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  UNDYING SLEEPER 
  OF THE 
  FANE 
  RAGING SWAN PRESS  
  
   
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  FANE OF THE UNDYING SLEEPER 
  Widely	thought	of	as	a	haven	for	smugglers	and	other	miscreants,	rumours	swirl	as	thickly	about	Coldwater	as	the	persistent	sea	fogs	that	
  sometimes	blanket	the	place	for	days	at	a	time.	Set	at	the	head	of	a	muddy	cliff	top	path,	Coldwater	is	an	isolated,	dismal	place.	Its	folk	
  are	sullen,	ugly	people	and	even	the	village’s	ruler	hates	the	place.	For	all	that,	Coldwater	can	be	a	place	of	opportunity	and	adventure.		
  	
  Protected	by	the	roiling	waters	of	the	ocean,	the	Fane	of	the	Undying	Sleeper	lies	at	the	top	of	a	set	of	stone	steps	only	exposed	at	the	
  lowest	ebb	of	the	lowest	spring	tides.	Protected	by	impregnable	stone	doors,	the	fane	has	lain	undisturbed	for	centuries.	Once	the	lair	of	a	
  heretical	and	degenerate	demon-worshipping	cult	the	benighted,	profane	place	has	never	known	the	tread	of	human	feet.	None	have	yet	
  penetrated	the	fane,	but	nevertheless	wild	and	outlandish	rumours	speak	of	terrible	dangers	and	glittering	treasures	to	be	found	beyond	
  the	unopenable	doors.		
  	
  With	a	tide	low	enough	to	reveal	the	fane’s	entrance	fast	approaching,	are	the	PCs	brave	enough	to	dare	the	terrors	of	the	Fane	of	the	
  Undying	Sleeper?	An	adventure	for	3rd-level	characters.	
  	
  Design:	Creighton	Broadhurst	
  Development:	Creighton	Broadhurst	and	Alec	Harvey	
  Interior	 Art:	 Bruno	 Balixa,	 Larry	 Elmore,	 William	 McAusland,	
  Matt	 Morrow	 and	 Marc	 Radle.	 Some	 artwork	 copyright	
  William	McAusland,	used	with	permission.		
  Cartography:	Tommi	Salama	
  Playtesters:	Aaron	Bailey,	Trevor	Bailey,	Rikh	Hart,	Alec	Harvey,	
  Andy	Lewis,	Kieran	Monger	and	Peter	Sims	
  	
  Thank	you	for	purchasing	Fane	of	the	Undying	Sleeper;	we	hope	
  you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 Fane	 of	 the	 Undying	 Sleeper	 are	 Open	 Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	 1.0a	
  Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	 material	
  designated	 as	 Open	 Game	 Content	 may	 be	 reproduced	 in	 any	
  form	without	written	permission.	The	moral	right	of	 Creighton	
  Broadhurst	to	be	identified	as	the	author	of	this	work	has	been	
  asserted	in	accordance	with	the	Copyright	Designs	and	Patents	
  Act	1988.	©Raging	Swan	Press	2017.	
  	
  Pathfinder	 is	 a	 registered	 trademark	 of	 Paizo	 Inc.,	 and	 the	
  Pathfinder	 Roleplaying	 Game	 and	 the	 Pathfinder	 Roleplaying	
  Game	Compatibility	Logo	are	trademarks	of	Paizo	Inc.,	and	are	
  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
  License.	 See	 http://paizo.com/pathfinderRPG/compatibility	 for	
  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
  Paizo	
  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  C O N T E N T  
  Content	.........................................................................................	2	
  Foreword	......................................................................................	2	
  Reading	Stat	Blocks	......................................................................	3	
  Support	Raging	Swan	Press	........................................................	38	
  OGL	V1.0A	..................................................................................	38	
  T H E  A D V E N T U R E  B E G I N S  
  What	Has	Gone	Before	.................................................................	4	
  Dagon,	Shadow	in	the	Sea	............................................................	4	
  New	Template:	Deformed	Creature	.............................................	5	
  The	Adventure	Begins	..................................................................	6	
  T H E  V I L L A G E  O F  C O L D W A T E R  
  Coldwater	At	a	Glance	................................................................	10	
  Notable	Locations	......................................................................	12	
  Life	in	Coldwater	........................................................................	14	
  T H E  F A N E  O F  T H E  U N D Y I N G  S L E E P E R  
  Devil’s	Cove	................................................................................	16	
  The	Fane	of	the	Undying	Sleeper	...............................................	18	
  1:	Entrance	Vestibule	.................................................................	19	
  2:	Nave	of	Ruin	...........................................................................	20	
  3:	Sepulchre	of	the	Sleeper	(CR	5)	..............................................	21	
  4:	Northern	Guardian	(CR	5)	......................................................	22	
  5:	Southern	Guardian	.................................................................	23	
  6:	Shadow	in	the	Sea	(CR	3)	........................................................	24	
  Interlude:	The	Rising	Tide	...........................................................	25	
  7:	Lair	of	the	Lurkers	(CR	4)	........................................................	26	
  Conclusion	..................................................................................	27	
  Adventures	in	Gloamhold	..........................................................	28	
  P L A Y E R  M A T E R I A L   
  Kethaith	Azathal	.........................................................................	30	
  Werthic	Bolhak	...........................................................................	31	
  Urbren	Glitterheart	....................................................................	32	
  Paradan	Hanter	..........................................................................	33	
  Maratri	Laemar	..........................................................................	34	
  Talek	Perrin	................................................................................	35	
  Water	&	Movement	...................................................................	36	
  Water	&	Combat	........................................................................	37	
  S T A T  B L O C K  B Y  C R  
  CR	
  	
  PAGE	
  1/3	
  Deformed	Villager		
  CN	deformed	human	commoner	1	
  14	
  1/3	
  Normal	Villager		
  CN	human	commoner	1	
  14	
  1/2	
  Dagon	Cultist	
  NE	male	deformed	human	warrior	2	
  27	
  2	
  Deformed	Spider	
  N	deformed	giant	spider	
  26	
  3	
  Caryatid	Column	
  N	Medium	construct	
  22	
  4	
  Dagon	Acolyte	
  CE	male	skum	cleric	(Dagon)	3	
  27	
  5	
  Amoxtil	
  Male	skeletal	champion	deformed	half-fiend	
  sahuagin	oracle	(waves)	1	
  21	
   
  F O R E W O R D
  Welcome	 to	 the	 collector’s	 edition	 of	 Fane	 of	 the	 Undying	
  Sleeper.	I	hope	you	and	your	players	enjoy	exploring	the	Sunken	
  Stair	and	what	lies	beyond.		
  	
