble only 
  exposed muscle, bone, and organs. In the center of the floor is 
  a large flat cage consisting of two iron grills stacked atop each 
  other and secured together by hinges with barely room for a 
  creature to be squeezed between them. Braziers, fire pits, and 
  collections of assorted tools are arranged close at hand.
  Priests’ Quarters 
  Contents Sidebar
  Roll d20 and consult the table below. Items marked with an 
  asterisk can only be found once.
   Roll 
  Result
   1 
  Silver ceremonial dagger (25 gp)
   2 
  Zombie Chamberlain that attacks anyone not  
   
    
  garbed as an Upper Disciple.
   3 
  +1 skull-headed heavy mace*
   4 
  Velvet bag with 14 bloodstones (50 gp each)
   5 
  Divine scroll (CL 12: break enchantment, dispel
    
  good, invisibility purge)*
   6 
  Pearl-studded biretta (priest’s cap) worth 250 gp
   7 
  Bulette statuette carved from soapstone with magic
    
  aura (15 gp)*
   8 
  A skeletal hand wearing a ring of elemental
    
  command (fire) — wearer can control the fire
    
  elemental construct at Area 352.*
   9 
  Silk Upper Disciple’s vestments worth 25 gp
   10 
  A nightmare’s horseshoe of corroded iron
   11 
  1d3 blocks of incense of meditation
   12 
  A candle of invocation (CE)
   13 
  An onyx and silver holy symbol of Orcus (90 gp)
   14 
  A divine scroll (CL 10: choose 1 cleric spell of 5th
    
  level or lower at random)
   15 
  Chapbook filled with prayers to Orcus and
    
  innovative torture techniques (+2 competency bonus
    
  to Knowledge or Profession skill checks in those areas)
   16 
  A dried human tongue*
   17 
  A phylactery of faithfulness
   18 
  Flask of powdered diamond (1,000 gp)*
   19 
  Belt pouch with 1d10 gp and 1d20 sp
   20 
  Lesser metamagic rod (enlarge)*
  ZOMBIE CHAMBERLAIN 
   
  CR 1/2
  XP 200
  hp 12  (Pathfinder Roleplaying Game Bestiary “Zombie”)
  
  Chapter 7: The Shoulders of Orcus
  8
  357. Shrine of the Blood Offering
  This basin served as a receptacle for blood offerings. The skeletal 
  remains are of some Small humanoid creature, but it is impossible to 
  determine the exact race due to the advanced deterioration.
  358. Shrine of  
  Orcus Terminus (CR 13)
  This shrine serves as an homage to Orcus as the demon lord of death 
  and undeath. The four statues are all permanent images (caster level 20). 
  Creatures: Hiding within the illusory statues are 4 advanced allips. 
  Unless the PCs are dressed as Upper Disciples, 2 rounds after the room 
  is entered the door slams shut and arcane locks at 20th level. When this 
  happens the allips emerge and attack. Each of the pits in the room’s 
  center is 40 feet deep, and stacked within each are 4 advanced giant 
  gibbering mouther fast zombies (a total of 16). Once the allips attack, 
  the gibbering mouther zombies begin to climb up and out of their pits, 
  one from each pit per round, and join in the attack. If the Bell has been 
  slain (see Area 324), then one of these zombies may have reanimated as 
  the Bell. See Event 7 of Part 1—At the Feet of Orcus for details.
  ADVANCED ALLIPS (4) 
   
  CR 4
  XP 1,200
  Pathfinder Roleplaying Game Bonus Bestiary “Allip”
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +9
  Aura babble (60 ft., DC 17)
   
  AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
  hp 38 (4d8+20)
  Fort +6; Ref +6; Will +6
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
   
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +6 (1d4 Wisdom damage)
  Special Attacks touch of insanity
   
  Str —, Dex 16, Con —, Int 15, Wis 15, Cha 20
  Base Atk +3; CMB +3; CMD 21
  Feats Improved Initiative, Lightning Reflexes
  Skills Fly +18, Intimidate +12, Knowledge (arcane) +9, Knowledge 
  (religion) +9, Perception +9, Stealth +10
  Languages Abyssal, Common
  SQ madness
   
  Babble (Su) An allip constantly mutters and whines to itself, 
  creating a hypnotic effect.  All sane creatures within 60 feet of the 
  allip must succeed on a DC 17 Will save or be fascinated for 2d4 
  rounds. While a target is fascinated, the allip can approach without 
  breaking the effect, but an attack by the allip breaks the effect. 
  This is a sonic, mind-affecting compulsion effect. Creatures that 
  successfully save cannot be affected by the same allip’s babble for 
  24 hours. The save DC is Charisma-based.
  Madness (Su) Anyone targeting an allip with thought detection, 
  mind control, or telepathic ability makes direct contact with its 
  tortured mind and takes 1d4 points of Wisdom damage.
  Touch of Insanity (Su) The touch of an allip deals 1d4 points of 
  Wisdom damage. A successful critical hit causes 1d4 points of 
  Wisdom damage and 1 point of Wisdom drain (instead of double 
  Wisdom damage). On each successful attack, an allip gains 5 
  temporary hit points.
  ADVANCED GIANT 
  GIBBERING MOUTHER FAST ZOMBIES (16) 
  CR 5
  XP 1,600
  Pathfinder Roleplaying Game Bestiary “Gibbering Mouther,” 
  “Zombie”
  NE Large undead
  Init +5; Senses all-around vision, darkvision 60 ft.; Perception +0
   
  AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, –1 size)
  hp 45 (6d8+12 plus 6)
  Fort +4; Ref +7; Will +7
  Defensive Abilities amorphous; DR 5/bludgeoning; Immune 
  critical hits, precision damage, undead traits
   
  Speed 10 ft., climb 10 ft.
  Melee 6 bites +8 (1d6+5 plus grab) or 2 slams +8 (2d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain, engulf (6d6 damage plus 2 Con 
  damage, AC 14, hp 4), quick strikes
   
  Str 20, Dex 21, Con —, Int —, Wis 14, Cha 14
  Base Atk +4; CMB +10 (+14 grapple); CMD 25 (can’t be tripped)
  Feats ToughnessB
  Skills Climb +13
  Treasure: Lying at the bottom of one of the pits is a horn of evil 
  that was dropped and forgotten long ago.
  359. Shrine of the Corruptor 
  (CR 16)
  The door to this chamber is a large portal, 15 feet high, made of 
  solid bronze. It is counterbalanced so it opens easily.
  This shrine was the most powerful of those in the citadel and was 
  presided over by Canon Lorvius himself, reciting the litany of Orcus 
  This small chamber holds nothing more than a stone basin 
  affixed to the far wall at waist height. The outside of the basin 
  bears runes of evil and corruption. The lip and inside of the 
  basin are stained brown. Within the basin are the ribcage, 
  skull, and fragile long bones of some small humanoid.
  This long chamber has rounded corners. At each of these is 
  a tall, skeletal image of a ram-headed demon bearing a scythe. 
  The walls between them are painted in a series of murals 
  depicting funeral marches, cemeteries, and undead arising from 
  crypts and graves. Down the center of the chamber are lined 
  four black pits; a faint miasma seems to rise from each of them. 
  A susurrus of unintelligible whispers echoes through the room.
  A hellish glow rises from a trench that bisects this room 
  and is filled with red sand. Waves of heat rise in the air above 
  it. A bridge of black stone spans the gap. A row of burning 
  braziers line the trench on either side glowing with greenish 
  flames. Black candles in tall holders line the walls on either 
  hand and flicker with a wicked red flame. The south end of 
  the room is dominated by a dais upon which stands a gold-
  plated and bejeweled idol of Orcus seated on his throne, wand 
  thrust forward and one hand outstretched as it to receive an 
  offering — a nearly identical scale model of the very citadel 
  itself. Flaming braziers flank this idol. Before it stands a black 
  stone altar stained with the blood of hundreds of sacrifices. 
  Between it and the idol stands an ornate faldstool.
  
  Chapter 7: The Shoulders of Orcus
  9
  from the faldstool when not conducting sacrifices to his foul prince. 
  This chapel honored Orcus’s role as a corruptor of innocence and 
  went on to become one of his clergy’s most popular aspects, the 
  design of this temple being copied in dozens of different locations 
  over the years — especially formerly sanctified locations that had 
  been defiled by the Disciples and converted to Orcus worship.
  The braziers and candles all have continual flame. The bridge arcs 
  5 feet above the trench. The trench itself is 15 feet deep and full 
  of red-hot sand that is kept magically heated. It deals 1d6 points of 
  fire damage per round of contact and 10d6 points of fire damage per 
  round to anyone who falls in them. It is treated like quicksand per 
  the Pathfinder Roleplaying Game to anyone who falls in. This nature 
  cannot be detected with a Survival check.
  This entire chamber is under the protection of an unhallow spell 
  that includes invisibility purge as its secondary effect. Furthermore, 
  any devotee of Orcus is granted the benefit of a bless spell while in 
  the chamber. In addition to these spell effects, the entire dais is under 
  a permanent unholy aura. All of these effects are at caster level 25.
  Creatures: Standing behind the faldstool (and benefiting from the 
  unholy aura) is Cypress, a corrupted astral deva. He wears flaming, 
  black breastplate armor and wields a vicious-looking morning star. 
  His once-supple skin is now charred and sloughs off in places as 
  though from exposure to intense heat or acid. His eyes are orbs of 
  faded gray. Cypress was a captain of the angelic forces in the Army 
  of Light. He was captured along with his commander (see Area 
  408) and then subverted to Orcus’s will. He has been forbidden to 
  travel higher into the citadel and thus chooses this chamber, where 
  he gains the benefits of Orcus’s presence for his lair. With him are 2 
  noble salamanders that dwell in the trench and are likewise faithful 
  adherents to Orcus. Tucked within the faldstool (DC 15 Perception 
  to locate) is a small scrap of paper (see Player Handout H) which 
  is actually the secret combination for bypassing the trap at Area 361.
  CYPRESS 
   
   
  CR 14
  XP 38,400  
  Male corrupted astral deva (Pathfinder Roleplaying Games 
  Bestiary, “Angel, Astral Deva”)
  CE Medium outsider (angel, extraplanar, evil) 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +21 
  Aura protective aura
   
  AC 35, touch 14, flat-footed 31 (+6 armor, +4 Dex, +15 natural); +4 
  deflection vs. good 
  hp 172 (15d10+75 plus 15) 
  Fort +18; Ref +16; Will +18; +4 vs. poison, +4 resistance vs. good 
  Defensive Abilities uncanny dodge; DR 10/good; Immune acid, 
  cold, petrification; Resist electricity 10, fire 10; SR 25
   
  Speed 50 ft., fly 100 ft. (good) 
  Melee +3 morningstar +27/+22/+17 (1d8+11 plus terror) or slam 
  +23 (1d8+8) 
  Spell-Like Abilities (CL 13th) 
  At Will—aid, bestow curse (DC 18), blasphemy (DC 22), cause 
  fear (DC 16), contagion (DC 18), continual flame, detect good, 
  discern lies (DC 20), dispel good (DC 21), dispel magic, invisibility 
  (self only), plane shift (DC 23), unholy aura (DC 24), unholy smite 
  (DC 20), unholy word (DC 23) 
  7/day—inflict light wounds (DC 16), see invisibility 
  1/day—blade barrier (DC 22), harm (DC 21)
   
  Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23 
  Base Atk +15; CMB +23; CMD 37 
  Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron 
  Will, Power Attack, Toughness, Weapon Focus (morningstar) 
  Skills Diplomacy +25, Escape Artist +16, Intimidate +23, 
  Knowledge (arcana) +19, Knowledge (religion) +22, Knowledge 
  (the planes) +22, Perception +24, Sense Motive +24, Stealth +24, 
  Survival +22 
  Languages Celestial, Draconic, Infernal; truespeech 
  SQ change shape (alter self)
  Gear +1 breastplate (fire shield 10 rounds/day, CL 10th), star of 
  terror*
  * See side box
  NOBLE SALAMANDERS (2) 
   
  CR 12
  XP 19,200
  Male advanced-HD giant advanced salamander (Pathfinder 
  Roleplaying Game Bestiary “Salamander”)
  CE Large outsider (extraplanar, fire)
  Init +3; Senses darkvision 60 ft., Perception +25
   
  AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
  hp 162 (12d10+96)
  Fort +16; Ref +11; Will +10
  DR 15/magic; Immune fire
  Weaknesses vulnerability to cold
   
  Speed 20 ft.
  Melee +3 spear +21/+16/+11 (2d6+13/x3 plus 1d8 fire), tail slap 
  +13 (2d8+3 plus 1d8 fire and grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tail)
  Special Attacks constrict (2d8+10 plus 1d8 fire), heat
  Spell-like Abilities (CL 12th):
  3/day—burning hands (DC 14), fireball (DC 16), flaming sphere 
  (DC 15), wall of fire (DC 17)
  1/day—dispel magic, summon (level 4, Huge fire elemental, 100%)
   
  Str 24, Dex 16, Con 26, Int 18, Wis 19, Cha 17
  Base Atk +12; CMB +20 (+24 grapple); CMD 33 (can’t be tripped)
  Feats Cleave, Great Cleave, Iron Will, Power Attack, Skill Focus 
  (Perception), Skill Focus (Craft [blacksmithing])
  Skills Acrobatics +18, Bluff +18, Craft (armorsmithing) +23, Craft 
  (blacksmithing) +29, Craft (weaponsmithing) +23, Intimidate 
  
  Chapter 7: The Shoulders of Orcus
  10
  +18, Knowledge (planes) +19, Perception +25, Sense Motive +19, 
  Stealth +14
  Languages Common, Ignan
  Gear +3 spear
  Tactics: When the party enters, Cypress places a blade barrier 
  before them. While they deal with it, he follows with unholy 
  blight and blasphemy. When the party crosses the bridge, the 
  salamanders try to grapple the two strongest-looking characters 
  and pull them into the sand to battle. The salamanders are 
  accustomed to the magical sand and can move through it 
  with a burrowing speed of 20 ft. They do not treat the sand as 
  quicksand. If unable to do pull anyone in, they try to block access 
  to the dais with wall of fire and use fireball to soften the party 
  up. They use dispel magic on flying PCs or those with obvious 
  magical protections. While they do this, Cypress readies actions 
  to counterspell opponent spellcasters (especially clerics) with 
  dispel magic. If melee appears imminent, he flies to the top of the 
  20-foot-high idol (DC 15 Climb) to force opponents to come to 
  him (there is only room for one Medium creature to stand atop the 
  idol, all others must fight while climbing) and casts dispel good 
  on himself. He defends this shrine to the death. If a salamander is 
  reduced to 20 hp, it dives to the bottom of the sand and summons 
  a fire elemental to deal with the intruders. The salamanders do not 
  fight to the death if they can help it.
  Treasure: At the bottom of the trench the salamanders have 
  collected fire-resistant gems worth a total of 12,000 gp. The 
  statue of Orcus is covered in 5,000 gp worth of gold plate and 
  encrusted with 100 assorted gems worth 100 gp each. Each gem 
  is cursed and afflicts anyone removing it with a bestow curse 
  spell (caster level 25). The effects of multiple curses do not 
  stack.
  360. Perilous Corridor
  Horrific traps and guardians once guarded access to Canon 
  Lorvius’s chambers, and many assassination attempts both from 
  within the clergy and from without ended poorly for the would-be 
  assassins right here. However, the trap mechanisms and guardians 
  have since been removed, and the area is now quite harmless. The 
  doors are not locked and open easily upon empty side rooms.
  361. Dangerous Doors (CR 17)
  The entire end of the corridor and all three doors radiate strong 
  Transmutation, and are part of an interconnected trap designed to 
  protect the Canon of the Disciples from the treachery of ambitious 
  underlings.
  Heavy Darkwood Doors: 2 in. thick; Hardness 6; hp 30; Break 
  DC 23.
  Trap: The doors in the center and to the right are false doors that 
  lead only to blank walls. However, behind all three doors is a vertical 
  plane of permanent, impenetrable deeper darkness that obscures 
  vision of the room or blank wall beyond. To bypass the trap the 
  doors must be opened and closed in a certain order. The opening and 
  closing of a single door must occur within the same round, though 
  there is no time limit before the next door in order must be opened. 
  Keep track of what doors have been opened because the order does 
  not reset itself until it has been successfully completed or the trap is 
  sprung. To avoid the trap the right door must be opened and closed, 
  then the left, then the center, and then the left again, at which time it 
  can be safely entered. 
  If this order is disrupted a wave of blackness sweeps out from the 
  door over the entire 10-foot-by-10-foot area between them and acts 
  as a disintegrate spell on anything in its path. All doors instantly 
  slam shut (even if spiked open), and the order must be started anew. 
  The trap automatically resets itself after it activates. The trap can be 
  located normally, but it cannot be removed from the hallway side of 
  the doors. A door must be opened to disable the trap, and, of course, 
  the trap is set off if the wrong door is opened. Another way to avoid 
  the trap when the left door is opened — whether in the correct order 
  or not — is to immediately leap through the curtain of darkness. In 
  this case each leaper gets to make an initiative roll against the door 
  to beat the activation of the disintegrate field. The trap has a +10 
  initiative modifier. Anyone who beats it is able to leap through the 
  darkness before the black field sweeps over him. Anyone who loses 
  initiative is affected by the trap normally. Those in the area of affect 
  but not attempting to leap through the darkness do not get to make 
  the initiative roll to try and avoid in some other way (such as heading 
  back down the corridor). Breaking through a door activates the trap 
  as well, though it cannot reset if the door is unable to close.
  The star of terror originally appeared in Relics & Rituals 
  by Sword & Sorcery Studios. It is updated here for your 
  convenience.
  STAR OF TERROR
  Aura moderate enchantment and transmutation; CL 9th
  Slot none; Price 162,308 gp; Weight 6 lb.
   
  DESCRIPTION
  Each time this +3 morningstar hits, the weapon changes 
  the wound it causes to appear more horrifying and painful. 
  When a victim is struck, he must make a DC 16 Will save 
  or take a –2 morale penalty on attack rolls, saving throws, 
  ability checks, skill checks, and weapon damage rolls for the 
  remainder of the combat due to the terror from the hideous 
  wound. This is not a fear effect, and these effects do not stack. 
  If the target is killed by the star of terror, then the victim’s 
  wounds are altered so that he appears to have suffered a 
  slow, methodical, and very painful death. Any of the victim’s 
  friends, loved ones, or allies who witness this must make a 
  DC 19 Will save or suffer the same morale penalties for three 
  days or until magically removed. 
  Note, the star of terror actually physically changes the 
  wounds it inflicts—these are not illusions— but causes no 
  additional damage, and the wounds heal normally. 
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, baleful 
  polymorph, crushing despair; Cost 81,308 gp
  The corridor ahead passes between two doors covered in 
  riveted plates of black iron. The walls and floor of the corridor 
  here are scarred and gouged. Rust-colored stains smear the floor 
  and walls, and spatters can even be seen on the ceiling above.
  The corridor comes to end here with three nearly-identical 
  doors, one straight ahead and another on either hand. Each is 
  made of some heavy, pock-marked dark wood. Each bears a 
  brass relief in its center depicting a demonic skull. The only 
  differences in these doors are the shape of the horns on the brass 
  skulls. The door on the left has horns that curve upward. The 
  center door has horns that spiral straight out from its head to the 
  sides. The right door has horns that curve down under its jaw.
  
  Chapter 7: The Shoulders of Orcus
  11
  DISINTREGRATE DOOR TRAP 
   
  CR 17
  Type magical; Perception DC 34; Disable Device DC 34
   
  Trigger touch; Reset automatic
  Effect spell effect (disintegrate, 16th-level wizard, 32d6, DC 22 
  Fortitude save partial); never miss; multiple targets (all targets in a 
  10-foot-by 10-foot area)
  362. Canon’s Chamber (CR 18)
  This was the chamber of Canon Lorvius, a powerful and deviant 
  Disciple of Orcus, second only to the seneschal, Vrrius, and the 
  archbishop in power within the cult of Orcus. His personal style of 
  worship involved self-torture and mortification of the flesh to prove 
  his devotion to his liege. Here he would retire alone to contemplate 
  his dark master as his own blood stained the floor. Canon Lorvius also 
  served as the head of a network of spies that worked for the Disciples 
  within the city of Tsar itself to ferret out the secrets and weaknesses 
  of his rivals. One of his highest-placed spies was a foul blackguard 
  and fellow devotee to the doctrine of pain named Soulless. 
  Soulless served as the commander of the elite guard to General 
  Myrac in Kirash Durgaut, the Tower of Weeping Sores (see 
  Slumbering Tsar: Temple-City of Orcus). There he spied upon the 
  unnaturally long-lived general and his infernal Seneschal. Soulless 
  was slain in the field during the Battle of Tsar. Contrary to his name, 
  he actually did have a soul, which had been promised to Orcus years 
  before. While his corpse rose again as a mohrg to haunt the Desolation, 
  his soul traveled to Orcus’s abyssal realm and became a lowly demon 
  foot soldier in the demon prince’s army. Over the centuries he rose to 
  the rank of glabrezu before accidentally incurring his master’s wrath 
  enough to warrant his destruction. Orcus struck down the demon with 
  his wand, but in a gesture of irony reanimated the demon’s corpse 
  as a juju zombie and placed it in the citadel to serve as an additional 
  guard. Remembering his former earthly master, the now truly soulless 
  Soulless made his way to Lorvius’s chamber and remembered the key 
  to operating the doors. He has waited here ever since.
  Creature: The advanced glabrezu demon juju zombie still 
  waits in the room motionless, looking for all the world like nothing 
  more than a demon’s corpse but prepared to destroy any intruder that 
  may make it past the door trap.
  SOULLESS 
   
   
  CR 16
  XP 76,800
  Male advanced glabrezu demon juju zombie (Pathfinder 
  Roleplaying Game Bestiary “Demon, Glabrezu”; The Tome of 
  Horrors Complete 750)
  CE Huge undead (augmented outsider, chaotic, demon, evil, 
  extraplanar)
  Init +7; Senses darkvision 60 ft., true seeing; Perception +17
   
  AC 38, touch 11, flat-footed 35 (+3 Dex, +27 natural, –2 size)
  hp 184 (12d8+108 plus 12)
  Fort +17; Ref +7; Will +8
  Defensive Abilities channel resistance +4; DR 10/good, magic, and 
  slashing; Immune cold, electricity, magic missile, poison; Resist 
  acid 10, fire 10; SR 27
   
  Speed 40 ft.
  Melee 2 pincers +25 (2d8+15/19–20), 2 claws +25 (1d6+15), bite 
  +25 (1d8+15) or slam +25 (2d6+22)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 pincers, 2d8+22)
  Spell-like Abilities (CL 14th):
  Constant—true seeing
  At will—chaos hammer (DC 23), confusion (DC 23), dispel magic, 
  mirror image, reverse gravity (DC 26), greater teleport (self plus 50 
  lbs. of objects only), veil (self only), unholy blight
  1/day—power word stun, summon (level 4, 1 glabrezu 20 % or 1d2 
  vrocks 50%)
  1/month—wish (granted to a mortal humanoid only)
   
  Str 39, Dex 17, Con —, Int 4, Wis 10, Cha 28
  Base Atk +12; CMB +24; CMD 34
  Feats Cleave, Great Cleave, Improved Critical (pincer), Improved 
  InitiativeB, Persuasive, Power Attack, ToughnessB, Vital Strike
  Skills Bluff +26, Climb +23, Diplomacy +20, Intimidate +20, 
  Perception +17, Sense Motive +9, Stealth +4
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  Tactics: In his barely-conscious undead existence Soulless has 
  lost all of his former spell-like and summoning abilities, but he has 
  retained a certain cruel cunning. When the party enters he remains 
  motionless and silently observes them. An opposed Sense Motive to 
  his Bluff (+8 circumstance bonus when trying to appear as an inanimate 
  corpse) can detect his subterfuge. He waits until a vulnerable-looking 
  PC comes near enough that he can use his improved grab on him 
  while he battles the others. If anyone enters carrying his distinctive 
  spined shield or his +1 unholy good outsiderbane bastard sword that 
  were stolen from him during the Battle of Tsar (and may have been 
  recovered in a previous adventure), a flicker of memory enters his 
  mind. He then abandons all subterfuge and wildly attacks whatever 
  person or persons have the. Against such opponents he gains a +2 
  morale bonus to attacks and damage.
  This appears to be the private quarters of some individual, 
  though his tastes were certainly suspect. A bed of nails occupies 
  the center of the floor next to a shallow fire pit whose ashes 
  have long grown cold. Next to the bed sits a wooden bench, 
  stained with old blood that bears a collection of clamps, awls, 
  scourges, and needles. In the center of one wall stands a statue 
  of Orcus bearing his infamous wand in one hand and a cat-o-
  nine-tails in the other. The flesh of his torso and legs has been 
  ripped and shredded by obviously-repeated lashes. Standing 
  against the opposite wall is the stiffened corpse of a hideous, 
  four-armed demon, its canine jaws fixed in a death grin, its 
  flesh dried and leathery with the marks of many old wounds.
  
