TEXT: lb1
  module
  a 3.5/ogl adventure for level 5
  By Stephen S. Greer
  
  mine cart road 
  keep road 
  A. Baron Vendikon’s Keep 
  B.  Towers 
  C. Storehouse 
  D. Stables 
  E. Barracks 
  F. Gatehouse 
  A 
  B 
  B 
  B 
  B 
  B 
  B 
  D 
  E 
  C 
  F 
  F 
  3
  1
  1
  1
  2
  5 
  dusk lane 
  12 
  13 
  6 
  14 
  9 
  4 
  8 
  11 
  10 
  7 
  dawn lane 
  one square = 20 feet 
  1. Watch Towers
  2. The Dead Well
  3. Shenk’s Dogyard
  4. Graden’s
  5. The First Light
  6. Terron’s Yard
  7. Forest Bounty
  8. The Bucket & Bellows
  9. The Lodge
  10. The Black Candle
  11. The Conqueror’s Blade
  12. Pact Hall
  13. Almir Esate
  14. Argith’s Alchemy Shoppe
  N 
  S 
  W 
  E 
  Piren’s Bluff
  mine cart road 
  keep road 
  A. Baron Vendikon’s Keep 
  B.  Towers 
  C. Storehouse 
  D. Stables 
  E. Barracks 
  F. Gatehouse 
  A 
  B 
  B 
  B 
  B 
  B 
  B 
  D 
  E 
  C 
  F 
  F 
  3
  1
  1
  1
  2
  5 
  dusk lane 
  12 
  13 
  6 
  14 
  9 
  4 
  8 
  11 
  10 
  7 
  dawn lane 
  one square = 20 feet 
  1. Watch Towers
  2. The Dead Well
  3. Shenk’s Dogyard
  4. Graden’s
  5. The First Light
  6. Terron’s Yard
  7. Forest Bounty
  8. The Bucket & Bellows
  9. The Lodge
  10. The Black Candle
  11. The Conqueror’s Blade
  12. Pact Hall
  13. Almir Esate
  14. Argith’s Alchemy Shoppe
  N 
  S 
  W 
  E 
  1
  11
  11
  Piren’s Bluff
  
  Tower of The
  LasT Baron
  Pathfinder Module lB1
  lB series adventure
  Design: Stephen S. Greer
  Development and Editing: Jason Bulmahn, Mike McArtor, James L. Sutter, and Jeremy Walker
  Editorial Assistance: Chris Self and Vic Wertz
  Art Director: Drew Pocza
  Cover Artist: Christian Pearce
  Interior Artists: UDON, Drew Pocza, Wayne Reynolds
  Cartographer: Rob Lazzaretti
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Director of Sales & Marketing: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Special Thanks: The Paizo Customer Service and Warehouse Teams
  LB1: Tower of the Last Baron is a Pathfinder Module designed for four 5th-level characters. By the end of this module, characters should 
  reach 7th level. This module is designed for play in the Pathfinder Chronicles campaign setting, but can easily be adapted for use with 
  any world. This module is compliant with the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy 
  roleplaying game.
  The OGL can be found on page 31 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  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, artifacts, places, etc.), dialogue, plots, 
  storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are 
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  Pathfinder Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, 
  Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  Printed in China.
  
  2
  m o d u l e  l b 1
  fter three decades of civil war, in which the diabolists of House Thrune consolidated their 
  hold on the mighty empire of Cheliax, the tide of revolution swept through Andoran. 
  Frustrated with centuries of foreign rule and appalled by Cheliax’s new masters, the people 
  of Andoran banded together to throw off the shackles of empire and embrace republican 
  rule. During those days, the Andoren nobility faced a difficult choice: side with the people 
  of Andoran and forfeit their titles, or join with the evil Chelish empire and face the wrath of the 
  people. In the end, those who openly sided with Cheliax were killed or driven into exile, while 
  those who embraced the revolution retained much of their wealth and influence. A brave few 
  nobles chose neither side, unable to relinquish their cherished nobility and unwilling to side with 
  the foreign empire. The most famous of these is Baron Vendikon, once master of a large barony, 
  who now controls little more than the few miles around his keep in Piren’s Bluff. While his remote 
  holdings were small enough to avoid the wrath of the mob during the revolution, Piren’s Bluff 
  is key in defending the new nation of Andoran from its enemies in Cheliax. Of late, the People’s 
  Council in Almas has been leery of leaving such a strategically important position in the hands of 
  a neutral party, but as of yet, they have been unable to take direct action.
  
  3
  tower of the last baron
  Adventure Background
  When Andoran cut ties with Cheliax and became a free 
  nation, the two countries took vastly different paths. 
  Under the rule of the Thrice-Damned House of Thrune, 
  Cheliax grew ever more decadent and debased, and 
  its nobility began binding and bargaining with devils. 
  Although the diabolists succeeded in restoring order 
  to the empire, they failed to maintain a grip on the 
  outlying nations. 
  Andoran became a nation of free people under 
  the leadership of men who labored to promote the 
  liberty and welfare of themselves and their people. Its 
  aristocracy is barely one generation removed from the 
  power and comforts of divine right, and some former 
  nobles long for a return to the old days. One such 
  lord is Baron Vendikon of Piren’s Bluff. Situated at the 
  furthest reaches of what is still technically considered 
  Darkmoon Vale, Piren’s Bluff sits on the border between 
  Cheliax and Andoran, overlooking a pass across the 
  Aspodell Mountains that is key to Andoran’s defensive 
  strategy. The pass—to say nothing of the keep—makes a 
  tempting target for Chelaxians obsessed with regaining 
  their old empire.
  In the last few years, Chelish emissaries have visited 
  numerous border towns in a subtle scheme to gain the 
  sympathy, and eventually the fealty, of their leaders. 
  Their plan is to take back Andoran one town at a time 
  by instigating civil unrest, and hopefully even civil 
  war. One of their first targets was Baron Vendikon of 
  Piren’s Bluff. Emissaries came to Baron Vendikon and 
  whispered promises of arcane power and political might 
  beyond his dreams. At first, the baron, still very much the 
  political player he had been at the height of his power, 
  entertained his visitors and politely rebuffed their offers. 
  Yet the trickle of Chelish visitors coming to Piren’s Bluff 
  bearing small gifts—magical scrolls and baubles or rare 
  texts—continued to swell, and the seeds of rebellion 
  they planted in the baron’s corrupt heart began to 
  flower. Eventually, Baron Vendikon’s passion for arcane 
  knowledge and the secrets of the planes overcame his 
  good sense, and he began accepting the more diabolical 
  Chelish gifts—everything from hell hounds to a fiendish 
  magical assistant. Finally, 2 weeks ago, the baron recanted 
  his neutrality and vowed to hold Piren’s Bluff for his allies 
  in Cheliax. 
  Now, Cheliax is moving swiftly to consolidate its 
  position. Sinister agents of the House of Thrune and 
  its allies have already arrived in town, and soldiers from 
  the Chelish army are not far behind. Although Baron 
  Vendikon made every effort to keep the Council from 
  learning of his treachery (at least, before it was too late), 
  the townsfolk of Piren’s Bluff guessed the truth and 
  managed to get word to the Andoren forces in Darkmoon 
  Vale. The military is already mobilizing to take back the 
  town and oust the corrupt baron before a Chelish army 
  pours across the border.
  While the Andoren army marches to Piren’s Bluff, its 
  spies have learned that some members of the town still 
  oppose the baron’s plans. General Dakovya and his soldiers 
  have no desire to kill loyal Andorens, and he has instead 
  decided to infiltrate Piren’s Bluff with a small group of 
  adventurers disguised as merchant guards. While the 
  army surrounds the town and gives all appearances of a 
  prolonged siege, this small group will sneak into the keep 
  and put an end to the baron and his Chelish compatriots 
  once and for all.
  Adventure Summary
  The PCs enter Piren’s Bluff just before the Andoren army 
  arrives to lay siege to the town. Once inside, they must 
  sabotage the baron’s operations as much as possible, as 
  well as uncover any secret defenses he might employ 
  against the approaching army. Though the baron is aware 
  of the threat of spies, several Andoren loyalists in Piren’s 
  Bluff can aid the PCs, and rumors provide clues to point 
  them in the right direction. Once the PCs accomplish 
  their objectives in the town, they must infiltrate the keep 
  itself, gather information, and assassinate or capture the 
  baron before his lust for power costs innocent lives.
  Introduction
  LB1: Tower of the Last Baron is the first of two adventures in 
  a series. In this adventure, the PCs arrive in Piren’s Bluff 
  disguised as merchant guards bringing much-needed food 
  and supplies in advance of a besieging army. Acting as 
  agents of Andoran, the PCs must head off an unwanted war 
  between countrymen before it has a chance to happen. Their 
  dangerous mission requires them to sabotage the baron’s 
  plans and dethrone him, either through assassination or 
  capture, before an attack on the town is made.
  If the PCs have ties to Andoran or merely a reputation 
  for upholding justice, General Dakovya of Andoran 
  contacts them secretly and prevails upon them to 
  undertake the mission for the good of Piren’s Bluff and all 
  of Andoran—in his eyes, preventing one man’s arrogance 
  from destroying a town of loyal Andorens is reward 
  enough. If your players prefer the role of mercenaries, 
  however, getting them involved is simply a matter of 
  finding the right price. Having heard rumors of their 
  exploits, General Dakovya may offer them as much as 
  2,500 gp up front and another 2,500 gp upon completion 
  of the mission, as well as looting rights to anything they 
  can carry from the baron’s castle.
  Once the PCs accept the offer, the general lays out the 
  party’s objectives for the mission: gathering information, 
  sabotaging any defenses, and above all, taking out the 
  baron and bringing his turncoat reign to an end. While 
  the general doesn’t have any other active saboteurs within 
  
  4
  m o d u l e  l b 1
  General Dakovya
  the city, he’s managed to get a message to some Andoren 
  sympathizers within Piren’s Bluff. Though not even he 
  knows exactly who they are—the less everyone knows, the 
  safer they remain—they can be recognized by displaying a 
  secret sign: a sprig of mistletoe tied with a yellow ribbon.
  General Dakovya tasks one of his civilian agents—a 
  balding, jovial merchant named Gaskar Drolp—with 
  taking on the PCs as guards and allowing them to escort 
  him to Piren’s Bluff. Once there, he quickly conducts 
  his business at the Forest Bounty (area 7) and hurries off 
  again, leaving the characters to navigate a city bustling 
  with refugees fleeing the dust cloud raised by Dakovya’s 
  approaching army—still distant, yet growing ever closer.
  PArt One: A tOwn BeSIeged
  Sitting atop a flat shelf of rock overlooking a narrow 
  canyon leading deeper into the mountains, a tall wooden 
  palisade broken here and there by watchtowers 
  surrounds the town of Piren’s Bluff. A keep of 
  obvious antiquity watches over the town from the 
  highest elevation. Protected by stout stone walls 
  and guard towers, this ancient bastion has long been 
  the seat of power for the leaders of Piren’s Bluff and 
  protects Andoran’s western border. Here, Baron 
  Vendikon rules his people—for better or 
  worse. From the reports trickling out 
  of the isolated border town, “worse” 
  seems to be most accurate.
  A steady stream of men and 
  women dressed in the thick clothing 
  of mountain folk hurriedly enter 
  through the open gates, some of 
  them pushing or pulling carts, others 
  leading horses pulling wagons while 
  guards watch them closely. The 
  guards search wagons and carts, and 
  scrutinize everyone entering, but none 
  of the people entering the town—including 
  the PCs—are detained for very long. Not 
  long after Gaskar departs, however, the last 
  stragglers enter and the gates are sealed. 
  Less than an hour later, a faint rumble is 
  answered by cries from the watchtowers. 
  The Andoren army has arrived.
  Piren’s Bluff 
  As a border town, Piren’s Bluff sees a lot of 
  traffic—merchants, adventurers, miners, 
  mountain trappers, and rangers—which 
  allows strangers to mingle with its 
  residents and regular visitors without 
  standing out. This should let PCs move 
  around the town without too much 
  difficulty if they keep a low profile. If they 
  cause trouble, however, the town is small enough that news 
  spreads quickly.
  Baron Vendikon is the undisputed leader of Piren’s 
  Bluff. His soldiers and personal guards ensure that his 
  laws are observed and crush any threats to his power. 
  Despite his position, Baron Vendikon is unable to 
  effectively assert his authority over the Chelish House 
  Almir, which has long acted as the financial backbone 
  of Piren’s Bluff. Lord Dreyxor Almir is the last scion of 
  this once-decadent house. The venerable Lord Almir has 
  no loyalty to Andoran or Cheliax, and is concerned only 
  with furthering the interests of his numerous mining 
  operations in the Aspodell Mountains. Thus, the baron 
  grudgingly leaves matters as they are. 
  Piren’s Bluff
  Size hamlet (conventional); AL Lawful Neutral
  GP Limit 100 gp; Assets 1,050 gp
  DemoGrAPhicS
  Population 210
  Type isolated (96% human, 2% halfling, 1% elf, 1% 
  other races)
  AuThoriTy FiGureS
  Baron Galdur Vendikon, LE male human 
  aristocrat 2/wizard 5, Guard captain 
  Blacklock, LN male human fighter 5, 
  Dreyxor Almir, CN male human sorcerer 
  6 (scion of House Almir), Tandifor 
  Stroot, NG male elf ranger 4 (Master of 
  the Hunters’ Guild),
  NoTeS
  A walled keep acts as the seat of 
  power for Piren’s Bluff, while 
  the rest of the small hamlet 
  is clustered near its western 
  walls. The wooden palisade 
  provides adequate protection 
  against most threats. When it doesn’t, 
  the citizens can retreat into the keep 
  to defend themselves. Due to the rocky 
  terrain Piren’s Bluff is situated on, 
  growing food is difficult, and the town’s 
  residents depend on a steady flow of 
  merchants coming in from Cheliax and 
  Andoran carrying supplies of food and 
  other commodities they can’t produce 
  themselves.
  exploring the town
  By the end of the PCs’ first day in town, 
  the Andoren army has laid siege to Piren’s 
  Bluff. The army maintains constant 
  pressure on Piren’s Bluff by making 
  minor attacks on the watchtowers and 
  
  5
  tower of the last baron
  the town’s fortifications, but its primary motive is choking 
  off supplies and support (and secretly giving the PCs time 
  to complete their mission).
  Other than their basic objectives, PCs have little 
  guidance regarding how to go about infiltrating the 
  keep and assassinating the baron. While some parties 
  might choose to mount a stealthy assault of the keep 
  straightaway, others might opt to first spend some time 
  in town, gathering information, formulating plans, and 
  perhaps seeking out allies among the townsfolk who 
  can help sneak them into the castle. Presented below is 
  an overview of the town’s key locations and several of its 
  more notable residents, as well as a sampling of events 
  that might occur during the siege.
  1. watchtowers (eL 4)
  Stout wooden towers rise above a thick palisade. Soldiers in red and 
  gray livery stare out with expressions of grim apprehension.
  Each tower keyed to this location has a peaked roof 
  covered in wood shakes. Arrow slits in the walls provide 
  occupants improved cover against attacks from outside the 
  towers. Each watchtower is accessed via a ladder leading 
  up to a trap door that can be barred from the inside.
  Watchtower: hardness 5, hp 80, Break DC 30.
  Trap door: hardness 5, hp 20, Break DC 25.
  Creatures: Three members of the town militia, made 
  up of locals and conscripts, and two keep guards stand 
  watch here at all times. Shift changes are made at sunup 
  (7 am), midday (12 pm), sundown (7 pm), and midnight (12 
  am). The watch details are rotated every day to the next 
  watchtower along the palisade, moving clockwise.
  Town militia (3) 
   
  cr 1/2
  Male human warrior 1
  LN Medium humanoid
  init +0; Senses Listen +2, Spot +3
  DeFeNSe
  Ac 14, touch 10, flat-footed 14
  (+4 armor)
  hp 6 (1d8+2)
  Fort +4, ref +1, Will +1
  oFFeNSe
  Spd 30 ft.
  melee spear +2 (1d8/×3)
  ranged light crossbow +1 (1d8/19–20) or
  spear +1 (1d8/×3)
  TAcTicS
  Before combat If the tower guards sense trouble, they sound 
  the alarm, bringing reinforcements within 2d4 rounds. 
  They focus their attention on the area outside of the town, 
  watching for trouble from the encamped Andoren army.
  During combat The militia use crossbows to attack enemies 
  outside of the watchtower and spears to repel attackers 
  trying to get inside. 
  morale Tower guards fight to the death if trapped inside the 
  watchtowers. Otherwise, they flee for reinforcements.
  STATiSTicS
  Str 11, Dex 11, con 11, int 10, Wis 10, cha 10
  Base Atk +1; Grp +1
  Feats Alertness, Weapon Focus (spear)
  Skills Climb +0, Handle Animal +2, Jump +0, Listen +2, Ride 
  +2, Spot +3 
  Languages Common 
  combat Gear chain shirt, light crossbow and 20 bolts, spear; 
  other Gear trail rations, whetstone, wineskin, 8 sp, 17 cp.
  Keep Guard (2) 
  cr 1
  hp 12; see page 17
  Development: Patrols of additional soldiers are never 
  very far from any of the watchtowers. If an alarm is 
  raised, the watchtower details can be bolstered with 1d4+1 
  additional warriors in 2d6 rounds.
  2. the dead well
  A two-story construction of stone and timber towers above 
  the rooftops of nearby buildings and rivals the watchtowers 
  for prominence. A sign near its entrance depicts a stone well 
  surrounded by weeds. Bronze letters affixed to the sign above the 
  picture read “The Dead Well.”
  Long-railed hitching posts frame a wide stoop and tall, narrow 
  pine doors providing entrance into the inn. Wood smoke wafts 
  from stone chimneys rising from the steep, wood-shake roof, 
  carrying the promise of warmth and a hot meal within.
  This inn was built around a dried-up well as an oddity 
  and curiosity. The owner of the Dead Well, “Lucky” Ben 
  Willhuff, was a professional gambler in Absalom who 
  retired to Piren’s Bluff to enjoy his spoils. It didn’t take 
  long for Willhuff to gain a reputation as the luckiest man 
  AWArDiNG AD hoc XP
  Many of the encounters in this adventure are 
  designed to reward players for their cleverness, 
  ingenuity, and social skills. Unless an encounter 
  recommends a specific ad hoc XP award, each time 
  the PCs successfully negotiate their way through 
  an important social encounter that yields a clue or 
  aids in helping them accomplish their objectives, or 
  bypasses an encounter altogether through stealth and 
  cunning, award them experience points as if they’d 
  defeated the NPCs involved in combat. 
  