  This	adventure	is	set	in	the	dreary,	unwholesome	village	of	
  Coldwater	 which	 itself	 stands	 in	 the	 Duchy	 of	 Ashlar	 but	 is	
  specifically	designed	to	be	easily	inserted	into	almost	any	GM’s	
  home	campaign.	Thus,	while	the	immediate	locale—the	village	
  of	 Coldwater	 and	 the	 fane	 itself—are	 richly	 detailed,	 the	
  surrounding	 area	 (a	 cliff-fringed	 section	 of	 coastline)	 is	 only	
  vaguely	 defined.	 Similarly,	 Fane	 of	 the	 Undying	 Sleeper’s	 plot	
  does	not	rely	on	world-shattering	events,	famous	personages	or	
  a	kingdom	or	power	group.	The	only	atypical	inclusion	is	that	of	
  Dagon—a	 relatively	 unknown	 demon	 lord—but	 any	 evil	 power	
  dealing	with	deformity	and	the	sea,	will	do!	
  	
  I	wrote	the	original	version	of	Fane	of	the	Undying	Sleeper	
  back	 in	 2014	 and	 designed	 Coldwater	 a	 year	 later	 as	 a	
  companion	piece.	I	always	meant	to	create	a	compilation	print	
  version	of	this	module,	but	sadly	other	projects	distracted	me.	
  Now,	 with	 the	 first	 phase	 of	 design	 on	 Gloamhold	 nearing	
  completion	 it	 seemed	 a	 perfect	 time	 to	 return	 to	 the	 horrible	
  fishing	village	of	Coldwater.	As	always,	as	soon	as	I	started	work,	
  I	 spotted	 “developmental	 opportunities”	 with	 the	 original	 text	
  and	 so	 I've	 taken	 this	 opportunity	 to	 fix	 typos,	 clarify	 certain	
  passages	 and	 to	 order	 new	 maps	 and	 illustrations	 from	 the	
  fabulous	Tommi	Salama.	I	hope	you	enjoy	the	result.	
  	
  If	you	are	interested	in	Gloamhold	and	my	ongoing	design	of	
  the	Duchy	of	Ashlar,	I	strong	recommend	you	check	out	my	blog	
  creightonbroadhurst.com/gloamhold	
  where	
  I	
  am	
  “live	
  designing”	
  both	locales.	
  	
  	
  
  3	
  R E A D I N G  S T A T  B L O C K S  
  This	 adventure	 includes	 all	 necessary	 stat	 blocks;	 these	 notes	
  explain	 how	 to	 read	 them.	 Unless	 otherwise	 noted,	 all	 listed	
  scores	 include	 all	 the	 creature’s	 normal	 modifiers.	 Stat	 blocks	
  have	four	sections.		
  B A S I C  
  Name,	CR	and	XP:	The	monster’s	name	appears	first	followed	by	
  its	CR	and	how	many	experience	points	it	is	worth.	If	more	
  than	one	creature	is	encountered,	a	bracketed	number	lists	
  how	many	appear.	
  Appearance:	The	GM	can	read	aloud	or	paraphrase	this	section.	
  If	 a	 picture	 depicts	 the	 creature,	 this	 section	 may	 be	
  omitted.		
  Sex,	 Race,	 Class	 and	 Level:	 If	 the	 monster	 has	 class	 levels	
  these	appear	here	along	with	its	race	and	sex.	The	first	
  noted	class	is	the	creature’s	favoured	class.	
  Alignment	and	Type:	The	creature’s	abbreviated	alignment	
  and	 its	 type	 (including	
  applicable	subtypes).	
  	