  Chapter 7: The Shoulders of Orcus
  12
  Region 17 — Guest 
  Chambers (Map 7-3)
  In a city as wicked as Tsar all sorts of evils dwelled. While surely 
  the Citadel of Orcus and the vile Disciples were the most powerful, 
  organized, and influential of the evils within the city, and while much 
  of the rest of the city’s evil was the cruder evil of base thugs and 
  greed found in such a dark metropolis, there were some other evils 
  in the city powerful enough to warrant the special attention of the 
  Disciples — evils that if properly utilized proved very beneficial to 
  the cause of Orcus but if let out of hand could constitute a grave 
  threat. Entities such as these received special attention from the 
  Grand Cornu and were even provided secondary residences within 
  the citadel itself, a mark of honor to those so invited but also a means 
  for the Grand Cornu to keep these dangerous individuals close at 
  hand and under scrutiny when necessary. Among these individuals 
  was the powerful-but-independent General Myrac who commanded 
  the gate fortress for the city of Tsar. Another was one of the earliest 
  residents of the city of Tsar, Belishan the Bloodmage. Still others 
  were members of Tsar’s more-influential noble families. All could 
  be summoned by the Grand Cornu to their opulent apartments here, 
  giving the high priest opportunity to monitor them and decide how 
  best to manipulate them against one another.
  363. Siccot’s Maze (CR 17)
  Access to these private residences was strictly guarded and 
  controlled. Most of the residents entered by magical means or through 
  flight to the many balconies, but entry from the citadel was funneled 
  through this magical trap created by one of the earliest instructors 
  of the College of Glazerel. The mirrors are permanent fixtures of this 
  room and cannot be removed without being destroyed.
  Trap: The mirrors are actually composed of polished sheets of 
  mithral that perfectly reflect whatever is in front of them. They cover 
  both sides of the two dividing walls in this chamber. Each of these 
  walls functions rather like a mirror of opposition and bears a maze 
  spell. Each time one of these mirrors is looked at (which happens 
  every time an individual rounds a corner in this room unless walking 
  with their eyes shut), the viewer must make a DC 25 Will save or be 
  absorbed into the mirror as the victim of a maze spell. At the same 
  time, a duplicate of that individual emerges from the mirror, just 
  as occurs with a mirror of opposition, to battle any party members 
  left outside. Only those that fail their Will save and are drawn into 
  the mirror produce these duplicates that disappear upon being slain. 
  Those drawn into the mirror find themselves trapped in a maze 
  spell. Unlike a regular maze spell, this one is composed entirely of 
  mirrors and requires a DC 25 Intelligence check in order to escape. In 
  addition these mazes are permanent and the victims remain trapped 
  until they escape on their own. All the trapped victim go into a single 
  maze dimension and can locate each other with successful DC 15 
  Intelligence checks. Other than making an Intelligence check or 
  using plane shift, the only other way to escape the maze is to defeat 
  the creature.
  MIRROR MAZE TRAP 
   
  CR 15
  Type magical; Perception DC na; Disable Device DC na
   
  Trigger visual; Reset automatic
  Effect multiple traps (one mirror of opposition and one maze spell); 
  spell effect (maze, 25th-level wizard, DC 25 Will save avoids, DC 
  25 Intelligence check to escape)
  Creature: Living within the mirror maze is a cursed creature that 
  is all that is left of one of the fallen Fifty and One. Once a noble 
  knight named Baron Tolivar, he ran afoul of this trap and a powerful 
  curse left on it by the Disciples when they left. This curse transformed 
  him into a mirror fiend and made him the guardian of the trap. Now 
  Baron Tolivar lurks within the maze and attacks those who become 
  trapped. It takes on the form of the most powerful-looking fighter 
  among those trapped and attempts to swap minds with that individual 
  as quickly as possible. It uses invisibility and mirror image to sow 
  confusion and interrupts its attacks with uses of chaos hammer and 
  lightning bolt on its opponents. Tolivar cannot leave the mirror maze 
  except as described at Area 403. If Tolivar is slain, the mirror traps all 
  shatter, depositing anyone trapped back in Area 363 and destroying 
  any duplicates remaining in that area.
  BARON TOLIVAR 
   
  CR 15
  XP 51,200
  Male mirror fiend fighter 10 (Creature Collection II: Dark 
  Menagerie 109)
  CN Medium outsider (chaotic, shapechanger)
  Init +8; Senses darkvision 60 ft.; Perception +27
   
  AC 27, touch 15, flat-footed 22 (+4 Dex, +1 dodge, +12 natural)
  hp 233 (13d10+52 plus 10d10+40 plus 10); fast healing 5
  Fort +17; Ref +17; Will +14 (+17 vs. fear)
  Defensive Abilities bravery +3; DR 10/magic; Immune electricity, 
  petrification, polymorph, sonic; Resist acid 5, cold 5, fire 5; SR 26
   
  Speed 30 ft.
  Melee 2 claws +32 (2d4+9 plus mirror possession)
  Special Attacks weapon training (natural +2, heavy blades +1)
  Spell-like Abilities (CL 15th):
  At will—detect magic, dispel law (DC 21), fly, identify, invisibility, 
  magic circle against law, mirror image, mirror safe*, protection 
  from law, see invisibility, shatter (DC 18)
  3/day—chaos hammer (DC 20), lightning bolt (DC 19), 
  misdirection (DC 18)
  1/day—animate objects, summon (level 4, 1 mirror fiend, 30 %)
   
  Str 20, Dex 18, Con 19, Int 14, Wis 12, Cha 20
  Base Atk +23; CMB +28; CMD 43
  Feats Blind-Fight, CleaveB, Combat Expertise, Dodge, Great 
  Fortitude, Greater Weapon Focus (claw)B, Improved Initiative, 
  Iron Will, Lightning Reflexes, Lightning StanceB, Mobility, Power 
  AttackB, Silent Spell, Spring Attack, Step UpB, Weapon Focus 
  (claw), Weapon Specialization (claw) B, Wind Stance
  Skills Acrobatics +20, Bluff +21, Climb +18, Diplomacy +21, 
  Disguise +21, Intimidate +31, Knowledge (arcana) +18, Perception 
  +27, Stealth +21, Survival +14
  Languages Abyssal, Common, Protean; telepathy 100 ft.
  SQ alternate form, armor training 2
  * See side box
   
  Alternate Form (Su) A mirror fiend can shift between its current 
  form and that of any size Small to Large humanoid at will as a free 
  action, up to once per round. It can take the exact likeness of any 
  humanoid it can see within 60 feet, including transforming its own 
  personal clothing and gear to non-magical, non-precious replicas of 
  the mimicked creature’s outfit and equipment. Any magical items 
  the fiend itself is carrying when it shifts do not transform. A mirror 
  fiend can remain in any form indefinitely, though it usually bores of 
  any one visage quickly.
  Mirror Possession (Su) As a free action, a mirror fiend is able to 
  swap mind and soul with any opponent it strikes. Any being hit by 
  the claw of a mirror fiend must make a DC 26 Will save (the GM is 
  advised to roll this save in secret on the player’s behalf). If the save 
  fails, the mirror fiend’s body immediately assumes the form of the 
  victim (if it had not already), and the minds of the fiend and victim 
  switch bodies. The fiend is now in control of the victim’s body, 
  and the victim is in control of the fiend’s body. During the passage 
  Directly ahead you see a perfect reflection of yourself facing you.
  
  Chapter 7: The Shoulders of Orcus
  13
  minds between bodies, the mirror fiend is able to read the surface 
  thoughts of its victim similar to the spell detect thoughts.
  The victim is dazed for 1 round after the transfer takes place, 
  however the mirror fiend suffers no such disorientation and is able 
  to make use of its host body’s abilities, as well as, retaining access 
  to its own spell-like abilities—though it will often refrain from 
  doing so in order to maintain its deception.
  Note that the victim of a transfer enters a body that is essentially 
  a duplicate of his own, so that slaying the mirror fiend will usually 
  have little lasting effect on the statistics of the victim. However, 
  he will have to recover the real versions of any of his magical or 
  precious gear.
  The save DC is Charisma-based.
  Treasure: If the mirrors are shattered, mithral shards can be 
  collected with a total value of 4,200 gp to an armorer or weaponsmith.
  364. General Myrac’s Suite
  Two arcane-locked (at 12th level) iron doors block entry to the 
  barren suite that was sometimes used by General Myrac, commander 
  of Kirash Durgaut (see Slumbering Tsar: Temple-City of Orcus for 
  details).
  Arcane-Locked Iron Doors: 2 in. thick; Hardness 10; hp 60; 
  Break DC 38.
  365. Guard Room
  Whenever General Myrac came to the citadel in response to a 
  summons, he brought a cadre of his elite guards to stand watch here. 
  He did not believe in providing them with creature comforts and 
  never intended to stay long, so their quarters were stark and bare.
  366. Master Chamber
  This chamber was intended as the master bedchamber of 
  General Myrac’s suite by the Grand Cornu who was unaware of the 
  general’s true nature. Not needing that much room, Myrac instead 
  turned the use of this chamber over to his Seneschal, an iron devil, 
  whose occasional outbursts of rage resulted in the damage to the 
  room. However, a permanent mending and unseen servant effect 
  continually repairs any damage to the windows within minutes. The 
  black dust on the floor is actually iron filings from the Seneschal 
  obsessively sharpening his scythe as he was wont to do while in 
  dark moods.
  367. Side Closet
  This bare closet served as General Myrac’s actual abode where 
  the skin-stealing construct could stand in inert silence while 
  contemplating his schemes.
  368. Krellin Hold
  This foyer marks the entrance to the holdings of the Krellin 
  family, one of Tsar’s most powerful among the ruling elite. The 
  mosaic on the wall depicts their dire eagle and gold wyrmling 
  crest and is identifiable with a DC 25 Knowledge (nobility).  
  The Krellin family disappeared with the disciples of Orcus 
  during the Great Retreat and has not been heard of since. The 
  doors to their holdings here are arcane locked at caster level 14. 
  They are actually a thin sheeting of gold over strong wooden 
  doors and are otherwise normal. The sconces bear continual 
  flame spells.
  Treasure: The gold sheeting on the doors if removed is worth 
  350 gp.
  The spell mirror safe originally appeared in Relics & 
  Rituals by Sword & Sorcery Studios. It is included her for 
  your convenience.
  MIRROR SAFE
   
  School transmutation; Level sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (a silver coin and a small key), F (a mirror)
  Range touch
  Target one mirror
  Duration one access/2 levels
  Saving Throw none; Spell Resistance no
  Similar to a bag of holding, this spell creates an extra-
  dimensional space beyond the surface of a mirror. The 
  extra-dimensional space is able to hold 100 lb. per caster 
  level. After mirror safe has been cast, the caster can access 
  the space freely up to one access per two caster levels. 
  During the casting, the caster can set directions that will 
  allow access to the safe and its contents. The “combination” 
  to open the safe can be as simple as a command word or 
  anything as complicated as the conditions needed to fulfill 
  a magic mouth activation. Each access opens the safe for 
  a period of up to 5 minutes. If the spell runs out of access 
  uses, it ends, and any items remaining within the mirror stay 
  within the extra-dimensional space; the mirror will continue 
  to radiate a faint lingering magical aura. Any caster may 
  recast this spell to gain access to the space once again.
  A successful dispel magic will end the duration of 
  mirror safe, but the items stored within remain there. Break 
  enchantment, limited wish, miracle, wish, and mage’s 
  disjunction will all end the mirror safe, eject all items within 
  it, and destroy the mirror. A mirror can have only one mirror 
  safe cast upon it at any given time, and it may link to only 
  one extra-dimensional space at any given time.
  Living matter can be placed within the mirror safe. 
  Anything inside the mirror safe can exit the safe freely and 
  leave the extra-dimensional space regardless of whether the 
  mirror safe is still active or not. If the spell is active, such an 
  exit uses up one access of the mirror safe.
  Any mirror can be used as the focus, but its dimensions 
  limit the size of the items that can be placed within.
  An empty armor stand and an old tin pail with a wooden 
  dipper are all that remain in this room.
  This chamber has walls, floor, and ceiling of stone masonry. 
  This stonework is heavily scarred, chipped, and scorched. 
  A fine layer of black dust covers the floor. Three casements 
  covered with strangely-pristine leaded panes of colored glass 
  allow a lurid light into the room. The room is otherwise bare 
  of furnishings.
  Two golden doors stand in the east wall of the chamber. 
  On the wall opposite them and reflected in their highly-
  polished surfaces is a mural rendered in purples, grays  
  and gold depicting a monstrous eagle in flight clutching a 
  gold dragon wyrmling in its talons. On either side of the 
  doors hang polished brass sconces in which purple flames 
  burn.
  
  Chapter 7: The Shoulders of Orcus
  14
  369. Bunkhouse
  When the Krellins deigned to reside within the citadel, they brought 
  a contingent of personal guards with them to protect them against the 
  machinations of any rivals. Rather than being allowed into the opulent 
  chambers of the apartment, the guards were quartered in cramped 
  conditions. There is nothing of value remaining here. A DC 40 Perception 
  check reveals the backside of a secret door, but there is no mechanism 
  apparent for opening it. It is actually a one-way secret door that can only 
  be opened from the other side without the use of magic or destroying it.
  370. Major Domo’s Chamber 
  (CR 13)
  The major domo of the Krellin family once resided in this 
  chamber. Anything of value other than the furniture was taken in 
  their departure. 
  Creature: Since then, a strange fey from the Unseelie Court has 
  taken up residence. This creature, called a grimm, used this as a lair as 
  the citadel traveled through space and time to touch on many planes. 
  One such visitation was how it discovered the place, and thenceforth 
  has used the citadel to transport it to new and exotic hunting grounds 
  where it could assuage its endless appetite. The grimm is a hunched, 
  humanoid beast with glistening black flesh. Its wide maw bears a 
  ling, purple tongue and double rows of razor-sharp teeth. It keeps the 
  hallway door to Area 373 locked (the key is in the rolltop desk—DC 
  13 Perception check) unless it is going out to hunt the spire wyverns 
  that took up residence in that area a century ago and has been its 
  primary food source during lean times ever since.
  GRIMM  
  CR 13
  XP 25,600
  The Tome of Horrors Complete 354
  NE Large fey
  Init +8; Senses low-light vision; Perception +27
  Aura aura of evil (5 ft., 2d6 profane)
   
  AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size)
  hp 165 (22d6+88); fast healing 5
  Fort +13; Ref +17; Will +17
  Defensive Abilities blur, fey spell resistance; DR 15/silver and 
  good; SR 24 (28 vs. fey magic)
   
  Speed 30 ft.
  Melee bite +19 (2d8+8), 2 claws +19 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks devour
  Spell-like Abilities (CL 22nd):
  3/day—call lightning (DC 18), darkness, detect fey (functions as 
  detect animals or plants, but against fey creatures)
   
  Str 27, Dex 19, Con 19, Int 12, Wis 14, Cha 20
  Base Atk +11; CMB +20 (+24 grapple); CMD 34
  Feats Blind-Fight, Combat Reflexes, Diehard, Endurance, Great 
  Fortitude, Improved Feint, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (bite, claw)
  Skills Acrobatics +18, Bluff +30, Climb +22, Diplomacy +17, 
  Escape Artist +18, Heal +11, Intimidate +27, Perception +27, Sense 
  Motive +20, Stealth +25
  Languages Common, Sylvan (cannot speak)
  SQ ethereal jaunt
   
  Aura of Evil (Su) A grimm constantly exudes an aura of evil 
  around its form. This aura deals 2d6 points of profane damage to all 
  creatures in any space adjacent to the grimm. Evil creatures do not 
  take this damage. 
  Blur (Su) As a move action, a grimm can blur its form (as the spell 
  of the same name). This grants it concealment (20% miss chance).
  Devour (Su) If a grimm pins a grappled creature, it deals 1d6 points 
  of Strength drain each round the pin is maintained. Each time the 
  grimm drains Strength, it gains a +1 bonus to its Strength score. 
  These bonus points are temporary and the grimm loses them at the 
  rate of 1 per hour.
  Ethereal Jaunt (Su) A grimm can shift from the Ethereal Plane 
  to the Material Plane as part of any move action and shift back 
  again as a free action. It can remain on the Ethereal Plane for 
  3 rounds before returning to the Material Plane. The ability 
  otherwise resembles the spell of the same name (caster level 
  20th).
  Fey Spell Resistance (Ex) Against fey magic (spells or spell-like 
  abilities used by any fey creature including elves) a grimm’s spell 
  resistance is 28.
  Tactics: Unless the party is extremely quiet, the grimm heard 
  them enter the Krellin apartments. It now hides in the closet off of 
  this room holding its action to use its blur ability and then attack 
  the door opener. It then uses its darkness on the rest of the party 
  to cover its attacks. If it gets into trouble, it uses darkness to sow 
  confusion and tries to lead them to the door to Area 373, which 
  it passes through using its ethereal jaunt. Still in ethereal form, it 
  The walls of this room are lined with stone bunk beds that 
  have been stripped of their mattresses and bedding. There is 
  nothing else here.
  The contents of this bedroom are still in place but have been 
  badly damaged. The once-fine wooden bed has collapsed and 
  sags, its legs crushed beneath it. A rolltop desk stands against 
  the south wall, its body still in place but the top torn off and 
  lying on the floor beside it. A chair lies collapsed in a heap 
  before it, crushed by some large bulk.
  
  Chapter 7: The Shoulders of Orcus
  15
  doubles back into Area 372 in hopes that the party will become 
  engaged in combat with the spire wyverns and allow it to devour 
  the weaker PCs in the party’s rear ranks. If truly hard pressed, it 
  attempts to retreat outside and use its call lightning to pick off 
  pursuers (the clouds and winds outside the citadel at this elevation 
  constitute stormy conditions, so the spell deals 3d10 damage). 
  The grimm does not intend to fight to the death and flees into the 
  Desolation if it must.
  371. Bedchamber
  Each of these rooms has only standard bedroom furnishings 
  now smashed and thoroughly looted by the grimm in Area 370.  
  If the PCs search these chambers before encountering the  
  grimm, he begins to stalk them using his ethereal jaunt if he 
  hears them.
  372. Study
  This served as a study to the Krellin family but was searched and 
  looted by the grimm. Nothing of value remains herein.
  373. Central Hall (CR varies)
  This great hall was once the central area for entertainment and 
  relaxation in the Krellin holdings here in the citadel. 
  Creatures: Some years ago, a flock of spire wyverns managed 
  to break into this area and have since turned most of its rooms into 
  nesting areas. There are always 1d6+5 spire wyverns present in 
  this chamber roosting among the rubble piles. In addition there are 
  12 noncombatant spire wyvern hatchlings. The spire wyverns 
  react as those in Area 323 (see Part Four—In the Belly of the 
  Beast) though 50 of them must die before they give up this, their 
  main roost. These wyverns have no treasure as the grimm regularly 
  loots their nests.
  SPIRE WYVERNS (1d6+5)  
  CR 4
  XP 1,200
  Creature Collection Revised 184
  N Medium dragon
  Init +3; Senses darkvision 60 ft., keen senses, low-light vision; 
  Perception +6 (+16 visual Perception checks)
   
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 37 (5d12+5)
  Fort +5; Ref +7; Will +2
  Immune paralysis, sleep, sonic effects
   
  Speed 20 ft., fly 120 ft. (poor)
  Melee bite +8 (1d8+2), 2 talons +8 (2d6+2), sting +8 (1d8+2 plus 
  poison)
  Special Attacks screech of the spires
   
  Str 14, Dex 17, Con 13, Int 5, Wis 6, Cha 16
  Base Atk +5; CMB +7; CMD 20
  Feats Weapon Focus (bite), Weapon Focus (sting), Weapon Focus 
  (talon)
  Skills Fly +7, Perception +6 (+16 visual Perception checks), Stealth 
  +11
  Languages Auran (cannot speak)
   
  Keen Senses (Ex) Spire wyverns can see at a distance of up 
  to 1 mile with a great degree of accuracy. They do not take 
  penalties for visual Perception checks within this distance. Their 
  keen senses grant them a +10 racial bonus to visual Perception 
  checks.
  Poison (Ex) Sting—injury; save DC 15; frequency 1/round for 6 
  rounds; effect paralysis 1d6 hours; cure 2 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Screech of the spires (Ex) Spire wyverns can issue a great 
  piercing shriek as a standard action. The sound may be heard 
  up to a mile away and is distinctive enough that those familiar 
  with the spire wyvern can recognize its call. The screech causes 
  deafness to any creatures within 60 feet unless a DC 15 Fortitude 
  save is made. This is a sonic effect. The save DC is Charisma-
  based.
  374. Kitchen (CR varies)
  Once a kitchen, this room has been demolished by the spire 
  wyverns. There is a 20% chance that there are 1d4 spire wyverns 
  in here at any time. See area 373 for details. A one-way secret 
  door in the west wall can be found with a DC 30 Perception 
  check.
  375. Servant’s Quarters  
  (CR varies)
  This room has been demolished like the others. There is a 10% 
  chance of 1d8 spire wyverns nesting in this chamber.  See Area 373 
  for details. A secret door on the east wall can be found with a DC 20 
  Perception check.
  376. Privy
  Once the jakes for the Krellin apartments, the room is now empty 
  save for the privy seat and drain hole.
  This room seems to have held up better than the others in 
  this area. A wide reading table, though battered and scarred, 
  remains solid and sturdy in the center of the room. Several 
  chairs—their legs collapsed beneath them—sit around the 
  table. To one side is a desk with a surface of polished marble, 
  though its chair seems to be missing. Behind the desk a 
  mahogany breakfront stands against the wall. The glass 
  that encased its upper shelves has been broken out and the 
  shredded remains of numerous volumes are scattered on the 
  floor before it.
  Dim light from outside filters in through the room’s 
  eastern doorway, and a breeze issuing from there stirs the 
  debris on the floor. Whatever door once stood there has 
  been smashed out and is missing. The doors are likewise 
  missing from the room’s other doorways save for two — 
  one to the north and one to the south — where the doors 
  still stand firm, though they are quite battered. The former 
  glory of this vaulting, 40-foot-high hall is still barely 
  visible beneath the shattered and ruined remnants that 
  were once the room’s furnishings and décor. There are two 
  dry ornate stone fountains, now badly chipped and cracked 
  and clogged with debris, at the room’s western end, and 
  the supports and struts of the ceiling above are decorated 
  with cavetto molding. Much of the room’s debris has been 
  gathered into nestlike piles.
  
  Chapter 7: The Shoulders of Orcus
  16
  377. Master Chamber (CR 7)
  The door to this room is locked.
  This was the chamber used by the patriarch of the Krellin family 
  or his personal representative in the citadel. Its door has stood 
  strong preventing its spoilage by the spire wyverns. The grimm in 
  Area 370 uses ethereal jaunt to enter and keeps his treasure here. 
  Like the windows in Area 366, these have also been enchanted with 
  permanent unseen servant and mending but also bear arcane locks at 
  caster level 20. A DC 35 Perception can locate a secret door in the 
  back of the fireplace. However, it bears a trap.
  Trap: Even if the secret door is located, it requires another DC 20 
  Perception check to discern that the left andiron must be twisted to 
  activate the secret door and cause its back wall and floor (including 
  any fire burning within it) to rise up into the flue, allowing safe 
  passage to the corridor beyond. Unfortunately, the andiron itself is 
  a piece of alien ore from the Abyss that causes effects equal to black 
  lotus extract to anyone touching it with bare skin. Anyone making 
  a DC 30 Knowledge (the planes) check can discern this before 
  touching it. Otherwise, users risk poisoning themselves. The Krellins 
  always wore gloves when activating this door.
  ABYSSAL-FORGED ANDIRON 
   
  CR 7
  Type mechanical; Perception DC na; Disable Device DC na
   
  Trigger touch; Reset automatic
  Effect poison (black lotus extract; save 20; onset 1 min.; frequency 
  1/rd. for 6 rds.; effect 1d6 Con damage; cure 2 consecutive saves)
  Treasure: The bed and its trappings are worth a total of 3,000 gp 
  but are extremely bulky. The tapestries are likewise worth another 
  2,500 gp. Hidden under the bed (DC 12 Perception check) are the 
  grimm’s accumulated treasures consisting of 870 gp, 1,550 sp, and 
  1,200 cp.
  378. Escape Tunnel (CR 9)
  This passage served as an emergency escape route for the Krellins 
  if they ever became trapped in the master bedroom. The secret doors 
  in here are more easily found from this side and are noticed with 
  a DC 20 Perception check, and both are easily opened. However, 
  they bear a trap to prevent intruders from gaining easy access to the 
  bedchamber from without.
  Trap: If the west secret door is opened before the east secret door, 
  after 1 round both secret doors swing shut (if open) and arcane lock 
  at caster level 20. Then the ceiling of the entire corridor drops over a 
  period of 1 round crushing all within its confines. The Krellins knew 
  to never use the passage as an entrance, only an exit. The trap resets 
  itself after 10 minutes.
  DROPPING CEILING 
   
  CR 9
  Type mechanical; Perception DC 20; Disable Device DC 16
   
  Trigger touch; Reset automatic
  Effect ceiling moves down (12d6, crush); multiple targets (all 
  targets in a 10-ft.-by-20-ft. area); never miss; onset delay (1 round)
  379. Balcony (CR varies)
  This balcony provides a phenomenal view of the temple-city of 
  Tsar. The balcony’s ornate balustrade is cracked and broken and the 
  entire area is coated in layers of debris, excrement, and molted scales. 
  There are always 1d3 spire wyverns here. See Area 373 for details.
  SPIRE WYVERNS (1d3) 
   
  CR 4
  XP 1,200
  hp 37  (See Area 373)
  380. Landing (CR varies)
  This ledge served as a landing point for the flying beasts employed 
  by the powerful Krellin family to reach their private apartments 
  without climbing through the twisted halls of the citadel. Its 
  appearance is like that of Area 379 and there are 1d6 spire wyverns 
  present just as in that area.
  SPIRE WYVERNS (1d6) 
   
  CR 4
  XP 1,200
  hp 37  (See Area 373)
  381. Stables
  This room once served as the stables for the charmed manticore 
  mounts employed by the Krellins, but the wooden cages have 
  been demolished. Now this chamber is used as a waste pit by the 
  spire wyverns who fling the skeletal remains of their meals in here 
  whenever they instinctively clean their nesting areas. Otherwise they 
  do not come in here, not caring for the still faintly lingering spoor of 
  manticore, their natural enemies. A spire wyvern must make a DC 10 
  Will save to enter this chamber even if pursing intruders.
  382. Belishan’s Grotto (CR 18 or 12)
  This chamber marks the entrance to the holdings of one of the 
  most powerful residents of the city of Tsar, a figure that commanded 
  both the respect and fear of the Grand Cornu himself — Belishan the 
  Bloodmage. This seemingly ageless wizard inhabited the Crooked 
  Tower that was older than the city itself and had occupied it since 
  the memories of the earliest Disciples. Yet even he had to respond 
  to the summons of the Grand Cornu on occasion, for which he 
  This room has been spared the devastation of the rest of 
  those in this area. It is an opulently appointed bedchamber. 
  Two beautiful stained glass windows depicting a gray eagle 
  clutching a golden wyrmling in its talons are still intact in 
  the curving east wall. Between and beneath them stands a 
  luxurious feather bed with a velvet coverlet bearing the same 
  image as the windows. At each corner of the bed stands a 
  golden post topped with a golden statuette of the same wyrm-
  clutching eagle. Plush pillows in fine ermine covers rest at 
  the head of the bed. Across the room from the bed is a wide 
  fireplace with lapis lazuli inlays. Its andirons likewise bear the 
  eagle and wyrm image. Beautiful tapestries hang on the walls 
  and depict panoramic scenes of mountain vistas and tropical 
  shorelines rendered in silk and thread-of-gold.
  The temperature drops considerably, and the air takes on a 
  clammy mist as you descend into this grotto of black stone 
  walls and arching ceilings. Forlorn statues of half-naked 
  humans in pain or sorrow, done in the style of the statuary 
  found in the city outside, adorn side alcoves between twisted 
  iron sconces holding long burned-out torches. The center of 
  the chamber is dominated by a brick-lipped pool, its waters 
  still and dark. The thin mist rises from its calm surface that 
  perfectly reflects the features of the room. Strangely, in the 
  reflective pool, the cold, burned-out torches hanging on the 
  walls burn with a greenish glow creating spots of light on the 
  black surface of the water. To the south stands a stone double 
  door, a circular knocker hanging in the center.
  