  6
  m o d u l e  l b 1
  Lucky Ben willhuff
  in town, and locals frequently toss copper coins into the 
  well to gain some of that luck for themselves.
  Creatures: The baron stations two out-of-uniform 
  guards in the inn to keep an eye on the common room 
  at all times, hoping to catch any hint of rebellion in its 
  formative stages. In such a small town, the guards’ presence 
  is obvious to the locals, but most would rather play along 
  than arouse the baron’s ire. The PCs, being outsiders, can 
  sense something suspicious about the guards with a DC 
  20 Sense Motive check.
  Lucky Ben Willhuff 
  cr 8
  Venerable male human rogue 10
  CN Medium humanoid
  init +4; Senses Listen +11, Spot +12
  DeFeNSe
  Ac 15, touch 10, flat-footed 15
  (+5 armor)
  hp 17 (10d6–20)
  Fort +3, ref +7, Will +3
  Defensive Abilities evasion, improved uncanny dodge, 
  trap sense +3
  oFFeNSe
  Spd 30 ft.
  melee +2 dagger +7/+2 (1d4/17–20)
  Special Attacks sneak attack +5d6
  TAcTicS
  Before combat If Lucky Ben feels a 
  fight coming on, he attempts to 
  hide or position himself so as to 
  make a sneak attack.
  During combat Lucky Ben uses 
  Combat Expertise to add +5 to his 
  AC. He uses Improved Feint to sneak 
  attack single opponents if he finds himself 
  in a favorable tactical position. He does his 
  best to keep a means of escape open so he 
  can get help. He uses his potion of invisibility 
  to sneak past enemies if necessary.
  morale If Lucky Ben cannot slip away or talk his 
  way out of trouble, he fights to the death.
  STATiSTicS
  Str 7, Dex 10, con 6, int 18, Wis 13, cha 11
  Base Atk +7; Grp +5
  Feats Alertness, Combat Expertise, Improved 
  Feint, Improved Initiative, Weapon Finesse
  Skills Balance +7, Bluff +7, Climb +8 (+10 
  climbing ropes), Diplomacy +7, Disable 
  Device +7, Disguise +2, Escape Artist +5 (+7 
  to escape rope bonds), Forgery +8, Gather 
  Information +7, Hide +5, Intimidate +7, 
  Jump +3, Knowledge (geography) +8, 
  Knowledge (local) +8, Knowledge (nobility 
  & royalty) +8, Listen +11, Move Silently 
  +5, Open Lock +10, Profession (gambler) +6, Search +8, 
  Sense Motive +6, Sleight of Hand +12, Spot +12, Survival 
  +3 (to avoid getting lost or natural hazards and to find 
  or follow tracks), Swim +3, Tumble +7, Use Rope +5 (+7 
  binding someone)
  Languages Common, Draconic, Elven
  SQ rogue special abilities, trap finding
  combat Gear +2 dagger, +1 mithral shirt, potion of invisibility 
  (2); other Gear keys to the doors of the inn, masterwork 
  thieves’ tools, 15 gp, 28 sp, 10 cp
  SPeciAL ABiLiTieS
  Skill mastery: Lucky Ben may choose to take 10 on Bluff, 
  Climb, Disable Device, Sleight of Hand, and Tumble 
  checks even if stress and distraction would normally 
  prevent him from doing so.
  Keep Guards (2) 
  cr 1
  hp 12 each; page 17
  Ac 11, touch 11, flat-footed 10
  TAcTicS
  During combat If they notice anyone attempting to 
  penetrate the well, one of the guards attempts to 
  arrest the troublemakers while the other one slips out 
  for reinforcements, which arrive in 3d4 rounds.
  morale The guards flee in the face of determined 
  opposition, hoping to get back to the keep 
  to call for aid.
  NoTeS
  These guards are unarmored and 
  do not have spears or crossbows, 
  only their longswords, which 
  they tend to keep hidden beneath 
  tables or cloaks.
  Treasure: Ben keeps an iron chest 
  hidden atop a rafter  in his room (Search 
  DC 30). The chest isn’t locked, but the latch 
  is smeared with contact poison (doorknob 
  smeared with contact poison, DMG 72). It 
  contains mixed coins worth 800 gp (many of 
  which were minted in Absalom), bloodstained 
  leather gloves of Dexterity +4 (which he used to 
  grift in gambling houses, but now reserves 
  for special occasions), six potions of cure 
  moderate wounds, and an emerald worth 1,000 
  gp. It also contains a sheet of vellum with a 
  list of eight of Ben’s old enemies, five of the 
  names crossed out. Ben plans to kill every 
  one of them before he dies. With a DC 20 
  Knowledge (nobility & royalty) check, the 
  PCs recognize some or all of the names as 
  important citizens of Absalom.
  Development: Lucky Ben is infuriated 
  by the baron’s intrusion into his inn 
  and the unwanted presence of 
  
  7
  tower of the last baron
  guards loitering in the common room. If the PCs can 
  improve his attitude from indifferent to helpful with 
  a DC 30 Diplomacy check, he approaches them about 
  the unwanted situation and might even help them 
  accomplish their mission. Ben isn’t interested in politics, 
  but he wants to come out of the current state of affairs on 
  the winning side. He recognizes that it probably won’t be 
  the baron’s. He also knows the password that allows entry 
  into the keep (see area K1).
  3. Shenk’s dog Yard (eL 5)
  Crouched in the shadows of the tall northern wall of the keep 
  proper, a humble shack occupies one corner of an open yard 
  surrounded by a crooked iron fence. A row of doghouses lines the 
  western side of the yard, while kennels occupy the space along the 
  fence opposite them. Several mastiffs wearing spiked iron collars 
  roam the yard, masters of their small patch of land, while younger 
  ones pace back and forth within the confines of the kennels. A sign 
  fastened to the gate in the southern portion of the fence reads, 
  “Shenk’s Dog Yard.”
  A quiet, hermit-like old ranger named Tweiford Shenk 
  runs a modest business breeding and training dogs with his 
  assistant Bumbo, the halfwit nephew of the baron. Tweiford, 
  a wiry man with a heavy lantern jaw and dark, close-cropped 
  hair, lives in a small shack. Bumbo sleeps in an add-on that 
  is little more than a lean-to attached to the shack. 
  When not working with his animals, Tweiford keeps to 
  himself, whittling and sketching pictures of animals from 
  his memories of exploring the wilds of Golarion. The walls 
  and shelves of his tiny home are covered with hundreds of 
  carvings and pictures crafted by his own hands.
  Tweiford doesn’t care for the baron’s recent decisions, 
  but keeps his opinions to himself. Tweiford is kind and 
  gentle with Bumbo, usually allowing the young man lots 
  of time to wander the town unless he needs an extra pair 
  of hands. Bumbo’s imbecility is a source of considerable 
  shame to the baron, and as a result he’s asked Tweiford to 
  take on his nephew as an assistant simply to keep him out 
  of the baron’s hair.
  Creatures: Bumbo is shamming his mental deficiency 
  and familial relation with the baron. His real name is 
  Dindler Magrak. He has served as the baron’s spy for 
  several years, donning various disguises maintained for 
  as long as they serve his needs. As Bumbo, the baron’s spy 
  is a shaggy-haired, freckle-faced man with a faint look of 
  nobility. He wears mismatched woolens and a stained 
  cloak that’s too big for him, which he often trips over. 
  The disguised Dindler wanders the town grinning like a 
  fool and babbling nonsense to anyone who listens or even 
  looks at him. He uses the town fool facade to listen in 
  on conversations and watch new visitors. A secret passage 
  under one of the doghouses (Search DC 25), which leads 
  BumBo’S SPyiNG
  PCs interacting with Bumbo/Dindler can make a Sense 
  Motive check opposed by his Bluff skill to determine that 
  something about the supposed idiot is not quite right. 
  Each time the PCs visit a new area, there is a 25% chance 
  Bumbo arrives while the PCs are there and spies on them 
  until they leave. Use a Sense Motive check, opposed by 
  a passive Bluff check rolled in secret, to determine if the 
  PCs’ actions arouse his suspicion. If Dindler wins the 
  opposed roll, he tags along with the PCs to observe them 
  further until he feels it’s time to cut them loose again. 
  If they act suspiciously enough, Dindler reports them to 
  Baron Vendikon that night, in which case things can get 
  complicated very quickly, as Guard Captain Blacklock 
  arrives with an arrest squad in the middle of the night to 
  capture the PCs (see The Arrests Begin on page 16).
  Bumbo
  
  8
  m o d u l e  l b 1
  up into an empty stall in the baron’s stables (area D), 
  allows Dindler to give a daily report to Baron Vendikon. 
  Dindler also knows the password that allows entry into 
  the keep (see area K1).
  A few young mastiffs and a female with a new litter 
  occupy the kennels. Although they aren’t much of a 
  threat, they can raise quite a racket if strangers enter 
  the yard. The four adult dogs that roam the yard are 
  disciplined guardians. They are trained to attack anyone 
  except Tweiford or Bumbo who enters the yard, unless 
  one of the two commands them otherwise (either with 
  two high-pitched blasts from their training whistles or 
  with a verbal command).
  Dindler magrak (aka Bumbo) 
  cr 5
  Male human rogue 5
  NE Medium humanoid
  init +2; Senses Listen +9, Spot +9
  DeFeNSe
  Ac 15, touch 12, flat-footed 13
  (+3 armor, +2 Dex)
  hp 20 (5d6)
  Fort +1, ref +6, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  oFFeNSe
  Spd 30 ft.
  melee masterwork dagger +6 (1d4–1/19–20)
  ranged masterwork dagger +6 (1d4–1/19–20)
  Special Attacks sneak attack +3d6
  TAcTicS
  During combat Dindler attacks first only if he can make 
  a sneak attack, otherwise choosing to flee and return 
  another time when his prey is unsuspecting.
  morale Dindler is a coward and flees if he is outnumbered 
  or wounded in any way. He saves his potion of invisibility in 
  case of this kind of emergency. He surrenders if cornered, 
  and gives up every dirty secret he knows if it means 
  saving himself from pain or death.
  STATiSTicS
  Str 8, Dex 14, con 10, int 13, Wis 12, cha 16
  Base Atk +3; Grp +2
  Feats Alertness, Skill Focus (Disguise), 
  Weapon Finesse
  Skills Bluff +11, Diplomacy +13, Disguise 
  +13 (+15 acting), Gather Information 
  +10, Hide +5, Intimidate +10, 
  Knowledge (local) +6, Listen +9, Open 
  Lock +6, Perform (act) +10, Search +3, 
  Sense Motive +8, Sleight of Hand +10, 
  Spot +9, Tumble +3
  Languages Common
  SQ trapfinding
  combat Gear masterwork 
  dagger (2), +1 leather armor, 
  potion of invisibility; other Gear elixir of love (blue bottle 
  containing 10 doses), masterwork thieves’ tools, signet 
  ring (inscribed with the symbol of Cheliax, hidden in 
  pocket), 5 sp, 25 cp
  mastiff (4) 
  cr 1
  hp 13; MM 272 (riding dog)
  TAcTicS
  Before combat The mastiffs alertly watch the yard for 
  anything that doesn’t belong there. Sneaking up on them 
  can be quite difficult, regardless of the time of day.
  During combat The mastiffs attack the nearest target, but 
  they are trained to hold opponents rather than kill them. 
  They can make trip attacks as per wolves. Once they knock 
  down opponents, they grapple their foes (holding on with 
  their teeth) unless their lives are threatened, at which point 
  they instinctively react with deadly force.
  morale If any of the mastiffs are slain, the others attack to 
  kill, gaining a +1 morale bonus on their attack and damage 
  rolls. They fight to the death to guard their master’s 
  property.
  Tweiford Shenk 
  cr 3
  Male human ranger 3
  N Medium humanoid
  init +2; Senses Listen +7, Spot +7
  DeFeNSe
  Ac 14, touch 12, flat-footed 12
  (+3 armor, +2 Dex)
  hp 20 (3d8+3)
  Fort +4, ref +5, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  oFFeNSe
  Spd 30 ft.
  melee longsword +5 (1d8+2/19–20)
  ranged masterwork longbow +6 (1d8/×3) or
  masterwork longbow +4/+4 (1d8/×3)
  Special Attacks favored enemy +2 (animals)
  TAcTicS
  Before combat Tweiford only fights if his life and livelihood 
  are threatened or if his dogs are attacked. He wears 
  masterwork leather armor under his work clothes.
  During combat Tweiford favors his masterwork longbow to 
  make ranged attacks. If forced into melee combat, he uses 
  his longsword and fights defensively.
  morale Tweiford fights to the death as long as his four adult 
  mastiffs are alive and fighting by his side. If they are killed, 
  he flees to get help from the keep guards.
  STATiSTicS
  Str 14, Dex 15, con 13, int 10, Wis 12, cha 8
  Base Atk +3; Grp +5
  Feats Animal Affinity, Endurance, Point Blank Shot, Precise 
  Shot, Rapid Shot, Track
  Skills Handle Animal +7, Knowledge (nature) +6, Listen +7, 
  Tweiford shenk
  