  Init	and	Senses:	This	creature’s	
  initiative	 modifier	 appears	
  before	any	special	senses	(such	as	
  scent	 or	 darkvision)	 and	 the	 creature’s	
  Perception	and	Sense	Motive	scores.	If	
  the	
  creature	
  has	
  special	
  Perception-based	 abilities,	 such	
  as	 trapfinding	 or	 stonecunning,	
  these	appear	here.		
  Speed:	 The	 creature’s	 modified	 land	 speed	 appears	 first	 along	
  with	any	other	relevant	speeds	(such	as	climb	or	fly).	If	the	
  creature’s	base	land	speed	is	different	to	its	modified	speed	
  this	is	also	listed.	
  ACP	and	Movement	Skills:	ACP	presents	the	creature’s	normal	
  armour	check	penalty	modifier.	If	the	creature’s	Acrobatics,	
  Climb,	 Escape	 Artist,	 Fly,	 Ride,	 Stealth	 or	 Swim	 modifier	
  differs	 from	 the	 relevant	 ability	 modifier	 minus	 its	 armour	
  check	penalty,	these	skills	appear	here.		
  D E F E N S I V E  
  AC:	The	creature’s	normal,	touch	and	flat-footed	AC	along	with	
  its	CMD;	additionally	this	section	lists	any	defensive	powers	
  or	abilities	that	affects	the	creature’s	AC.		
  Immune,	Resist	and	Weaknesses:	If	the	creature	has	immunity,	
  resistance	 or	 a	 vulnerability	 to	 an	 effect	 or	 condition	 it	
  appears	here.		
  Fort,	Ref	and	Will:	The	creature’s	saving	throw	modifiers	along	
  with	any	conditional	modifiers	and	defensive	powers	(such	
  as	evasion)	and	spell	resistance	appear	here.		
  HP:	The	creature’s	full,	normal	hit	points	along	with	the	number	
  of	hit	dice	it	possesses.	A	bracketed	hit	point	total	indicates	
  that	 the	 creature	 is	 injured.	 If	 the	 creature	 has	 damage	
  reduction	or	hardness	it	appears	here.	
  O F F E N S I V E  
  Space,	 Base	 Atk	 and	 CMB:	 The	 creature’s	 space,	 base	 attack	
  bonus	and	CMB.	
  Melee:	This	section	lists	a	creature’s	melee	attacks.	If	the	attack	
  has	a	reach	that	is	not	5	ft.	it	is	listed	here.	This	line	also	
  lists	any	specific	feats	a	creature	can	use	with	the	attack	
  (for	example	Power	Attack),	but	the	effects	of	these	feats	
  are	 not	 included	 in	 the	 attack’s	 statistics.	 Each	 attack	
  includes	 attack	 bonus	 and	 damage	 information.	 If	 the	
  attack	 has	 the	 default	 critical	 hit	 characteristics	 (20/x2)	
  this	information	is	omitted.		
  Ranged:	This	section	lists	the	creature’s	ranged	attacks.	It	
  always	 includes	 the	 attack’s	 range.	 Each	 attack	 includes	
  attack	bonus	and	damage	information.	This	line	also	lists	
  any	specific	feats	a	creature	can	use	with	the	attack	(for	
  example	Point	Blank	Shot),	but	the	effects	of	these	feats	
  are	not	included	in	the	attack’s	statistics.	If	the	attack	has	
  the	 default	 critical	 hit	 characteristics	 (20/x2)	 this	
  information	is	omitted.		
  Atk	Options:	This	section	lists	any	abilities	or	feats	that	
  can	 affect	 more	 than	 one	 of	 the	 creature’s	 attacks,	
  unless	 it	 has	 already	 been	 presented	 with	 the	
  creature’s	specific	attacks.	Subsequent	listings	describe	
  all	but	the	most	basic	abilities	in	depth.		
  Special	 Actions:	 This	 section	 lists	 any	 useful	 abilities	
  that	a	creature	could	use	in	battle.	Subsequent	listings	
  describe	all	but	the	most	basic	abilities	in	more	depth.	
  Spells	 and	 Spell-Like	 Abilities:	 The	 creature’s	 caster	
  level,	 along	 with	 its	 concentration	 modifier	 and	
  domains	 appears	 in	 brackets	 before	 the	 main	 spell	
  listing.	If	one	or	more	of	the	creature’s	spells	require	a	
  touch	 attack,	 the	 relevant	 attack	 bonus	 is	 included.	
  Spells	 available	 appear	 in	 reverse	 order	 from	 highest	 to	
  lowest	 level.	 Spells	 denoted	 D	 are	 domain	 spells.	 If	
  applicable,	a	spell’s	DC	is	also	provided.	
  Combat	 Gear:	 This	 section	 lists	 any	 combat-related	
  equipment	the	creature	possesses.		
  S U P P L E M E N T A L  
  Abilities	 and	 Special	 Qualities:	 These	 sections	 list	 the	
  creature’s	 ability	 scores	 and	 any	 special	 qualities	 that	 do	
  not	appear	anywhere	else	in	its	stat	block.		
  Feats:	An	alphabetical	listing	of	all	the	creature’s	feats.	
  Skills	 and	 Languages:	 These	 sections	 list	 any	 skills	 the	
  creature	possesses	that	have	not	already	appeared	in	the	
  stat	 block	 and	 all	 languages	 spoken	 or	 understood.	 Any	
  language-based	special	abilities	also	appear	here.	
  Gear:	This	section	lists	any	gear	not	already	listed	in	the	
  creature’s	 stat	 block.	 This	 section	 hardly	 ever	 contains	
  weapons	or	armour	as	they	usually	appear	in	the	relevant	
  sections	above.		
  Spellbook:	 The	 contents	 of	 the	 creature’s	
  spellbook	and	its	opposition	schools.	
  
  4	
  W H A T  H A S  G O N E  B E F O R E  
  In	the	ancient	days	before	man	claimed	the	surrounding	land,	a	
  cult	of	heretical	sahuagin	and	skum	lurked	in	the	waters	below	
  the	wave-lashed	cliffs	of	a	windswept	headland.		
  	
  The	 sahuagin	 were	 debased	 and	 ill-favoured	 even	 when	
  measured	 against	 others	 of	 their	 ilk.	 Turning	 from	 the	 blood-
  soaked	 gods	 of	 their	 fellows,	 they	 instead	 worshipped	 Dagon,	
  Shadow	 in	 the	 Sea	 and	 brought	 him	 many	 sacrifices	 to	 die	
  screaming	upon	their	sunken	altars.	The	skum	for	their	part	had	
  cast	off	the	yoke	of	their	aboleth	overlords	and	instead	turned	to	
  Dagon’s	fell	embrace.		
  	
  As	in	any	cult,	however,	rivalry	and	jealousy	seethed	beneath	
  the	surface	with	the	various	acolytes	and	cultists	fighting	among	
  themselves	 for	 advancement	 and	 glory	 in	 the	 eyes	 of	 their	
  blasphemous	 patron.	 Inevitably	 the	 factions	 split	 along	 racial	
  lines	and	eventually	their	rivalry	escalated	into	open	warfare.		
  	
  The	 skum—more	 numerous	 and	 even	 more	 savage	 than	
  their	sahuagin	foe—eventually	triumphed.	The	sahuagin	were	all	
  but	 wiped	 out	 and	 only	 their	 leader,	 Amoxtil,	 survived.	 In	
  triumph,	 the	 skum	 interred	 the	 yet	 living	 Amoxtil	 in	 a	
  sarcophagus	 in	 their	 temple	 as	 a	 mark	 of	 their	 victory.	 To	
  celebrate	their	victory,	the	sahuagin	renamed	the	place	the	Fane	
  of	 the	 Undying	 Sleeper	 and	 prayed	 to	 their	 fell	 patron	 that	
  Amoxtil	would	lie	within	forever.	Amoxtil	eventually	starved	to	
  death,	but	his	rage	and	lust	for	revenge	coupled	with	Dagon’s	
  “blessing”	granted	him	a	semblance	of	unlife.	Transformed	into	
  a	 skeletal	 champion,	 Amoxtil	 nevertheless	 could	 not	 escape.	
  Thus,	 has	 he	 been	 trapped	 for	 long	 centuries	 waiting	 for	 a	
  chance	to	escape	and	wreak	his	revenge.	
   