  Chapter 7: The Shoulders of Orcus
  17
  maintained a residence in the citadel suitable to his dark nature. For 
  more information on Belishan the Bloodmage and the role he played 
  in the saga of the city and the Citadel of Orcus see Slumbering Tsar: 
  Temple-City of Orcus.
  The south doors are stone and arcane locked (caster level 15) 
  and have no visible opening mechanism. They are resistant to 
  knock spells. The circular knocker is actually an iron ring forged to 
  resemble a woven crown of thorns (DC 25 Knowledge [nobility] to 
  recall it as the symbol of Belishan the Bloodmage). The doors can be 
  easily opened by gripping them with a bare hang and banging them 
  against the door hard enough that the thorns break the user’s skin 
  (dealing 1 point of piercing damage). Once this blood is shed the 
  doors open easily. A DC 32 Perception check notices a slight rusty 
  discoloration to the iron thorns at the bottom of the knocker.
  Magically Sealed Stone Doors: 8 in. thick; Hardness 8; hp 120; 
  Break DC 38; Disable Device na.
  The statues in the room are sinister but harmless. The image of the 
  unlit torches burning in the pool’s reflection is nothing more than a 
  minor magic woven by the Bloodmage long ago. They do provide a 
  dim illumination to the chamber, however. The pool itself is only 3 
  feet deep with a floor of stinking muck another foot deep. The water 
  is ice cold to the touch and is infused with the stuff of shadows. 
  Creatures: Swirling within the pool itself are 5 greater shadows. 
  They each get an immediate surprise attack on anyone who touches 
  the water and otherwise rise from the pool to attack the party 3 rounds 
  after anyone enters the grotto. They arise immediately if the water is 
  disturbed. In battle they flit in and out of the alcoves using the statues 
  for cover. If any of the shadows are slain, the pool spawns a new one 
  every 24 hours to a maximum of 5 at any one time.
  If he has not already been encountered and defeated on this level, 
  resting within the muck at the bottom of the pool is the vampire 
  troglodyte Glukug (DC 15 Search check to locate him in the muck). 
  The shadowy pool serves as his coffin and prevents any light from 
  penetrating down to his resting place. If he has been defeated, then 
  his bones are embedded deep in the mud and slime as he slowly 
  reforms (DC 20 Search check to locate in this condition).
  GREATER SHADOWS (5)  
  CR 8
  XP 4,800
  hp 58  (Pathfinder Roleplaying Game Bestiary “Shadow, Greater”)
  GLUKUG 
   
   
  CR 18
  XP 153,600
  Male troglodyte vampire ranger 15 (Pathfinder Roleplaying Games 
  Bestiary “Troglodyte,” “Vampire”) 
  CE Medium undead (augmented humanoid, reptilian) 
  Init +10; Senses darkvision 90 ft.; Perception +28 
  Aura stench (30 ft., DC 22, 10 rounds)
   
  AC 35, touch 19, flat-footed 28 (+4 armor, +6 Dex, +2 deflection, 
  +1 dodge, +12 natural) 
  hp 194 (2d8+8 plus 15d10+60 plus 30); fast healing 5 
  Fort +18; Ref +17; Will +8
  Defensive Abilities channel resistance +4, evasion; DR 10/magic 
  and silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft. 
  Melee +1 great club +21/+16/+11/+7 (1d10+7), bite +15 (1d4+2 
  plus energy drain) or 2 claws +20 (1d4+4 plus energy drain), bite 
  +20 (1d4+4 plus energy drain) 
  Ranged* mwk composite longbow with +1 flaming burst arrows 
  +18/+18/+13/+8/+3 (1d8+13/19–20/x3 plus 1d6 fire)
  *Includes 4-point Deadly Aim
  Special Attacks archery combat style, blood drain, children of the 
  night, create spawn, dominate (DC 22), energy drain (2 levels, DC 
  22), favored enemy (humanoid [human] +8, humanoid [orc] +6, 
  humanoid [elf] +4, humanoid [goblinoid] +2), quarry 
  Spells Prepared (CL 12th)
  4th—nondetection (DC 17)
  3rd—bloody claws*, greater magic fang, strong jaw*
  2nd—cat’s grace, hunter’s eye*, versatile weapon*
  1st—alarm, longstrider, pass without trace, resist energy
   
  Str 19, Dex 22, Con —, Int 10, Wis 16, Cha 18 
  Base Atk +16; CMB +20; CMD 39 
  Feats AlertnessB, Combat ReflexesB, Critical Focus (composite 
  longbow), Deadly Aim, DodgeB, EnduranceB, Great Fortitude, 
  Improved Critical (composite longbow), Improved InitiativeB, 
  Improved Precise Shot, Lightning ReflexesB, ManyshotB, Pinpoint 
  Targeting, Point Blank ShotB, Precise Shot, Quick Draw, Rapid 
  ShotB, Shot on the RunB, ToughnessB, Weapon Focus (composite 
  longbow)
  Skills Acrobatics +14, Bluff +20, Climb +15, Intimidate +15, 
  Knowledge (dungeoneering) +11, Knowledge (nature) +11, 
  Perception +28, Sense Motive +21, Stealth +31 (+35 in rocky 
  areas), Survival +14 (+21 tracking), Swim +15 
  Languages Draconic
  SQ camouflage, change shape (dire bat or giant centipede, beast 
  shape II), favored terrain (underground +6, desert +4, plains +2), 
  gaseous form, hunter’s bond (companions), shadowless, spider 
  climb, swift tracker, track, wild empathy +19, woodland stride
  Combat Gear 25 +1 flaming burst arrows, 6 web arrows**, 20 
  cold iron arrows; Other Gear +3 padded armor, ring of protection 
  +2, +1 greatclub, masterwork composite longbow (+4 Str bonus), 
  bone pectoral inset with gemstones (3,500 gp), feathered headdress 
  with gold wire (230 gp)
  *From Pathfinder Roleplaying Game Advanced Player’s Guide 
  ** See side box
  Tactics: Glukug is an ancient vampire from a time before the soft, 
  warm-blooded creatures ruled the earth. Belishan discovered him sealed 
  in a sarcophagus in a cyclopean ruin built by an extinct lizardfolk race. 
  Belishan freed him after extracting a binding promise of servitude. If 
  Glukug has not been previously disabled, he waits until the shadows 
  are distracting the party and then rises from the pool in gaseous form 
  (+20 bonus to his Stealth check due to the chamber’s camouflaging 
  mist) to the shadows of the ceiling 40 feet above. There he returns to 
  his corporeal form, clinging in the concealment of the shadows with his 
  spider climb ability and targets likely victims with his bow, starting with 
  spellcasters and clerics and then foes with ranged attacks. He can fire 
  while hanging with his spider climb, but to move he must sling his bow 
  to free up his hands. If pressed, he assumes the shape of a monstrous 
  centipede and disappears into the vent of a nearby wind tunnel. From 
  there he begins stalking the PCs making sniping attacks with his bow 
  and attempts to isolate lone characters to dominate or slay them.
  Web arrows first appeared in Relics & Rituals by Sword & 
  Sorcery Studios and are included here for your convenience.
  WEB ARROW
  Aura faint conjuration; CL 5th
  Slot none; Price 2,801 gp; Weight 3 lb. (20 arrows)
   
  DESCRIPTION
  This black arrow has faint traces of silver along its shaft and 
  crimson fletching. It is a +1 arrow that on a successful hit, 
  instead of causing damage, explodes into thousands of sticky 
  strands. These function as a web spell (DC 19 Reflex save) 
  centered upon the target.
   
  CONSTRUCTION
  Requirements Craft Arms and Armor, Heighten Spell, web; 
  Cost 1,551 gp
  
  Chapter 7: The Shoulders of Orcus
  18
  383. Great Hall (CR 19)
  Read the italicized text below only if the party entered through the 
  doors from Area 382.
  While in residence at the citadel, Belishan the Bloodmage held 
  his audiences in this chamber. The curtain bears the Bloodmage’s 
  personal crest (see the doors at Area 382). The flames in the fireplace 
  are the results of a special permanent magical effect that occurs 
  anytime a living creature enters the room. The flames burn magically 
  without a fuel source for as long as living creatures remain in the 
  room. Except for those in the east fireplace, the flames are hot and 
  deal damage normally if touched. The doors arcane lock at 15th level 
  but can be easily opened by an undead creature from this side. 
  A DC 20 Perception check of the throne reveals that it can be 
  scooted aside to uncover a hollow space in the floor beneath, barely 
  large enough for a Medium humanoid to recline in. This niche is 
  lined with grave dirt and serves as one of Fortingray’s coffins.
  Creature: Seated upon the throne itself is one of the deadliest of 
  Bishu’s knights, Sir Fortingray, now a vampire thrall of Belishan. 
  SIR FORTINGRAY 
   
   
  CR 19
  XP 204,800 
  Male human vampire fighter 10/duelist 8 (Pathfinder Roleplaying 
  Game Bestiary “Vampire”) 
  CE Medium undead (augmented human) 
  Init +14; Senses darkvision 60 ft.; Perception +24
   
  AC 22, touch 19, flat-footed 13 (+3 armor, +3 Dex, +2 deflection, 
  +1 dodge, +3 Int) 
  hp 185 (10d10+30 plus 8d10+24 plus 28); fast healing 5 
  Fort +13; Ref +17; Will +7 (+10 vs. fear)
  Defensive Abilities bravery +3, canny defense +3, channel 
  resistance +4, elaborate defense +1, enhanced mobility, evasion, 
  grace, parry; DR 10/magic and silver; Immune undead traits; 
  Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.  
  Melee +2 wounding rapier +30/+25/+20/+15 (1d6+14/15–20 plus 
  1 bleed) or +1 icy burst spiked chain +28/+23/+18/+13 (2d4+13 
  plus 1d6 cold) or slam +24 (1d4+6 plus energy drain) 
  Special Attacks acrobatic charge, blood drain, children of the night, 
  create spawn, dominate (DC 22), energy drain (2 levels, DC 22), precise 
  strike (+8 damage), riposte, weapon training (light blades +2, flails +1)
   
  Str 23, Dex 22, Con —, Int 16, Wis 12, Cha 17 
  Base Atk +18; CMB +24 (+26 trip); CMD 43 (45 vs. trip) 
  Feats AlertnessB, Bleeding Critical, Combat Expertise, Combat 
  ReflexesB, Critical Focus (rapier), Critical Mastery, DodgeB, Greater 
  Weapon Focus (rapier), Greater Weapon Focus (spiked chain), Greater 
  Weapon Specialization (rapier), Improved Critical (rapier), Improved 
  InitiativeB, Improved Trip, Lightning ReflexesB, Mobility, Spring Attack, 
  Staggering Critical, Stunning Critical, ToughnessB, Weapon Focus 
  (rapier), Weapon Focus (spiked chain), Weapon Specialization (rapier) 
  Skills Acrobatics +24, Bluff +29, Escape Artist +24, Intimidate 
  +16, Perception +27, Perform (dance) +19, Sense Motive +27, 
  Stealth +29, Swim +23
  Languages Common 
  SQ Armor training 2, improved reaction (+4) 
  Combat Gear minor ring of spell storing (haste); Other Gear 
  bracers of armor +3, ring of protection +2, rapier of puncturing, 
  +1 icy burst spiked chain
  Personality/Description: One of Bishu’s most accomplished warriors, 
  Fortingray managed to elude the many dangers of the tower as he went 
  off on his own, ascending ever higher to find its dark heart. Unfortunately 
  he entered these chambers and ran afoul of the Bloodmage as Belishan 
  returned to gather a few articles before activating the Grand Cornu’s 
  spell. Belishan overcame the warrior and transformed him into a 
  vampire. To make his slave never forget who is master was, Belishan 
  gouged out both of his eyes before the knight rose again to unlife. As 
  a result, Fortingray’s cheeks and brows are heavily scarred and dark 
  pits open where his eyes should be. He has learned to accommodate 
  for this disability with his heightened vampiric senses, but he still 
  curses the master that made him. He remains in these chambers for fear 
  that the Bloodmage might return and visit a worse fate upon him for 
  disobedience. Fortingray and Glukug hate one another and will go out 
  of their way to see to the other’s destruction. They will not fight one 
  another, though, too fearful of the other’s prowess.
  Tactics: Sir Fortingray is a dynamic fighter, well versed in the arts of 
  dueling. With the advent of his heightened vampiric abilities, his approach 
  to combat has taken an even more acrobatic flare. When the party enters 
  he mockingly challenges them to a duel. If asked which one he would like 
  This wide room arches up to a sharply rising ogee ceiling 50 
  feet above. Stairways climb the walls of the room on either 
  hand to a balcony 20 feet above at the room’s southern end. 
  Wide fireplaces of black stone are set into the walls beneath 
  the stairs. Lesser hearths open onto the balcony above. A 
  balustrade of red porphyry edges the stairs and balcony. A 
  chandelier composed of an ornate iron wheel hangs 25 feet 
  above from a chain running up to the ceiling’s apex.
  Suddenly the large fireplaces to the sides burst into flames 
  with explosions of smoke and sparks. Simultaneously, the 
  double doors slam shut behind you. The deep red flames 
  provide a sinister illumination that pierces the shadows of the 
  upper balcony. Revealed in the lurid glow is a dark throne. 
  Behind it rises a black curtain with an image of a thorny 
  wreathe. On either side of the curtain are caryatids of scantily 
  clad warrior women wielding greatswords. Upon the throne 
  sits a black-cloaked man, his face chalk white, his eyes gaping 
  black pits. The red flames glow weirdly on his pale flesh.
  
  Chapter 7: The Shoulders of Orcus
  19
  to fight, he laughs and exclaims “all of them.” His first action in combat 
  is to call all 5 bat swarms from Area 385; they are able to enter the room 
  since that door is slightly ajar. The dire bats roosting in there fly in as well 
  to join in the mayhem, though they are not under the vampire’s command. 
  Then through the chaos these creatures cause (focusing primarily on 
  spellcasters), Fortingray uses a double move action to leap and lash his 
  spiked chain around the chandelier (+10 melee touch to succeed) and then 
  swing down into the party’s midst making a DC 15 Acrobatics check to 
  avoid talking any falling damage. If successful on both his check to lasso 
  the chandelier with his chain and avoid falling damage from the drop, 
  then this counts as an acrobatic charge on his part, and he can still make a 
  single attack on the target of his choice. His chain comes loose from the 
  chandelier and remains in his hand, but he cannot use it in combat as part of 
  this attack. After this initial attack he uses his maneuverability and spider 
  climb to move through the pandemonium caused by the bats (they do not 
  attack their master) and stay above and out of reach of his opponents. He 
  uses his chain to make trip and disarm attacks or tries to flank PCs that are 
  being attacked by dire bats. The dire bats do not follow his commands, 
  but they also do not attack him. He is aware that the flames in the eastern 
  fireplace are illusory and may leap into them for concealment and make 
  the PCs think him fire resistant. He will retreat to heal in one of his many 
  hiding places in these apartments if defeat appears imminent.
  383a. False Bedchamber
  This served as a false bedchamber for Belishan to fool anyone who 
  did not realize his undead existence. Its placement and occupant served 
  to buy him a few moments of precious time in case anyone of significant 
  power came to hunt him and managed to breach his chambers. The 
  woman has actually been dead for centuries and is perfectly preserved 
  by the application of an especially effective unguent of timelessness 
  created by Belishan himself. With a DC 17 Perception check, someone 
  examining her body can find a small, neat stab wound behind her left 
  ear where she was murdered with a stiletto. In addition, anyone who 
  saw the nude sketch in Belishan’s study in the Crooked Tower (Area 
  42 of Chapter 7 in Slumbering Tsar: Temple-City of Orcus) notices a 
  strong resemblance between that sketch and this woman.
  383b. Fireplace
  The flames in this fireplace are a permanent image (caster level 
  15) set to activate in sync with the real fires in the other fireplaces. 
  If interacted with, the flames can be disbelieved with a DC 22 Will 
  save. A crack in the back of the fireplace provides passage for a 
  creature in gaseous form to a small chamber containing a coffin. This 
  crack can be found with a DC 25 Perception check. The coffin was 
  once Belishan’s, but Fortingray has taken over its use as a spare for 
  him. This small chamber has a second crack (same chance to locate) 
  leading to Area 390.
  384. Servants’ Quarters (CR 7)
  This room is bare of furnishings and holds only 20 human 
  zombies, the Bloodmage’s staff of servants. They follow the 
  commands of Fortingray or any other vampire. Otherwise they attack 
  intruders mindlessly. All are in excellent condition, and many could 
  almost pass for living due to application of unguent of timelessness. 
  A crack in the north wall at ceiling height (DC 35 Perception check) 
  hides a coffin room similar to that described at Area 383b.
  HUMAN ZOMBIES (20) 
   
   
  CR 1/2
  XP 200
  hp 12  (Pathfinder Roleplaying Game Bestiary “Zombie”)
  385. Storage Room (CR 8)
  This room was once used for storage. 
  Creatures: Unless already encountered, there are 5 bat swarms 
  roosting on the ceiling. Intermixed with them are 4 dire bats that 
  occupy the same space as the bat swarms but are not attacked by them. 
  A wind tunnel in the ceiling provides almost direct access to a vent on 
  the nearby surface of the citadel and is how the bats get out to hunt. 
  The dire bats, who have grown large and fat over the years, merely 
  feast on the smaller bats, having outgrown the use of the wind tunnel.
  BAT SWARMS (5) 
   
  CR 2
  XP 600
  hp 13  (Pathfinder Roleplaying Game Bestiary “Bat Swarm”)
  DIRE BATS (4) 
   
   
  CR 2
  XP 600
  hp 22  (Pathfinder Roleplaying Game Bestiary “Bat, Dire”)
  386. Hall Without Doors
  If the party manages to make into either half of this unlit hallway, 
  they immediately notice that it has no doors. An illusory wall divides 
  it in half and requires a DC 20 Will save to disbelieve if interacted 
  with. At four places on the walls, there are narrow cracks in the 
  masonry near floor level that allow egress for a creature in gaseous 
  form. Each of these can be located with a DC 25 Perception check. 
  A small room to the north accessed by one of these cracks, behind a 
  foot of masonry, is only 3 feet high and is completely filled by an oak 
  coffin. Like the one described at Area 383b, it has been subverted for 
  use by Sir Fortingray.
  387. Guest Chamber
  Belishan used this room to keep and entertain “special” guests. 
  The secret door can be found with a DC 25 Perception check. The 
  crevice in the wall leading to Area 386 is covered by the draperies 
  and can only be found with a DC 35 Perception check.
  388. Private Balcony
  Belishan used this balcony as a landing for his nightmare mount. 
  The dark presence of the vampire master lingers enough that the 
  Beyond the curtain is an alcove containing a wide bed. Lying 
  atop its fur covers is a nude woman in deep slumber.
  This room’s original purpose is unclear as now its floor is 
  awash in several inches of foul, bug-infested guano. Its walls 
  are likewise stained with the stuff.
  This small, oddly-shaped room has been luxuriously 
  appointed with a plush purple carpet and black satin wall 
  draperies. A single well-upholstered armchair rests in the 
  north corner. Golden manacles hang from the wall nearby. A 
  dried crust of blood stains the shackles.
  A railing composed of finely-honed sword blades is set into 
  the stone edges this balcony. The view looks out over the 
  descending city. Conspicuous in the center of the view is a 
  dark tower rising from the edge of one of the lower terraces 
  like a broken finger.
  
  Chapter 7: The Shoulders of Orcus
  20
  spire wyverns don’t roost here and will not even follow prey here. 
  The railing is razor sharp and does damage equal to a short sword 
  to anyone who becomes impaled on it. The secret doors can each 
  be found with a DC 35 Perception check. The tower visible in the 
  city below is Belishan’s own Crooked Tower (see Slumbering Tsar: 
  Temple-City of Orcus).
  389. Stables
  This empty room has only a single iron ring set into the south wall 
  where Belishan could hitch his nightmare. A foul stench wafts from 
  the western door. The crack in the wall leading to Area 386 can be 
  found with a DC 25 Perception check.
  390. Stable Hands
  Belishan’s zombie stable hands occupied this room to feed and care 
  for his nightmare in Area 389. The various tools are for grooming 
  the beast and cleaning its stall. Whenever one of Belishan’s zombie 
  servants became too worn or damaged to serve its purpose, it was 
  dismembered and thrown in here to serve as fodder for the nightmare. 
  The remains of several such zombies are still here. Some still retain 
  the slightest bit of necromantic animation but are otherwise harmless.
  391. Guest Quarters
  Each of these apartments is lavishly furnished with expensive but 
  now dried and decayed furnishings. They consist of a parlor, privy, a 
  small dining room, a side bedroom, and a master bedchamber. These 
  rooms did not belong to anyone in particular but served as temporary 
  quarters for honored guests who were visiting the citadel. None has 
  anything of value remaining.
  392. Sealed Doors (CR 9)
  This anteroom once opened upon the apartments of a singularly 
  accursed family of Tsar. Its last scion disappeared generations before 
  the fall of Tsar under mysterious circumstances and such was the 
  family’s legacy that its name was removed from all records of the 
  city. Only this sealed section of the citadel and an ancient mausoleum 
  in the city’s cemetery served as reminders that they had ever been — 
  these locations and a sense of dread forever gnawing at the pit of the 
  stomach of the Disciples of Orcus for their past dealings with this 
  accursed clan remembered only as the Forgotten Family.
  The steel sheet is extremely durable and is securely bolted in place. 
  Only its destruction can remove it. Removing the sheet activates the 
  trap. Once removed the area behind the door is revealed to hold a 
  set of once-fine double doors, now cracked and dry, their finish faded 
  and flaking away. In the center of each door is a small pewter plaque 
  depicting a pyramid with a tongue of flame at its apex. The gaps 
  between the doors have been sealed with molten lead and must be 
  broken through as well. Once the doors have been revealed, a wave 
  of unexplainable dread sweeps over the PCs making even the thought 
  of penetrating the doors most unsettling. To be willing to open the 
  doors or enter requires a DC 15 Will save from each character trying 
  to do so. A failed Will save means a PC is unwilling to enter, and a 
  natural 1 on the roll means that a PC does whatever he can to prevent 
  others from opening the doors, even becoming violent if necessary. 
  This is a supernatural fear effect. Anyone seeing the pyramid symbol 
  on the doors may recognize it from a tomb in the Cold Dell (see 
  Slumbering Tsar, part 2: Temple-City of Orcus).
  Bolted Steel Sheet: 1 in. thick; Hardness 10; hp 30; Break DC 32.
  Lead-Sealed Wooden Doors: 2 in. thick; Hardness 5; hp 35; Beak 
  DC 30.
  Trap: Concealed behind the steel sheet is a symbol of insanity, a 
  none-too-subtle warning of what once lay behind the doors. Once 
  activated the symbol does not reset.
  SYMBOL OF INSANITY TRAP 
   
  CR 9
  Type magical; Perception DC 33; Disable Device DC 33
   
  Trigger visual; Reset none
  Effect spell effect (symbol of insanity, 20th-level cleric; DC 24 Will 
  save negates); multiple targets (all targets in visual range within 60 
  feet)
  393. Empty Chambers
  Beyond the sealed doors is a series of barren and perfectly clean 
  chambers, as if any trace of what was once here was purposely 
  removed. The chambers constitute a sitting room, kitchens, larder, 
  and several large bedchambers. One room had a window that has 
  obviously been bricked over. The only sign of habitation is in the 
  farthest room where in one corner a small pile of ash has been swept 
  together. Barely discernable in this pile is the charred remains of a 
  small cameo portrait. Who was depicted in it is unclear as only a 
  shoulder and the edge of a ruff collar are now visible.
  For generations the members of the Forgotten Family had dealings 
  with a foul race of alien beings called the n’gathau. They flirted with 
  these foul sculptors of flesh, never quite committing themselves 
  completely. However, the final patriarch of the Forgotten Family 
  in a bid for power sacrificed all of his kin to these wicked masters. 
  Their gift to him in exchange was the privilege of being warped and 
  twisted like them into a new physical form, cured of all the frailties 
  and “flaws” of his old form. In this new form he became Aagash 
  “The Broken”. When discovered by the Disciples, they expended 
  every resource they had to destroy him. When he was gone — they 
  never knew if they had actually managed to destroy him or not as 
  he disappeared at the final blow — they seized all of the family’s 
  holdings in the city and sterilized these apartments of any trace of 
  their former owners before permanently sealing them to forever 
  contain any hint of the insanity and damnation that had claimed its 
  former occupants. Many years later when Aagash actually did return 
  and snuck back into his old home he managed to find a small cameo 
  portrait of himself that the Disciples had missed. The slightest trace 
  of humanity that remained in him felt a sudden bitter remorse over 
  what he had become and immediately destroyed the one reminder of 
  his former life before continuing on with his mission to subvert the 
  Disciples as thralls to the n’gathau (see Area 417).
  Strewn upon the floor of this room are the dismembered 
  parts of a number of rotting human carcasses. Several have 
  deteriorated to the point of being almost unrecognizable. An 
  opening to the south leads to an alcove holding several brooms, 
  buckets, shovels, and currying brushes. You are horrified to 
  see that some of the carcasses on the floor still twitch.
  The corridor widens and dead ends. On the far wall is a large 
  sheet of steel, 8 feet wide by 10 feet high, riveted directly to 
  the stone.
  