  9
  tower of the last baron
  Profession (animal breeder) +7, Ride +4, Spot +7, Use 
  Rope +7
  Languages Common
  Gear longsword, masterwork leather armor, masterwork 
  longbow with 40 arrows,  dog biscuits (7), work clothes, 12 
  sp, key
  Treasure: Dindler keeps a masterwork disguise kit, 
  10 pp, and 25 gp of Chelish mint under a loose board 
  beneath his sleeping mat (Search DC 25). Tweiford keeps 
  his earnings and the remnants of wealth collected from 
  his adventuring days in a locked metal box (Open Lock 
  DC 30) hidden under his bed (Search DC 20), which 
  consists of 15 pp, 600 gp, 186 sp, and a small ruby worth 
  500 gp. Tweiford keeps the key on a leather thong around 
  his neck.
  Development: If the PCs decide to stake out Shenk’s 
  Dog Yard or keep an eye on Dindler Magrak, the baron’s 
  spy creeps out of his tiny sleeping quarters at around 
  midnight each night, coaxes a mastiff named Daisy out 
  of her doghouse, lifts the hidden trap door built into the 
  bottom, and slips down into the secret tunnel. Dindler 
  usually returns about an hour later, crawls out of the 
  secret passage, and returns to his sleeping mat. If they 
  follow him down, the PCs discover that this tunnel is 
  in fact quite spacious and well made—an escape route 
  for the baron constructed long ago and then forgotten 
  by all but the keep’s master. The baron keeps two guards 
  stationed at the far end lest someone other than Dindler 
  use it to gain entry to the castle (see area D).
  If the PCs attempt to befriend Tweiford, complimenting 
  his dogs or taking an interest in them grants a +5 
  bonus on their Diplomacy check. His initial attitude is 
  indifferent. If the PCs improve his attitude to friendly or 
  better, Tweiford tells the PCs all about some of the prized 
  “sniffers” the baron keeps on hand within the keep in 
  order to keep watch over the crucial food stores and sniff 
  out thieves and assassins.
  4. graden’s
  A sign in front of this simple building bears the name “Graden’s.” 
  Shovels, mattocks, and pickaxes lean against the front wall along a 
  covered stoop. Shelves full of more tools and gear are clearly visible 
  through the front windows.
  Graden’s is a simple supply shop. Most items found in 
  the equipment section of the PH are available here at a 
  10% markup.
  Creatures: Jeb Graden (LE male human expert 2) runs 
  this shop with his harridan of a wife and two boorish sons 
  (LE male and female human commoner 1). The Gradens 
  are xenophobic racists and unfriendly toward everyone. 
  Though they have no particular love of Chelaxians or 
  the baron’s politics, the current atmosphere of fear and 
  paranoia suits them perfectly. Charisma-based checks to 
  improve their attitudes suffer –10 penalties. The Gradens 
  are eager to try and cash in on the siege, and any check 
  that does not improve their attitudes results in arbitrary 
  price increases and a prompt report of the characters as 
  suspicious undesirables to the baron’s guards.
  5. the First Light
  A tall, angular building of white marble stands atop this lonely 
  spot of ground. A steeple topped by a timeworn statue is the 
  makeshift aerie for more than a dozen pigeons, their droppings 
  covering the face and shoulders of an effigy that has obviously 
  faded out of importance for the people of Piren’s Bluff. Wood 
  and brass doors under the shadows of the steeple stand open, 
  revealing a clean but empty nave.
  With a DC 15 Knowledge (religion) check, the PCs 
  recognize the worn figure covered in bird droppings as 
  Aroden. At one time, his church was popular among the 
  folk of Piren’s Bluff and they worshipped in this temple. 
  With Aroden’s death and the loss of his clergy’s powers, 
  however, most residents turned to other gods or simply 
  lost their faith altogether.
  The temple nave is a sad, empty place. Its wooden 
  benches, marble pillars, and the statue of Aroden that 
  stands atop a marble plinth opposite the doors are kept 
  clean by an elf cleric of Aroden named Tulrin Endessell 
  (LG male elf ex-cleric 5). The old priest spends his days 
  scuttling about the nave armed with cleaning rags and 
  a bucket of soapy water, waging a hermit’s war against 
  the dirt and grime that constantly threaten the temple 
  interior. Tulrin is a harmless, kindly man. If attacked, he 
  runs away and returns after his enemies depart.
  Development: Tulrin is blissfully ignorant 
  of events outside the temple 
  and more than a little insane. 
  He rarely leaves this building, 
  using 
  the 
  small 
  dormitory 
  behind the altar to sleep. 
  Neighbors bring him food and 
  clean clothing. If the PCs engage 
  him in conversation, it is obvious 
  he is lost in dementia, but in his 
  occasional lucid moments he warns 
  against the priestess of Asmodeus 
  and the papers with which she has 
  spellbound the citizens of Piren’s 
  Bluff. When asked for further 
  details, he warns that the pact 
  papers must be destroyed. 
  After that, he slips back 
  into dementia.
  Tulrin endessell
  
  10
  m o d u l e  l b 1
  6. terron’s Yard
  A building of brick and wood sits at the front of a large fenced-off 
  yard full of horses and ponies. A long stable abuts the yard, and a 
  sign over the wide gate reads “Terron’s Yard.”
  Terron Redgrove, Jr. (LN male human expert 2) is the 
  town’s hostler and recipient of his late father’s business 
  selling mounts and beasts of burden. He sells most 
  varieties of horses and ponies here at the normal prices 
  found in the PH.
  7. Forest Bounty
  A sign over the open doors of this building depicts a satyr holding a 
  cornucopia spilling fruits and vegetables. Rows of bins and shelves 
  within are filled with a variety of food items, from produce to 
  pickled pigs’ feet and kegs of ale and wine.
  Forest Bounty is the town’s one and only grocer. The 
  Tuckets, a cheerful family of halflings (NG male and female 
  halfling expert 1), sell the food and spirits they stock here 
  at a 10% markup from the prices listed in the PH, and 
  are nervously considering raising their prices, though the 
  baron has promised he has enough food stocked in his 
  storehouse to keep the town fed for far longer than the 
  Andoren army can feed itself. 
  8. Bucket & Bellows (eL 2)
  This squat brick building echoes with the sound of metal striking 
  metal. A sign depicting an iron bucket and a bellows hangs over 
  the wide door. Inside, a large black anvil stands next to a massive 
  bellows connected to a coal forge.
  Bucket & Bellows busily produced weapons 
  and armor even before the Andoren army 
  arrived. Operating Piren’s Bluff’s only smithy, 
  retired adventurer Smaar Janderfut (NG male 
  human fighter 4) is one of the busiest men 
  in town. He works from sunup until well 
  after dark every day. Since his wife died 
  almost 2 years ago, Smaar runs Bucket & 
  Bellows with the help of his five sons, who 
  range in age from 9 to 18.
  A DC 15 Spot check reveals a sprig of 
  mistletoe bound in yellow ribbon in a 
  corner of the front window.
  Creatures: Since the siege began, 
  the baron has ordered two of 
  his men to stand guard here to 
  protect the smithy from Andoren 
  saboteurs and interference from 
  the town folk.
  Keep Guards (2) 
  cr 1
  hp 12 each; see page 17
  TAcTicS
  During combat If outnumbered, one of the soldiers runs 
  to get reinforcements. The soldiers fight to subdue 
  opponents if possible. If lethal force is used against 
  them, they respond in kind with their swords, seeking to 
  flank opponents.
  morale The soldiers prefer to withdraw for help and 
  subdue opponents with overwhelming numbers if faced 
  with defeat.
  Development: Smaar is unhappy about the baron’s 
  soldiers guarding his smithy, and fears they suspect his 
  treasonous leanings. He’s happy to do whatever he can 
  to help the Andoren army defeat Baron Vendikon and 
  his corrupt regime, but will not risk himself or his sons 
  unnecessarily.
  If the PCs gain Smaar’s trust, he can provide them with 
  any weapons and armor they need (to a maximum of 200 
  gp each, no more than 50 gp value for any individual 
  item) or offer them a place to hide out. The guards are 
  lax and don’t suspect anything. Smaar has also noticed 
  that Bumbo has a strange knack for showing up wherever 
  grumblings against the baron are vented, and gladly 
  shares his suspicion that the idiot is more than he seems.
  9. the Lodge (eL 5)
  A longhouse made of thick logs with a massive brick chimney rising 
  from the center of its roof dominates the rest of the buildings at 
  this end of Mine Cart Road. Crossed hatchets and an enormous set 
  of antlers overhang the wide door facing the road.
  The Lodge is the Piren’s Bluff guildhall of the 
  Aspodell Hunters’ Guild—men and women 
  who roam the nearby mountains and strive 
  to protect humanity and nature from the 
  giants, trolls, and other fell beasts that 
  lurk among its peaks. It is also a cantina 
  where miners and rangers from the 
  other wild places of Avistan come 
  and share stories or warm themselves 
  by the hearth. New visitors who identify 
  themselves as something other than 
  rustic outdoorsmen and naturalists 
  are bluntly advised to seek 
  what they’re looking for 
  at the Conqueror’s Blade 
  or the Dead Well.
  Creatures: 
  Most 
  of 
  the men and women who 
  normally 
  patronize 
  the 
  Lodge have been conscripted. 
  smaar Janderfut
  
  11
  tower of the last baron
  Only 1d4 hunters (CG male human expert 2) with various 
  impairments and Tandifor Stroot (NG male elf ranger 4), 
  Master of the Hunters’ Guild, are usually in the cantina 
  these days. Tandifor’s wolf companion, Dapple, is always 
  near the elf.
  Development: Tandifor refuses to aid in the fighting and 
  has earned the baron’s enmity. The elf ranger had a dream 
  a week ago, in which a wolf pack came to him and warned 
  him that he must not side with the baron. Although the 
  baron promised to hang Tandifor following the siege, the 
  ranger fears no repercussions for his decision.
  If any of the PCs are rangers or druids, Tandifor offers 
  them shelter in the Lodge if they need it. If there is a good-
  aligned ranger or druid in the party, Tandifor’s initial 
  attitude is friendly—otherwise it is indifferent. If the PCs 
  shift Tandifor’s attitude to helpful, he offers his assistance 
  in their struggle against the baron. He is willing to cast calm 
  animals on Twieford’s dogs if the PCs need help getting past 
  them to use the secret passage into the keep. 
  10. the Black Candle
  This squat building sits at the middle of Dawn Lane. Ivy covers much 
  of its walls and partially blocks several diamond-shaped stained-
  glass windows. Near the front entrance, a large iron arm thrusts up 
  from the ground, its palm facing the sky. A black candle nestles in 
  the palm, a bright flame dancing on its wick.
  The Black Candle specializes in herbal remedies for 
  common ailments and injuries. The natural concoctions 
  available at the Black Candle are very popular in Piren’s 
  Bluff. Any Heal checks made after using the special herbs 
  sold here gain a +2 bonus. If combined with normal rest, 
  they also provide the benefit of healing 1 extra hit point 
  per day. A variety of poultices, teas, and infusions may be 
  purchased for an average price of 1 gp.
  The fire that burns from the large 
  black candle near the door is a 
  continual 
  flame. 
  Pushing 
  open 
  the front door causes a string 
  of bells hanging in front of it to 
  jingle loudly, and at the chain’s 
  end dangles a sprig of mistletoe 
  wrapped in yellow ribbon. Viaren 
  the Apothecary (CN female half-elf 
  expert 3) is a raven-haired, half-elven 
  beauty with green eyes and pale skin. 
  Her shop is always open, since there’s 
  no telling when someone might need her 
  remedies.
  Development: If the PCs identify 
  themselves 
  as 
  allies 
  and 
  succeed on a DC 15 Diplomacy 
  check, Viaren can provide 
  them with a few varieties of poison she prepares for some 
  of her customers. Although none are deadly, the poisons 
  might help the PCs accomplish their mission a little 
  easier. She has 1d3 doses each of malyss root paste, terinav 
  root, oil of taggit, and blue whinnis (DMG 297). Viaren 
  describes the qualities of each type of poison and how to 
  use them.
  Viaren suspects that the baron is dabbling in some 
  form of necromancy. Lately, his agents have purchased 
  a lot of herbs and concoctions used to preserve dead 
  bodies. She fears he intends to use undead against the 
  Andoren army.
  11. the Conqueror’s Blade (eL Variable)
  A stone building looms over the surrounding homes and shops, 
  rivaled only by the temple across the street. A peaked roof sports 
  a massive chimney merrily exhaling clouds of smoke heavy with 
  the pleasant odor of roasting meat. Fiendish suits of armor stand 
  guard next to the wide entrance of a place that a wooden sign over 
  the door names “The Conqueror’s Blade.”
  This tavern is popular with the baron’s soldiers and other 
  fighting men. The owner is a retired bard named Rhasper 
  (NE male human bard 4) who settled in Piren’s Bluff years 
  ago after fleeing a foreign court he talks about only in vague 
  references. Rhasper has thinning black hair slicked back 
  with scented hair wax. He has a habit of overdressing in 
  worn court garb that was once fashionable in Cheliax, but is 
  now years out of date. He talks in a high nasal voice and is 
  prone to making horrible puns and whistling old songs. 
  Rhasper charges standard PH prices for drinks and 
  meals. The baron pays Rhasper a hefty sum of gold to report 
  any suspicious activity, such as patrons who ask too many 
  questions or do a lot of whispering. Rhasper promised his 
  three greedy barmaids—Elka, Treesa, and Mairen 
  (LN female human commoner 1)—a silver crown 
  each for reporting such instances to him. They 
  are careful not to pass along frivolous reports, 
  since Rhasper has a tendency to thrash them 
  for wasting his time.
  Creatures: During the day there are 
  usually 3d6 soldiers on the baron’s payroll 
  relaxing here, catching a break from 
  defending the walls or guard duty. At night, 
  Captain Blacklock (see area K23) usually 
  shares a few pints with his men before 
  retiring to his personal residence on the 
  corner of Dawn Lane and Mine Cart Road 
  at around 10 pm. Although the soldiers play 
  cards, toss dice, and attempt to fraternize with 
  the local women while they throw back 
  pints of ale, the mood is nonetheless 
  grim and anxious.
  Viaren
  
  12
  m o d u l e  l b 1
  Keep Guards (3d6) 
  cr 1
  LN Human warrior 1
  hp 12 each; see page 17
  TAcTicS
  During combat The keep guards attempt to subdue 
  opponents if a fight breaks out in the Conqueror’s 
  Blade. Any opponents using lethal damage are grappled, 
  shackled, and thrown in cells in the keep (area K26).
  morale If outnumbered, or if they appear to be losing, the 
  guards prefer to withdraw to a more defensible position 
  and send for help, hoping to bury their opponents with 
  overwhelming numbers.
  Development: A PC may join the soldiers’ games with 
  a DC 20 Diplomacy check. Buying the guards a round of 
  drinks provides a +2 circumstance bonus on this check. If 
  successful, a character can learn the shift change schedules 
  for the watchtowers, and the names and guard duty 
  schedules of the soldiers at the table. The PCs learn the same 
  information with a DC 20 Gather Information or Listen 
  check. A PC who attempts either, however, must succeed on 
  an opposed Bluff check against the guards’ Sense Motive 
  check to avoid arousing suspicion, whether or not the initial 
  check succeeds. If a PC fails by 5 or more, he is called out for 
  being nosey. A DC 25 Diplomacy check calms the soldiers’ 
  suspicions, but thereafter, the soldiers are more restrained 
  and the PCs are unable to learn any more rumors from the 
  current patrons. They may try again the next night when 
  different soldiers are off duty, but the DCs increase by 2 for 
  each extra evening the PCs try to get information.
  If a failed Diplomacy check results in a hostile attitude, 
  chairs scrape across the floor as the off-duty fighting men 
  get to their feet and close in on the suspicious PCs. Rhasper 
  intervenes, however, and advises the PCs to leave (after all, 
  he can’t get paid for reporting them if they’ve already been 
  captured). If the PCs ignore his advice, things could turn 
  deadly. If they manage to get out of the situation at all, the PCs 
  need to lie low, as Rhasper and the baron’s men immediately 
  report them to Baron Vendikon (see The Arrests Begin).
  Ad Hoc XP Award: If the PCs successfully gather 
  information without arousing suspicion, grant them a CR 
  5 experience award.
  12. Pact Hall (eL 7)
  The entrance to this stone building is flanked by identical brass 
  statues depicting a handsome man with small horns on his head 
  and his arms crossed in front of him. The tall iron doors are marked 
  with faintly glowing pentagrams.
  This temple to Asmodeus was built in recent years 
  after the baron converted. Townfolk complained about 
  his decision, but when Asmodeus himself failed to appear 
  in a puff of smoke and carry the citizens of Piren’s Bluff 
  down to Hell, they eventually came to accept its presence 
  and even prosper by making small pacts with the temple’s 
  priestess, Shiyara the High Mediator.
  Worship services are held at midnight every Wealday 
  and Starday. The temple is otherwise open from dawn 
  until dusk and the doors are locked most other times 
  except when hosting special visitors.
  If the PCs enter the temple, read or paraphrase the 
  following text.
  A wide stone stair descends five feet into a large open chamber 
  dominated by a glowing pentagram with a tall red candle 
  burning at each of its five points. Black tapestries with silver 
  pentagrams stitched into them cover every wall. Numerous 
  chairs perch atop a ledge encircling three sides of the chamber. 
  A wooden podium with a silver pentagram sits at the far side 
  of the larger symbol in the floor. A large iron door behind it is 
  the only other exit.
  The temple is under the effects of an unhallow spell 
  centered on the infernal pentagram in the floor. The 
  unhallow spell provides the effects of a bless spell to all 
  Asmodeus worshipers in the temple (already figured into 
  the stats below).
  A private contemplation room and luxuriant living 
  quarters lie beyond the iron door. Both the main temple 
  doors and the inner sanctum door share the same statistics.
  Iron Door: hardness 10; hp 60; Break DC 28; Open Lock 
  DC 30.
  Creatures: Shiyara is a tiefling with the gentlest features 
  of her parents, which helped her advance as far as she has 
  in the church’s hierarchy. Lacking the horns and hooves 
  that mark most of her kind, her only exceptional features 
  are pointed ears, a pattern of dark spots along her neck 
  and shoulders, and overly large eyes of burnished gold. 
  Some people wrongly assume she descends from elves, 
  and she encourages the misconception.
  Shiyara normally stays in the temple, calling upon 
  Asmodeus to honor the pacts of the people of Piren’s 
  Bluff by delivering them from their enemies. Her imp 
  companions Barseq and Mesrop are bound to the temple. 
  They use the forms of ravens to hide their true nature and 
  function as fiendish oracles for Shiyara when she needs 
  to commune with her fiendish lord. They also aid in the 
  ceremonial pacts she administers within the pentagram 
  in the nave. During each ceremony, the petitioner 
  receives a suggestion from one of the imps perched on 
  Shiyara’s shoulder; each suggestion is designed to further 
  the church’s interests. Unlike a normal suggestion, the 
  petitioners voluntarily enter into a pact with Asmodeus, 
  and thus receive no save.
  Barseq and mesrop 
  cr 2
  Imps
  hp 13; MM 56
  