  D A G O N ,  S H A D O W  I N  T H E  S E A  
  Dagon	is	worshipped	primarily	by	boggards,	heretical	sahuagins	
  and	 skums,	 marsh	 giants	 and	 degenerate	 or	 insane	 coastal	
  dwellers.	 Most	 of	 his	 worshippers	 are	 horribly	 misshapen,	
  deformed	 folk	 that	 interbreed	 with	 strange	 aquatic	 creatures.	
  Others	are	warped	by	Dagon’s	own	terrible	influence	and	have	
  the	 deformed	 template	 (page	 5).	 Example	 deformed	 creatures	
  include:	
  § 
  Deformed	 Villager	 (CR	 1/3;	 page	 14):	 CN	 deformed	 human	
  commoner	1.	
  § 
  Amoxtil	(CR	5;	page	21):	LE	male	skeletal	champion	deformed	
  half-fiend	sahuagin	oracle	(waves)	2.	
  § 
  Deformed	Spider	(CR	2;	page	26):	N	advanced	deformed	giant	
  spider.	
  § 
  Dagon	 Cultist	 (CR	 1/2;	 page	 27):	 NE	 male	 deformed	 human	
  warrior	2.	
  	
  Dagon’s	holy	places	are	always	in	or	near	the	sea.	Therein	his	
  worshippers	 engage	 in	 strange	 and	 abhorrent	 practices	 and	
  often	 also	 venerate	 the	 Great	 Old	 Ones.	 Followers	 of	 Cthulhu	
  and	Dagon	are	often	allied.	Dagon	rules	an	Abyssal	ocean	dotted	
  with	 strange	 and	 terrible	 islands	 and	 scarred	 by	 deep	 ocean	
  trenches	filled	with	impossible	sunken	cities.	
  	
  Epithets:	Shadow	in	the	Sea	
  	
  Symbol:	A	gold	disk	inscribed	with	sinister	runes	around	an	
  open	octopus	eye	
  	
  Alignment:	Chaotic	evil	
  	
  Portfolio:	Deformity,	the	sea	and	sea	monsters	
  	
  Domains:	Chaos,	Destruction,	Evil	and	Water	
  	
  Favoured	Weapon:	Trident	
  	
  Holy	 Texts:	 Dagon’s	 worshippers	 follow	 no	 set,	 laid	 down	
  doctrine.	Dagon’s	cares	not	exactly	how	his	aberrant	followers	
  worship	him	as	long	as	they	worship	him.	
  	
  	
  A N  A N C I E N T  E V I L  
  Fane	of	the	Undying	Sleeper	require	an	evil	patron—in	this	case	
  Dagon—with	a	link	to	the	sea	who	is	worshipped	by	evil	aquatic	
  creatures.	 Such	 a	 power	 would	 likely	 be	 relatively	 obscure	 in	
  many	 campaign	 worlds,	 making	 its	 inclusion	 simple.	 However,	
  any	power	linked	to	the	sea	and	deformity	will	do!	
  
  	
  5	
  N E W  T E M P L A T E :  D E F O R M E D  C R E A T U R E  
  Deformed	 creatures	 have	 been	 horribly	 altered	 by	 their	
  proximity	to	a	place	of	power	dedicated	to	the	demon	lord	of	
  deformity,	 Dagon.	 These	 blasphemous	 aberrations	 often	
  worship	 the	 Shadow	 in	 the	 Sea,	 but	 creatures	 can	 also	
  unknowingly	acquire	this	template.	
  C R E A T I N G  A  D E F O R M E D  C R E A T U R E  
  “Deformed”	 is	 an	 inherited	 or	 acquired	 template	 that	 can	 be	
  added	to	any	living	corporeal	creature	(referred	to	hereafter	as	
  the	 base	 creature).	 A	 deformed	 creature	 retains	 all	 the	 base	
  creature’s	statistics	and	special	abilities	except	as	noted	below.	
  	
  CR:	Same	as	the	base	creature.	
  	
  Type:	The	base	creature	gains	the	augmented	subtype.		
  	
  AC:	The	base	creature’s	natural	armour	increases	by	+1.	
  	
  Special	 Qualities	 and	 Abilities:	 A	 deformed	 creature	 rolls	
  twice	on	the	table	below.	Ignore	duplicate	rolls	or	results	that	
  makes	no	sense	given	the	base	creature’s	characteristics.	
  D12	
  DEFORMITY	
  1	
  The	 creature’s	 skin	 is	 thick	 and	 leathery.	 Increase	 its	
  natural	armour	bonus	by	an	additional	+1	and	modify	its	
  abilities	as	follows:	-2	Dex.	
  2	
  The	creature	has	powerful	limbs	and	is	particularly	fast;	
  increase	all	its	speeds	by	10	ft.	and	modify	its	abilities	as	
  follows:	+2	Dex,	-2	Wis.	
  3	
  The	 creature’s	 senses	 are	 dulled,	 but	 it	 is	 of	 robust	
  constitution.	 Modify	 its	 abilities	 as	 follows:	 +2	 Con,	 -2	
  Wis.	
  4	
  The	 creature	 emits	 a	 powerful	 stench	 and	 gains	 the	
  stench	ability	with	a	radius	of	10	ft.	Creatures	with	scent	
  can	detect	it	at	twice	the	normal	distance.		
  5	
  The	creature’s	legs	are	horribly	misshapen	and	its	land	
  speed	(and	climb	and	swim	speeds)	are	reduced	by	10	ft.	
  Modify	its	abilities	as	follows:	+2	Str,	-2	Dex.	
  6	
  The	 creature	 is	 stronger,	 but	 clumsier	 than	 normal.	
  Modify	its	abilities	as	follows:	+2	Str,	-2	Dex.	
  7	
  The	creature	is	blind,	but	gains	blindsense	20	ft.	
  8	
  The	creature	gains	light	sensitivity	and	low-light	vision.	
  Creatures	 that	 already	 have	 light	 sensitivity	 gain	 light	
  blindness	and	darkvision	60	ft.	
  9	
  One	 of	 the	 creature’s	 natural	 weapons	 is	 monstrously	
  oversized	and	is	treated	as	if	it	were	one	size	category	
  larger.	Modify	its	abilities	as	follows:	+2	Str,	-2	Dex.	
  10	
  The	 creature	 is	 slow-witted	 and	 gains	 Iron	 Will	 as	 a	
  bonus	 feat.	 Its	 brain	 is	 relatively	 primitive.	 Modify	 its	
  abilities	as	follows:	-2	Int,	-2	Wis.		
  11	
  The	 creature	 has	 a	 hunchback.	 Modify	 its	 abilities	 as	
  follows:	+2	Str,	-2	Dex.	
  12	
  The	 creature’s	 eyes,	 ears	 and	 nose	 are	 freakishly	
  oversized.	It	gains	a	+2	racial	bonus	to	Perception	checks	
  and	light	sensitivity.		
  	