  21
  The Jowls of Orcus comprise the lower portion of the citadel’s 
  great face and rest 760 feet above the plaza. While the Grand Cornu 
  of Orcus was the demon prince’s supreme authority on the Material 
  Plane, he was much too preoccupied with the things of his Abyssal 
  master to tend to the day-to-day matters of the clergy and the city. 
  Those powerful individuals who directly served the Grand Cornu 
  were collectively known as the Voices of the Master. Appropriately 
  they resided in the jowls of the citadel where its great mouth opened 
  out over the city. This level consists of only one region that housed 
  these powerful individuals.
  Region 18 — Voices of 
  the Master (Map 8-2)
  Only the three Voices of the Master, their personal servants and 
  guests, or the Grand Cornu himself ever entered this level. It was not 
  so much that it was heavily guarded against intrusion but that no one 
  Chapter 8:  
  The Jowls of Orcus
  Difficulty Level: 17
  Entrances: The Throat of Orcus (Area 394). Stairs up from the 
  Neck (Area 323) and the Mouth of Orcus (Area 410d).
  Exits: Stairs from the Hidden Access (Area 401).
  Wandering Monsters: Check on 1d10 every 10 minutes or 
  after the party makes any significant noise:
   d10 
  Encounter
   1 
  Glabrezu Demon
   2 
  1d6 Dretch Megaswarms
   3 
  1d4 Hezrou Demons
   4 
  1d3+3 Dread Wraiths
   5 
  Nalfeshneee Demon
   6 
  1d6 Quasits
   7–10 
  No encounter
  Unless otherwise noted, all of these creatures are patrolling the 
  halls for intruders and attack on sight.
  GLABREZU DEMON 
   
   
  CR 13
  XP 25,600
  hp 186  (Pathfinder Roleplaying Game Bestiary “Demon, 
  Glabrezu”)
  DRETCH MEGASWARM  
  CR 12
  XP 19,200
  hp 136  (See Monster Appendix)
  HEZROU DEMON 
   
   
  CR 11
  XP 12,800
  hp 145  (Pathfinder Roleplaying Game Bestiary “Demon, 
  Hezrou”)
  DREAD WRAITH 
   
   
  CR 12
  XP 19,200
  Advanced-HD giant wraith (Pathfinder Roleplaying Game 
  Bestiary “Wraith”)
  LE Large undead (incorporeal)
  Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception +23
  Aura unnatural aura (30 ft.)
   
  AC 28, touch 28, flat-footed 18 (+9 deflection, +9 Dex, +1 
  dodge, –1 size)
  hp 216 (16d8+144)
  Fort +14; Ref +14; Will +14
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weakness sunlight powerlessness
   
  Speed fly 60 ft. (good)
  Melee incorporeal touch +20 (2d8 negative energy plus 1d6 Con 
  drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks Constitution drain (DC 27), create spawn
   
  Str —, Dex 28, Con —, Int 17, Wis 18, Cha 28
  Base Atk +12; CMB +13; CMD 40
  Feats Improved Natural Attack (incorporeal touch), Blind-Fight, 
  Combat Reflexes, Improved Initiative, Dodge, Mobility, Spring 
  Attack, Step Up
  Skills Diplomacy +25, Fly +26, Intimidate +28, Knowledge 
  (planes) +19, Knowledge (religion) +22, Perception +23, Sense 
  Motive +23, Stealth +16
  Languages Abyssal, Common, Giant
  NALFESHNEE DEMON 
   
  CR 14
  XP 38,400
  hp 203  (Pathfinder Roleplaying Game Bestiary “Demon, 
  Nalfeshnee”)
  Quasits: The quasits are spies working for Barak’kara Mor 
  that roam the halls invisibly. They do not engage the party in 
  contact, but one returns to warn his master of their presence while 
  the others remain to observe the party undetected. If spotted, they 
  assume their alternate bat forms and scatter.
  QUASIT  
   
   
  CR 2
  XP 600
  hp 16  (Pathfinder Roleplaying Game Bestiary “Demon, Quasit”)
  Level 7: The Jowls of Orcus (Region 18) — Map 8-1
  
  dared confront these ultra-powerful individuals on their home turf. 
  Someone who did dare something as bold as an assassination attempt 
  invariably planned for it to take place somewhere away from here 
  where the target would be far more vulnerable. The three individuals 
  that comprised the Voices of the Master were the Seneschal of the 
  Citadel, who reigned with ultimate authority within the center of 
  Orcus worship in the world, the Archbishop of the Church of Orcus, 
  who oversaw all the Disciples and temples throughout the world, and 
  the Warlord of Tsar, the supreme commander of the temporal armies 
  of the demon prince. These three individuals shared a fragile balance 
  of power kept in check by their continual plotting against each other 
  and the Grand Cornu. This arrangement suited the Grand Cornu fine 
  because any attempted coup would undoubtedly be betrayed by one 
  of the three seeking favor and greater power at the expense of the 
  others.
  394. Throat of Orcus (CR 15)
  From this precarious ledge, it is a 380-foot drop to Level 3 where 
  the stairwell begins. The doors are made of solid mithral and are 
  locked by an intricate locking mechanism. They also bear a permanent 
  antimagic field (does not extend beyond the doors themselves) that 
  prevents magical attempts at entry. The doors’ keyholes are in the 
  pupils of the image of Orcus (one on each door).  Both locks must be 
  opened before the doors will open.
  Locked Mithral Doors: 4 in. thick; Hardness 15; hp 120; Break 
  DC 48; Disable Device 40.
  Creature: A DC 30 Perception check is able to tell that the statue 
  is actually a Large creature completely swathed in black robes and 
  standing perfectly still. Such is the power of the Demon Prince of 
  the Undead that he was able to command the service of one of the 
  enigmatic soul reapers to stand watch on a door in his earthly citadel.
  SOUL REAPER  
   
  CR 15
  XP 51,200
  The Tome of Horrors Complete 564
  NE Large undead
  Init +8; Senses darkvision 60 ft., see invisibility; Perception +30
   
  AC 29, touch 13, flat-footed 25 (+4 Dex, +16 natural, -1 size)
  hp 231 (22d8+110 plus 22)
  Fort +14; Ref +13; Will +18
  Defensive Abilities channel resistance +4, inseparable weapon; DR 
  15/silver and magic; Immune undead traits; SR 26
   
  Speed 40 ft., fly 60 ft. (good)
  Melee +1 scythe +25/+20/+15/+10 (2d6+13/19-20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks soul slash
  Spell-like Abilities (CL 22nd):
  Constant—see invisibility
  At will—desecrate, unholy blight (DC 19)
  1/day—blindness/deafness (DC 17), symbol of pain (DC 20), 
  unholy aura (DC 23)
   
  Str 27, Dex 19, Con —, Int 18, Wis 21, Cha 20
  Base Atk +16; CMB +25; CMD 39
  Feats Cleave, Critical Focus, Great Cleave, Great Fortitude, 
  Improved Critical (scythe), Improved Initiative, Lightning Reflexes, 
  Power Attack, Toughness, Vital Strike, Weapon Focus (scythe)
  Skills Climb +33, Diplomacy +14, Fly +6, Intimidate +30, 
  Knowledge (arcana) +29, Knowledge (religion) +29, Perception 
  +30, Sense Motive +30, Stealth +25, Survival +18
  SQ inseparable weapon
  Gear +1 scythe
   
  Soul Slash (Su) If a soul reaper scores a critical hit with its scythe, 
  the target must succeed on a DC 26 Fortitude save or have its soul 
  torn from its body and pulled into the soul reaper’s scythe. If the 
  save succeeds, the victim takes an extra 3d6 points of damage. 
  A soul reaper’s scythe can hold a number of souls equal to its 
  Charisma bonus (four souls for a typical soul reaper). This effect is 
  similar to a trap the soul spell. The save DC is Charisma-based.
  A creature’s soulless body collapses into a desiccated husk, and 
  in one day crumbles to dust. 
  To reclaim a captured soul, the reaper must be destroyed and its 
  scythe shattered on consecrated ground. When the scythe is shattered, 
  all souls trapped are released and seek their original body (if it’s been 
  less than one day since the body was killed). Creatures without a body 
  are left to wander in spirit form but can be returned to life through the 
  successful casting of a miracle, wish, or true resurrection spell.
  Inseparable Weapon (Su) A soul reaper has a mystic and magical 
  connection to its scythe. If separated from its scythe (if the soul 
  reaper is disarmed, for example) and within 100 feet of it, it may 
  summon it to its hands as a move action. If an opponent is holding 
  the weapon when the reaper summons it, that opponent must 
  succeed on a DC 26 Strength check or the weapon flies from its 
  hands to the soul reaper. The check DC is Charisma-based.
  Chapter 8: The Jowls of Orcus
  22
  At long last the pinnacle of this endless gullet running 
  through the heart of this abysmal edifice has been reached. Its 
  seemingly endless spiral of risers suddenly ends at a railless 
  landing looking out over the drop into the dark abyss of the 
  central shaft. On this final landing stands a pair of silvery 
  mithral doors. Etched into their surface is the familiar, ram-
  headed visage to whom this citadel was dedicated. Across from 
  the landing is another small balcony with no visible means of 
  reaching it. Upon this landing stands a sinister 12-foot statue 
  rendered in black stone of a shrouded, faceless figure holding 
  a gleaming silver-bladed scythe in one black claw. Its other 
  claw points menacingly towards the doors.
  
  Chapter 8: The Jowls of Orcus
  23
  Tactics: In exchange for this primal being’s services, Orcus has gifted 
  it with the supernatural power of flight. The soul reaper recognizes 
  anyone other than Barak’kara Mor, Lord Bishu, or one of the fallen 
  angels as an intruder and responds appropriately. It constantly uses its 
  see invisibility to watch the landing. Once the intruders recognize it as 
  something other than a statue or begin to work on opening the doors, 
  it unleashes a readied unholy blight. It follows this with a blindness 
  on someone who is near the edge and looks like he may have a poor 
  Fortitude save (usually a lightly-armored or spellcasting PC). Each 
  round that such an individual is involved in the combat while in a 
  square adjacent to the edge and doesn’t use a move action to carefully 
  check his footing, he has a 50% chance of toppling over the side (DC 
  20 Reflex save to catch himself, though any handheld items other 
  than shields are dropped, and a DC 15 Strength check to climb back 
  up without assistance). The soul reaper remains on its ledge using its 
  spell-like abilities and reach until PCs begin making ranged attacks 
  against it or appear to be about to open the door. At that point it reveals 
  its flight ability as it swoops over to attack.
  Treasure: If the soul reaper is slain, wherever it falls its body 
  quickly dissolves into nothingness. However, remaining behind is 
  a pair of wings of flying, a tangible remnant of the gift of flight that 
  Orcus had bestowed upon it.
  395. Reception Chamber  
  (CR 13 and 18)
  Creatures: Enemies of the Voices of the Master important enough 
  to warrant personal attention were crucified in this room and left 
  to slowly bleed to death or die of thirst. As a result of this cruel 
  form of execution, two of the victims have returned as crucifixion 
  spirits seeking revenge upon the living and especially upon divine 
  spellcasters. They use their crucify soul ability first on any obvious 
  clerics before attacking the rest of the party. 
  In addition, another creature haunts this room in ethereal form. This is 
  Vandermane, a corrupted ward custodian. Vandermane served as the 
  personal bodyguard to Nimrod, the supreme commander of the celestial 
  forces serving with the Army of Light. He was charged with seeing to 
  the general’s safety and sacrificed himself to prevent the general from 
  being captured. Unfortunately, his sacrifice was in vain and both he and 
  General Nimrod were captured and taken to the Abyss (see Area 408 for 
  details). Now Vandermane continues his guardian duties from this room, 
  waiting to see if the crucifixion spirits will deal with the intruders and 
  only appearing if they fail to do so. He and the crucifixion spirits ignore 
  each other in battle. If Nimrod is attacked, Vandermane immediately 
  senses it and rushes to his defense. Vandermane looks much as he did 
  in his previous life, a tall winged humanoid with vaguely elfin features, 
  save that the skin has been stripped from his face and a babau demon’s 
  face has been crudely stitched in its place. This has no game effect other 
  than to mark Vandermane as the aberration he has become.
  CRUCIFIXION SPIRITS (2) 
   
   
  CR 11
  XP 12,800
  The Tome of Horrors Complete 128
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +26
   
  AC 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, +1 dodge)
  hp 142 (15d8+75)
  Fort +10; Ref +10; Will +15
  Defensive Abilities incorporeal; Immune channel energy, 
  undead traits; SR 22
   
  Speed fly 50 ft. (perfect) 
  Melee incorporeal touch +14 (1d8 plus paralysis)
  Ranged touch +14 (crucify soul)
  Special Attacks crucify soul, paralysis (1d4 rounds, DC 24)
   
  Str —, Dex 17, Con —, Int 15, Wis 18, Cha 20
  Base Atk +11; CMB +14; CMD 30 (can’t be tripped)
  Feats Ability Focus (paralysis), Alertness, Blind-Fight, Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes, Mobility
  Skills Escape Artist +18, Fly +29, Intimidate +23, Perception +26, 
  Sense Motive +26, Stealth +19
   
  Crucify Soul (Su) Five times per day as an attack action a 
  crucifixion spirit can point at a single living target within 60 feet 
  and crucify its soul. This requires the crucifixion spirit to succeed at 
  a ranged touch attack. If successful, the target’s soul is ripped from 
  its body, which collapses in a heap on the ground. The target’s soul 
  appears as a translucent copy of the victim and is suspended above 
  the spot its body collapsed, crucified in midair to a translucent, “X” 
  shaped structure, the soul held in place by translucent spikes or 
  nails. The victim is not dead and is visible to all those viewing it. 
  A crucified soul cannot be attacked or affected by anything, 
  cannot take any actions (other than trying to escape, see below), and 
  experiences excruciating pain that deals 2 negative levels to it in the 
  round it is crucified, and one negative level each round thereafter. 
  The Fortitude save to remove a negative level has a DC of 22. The 
  save DCs are Charisma-based. A crucifixion spirit does not need 
  to concentrate on this ability for it to continue to affect a target. It 
  can direct attacks against a different opponent. A crucified creature 
  can attempt to escape each round by making a DC 22 Will save. If 
  successful, the creature’s soul is freed from its torment and returns 
  to its body in the same round. The target is stunned for one round, 
  but afterwards can act normally. 
  A creature slain with this ability cannot be returned to life except 
  through the casting of a wish, miracle, or true resurrection spell. 
  Even then, there is a 50% chance that such magic fails. If the check 
  fails, the creature cannot be restored to life by mortal magic.
  Immune Channel Energy (Ex) A crucifixion spirit takes no 
  damage from the channel energy ability, and is not affected by 
  effects that mimic channel energy or are based on the channel 
  energy ability (such as turn undead and command undead).
  The contents of this chamber are grisly to behold. Spaced 
  around the room are six sets of crossed wooden beams affixed 
  in an “X” formation. Upon each of these hangs a desiccated 
  corpse, its parchment-like skin split, a shriveled tongue 
  protruding — all victims of crucifixion.
  
  Chapter 8: The Jowls of Orcus
  24
  VANDERMANE  
  CR 18
  XP 153,600
  Male corrupted ward custodian fallen paladin 5 (Creature 
  Collection III: Savage Bestiary 35)
  LE Medium outsider (custodian, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +33
  Aura protective aura (20 ft.)
   
  AC 32, touch 12, flat-footed 30 (+9 armor, +1 Dex, +1 dodge, +9 
  natural, +2 shield); +4 deflection vs. good creatures
  hp 251 (18d10+90 plus 5d10+25 plus 5)
  Fort +15; Ref +17; Will +18; +4 resistance vs. good creatures
  Defensive Abilities danger sense, harm’s way, lesser globe of 
  invulnerability, magic circle against good, ward-bond; DR 10/
  good; Immune disease, fire, petrification, poison, spells 3rd-level 
  and lower; SR 29
   
  Speed 30 ft., fly 100 ft. (good)
  Melee +3 defending longsword +35/+30/+25/+20 (1d8+11/19–20)
  Spell-like Abilities (CL 18th):
  At will—aid, command (DC 18), dispel good (DC 22), invisibility, 
  protection from good, remove fear, sanctuary (DC 18), shield of 
  faith, shield other
  3/day—discern lies (DC 22), plane shift, see invisibility, wall of fire
  1/day—spell immunity, remove curse
   
  Str 26, Dex 20, Con 21, Int 16, Wis 17, Cha 24
  Base Atk +23; CMB +31; CMD 47
  Feats Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, 
  Great Cleave, Improved Initiative, Power Attack, Quick Draw, Step 
  Up, Strike Back, Weapon Focus (longsword)
  Skills Diplomacy +33, Fly +24, Heal +29, Intimidate +33, 
  Knowledge (religion) +24, Knowledge (planes) +24, Perception 
  +33, Sense Motive +33, Stealth +20
  Languages Abyssal, Celestial, Common; tongues
  SQ etherealness
  Gear masterwork full plate, masterwork heavy steel shield, +3 
  defending longsword
   
  Danger Sense (Su) A ward custodian can see a few seconds ahead into 
  the future, sensing threats before the happen, with respect to its ward. 
  This ability functions as the foresight spell with the ward as its subject.
  Etherealness (Su) A ward custodian can shift back and forth between 
  the Ethereal and Material planes at will as a move action. Once per 
  day, it may become either ethereal or material as a free action.
  Harm’s Way (Ex) Once per round, if the ward custodian is in a square 
  adjacent to its ward and the ward is targeted by a direct melee or 
  ranged attack (but not an area effect), the custodian can subject itself 
  to the attack in the ward’s stead. If the attack hits the custodian, it takes 
  damage normally. If it misses, it also misses the ward. The custodian 
  must choose to place itself in harm’s way before the attack roll is made.
  Ward-Bond (Su) If a ward custodian is on the same plane as its 
  ward and within 5 feet, the ward gains a +2 bonus on all saving 
  throws and spell resistance 29. At any time, the ward custodian 
  may use any of its spell-like abilities that normally have a range 
  of “personal” or “touch” on its ward from any distance. This 
  ability works even if the custodian is ethereal and ward is material 
  (although they cannot otherwise be on different planes).
  396. Hall of Despair
  Whether these sculptures represent actual victims who have fallen 
  prey to the Voices over the centuries of Tsar’s power or merely serve 
  as memorials to the nameless throngs who suffered such a fate has 
  been forgotten. Regardless, the psychic energy of the countless 
  innocents tortured and killed at the hands or directive of these 
  villains causes the eternal weeping of blood. The blood evaporates a 
  few minutes after pooling on the floor, so the hall never fills, and the 
  Voices of the Master thought it was a nice touch allowing the tainted 
  sculptures to remain. The net effect of this psychic energy is that 
  anyone of non-evil alignment is affected by a bane spell while within 
  the hallway (no save). Neither this effect nor the actual weeping of 
  the statues can be dispelled.
  397. Seneschal’s Anteroom
  This was the sitting room for visitors that came to call on 
  Vrrius, the Seneschal of the Citadel. The portrait depicts 
  Seneschal Vrrius as he looked shortly before the Battle of Tsar. 
  If the PCs recovered his bejeweled holy symbol at the end of 
  Slumbering Tsar: Temple-City of Orcus, then they recognize 
  it as what is mounted on the tip of the scepter in the portrait. 
  Likewise, if the huecuva Vrrius had become happened to use 
  its change self ability to appear as he did in life, then the PCs 
  may actually recognize him as the man depicted in the portrait. 
  The portrait itself radiates a faint aura of Divination and is 
  permanently enchanted as the sensor for the clairaudience/
  clairvoyance spell described in Area 400.
  Development: Constantly observing through the sensor is Sir 
  Elzerakab, now a mummy lord. If Elzerakab spots intruders in this 
  room, he immediately begins stalking them as described in Area 400.
  Treasure: The various statuary and furnishings in this chamber 
  are worth 900 gp if somehow removed and sold.
  398. Guardhouse
  Once a half-dozen brainwashed, geased bodyguards, totally 
  loyal to Vrrius, were quartered here. They departed with him on his 
  mission to Tircople as described in the prior adventure. Other than 
  their simple furnishings (bunks, empty footlockers, etc.) nothing 
  now remains. This room is unused by any save Sir Elzerakab when 
  he is stalking intruders.
  399. Foyer
  Statues line the entire length of this twisting hall, each 
  depicting some tormented soul undergoing a gruesome form 
  of torture or execution. The sculpting is skillfully rendered, 
  truly capturing the anguish experienced by these unfortunates. 
  Adding to the grim spectacle is the fact that each of these 
  statues weeps fresh blood.
  The door opens onto an opulent sitting room. Leather-
  upholstered divans rest on a rug of white lamb’s wool. The 
  corners are occupied by abstract copper statuettes whose 
  shapes suggest souls in torture or rapture — it is difficult 
  to tell which. On the wall opposite the door is a gilt-framed 
  portrait depicting a sinister-looking human in black clerical 
  robes clutching a bejeweled, ram-headed scepter in one hand.
  A floor of polished black marble provides a mirrorlike 
  reflection of everything in this room. A tall, trefoil arch 
  highlighted in gold stands to the west. A fan made of great 
  peacock feathers hangs from the ceiling and sways back 
  and forth creating a perpetual breeze. A belt runs in through 
  the arch at ceiling level, runs through a pulley connected 
  to the fan and then runs back through the arch. As this line 
  continually feeds through the pulley, the fan moves back 
  and forth
  
  Chapter 8: The Jowls of Orcus
  25
  The gold on the arch is merely paint. The moving fan is part of 
  a system of belts described in Area 400. There is nothing magical 
  about it. The secret door to Area 401 can be found with a DC 40 
  Perception check (see that area for details on how to open it).
  400. Seneschal’s Hall (CR 18)
  This chamber of creature comforts was maintained for the Seneschal 
  of the Citadel where he could entertain guests of import. The plants 
  and mechanisms are maintained by a bevy of unseen servants that 
  continue to repair any damages and affect any maintenance that 
  becomes necessary. Any minor damage will be repaired within 
  24 hours. Major damage could require much longer. The peacock 
  fans are all belt run and operated from Area 402. The stained glass 
  windows are illuminated by permanent daylight spells cast on their 
  back side. The fountain at the center of the room is stocked with 
  illusory fish (permanent programmed images) and radiates not only 
  a moderate aura of Illusion but a faint aura of Divination as well. 
  That is because the pool also works as the focus of a permanent 
  clairaudience/clairvoyance spell (both Illusion and Divination are 
  caster level 15). The spell’s sensor is the portrait in Area 397, and the 
  spell provides both sight and sound from that room to anyone who 
  gazes into the pool and concentrates for 1 round.
  Creature: Anyone entering the room that makes a DC 18 Wisdom 
  check (automatic to anyone with the scent ability) detects a faint 
  whiff of sharp spices in the air. This is from the mummy lord Sir 
  Elzerakab that inhabits this room and constantly gazes into the pool 
  watching for intruders. These can be identified as burial spices by 
  someone who makes a DC 20 Knowledge (religion) check.
  SIR ELZERAKAB 
   
   
  CR 18
  XP 153,600
  Male human mummy cleric of Orcus 5/Disciple of Orcus 3/fighter 5 
  (Pathfinder Roleplaying Game Bestiary “Mummy”) 
  LE Medium undead 
  Init +5; Senses darkvision 120 ft.; Perception +19 
  Aura despair (30 ft., DC 24), destructive aura 8 rounds/day (30 ft.)
   
  AC 28, touch 10, flat-footed 28 (+8 armor, +10 natural) 
  hp 213 (8d8+32 plus 5d8+20 plus 3d8+12 plus 5d10+20 plus 26) 
  Fort +17; Ref +6; Will +19 (+20 vs. fear) 
  Defensive Abilities bravery +1, death’s embrace; DR 5/—; 
  Immune magic missile, undead traits 
  Weaknesses vulnerability to fire
   
  Speed 15 ft. 
  Melee +1 spiked gauntlet slam +27 (1d8+16/19–20 plus mummy rot)
  Special Attacks channel negative energy 7/day (DC 18, 4d6), 
  The sound of falling water and a floral-scented breeze greet 
  you as you enter. Tiles of smooth-polished, rosy quartz floor 
  this large chamber. In the center is a fountain of polished 
  marble, its central plinth depicting a cluster of nude nymphs 
  frolicking as water spills from their cornucopias into the 
  pool basin. Lily pads and large flowers float on the surface 
  of this pool, and golden carp are visible within its crystal 
  clear waters. Marble basins and amphorae spaced about the 
  chamber are overflowing with lush growths of floral plants 
  and creepers. Between them are situated small couches and 
  padded benches. The ceiling above is a maze of peacock 
  feather fans slowly sweeping back and forth, propelled by 
  a series of belts running through pulleys connecting each of 
  them and ultimately running through the eastern archway and 
  a window in the wall high above the northeastern door. Four 
  tall, stained-glass windows line the convex western wall and 
  illuminate the chamber in a rainbow of light. To the east in 
  an alcove stands an image of Orcus serenely observing the 
  chamber.
  