  13
  tower of the last baron
  TAcTicS
  Before combat The imps become invisible and change back 
  to imp form.
  During combat Barseq and Mesrop haven’t used suggestion 
  for a couple days. The imps pick out well-armed fighters 
  and try to turn them against their companions. The 
  imps single out lightly armored foes to attack with their 
  poisonous stings, using invisibility to gain a tactical 
  advantage. Fighting in the temple grants them a +1 
  morale bonus on attack rolls, thanks to bless.
  morale The imps attack and retreat. They use invisibility after 
  each sting attempt, and attack again a round later. They 
  cannot leave the temple, and fight to the death to defend it.
  Shiyara the high mediator 
  cr 5
  Female tiefling cleric 5
  LE Medium outsider (native)
  init +0; Senses darkvision 60 ft.; Listen +3, Spot +3
  DeFeNSe
  Ac 20, touch 11, flat-footed 20
  (+9 armor, +1 deflection)
  hp 26 (5d8)
  Fort +4, ref +1, Will +7
  resist cold 5, electricity 5, fire 5
  oFFeNSe
  Spd 20 ft.
  melee +1 flaming heavy mace +5 (1d8+2 plus 1d6 fire)
  Special Attacks rebuke fire creatures and undead 4/day (+3, 
  2d6+6), 
  Spell-Like Abilities (CL 5th):
  1/day—darkness 
  Spells Prepared (CL 5th, +4 melee touch, +3 ranged touch):
  3rd—blindness/deafness (DC 16), cure serious wounds, 
  resist energyD
  2nd—cure moderate wounds (2), invisibilityD, scare (DC 15)
  1st—burning handsD (DC 14), cause fear (DC 14), cure light 
  wounds (3)
  0—cure minor wounds, create water (2), detect magic, 
  detect poison
  D domain spell; Domains Fire, Trickery
  TAcTicS
  Before combat Shiyara is a gifted diplomat. She uses her 
  powers of diplomacy to defuse potential confrontations 
  and build alliances that she can later exploit. If combat is 
  imminent, she casts invisibility to catch enemies off guard. 
  During combat Shiyara targets enemy spellcasters with 
  blindness and warriors with scare. She then casts burning 
  hands and uses her mace thereafter. 
  morale If reduced to less than 12 hp, Shiyara flees through 
  the iron door and locks it. She uses her potions to heal 
  up to full hit points. If her enemies try to get through 
  the door, she retrieves the pact papers and begins 
  
  14
  m o d u l e  l b 1
  The Black Candle
  Pact Hall
  one square = 5 feet
  N
  S
  W
  E
  The Black Candle
  Pact Hall
  one square = 5 feet
  N
  S
  W
  E
  activating them to call on soldiers that made pacts 
  here to come to the temple and kill her assailants. If 
  her opponents make it past the door, she fights to the 
  death.
  STATiSTicS
  Str 12, Dex 10, con 10, int 16, Wis 16, cha 13
  Base Atk +3; Grp +4
  Feats Negotiator, Skill Focus (Diplomacy)
  Skills Bluff +10, Concentration +3, Diplomacy +15, Disguise 
  +5, Hide –2, Intimidate +8, Knowledge (arcana) +4, 
  Knowledge (religion) +8, Knowledge (the planes) +5, Sense 
  Motive +8, Sleight of Hand +2, Spellcraft +6
  Languages Common, Draconic, Elven, Infernal 
  SQ spontaneous casting (inflict spells)
  combat Gear potion of cure light wounds (x3); other Gear 
  ring of protection +1, +1 glamered full plate, +1 flaming heavy 
  mace, cleric’s vestments (Asmodeus), ink (1 vial), ink pen, 
  key to the temple doors, parchment (3), scroll case, silver 
  unholy symbol, spell component pouch
  Treasure: The five candles on the pentagram are under 
  continual flame effects. There are also four silver candelabra 
  placed around the nave, and each is worth 100 gp. If the 
  PCs infiltrate the private rooms, there is a collection of 
  three untitled tomes bound in black leather. The first 
  documents the tenets of Asmodeus worship and the 
  complex hierarchy of Hell. The second details numerous 
  ceremonial pacts, each one more powerful than the next. 
  The third defines dozens of lesser devils and documents 
  the names of several specific fiends that may be bound to 
  perform various services. The set is worth 1,500 gp.
  A DC 30 Search of Shiyara’s living quarters reveals a 
  loose flagstone under which she stores a coffer full of 
  temple offerings—177 gp and 124 sp. (If she’s retreated to 
  this room, it’s already open.) It also contains more than 
  a dozen scrolls bound in black ribbon. Each scroll bears 
  the name of a Piren’s Bluff citizen written in that person’s 
  blood, with a black pentagram inscribed beneath it—
  these are the names of men and women who made pacts 
  with the church. If detect magic is used, the scrolls radiate 
  moderate enchantment. These pacts each bear a latent 
  suggestion spell waiting to be triggered if the parchment is 
  brought within a pentagram unhallowed to the worship of 
  Asmodeus. Their names simply need to be spoken along 
  with the suggestive commands, and they take effect on the 
  specific individuals immediately (CL 5th) no matter the 
  distance between parchment and victim.
  Development: Shiyara is a cunning negotiator with a 
  strong sense of self-preservation. She turns on the baron if 
  the PCs offer her sufficient incentive or seriously threaten 
  her. She knows about the secret tunnel into the keep at 
  area 3 and tells the PCs where it is if given assurances 
  they will spare her. She also knows some of the layout of 
  the keep proper, as well as the password that allows entry 
  into the keep (see area K1) and uses this information as an 
  additional bargaining chip if necessary. If the PCs seem 
  open to accepting Asmodeus’s aid, she attempts to trick 
  them into entering a pact and in order to gain the latent 
  suggestion against them.
  Ad Hoc XP Award: If the PCs destroy the pact papers 
  hidden in Shiyara’s chambers, grant them a CR 4 
  experience award.
  13. Almir estate
  A tall estate made of timber, red bricks, and silver-flecked 
  granite, oddly out of place both in its elegance and design, rises 
  into the air like an enormous needle. Narrow stained-glass 
  windows depict mountains and dragons, and leering gargoyles 
  peer down from perches over the eaves. Stone-shingled roofs 
  rise one atop another, tapering to a stark peak surmounted by 
  an iron spike ending in a horizontal crescent moon cradling a 
  nine-pointed star.
  The ancient estate of House Almir, known as the 
  House of the Crescent Star, stood at this spot long before 
  
  15
  tower of the last baron
  argith
  Lord almir
  Piren’s Bluff was chartered. From just a pair of buildings 
  to house their servants, the town sprang up around it 
  as House Almir began carving up the surrounding 
  mountains in its numerous mining ventures. Several 
  generations of Almirs have occupied the House of 
  the Crescent Star, each one carrying on the tradition 
  of mining-based commerce and growing ever more 
  removed from the affairs of Cheliax.
  Dreyxor Almir (CN male human sorcerer 8) is a 
  middle-aged, reclusive man who rarely leaves the privacy 
  of his estate and never involves himself with local politics 
  unless they affect his business. A family of servants, the 
  Hartlebys (NG male and female human commoner 1), lives 
  on the estate and attends to his needs, leaving him free to 
  study the hundreds of books his family has amassed.
  Development: Dreyxor Almir is concerned about the 
  siege, of course—it’s interfering with his business. PCs 
  can gain audience with him by succeeding on a DC 20 
  Diplomacy check to convince his servants to interrupt his 
  study. If the PCs reveal their mission to him and succeed 
  on a DC 15 Diplomacy check, Lord Almir informs them 
  that his surveying of the region suggests that there may 
  be some sort of tunnel running beneath the castle and the 
  southeastern end of town.
  14. Argith’s Alchemy Shoppe (eL 5)
  The sign over this odoriferous shop reads “Argith’s Alchemy 
  Shoppe” and depicts a bottle full of bubbly liquid. Various hissing 
  and fizzing sounds resonate from behind the shop door, and smoke 
  wafts from the open windows.
  Argith toils in his shop each day to create simple 
  alchemical devices such as smokesticks and tindertwigs. 
  His true love, however, is volatile compounds. Ever since a 
  spy warned the baron that General Dakovya was gathering 
  Andoren forces to move against him, the baron has had 
  Argith working feverishly at producing vast amounts 
  of alchemist’s fire. All manner of alchemical items are 
  available here at a 10% markup from the normal prices.
  Creatures: Argith (LE male human expert [alchemist] 3) 
  is a pock-marked yet fresh-faced youngster who inherited 
  the practice from his deceased father less than a year ago 
  and is still attempting to learn the ropes via books and 
  notes left by his predecessor. As far as he’s concerned, 
  the siege is the best thing to ever happen to him, as it’s 
  created both an extensive demand for his services and a 
  chance to see some of his creations in action. He hurriedly 
  makes batch after batch of alchemist’s fire from dawn 
  to dusk, rushing back and forth to each worktable. The 
  baron sent three Chelish bodyguards to assist Argith and 
  cart batches of clay urns full of the explosive chemicals 
  into the keep. They also protect the alchemist’s shop 
  from saboteurs.
  chelish Bodyguard (3) 
  cr 2
  hp 18; see page 28
  Traps: 
  Argith’s 
  lab 
  equipment 
  is spread out over two worktables. 
  The chemicals in the vials and jars 
  being mixed or heated can cause a 
  deadly explosion if bumped, jostled or 
  damaged. During a fight here, the tables 
  provide cover. If an attack that would 
  normally hit an opponent fails due to 
  cover, the table is struck, triggering an 
  explosion.
  explosive chemicals (2) 
  cr 2
  Type mechanical; Search DC 15; 
  Disable Device DC 15
  eFFecTS
  Trigger touch; reset none
  effect jostling or damaging the 
  alchemy lab causes an explosion 
  (5d6, fire, 10-ft.-radius from 
  worktable, Ref DC 25, half).
  Treasure: Pilfering Argith’s shop turns up two clay 
  urns full of the equivalent of 10 flasks of alchemist’s fire. 
  Each urn weighs 35 pounds. There are also 2d4 of each 
  other alchemical item listed in the PH. Argith keeps 
  a locked box hidden in his armoire in the apartment 
  above his shop (Open DC 30). It contains 200 gp and 55 
  sp. Argith keeps the key in his pocket.
  Development: If the PCs enter Argith’s, a DC 20 Spot 
  check reveals a letter pinned to the wall near one of the 
  worktables behind the counter. Although the 
  writing is small and might be difficult 
  to make out from their side of 
  the counter, with a DC 28 Spot 
  check characters can make out 
  enough words to decipher its 
  overall message. The letter 
  provides the times and days 
  when the baron wants the 
  Chelish bodyguards to bring 
  new batches of alchemist’s fire 
  to the keep.
  The 
  PCs 
  can 
  stop 
  Argith’s 
  production of alchemist’s fire a 
  number of ways. Some examples 
  include 
  kidnapping 
  Argith 
  and smuggling him out of 
  Piren’s Bluff, charming 
  him, or simply blowing 
  up his shop (there’s 
  
  16
  m o d u l e  l b 1
  plenty of alchemist’s fire on hand to do it). Any of these 
  actions, if successful, greatly aids the Andoren army.
  Ad-Hoc XP Award: If the PCs successfully sabotage 
  the production of alchemist’s fire, grant them a CR 6 
  experience award.
  town events
  The following is a series of town events arranged 
  according to one possible timeline. Feel free to embellish, 
  improvise, rearrange, or even ignore them altogether. 
  These encounters are meant to give a sense of how Piren’s 
  Bluff reacts to the prolonged Andoren siege and offer the 
  PCs inspiration for how to further their goals.
  the Baron Strikes Back
  After the general has had the town surrounded for a day, 
  Baron Vendikon answers with an attack to demonstrate 
  his own power. The town alchemist, Argith, has worked 
  around the clock to create copious amounts of alchemist’s 
  fire. The second morning of the siege, soldiers pull a 
  trebuchet out into the town and a covered wagon loaded 
  with large clay urns full of alchemist’s fire is brought out 
  from the keep. Several of the urns are placed in a net and 
  loaded onto the trebuchet.
  The baron patiently waits for some of the enemy soldiers 
  to move up to taunt the Piren’s Bluff defenders and then fires 
  on them. Although some of the soldiers are quick enough to 
  move out of the way, nearly a dozen others are incinerated as 
  the clay urns shatter, creating a cacophonous explosion that 
  leaves a shallow, charred crater in the ground in front of the 
  enemy lines. The guards of Piren’s Bluff cheer and shout 
  while the enemy lines move back to a safe distance. A DC 15 
  Listen check is enough to hear people chattering excitedly 
  in praise of Argith, and if the PCs have made contact with 
  any of the Andoren sympathizers in town, the rebels are 
  quick to point out that crippling the alchemist’s production 
  would strike a major blow to the baron’s defenses.
  traitors’ reward
  During the second night of the siege, a pair of brothers 
  named Zeke and Arol, who live in the mountains but had the 
  misfortune of being in town buying supplies when the siege 
  began, attempt to go over the wall. The baron’s guards catch 
  them and, after interrogating them for suspected treachery, 
  Baron Vendikon decides to make an example of them. The 
  morning of the third day of the siege, the town is abuzz 
  with word of the two brothers hanging from a gibbet hastily 
  erected during the night. Read or paraphrase the following.
  A pair of young men in peasant woolens hang from a gibbet, 
  their faces black and tongues lolling from gaping mouths. A 
  stern-faced man with long, flowing hair and gleaming plate 
  mail climbs atop a crate near the gibbet and the murmuring 
  crowd grows silent.
  He announces in a gravelly voice, “These men attempted to 
  climb over the wall last night to flee their responsibility to aid 
  in the defense of Piren’s Bluff. For those of you who might also 
  harbor such traitorous thoughts, know that Baron Vendikon has 
  decreed that this same fate awaits any who try. That is all.” He 
  steps down from the crate and heads toward the keep.
  If the PCs specifically scan the crowd for reactions while 
  Guard Captain Blacklock (see area K23) gives his speech, they 
  may make a DC 20 Sense Motive check to notice that Smaar 
  the Blacksmith and Viaren the Apothecary appear nervous 
  and agitated, while Bumbo is watching the crowd with 
  uncharacteristic shrewdness. The PCs can identify Blacklock 
  with a DC 15 Knowledge (nobility and royalty) or Knowledge 
  (local) check, or by simply asking around (no check required). 
  The baron allows the gibbet and its gruesome trophies to 
  remain in the town square indefinitely. The gibbet was 
  intentionally built long enough to hold several more 
  bodies—a detail not lost on any of the onlookers.
  Ad Hoc XP Award: If the PCs succeed on their Sense 
  Motive checks to notice Smaar and Viaren’s reactions and 
  haven’t yet realized Smaar and Viaren are allied agents, 
  grant the PCs a CR 2 experience award.
  the Arrests Begin (eL 8)
  By the fourth day of the siege, if the PCs have not yet snuck 
  into the keep and completed their mission, tensions and 
  suspicions are at an all-time high. The baron correctly 
  suspects the Andoren siege is a distraction and that 
  Andoran has seeded the town with its agents.  By this time, 
  Bumbo has made a list of all of the people he suspects of 
  treacherous activity and turned it over to Baron Vendikon.
  As the sun rises, Guard Captain Blacklock and eight 
  keep guards move out to apprehend all of the people on 
  his list. Armed with a warrant signed by Baron Vendikon, 
  he takes the suspects into custody and locks them in the 
  keep’s cells, where the baron and his men can interrogate 
  them until they find the suspected Andoren agents.
  Unfortunately for the PCs, strangers are the first to be offered 
  up to the baron, and depending on how much suspicion 
  they’ve raised, at least one of them is on that list, along with 
  such notable malcontents as Tandifor Stroot. If they managed 
  to gain allies in town, such as Smaar the blacksmith or Viaren 
  the Apothecary (who aren’t on the list), they can call on their 
  friends to hide them before Blacklock’s arrest squad reaches 
  them. Alternatively, being escorted in for questioning is the 
  easiest way to breach the keep’s walls, for those daring PCs 
  willing to brave torture and possible execution.
  Keep Guards (6) 
  cr 1
  hp 12 each; see page 17
  Guard captain Blacklock 
  cr 5
  hp 35; see page 25
  