  	
  	
  Cosmetic	Deformities:	A	deformed	creature’s	body	is	often	
  obviously	warped	and	twisted	by	its	condition.	Roll	once	on	the	
  table	below	to	flesh	out	such	deformities.		
  D20	
  COSMETIC	DEFORMITIES	
  1	
  The	creature	drools	uncontrollably.	
  2	
  The	creature’s	limbs	are	twisted	at	unnatural	angles.	
  3	
  The	creature’s	facial	features	are	bloated.	
  4	
  The	 creature’s	 fur,	 skin	 or	 scales	 are	 a	 strange,	
  otherworldly	colour.		
  5	
  Vestigial	horns	grow	from	the	creature’s	forehead.	
  6	
  The	creature’s	body	is	riddled	with	sores	and	ulcers.	
  7	
  Patches	of	thick	hair	grow	all	over	its	body.	
  8	
  The	creature	smells	terrible	and	is	wildly	flatulent.	
  9	
  The	 creature’s	 skin	 becomes	 pallid	 and	 drawn	 tight	
  across	its	skeletal	frame.	
  10	
  The	creature	is	corpulent.		
  11	
  Vestigial	wings	grow	from	the	creature’s	shoulders,	but	
  it	cannot	fly.	
  12	
  The	creature’s	body	is	horribly	scarred	as	if	it	had	been	
  burnt	 or	 wrinkled	 and	 puckered	 as	 if	 it	 had	 been	
  immersed	in	water	for	a	long	time.	
  	
  	
  	
  Abilities:	Modify	the	base	creature’s	statistics	as	follows:	-2	
  Cha.	
  	
  Skills:	 A	 deformed	 creature	 gains	 a	 +4	 racial	 bonus	 to	
  Intimidate	skill	checks.		
  	
  
  6	
  T H E  A D V E N T U R E  B E G I N S  
  The	 adventure	 proper	 begins,	 when	 the	 PCs	 investigate	 the	
  slimy,	seaweed-mantled	stone	steps	leading	to	the	Fane	of	the	
  Undying	Sleeper.	However,	first,	the	GM	must	engineer	the	PCs’	
  visit	 to	 the	 gloomy	 village	 of	 Coldwater.	 There	 are	 few	 good	
  reasons	 to	 visit	 this	 dreary	 village,	 and	 it	 is	 unlikely	 the	 PCs	
  voluntarily	visit	the	village	for	no	good	reason.		
  H O O K S  
  Either	design	your	own	hook	to	explain	why	the	PCs	are	visiting	
  Coldwater,	or	use	one	of	those	below:	
  § 
  Accident:	 The	 PCs	 are	 the	 survivors	 of	 a	 shipwreck	 and	 are	
  washed	 ashore	 near	 Coldwater.	 Alternatively,	 they	 are	
  searching	 for	 a	 smugglers’	 lair	 when	 they	 stumble	 upon	 the	
  Sunken	Stair.	
  § 
  Escorts:	The	PCs	have	been	hired	by	Aila	Ojanen	(NG	female	
  wizard	[universalist]	7),	a	native	of	Languard,	to	escort	her	to	
  Coldwater.	 Aila	 has	 business	 with	 Elina	 Vuolle	 (Coldwater,	
  location	1)—namely	she	wishes	to	open	negotiations	regarding	
  purchasing	the	staff	of	fire	Elina	is	said	to	possess.	
  § 
  Intrigued	Sage:	The	sage	Ragold	Ferous	(N	male	human	expert	
  2)	 has	 heard	 rumours	 of	 a	hidden	 stair	 that	 lead	 to	 a	 set	 of	
  stone	doors	inscribed	with	a	great	eye.	Intrigued,	he	offers	the	
  PCs	200	gp	to	investigate	and	recover	any	ancient	items	that	
  could	shed	light	on	the	complex’s	provenance.	
  § 
  Local	Legend:	Sitting	in	a	tavern	one	night,	the	PCs	hear	a	bard	
  tell	 of	 a	 mysterious	 set	 of	 slimy	 stone	 steps	 lying	 near	 the	
  dismal	village	of	Coldwater	that	lead	to	a	sunken	chamber.	The	
  stairs	are	only	accessible	at	particularly	low	tides.	Luckily,	one	
  such	 tide	 will	 shortly	 occur.	 Every	 now	 and	 then	 intrepid	
  explorers	 dare	 the	 sunken	 chamber,	 but	 none	 have	 yet	
  breached	the	great	stone	doors.	
  G A T H E R I N G  I N F O R M A T I O N  
  The	PCs	may	wish	to	learn	more	information	about	the	steps	and	
  the	stone	doors.	A	PC	can	use	Diplomacy	to	gather	information	
  about	 the	 stairs.	 This	 takes	 1d4	 hours	 spent	 in	 the	 nearby	
  community	 and	 requires	 a	 DC	 10	 check.	 A	 PC	 exceeding	 this	
  check	gains	one	additional	rumour	for	each	5	points	by	which	he	
  exceeded	 DC	 10.	 Use	 the	 table	 below,	 to	 determine	 which	
  rumour(s)	the	PC	learns.		
  D8	
  RUMOUR	
  1	*	
  A	vampire	or	lich	lurks	beyond	the	stone	doors,	waiting	
  for	foolish	adventurers	to	release	it	into	the	world!	
  2	
  None	 have	 ever	 breached	 the	 stone	 doors	 beyond	 the	
  slippery	stairs.	
  3*	
  The	doors	lead	to	a	watery	abyss	unknown	to	man.	
  4	
  Over	 the	 last	 few	 months,	 several	 travellers	 have	 gone	
  missing	while	wandering	the	nearby	cliffs.	
  5	
  The	folk	of	nearby	Coldwater	are	an	ill-favoured,	ugly	lot	
  plagued	by	horrible	dreams	of	a	deep,	watery	abyss.	
  6*	
  The	stairs	lead	to	the	sunken	treasure	hoard	of	a	long-
  forgotten	pirate	captain.	
  7*	
  All	those	who	dare	the	Sunken	Stair	die	agonising	deaths	
  shortly	thereafter.		
  8*	
  The	sea	itself	wants	the	stairs	to	remain	hidden.	The	tide	
  races	in	to	drown	would-be	explorers.	
  *False	rumour	
  
  7	
  F A C I L I T A T I N G  P L A Y  I N  C O L D W A T E R  
  As	 fate	 would	 have	 it,	 for	 whatever	 reason	 the	 PCs	 decide	 to	
  travel	to	Coldwater,	they	arrive	just	two	days	before	the	tides	
  are	low	enough	to	permit	exploration	of	the	Sunken	Stair.	This	
  gives	 the	 PCs	 time	 to	 explore	 Coldwater	 and	 to	 locate	 the	
  general	location	of	the	Sunken	Stair.		
  	