  Chapter 8: The Jowls of Orcus
  26
  destructive smite 8/day (+4 damage), mummy rot (DC 24), 
  necromantic power (+2d6), spontaneous casting (inflict spells), 
  weapon training (close +1)
  Spell-Like Abilities (CL 8th) 
  1/day—animate dead, speak with dead
  Domain Spell-Like Abilities (CL 8th) 
  8/day—bleeding touch (melee touch +24, 1d6 hp/round for 4 rounds)
  Spells Prepared (CL 8th)
  4th—chaos hammer (DC 19), inflict critical woundsD (DC 19), 
  poison (melee touch +24, DC 19) 
  3rd—animate deadD, bestow curse (DC 18), dispel magic, 
  invisibility purge, summon monster III 
  2nd—darkness, death knellD (DC 17), hold person (DC 17), silence 
  (DC 17), spiritual weapon (+21/+16/+11/+6 atk/1d8+2 force) 
  1st—bane (DC 16), deathwatch, divine favor, entropic shield, 
  obscuring mist, shield of faith, true strikeD 
  0 (at will)—detect magic, guidance, resistance, virtue
  D domain spell; Domains Death, Destruction
   
  Str 26, Dex 12, Con —, Int 8, Wis 20, Cha 18 
  Base Atk +16; CMB +24; CMD 35 
  Feats Alertness, Cleave, Combat Casting, Command Undead, 
  Critical Focus, Great Fortitude, Improved Critical (spiked gauntlet) 
  B, Improved Initiative, Power Attack,  Skill Focus (Stealth), 
  Staggering Critical, Toughness, Weapon Focus (spiked gauntlet) B, 
  Weapon Specialization (spiked gauntlet) B 
  Skills Climb +13, Intimidate +14, Knowledge (history) +4, 
  Knowledge (religion) +9, Perception +19, Sense Motive +11, 
  Stealth +13, Spellcraft +11 
  Languages Common
  SQ armor training 1
  Combat Gear brooch of shielding (76 hp); Other Gear 
  masterwork half-plate, +1 spiked gauntlet, cloak of etherealness, 
  boots of speed, mithral holy symbol of Orcus (200 gp)
  Personality/Description: Elzerakab looks much as he did in life, 
  his skin dark and weathered, his brown hair long and in a ponytail. 
  Only his black pupilless eyes and the lingering odor of burial spices 
  and preservatives give away his true nature as an undead creature. 
  Elzerakab was one of the lesser knights in Lord Bishu’s company 
  but proved to be one of the wisest. When the company fell into 
  disarray and Lord Bishu disappeared, Elzerakab realized something 
  was affecting his fellows and that by locating his commander he 
  might be able to find a way to reverse it. Rather than face his rapidly 
  deteriorating comrades in battle, he set about using his magical cloak 
  to make a slow, careful search of the citadel on his own. He was thus 
  not present when pandemonium finally broke out and the knights 
  destroyed themselves. When he finally located Lord Bishu he had 
  expected to find his commander trapped or in some way ensorcelled. 
  He was unprepared to face the abomination that Bishu had become 
  and was easily overcome. Admiring the knight’s ingenuity and 
  ability to survive in the citadel, Bishu did not slay him outright, but 
  instead along with Barak’kara Mor had him mummified alive in the 
  citadel’s mortuary and sealed in a tomb until he expired and arose as 
  a mummy. The knight had been treated with unguent of timelessness 
  to further preserve his physical appearance. When he was finally 
  released from his tomb, Barak’kara Mor took the mummy into his 
  training and made him a cleric of Orcus and ultimately a disciple of 
  Orcus. Now Elzerakab serves Bishu who uses him as a guardian of 
  the citadel’s uppermost reaches.
  Tactics: As mentioned, Elzerakab keeps a vigil through the scrying 
  pool. When he spots intruders, he uses his cloak of etherealness to 
  begin stalking them from room to room in the seneschal’s apartments. 
  He is careful not to go into Area 397 where he might be scried through 
  the pool as well. If he can catch a scout or rearguard alone, he casts 
  silence and attempts to pummel him with his slam attacks. He casts 
  poison prior to doing so to make his first attack especially deadly. In 
  this way he tries to pick off stragglers and reduce the party’s fighting 
  power. He begins combat by casting hold person on the fighters after 
  summoning Medium fiendish monstrous scorpions as a distraction 
  and uses spiritual weapon to engage spellcasters. To prepare himself 
  he casts divine favor, entropic shield, and shield of faith.
  Treasure: A DC 14 Perception check locates a gold rod in one 
  of the marble planters among the foliage. It is the scepter depicted 
  in the portrait at Area 397 and served as the symbol of office for 
  the Seneschal of the Citadel, though the bejeweled holy symbol of 
  Orcus that was once mounted atop it has been removed. If Vrrius’s 
  holy symbol was recovered from the previous adventure, then the 
  completed scepter can be assembled again. The rod is nonmagical 
  and is worth 75 gp.
  401. Hidden Access
  The secret door to this room is locked and is warded against 
  magic. It cannot be opened from the west by anything short of brute 
  force or the proper key. From the east side it can be found with a 
  DC 20 Perception check and opens easily. There are a couple keys 
  to opening the secret door. It opens automatically at the command 
  of the Grand Cornu or his designated successor (in this case Orcus 
  has designated Bishu as that title holder much to Barak’kara Mor’s 
  chagrin). It also opens if the scepter of the Seneschal of the Citadel 
  is waved before it. To work, though, the complete scepter must 
  be assembled (see Area 400). The eastern door is of the mundane 
  variety but is also locked and warded and only opens under the same 
  circumstances. Only the seneschal and the Grand Cornu were aware 
  of this entrance during the days of Tsar.
  Locked Secret Door: 4 in. thick; Hardness 8; hp 60; Break DC 28.
  402. Kitchen (CR 1/4)
  This kitchen was operated by the same unseen servants that make 
  repairs in Area 400. However, there are currently no foodstuffs in here 
  and they can only be commanded by someone in possession of the 
  seneschal’s completed scepter. If provided with commands and proper 
  ingredients, they operate with a skill level of Profession (cook) +7. 
  Creature: The small creature is a kobold zombie that has been 
  treated with unguent of timelessness retarding much of its rate of 
  decay. It tirelessly operates the pulleys for the fan mechanism and 
  ignores all others unless its duties are interfered with.
  KOBOLD ZOMBIE 
   
  CR 1/4
  XP 100
  Pathfinder Roleplaying Game Bestiary “Kobold,” “Zombie”
  NE Small undead (reptilian)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 14, touch 11, flat-footed 14 (+2 armor, +1 natural, +1 size)
  hp 7 (1d8 plus 3)
  Fort +2; Ref +1; Will +2
  DR 5/slashing; Immune undead traits
   
  Speed 30 ft.
  This kitchen is well-outfitted with countertops of smooth 
  slate, a large brick oven and fireplace, marble sink basin 
  with pump handle and spigot, and a large chopping block. 
  Belts run through an opening in the wall above the door, 
  through a system of pulleys and then down the back wall 
  into the northwestern corner. Here a small reptilian humanoid 
  continually pulls on the rope causing the pulleys to turn and 
  operating the fan mechanism in the other rooms. It does not 
  appear to notice your presence.
  
  Chapter 8: The Jowls of Orcus
  27
  Melee slam +0 (1d4)
   
  Str 11, Dex 11, Con —, Int —, Wis 10, Cha 10
  Base Atk +0; CMB –1; CMD 9
  Feats ToughnessB
  SQ staggered
  Gear leather armor
  403. Parlor (CR 0 or 15)
  Delete the italicized text if Baron Tolivar has not been defeated 
  at Area 363 and replace it with the following, “An ornate beveled 
  looking glass stands in the southeast corner.”
  This parlor served the seneschal and his most trusted acolytes who lodged 
  in these chambers. Unbeknownst to the inhabitants of Region 17, when 
  Siccot’s Maze was constructed, a secret back door was built into its magic. 
  Through this mirror, the seneschal, with the proper command words, could 
  view anyone currently trapped in the maze or conjure up the image of anyone 
  who had passed through that area in the previous 24 hours. Thus was the 
  seneschal able to keep tabs on who came and went from the Guest Chambers. 
  Creature: If the mirror fiend at Area 363 was slain and the maze 
  mirrors shattered, then this mirror likewise shatters. If that did not occur, 
  then this mirror still functions and radiates a strong aura of Divination. 
  Etched into the top edge of the glass are the words, “Calathow” and 
  “Siccot”. The first allows the viewer to see anyone trapped in the maze. 
  The second allows the viewer, with a DC 10 Concentration check (+1 
  per hour past), to view everyone who has passed in front of those mirrors 
  in the last 24 hours. Unfortunately, anyone using those command words 
  attracts the attention of Baron Tolivar the mirror fiend who immediately 
  emerges from the mirror and attacks (see Area 363 for details). He cannot 
  leave this chamber and can only remain outside the mirror for 5 minutes.
  BARON TOLIVAR 
   
   
  CR 15
  XP 51,200
  hp 233  (See Area 363)
  404. Acolytes’ Quarters
  Each of these simple rooms served as the quarters of an acolyte 
  hand picked to serve the Seneschal of the Citadel. They each hold 
  a bed, desk, prayer bench, and chest of drawers. There is nothing 
  of value in these chambers, but they all have a decidedly feminine 
  touch, indicating the proclivities of the citadel’s last seneschal.
  405. Seneschal’s Chamber
  This room has a floor of fine white marble but is otherwise completely 
  bare. It was the quarters of Seneschal Vrrius who was sent away from the 
  citadel more than a year before the fall of Tsar. He thoroughly packed all 
  of his goods and possessions at the time of the relocation, and the Grand 
  Cornu never appointed a replacement for him.
  406. Prayer Cell
  This room is empty of any furnishings or signs of its original 
  purpose. It was a private prayer cell for the seneschal but has not been 
  used since Vrrius left the citadel.
  407. Archbishop’s Anteroom
  This grand chamber served as little more than the inflated ego of 
  the Archbishop of the Church of Orcus. The highest-ranking member 
  of the clergy below the Grand Cornu himself, the archbishop oversaw 
  all of the religious operations of the faith. Having caught wind of 
  the Grand Cornu’s plan to create a new high altar in the distant city 
  of Tircople and confident that he would assume the Grand Cornu 
  mantle there, Archbishop Pagonis had this chamber decorated in 
  fanciful frescoes of that exotic land. The accuracy of his depictions is 
  as suspect as his understanding of his master’s grand scheme. There 
  is nothing of value here, though opening the south doors causes a 
  gong to magically sound in the room beyond, alerting its occupant.
  408. Archbishop’s  
  Chamber (CR 21)
  This chamber served as the abode for Archbishop Pagonis. Unlike 
  the warlord and seneschal who spent most of their time in the citadel 
  and surrounding city, the archbishop often traveled throughout the 
  world between various worship centers devoted to Orcus. As a 
  result, the archbishop’s chamber did not include a bedroom suite 
  as did the others. However, to make up for this and provide some 
  added protection to the often-mobile cleric, his miter of office had the 
  ability to create a magnificent mansion nightly, allowing him to sleep 
  with his cadre in a protected extradimensional space. The archbishop 
  and his wondrous miter both disappeared with the retreat at the fall 
  of Tsar.
  Creature: Currently seated on the archbishop’s seat is a newer 
  product of Orcus’s hate and corruption, the deathleech corrupted 
  planetar, General Nimrod. As mentioned previously, General 
  Nimrod was the supreme commander of all the celestial forces allied 
  with the Army of Light during the Battle of Tsar. His military prowess 
  was legendary, said to be the soul of a great mortal war captain who 
  was never defeated and upon his death became a leader among 
  the celestial hosts and worked his way up to the rank of supreme 
  commander. He had personally led more than one successful foray 
  This is a small, nicely-appointed parlor with green carpet 
  and padded mauve divans. A sideboard holds a variety of 
  liquor bottles, their contents long since evaporated. A wooden 
  mirror frame stands in the southeast corner, and the shards of 
  a shattered looking glass lie strewn beneath it.
  Bronze double doors open into an anteroom with identical 
  bronze portals directly across from them. The hall is bare of 
  furnishings, but the walls are covered in skillfully rendered, 
  colorful frescoes that depict elephant-headed giants, clad only 
  in loin cloths, holding palm fronds, and bowing in homage 
  towards the southern doors. Many of these creatures wear 
  various items of religious regalia that have a ram-head motif. 
  The background scenery in the frescoes depicts lush and 
  vibrant jungle foliage.
  The walls of this hall glitter with inlays of mica and feldspar. 
  Great gilt columns with capitals carved in the likeness of 
  acanthus leaves support the rose quartz dome 40 feet above. 
  On either side of the door are elaborate bas-reliefs rendered 
  in mottled marble depicting panoramas of bone palaces of the 
  Abyss surrounded by demonic and undead legions, as well as, 
  an image of the great Citadel of Orcus towering over the city 
  of Tsar. All manner of draconic and demonic creatures flap 
  around the upper reaches of the citadel. The room’s center is 
  dominated by a golden, two-step dais surmounted by a throne 
  of ivory and gold. Atop the throne’s headrest is an elaborate 
  ivory ram’s skull with curving horns of solid gold situated so 
  as to appear as if crowning the head of anyone seated on the 
  throne. A door of black iron opens to the northeast.
  
  Chapter 8: The Jowls of Orcus
  28
  into the upper layers of the Abyss and the Nine Hells. The mere 
  mention of Nimrod on the field of battle was enough to make demons 
  quail and devils flee in fear. Naphrathoth, Lord Karask, and Amaleal 
  served as his commanders and aides de camp, and one of his finest 
  captains was the astral deva, Cypress. The forces of Tsar could not 
  defeat them on the field of battle, and even the demonic commanders 
  despaired of achieving any sort of victory against them. Thus was 
  the plan for the ultimate exhibition of destructive magic set into 
  motion. At the cost of the life force of dozens of powerful priests and 
  sorcerers, a blast of eldritch might was expended that decimated the 
  main encampment of the Army of Light and created the Chaos Rift. 
  Among those lost in this holocaust were the celestial commanders 
  Lord Karask and General Nimrod. Thus the leaders who could have 
  perhaps brought about a swifter and more complete victory for the 
  Army of Light were removed from the field before the battle was 
  fairly begun.
  Unbeknownst to all save Orcus and his highest-level servants, not 
  all were slain in the blast. Mere moments before the catastrophic 
  event occurred, a group of balors and mariliths teleported into the 
  center of the camp outside Nimrod’s quarters. Many were killed 
  in an instant as the surprised defenders reacted, but not before a 
  particularly resourceful balor managed to penetrate Nimrod’s tent 
  and entangle him with his flaming whip. Nimrod’s bodyguard, 
  Vandermane, managed to cut the whip and step between the balor 
  and his general but not before a marilith teleported in behind Nimrod 
  and captured him in her coils. One other celestial that survived in the 
  center of this fierce pitched battle was a deva captain named Cypress, 
  who was likewise ensnared. The demons then teleported out with 
  their captives in tow. The witnesses rallied behind Lord Karask and 
  prepared to enter Tsar in frenzied mass and dismantle the city stone 
  by stone to rescue their leader, and might have been successful in 
  their righteous fury. Messengers were briefed to be sent to the other 
  allied commanders of the army to let them know what had occurred, 
  but the messengers never flew, and the attack was never launched, 
  for at that moment the chaos magic was released that ripped the earth 
  asunder and obliterated those in its path. The Chaos Rift was formed, 
  and not a single witness of what had transpired in the camp survived 
  to tell the tale. For centuries Nimrod was assumed lost just like all 
  the others in that blast.
  GENERAL NIMROD 
  CR 21
  XP 409,600
  Male deathleech corrupted planetar antipaladin 2 (Pathfinder 
  Roleplaying Game Bestiary “Angel, Planetar”; Pathfinder 
  Roleplaying Advanced Player’s Guide “Antipaladin”; The Tome of 
  Horrors Complete 714) 
  CE Large outsider (angel, extraplanar, evil) 
  Init +10; Senses darkvision 60 ft., deathsight 30 ft., detect good, 
  detect snares and pits, low-light vision, true seeing; Perception +29 
  Aura death (5 ft., DC 29), evil, protective aura
   
  AC 35, touch 16, flat-footed 28 (+7 Dex, +19 natural, –1 size); +4 
  deflection vs. good 
  hp 282 (17d10+136 plus 2d10+16 plus 21); regeneration 10 
  (good weapons and effects) 
  Fort +32; Ref +22; Will +27; +4 vs. poison, +4 resistance vs. 
  evil 
  Defensive Abilities channel resistance +6, unholy resilience; 
  DR 10/evil; Immune ability damage, ability drain, acid, 
  cold, negative energy effects, petrification, evil 
  spells; Resist electricity 10, fire 10; SR 32 
   
  Speed 30 ft., fly 90 ft. (good) 
  Melee +3 greatsword +31/+26/+21/+16 
  (3d6+16/19–20) or 2 slams +27 (2d8+13 plus 
  energy drain) 
  Special Attacks death knell 7/day (DC 29, CL 
  19th), energy drain (1 level, DC 29), greater 
  death knell 4/month (DC 29, CL 19th), smite 
  good (1/day, +10 to hit, +2 damage), touch of 
  corruption 11/day (melee touch +27, 1d6) 
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 16th) 
  Constant—detect good, detect snares and pits, discern lies (DC 20), 
  true seeing 
  At will—bestow curse (DC 19), cause fear (DC 19), contagion (DC 
  21), continual flame, detect good, dispel magic, invisibility (self 
  only), lesser restoration (DC 20), speak with dead (DC 21), unholy 
  blight (DC 22) 
  3/day—blade barrier (DC 21), flame strike (DC 22), polymorph 
  (self only), power word stun, slay living (DC 23), waves of fatigue 
  1/day—earthquake (DC 25), greater restoration, mass charm 
  monster (DC 25), waves of exhaustion 
  Spells Prepared (CL 16th)
  8th—cloak of chaos, mass inflict critical wounds (DC 25) 
  7th—blasphemy (DC 24), regenerate, word of chaos (DC 24)  
  6th—disintegrate (DC 23), greater dispel magic, heal, heroes’ feast, 
  mass inflict moderate wounds (DC 23) 
  5th—break enchantment, dispel good (DC 22), mark of justice, 
  plane shift, righteous might 
  4th—dismissal (DC 21), divine power, freedom of movement, 
  poison (DC 21, x2), summon monster IV 
  3rd—deeper darkness, invisibility purge, prayer (x2), summon 
  monster III, wind wall 
  2nd—align weapon, bear’s endurance, bull’s strength (x2), 
  desecrate*, eagle’s splendor, hold person (DC 19) 
  1st—bane (DC 18) (2), cause fear (DC 18), divine favor (x2), 
  entropic shield, shield of faith
   
  Str 29, Dex 24, Con 26, Int 22, Wis 25, Cha 30 
  Base Atk +19; CMB +29 (+33 sunder); CMD 46 (48 vs. sunder) 
  Feats Blind-Fight, Cleave, Great Fortitude, Greater Sunder, 
  
  Chapter 8: The Jowls of Orcus
  29
  Improved Initiative, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Toughness 
  Skills Bluff +30, Diplomacy +30, Escape Artist +23, Fly +24, 
  Intimidate +32, Knowledge (arcana) +27, Knowledge (nobility and 
  royalty) +28, Knowledge (religion) +28, Knowledge (planes) +28, 
  Perception +29, Sense Motive +29, Stealth +29, Survival +28
  Languages Celestial, Draconic, Infernal; truespeech 
  SQ change shape (alter self) 
  Gear +3 greatsword
   
  Aura of Death (Su) Deathleeches radiate an unnerving aura of 
  death and destruction. Undead recognize this aura and the powerful 
  necromantic energy that it represents. Mindless undead do not 
  attack a deathleech unless attacked first. Intelligent undead with 
  Hit Dice at least equal to the deathleech’s total Hit Dice plus class 
  levels must succeed on a DC 29 Will save to attack a deathleech. 
  Once it makes a successful save, that undead creature never again 
  has to make a save to attack that same deathleech. Intelligent 
  undead with more Hit Dice than the deathleech are unaffected by 
  this aura. This aura radiates in a 5-foot radius around the deathleech 
  creature. The save DC is Charisma-based.
  Death Knell (Su) Once per day for each 3 Hit Dice plus class levels 
  (if any) a deathleech has, it can draw forth the ebbing life force of a 
  creature to fuel its own power. This functions as a death knell spell 
  with a caster level equal to the deathleech’s total Hit Dice plus class 
  levels (if any).
  Deathsight (Su) A deathleech can determine the condition of 
  creatures near death within 30 feet. (This range doubles for every 
  10 HD a deathleech has.) This functions as a deathwatch spell 
  with a caster level equal to the deathleech’s Hit Dice. This ability 
  is always on, but can be suppressed or negated. A deathleech can 
  restart it again as a free action on its next turn.
  Greater Death Knell (Su) Once per month for each 8 Hit Dice plus 
  class levels (if any) a deathleech has, it musters enough negative 
  energy to perform a greater death knell. This ability functions as 
  a death knell spell, except the hit points and Strength gained are 
  permanent. If the target succeeds on its Will save, the deathleech 
  actually loses 1d8 hit points permanently and takes 2 points of 
  Strength drain.
  A deathleech can only ever gain a number of hit points equal to 
  three times its Hit Dice from using this ability. It can never gain 
  more than 6 Strength points from this ability.
  Personality/Description: Nimrod and the other two captives 
  were transported to the Abyss and placed in the direct care of the 
  balor who had successfully led the raid, one Barak’kara Mor. Under 
  the careful ministrations of Orcus and his fiends, all three were 
  ultimately corrupted and made tools of his malice. Ironically, he then 
  sent them back to serve Barak’kara Mor who was being given charge 
  of the citadel during its foray beyond the planes. At the powerful 
  and cruel hands of Orcus and his servitors, Nimrod gained the 
  deathleech template (from The Tome of Horrors Complete by Frog 
  God Games). Now his once smooth, emerald skin has taken on a 
  pebbly, scaly texture, and his feathered wings appear to be matted 
  and rotten. A ridge of bony protrusions extends down the center of 
  his bald head, and his eyes burn with a dark fire. A faint chill follows 
  wherever he goes. Nimrod despises Barak’kara Mor but has been 
  bound to him as servitor, though the fallen celestial may actually 
  be capable of defeating him in one-on-one combat. However, until 
  the day Orcus releases him from his bond of servitude to the balor, 
  Nimrod reluctantly serves his nemesis — or at least stays out of his 
  way while offering grudging deference.
  Tactics: There is no love lost between Nimrod and Barak’kara 
  Mor, so even if sounds of combat are heard between the two areas 
  one will not come to assist the other. Instead, they will each use the 
  time to prepare for battle. If Nimrod is threatened, Vandermane (see 
  Area 395) immediately comes to his aid if he still lives. To prepare 
  for combat, Nimrod casts divine power, freedom of movement, cloak 
  of chaos, and any other buffing spells he has time for. He casts 
  waves of exhaustion to open battle and follows it with mass inflict 
  critical wounds. Disintegrate is reserved for wizards and rogues. 
  He flies to the ceiling and casts blade barrier below him if he has 
  to withdraw to heal (due to long years of practice he has learned 
  to create a horizontal wall of blades with the spell that covers the 
  entire room, though he casts it above the PCs’ heads to encourage 
  them to stay at floor level). From there he casts area effect spells 
  such as flame strike, blasphemy, and word of chaos. If approached 
  by melee combatants he uses righteous might to meet them head on. 
  Remember his protective aura provides a magic circle against good 
  and lesser globe of invulnerability at all times and provides combat 
  bonuses to his allies.
  Treasure: The ivory and gold of the throne are worth a total of 
  5,500 gp if somehow transported from the citadel, though buyers will 
  be extremely leery of it in its current form. The pillars and dais are all 
  covered in a layer of gold leaf that if meticulously removed is worth 
  a total of 3,000 gp.
  409. Warlord’s  
  Apartments (CR 17)
  Creature: These were once the luxurious apartments of Chervenka, 
  the Warlord of Tsar and supreme commander of Orcus’s mortal military 
  forces. However, for holding off the Army of Light at the Black gates 
  of Tsar for a year, he was not rewarded. In fact, all of it being a part 
  of Orcus’s grand scheme, the demon prince was never one to stand 
  on such trivialities and viewed the inability of Chervenka’s forces to 
  prevail on the field of battle as a disgrace and a failure. As a result, 
  Chervenka did not join the rest of the disciples of Orcus in the Great 
  Retreat. Instead, Orcus magically and painfully twisted the human 
  general’s body and transformed him into a brutish jack-in-irons 
  giant, the chains he wears to forever remind him of his failure and 
  subservience to Orcus. Orcus then left the giant, now dull-witted but 
  still able to remember his former station, in the empty citadel to serve 
  
  Chapter 8: The Jowls of Orcus
  30
  as an abused and oppressed lackey to Barak’kara Mor. Since then he 
  has bashed out all the dividing walls of his apartments and lives among 
  the wrack and ruin of his once-fine furnishings and appointments. He 
  goes into a blind rage if he sees intruders and attacks without caution.
  WARLORD CHERVENKA  
  CR 17
  XP 102,400
  Male jack-in-irons giant (The Tome of Horrors Complete 319)
  CE Huge humanoid (giant)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +27
   
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, -2 size)
  hp 273 (26d8+156)
  Fort +21; Ref +11; Will +12
  Defensive Abilities rock catching; Resist fire 20
   
  Speed 40 ft.
  Melee spiked greatclub +31/+26/+21/+16 (3d8+19 plus daze) or 
  great chain +31/+26/+21/+16 (2d8+13 plus daze) or 2 slams +30 
  (2d6+13 plus daze)
  Ranged rock +19 (2d6+19)
  Space 15 ft.; Reach 15 ft.
  Special Attacks daze, pound, rock throwing (140 ft.), shake the 
  earth, trample (2d6+19, DC 36)
   
  Str 36, Dex 12, Con 23, Int 10, Wis 14, Cha 11
  Base Atk +19; CMB +34 (+36 sunder, +38 bull rush); CMD 45 (47 
  vs. sunder, 49 vs. bull rush)
  Feats Awesome Blow, Cleave, Endurance, Greater Bull Rush, 
  Improved Bull Rush, Improved Sunder, Iron Will, Lightning 
  Reflexes, Martial Weapon Proficiency (great chain), Martial 
  Weapon Proficiency (greatclub), Power Attack, Weapon Focus 
  (greatclub) , Weapon Focus (chain)
  Skills Climb +18, Intimidate +25, Perception +27, Survival +11
  Languages Giant
  Gear spiked greatclub, great chain, major ring of fire resistance
   
  Daze (Ex) Any creature hit by a jack-in-iron’s melee attack must 
  succeed on a DC 36 Fortitude save or be dazed 1d2 rounds. The 
  save DC is Strength-based and is a function of the jack-in-irons not 
  its weapon(s).
  Pound (Ex) A jack-in-irons that makes a successful grapple check 
  against a foe two or more sizes smaller than itself can smash the 
  opponent into the ground, walls, nearby trees, or other solid objects 
  as a standard action. This deals 2d6+19 points of bludgeoning 
  damage to the victim. In addition, the opponent must succeed on a 
  DC 36 Fortitude save or be stunned for one round. A jack-in-irons 
  can perform this action once per round as long as it maintains the 
  grapple. The save DC is Strength-based.
  Shake the Earth (Ex) As a standard action, a jack-in-irons can 
  stomp its foot on the ground causing powerful vibrations to radiate 
  out around the giant. Any creature within 5 feet of the jack-in-irons 
  must succeed on a DC 36 Reflex save or fall prone. The save DC is 
  Strength-based..
  410. Audience Hall (CR 20)
  This hall is where the Voices of the Master held audiences, 
  individually or collectively, with those favored enough to visit their 
  unhallowed home. 
  Creature: It has since become the abode of the balor demon, 
  Barak’kara Mor, who was placed in charge of the citadel during 
  its wandering. As in all boons granted by Orcus, Barak’kara Mor’s 
  position does not exist without troubles. Though Orcus nominally 
  placed him in control of the citadel, he then included several other 
  individuals of great power whom he knew would vie with the balor 
  for ultimate control and create the strife and betrayal that the demon 
  prince so enjoys to watch. As a result of this power struggle, the 
  choronzon demon Kelm (see Area 250) once assaulted the balor 
  in this chamber and the results of that epic battle which left Kelm 
  nearly dead and Barak’kara Mor in shaky control of the citadel are 
  still visible in the damaged stonework. Others that compete for 
  Orcus’s favor and control of the citadel include the planetar general 
  Nimrod who, like Kelm, nominally serves as lieutenant to the balor 
  and Lord Bishu who while neither inferior to the balor nor having 
  authority over him seems to have nevertheless garnered greater 
  favor with Orcus and holds the chambers once reserved only for the 
  Grand Cornu. This slight continually burns with white-hot hate in 
  Barak’kara Mor’s dark heart. As a result, despite, the balor’s alleged 
  authority over the citadel and its varied denizens, in practicality he 
  controls little beyond his immediate reach and typically sticks to his 
  own areas of the edifice.
  BARAK’KARA MOR 
   
   
  CR 20
  XP 307,200
  hp 370  (Pathfinder Roleplaying Game Bestiary “Demon, Balor”)
  Tactics: If the balor hears combat with Nimrod, he doesn’t move 
  to assist him but rather prepares for battle against the hopefully 
  weakened foes. His first act is to summon Chervenka from Area 409. 
  The giant takes up position in one of the coal pits (thanks to his fire 
  resistance) and hurls burning boulders at intruders (2d6+19 plus 3d6 
  fire). Barak’kara Mor also summons a marilith who takes up station 
  in one of the guard niches and attacks intruders from behind. He 
  prepares himself by readying dominate monster for the first creature 
  to enter the room, with instructions to Chervenka and the marilith to 
  attack the second person to enter. He follows this with power word 
  stun, and, if the PCs prove difficult to defeat, follows it with implosion 
  and fire storm. If engaged in melee, he moves into the other coal pit 
  and uses telekinesis on the first opponent to try to throw them into 
  Area 410d at the mercy of his fiendish progeny before attempting 
  to entangle and slay additional foes. If sorely pressed, he retreats 
  into Area 410d where the spire wyverns come to his aid (they are 
  forbidden to come past the statue of Orcus) and ultimately will try to 
  take the battle outside where his flight works to his benefit. He will 
  surrender if necessary to spare his life and will sell out anyone else 
  in the citadel (though he does not know the secrets of the Caverns of 
  the Barrier or Orcus’s ultimate plan for the citadel).
  410a. Guard Niches
  These once housed guards loyal to the Voices of the Master. Now 
  they are where Barak’kara Mor shoves his treasures to keep them out 
  of the way. Between these two niches is a total of 30 gold bricks (500 
  gp each), five urns holding a total of 20,000 gp in assorted coins and 
  jewels, and a fine, long duskwood coffer (200 gp) holding a staff of 
  life (with 23 charges). Finally, in the northern niche are two mithral 
  keys (150 gp each). These are the keys to the doors at Area 394.
  410b. Coal Pits
  Each of these pits is 20 feet deep and filled to floor level with 
  burning coals. Many of these are fist-sized, but some are great 
  burning boulders weighing 50–60 lb. The coals are kept magically 
  heated with the fires of the Abyss. They deal 3d6 points of fire 
  This large hall comprises nearly half of the entire level and 
  opens out through the citadel’s great mouth to the east. Heavy 
  stone columns in the shape of razorlike tusks or fangs support 
  the vaulted ceiling above, which resembles the upper palate of 
  a mouth. A great statue of Orcus crouches behind three thrones 
  as if ready to spring at any moment. Large pits of burning coals 
  line the hall to either side, segmenting off niches where more 
  demonic idols stand. Throughout this hall are great cracks and 
  gouges in the stonework and vast burn marks and small piles 
  of rubble as if some titanic battle took place here.
  