  17
  tower of the last baron
  Development: If the PCs are arrested, they are taken into 
  the keep proper and thrown in cells (area K26) after the 
  guards divest them of their gear. An enemy attack a short 
  while later delays the painful interrogation, buying the PCs 
  a full night in which they can attempt to escape. 
  PArt twO: tHe BArOn’S KeeP
  Though the baron hoped to keep news of his treachery away 
  from the Andoren court until Chelish forces arrived, he was 
  not unduly surprised by the arrival of General Dakovya. As 
  a result, his keep is well defended, and his soldiers are alert 
  and battle-ready. Below are a detailed overview of the castle 
  grounds and the keep itself, along with stats for its defenders. 
  While the town is defended primarily by the commoners’ 
  conscripted milita, within the stronghold well-trained keep 
  guards are responsible for the baron’s security. 
  Keep Guard 
  cr 1
  Male human elite warrior 1
  LN Medium humanoid
  init +1; Senses Listen +3, Spot +3
  DeFeNSe
  Ac 17, touch 11, flat-footed 16
  (+5 armor, +1 Dex, +1 shield)
  hp 12 (1d8+4)
  Fort +4, ref +1, Will +1
  oFFeNSe
  Spd 20 ft.
  melee longsword +4 (1d8+2/19–20) or
  spear +3 (1d8+2/×3)
  ranged light crossbow +2 (1d8/19–20) or
  spear +2 (1d8+2/×3)
  TAcTicS
  Before combat Used to dealing with commoners, the guards 
  are alert but not expecting serious resistance. If they can 
  tell in advance that a foe is particularly dangerous, they 
  sound an alarm and gather reinforcements, with some of 
  them moving in to engage while others stand back and 
  cover them with their crossbows.
  During combat Guards prefer to use their swords indoors 
  and spears outside or in large open areas. If a foe has 
  used deadly force, they have no qualms about retreating 
  to a defensive position and cutting him down with their 
  crossbows. In all cases, a guard engaging in combat 
  yells loudly to raise the alarm and bring reinforcements.
  morale Guards brought down to 5 hp or less flee to gather 
  others, unless directly defending the baron, in which case 
  they fight to the death.
  STATiSTicS
  Str 15, Dex 13, con 14, int 8, Wis 12, cha 10
  Base Atk +1; Grp +3
  Feats Alertness, Weapon Focus (longsword)
  Skills Climb –1, Handle Animal +2, Jump –1, Listen +3, Ride 
  +2, Spot +3 
  Languages Common 
  combat Gear breastplate, light wooden shield, light 
  crossbow and 20 bolts, longsword, spear; other Gear 
  soldier’s livery, trail rations, whetstone, wineskin, 1 gp, 
  15 sp.
  A. Baron Vendikon’s Keep
  Sitting at the top of a craggy bluff, Vendikon Keep rises imperiously 
  above its surroundings. The thick, two-story main building gives 
  way to an octagonal tower with a slate-shingled roof that rises to 
  a sharp point, from which flutters a standard bearing three crows 
  on a field of red and white.
  Built nearly three centuries ago, Vendikon Keep 
  overlooks a series of cliffs descending 150 feet to a narrow 
  portion of Aspodell Pass. The keep is made of granite 
  blocks carved from the surrounding mountains and 
  encircled by a thick curtain wall with tall parapets and 
  fortified towers built to resist attacks from the giants and 
  hostile humanoids that once lived in this area.
  B. towers (eL 6)
  These guard towers rise an additional fifteen feet above 
  the high curtain wall. Arrow slits pierce the walls below 
  machicolations, merlins, and crenellations. Guards peer 
  down from the battlements, wary of the enemy army 
  encamped around the town.
  The keep towers are similar to the watchtowers at area 
  1, but only the baron’s guards man them. There are six 
  keep guards on duty here at all times. Magically treated 
  iron-bound doors provide the only entrance.
  Magically Treated Strong Wooden Door: hardness 10; 
  hp 70; Break DC 30; Open Lock DC 30
  Keep Guard (6) 
  cr 1
  hp 12; see page 17
  C. Storehouse (eL 6)
  This large warehouse is used to store large quantities 
  of rice, grain, and corn within small silos, as well as raw 
  materials such as lumber, iron ore, and coal. There are 
  also a variety of other things stored here, all in smaller 
  quantities and vital for the long-term survival of the keep 
  during the winter, when the Aspodell Pass frequently gets 
  snowed in and the town’s supplies run low.
  Creatures: Since the start of the siege, six guards 
  keep a sharp eye on the storehouse to protect it from 
  sabotage by the enemy. Two of them patrol the inside of 
  the building with a pair of mastiffs, while the rest keep 
  vigil around its perimeter.
  Keep Guard (6) 
  cr 1
  hp 12; see page 17
  
  18
  m o d u l e  l b 1
  mastiff (2) 
  cr 1
  hp 13; MM 272 (riding dog)
  d. Stables (eL 4)
  These stables are built to accommodate up to 25 horses, 
  but currently only 16 are stabled here. One of the empty 
  stalls contains a trap door under the straw (Search DC 25). 
  A shaft under the trap door descends to a 10-foot-wide, 
  10-foot-tall tunnel that runs in straight line through the 
  wall foundations and up to another hidden trap door in 
  Shenk’s Dog Yard (area 3). Dindler uses this secret tunnel 
  to make his reports to the baron, and though as far as they 
  know the tunnel’s presence remains a secret, the baron 
  keeps two guards posted at this end of the tunnel at all 
  times, and a further two stationed outside the stables, 
  supposedly to protect the horses. None of these guards 
  expect attack so deep within the baron’s defenses, and as 
  such are lazy and unobservant. If the tunnel guards call 
  for help, the guards stationed outside locate the trapdoor 
  and join the fight in 3 rounds.
  Keep Guard (4) 
  cr 1
  hp 12; see page 17
  e. Barracks (eL Variable)
  The barracks is a single-story longhouse made of stone. 
  Rows of bunks run north to south. At present, a total of 
  90 keep guards use the barracks. Along with the town 
  militia and conscripts, the baron has approximately 200 
  men-at-arms with which to defend Piren’s Bluff. Most 
  of the soldiers who don’t have family in town have been 
  billeted with local “volunteers” in town, a practice which 
  has done little to ingratiate the baron with the townsfolk 
  of Piren’s bluff.
  Creatures: Sleep is a precious commodity for the baron’s 
  guards. When not on extended duty, they grab as much of 
  it as they can. At any given time, there are 2d6 keep guards 
  asleep in the barracks. If the keep is on alert, the barracks 
  are empty.
  F. gatehouse (eL 9)
  The gatehouse is composed of two squat towers capped 
  by merlins and parapets flanking two sets of 6-inch-thick 
  wood-and-iron gates. The two levels under the battlements 
  are riddled with arrow slits facing the bailey between the 
  stout gates—a killing field for the keep defenders, should 
  enemies break through the first gate. The two gates are 
  
  19
  tower of the last baron
  held firmly in place with a mechanism of gears and bars 
  that requires a DC 15 Strength check to operate.
  Keep Gate: hardness 5; hp 120; Break DC 35; Climb 
  DC 15
  Creatures: There are a total of 16 keep guards on duty at the 
  gatehouse at all times. If the keep is attacked, an additional 
  10 guards are sent to bolster the gatehouse detail.
  Keep Guard (16) 
  cr 1
  hp 12; see page 17
  Inside the Keep
  The baron’s keep is made of reinforced masonry blocks 
  carved out of the nearby mountains (hardness 8; hp 180; 
  Break DC 45; Climb DC 15). Its exterior doors are made of 
  magically treated oak reinforced with iron. The interior 
  doors are of pine with iron banding (strong wooden doors, 
  as per the DMG). Most doors within the keep cannot be 
  locked, with the exception of sleeping quarters and private 
  chambers, whose occupants normally carry the keys on their 
  persons. Few rooms in the keep have any sort of window, 
  but those that do have only shuttered casements that are 
  little more than arrow slits. A Small creature could squeeze 
  through them with a DC 30 Escape artist check.
  K1. entry Hall (eL Variable)
  Heavy pine doors fitted with brass moldings depicting ravens in 
  flight give way to a T-shaped entry hall. Marble plinths in each of 
  the four corners support claw-footed braziers holding cherry-red 
  coals. Thick tapestries hang from the east and west walls, starting 
  near the twenty-foot-high ceiling and reaching within inches of 
  the gray flagstone floor. Each one depicts a murder of crows with 
  sparkling black gemstones for eyes—one on a field of white, the 
  other on a field of crimson.
  This is the main entrance into the keep proper. The 
  4-inch-thick doors remain locked and barred at all times 
  now that Piren’s Bluff is under siege. A knock at the door 
  followed by the password “red crow, white crow” is enough 
  for the door guards to open them (this password is known 
  to all of the keep guards and servants, as well as Lucky Ben 
  in area 1, Dindler Magrak in area 3, and Shiyara in area 12). 
  The door guards respond suspiciously to anyone without 
  the password, and sound the alarm if any forceful attempt 
  is made to get in.
  Magically Treated Pine Door: hardness 10, hp 90, Break 
  DC 45.
  Creatures: The baron keeps six guards stationed here at 
  all times. One of them rotates out every 4 hours, usually 
  spending the next few hours patrolling the walls. Aside 
  from demanding the password, the guards here don’t 
  challenge intruders, as guards and servants come and go 
  frequently throughout the day.
  Keep Guard (6) 
  cr 1
  Human warrior 2
  hp 12; see page 17
  TAcTicS
  Before combat At the first hint of trouble, one of the guards 
  races to areas K3 and K12 to get reinforcements. If the 
  guard isn’t stopped, the entire keep goes on alert within 10 
  rounds (see the sidebar Sounding the Alarm).
  During combat The guards move back to the narrow portion 
  of the entry hall where two of them form a shield wall 
  using the full defense action, while the others use their 
  spears to attack opponents over their allies. On the second 
  round, the guards from area K3 enter the corridor to 
  help repel intruders using the same tactic. On the fourth 
  round, additional guards from area K12 arrive, stepping 
  in to form a shield wall or use their spears as necessary. 
  Throughout the following round, reinforcements arrive 
  from areas K13, K14, and K23, with Captain Blacklock 
  arriving with the last group.
  morale These men fight to the death.
  Trap: The tapestries depict the Vendikon house emblem—
  three crows on a crest of red and white. The baron, ever 
  paranoid of his possessions, had the tapestries magically 
  trapped against theft. The servants and guards know better 
  than to touch them, and guests are warned, “These crows 
  have murderous dispositions. Don’t touch them!” 
  Phantasmal Killer Trap 
  cr 5
  Type magical; Search DC 29; Disable Device DC 29
  eFFecTS
  Trigger touch; reset automatic
  effect Subject that touches tapestry is affected by a 
  phantasmal killer spell (DC 16).
  Treasure: Each of the magically trapped tapestries 
  weighs 65 pounds. The ravens’ eyes are made of small onyx 
  gemstones. If removed from the tapestries, the total set of 
  a dozen stones is worth 1,000 gp. Intact, each tapestry is 
  worth 1,800 gp.
  Development: If the PCs don’t know the password, they 
  can try and Bluff their way past the door guards with the 
  proper disguises. If the keep is on alert, though, the PCs 
  have a –10 penalty on any Bluff checks.
  K2. Audience Chamber
  A long crimson carpet leads up to a black marble dais, upon which 
  rests a thick wooden throne. The back of the throne rises to an 
  extraordinary height, where a pair of stuffed ravens perch, each 
  with claws clutching a small glass sphere that holds a magical 
  flame. The walls are covered with shields interspersed with long 
  narrow tapestries .
  
  20
  m o d u l e  l b 1
  Development: Baron Vendikon (see page 27) gives 
  audience to the people of Piren’s Bluff from 10 am to 
  1 pm each day. This usually consists of listening to 
  worried citizens and guards reporting on Andoren troop 
  activity. The room is empty the rest of the time. If the 
  baron is here, he is with Guard Captain Blacklock (see 
  page 25), two bodyguards (see page 28), and a detail of 
  two keep guards (see page 17). Should he be attacked, he 
  immediately casts dimension door, taking Guard Captain 
  Blacklock with him to area K23, and raises the alarm if 
  it hasn’t been already. The baron then ascends to area 
  K27 and awaits news from his guards. Meanwhile, Guard 
  Captain Blacklock gathers his men and returns to deal 
  with the PCs in force 5 rounds later (see the Sounding 
  the Alarm sidebar).
  K3. guard room (eL 4)
  A stout oak table with several matching chairs sits at the center 
  of the room. A neatly arranged ledger, quill pen, and ink pot sit 
  atop the table. A rack filled with spears and swords covers most 
  of the north wall, with a nearby shelf holding several whetstones 
  and polishing rags.
  Keep guards take breaks in this room to eat meals, 
  sharpen and clean weapons, and report to the Sergeant 
  of the Watch, who keeps a record of guard rotations and 
  unusual activities reported to him that he feels the baron 
  needs to know.
  Creatures: Along with one of the Sergeants of the Watch, 
  who is always present, there are normally 1d3 additional 
  guards here, regardless of the hour (see page 17 for stats).
  Sergeant of the Watch 
  cr 2
  hp 18; use the stats for the Chelish Bodyguards on page 28
  Development: If the PCs read the Sergeant’s ledger 
  after they’ve aroused suspicion in Piren’s Bluff via Bumbo 
  or another baron loyalist, they notice their names and 
  descriptions jotted down for acting suspiciously.
  K4. guest rooms
  A pair of luxurious beds with down mattresses and thick 
  comforters occupy most of this chamber. Small wooden trunks 
  sit at the foot of each bed. A pine table between the beds 
  holds a washbasin and ceramic urn, and pegs on the wall hold 
  nondescript wool cloaks. A few small paintings hang from the 
  walls and a narrow window, little more than an arrow slit, looks 
  out onto the bailey.
  Development: Each of these rooms is identical. They 
  are currently being used by the five elite bodyguards (see 
  page 28) the baron’s Chelish contacts sent as gifts along 
  with the flesh golem. None of them have used the rooms 
  for more than sleeping and storing their gear, as several 
  are with the baron at all times and the rest are kept busy 
  watching the alchemist’s shop. Between the hours of 
  midnight and 6:00 am, there are three bodyguards asleep 
  here, one in the north room and two in the south.
  Treasure: A search of the trunks turns up heavy 
  boots, backpacks, waterskins, and other mundane gear 
  the Chelish guests don’t need to carry around. One of 
  the paintings depicts a sinister-looking ship with black 
  sails on a blood-red ocean. Inscribed on the back is an 
  artist’s note in flowing script that reads, “Baron Vendikon, 
  please accept my humble gift for your generous donations to my 
  artistic pursuits. —I. Gauthfallow.” A DC 25 Appraise check 
  recognizes the painting as worth 200 gp.
  K5. Storage room
  Crates and barrels stacked atop each other fill most of this crowded 
  room. Shelves on the walls hold linens, tools, cleaning supplies, and 
  a few cast-off bits of furniture.
  This carefully arranged mess holds what the servants 
  need to tend to the keep and its occupants. With a little 
  SouNDiNG The ALArm
  As the characters move about the keep, they will come 
  in contact with guards, servants, and perhaps the baron 
  himself. The Radliffe sisters (room K6) are the only 
  servants who constantly move about the keep. Two of 
  them are usually in the baron’s kitchen preparing the 
  daily meals between 7 am and 8 pm, leaving the other 
  two wandering from room to room cleaning, gathering 
  laundry, and running other errands. Each time the PCs 
  enter a room there is a 10% chance that one of the 
  Radliffe sisters is there. They know all of the servants with 
  business in the keep by sight. Thus, PCs wearing servant 
  disguises in their presence results in them shouting, 
  “Intruders!” and fleeing.
  If the PCs are disguised as keep guards, they stand a 
  better chance of moving around the keep undetected, 
  though they still need to do a lot of bluffing to make 
  it past the other guards. If they fail, the guards shout, 
  “Enemies in the keep!” and attack.
  If at any point a general alarm is sounded, all guards on 
  that floor and the baron’s hell hounds immediately begin 
  moving toward the source of the alarm, arriving over 
  the course of the next 2 minutes. Guards on other floors 
  immediately move to fortify their positions and protect 
  the baron.
  