  Depending	 on	 your	 group’s	 play	 style	 you	 might	 want	 to	
  quickly	 gloss	 over	 such	 urban	 explorations—as	 although	 the	
  village	is	dreary,	dismal	and	a	smugglers’	haunt	opportunities	for	
  actual	combat	are	rare.	However,	a	large	part	of	this	module	is	
  the	 feel	 and	 flavour	 of	 both	 the	 village	 and	 fane.	 If	 you	 have	
  time,	 allowing	 the	 PCs	 to	 poke	 about	 the	 village,	 try	 to	 learn	
  some	rumours	and	generally	interact	with	the	surly	residents	is	
  time	well	spent.		
  	
  Pages	 10-14	 provide	 plenty	 of	 detail	 about	 Coldwater.	
  Several	sections,	though,	might	be	particularly	useful	for	
  the	GM	when	facilitating	play	in	the	village:	
  § 
  Whispers	 &	 Rumours	 (page	 11):	 Stories,	 half-truths,	
  outright	 lies	 and	 wild	 conjecture	 swirl	 about	 the	
  village.	 This	 table	 provides	 details	 of	 such;	 skilled	
  players	 will	 likely	 learn	 some	 of	 the	
  rumours,	 which	 might—or	 might	 not—give	
  them	 some	 insight	 into	 their	 upcoming	
  exploration.	
  § 
  Gathering	 Information	 (page	 6):	 As	 well	 as	
  hearing	other	rumours	and	stories,	the	PCs	will	
  likely	attempt	to	learn	more	about	the	Sunken	
  Stair	 and	 Devil’s	 Cove;	 if	 and	
  when	 they	 do,	 refer	 to	 this	
  table	 to	 discover	 what	 they	
  learn.	
  § 
  Events	(page	14):	Coldwater	is	
  a	living,	breathing	village	and	
  things	
  happen	
  there	
  irrespective	 of	 the	 PCs’	
  actions.	Use	this	table	
  to	generate	details	
  of	 minor	 events	
  to	 enliven	 the	
  PCs’	 time	 in	 the	
  village.		
  O T H E R  A D V E N T U R E S  
  Coldwater	has	other	adventures	to	offer	beyond	the	mystery	of	
  what	 lies	 beyond	 the	 Sunken	 Stair.	 While	 none	 of	 these	 other	
  adventures	 will	 likely	 occur	 before	 the	 PCs’	 exploration	 of	 the	
  Fane	of	the	Undying	Sleeper,	a	wise	GM	could	begin	to	set	the	
  scene	 so	 the	 adventures	 seem	 more	 natural,	 organic	 and	
  perhaps	interlinked.	
  	
  Of	particular	interest	is	the	rival	smuggling	operations	of	the	
  Purho	 and	 Eerola	 families.	 The	 PCs	 could	 easily	 overhear	
  whispers	of	this	rivalry	in	the	Stooped	Man’s	common	room	or	
  observe	small	sailing	boats	setting	sail	or	berthing	in	the	harbour	
  at	strange	times.		
  	
  The	party	could	even	decide	to	spend	a	week	or	two	after	
  exploring	 the	 fane	 searching	 out	 evidence	 of	 Dagon’s	 fell	
  influence	on	the	village.		
  	
  Thus,	 the	 GM	 could	 easily	 make	 the	
  village	the	focal	point	of	several	other	
  adventures,	if	so	desired.		
  
  8	
  W H A T ’ S  T O  D O  I N  C O L D W A T E R ?  
  Coldwater	 is	 a	 dreary,	 depressing	 place.	 The	 adventurers	 will	
  probably	rapidly	run	out	of	things	to	do	in	the	village.	However,	
  a	couple	of	locations,	activities	or	individuals	might	be	of	interest	
  to	bored	adventurers:	
  	
  Shopping	 at	 the	 Waterside:	 The	 Waterside	 (Coldwater,	
  location	 2)	 is	 the	 centre	 of	 Coldwater’s	 industry	 and	 the	 best	
  place	for	the	PCs	to	find	someone	willing	to	sail	them	to	Devil’s	
  Cove.	One	such	hulking	brute	of	a	man—Arvo	Purho	(CN	male	
  human	expert	[fisherman]	1)—offers	to	take	them	on	his	small	
  fishing	boat—the	Emmi	(named	after	wife)	for	2	gp.	(Of	course,	
  once	he	gets	the	PCs	to	the	cove	he	plans	to	charge	them	double	
  to	bring	them	back	again…)		
  	
  Drinking	 at	 the	 Stooped	 Man:	 Coldwater’s	 only	 inn	
  (Coldwater,	location	7)	is	as	uninviting	and	unenticing	as	the	rest	
  of	the	village.	Sadly,	it	is	the	only	place	to	get	a	drink	or	rent	a	
  room.		
  	
  Visiting	the	Chapel	of	the	Mistress:	The	two	priests	at	the	
  Chapel	 of	 the	 Mistress	 (Coldwater,	 location	 6)	 welcome	 all	
  guests—particularly	those	that	might	be	enticed	to	part	with	a	
  small	(or	large)	donation.	The	two	are	happy	to	cast	spells	for	
  the	PCs—if	paid—and	even	have	a	few	magic	items	for	sale	(the	
  divine	items	listed	in	“Marketplace”).		
  	
  Find	 the	 Sunken	 Stair:	 The	 general	 location	 of	 the	 Sunken	
  Stair	 (Coldwater,	 location	 10)	 is	 a	 well-known	 local	 legend,	
  although	 few	 have	 seen	 the	 stairs—and	 none	 of	 the	 populace	
  admit	to	exploring	them.		
  	
  Of	more	immediate	importance	to	the	PCs	is	how	they	plan	
  to	reach	the	Sunken	Stair—they	must	either	hire	a	fisherman	to	
  take	 them	 there	 or	 prepare	 to	 scale	 the	 cliffs	 fringing	 Devil’s	
  Cove.	Refer	to	the	Sidebars	on	page	16	for	more	information.		
  	