  Chapter 8: The Jowls of Orcus
  31
  damage to anyone who touches them and 10d6 points of fire damage 
  to anyone who steps into them or flies above them. Chervenka the 
  jack-in-irons giant usually takes a position in the northern pit to 
  defend Barak’kara Mor. His ring of fire resistance protects him from 
  some but not necessarily all of the fire damage inflicted each round. 
  Such is his loyalty and brutishness, however, that he will remain in 
  the pit during the battle and possibly even die as a result of exposure 
  to it as long as the balor so orders it.
  410c. Idols of Temptation
  Each of these areas holds an idol of a life size succubus demon in 
  an alluring pose. Gems were once set in their eye sockets but have 
  been removed. Once these lascivious idols had magical properties 
  that allowed the Voices to test and tempt their servants and extract 
  terrible punishments if the tests were failed. However, the gems were 
  removed with the Great Retreat, and the idols no longer hold any 
  power.
  410d. The Mouth of Orcus (CR 15)
  Three thronelike chairs look out over a low stone balustrade 
  surveying the city spread below. Here the Voices of the Master sat and 
  shared decrees from the Grand Cornu with the city. Anyone sitting in 
  the chair and saying the command phrase, “Hail to the Prince of the 
  Undead,” activates magic inherent to these seats that magnifies their 
  image and voice so that they can be seen and heard from anywhere 
  in the city. The back side of the crouching statue of Orcus in the 
  main portion of Area 410 is carved into a bust of Orcus glowering 
  menacingly. Whenever the image of the thrones is projected over the 
  city, the glowering visage of Orcus is, therefore, always visible just 
  over their shoulders and lends authority to their voice.
  Creatures: Currently this area is occupied by 3 demon-spawned 
  spire wyverns sired by Barak’kara Mor during the long years of 
  boredom and frustration he has endured in the citadel. These creatures 
  are terrified of the balor and know better than to go west beyond the 
  statue of Orcus (two of their siblings were slain for intruding into 
  the balor’s chamber). They likewise take out their aggression on any 
  fellow spire wyverns that attempt to enter this area from the other 
  parts of the citadel. As a result, the regular spire wyverns do not come 
  up here.
  DEMON-SPAWNED SPIRE WYVERNS (3) 
   
  CR 13
  XP 25,600
  Advanced-HD giant half-fiend spire wyvern (Creature Collection 
  Revised 184, Pathfinder Roleplaying Game Bestiary “Half-Fiend”)
  CE Large outsider (native)
  Init +8; Senses darkvision 60 ft., keen senses, low-light vision; 
  Perception +13 (+23 visual Perception checks)
   
  AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, –1 size)
  hp 126 (11d12+55)
  Fort +12; Ref +11; Will +6
  DR 5/magic; Immune paralysis, poison, sleep, sonic effects; Resist 
  acid 10, cold 10, electricity 10, fire 10; SR 24
   
  Speed 20 ft., fly 120 ft. (good)
  Melee bite +17 (2d6+6), 2 talons +17 (2d8+6), sting +17 (2d6+6 
  plus poison)
  Special Attacks screech of the spires, smite good 1/day (+11 damage)
  Spell-like Abilities (CL 11th):
  1/day—blasphemy (DC 21), contagion (melee touch +16, DC 17), 
  desecrate, unholy blight (DC 18)
  3/day—darkness, poison (melee touch +16, DC 18)
   
  Str 22, Dex 19, Con 20, Int 9, Wis 8, Cha 18
  Base Atk +11; CMB +18; CMD 33
  Feats Dodge, Flyby Attack, Improved Initiative, Weapon Focus 
  (bite), Weapon Focus (sting), Weapon Focus (talon)
  Skills Fly +20, Intimidate +18, Knowledge (planes) +13, Perception 
  +13 (+23 visual Perception checks), Stealth +14
  Languages Abyssal (cannot speak)
   
  Keen Senses (Ex) Spire wyverns can see at a distance of up to 1 
  mile with a great degree of accuracy. They do not take penalties 
  for visual Perception checks within this distance. Their keen senses 
  grant them a +10 racial bonus to visual Perception checks.
  Poison (Ex) Sting—injury; save DC 22; frequency 1/round for 6 
  rounds; effect paralysis 1d6 hours; cure 2 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Screech of the Spires (Ex) Spire wyverns can issue a great piercing 
  shriek as a standard action. The sound may be heard up to a mile 
  away and is distinctive enough that those familiar with the spire 
  wyvern can recognize its call. The screech causes deafness to any 
  creatures within 60 feet unless a DC 19 Fortitude save is made. This 
  is a sonic effect. The save DC is Charisma-based.
  
  32
  The second highest level of the citadel holds only the personal 
  apartments of the Grand Cornu of Orcus.
  Region 19 — The Grand 
  Cornu’s Apartments 
  (Map 9-2)
  Only those extremely favored or doomed ever saw the inside of 
  these unhallowed halls. Here the Grand Cornu spent his time in 
  meditation, prayer, and plotting to advance the agenda of his dark 
  liege on the Material Plane. Attended only by a cadre of hand-
  selected concubines and a staff of undead servants, the Grand Cornu 
  had little mortal contact beyond the times he would summon the 
  Voices for instruction in the will of the master.
  411. Landing
  This hall was once manned by invisible demonic guards loyal to 
  the Grand Cornu but now stands abandoned. The statue of Orcus is 
  nonmagical but is so cunningly crafted that its eyes seem to follow 
  anyone in the room (DC 14 Perception check to notice this). Barely 
  visible on the black floor are ancient blood stains (DC 25 Perception 
  check to notice) from some atrocity committed here long ago (see 
  Area 416 for details). Next to the statue is a secret door (DC 40 
  Perception check) that hides the true entrance to the Grand Cornu’s 
  personal quarters. The low-ceilinged passage beyond descends 10 
  feet to pass beneath Area 412 before entering Area 415.
  Treasure: The golden ornamentation in this room is worth 7,500 
  gp if the time is spent to tear it all out.
  412. Private Dining Hall
  Here the Grand Cornu took his private repasts, sometimes with 
  his three underling Voices humbly seated in crude camp chairs to 
  watch as he dined. The chandeliers are lit by hundreds of continual 
  flames (caster level 20). The skeleton at the south end is identifiable 
  as that of a great heavy warhorse with a DC 10 Knowledge (nature) 
  check (though if the check is made by 5 or more, several structural 
  anomalies are noticeable that hint at an extraplanar origin). When 
  examined, it is readily discernable that its head was severed. No 
  blood stains mar the floor, though (they were cleaned up by the 
  cooks in Area 412). These are the remains of Lord Bishu’s former 
  mount, a magnificent celestial warhorse betrayed and slain by his 
  own master.
  413. Dimension Doors
  A short hallway leads to a second set of double doors. These doors 
  are not trapped and if opened reveal an identical hallway ending at 
  a double door beyond. This scene, however, is actually a permanent 
  image covering a permanent dimension door (both at caster level 25). 
  Anyone stepping through this false door is immediately teleported 
  into Area 412 at the south double doors and facing north, away 
  from the doors they just stepped through. The teleported creature is 
  completely naked, all clothing and equipment have been teleported 
  to Area 419 (no save). Such a teleportation activates an alarm spell 
  in Area 414 that rings a small dinner triangle alerting that room’s 
  denizens and causing them to burst forth to attack as a howling mob.
  414. Kitchen (CR 11)
  Chapter 9:  
  The Face of Orcus
  Level 8: The Face of Orcus 
  (Region 19) — Map 9-1
  Difficulty Level: 15
  Entrances: Stairs to the Landing (Area 411).
  Exits: Stairs from the Landing (Area 411).
  Wandering Monsters: None
  The stairs climb to an ornate landing floored in mirrorlike black 
  stone and outfitted with mahogany paneling set with gold fittings. 
  A second stairway rises through an opening in the opposite wall. 
  A double door stands to the north, and a statue of the demon 
  prince Orcus stands at the south end, surveying all who enter.
  A floor of pure-white stone sparkles beneath a series of 
  crystal chandeliers glowing with warm golden flames. Rows of 
  columns carved in forms alternating between luscious succubi 
  and demonic soldiers line this hall. Doors exit to the north and 
  double doors lead out to the south. The center of the chamber 
  is dominated by a long table of polished marble. It could easily 
  seat 40 but has only a single velvet-lined chair at its center.  
  Across from it three folded camp chairs are leaning against 
  the wall. Near the southern doors lie the skeletal remains of 
  some large beast.
  An extremely well-appointed kitchen lies before you with 
  two fireplaces, several ovens and griddles, porcelain sinks 
  with hand pump spigots, finely honed cooking utensils of the 
  highest quality, and a chopping block of pure marble. Near the 
  door hangs a small silver triangle and striker.
  
  Chapter 9: The face of Orcus
  33
  This kitchen was used exclusively in the preparation of food for 
  the Grand Cornu and his harem. The room is enchanted so that a 
  neutralize poison and a remove disease are automatically cast on any 
  items of food prepared in here. 
  Two doors exit to the north. One leads to a room where constant 
  temperature of 40 degrees is magically kept. The other opens into a 
  room that constantly maintains 0% humidity. Both rooms are empty. 
  These and all of the magical effects in the kitchen are at caster level 25.
  Creatures: The Cornu’s personal wait staff of 12 advanced wight 
  cooks was completely loyal and still remains here, though they no 
  longer have any cooking duties. If the triangle by the door rings, they 
  know it means a naked intruder has just appeared in the dining room, 
  and they immediately charge to attack.
  ADVANCED WIGHT COOKS (12)  
   
  CR 4
  XP 1,200
  Pathfinder Roleplaying Game Bestiary “Wight”
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +10
   
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 34 (4d8+16)
  Fort +5; Ref +4; Will +7
  Immune undead traits
  Weaknesses resurrection vulnerability
   
  Speed 30 ft.
  Melee slam +6 (1d4+4 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 16)
   
  Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 19
  Base Atk +3; CMB +6; CMD 19
  Feats Blind-Fight, Skill Focus (Profession [cook])
  Skills Climb +10, Escape Artist +7, Intimidate +11, Perception +10, 
  Profession (cook) +10, Stealth +18
  Languages Common
  Treasure: The triangle is worth 45 gp.
  415. High Seat of the  
  Grand Cornu (CR 15)
  The east wall is made of the same material as the rest of the 
  citadel but is invisible from this side allowing the view — much 
  like the walls at Area 4e (from the outside its appearance is 
  normal, preventing anyone from looking in).
  Here, before the very eyes of the PCs sits the last Grand Cornu 
  of Orcus to ever grace the world with his foul presence. Jeravix, 
  by name, the Grand Cornu served his demon lord long and 
  faithfully but dreaded the day when he was to be replaced and 
  his soul called to the unmerciful embrace of his Abyssal master. 
  For years Jeravix had known such a day was approaching and 
  had vowed not to join his predecessors at the whims of eternal 
  torment offered by Orcus. While performing his duties and 
  leading the Disciples, he secretly plotted and planned, forming 
  strange alliances and fomenting disparate plots for the time when 
  he would be forced to act. Most notably he delved far into the lost 
  history of Tsar’s Forgotten Family (see Area 393) and hit upon a 
  path that offered him possible freedom from eternal torment. 
  As the Battle of Tsar stretched into months, the Grand Cornu 
  knew that the time was nearing. Vrrius had been sent away to 
  the east to establish a new high altar and assume the mantle of 
  Grand Cornu. Jeravix had lent his considerable skills in magic 
  to the weapons of war and the key to the activation of the spell 
  effect that created the Chaos Rift. He was also aware of Orcus’s 
  plan for a pending retreat and had been set to work developing 
  both the spells necessary to transport the entire mass of Tsar’s 
  defenders miles to the south where they could flee to a new lair 
  prepared in the Forest of Hope and to transport the citadel itself 
  to an unreachable location beyond the planes. These activities left 
  him mentally and physically spent, such that he knew he would be 
  unable to complete the citadel’s transportative spell himself and 
  enlisted the ill-conceived help of Belishan the Bloodmage.
  At last the day came for the Great Retreat and the Grand Cornu 
  took his place upon his high seat and wove the magic necessary to 
  open a massive portal and hold it open for the hours necessary to 
  allow the entire army of Tsar to march through. The casting of the 
  spell used the last bit of his life force and left him an empty husk. 
  Orcus sat in the Abyss as he watched his great trap unfolding 
  for the Army of Light and waited in great anticipation for  
  the arrival of his latest Grand Cornu’s soul. Vrrius would carry  
  on the work in the mortal realms. For Jeravix’s personal 
  shortcomings and failures (Orcus is not a master to accept 
  anything less than perfection in his service), Orcus had some 
  particularly delightful tortures prepared. But Jeravix’s soul never 
  arrived in the Abyss. Orcus cast far and wide for it with his 
  deific prescience but could find no trace of it. His Grand Cornu’s 
  soul had ceased to exist. By making a second pact with dark 
  powers, Jeravix had double-mortgaged his soul. To dread Orcus 
  he owed his soul in death, but to the vile n’gathau he owed his 
  body for eternal torment. When he spent the last of his life force 
  on his great spell, he activated the parameters of both bargains.  
  Both required his soul in different forms, one through the death of 
  his material form and the other through its life. When he breathed 
  his last both clutched at his soul, one to drag it away to the  
  Abyss and one to forcibly propel it and his body intact to the 
  mysterious Plane of Agony. In the ensuing tug-of-war both 
  found that they clutched only empty air. The deal forever sealing 
  Jeravix’s soul to his body for the n’gathau offset the call of his 
  soul to his master’s realm and created a terrible equilibrium. 
  Whether Jeravix’s soul was completely obliterated in the 
  paradoxical struggle or whether it is merely held forever in a state 
  of suspension beyond the reach of even immortal creatures is 
  unknown, but as the former earthly master of a church devoted to 
  betrayal and double-dealing correctly guessed, either fate was far 
  better than the alternatives.
  Creature: Enraged at his servant’s disloyalty, Orcus sent a 
  proscriber, an 8-foot warrior clad in full plate of a dark, baroque 
  style, to find the Grand Cornu’s soul and return with it to the Abyss 
  for suitable punishment. With nowhere to look and not wishing to 
  displease his master, the proscriber has remained in this chamber 
  patiently waiting to see if the n’gathau will ever release their hold 
  on the cornu’s soul so that it will return here and can be escorted to 
  its rightful eternal fate. He is aware of Aagash in Area 417, but the 
  two have a healthy respect and fear of each other and do not intrude 
  upon the other’s lair.
  The eastern wall of the chamber seems to be missing, 
  revealing a sudden drop off from the terrific heights of the 
  citadel. A breathtaking panoramic view of the city of Tsar and 
  the desolate plains beyond is visible from this height. The 
  roiling clouds of steam and storm over the Boiling Lands fail 
  to obscure the yawning chasm that is the Chaos Rift miles 
  beyond. Even the smoke of the distant settlement known as the 
  Camp is visible from here.
  Opposite this view is a high seat of purest gold atop a 
  silver, stepped dais. Slumped in this seat is a dark-robed 
  skeleton. Skeletal fingers emerge from frayed sleeves, one 
  hand resting on the arm of the throne, the other clutching 
  a ruby scepter topped by a skull to its bony chest. Atop the 
  corpse’s skull is a cornucopia-shaped helm of dark metal set 
  with dozens of shining black pearls. The room is as still as 
  death, even motes of dust seem to hang suspended in the 
  light as the empty sockets of the enthroned corpse gaze 
  endlessly over it domain.
  
  Chapter 9: The face of Orcus
  34
  PROSCRIBER  
   
  CR 15
  XP 51,200
  The Tome of Horrors Complete 479
  CE Medium outsider (chaos, evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +21
   
  AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 shield)
  hp 157 (15d10+75)
  Fort +14; Ref +11; Will +14
  DR 10/magic and silver; Immune poison; Resist cold 10, fire 10, 
  electricity 10; SR 27
   
  Speed 40 ft.
  Melee +2 longsword +24 (1d8+9)
  Special Attacks condemn
  Spell-like Abilities (CL 15th):
  At will—continual flame, discern lies (DC 19)
  3/day—discern location, power word stun
  1/day—blade barrier (DC 21), geas/quest, plane shift (DC 22), 
  polymorph (self only), power word blind, waves of exhaustion, 
  word of recall
  Spells Prepared (CL 15th):
  8th—create greater undeadD, unholy aura
  7th—blasphemy (DC 22), destructionD (DC 22, x2)
  6th—create undeadD, greater dispel magic, harm (DC 21), word of 
  recall
  5th—dispel goodD (DC 20), flame strike (DC 20), mass inflict light 
  wounds, slay living, unhallow
  4th—death ward, divine power, freedom of movement, poison (DC 
  19), spell immunity, unholy blightD (DC 19)
  3rd—animate deadD, bestow curse (DC 18), blindness/deafness 
  (DC 18), invisibility purge, inflict serious wounds, magic circle 
  against good
  2nd—align weapon, bull’s strength, death knellD (DC 17, x2), 
  desecrate, silence
  1st—bane (DC 16), cause fear (DC 16), curse water, detect good, 
  doom, inflict light wounds, protection from goodD, sanctuary
  0 (at will)—detect magic, light, read magic, resistance
  D Domain spell; Domains Evil, Death
   
  Str 25, Dex 17, Con 20, Int 21, Wis 20, Cha 18
  Base Atk +15; CMB +22 (+26 sunder); CMD 35 (37 vs. sunder)
  Feats Blinding Critical, Cleave, Critical Focus, Great Cleave, 
  Greater Sunder, Improved Initiative, Improved Sunder, Power 
  Attack
  Skills Craft (weapons) +21, Diplomacy +22, Escape Artist +13, 
  Intimidate +23, Knowledge (history) +21, Knowledge (planes) 
  +21, Knowledge (religion) +21, Perception +21, Sense Motive +21, 
  Spellcraft +22, Stealth +13, Survival +21 (+22 on other planes, +22 
  following tracks)
  Languages Abyssal, Common, Daemonic, Giant, Ignan, Infernal
  Gear +2 longsword, +2 full plate, +2 heavy steel shield 
   
  Condemn (Su) once per day, as a melee touch attack, a proscriber 
  can sever the connection between a divine caster and his or her 
  deity. The target can attempt a DC 22 Will save (to negate the 
  effects. If the save fails, the divine caster loses the ability to cast 
  divine spells, turn or rebuke undead, smite good or evil, and 
  loses the use of other divine-based spell, spell-like abilities, or 
  supernatural abilities. Even if the save succeeds, the divine caster 
  touched takes 10d6 points of damage. The save DC is Constitution-
  based. 
  Additionally, one that fails its save resists all beneficial divine 
  spells (such as heal, or any cure spell) and effects cast on him or 
  her. A creature attempting to cast a beneficial divine spell on a 
  condemned creature must make a successful DC 20 caster level 
  check or the spell has no effect on the condemned creature.
  The effects of this ability are permanent but can be removed by 
  the casting of a remove curse spell followed by an atonement spell. 
  The one casting the remove curse and atonement spells must be a 
  divine caster who worships the same god as the condemned and 
  who is of a class level equal to or higher than the condemned.
  Tactics: The proscriber spends most of his time gazing out the 
  window on the city below, though he is always listing for sounds 
  of approach in the hallway (–8 to his Perception check for anyone 
  climbing the stair outside the door). If he hears anyone approaching, 
  he quietly casts unholy aura and divine power. He then casts flame 
  strike and mass inflict light wounds as PCs come through the door. 
  He uses harm, destruction, and slay living on those who engage him 
  in melee. If attacked in melee by an obvious cleric or paladin, he uses 
  his condemn ability to try and demoralize his attackers.
  Treasure: The throne is solid gold and worth 25,000 gp, though it 
  weighs 2,000 lb. The dais is covered in silver plating worth another 
  8,000 gp if it is all removed. The skeleton of the Grand Cornu still 
  bears its personal items undisturbed after all this time. The ruby 
  replica of the Wand of Orcus is a rod of lordly might. Unlike a normal 
  version of this item, when buttons 1, 2 or 3 are pressed, it takes on 
  the functions and attributes of those weapons, but its appearance 
  does not actually change (other than to be wreathed in flames when 
  button 1 is pressed). In addition the buttons can be pressed as a free 
  action rather than as the usual move action; the spell-like abilities 
  still require a standard action though. This item is powerful but is 
  recognizable to most intelligent species as belonging to the Church 
  of Orcus. Feel free to add whatever repercussions you see fit for the 
  PCs using such an item publicly in your campaign. 
  Other items worn by the skeleton are his crown of darkness (see 
  Magic Items Appendix) shaped like a curving ram’s horn and 
  serving as the miter of the Grand Cornu’s ever since the Cornu Crown 
  disappeared with the abdication of Caverssus (see Area 318d), a ring 
  of protection +5, a platinum ring studded with large rubies and jet 
  (10,000 gp), and a cloak of charisma +6. Resting in the skeleton’s 
  lap concealed beneath the folds of its robes (DC 12 Perception check 
  
  Chapter 9: The face of Orcus
  35
  to locate), is a small platinum pyramid set with a diamond in the 
  center of each of its four sides. At its apex is an inset amethyst that 
  has been cut to resemble a purple flame. The whole piece is worth 
  12,000 gp and is recognizable as the symbol of the Forgotten Family 
  (see Area 393). Aagash gave it to Jeravix to seal their bargain, and 
  he used it as a spell component in the casting of the spell that slew 
  him and it helped serve as a block against Orcus’s claim to his soul. 
  It has no magical power of its own but serves as a reliquary for the 
  last physical remnant of that family and carries extremely bad luck 
  for anyone who possesses it. Create whatever game effects you wish 
  as a result of this bad luck. It is actually a puzzle box that can be 
  opened with a DC 30 Intelligence check, and within it is a single 
  shriveled organ, the heart of Aagash’s wife from when he betrayed 
  and sacrificed his family to join the n’gathau. There is also a scrap of 
  folded parchment (Player Handout I). If removed or destroyed, the 
  heart always reappears in the puzzle box the next day.
  416. Concubines’  
  Chamber (CR 14)
  In this room the Grand Cornu quartered his personal concubines, 
  selected from all over the world for their charms and grace and 
  then carefully charmed and dominated into complete loyalty and 
  submission. Before the activation of his final spell, the Grand Cornu 
  slew all of the concubines with a wail of the banshee and fed their 
  corpses to his demonic servants in area 411. 
  Creatures: Now this room is haunted by the spirits of these 
  concubines in the form of 15 spectres. These rise from the cushioned 
  floor and appear as they did in life, scantily-clad women of extreme 
  beauty. They fear both the proscriber and the n’gathau and if turned 
  merely sink back under the cushions. If pursuing anyone beyond 
  these rooms, there is a cumulative 25% chance each round that they 
  retreat back to here.
  SPECTRES (15)  
   
  CR 7
  XP 3,200
  hp 52  (Pathfinder Roleplaying Game Bestiary “Spectre”)
  417. Grand Cornu’s  
  Chamber (CR 20)
  Creature: This was the private chamber of the Grand Cornu. Its 
  furnishings have been broken and deteriorated by the presence of 
  the room’s current occupant, the n’gathau Aagash “The Broken”. 
  Once he was the last patriarch of the Forgotten Family (see Area 
  393), but he returned to Tsar when the Grand Cornu began seeking 
  an alliance to increase his power and escape the clutches of Orcus. 
  He normally stays in this chamber waiting for some trace of Jeravix’s 
  soul to return so he can capture the Grand Cornu and return with 
  him to the Plane of Agony. Since it was he who was dealing with 
  the Grand Cornu and managed to get tricked over possession of the 
  high priest’s soul and mortal remains, The Quorum of the n’gathau 
  are displeased with him and have ordered him to remain here. He 
  does venture forth on rare occasions — always careful to avoid 
  the proscriber in Area 415 — to explore the citadel. On one early 
  exploration, he encountered and captured the knight, Count Grebbell 
  of the Fifty and One, and brought him back to the Plane of Agony 
  where Veruard “The Razor and the Creator” had time to make some 
  changes in the knight. Count Grebbell is now a n’gathau and resides 
  in Area 54a (see Part 2—Echoes of Despair).
  AAGASH “THE BROKEN” 
   
  CR 20
  XP 307, 200
  Male n’gathau (formerly human) wizard 13/inquisitor 5 (The Tome 
  of Horrors Complete 769; Pathfinder Roleplaying Game Advanced 
  Player’s Guide “Inquisitor”)
  NE Medium outsider (n’gathau, evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +15
  Aura aura of madness (30 ft., 5 rounds/day, DC 14), horrifying 
  appearance (DC 28)
   
  AC 28, touch 15, flat-footed 23 (+7 armor, +4 deflection, +1 Dex, 
  +6 natural)
  hp 329 (13d6+130 plus 5d8+50 plus 31)
  Fort +21; Ref +11; Will +19; +2 vs. creatures from Plane of Air, –2 
  vs. earth-based effects
  Defensive Abilities heavy fortification (75%); DR 10/magic; 
  Immune acid, poison; Resist cold 5, fire 5; SR 31
   
  Speed 30 ft.
  Melee 2 prosthetic claws +17 (1d6+7/19–20), or spiked armor 
  +16/+11 (1d6+7), or melee touch +16 (exquisite suffering)
  Special Attacks bane, cruelty’s bliss, delicious agony, exquisite 
  Musty wall hangings of black velvet give this room a closed-
  in feel. The floor is covered in plush red carpet and strewn 
  with dozens of silken cushions of red, gold, and black, all 
  dusty and rotten, spilling their feather stuffing on to the floor. 
  The broken remains of small tables and trays and the carafes 
  and decanters they once held are scattered about the room. The 
  cloying scent of stale perfume seems to still linger on the air.
  The walls of this strangely-shaped chamber are decked in 
  dark tapestries of disturbing abstract images and otherworldly 
  landscapes. The room has been floored in polished wood, 
  but it has rotted through in many places revealing the stone 
  beneath. The broken remnants of a grand bed stand before 
  the far wall, its mattress ticking scattered in moldering heaps. 
  Dark stains cover the bed and the wooden floors. The room 
  has an air about it of something not quite right.
  