  21
  tower of the last baron
  time and digging, the PCs can find nearly any kind of 
  mundane gear.
  A successful DC 20 Search check turns up 2d4 sets 
  of guard livery in need of mending which remain 
  serviceable as disguises.
  K6. Servants’ Quarters
  This bedchamber belongs to Baron Vendikon’s four live-
  in servants, the Radliffe sisters. While other servants, such 
  as the cook, scullions, and laundry staff, come and go from 
  the keep each day, the Radliffe sisters (LN female human 
  expert 1) are the only ones trusted enough to reside within 
  the keep itself. 
  While the Radliffes have authority over the rest of the 
  servants, Caira—the eldest—is the supreme authority of 
  the four siblings. The sisters can be found here between 
  the hours of midnight and 6 am, and are quick to raise 
  a clamor over suspicious persons (see the Sounding the 
  Alarm sidebar).
  Development: Small trunks under the beds and pegs 
  on the walls hold a variety of simple cloaks, smocks, and 
  aprons if the PCs need to resort to disguising themselves 
  as serving women.
  K7. guest dining Hall
  Thick red-and-black curtains of velvet completely cover the walls 
  here, except where doors to the north and southwest exit the 
  chamber. A mahogany table polished to a mirrored sheen and 
  six leather-upholstered chairs sit at the center of the chamber. 
  An iron statuette in the table’s center depicts a satyr holding a 
  mirrored sphere above its ram-horned head, and small magical 
  flames from each fingertip reflect off the sphere to light the 
  room.
  Development: Guard Captain Blacklock (see page 25) 
  takes his midday meals here, often accompanied by one 
  of the Chelish bodyguards or a Sergeant of the Watch, 
  with whom he can discuss famous sieges and the merits 
  of various fighting styles.
  Treasure: The satyr statuette is of exquisite workmanship 
  and is easily worth 800 gp. It stands 18 inches tall and 
  weighs 30 pounds. 
  K8. Servants’ Kitchen (eL 5)
  A hearth of soot-covered river stones centered in the southern wall 
  holds a variety of kettles, pots, and tin sheets cleverly suspended 
  over a split-log fire from hooks and slots in the stonework. A 
  variety of pleasant scents fill the air. At the center of the kitchen, 
  a preparation table is covered in knives and bottles of herbs and 
  spices. A rack suspended over the table holds various pots, pans, 
  and mixing utensils. Multi-tiered shelves in the southwest corner 
  hold stacks of plates, bowls, and tankards.
  The servants prepare meals for guests dining in area 
  K7 in this adjacent kitchen and take their own meals 
  here throughout the day as they can. The northwest and 
  southeast doors swing in and out of the room—they have 
  no latches or locking mechanisms.
  Creatures: From about 5 am to 8 pm, Undercook 
  Aerill Ruus (NG male human commoner 2) prepares 
  meals for the keep’s lesser residents with the assistance 
  of his teenage sons Owein and Lucus (NG male human 
  commoner 1). When the baron is awake (see area K19), the 
  hell hounds enjoy spending time here intimidating the 
  boys into tossing them scraps of meat and bones or simply 
  napping near the hearth. When the kitchen is vacant, the 
  hell hounds spend their time in area K19.
  hell hound (2) 
  cr 3
  hp 22; MM 151
  Development: Aerill and his sons are easily cowed 
  into cooperating with the PCs. If the characters kill the 
  hell hounds without raising the alarm, Aerill gratefully 
  provides detailed information about the ground floor. 
  Ever since the baron allowed the hell hounds into the keep 
  and ignored Aerill’s repeated complaints about them, he 
  has been ready to abandon Piren’s Bluff.
  The hell hounds are overly confident and bullying 
  creatures, and fight to the death. If the PCs don’t keep 
  this fight quiet, 1d4 keep guards from area K12 come to 
  investigate through the northwest door 2 rounds after 
  combat begins. 
  K9. Pantry
  Kegs, crates, barrels and sacks are bunched together in the 
  middle of this oblong chamber. Meat hangs from hooks 
  along the north wall, and shelves hold additional stores of 
  food, cooking supplies, and wine.
  K10. Stairs to the Second Level
  Development: These stairs wind upward to area K15. If 
  the keep is on alert, two keep guards (see page 17) stand at 
  attention in front of this door while the guards from area 
  K15 block the stairs with spears at the ready.
  K11. Storage room
  This room contains more than a dozen winter cloaks and 
  thick boots. A large crate in the corner is filled with coal. 
  There are two barrels along the south wall. One is filled 
  with water, while the other is a quarter full of the chemicals 
  the baron’s soldiers use to clean their armor and weapons. A 
  warning painted on the side of the barrel in Common reads, 
  “Warning: Do not drink or breathe.” Inhaling the fumes or 
  ingesting the liquid can cause immediate unconsciousness 
  and a nagging headache (ingested  or inhaled Fortitude 
  DC 13; initial unconsciousness for 1 minute, secondary 
  
  22
  m o d u l e  l b 1
  unconsciousness for 2d4 hours). A wadded-up sack wedged 
  between the barrel and the wall contains several dirty rags 
  saturated with the cleaning compound—a perfect tool 
  for knocking out unwary guards, should the PCs think of 
  it. Effectively using the solution on a resisting character 
  requires a successful grapple attempt.
  K12. guard room (eL 5)
  Two tall, slender stone pillars at opposite ends of this long 
  chamber are carved to depict armored warriors holding shields 
  and spears. A set of large iron doors engraved with ravens 
  occupies the center of the west wall, while a stout wooden door 
  exits the room to the northeast. Antique swords and shields are 
  fastened to walls between slender red and gray curtains, while 
  more mundane implements of war lie scattered around on tables 
  and weapon racks. Strong-smelling rags and tools used for basic 
  armor repair sit jumbled in a short barrel in the corner.
  The baron’s personal guards use this chamber as a meeting 
  room and also guard this access point to the tower.
  Iron Doors: hardness 10, hp 60; Break DC 28; Open 
  Lock DC 30
  Creatures: Five keep guards are stationed here at all 
  times, usually swapping stories, gossiping, or cleaning 
  their weapons with the chemicals from room K11. In 
  general, only guards, servants, and other recognized 
  people are allowed up into the tower, but these guards 
  aren’t overly suspicious and can be bluffed with the right 
  story, particularly if the PCs are disguised as members of 
  the castle staff. 
  Development: If the alarm is sounded, these guards alert 
  the others in areas K13 and K14 and go to reinforce their 
  allies wherever they are needed. In such a situation, two of 
  them stay behind to guard the double doors in the west 
  wall, which are locked by the guards on the other side.
  Keep Guard (5) 
  cr 1
  hp 12; see page 17
  K13. Upper tower Stairs (eL 2)
  A set of tall iron doors stand to the east, while smaller wooden 
  doors exit to the south and west. Stairs in the north end of the 
  corridor ascend to a landing, turn, and continue up to the next 
  level of the tower.
  Creatures: A detail of two keep guards stand watch here 
  at all times.
  Keep Guard (2) 
  cr 1
  hp 12; see page 17 
  
  23
  tower of the last baron
  K14. Baron’s guard Chambers (eL 2)
  This large room is furnished with three beds, two pine tables that 
  hold washbasins and ceramic urns, and a large wooden chest. 
  Pegs on the wall hold cloaks. 
  These rooms are occupied by the Sergeants of the 
  Watch. Other than their weapons, armor, and a few 
  mundane personal items, there isn’t much of interest to 
  the PCs here.
  Creatures: If the keep is on alert, these rooms are 
  unoccupied. Otherwise, one sergeant is always sleeping 
  here while the other mans area K3.
  Sergeant of the Watch 
  cr 2
  hp 18; use the stats for the Chelish Bodyguards on page 28
  K15. guarded Hallway (eL 8)
  A wide hallway runs the length of the keep’s second floor, ending 
  in stairs at one end and doors out to a balcony at the other. Five 
  other doors exit the hallway into adjacent chambers. Paintings, 
  tapestries, and narrow pedestals supporting ivory busts decorate 
  the walls of the hallway.
  Creatures: A total of eight keep guards stand vigil along 
  this important hallway—two at each end and the others 
  spaced out between them, all of them holding spears at 
  the ready.
  Keep Guard (8) 
  cr 1
  hp 12; see page 17
  K16. Baron’s Kitchen
  A long preparation table dominates the center of this kitchen. 
  Pots and pans and other cooking implements hang from a rack 
  suspended over it. A hearth along the southern wall glows with 
  banked coals. A long shelf and cabinet combination full of food, 
  seasoning, and crockery completely covers the west wall.
  Development: Two of the Radliffe sisters do the baron’s 
  cooking. One or both of them are usually here between 6 am 
  and 8 pm. The baron’s kitchen is usually empty otherwise.
  K17. grand dining Hall
  A large, U-shaped table fills most of the space of this carpeted room. 
  Eight upholstered, high-backed chairs surround the table, while a 
  ninth—which looks more like a throne—sits at the center of the 
  southern end. Tall, narrow windows of stained glass are flanked by 
  thick burgundy curtains with golden crows stitched into them.
  Development: Baron Vendikon (see page 27) takes his 
  morning and midday meals in his study. He is punctilious 
  about having his dinner in this dining hall with Captain 
  Blacklock (see page 25), his bodyguards (see page 28), and 
  his two hell hounds (see page 21). The Grand Dining Hall 
  is empty at all other times of the day, except when servants 
  clean the room for 30 minutes after dinner concludes.
  If the PCs have the poor timing and luck of interrupting 
  the baron’s dinner between 6 and 7 pm, this combination 
  is likely far more than they can handle.
  K18. Second Floor Balcony
  A balcony surrounded by a decorative railing supported by thin 
  columns carved to resemble nymphs looks out over the eastern 
  bailey and Aspodell Pass below the keep.
  The double doors from the hallway (area K15) that open 
  out onto the balcony are made of magically treated oak with 
  numerous squares of magically transparent iron in a lattice 
  pattern. The baron also wards the doors with an alarm each 
  morning, which is triggered if anyone other than the baron 
  touches the doors without first speaking, “Baron, allow 
  your servant to pass.” Only the baron, Captain Blacklock, 
  and the Sergeants of the Watch know this password. The 
  doors are always locked, although the key hangs from a 
  nail at the northeastern corner of area K15. The baron has 
  a second key.
  Magically Treated Oak and Iron Door: hardness 10; hp 
  70; Break DC 45; Open Lock DC 30; alarm (CL 5th)
  K19. Baron’s Chamber
  A huge four-poster bed covered in thick blankets and feather pillows 
  dominates the eastern half of this palatial sleeping chamber. A 
  thick rug of crimson and gold with ravens in flight running along 
  its tasseled edges covers the floor in the center of the room. A 
  massive fireplace of gold-flecked black marble protrudes from 
  the northern wall, banked coals perfectly warming the chamber. 
  Paintings depicting various members of the Vendikon family adorn 
  the walls between narrow, wood-shuttered arrow-slits. A narrow 
  table along the southeast wall holds additional blankets and a 
  hooded lantern.
  Development: The baron (see page 27) doesn’t usually 
  get to sleep until well after midnight, once Dindler has 
  concluded his report in this chamber. When he does 
  retire for the night, he keeps his hell hounds (see page 21) 
  in the room with him while his two bodyguards (see page 
  28) take turns guarding the door and sleeping.
  Treasure: The hooded lantern on the table contains a 
  continual flame. While many of the furnishings in this room 
  are quite expensive, all are heavy and difficult to move. The 
  baron keeps most of his prized possessions on his person.
  
  24
  m o d u l e  l b 1
  K20. wardrobe
  This wide closet is choked with expensive-looking clothing, much of 
  it trimmed in fur or embroidered with gold piping.
  Treasure: This huge closet contains dozens of noble’s 
  outfits and other changes of clothes. A coffer on one of 
  the shelves contains assorted rings, cuff links, pins, and 
  necklaces worth 1,800 gp in total, many of them dating 
  back to the first Baron Vendikon.
  K21. Bath
  A long copper tub sits atop a white and gold rug. A brazier and 
  buckets sit in one corner. A stool and shelves full of towels, soap, 
  and scrub brushes occupy the other. 
  Development: Baron Vendikon (see page 27) normally 
  bathes here at about 8 am each morning and is finished 
  by 8:30 am. His two Chelish bodyguards (see page 28) 
  wait just outside the bathroom door. If the PCs manage 
  to corner the baron here, he is not wearing his gear and 
  is significantly easier to defeat.
  K22. Library
  Floor-to-ceiling bookcases cover the walls of this well-stocked 
  study. A thick chair with a table 
  and small candelabra next to 
  it face a wide hearth of gold-
  flecked black marble. The shelves 
  lining the walls are covered with 
  hundreds of tomes and scrolls, 
  decorative figurines and curios, 
  and a lap desk with quills and 
  ink pots.
  Treasure: The books in 
  this study cover a broad 
  range of topics, many of 
  them devoted to history, 
  geography, and arcana. The 
  collection is easily worth 
  2,000 gp, but would prove 
  difficult to transport. Five 
  rare volumes are worth 100 
  gp each, but none of the 
  others are worth more than 
  10 gp each. 
  A DC 25 Search check 
  on 
  the 
  bookcase 
  along 
  the eastern wall reveals a 
  spellbook tucked behind the 
  other books. It contains all 
  of Baron Vendikon’s prepared spells, plus continual flame, 
  dimension door, and any others you feel appropriate for 
  your campaign.
  Development: The baron (see page 27) takes his 
  breakfast here from 8:30 am to 10 am while studying his 
  spellbook. He then reads reports and sees a few of his 
  officers to relay orders for the day. His two bodyguards 
  (see page 28) take their breakfast here with him.
  A folded map sits on the table next to the chair. If 
  examined, the map depicts Andoran and Cheliax and a 
  part of the Inner Sea touching their shores. A circle is 
  drawn around an area along the Andoren coast labeled 
  Chimera Cove. A notation in the baron’s handwriting 
  next to the circled area reads “Poltur’s Expedition.” 
  Tucked into the map is a folded note reproduced as 
  Player Handout 1. This note serves as a lead-in to the 
  next adventure in the Last Baron series, LB2: Treasure of 
  Chimera Cove. If the PCs bypass the library or fail to find 
  the map and the note here, they should find these items 
  on the baron after they defeat him.
  K23. guard room (eL 7)
  A table with a pair of chairs occupies the southern half of this 
  room. Tapestries depicting devils tearing each other apart with 
  spears and claws cover the eastern wall. Beneath it, a long 
  wooden rack holds a number of different weapons.
  Creatures: Guard Captain 
  Blacklock normally spends 
  most 
  of 
  his 
  mornings 
  and late afternoons here 
  going 
  through 
  reports, 
  assigning 
  watches, 
  and 
  studying maps of Piren’s 
  Bluff to formulate battle 
  plans. 
  He 
  accompanies 
  the baron in the audience 
  chamber (area K2) from 
  10 am to 1 pm, has lunch 
  in the guest dining hall 
  (area K7) shortly thereafter, 
  returns here for a couple 
  hours, then goes out to 
  survey the enemy from 
  the walls before reporting 
  to the grand dining hall 
  (area K17) to sup with the 
  baron. He returns here 
  one last time around 9 pm 
  to write down a few notes 
  and check for new reports 
  left for him before heading 
  down to the Conqueror’s 
  Player Handout 1
  My dear baron,
  The power to put an end 
  to Andoran is here. Send 
  me six troops, a priest 
  of Norgorber who will 
  take orders and won’t 
  proselytize, a holy symbol 
  of Iomedae, and 30 feet 
  of silver wire, and I 
  will release the terrible 
  treasure. 
   