  Meet	 Armas	 Hujanen:	 Armas	 Hujanen	 (LE	 male	 half-elf	
  wizard	[universalist]	5)	is	dishevelled	and	slighted	depressed.	In	
  Coldwater	to	investigate	the	high	incidence	of	deformity	among	
  the	 populace	 he	 often	 visits	 the	 Stooped	 Man	 (Coldwater,	
  location	7).	The	party	inevitably	spot	the	obvious	outsider	in	the	
  inn’s	 taproom.	 Armas	 finds	 the	 villagers’	 condition	 fascinating,	
  but	the	place	itself	claustrophobic.	The	PCs’	arrival	delights	him	
  and	 he	 makes	 every	 effort	 to	 make	 their	 acquaintance.	 He	 is	
  open	about	his	desire	to	understand	the	villagers’	deformities,	
  but	cagey	about	his	reasons	for	doing	so.	(He	hopes	to	be	able	to	
  harness	whatever	is	causing	the	deformities	to	breed	a	new	race	
  of	 servitor	 creatures).	 He	 has	 noticed,	 the	 deformities	 seem	
  more	prevalent	in	the	northern	section	of	the	village,	but	has	not	
  (yet)	connected	this	with	Devil’s	Cove	and	the	Sunken	Stair.		
  	
  	
  
  9	
  	
  	
   
   
   
   
   
   
   
   
   
  THE VILLAGE OF COLDWATER 
   
  
  10	
  C O L D W A T E R  A T  A  G L A N C E  
  An	 isolated	 place,	 perched	 upon	 an	 inhospitable	 coast	 at	 the	
  head	 of	 a	 muddy	 coastal	 path,	 Coldwater	 is	 not	 an	 easy,	 or	
  pleasant,	 place	 to	 visit.	 The	 village	 huddles	 at	 the	 mouth	 of	 a	
  steep-sided	 valley	 leading	 down	 to	 the	 sea.	 Here,	 the	 seabed	
  quickly	drops	away	and	the	waters	are	deep,	dark	and	cold.		
  	
  Widely	 thought	 of	 as	 a	 haven	 for	 smugglers	 and	 other	
  miscreants,	 rumours	 swirl	 as	 thickly	 about	 the	 village	 as	 the	
  persistent	sea	fogs	that	sometimes	blanket	the	place	for	days	at	
  a	 time.	 Other	 rumours—whispered	 in	 taprooms	 up	 and	 down	
  the	 coast—speak	 of	 darker	 things:	 of	 unwholesome	 practises	
  carried	 out	 in	 worship	 of	 some	 ancient,	 depraved	 power,	 of	
  travellers	going	missing	near	the	village	and	of	an	ancient	set	of	
  steps	 buried	 at	 the	 base	 of	 nearby	 cliffs	 and	 revealed	 only	 at	
  particularly	low	tides.		
  	
  Whatever	the	truth,	Coldwater’s	folk	are	sullen,	distrustful	of	
  outsiders	and	some	are	said	to	suffer	from	horrible	deformities.	
  Even	the	village’s	ruler—the	aged	Elina	Vuolle—hates	the	place	
  and	leaves	its	folk	to	fend	for	themselves.	Two	families	dominate	
  day-to-day	 life:	 the	 Eerolas	 and	 the	 Purhos.	 Trapped	 in	 a	 low-
  grade,	 but	 vicious,	 family	 feud	 the	 two	 families	 subtly	 work	
  against	one	another	and	use	the	other	villagers	as	their	pawns.		
  D E M O G R A P H I C S  
  Ruler	Elina	Vuolle	
  Government	Overlord	
  Population	 188	 (109	 humans,	 59	 deformed	 humans,	 18	 half-
  orcs,	1	gnome,	1	half-elf)	
  Alignments	CN,	N,	NE	
  Languages	Common,	Orc	
  Corruption	+2;	Crime	-1;	Economy	+0;	Law	-2;	Lore	+1;	Society	-
  2	
  Qualities	Insular,	notorious	
  Danger	+10;	Disadvantages	Cursed	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Armas	Hujanen	(location	5;	LE	male	half-elf	wizard	[universalist]	
  5)	Armas	has	come	to	Coldwater	to	study	the	high	incidence	
  of	deformity	in	the	populace.		
  Atro	Purho	(location	8;	N	male	deformed	human	rogue	4)	Young	
  and	dynamic,	Atro	has	an	implacable	hatred	for	the	Eerolas	
  and	blames	them	for	his	own	ill	fortunes.	
  Elina	 Vuolle	 (location	 1;	 LN	 female	 old	 human	 aristocrat	
  2/sorcerer	[abyssal]	6)	Elina	hates	Coldwater	(and	her	lot).		
  Sauli	 Eerola	 (location	 4;	 NE	 male	 middle-aged	 human	 expert	
  2/fighter	2)	Patriarch	of	the	Eerola	family,	Sauli	once	served	
  as	a	soldier	but	now	runs	the	family	“shipping”	business.	
  Uzlen	Itkonen	(location	3;	N	female	half-orc	expert	2/barbarian	
  1)	Uzlen	runs	the	local	shipbuilding	business	and	tries	to	stay	
  out	of	the	Eerola’s	and	Purho’s	feuding	as	much	as	possible.	
  N O T A B L E  L O C A T I O N S  
  Most	of	Coldwater	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Vuolle	Manor:	Perched	on	the	side	of	the	valley,	Vuolle	Manor	
  overlooks	 the	 village.	 Its	 walls	 give	 spectacular	 views	 of	 the	
  surrounds.		
  2. Waterside:	 The	 harbour	 is	 the	 busiest—and	 smelliest—place	
  in	the	village.	Here,	a	gallimaufry	of	fishing	vessels	and	small	
  merchant	craft	jostle	for	berths.		
  3. Itkonen’s:	 Here,	 Uzlen	 Itkonen	 builds	 and	 repairs	 fishing	
  vessels	and	small	merchant	craft.	The	dockyard	is	always	busy.		
  4. Sauli’s	Home:	Here	dwells	the	patriarch	of	the	Eerola	family.		
  5. Crooked	House:	This	partially	sunken	building	is	the	home	of	
  Armas	Hujanen.	Part	of	the	cellar’s	foundations	has	collapsed,	
  giving	the	house	its	name.		
  6. Chapel	 of	 the	 Mistress:	 Dedicated	 to	 Serat	 (the	 uncaring	
  Mistress	 of	 Storms)	 this	 small	 chapel	 is	 one	 of	 the	 most	
  substantial	buildings	in	the	village.	On	misty	nights,	its	bells	toll	
  endlessly	to	guide	home	those	still	out	on	the	water.	
  7. The	 Stooped	 Man:	 Coldwater’s	 only	 inn	 and	 tavern,	 the	
  Stooped	Man	is	a	bastion	of	cheap	alcohol,	surly	service	and	
  draughty,	flea-infested	accommodation.		
  8. Atro’s	 Home:	 Atro	 Purho	 dwells	 in	 this	 large,	 ramshackle	
  building.	Extensive	cellars	intersect	with	a	sea	cave;	here	much	
  of	the	Purho’s	clandestine	business	is	conducted.	
  9. Devil’s	 Cove:	 Strange	 goings	 on	 and	 several	 disappearances	
  conspire	to	keep	the	populace	away	from	this	nearby	cove.		
  10. The	Sunken	Stair:	Only	exposed	at	particularly	low	tides,	these	
  stairs	 lead	 to	 a	 chamber	 containing	 a	 seemingly	 unopenable	
  pair	of	stone	doors.	
  M A R K E T P L A C E  
  Resources	&	Industry	Smuggling,	fishing	
  Base	 Value	 650	 gp;	 Purchase	 Limit	 3,750	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	 the	 PCs	 arrive	 in	 Coldwater,	 the	 following	 items	 are	 for	
  sale:	
  § 
  Potions	 &	 Oils	 cure	 light	 wounds	 (50	 gp),	 hide	 from	 animals	
  (50	gp),	protection	from	energy	(fire;	750	gp)	
  § 
  Rings	feather	falling	(2,200	gp),	sustenance	(2,500	gp)	
  § 
  Rod	lesser	metamagic	rod	of	extend	spell	(3,000	gp)	
  § 
  Scrolls	(Arcane)	charm	person,	disguise	self	and	erase	(75	gp)	
  disrupt	undead	(12.5	gp),	scorching	ray	(150	gp)	
  § 
  Scroll	(Divine)	inflict	light	wounds	(25	gp)		
  § 
  Staff	fire	(18,950	gp;	location	1)	
  § 
  Weapon	+1	flaming	longsword	(8,315	gp;	location	1)	
  	