  Chapter 9: The face of Orcus
  36
  suffering (DC 30), judgment 2/day
  Spell-like Abilities (CL 5th):
  At will—detect alignment, discern lies (5 rounds/day)
  5/day—vision of madness
  Inquisitor Spells Known (CL 5th):
  2nd (3/day)—darkness, desecrate, hold person (DC 14)
  1st (5/day)—comprehend languages, curse water, inflict light 
  wounds (DC 13), tireless pursuit*
  0 (at will)—bleed (DC 12), brand* (DC 12), daze (DC 12), detect 
  magic, light, read magic
  Domain Madness
  Wizard Spells Prepared (CL 13th, 5% chance of spell failure, 
  melee touch +16, ranged touch +10):
  7th—plane shift
  6th—disintegrate (DC 22), empowered enervation, globe of 
  invulnerability
  5th—blight (DC 21), cone of cold (DC 21), empowered lightning 
  bolt (DC 19), teleport
  4th—dimension door, ice storm, phantasmal killer (DC 20), 
  stoneskin (x2)
  3rd—empowered magic missile (x2), fireball (DC 19), slow (DC 
  19), vampiric touch
  2nd—arcane lock, blur, false life, flaming sphere, mirror image, 
  protection from arrows
  1st—charm person (DC 17), magic missile (x2), magic weapon, 
  protection from good, shield
  0 (at will)—acid splash, flare (DC 16), ghost sound (DC 16), touch 
  of fatigue
   
  Str 25, Dex 13, Con 30, Int 23, Wis 15, Cha 19
  Base Atk +9; CMB +16; CMD 31
  Feats Brew PotionB, Cleave, Combat Casting, Diehard, Empower 
  SpellB, Endurance, Eschew Materials, Improved Critical (prosthetic 
  claw) B, Improved Initiative, Iron WillB, Lightning Reflexes, Martial 
  Weapon Proficiency (spiked armor), PersuasiveB, Power Attack, 
  Precise StrikeB*, Scribe ScrollB, ToughnessB, Weapon Focus 
  (prosthetic claw) B
  Skills Bluff +17, Craft (alchemy) +19, Diplomacy +21, Intimidate 
  +31, Knowledge (arcana) +19, Knowledge (history) +19, 
  Knowledge (planes) +19, Linguistics +11, Perception +15, Sense 
  Motive +25, Spellcraft +19, Survival +2 (+4 tracking)
  Languages Abyssal, Aklo, Celestial, Common, Daemonic, 
  Draconic, Giant, Infernal, Undercommon; speak with creatures 
  from the Plane of Air
  SQ arcane bond (familiar—lost when became n’gathau), cunning 
  initiative, limited immortality, monster lore +2, mutilations, stern 
  gaze, solo tactics, track
  Combat Gear ring of elemental command (air), arcane scroll (CL 
  
  Chapter 9: The face of Orcus
  37
  15: forcecage); Other Gear +5 heavy fortification spiked leather 
  bindings (equal to leather armor, but only 5% spell failure), ring of 
  protection +4, boots of speed, gloves of arrow snaring (fingerless), 
  bracelets of resistance +3 (set functions as cloak)
  N’gathau Mutilations Neck has major flaying (+2 DC for 
  horrifying appearance). Steel rods inserted into chin and braced 
  on hips (+1 natural armor). Prosthetic claws affixed to tips of 
  fingers (1d6 damage). The torso has been utterly mutilated with a 
  hole opened through it through which his head protrudes (+2 DC 
  for horrifying appearance, +1 natural armor). Spine dislocation/
  disjointed so that it folds under and protrude through his abdomen 
  (–2 Strength, +2 Dexterity).
   
  Cruelty’s Bliss (Su) N’gathau relish in the suffering of others. 
  When a n’gathau scores a successful critical hit against an opponent 
  (with a weapon attack or a natural attack), it gains a +2 competence 
  bonus to attack rolls, checks, and saves against that opponent for 
  the remainder of the encounter. This bonus can only be gained once 
  per combat against a particular opponent. 
  Delicious Agony (Su) By making a successful grapple check 
  against an opponent up to one size larger than itself, a n’gathau 
  can claw or cut away a small portion of an opponent’s flesh (using 
  claws or a light piercing or slashing weapon) and devour it. This 
  attack deals 1d2 points of Constitution drain to the opponent. A 
  n’gathau heals 5 points of damage each time it drains Constitution 
  points (regardless of the number of points drained).
  A creature without flesh (such as an ooze, skeleton, etc.) is 
  immune to this effect. A n’gathau without usable arms or hands 
  does not gain this ability. A n’gathau that has no mouth or whose 
  mouth has been rendered unusable can still benefit from this ability 
  as their sense of touch is heightened to a level far beyond mortal 
  comprehension.
  Exquisite Suffering (Su) As a melee touch attack, a n’gathau 
  allows a creature to share in the sensations of its agony, thus 
  overloading the senses of the opponent. The opponent must make 
  a successful Will save or be stunned for 1 round. Creatures with 
  more HD than the n’gathau are immune to this effect. This is a 
  mind-affecting attack and whether the save is successful or not, the 
  creature is immune to the exquisite suffering attack of that n’gathau 
  for one day.
  Horrifying Appearance (Su) The sight of a n’gathau is so 
  disturbing that any creature with fewer Hit Dice than the n’gathau 
  and Intelligence 3 or higher seeing it must make a successful Will 
  save or be shaken for 1d6 rounds. Creatures with more HD than 
  the n’gathau are immune to this effect. On a successful save, the 
  opponent is immune to the horrifying appearance of that n’gathau 
  for one day.
  Limited Immortality (Ex) When a n’gathau is slain its form is 
  taken before the Twelve, who decide whether the slain creature is 
  condemned to an eternity of torture and suffering or whether the 
  creature is reconfigured. A reconfigured creature remembers nothing 
  of its previous existence and for all intents and purposes is an 
  entirely new creature. All existing mutilations are removed and new 
  ones are added (determined randomly or by GM choice).
  Personality/Description: Though he was once of the Forgotten 
  Family of Tsar, there are no images left of that family to which 
  his visage could be compared for a family resemblance. Having 
  voluntarily joined the n’gathau as a mortal many centuries ago after 
  being seduced by Veenes “The Blademistress”, he was originally 
  called “The Reaper” for his assistance of Raauka and Veenes in their 
  harvesting of mortals for the Plane of Agony. However, when he 
  failed in his bid to obtain the Grand Cornu of Orcus, a most-prized 
  acquisition, The Quorum was angered and subjected him to an extra 
  measure of torture, extreme even by n’gathau standards. Now his 
  spine has been broken in half and his body doubled over backwards. 
  A hole has been gouged into his belly and completely through his 
  back, and now his head protrudes forward through this suppurative 
  cavity. His neck has been flayed to give it the extra extension to reach 
  completely through this opening, and his head his held in place by 
  steel rods screwed into his chin and jaw and braced against his pelvis. 
  He is in constant, extreme pain but has grown accustomed enough to 
  it so that it no longer inhibits his movement or combat. More details 
  of the n’gathau and the Plane of Agony can be found in Appendices 
  E and F of The Tome of Horrors Complete by Frog God Games.
  Tactics: When faced with intruders, Aagash first casts mirror 
  image to distract his foes. He then tries to isolate a single PC in 
  a windowless forcecage and teleports inside to battle him one on 
  one. Once inside he rages and attempts to pummel his foe into 
  unconsciousness with his physical attacks. Once his opponent is 
  unconscious or otherwise disabled, he uses planeshift to take the 
  body to the Plane of Agony for his masters. Whether the PCs will be 
  able to mount a rescue for such a character is up to you and beyond 
  the scope of this adventure. Aagash will not otherwise retreat from 
  battle fearing additional punishments from The Quorum far more 
  than the abilities of the PCs.
  Treasure: On one of Aagash’s little fingers is an adamantine 
  signet ring bearing the fish and coin symbol of Count Grebbell (see 
  Area 54a). It is worth 200 gp, but if returned to the remnants of the 
  Grebbell family, they will gladly pay 400 pp for it. Sewn into the 
  back of one of the tapestries (DC 25 Perception check) is a divine 
  scroll (CL 21: restoration x3, resurrection x2, true resurrection).
  
  At the peak of the citadel stands a small level accessible only to the 
  Grand Cornu of Orcus—the Crown of Orcus.
  Region 20 — Sanctus 
  Defilus (Map 10-2)
  Here at the ultimate point of Orcus’s earthly high altar stood the 
  unholiest of unholies, a place where only his personal servant the 
  Grand Cornu of Orcus was allowed to tread and then only with great 
  trepidation. For here the Grand Cornu came for intense communion 
  with his Abyssal master. Sometimes the Grand Cornu would 
  disappear here for days, even weeks, at a time and none dared to try 
  and follow. In some cases the only indication that the current Grand 
  Cornu had been found wanting and would not be returning was when 
  Orcus would appoint a new Grand Cornu.  In such cases the new 
  Grand Cornu would then likely find his predecessors body still up 
  here, dead of dehydration, hunger, or a much, much worse fate.
  418. The Mind of Orcus (CR 17)
  Here in the very center of the citadel’s head lies the chamber known 
  as the Mind of Orcus. This is the citadel’s fulcrum that connects it both 
  to the Material Plane as well as Orcus’s Abyssal home and provided its 
  means of traveling through the planes with the activation of the Grand 
  Cornu’s spell. The chamber serves as a focus for the will of Orcus 
  and lies at the focal point of numerous planar ley lines. In fact the 
  strange placement of the alcoves serves as an orrery displaying Orcus’s 
  holdings in the Abyss. While they are materially stationary, they are in 
  constant movement metaphysically consistent with the gyrations of the 
  planes and are what creates the strange sensation of movement of the 
  room. This effect is mostly harmless (even if one enters the alcoves) 
  and cannot be ended short of destroying the citadel. However, each 
  round that a creature  not having the extraplanar subtype remains in 
  this room, it must make a DC 16 Fortitude save to avoid being sickened 
  for that round (–2 penalty on attack rolls, weapon damage rolls, saving 
  throws, skill checks, and ability checks).
  The statue of Orcus is inanimate, but the bas-relief has a will of 
  its own and can speak. It is tasked with questioning any creature 
  that enters. Its questions change over the years, but its intentions 
  never waver. It is able to speak any language and communicates 
  in whatever language is known by most of the creatures present. 
  Whenever anyone enters, it addresses all present collectively and 
  accepts answers from any of them as answers for the group unless 
  a group spokesman is identified for it. The face is impervious to 
  destruction and spells.
  When anyone enters, the face animates and says the following:
  “Tales to tell have I three,
  One for him, and two for thee.
  One for thee has twice been told;
  The other rings from days of old.
  “If in answering the two you do succeed,
  The third is spared, and you can proceed.
  If the two not answered, the third I tell
  Of you that your souls may rot in hell.”
  The “him” the face is referring to is the statue of Orcus (or 
  symbolically Orcus’s judgment). If the party fails to answer the first 
  two riddles, or “tales,” the face is saying that it will alert Orcus to 
  their presence and bring about their eternal destruction. The face then 
  remains inert until someone in the party agrees to this arrangement. It 
  does not respond in any other way to the party. It and all of the surfaces 
  in the chamber are impervious to physical and magical attacks, and the 
  secret door cannot be found (it actually doesn’t exist) until the riddles 
  have been answered or the Test of the Guardians has been passed. 
  Ironically, the statue of Orcus is just a mundane statue and can be 
  destroyed normally, but it has no effect on the rest of the room.
  Once the party has agreed to the Test of Tales, the face says the 
  following for the first tale:
  “The first tale has twice been told
  By knight so pure and heart so cold.
  One did lead only to fall astray;
  One sought to steal a stone away.
  38
  Chapter 10:  
  The Crown of Orcus
  Level 9: The Crown of Orcus 
  (Region 20) — Map 10-1
  Difficulty Level: 19
  Entrances: Stairs to the Mind of Orcus (Area 418).
  Exits: None.
  Wandering Monsters: None
  The passageway opens into a round chamber with a flat 
  ceiling 20 feet above. The floor, ceiling, and walls are of some 
  extremely hard, dark stone that seems to absorb light. Alcoves 
  open in the curving walls at odd intervals and flashing points 
  of light that seem to randomly streak through these give the 
  room a strange sense of movement—almost causing vertigo as 
  if the entire room were hurtling through the vast gulfs of space 
  at an immense speed. Two features in the room counterbalance 
  this discomforting sensation. To the north stands a statue of 
  purest alabaster depicting the ram-headed demon prince you 
  have become so familiar with. Almost directly across from it 
  on the far wall is a bas-relief of gray stone that depicts a large 
  humanoid face. It appears aged and hairless with lines and 
  wrinkles around its eyes, thin-lipped mouth, and hooked nose. 
  It and the statue appear to stare at one another.
  
  “From the latter the citadel to home was brought,
  From the former the destruction of fifty was wrought.
  Duties entwined, oaths laid bare, 
  What in common do these tales share?”
  In this first test, the face speaks of both Belishan the Bloodmage 
  and Lord Bishu and his Fifty and One. What both of these intertwined 
  stories have in common, and the answer the face is looking for is, 
  “betrayal,” or some similar word. The spell of the Grand Cornu that 
  would remove the citadel from Tsar used as its final spell component 
  the betrayal of his mission and fellow knights made by Lord Bishu 
  after coming under the corrupting influence of the Pall over Tsar. 
  Ironically, when this occurred and Belishan activated the spell to 
  remove the citadel, the vampire mage attempted to twist the spell 
  to capture one of the Nine Disciples for himself (see Slumbering 
  Tsar: Temple-City of Orcus) and ended up altering its effects and 
  leaving the citadel vulnerable to being recalled, as the party has done. 
  This act of betrayal thus largely undid the Grand Cornu’s spell and 
  Orcus’s plans for the citadel and created the current situation where 
  the party has the opportunity to expose Orcus’s millennium-old plot. 
  Betrayal set the plan in motion and betrayal may well have undone it.
  Regardless of whether the party answers right or wrong, the face 
  goes into the second tale as soon as they have answered something 
  (once again, unless a spokesman has been designated to the face, any 
  answer blurted out by a PC will be taken as the answer by the face). 
  The face does not give any indication of the success of the answer 
  and merely proceeds with the following:
  “The second tale is from days of yore,
  To a time at the beginning and even before.
  A bringer of light with heart of night
  Came to the world to spread its blight.
  Stopped at the gate by sibling gods,
  Twisted with horns, and cursed cloven shod,
  The ram-headed one’s gambit ended in defeat.
  But just how many gods did Orcus meet?”
  As the face is a manifestation of Orcus’s subconscious will, it has 
  dredged up this ancient reference to Arvonliet’s original plot and 
  ultimate defeat at the Keltine Barrier. Were Orcus aware that this 
  tale was being told by the face, he would be extremely wrathful, 
  as it provides far too many clues to his true purpose for the citadel 
  and the hidden caverns below. The answer to the riddle is, of course, 
  “three,” which the PCs should be somewhat aware of by numerous 
  hints given throughout this and the preceding adventures from 
  the proclamation of the ghost of Gerrant to the three faces on the 
  Hammer of Mordecai’s Doom. The gods mentioned are, naturally, 
  Thyr, Muir, and their lost sister Kel.
  Once again the face accepts whatever answer is given first unless 
  a spokesman was appointed. If both riddles were answered correctly, 
  the secret door to Area 419 opens and the face says:
  “The Test of Tales is complete,
  You’ve passed and are through
  And are on your feet.
  “The door is opened yet beware the way,
  For some rewards curse,
  and winners may rue the day.”
  The face then becomes inert and will speak no more in this 
  adventure. It of course, refers to the fact that winning through on the 
  test merely brings the party into the presence of Lord Bishu which is 
  not necessarily a good thing for the party. The secret door closes after 
  10 minutes but may be found again with ease and reopened.
  If an incorrect answer was given on one or both of the riddles, the 
  face also speaks one last time:
  “These fools have come to test the way,
  Perhaps they’d have prevailed on another day.
  They are proven as wanting and unworthy 
  Mighty Orcus, grant them your entropy.
  This is the third tale where the face reports the party to Orcus for 
  retribution. They may still prevail in this chamber if they can pass the 
  Test of Guardians. 
  Creatures: Upon the face’s pronouncement, large sections of the 
  ceiling suddenly transform into 3 dark matter entropic oozes—the 
  Test of Guardians. These creatures each receive one surprise attack 
  (anyone on the floor is within reach of their 10-ft. reach) and they 
  then each receive a free action as they drop from the ceiling to the 
  floor. Each covers a 15-ft.-by-15.-ft. square and anyone in the areas 
  beneath their masses (as determined by you, though the oozes do 
  not overlap) is subjected to the equivalent of a trample attack as 
  they fall to the floor. A creature is only considered trampled if an 
  ooze lands in all the squares that creature occupies, otherwise the 
  creature is considered to have been able to move out of the way and 
  gains an attack of opportunity against the ooze at a –4 penalty. Those 
  creatures whose squares are totally covered by an ooze can make an 
  attack of opportunity at a –4 penalty but then take 2d8+15 points of 
  bludgeoning damage plus energy drain. A creature that chooses not 
  to make an attack of opportunity can make a DC 33 Reflex save for 
  half damage from the attack (the energy drain damage is not halved). 
  A trampled creature is pushed to the side to the nearest unoccupied 
  square when the ooze lands. The oozes take no damage from the fall.
  DARK MATTER ENTROPIC OOZES (3) 
   
  CR 14
  XP 38,400
  The Tome of Horrors Complete 457
  N Huge ooze (extraplanar)
  Init –3; Senses blindsight 60 ft., soulsight 120 ft.; Perception –5 
   
  AC 13, touch 5, flat-footed 13 (–3 Dex, +8 natural, –2 size)
  hp 391 (27d8+270)
  Fort +19; Ref +6; Will +4
  Immune negative energy, ooze traits; SR 24 (against positive energy)
   
  Speed 20 ft. (4 squares), climb 20 ft.
  Melee slam +28 (2d8+15 plus energy drain)
  Space 15 ft.; Reach 10 ft.
  Special Attacks devour soul, energy drain (3 levels, DC 23)
   
  Str 31, Dex 4, Con 30, Int —, Wis 1, Cha 10
  Base Atk +20; CMB +32; CMD 39 (can’t be tripped)
  Skills Climb +18
   
  Devour Soul (Su) A living creature slain by an entropic ooze has 
  its soul devoured by the ooze. Such a creature cannot be returned to 
  life until the entropic ooze that contains its soul is slain. 
  Soulsight (Su) An entropic ooze can automatically detect the 
  location of any living creature within 120 feet. It also senses 
  the strength of their life force automatically, as if it had cast 
  deathwatch.
  If the oozes are defeated, the part has passed the Test of Guardians, 
  and the secret door can be found and opened with a DC 40 Perception 
  check.
  Treasure: A DC 15 Perception check of the room turns up the 
  skeletal remains of a human warrior piled in the corner of one of 
  the alcoves. These are the mortal remains of Sir Paredes, one of 
  the knights slain by Bishu (see Areas 26 and 326). The masterwork 
  half-plate is corroded and useless, but the skeleton’s holy avenger 
  remains intact as is the figurine of wondrous power (ebony fly) in its 
  belt pouch.
  Chapter 10: The crown of Orcus
  39
  
  Chapter 10: The crown of Orcus
  40
  419. Orcus’s Treasury (CR 21)
  Like Area 418, this chamber has metaphysical connections to 
  Orcus’s home in the Abyss. It is called his treasury, not because 
  of any material wealth stored in it, but because it holds his most 
  prized possessions. Within the pits are the trapped souls of the most 
  powerful foes he has defeated. 
  There are a total of 6 pits in the room, each 5 feet square and 
  effectively bottomless. The only way to become forever trapped in 
  one as a tormented soul is to be slain by Orcus. However, the pits do 
  pose a hazard to others, not the least of which because they are not 
  stationary. Every round on an Initiative roll of 0, all the pits move at 
  random. See the room’s tactical map (Map 10-3) for the matrix of 
  how the pits move. Every square in the room is numbered 1-8 on an 
  east-west axis, and every square in the room is numbered 1–12 on 
  the north-south axis. On their initiative roll 1d8 and 1d12 for each pit 
  to determine which square it reappears in. Anyone standing in that 
  square must make a DC 20 Reflex save or fall in; success indicates a 
  successful leap to another adjacent square as a free action. If no such 
  adjacent square is available, the Reflex save is an automatic failure. 
  Lord Bishu has developed an affinity with the room to some extent 
  that allows him not to move where a pit is going to appear next. If 
  the number is ever rolled for a square Bishu is standing in, reroll that 
  result to obtain a different square. He does not know where they will 
  appear, he just instinctively only moves into squares where a pit will 
  not appear.
  Falling into one of the pits is not immediately damaging. They 
  have seemingly insubstantial misty gray walls (that are actually 
  quite solid and defy climbing attempts, destruction, or attempts to 
  magically pass through them) that give of a diffuse glow equal to 
  candlelight. Close examination of the walls reveals faint outlines of 
  tormented faces and bodies. Gravity is slightly distorted in the pits, 
  and anyone falling in falls 200 feet per round regardless of weight or 
  wind resistance. Only if a falling creature does not manage to escape 
  the pit before it changes locations do they become deadly. If a PC 
  is still in pit on Initiative 0 when its new location is rolled, he gains 
  1 negative level each time that occurs. He reappears with the pit in 
  the new location but continues falling as normal until he manages to 
  escape the pit. Each time the pit relocates with a PC still in it, another 
  negative level is gained. If enough negative levels are gained to equal 
  the PCs current level, then that individual is considered lost forever, 
  absorbed into the walls of the pit. Only a miracle spell can retrieve 
  him after that point. The DC to remove negative levels is 20. Spells 
  like death ward function normally in the pits.
  Creature: Guarding the pits is Orcus’s favorite corrupted soul, the 
  paladin-lord Bishu, now a demonic knight.
  LORD BISHU 
   
   
  CR 21
  XP 409,600
  Male demonic knight antipaladin 9 (The Tome of Horrors Complete 
  193; Pathfinder Roleplaying Game Advanced Player’s Guide 
  “Antipaladin”) 
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +2; Senses darkvision 60 ft.; Perception +26
  Aura cowardice, despair, evil, fear (30 ft., DC 18)
   
  AC 39, touch 15, flat-footed 39 (+11 armor, +9 natural, +5 profane, 
  +4 shield) 
  hp 256 (9d10+63 plus 9d10+63 plus 27) 
  Fort +24; Ref +13; Will +17 
  Defensive Abilities plague bringer, unholy resilience; DR 15/cold 
  iron or magic; SR 32
   
  Speed 20 ft. 
  Melee +2 longsword +30/+25/+20/+15 (1d8+11/17–20 plus cursed 
  wound) or 2 slams +27 (1d6+9) 
  Special Attacks breath of unlife, channel negative energy 8/day (DC 
  17, 5d6), create spawn, cruelty (cursed, sickened, staggered), smite 
  good 3/day (+5 attack, +9 damage), touch of corruption 8/day (4d6) 
  Spell-Like Abilities (CL 20th) 
  At will—detect good, detect magic, see invisibility, wall of ice 
  (DC 19)
  2/day—dispel magic
  1/ day—fireball (DC 18), symbol of pain (DC 20), symbol 
  of fear (DC 21), summon (level 9, 1d4 shadow demons, 1 
  vrock or marilith, 2 glabrezus or hezrous, 50 %)
  Spells Prepared (CL 6th)
  2nd— bull’s strength, invisibility
  1st—death knell (DC 14), doom (DC 14), protection  
  from good
   
  Str 28, Dex 15, Con 24, Int 18, Wis 16, Cha 20 
  Base Atk +18; CMB +27 (+29 sunder); CMD 44 (46 vs. sunder) 
  Feats Cleave, Great Cleave, Improved Critical (longsword), 
  Improved Shield Bash, Improved Sunder, Power Attack, Shield 
  Focus, Toughness, Weapon Focus (longsword) 
  Skills Bluff +20, Diplomacy +20, Disguise +14, Intimidate +26, 
  Knowledge (arcana) +19,  Knowledge (religion) +19, Perception 
  +26, Ride +10, Sense Motive +18, Spellcraft +19, Stealth +10, 
  Survival +18
  Languages Abyssal, Common, Elven, Ignan, Orc
  SQ fiendish boon (weapon +2)
  Gear +3 half-plate, absorbing shield, blade of the wounded king*, 
  gold circlet (seemingly worth 100 gp —see Area 320), cloak of 
  black-stained, stitched human flesh
  * See sidebox
    
   
   
  Breath of Unlife (Su) Once every 1d4 rounds, the demonic knight 
  can exhale a blast of negative energy in a 10-foot cone. Creatures 
  in the area must succeed on a DC 26 Reflex save or take 2d4 points 
  of Strength damage. A creature reduced to Strength 0 by a demonic 
  knight dies. The save DC is Constitution-based.
  This room is nearly featureless with dull gray walls, floor, 
  and ceiling. Several 5-ft.-by-5-ft. pits are open in the floor and 
  distant screams of torment issue faintly from them. However, 
  in an eye blink the pits are suddenly in different locations.
  