   
  Your servant, 
   
   
   
  Poltur
    
   
  The Accursed
  
  25
  tower of the last baron
  K24. Landing (eL 3)
  A stuffed brown bear sits on its haunches in the corner of this 
  room, fangs bared and glaring at the top of the stairs.
  Creature: The door in the east wall is unlocked, but 
  if anyone approaches within 5 feet of it without saying 
  “Corvis,” the bear animates and attacks all creatures in the 
  room until they leave. Anyone who spends a reasonable 
  amount of time in the keep, including all servants and 
  guards, knows this password. Creatures entering from 
  room K23 don’t cause the bear to attack.
  Blade for drinks, eventually turning in at his residence 
  on the corner of Dawn Lane and Mine Cart Road.
  In addition to Guard Captain Blacklock, five keep 
  guards are always on duty here.
  Guard captain Blacklock 
  cr 5
  Male human fighter 5
  LN Medium humanoid
  init +3; Senses Listen +4, Spot +4
  DeFeNSe
  Ac 20, touch 9, flat-footed 20
  (+9 armor, –1 Dex, +2 shield)
  hp 35 (5d10+8)
  Fort +4, ref +1, Will +1
  Defensive Abilities Dodge
  oFFeNSe
  Spd 20 ft.
  melee +1 longsword +9 (1d8+6/19–20) or
  ranged mwk longbow +6 (1d8/×3)
  TAcTicS
  Before combat Blacklock sounds the alarm and gathers the 
  closest detachment of guards before charging into battle.
  During combat The captain is a straightforward fighter, 
  attempting to flank with his guardsmen whenever 
  possible.
  morale If brought below 10 hit points, Blacklock flees 
  and attempts to gather reinforcements, unless he’s 
  defending the baron, in which case he fights to 
  the death. If the baron dies, Blacklock is willing to 
  surrender to the Andoren general, but doesn’t trust the 
  actual assassins to honor the terms of surrender. 
  STATiSTicS
  Str 16, Dex 8, con 13, int 10, Wis 12, cha 14
  Base Atk +5; Grp +8
  Feats Alertness, Dodge, Improved Initiative, Toughness, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Climb +8, Handle Animal +7, Intimidate +8, Jump +8, 
  Listen +4, Ride +4, Spot +4 
  Languages Common 
  combat Gear +1 longsword, +1 full plate, masterwork 
  longbow and 20 arrows, potion of cure moderate wounds 
  (2), heavy steel shield; other Gear black tabard trimmed 
  in thread of gold with Baron Vendikon’s murder of 
  ravens coat of arms, keys to all doors in the keep 
  Keep Guard (5) 
  cr 1
  hp 12; see page 17
  Treasure: In addition to Blacklock’s personal 
  weapons, which he carries on him at all times, 
  the weapons rack in this room contains a 
  battleaxe, a short sword, a mace, and a spear, all of 
  masterwork quality.
  Guard Captain Blacklock
  
  26
  m o d u l e  l b 1
  Stuffed Bear 
  cr 3
  Large animated object
  hp 52; hardness 5; MM 14
  Development: Sounds of fighting in this room alert the 
  occupants of room K23 to intruders.
  K25. Ballroom Staircase
  A pair of bronze gargoyles with spiral horns and heavy 
  protruding lower jaws squat atop large marble plinths in alcoves 
  in the southeast and southwest corners. Two doors in the north 
  wall exit the wide chamber and two short staircases ascend to a 
  landing where a single staircase between them continues to the 
  next level. Narrow windows on the staircase landing look out 
  onto the bailey below.
  The door to area K26 is sealed with an arcane lock and has 
  held the same dweomer for three generations. Speaking the 
  name “Nelvon” (the second baron of Piren’s Bluff) allows 
  characters to enter through the portal. Only the baron, his 
  bodyguards, Captain Blacklock, the Radliffe sisters, and the 
  sergeants of the watch know this password.
  If there are any prisoners in area K26, a single keep 
  guard stands guard near the door.
  Arcane Locked Door: hardness 5; hp 20; Break DC 43.
  K26. Prison Cells
  Five small prison cells line this short corridor. The putrescent 
  stench of unwashed bodies and offal fills the air.
  The unwholesome stench comes from the body of an 
  Andoren loyalist in the middle cell on the west side. He was 
  imprisoned after attempting to incite the people of Piren’s 
  Bluff to rebel 2 weeks ago. Since then, the prison guards 
  have taken to beating and torturing him unmercifully, 
  until a particularly brutal assault finally killed him 
  2 days ago.
  Prisoners brought here are stripped of 
  weapons and armor before being placed 
  in one of the cells, their hands manacled 
  in front of them. Their gear is locked in 
  the strong room in the northeast corner. Only 
  Baron Vendikon and Guard Captain Blacklock 
  have the keys to the strong room and the prison 
  cell doors. A good Sleight of Hand roll or taking 20 
  ahead of time can hide small items, such as lock 
  picks, well enough on a character’s body to ensure 
  that the baron’s men don’t find it.
  Prison Cell Door: hardness 10; hp 60; Break 
  DC 28; Open Lock DC 25.
  Strong Room Door: hardness 5; hp 20; Break 
  DC 23; Open Lock DC 25.
  Treasure: The strong room contains 10 sets of manacles 
  hanging on hooks on the wall, with a key that opens all of 
  them on another hook. The room also contains a masterwork 
  chain shirt, a masterwork cold iron short sword, and a dagger, 
  all of which belonged to the dead prisoner.
  Development: If the PCs are captured, they are manacled 
  and locked in separate cells. They can look forward to torture 
  and beatings until they confess their reason for being in 
  Piren’s Bluff, at which time the baron hangs them. If the PCs 
  can escape, the prison cells aren’t well guarded, since most of 
  the keep guards are busy manning the walls or towers.
  K27. Ballroom (eL 7)
  Wide steps ascend to a large, opulent chamber. To the east, a 
  breathtaking image of the Aspodell Mountains stretches the length 
  of the chamber, its peaks apparently lit by the rising sun. To the west, 
  a similar image stretches from one end of the room to the other like 
  Baron Vendikon
  
  27
  tower of the last baron
  a colossal window, depicting more mountains deep in the violets and 
  purples of twilight. A long crimson rug edged in gold tassels leads up 
  to a black marble dais, upon which sits a statue of a man in spiked 
  plate armor with a sword in one hand and a crow perched atop the 
  other. More silver ravens engraved in the wall behind it appear to fly 
  in an arc starting to either side of the statue and meeting at a point 
  above it. Four slender black marble columns near the corners of the 
  room rise to a fifteen-foot-high ceiling covered in a huge mural of 
  hundreds of ravens with bloodstained beaks taking down a mountain 
  lion covered in dozens of small bleeding wounds.
  This is the ballroom where the Vendikons entertain guests. 
  The statue is of the first baron of House Vendikon. The images 
  to either side of the room are the effects of permanent image 
  spells (Will DC 19) placed on the curtains running the length 
  of the chamber. Anyone approaching the curtains to the east 
  smells pine trees and hears wind rustling tree branches. 
  Similarly, anyone near the western curtains hears the sound 
  of crickets and owls and the occasional howling of wolves.
  A DC 25 Search of the northeastern wall uncovers a section 
  that may be pushed inward to reveal a hidden staircase.
  Creatures: Assuming the PCs made it this far without 
  raising the alarm, the ballroom is empty. If the baron hears 
  any hint of trouble, however, he comes here with his two 
  bodyguards to await news of the intruders.
  Baron Galdur Vendikon 
  cr 6
  Male human aristocrat 2/wizard 5
  LE Medium humanoid
  init +1; Senses Listen +5, Spot +5
  DeFeNSe
  Ac 20, touch 12, flat-footed 19
  (+4 armor, +1 deflection, +1 Dex, +4 shield)
  hp 28 (2d8+5d4+7)
  Fort +3, ref +5, Will +10
  oFFeNSe
  Spd 30 ft.
  melee +1 rapier +6 (1d6/18–20) or
  touch +5 (spell)
  ranged touch +5 (spell)
  Spells Prepared (CL 5th):
  3rd—lightning bolt (DC 15)
  2nd—protection from arrows, scare (DC 14), scorching ray
  1st—enlarge person, mage armor*, ray of enfeeblement, shield*
  0—detect magic, mage hand, message, ray of frost
  *Already cast
  TAcTicS
  Before combat If aware of intruders, the baron casts 
  protection from arrows, mage armor, and shield (already 
  figured into his stats). He then uses his wand of fox’s 
  cunning on himself to increase the DC of his spells. If 
  attacked anywhere other than area K27, the baron uses his 
  scroll of dimension door to retreat here and raise the alarm.
  During combat Baron Vendikon casts lightning bolt, followed 
  by enlarge person on an ally. He then seeks a place of cover 
  from which to use his wand of magic missile on his enemies 
  while his minions keep them busy in combat. He uses his 
  scroll of acid arrow on enemy spellcasters and casts scare if 
  enemies close in on him.
  morale The baron flees to area K28 using a scroll of 
  dimension door if he drops to 10 hit points or less. There he 
  activates his flesh golem, drinks his potions, and searches 
  out the PCs for the construct to destroy. Only if cornered 
  does the baron fight to the death.
  Base Statistics: Ac 13, touch 13, flat-footed 11; int 16.
  STATiSTicS
  Str 8, Dex 12, con 12, int 20, Wis 13, cha 14
  Base Atk +3; Grp +2
  Feats Alertness, Craft Wand, Negotiator, Scribe Scroll, 
  Weapon Finesse
  Skills Appraise +7, Bluff +7, Concentration +6, Craft (alchemy) 
  +10, Decipher Script +10, Diplomacy +14, Intimidate +10, 
  Knowledge (arcana) +9, Knowledge (local) +8, Knowledge 
  (nobility and royalty) +11, Knowledge (the planes) +9, 
  Listen +5, Sense Motive +5, Sleight of Hand +2, Spellcraft 
  +10, Spot +5
  heLLFire iNFuSioN
  The magical concoction known as hellfire infusion 
  is popular among nobles and the better-paid 
  mercenaries of Cheliax, both for its actual effects and 
  its value in intimidating opponents.
  hellfire infusion
  Aura Moderate enchantment; cL 5th
  Slot none; Price 1,900 gp per dose
  DeScriPTioN
  This bubbling red liquid is stored within a glass and 
  iron syringe of diabolical craftsmanship that is warm 
  to the touch. When injected into a living creature (a 
  standard action that provokes attacks of opportunity), 
  the fiery liquid surges through the subject’s veins, 
  filling it with hellish ferocity and an outwardly 
  fiendish appearance. While under the effects of 
  a hellfire infusion, the subject creature gains a +2 
  morale bonus on attack rolls, saves, and skill checks. 
  Its skin turns crimson, its eyes change to burnished 
  yellow, and short horns sprout from its head. By all 
  appearances, the subject transforms into a fiendish 
  creature, although the alteration is only superficial. 
  These effects last for 50 minutes.
  coNSTrucTioN
  requirements Brew Potion, alter self, heroism; cost 950 
  gp, 38 XP
  
  28
  m o d u l e  l b 1
  Languages Common, Draconic, Infernal 
  SQ summon familiar
  combat Gear potion of cure moderate wounds (2), scroll of acid 
  arrow, scroll of dimension door (2), wand of magic missile 
  (3rd, 25 charges), wand of fox’s cunning (18 charges); other 
  Gear cloak of resistance +2, gloves of Dexterity +2, ring of 
  protection +1, keys to all the doors in the keep, noble’s 
  outfit, map and note (see area K22), signet ring with an 
  onyx raven (300 gp), spell component pouch
  chelish Bodyguard 
  cr 2
  Male human fighter 2
  LE Medium humanoid
  init +1; Senses Listen +5, Spot +6
  DeFeNSe
  Ac 15, touch 11, flat-footed 14
  (+4 armor, +1 Dex)
  hp 18 (2d10+7)
  Fort +7, ref +3, Will +3
  oFFeNSe
  Spd 30 ft.
  melee masterwork falchion +8 (2d4+3/18–20 plus poison)
  ranged light crossbow +5 (1d8/19–20 plus poison)
  Special Attacks poison
  TAcTicS
  Before combat The bodyguards coat their falchions and 
  crossbow bolts with poison. They then prepare to use 
  their hellfire infusions at the first sight of the enemy (effects 
  included in stats).
  During combat The bodyguards use their crossbows first 
  then close with opponents, using their falchions and 
  shrieking like fiends.
  morale If reduced to half their hit points, the Chelish 
  bodyguards drink their potions. They fight to the death in 
  defense of the baron, but if he’s killed they attempt to escape.
  Base Statistics: Fort +5, ref +1, Will +1; melee masterwork 
  falchion +6 (2d4+3/18–20); ranged light crossbow +3 
  (1d8/19–20); Skills Climb +3, Jump +4, Listen +3, Spot +4, 
  Swim +1
  STATiSTicS
  Str 15, Dex 13, con 14, int 10, Wis 12, cha 8
  Base Atk +2; Grp +4
  Feats Alertness, Exotic Weapon Proficiency (falchion), 
  Toughness, Weapon Focus (falchion)
  Skills Climb +5, Jump +6, Listen +5, Spot +6, Swim +3 
  Languages Common 
  combat Gear black adder venom (2 doses), hellfire infusion, 
  light crossbow and 10 bolts, masterwork falchion, chain 
  shirt, potion of cure moderate wounds; other Gear black 
  and gray tabards with the Chelish coat of arms, 54 gp, 
  10 sp
  SPeciAL ABiLiTieS
  Poison: Black adder venom (injury Fort DC 11; initial and 
  secondary 1d6 Con).
  K28. Secret Laboratory (eL 8)
  Four slender black marble columns near the corners of this large 
  octagonal chamber support a twenty-foot-high ceiling. Lanterns 
  affixed to a chain running the length of the ceiling bathe the 
  chamber in harsh red light. Long bookshelves occupy the east 
  and west walls and a pair of large wooden chests sit against the 
  southern wall. Two worktables hold a variety of glassware, knives, 
  tubes, clamps, bloody rags, and scraps of parchment.
  A large pentagram of chalk occupies a spot on the floor 
  between the two worktables. A strange figure apparently stitched 
  together from numerous corpses and covered in metal plates and 
  spikes lies across the pentagram, with tubes connecting the it to 
  various beakers and alembics. Several human corpses lie piled 
  against the southeast wall.
  Inspired by Chelish ambassadors, Baron Vendikon 
  has conducted secret experiments upon living subjects 
  in this chamber for the last few years, careful to cull his 
  victims from foreign slaves lest the townsfolk grow wise. 
  Several of the books filling the bookshelves are journals 
  documenting his studies of the human body and mind. 
  The rest of the books are historical treatises, monstrous 
  codices, philosophical tomes exploring the afterlife and 
  other planes, banned texts on necromancy, and various 
  spell scrolls (see Treasure).
  Creatures: The mutilated body lying across the 
  pentagram was a recent gift from Cheliax. The patchwork 
  construct is a flesh golem, a fearsome fighting machine 
  stitched together from the bodies of men, ogres, and other 
  beasts and given to Baron Vendikon to aid him in fighting 
  the Andoren army. The creature was mostly ready for use 
  when it arrived in a covered wagon a week before the siege 
  began. The baron needed only follow a specific set of 
  instructions to awaken it.
  If not encountered elsewhere, the baron (see page 27) is 
  here perusing his books while the crepitus (another gift 
  from his new Chelish allies) makes minor adjustments 
  to the golem. If the baron is not here when the PCs 
  arrive, the crepitus kicks the fully-prepared golem to life 
  and sends it barreling toward intruders. If the baron is 
  present, he follows much the same tactics as in area K27, 
  attempting to keep his awakened golem between himself 
  and any invaders while blasting away with his spells. This 
  time, however, he does not retreat, preferring to die rather 
  than cede his family fortress to the enemy.
  crepitus 
  cr 5
  hp 28; see page 30
  chelish Flesh Golem 
  cr 7
  hp 79; MM 135
  Ac 20 (touch 8, flat-footed 20), Spd 20 ft., melee 2 hooks +10 
  (2d8+5)
  