  Chapter 10: The crown of Orcus
  41
  Create Spawn (Su) Any humanoid slain by a demonic knight’s 
  breath of unlife becomes a shadow demon in 2d4 rounds. Spawn 
  are under the command of the demonic knight that created them 
  and remain enslaved until its death. They do not possess any of the 
  abilities they had in life.
  Personality/Description: Lord Bishu is a shadow of the powerful 
  champion for good that he once was. The sword emblem of Muir 
  emblazoned on his scorched breastplate now weeps tears of blood 
  that constantly dribble down, staining his armor. Dim points of light 
  are visible behind the visor of his great helm, though his face remains 
  hidden. Like all demonic knights, Bishu’s story is one of pride and 
  betrayal. Sent by Zelkor to secure the city in the absence of the rest 
  of the Army of Light, Bishu fearlessly led his legendary Fifty and 
  One through the Black Gates and directly to the heart of the city, 
  the Citadel of Orcus. Charging inside, they quickly dispatched the 
  few construct and undead guards that had been left behind to oppose 
  them. They then began exploring the citadel to cleanse and secure it. 
  It soon became apparent that it was immense and could take weeks 
  to thoroughly search, so against the advice of his captains he had his 
  company set up camp in the citadel itself, saying they would never 
  retreat before the enemy (the first glimmering of his overweening 
  pride that led to his ultimate downfall). Unbeknownst to Bishu, the 
  Pall over Tsar soon began to work its corrupting influence over the 
  company creating paranoia and dissension. Once again, rather than 
  bow to the advice of his captains and withdraw, he ordered their 
  encampment fortified and draconian measures as his men kept watch 
  for the enemy and now for each other as well. 
  When the desertions and disappearances began, things quickly 
  escalated out of control and, rather than take his knights with him, 
  Bishu resolved that only he could ascend to the heights of the citadel 
  (where he believed the source of their problems lay) and defeat the 
  mysterious source of evil. Bishu climbed to the highest layers of 
  the citadel, defeating whatever opponents he met until he reached 
  the Mind of Orcus (Area 418) and passed the Test of Tales only to 
  find Orcus himself, battered and weakened, awaiting him in Area 
  419. In a vision Orcus showed him the trap that the Army of Light 
  was heading into at Rappan Athuk as well as a vision of Bishu and 
  his knights throwing down the High Altar of Orcus in the citadel 
  and erecting altars to Thyr and Muir in its place. Then, as a result, 
  a newly rejuvenated Order of Justicars being constitutes with Bishu 
  at its head. Orcus gave him the choice, the demon prince would 
  transport him and his knights to the Army of Light and allow them 
  to warn their comrades of the deadly ambush or they could remain in 
  the citadel and destroy Orcus to gain the glory of a new holy order 
  and ultimate victory in Tsar. 
  His pride swollen by his many victories and successes, Bishu 
  laughed at the demon prince and taunted him and his lost cause 
  stating he would defeat the demon prince, throw down the altar, and 
  send riders to warn the Army of Light. And, he stated, even if the 
  army should be lost, the ultimate victory would be gained and Bishu 
  himself would reestablish the gains of Thyr and Muir as the new 
  Grandmaster of the Justicars. The loss of the Army of Light was a 
  blow he was willing to accept for his own glory and “the greater 
  good” — the effects of the Pall were beginning to settle in the heart 
  of Lord Bishu as well. Orcus laughed for he knew well the conceits 
  of men, and revealed his true unfettered power as Bishu charged to 
  the attack. The battle was short, and Bishu, barely alive, soon found 
  himself imprisoned in one of the soul-sucking pits. But Orcus was 
  not finished with him, he allowed him to watch the ambush at the 
  Dungeon of Graves and to see the folly of his own actions as his 
  own men continued to feud and step closer to the edge of darkness. 
  And with this act of arrogant betrayal by Bishu, the Grand Cornu’s 
  spell was finally fully activated, and the citadel was ripped from the 
  city. All were trapped inside, and Orcus began the process to strip 
  Bishu of his last shreds of humanity and convert him into a powerful 
  lieutenant as a demonic knight.
  Tactics: Bishu’s first actions are to attempt to summon shadow 
  demons and then use his symbol of pain. He then fights in melee. 
  If he sees a pit open behind a PC, he tries to bull rush him into it. If 
  anyone does fall into a pit, Bishu readies a dispel magic to counter 
  any fly or other spells intended to rescue that individual. Spellcasters 
  that try to harass him become the targets of fireball and wall of ice, 
  and if PCs try to gang up on him, he uses his fear effect to disperse 
  them. If on the verge of death, he steps into the nearest pit to suffer 
  eternally rather than suffer the ignoble shame of defeat — ever a 
  victim of his own arrogance.
  Development: If Bishu can somehow be captured and coerced 
  into talking (no mean feat), he knows a great deal about the citadel 
  and its history. He knows who all the major powers are in the citadel 
  and their general locations. He has a 35% to know the exact location 
  of any particular room or individual being sought. He knows the 
  workings of Belishan’s spell and the final betrayal of the Grand 
  Cornu. He has also pieced together that Orcus has some greater plot 
  than just that of the citadel and Tsar, and he suspects that it is hidden 
  somewhere below the citadel itself. Finally he knows the methods 
  for removing the taint of the Pall from a PC, though he does not dare 
  guess at how to remove the Pall over Tsar altogether.
  The Blade of the Wounded King first appeared in Relics & 
  Rituals by Sword & Sorcery Studios and is included here 
  for your convenience.
  BLADE OF THE WOUNDED KING
  Aura moderate necromancy; CL 7th
  Slot none; Price 64,315 gp; Weight 4 lb.
   
  DESCRIPTION
  This unique weapon allegedly belonged to a hero known 
  only as the Wounded King cursed by the titans and that the 
  hero’s curse carried over to his blade as well. The sword 
  functions as a +2 longsword, but on a successful attack, 
  it leaves a cursed wound. One point of damage from each 
  wound it causes cannot be healed normally. Additionally 
  after that each time the victim of the cursed wound engages 
  in strenuous activity, there is a 5% chance that each such 
  persistent wound begins to bleed again dealing 1 point 
  of damage per round until it is healed naturally. A dispel 
  magic, heal, or remove curse spell restores the single 
  hit point of the cursed wound but only temporarily; The 
  wound reopens 1d6 hours later. A wish, limited wish, or 
  miracle can heal the wound permanently. Additionally, the 
  Blade of the Wounded King itself can be used to heal all 
  cursed wounds caused by the sword when its point touches 
  (is not swung at) the subject.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bestow 
  curse; Cost 32,315 gp
  
  42
  Monster Appendix
  Megaswarm, Dretch
  A roiling mass of rubbery skin and flailing limbs surges 
  towards you. Demonic eyes stare at you above slack, fang-filled 
  mouths. This horde is comprised of small creatures with pale, 
  hairless hide compressed so close together that it is difficult to 
  tell where one of these rabid monstrosities ends and the next 
  one begins.
  DRETCH MEGASWARM  
  CR 12
  XP 19,200
  CE Small outsider (chaotic, demon, evil, extraplanar, megaswarm)
  Init +4; Senses darkvision 60 ft.; Perception +25
   
  AC 15, touch 12, flat-footed 13 (+1 dodge, +3 natural, +1 size)
  hp 136 (16d10+32 plus 16)
  Fort +14; Ref +7; Will +12
  Defensive Abilities half damage from piercing weapons; DR 5/cold 
  iron or good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10
   
  Speed 20 ft.
  Melee swarm (6d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 20), feral rage, smite good
   
  Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
  Base Atk +16; CMB —; CMD —
  Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Skill Focus (Perception), Stealthy, Toughness
  Skills Escape Artist +20, Perception +25, Stealth +27
  Languages Abyssal (cannot speak); telepathy 100 ft. (limited to 
  Abyssal-speaking targets)
   
  Environment any (Abyss)
  Organization solitary, pack (2–4 megaswarms), infestation (7–12 
  megaswarms)
  Treasure none
   
  Feral Rage (Ex) Dretch megaswarms attack in a mindless mob 
  intent only tearing apart those that fall into their clutches. This 
  frenzy prevents them from using any of their regularly-available 
  spell-like or summoning abilities. However, the wild abandon 
  of their attack allows them to deal 6d6 points of damage to any 
  creature whose space they occupy at the end of their move rather 
  than the 4d6 typical for a swarm of their HD. This ability is lost if 
  the swarm is broken up.
  Megaswarm Traits (Ex) Megaswarms are not so called because 
  of the size of the swarm but rather the size of the creatures that 
  compose the swarm. Unlike normal swarms, megaswarms are 
  composed of Small creatures which are usually a megafauna 
  version of a normal swarm and otherwise behave in a swarmlike 
  manner. There are usually around 100 creatures in a megaswarm. 
  The net effect is that they take only half damage from piercing 
  weapons but take normal damage from other weapons. In addition 
  when the swarm is reduced to 0 hit points or lower and breaks 
  up, unless the damage was dealt by area-affecting attacks, then 
  2d6 surviving members of the megaswarm continue their attack, 
  though now only as individual creatures. Otherwise, a megaswarm 
  conforms to all of the other swarm traits as described in the 
  Pathfinder RPG Bestiary.
  Smite Good (Su) The collective chaos and evil concentrated in 
  the existence of a dretch megaswarm allows the swarm deal extra 
  damage equal to its HD (+16) once per day against a good foe. This 
  ability is lost if the swarm is broken up.
  The lowly dretch are the most moblike of the demons and in 
  certain crowded conditions actually develop a pack mentality and 
  form a swarm. In their rabid mob, dretch swarms lose their ability to 
  communicate with others telepathically, though they can still receive 
  the telepathic commands of other demons to guide them in their 
  attacks.
  If the swarm breaks up, then surviving dretches continue their 
  attacks, though now as individual creatures regaining their normal 
  abilities and tactics (see Pathfinder Roleplaying Game Bestiary) and 
  losing their feral rage.
  Like individual dretches, dretch megaswarms rely on their sheer 
  numbers when attacking. Unlike individuals, though, megaswarms 
  are not cowardly and attack in a maddened frenzy regardless of the 
  damage they are taking or the stoutness of the adversity. Their own 
  mob mentality prods them on so that the commanding presence of a 
  more powerful demon is not required to motivate them.
  A dretch megaswarm’s natural attacks are treated as chaotic-
  aligned and evil-aligned for the purpose of overcoming damage 
  reduction.
  
  43
  Wondrous Item
  CROWN OF DARKNESS
  Aura strong varied; CL 17th
  Slot head; Price 155,000; Weight 3 lb.
   
  DESCRIPTION
  This is a cornucopia-shaped helm of dark metal set with a multitude 
  of dark jewels. It serves as the miter of the Grand Cornu of Orcus. 
  These jewels each possess a magic power: ten black sapphires, 
  twenty black opals, thirty black pearls, and forty azurites. The jewels’ 
  functions are as follows:
  • Black Sapphire: finger of death (save DC 22)
  • Black Opal: wall of ice (save DC 19)
  • Black Pearl: black tentacles
  • Azurite: deeper darkness
  The crown may be used once per round, but each gem can perform 
  its spell-like power just once. Until all its jewels are depleted, the 
  crown of darkness also has the following magical properties when 
  activated.
  • It emanates a dark aura when good or neutrally-aligned outsiders 
  are within 30 feet. This darkness causes 1d6 points of damage per 
  round to all such creatures within that range. The area within range is 
  considered dim illumination.
  • The wearer may command any weapon he wields to become a 
  wraith weapon (see above). This is in addition to whatever abilities 
  the weapon may already have (unless the weapon already is a wraith 
  weapon). The command takes 1 round to take effect.
  • The crown provides death ward to its wearer.
  Once all of its jewels have lost their magic, the crown loses its 
  powers and the gems turn to worthless powder. Removing a jewel 
  destroys it.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, black tentacles, death 
  ward, deeper darkness, detect good, energy drain, finger of death, 
  wall of ice; Cost 77,500 gp
  Magic Item Appendix
  Melee Weapon Special Abilities
  Wraith: A wraith weapon can strike both corporeal and incorporeal creatures, since the weapon exists in both the Ethereal and Material 
  planes. In addition it strikes corporeal opponents as an incorporeal touch ignoring armor bonuses to AC. On a successful hit, the struck 
  creature must make a DC 14 Fortitude save or take 1d6 points of Constitution damage. If a critical hit is scored, it is permanent Constitution 
  drain unless the save is made. 
  Updated from the Necromancer Games adventure D1: The Tomb of Abysthor by Clark Peterson and Bill Webb.
  Strong necromancy; CL 17th; Craft Magic Weapons and Armor, energy drain; Price +4 bonus.
  
  44
  The following prestige classes originally appeared in association 
  with R1–3: Rappan Athuk—The Dungeon of Graves and D1: The 
  Tomb of Abysthor by Necromancer Games. They are updated and 
  included here for your convenience.
  The Disciple of Orcus
  A Thoroughly Evil Prestige Class
  By Clark Peterson and Bill Webb
  There are priests of Orcus, and there are Disciples of Orcus; 
  fanatics who go to great lengths to appease their chosen lord. They 
  begin their journey down the path of evil and death learning simple 
  abilities that allow them to manipulate and control the dead. As 
  they grow in power, the Disciples become closer and closer to their 
  god, until finally, the penultimate power level is achieved; that of 
  undeath itself.
  Role: Clerics most often become Disciples of Orcus. As a matter 
  of fact, no class without at least some divine spellcasting ability 
  can ever hope to follow the path of the Disciple. Fighters, bards, 
  wizards, sorcerers, and druids sometimes become Disciples of 
  Orcus. Barbarians, monks, rangers, and rogues generally do not. 
  A paladin can never become a Disciple of Orcus without changing 
  alignments (though a fallen paladin/blackguard can).
  An NPC Disciple of Orcus will be found anywhere there is a 
  temple to Orcus, though most will be secluded or well hidden, as 
  the worship of such a being is not widely accepted (something the 
  Disciples hope to change in the near future). Their last known high 
  altar was located in the lost city of Tsar, though many suspect a new 
  center of worship was erected in the infamous Dungeon of Graves 
  after Tsar’s fall (see The Slumbering Tsar Saga by Frog God 
  Games and Rappan Athuk Reloaded by Necromancer Games 
  respectively).
  Alignment: Chaotic evil.
  Hit Die: d8.
  Requirements
  To qualify to become a Disciple of Orcus, a character must meet 
  the following criteria:
  Spellcasting: A Disciple must be able to cast divine spells of at 
  least 3rd level.
  Skills: Knowledge (religion) 6 ranks.
  Feats: Great Fortitude, Power Attack.
  Special: The Disciple must be a worshiper of Orcus, the demon-
  lord of the Undead, and must also bind his or her soul to the eternal 
  service of Orcus through interaction with a demon and a special 
  ritual. The Disciple must seek out this demon on his or her own. 
  Potential Disciples deemed unworthy by the demon are normally 
  devoured.
  Class Skills
  The Disciple of Orcus’ class skills (and the key ability for 
  each skill) are Craft (Int), Heal (Wis), Knowledge (local) (Int), 
  Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
  Skill Ranks per level: 2 + Int modifier.
  Class Features
  All of the following are class features of the Disciple of Orcus 
  prestige class.
  Weapon and Armor Proficiency: Justicar’s gain no proficiency 
  with any weapon or armor.
  Channel Energy/Spells per Day: When a Disciple of Orcus 
  level is gained, the character gains new spells per day as if he had 
  also gained a level in any one divine spellcasting class he belonged 
  to before he added the prestige class. In addition he grows more 
  powerful in his channel energy ability as if he had gained a level 
  if he has the channel energy ability from a class he had before he 
  added the prestige class. He does not, however, gain other benefits a 
  character of that class would have gained, except for additional 
   
   
  Atk 
  Fort 
  Ref 
  Will 
   
  Channel Energy/
   Level Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
   
   
  1 
  +0 
  +2 
  +0 
  +2 
  Animate dead, darkvision 60 ft. +1 lvl of existing class
   
  2 
  +1 
  +3 
  +0 
  +3 
  Speak with dead 
  +1 lvl of existing class
   
  3 
  +2 
  +3 
  +1 
  +3 
  Necromantic power 
  +1 lvl of existing class
   
  4 
  +3 
  +4 
  +1 
  +4 
  Summon undead 
  +1 lvl of existing class
   
  5 
  +3 
  +4 
  +1 
  +4 
  Cloak of Orcus 
  +1 lvl of existing class
   
  6 
  +4 
  +5 
  +2 
  +5 
  Improved animation 
  +1 lvl of existing class
   
  7 
  +5 
  +5 
  +2 
  +5 
  Friend of death 
  +1 lvl of existing class
   
  8 
  +6 
  +6 
  +2 
  +6 
  Touch of the Death God 
  +1 lvl of existing class
   
  9 
  +6 
  +6 
  +3 
  +6 
  Greater summoning 
  +1 lvl of existing class
   10 
  +7 
  +7 
  +3 
  +7 
  Shroud of Orcus 
  +1 lvl of existing class
  Disciple of Orcus
  Prestige Class Appendix
  
  prestige Class Appendix
  45
  spells per day, spells known (if he is a spontaneous caster), an 
  increased effective level of spellcasting, and a greater ability to 
  channel energy. If a character had more than one spellcasting class 
  before becoming a Disciple, he must decide to which class he adds 
  the new spell level for purposes of determining spells per day. This 
  choice does not affect his channel energy ability even if it is derived 
  from a different class than the spellcasting class chosen by the 
  Disciple. He will still increase in that class’s channel energy ability 
  regardless. If he has multiple classes that can channel energy, his 
  ability increases by a level in only one of the classes of his choice.
  Animate Dead (Sp): Once per day at 1st level and an additional 
  time per day every four Disciple levels, the Disciple of Orcus can 
  animate dead as the spell cast by a character equal to the Disciple’s 
  total divine spellcaster levels (Disciple class level plus any other 
  divine spellcasting class levels).
  Darkvision 60 feet (Ex): The Disciple gains darkvision to a range 
  of 60 feet. If the Disciple already possesses darkvision, the range is 
  increased by 60 feet.
  Speak with Dead (Sp): At 2nd level, a Disciple of Orcus can 
  speak with dead as the spell once per day and an additional time 
  per day for every 3 Disciple levels thereafter (2 at 5th, 3 at 8th). 
  The ability functions as if cast by a caster of a level equal to the 
  Disciple’s total divine spellcaster character levels.
  Necromantic Power (Ex): At 3rd level, when a Disciple uses 
  channel negative energy to heal undead (or others who can benefit 
  from negative energy in this way, such as a cleric with the Death 
  domain and death’s embrace ability), the recipients receive an 
  additional 2d6 points of negative-energy healing. This increases by 
  1d6 for every 3 Disciple levels thereafter (2 at 5th, 3 at 8th).This does 
  not apply when channel negative energy is used to harm the living.
  Summon Undead (Su): At 4th level, a Disciple can summon 
  undead. He can use this ability multiple times per day but can 
  only summon a number of undead whose total HD do not exceed 
  double his total divine spellcasting levels per day. The undead 
  are commanded and controlled and remain for 1 round per divine 
  spellcaster level.
  Cloak of Orcus (Su): All undead commanded or controlled by 
  the Disciple gain channel resistance equal to one-half the Disciple’s 
  class level so long as they remain within 30 feet of the Disciple.
  Improved Animation (Su): Undead animated by the Disciple by 
  spell or spell-like ability have maximum hit points per Hit Die.
  Friend of Death (Su): Mindless undead will not attack the 
  Disciple of Orcus unless provoked or attacked first. They simply 
  ignore the Disciple so long as he takes no action against them. 
  Intelligent undead must make a Will save (DC 10 + Disciple level + 
  Disciple’s Charisma modifier) each round in which they attempt to 
  attack the Disciple.
  Touch of the Death God (Su): At 8th level, once per day the 
  Disciple can make a melee touch attack against a single living 
  creature to inflict 2d4 negative levels on a successful attack. The 
  Fortitude save to remove a negative level has a DC of 15 + the 
  Disciple’s Charisma modifier. The Disciple gains 5 temporary hit 
  points for every negative level he bestows upon a target.
  Greater Summoning (Su): At 9th level, the number of undead a 
  Disciple can summon using his summon undead ability is increased 
  by 50%. That is the Disciple can summon triple his total divine 
  spellcasting class levels in Hit Dice.
  Shroud of Orcus (Su): At 10th level, the Disciple completes his 
  journey to become one with his master and gains the lich template 
  (see Pathfinder Roleplaying Game Bestiary “Lich”). From this 
  point forward he is irrevocably tied to the will of Orcus and cannot 
  be resurrected if destroyed unless Orcus chooses to let him (an 
  unlikely event).
  
  players' handout appendix=
  46
  Players’ Handout H
  
  players' handout appendix=
  47
  Players’ Handout I
  
  map appendix=
  48
  
  map appendix=
  49
  
  map appendix=
  50
  
  map appendix=
  51
  
  map appendix=
  52
  
  map appendix=
  53
  
  54
  map appendix=
  
  55
  map appendix=
  
  map appendix=
  56
  
  map appendix=
  57
  
  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 
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  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
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  terms may be added to or subtracted from this License except as described by the 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
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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 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which 
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  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 provi-
  sion shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bul-
  mahn, 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 Reyn-
  olds, 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: Bonus Bestiary, Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn.
  Tome of Horrors, Revised Edition. Copyright 2005, Necromancer Games, Inc.; 
  Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christoffer-
  son, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, Bill Webb; Based on 
  original content from TSR.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian 
  McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jean Wells.
  legal appendix
  Product Identity: The following items are hereby identified as Product 
  Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, 
  characters, artwork, and trade dress. (Elements that have previously been 
  designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see 
  above), the game mechanics of this game product are Open Game Con-
  tent, as defined in the Open GameLicense 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.
  58
  
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Roger Moore and 
  Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Mike Roberts.
  Tick, Giant from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Creature Collection Copynght 2000, Clark Peterson.
  Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.
  Relics & Rituals Copyright 2001, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyrght 2001, WhneWolf Publishing
  Mithril: City of the Golem Copyright 2001, White Wolf Publiching, Inc
  Hollowfaust: City of the Necromancers Copyright 2001, White Wolf Publishing, Inc.
  The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc.
  Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
  Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Camapaign Setting: Ghelspad, Copyright 2002, White Wolf Publishing, Inc.
  Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
  Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright2002, White Wolf 
  Publishing, Inc.
  Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.
  The Serpend and the Scepter: Serpent Amphora Cycle, Book II, White Wolf Publishing, Inc.
  Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc.
  The Penumbral Dragon Copyright 2003, White Wolf Publishing, Inc.
  Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amphora Cycle, Book III, White Wolf Publishing, Inc.
  Blood Bayou Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf 
  Publishing, Inc.
  Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc,
  Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing
  Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing
  Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing
  The Faithful and the Forsaken Copyright 2003, White Wolf Publishing
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
  Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peter-
  son and Bill Webb.
  Crucifixion Spirit from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Dark Matter from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games.
  Deathleech from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Demonic Knight from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Entropic Ooze from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Fire Elemental Construct from The Tome of Horrors Complete. Copyright 2011, Necro-
  mancer Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Giant, Jack-in-Irons from The Tome of Horrors Complete. Copyright 2011, Necroman-
  cer Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Grimm from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors Scott Green.
  Juju Zombie from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green based 
  on origianl material by Gary Gygax.
  n’Gathau from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Soul Reaper from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Slumbering Tsar: The Desolation, Part 1 -The Edge of Oblivion- Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Desolation, Part 2 -The Ghosts of Victory- Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Desolation, Part 3 -The Western Front- Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: Temple-City of Orcus, Part 1 -The Tower of Weeping Sores - Copy-
  right 2010 Bill Webb and Greg Vaughan, Frog God Games 
  Slumbering Tsar: Temple-City of Orcus, Part 2 -The Lower City - Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games 
  Slumbering Tsar: Temple-City of Orcus, Part 3 -The Harrow Lanes - Copyright 2010 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: Temple-City of Orcus, Part 4 -The Crooked Tower- Copyright 2010 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: Temple-City of Orcus, Part 5 -Foundations of Infamy- Copyright 
  2011 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 1 -At the Feet of Orcus - Copyright 2011 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 2 -Echoes of Despair - Copyright 2011 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 3 -The Throne of the Demon Prince - 
  Copyright 2011 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 4 - In the Belly of the Beast- Copyright 
  2011 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 5 - The Mind of Chaos- Copyright 2011 
  Bill Webb and Greg Vaughan, Frog God Games
  legal appendix
  59
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Slumbering Tsar/PFRPG - ST13, Hidden Citadel, Part 5 - The Mind of Chaos (LQ) (Lvl 16-21).pdf