  29
  tower of the last baron
  Treasure: The collection of scrolls stored here include 
  deep slumber (2), gentle repose (3), hold person (2), summon 
  monster I, summon monster II, summon monster III, touch 
  of idiocy (2), and vampiric touch. Looking through the 
  parchment scraps on the tables turns up a few arcane 
  formulae for finishing the process of creating a flesh 
  golem, but without the complete formula, they are 
  worthless. 
  COnCLUSIOn
  If the PCs are successful in thwarting the baron’s plans 
  and capturing or eliminating him, his soldiers quickly 
  abandon their posts and surrender to the Andoren 
  army. Guard Captain Blacklock, if still alive, contacts the 
  invading force and offers to take command of the town 
  and restore order in the name of Andoran—though he 
  fights to the death to defend the baron and apprehend 
  assassins, his loyalty is to Piren’s Bluff, regardless of its 
  ruler, and he sees little need for the town to be burned 
  to the ground in memory of one man’s hubris. The gates 
  open to General Dakovya, and his army, and though the 
  families and friends of fallen combatants still harbor 
  some residual anger, for the most part the townsfolk and 
  soldiers join together in celebrating the end of a war 
  neither side wanted.
  Once the PCs make it back to General Dakovya they are 
  lauded as the true heroes of the campaign and showered 
  with gifts and praise. The general even offers to send 
  word of their deeds to the People’s Council in Almas and 
  recommend the PCs for honorary titles. Yet even as his 
  men rejoice, Dakovya moves quickly to fortify the town 
  against the Chelish incursions through the Aspodell Pass 
  which are undoubtedly already in motion.
  If the PCs fail in their attempt to neutralize the baron, 
  the Andoren army is forced to directly attack Piron’s Bluff. 
  While the baron’s troops put up a terrific fight, they are 
  no match for the superior numbers and training of the 
  Andoren army, and the matter is decided quickly and 
  bloodily. Unfortunately, little of the town survives intact, 
  and many of the former townspeople are forced to relocate 
  to the nearby towns of Olfden and Falcon’s Hollow.
  If the PCs recovered the note from Poltur, General 
  Dakovya is greatly concerned. (Even if the PCs didn’t take 
  it, the missive is uncovered by Andoren soldiers sifting 
  through the baron’s effects.) Though he doesn’t know 
  what threat the baron’s agents are plotting in Chimera 
  Cove, he’s troubled enough to desire further investigation. 
  Fortunately for him, he knows just who to send. More 
  adventure awaits the PCs in Pathfinder Module LB2: 
  Treasure of Chimera Cove.
  
  30
  m o d u l e  l b 1
  crepitus 
  cr 5
  LE Small outsider (evil, extraplanar, lawful)
  init +7; Senses darkvision 60 ft.; Listen +8, Spot +8
  DeFeNSe
  Ac 24, touch 18, flat-footed 17
  (+7 Dex, +6 natural, +1 size)
  hp 28 (5d8+5); fast healing 3
  Fort +5, ref +11, Will +2
  Defensive Abilities spell turning; Dr 5/good or silver; 
  immune poison; resist fire 5; Sr 15
  oFFeNSe
  Spd 20 ft., fly 50 ft. (perfect)
  melee 2 claws (1d4–1 plus 1d6 fire plus poison)  
  Space 5 ft.; reach 5 ft.
  Special Attacks rune fire (DC 13)
  Spell-Like Abilities (CL 9th)
  At will—detect good, detect magic, invisibility (self only), 
  read magic
  3/day—dispel magic
  1/week—analyze dweomer
  TAcTicS
  Before combat A crepitus prepares for a fight by 
  turning invisible. It then uses detect magic to pinpoint 
  enemies with active magical effects or items on them.
  During combat A crepitus starts most fights with 
  an area dispel magic to get rid of its opponents’ active 
  spell effects. If it senses spellcasters, it becomes visible 
  and attempts to goad enemies into targeting it with spells 
  of their own in order to reflect the effects back on them. 
  It then makes claw attacks and burns creatures with its 
  rune fire. If enemy spellcasters are using spells that ignore 
  its SR, it readies itself to counterspell until it has no more 
  uses of dispel magic for the day. It then uses invisibility to 
  make hit-and-run attacks, relying on its poison to weaken 
  and befuddle enemies, especially wizards (whom it prefers 
  to attack). 
  morale Although crepituses are highly intelligent, they aren’t 
  wise enough to know when to back away from a fight, 
  usually sticking around long enough to get themselves 
  killed.
  STATiSTicS
  Str 8, Dex 25, con 12, int 17, Wis 6, cha 12
  Base Atk +5; Grp +0
  Feats Skill Focus (Knowledge [arcana]), Skill Focus 
  (Knowledge [the planes])
  Skills Bluff +8, Decipher Script +8, Diplomacy +8, Hide +8, 
  Knowledge (arcana) +11, Knowledge (the planes) +11, Listen 
  +8, Move Silently +8, Search +8, Spellcraft +8, Spot +8 
  Languages Abyssal, Common, Draconic, Infernal
  SQ spell turning 
  SPeciAL ABiLiTieS
  Poison (ex) injury Fortitude DC 13; initial 1d4 Int, secondary 
  2d4 Int.
  rune Fire (Su) At will, a crepitus can cause the runes covering 
  its body to radiate intense heat. Creatures within 5 feet of 
  the crepitus take 1d6 points of fire damage (DC 13 Reflex 
  save for half). Creatures struck by the crepitus’s claws or 
  that hit the crepitus with melee weapons take automatic 
  fire damage, with no save allowed. Creatures that attack 
  and are not adjacent are immune to this effect. 
  Spell Turning (Su) Spells that specifically target a crepitus 
  devil that fail to get past its spell resistance are turned 
  back on the caster. This effect is identical to a spell turning 
  spell, except that a crepitus can only affect a number of 
  CrePItUS
  A small, gaunt humanoid creature possessing an oversized 
  saurian head and a thick, powerful tail hovers in the air, its 
  tiny wings a blur. The creature’s smooth reddish skin is covered 
  in a maze of glowing golden runes. Its fingers and toes end in 
  razor-sharp claws, and a wide mouth beneath incongruously 
  intelligent eyes bristles with rows of tiny needle teeth.
  
  31
  crepitus
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  spell levels each round equal to its Hit Dice. This ability 
  functions as if the crepitus were a 9th-level caster.
  ecoLoGy
  environment Hell
  organization solitary
  Treasure none
  Alignment lawful evil
  Advancement 6–10 HD (Small)
  Level Adjustment —
  It is speculated that Asmodeus spawned the first 
  crepitus devils, sometimes called magewretches, to tempt 
  and corrupt mortal wizards into damning their souls. Yet 
  while it is true that the crepitus is a highly intelligent 
  creature with a gift for spellcraft and all things arcane, its 
  great intellect is countered by its foolishness and inability 
  to competently lure mortals to Asmodeus’s will. As a 
  result, specimens seen on the Material Plane are more 
  often slaves than fiendish tempters.
  ecology
  A crepitus stands 3 to 4 feet tall, with bright eyes in a 
  saurian head that appears too large for its gaunt, rune-
  covered body. Its shoulders sprout bat-like wings that 
  allow it to fly with ease, and its sharp talons are surprisingly 
  nimble and capable of fine adjustments when conducting 
  magical rituals. A typical crepitus weighs 30 pounds. 
  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.
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  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder module LB1: Tower of the Last Baron, Copyright 2008, Paizo Publishing, LLC. Author: Stephen S. Greer.
  Though, like other devils, crepituses don’t require food, 
  they take particular joy in consuming wizards’ familiars 
  (and sometimes the wizards themselves.) Crepitus devils 
  are native to Hell, and many lurk around Asmodeus’s 
  infernal palace, often serving as messengers.
  Habitat & Society
  Left to their own devices, crepitus devils are cunning, 
  malicious pranksters, content to while away their days 
  flitting about Hell and tormenting lost souls and devils 
  alike. Yet crepituses are rarely left alone for long, and it is 
  likely from this fact that their long-standing racial hatred 
  of wizards stems. Highly valued for their spell-like abilities 
  and intuitive knowledge of magic, crepituses are frequently 
  bound into contracts or enslaved outright by mortal 
  wizards and other fiends, a situation the intelligent devils 
  find exrtemely demeaning. This situation is not helped by 
  the fact that crepituses are frequently the first gifts handed 
  out by higher-ranking demons attempting to seduce mortal 
  magic users. If given an opportunity, a crepitus goes well 
  out of its way to destroy a wizard and burn his precious 
  spellbooks to ashes (not necessarily in that order). Chelish 
  wizards regularly bind crepitus devils as servants, and view 
  having an enslaved crepitus as a mark of prestige.
  Crepituses enjoy lording their power over their 
  significantly weaker impish cousins, and referring to a 
  crepitus as an imp is the gravest possible insult.
  
  32
  str
  defense
  hP 37
  Ac 20
  touch 13, flat-footed 17
  Fort +5, ref +4, Will +0
  offense
  melee +1 longsword +9 (1d8+3/19–20)
  melee +1 longsword +7 (1d8+3/19–20) 
   +1 shortsword +6 (1d6+2/19–20)
  ranged mwk shortbow +9 (1d6/×3)
  skills
  Climb  
  +7
  Intimidate  
  +8
  Ride  
  +11
  Swim 
  +4
  feats
  Combat Expertise, Improved 
  Initiative, Power Attack, Two-
  Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus 
  (longsword)
  combat Gear alchemist’s fire (2), elixir of fire breath, potion of cure moderate wounds (2); other Gear backpack, +1 breastplate, +1 longsword, 
  mwk shortbow with 20 arrows, rations (6), silk rope, silver dagger, +1 shortsword, 157 gp
  Valeros
  Male huMan fighter 5
  align ng 
  Init +7 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  14
  16
  12
  13
  8
  10
  abilities
  str
  defense
  hP 19
  Ac 15
  touch 13, flat-footed 13
  Fort +2, ref +3, Will +5
  offense
  melee quarterstaff +1 (1d6–1)
  ranged mwk dagger +5 (1d4–1/19–20)
  Spells Known (CL 5th +4 ranged touch):
  2nd (5/day)—invisibility, scorching ray
  1st (7/day)—burning hands (DC 16), 
  enlarge person, magic missile, shield
  0 (6/day)—acid splash, detect magic, light, 
  mage hand, prestidigitation, read magic
  skills
  Bluff  
  +11
  Concentration 
  +12
  Spellcraft 
  +8
  feats
  Dodge, Skill Focus 
  (Concentration), Spell Focus 
  (evocation)
  combat Gear potion of cure moderate wounds, tanglefoot bag, wand of magic missile (CL 3rd, 25 charges); other Gear backpack, bracers of 
  armor +2, everburning torch, mwk dagger, quarterstaff, rations (4), ring of protection +1, 243 gp
  Seoni
  feMale huMan Sorcerer 5
  align ln 
  Init +2 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  8
  14
  12
  10
  13
  16
  abilities
  str
  defense
  hP 36
  Ac 18
  touch 9, flat-footed 18
  Fort +7, ref +1, Will +10
  offense
  melee +1 scimitar +6 (1d6+2/18–20)
  ranged mwk lt crossbow +3 (1d8/19–20)
  Special Attacks greater turning 1/day, turn 
  undead 4/day (+3, 2d6+6)
  Spells Prepared (CL 5th, +2 ranged touch):
  3rd—prayer, remove curse, searing light*
  2nd—bull’s strength, heat metal* (DC 15), 
  lesser restoration, spiritual weapon
  1st—bless, command (DC 14), cure light 
  wounds*, remove fear, shield of faith
  0—detect magic (2), light (2), read magic 
  * domain spell (healing, sun)
  skills
  Concentration 
  +10
  Heal 
  +11
  Knowledge (religion) 
  +8
  feats
  Iron Will, Martial Weapon 
  Proficiency (scimitar), Weapon 
  Focus (scimitar)
  combat Gear holy water (3), wand of cure moderate wounds (15 charges); other Gear backpack, +1 chainmail, cloak of resistance +1, healer’s 
  kit, +1 heavy steel shield, mwk lt crossbow with 10 bolts, +1 scimitar, silver holy symbol (everburning torch), 96 gp
  Kyra
  feMale huMan cleric 5
  align ng 
  Init –1 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  13
  8
  14
  10
  16
  12
  abilities
  str
  defense
  hP 25
  Ac 19
  touch 14, flat-footed 15
  Fort +3, ref +9, Will +3
  (+2 vs enchantment)
  Defensive Abilities evasion, 
  u ncanny dodge; immune sleep
  offense
  melee +1 rapier +8 (1d6+2/18–20)
  ranged dagger +7 (1d4+1/19–20)
  Special Attacks sneak attack +3d6
  skills
  combat Gear potion of cure moderate wounds, potion of invisibility, thunderstone; other Gear amulet of natural armor +1, backpack, cloak of 
  resistance +1, daggers (6), grappling hook, +1 rapier, silk rope, +1 studded leather armor, thieves tools, 131 gp
  Merisiel
  feMale elf rogue 5
  align cn 
  Init +4 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  12
  18
  12
  8
  13
  10
  abilities
  Climb 
  +6
  Disable Device 
  +7
  Hide 
  +10
  Jump 
  +8
  Listen 
  +7
  Move Silently 
  +10
  Open Lock 
  +8
  Search 
  +7
  Spot 
  +7
  Tumble 
  +14
  feats
  Dodge, Weapon Finesse
  
  Second Floor 
  Third Floor 
  First Floor 
  Fourth Floor 
  1 
  2 
  3 
  4 
  5 
  4 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  14 
  28 
  27 
  25 
  23 
  26 
  24 
  16 
  17 
  15 
  22 
  20 
  21 
  19 
  18 
  one square = 5 feet 
   
  N 
  S 
  W 
  E 
  Second Floor 
  Third Floor 
  First Floor 
  Fourth Floor 
  1 
  2 
  3 
  4 
  5 
  4 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  14 
  28 
  27 
  25 
  23 
  26 
  24 
  16 
  17 
  15 
  22 
  20 
  21 
  19 
  18 
  one square = 5 feet 
   
  N 
  S 
  W 
  E 
  Vendikon Keep
  Vendikon Keep
  
  STOP A WAR BEFORE IT STARTS
  Printed in China
  PZO9513
  Pathfinder Module  
  LB1: Tower of the Last Baron
  After years of neutrality, the honeyed tongues and diabolical gifts of devil-worshiping 
  ambassadors from Cheliax have finally convinced Baron Vendikon of Andoran to pledge his 
  allegiance to the enemy. Now, as the baron’s conflicted subjects hastily fortify his position 
  and a reluctant Andoren general marches on the tiny town of Piren’s Bluff, a few brave 
  souls must infiltrate the tyrant’s stronghold and put an end to his treason before one man’s 
  arrogance costs hundreds of innocent lives.
   Tower of the Last Baron is an infiltration adventure for 5th-level 
  characters compatible with the world’s most popular roleplaying 
  game. Within you’ll find information on the lively and 
  strategically important town of Piren’s Bluff, Baron 
  Vendikon’s keep, and the strange beasts and loyal 
  minions that aid the turncoat noble, as well as notes 
  governing the town’s many spies and dissidents. 
   This adventure is set on the border between 
  two nations in the Pathfinder Chronicles 
  campaign setting, but can easily be set in 
  any game world. It can be used on its own 
  or combined with its sequel, Treasure of 
  Chimera Cove, to create an even greater 
  campaign arc.
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/LB1 - Tower of the Last Baron.pdf