   
  
  11	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 some	 information	 about	 Coldwater.	 A	
  successful	check	reveals	all	the	information	revealed	by	a	lesser	
  result.	
  	
  DC	10:	Coldwater	is	a	dump—the	place	is	a	dismal	cesspit	of	
  the	 worst	 sort.	 The	 people	 are	 sullen	 and	 tremendously	 ugly;	
  there	is	no	reason	to	go	there.	
  	
  DC	15:	The	folk	of	Coldwater	are	of	the	worst	moral	fibre.	
  Many	 are	 smugglers	 and	 rumours	 of	 an	 evil	 cult	 based	 in	 the	
  village	refuse	to	die.	
  	
  DC	20:	Devil’s	Cove	has	a	strange	feature	buried	in	its	cliffs—
  a	sunken	staircase	that	only	becomes	visible	at	particularly	low	
  tides.	
  V I L L A G E R S  
  Appearance:	Dark	of	hair	and	pale	of	skin,	many	of	the	villagers	
  appear	 to	 be	 unwell	 in	 a	 general,	 non-descript	 way.	 Some	 are	
  horribly	disfigured.		
  	
  Dress:	 Villagers	 wear	 loose,	 ill-fitting	 woollen	 or	 leather	
  clothes	suited	to	their	trade.	
  	
  Nomenclature:	 male	 Arvo,	 Ilari,	 Kaarlo,	 Valto,	 Viljo;	 female	
  Aila,	Eeva,	Helmi,	Pia,	Ulla;	family	Eerola,	Itkonen,	Purho,	Varala.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Coldwater	
  and	its	surroundings.	This	takes	1d4	hours	and	requires	a	DC	10	
  check.	A	PC	exceeding	this	check	gains	one	additional	rumour	for	
  each	5	points	by	which	he	exceeded	DC	10.	Use	the	table	below	
  to	determine	which	rumour(s)	the	PC	learns.		
  D6	
  RUMOUR	
  1	
  Unguessable	 things	 lurk	 in	 the	 waters	 off	 Devil’s	 Cove.	
  Strange	figures	have	been	seen	moving	in	the	mists	and	
  people	have	gone	missing	there.		
  2*	
  Armas	Hujanen	is	digging	in	his	cellar	for	something	best	
  left	buried.	He	dug	so	deep,	his	house	almost	collapsed!	
  3	
  The	 Eerola	 and	 the	 Purho	 hate	 each	 other;	 the	 two	
  families	have	been	implacable	foes	for	generations.	
  4	
  Elina	Vuolle	has	nothing	but	disdain	for	Coldwater	and	its	
  folk.	She’s	tried	to	sell	it—and	her	title—several	times.	
  5	
  A	 mysterious	 set	 of	 stairs	 pierces	 the	 cliffs	 of	 Devil’s	
  Cove;	they	are	only	accessible	at	particularly	low	tides.	
  6*	
  Many	 of	 the	 Purho	 are	 horribly	 disfigured;	 they	 take	 a	
  perverse	pleasure	in	their	appearance	and	often	drown	
  healthy	babies	born	into	the	family.	
  *False	rumour	
  		
   
  
  12	
  N O T A B L E  L O C A T I O N S  
  1 :  V U O L L E  M A N O R  
  Overlooking	the	village	proper,	this	looming	edifice	is	part	home	
  and	 part	 redoubt.	 Built	 long	 ago	 by	 Einar	 Vuolle—a	 black-
  hearted,	 vicious	 man—the	 so-called	 manor	 house	 is	 heavily	
  fortified.	Extensive	cellars	provide	access	to	certain	hidden	sea	
  caves	and	it	was	here	Einar	carried	out	his	sinister	trade—for	as	
  well	 as	 a	 sideline	 in	 piracy	 and	 smuggling,	 Einar	 dabbled	 in	
  slavery	and	human	trafficking.		
  	
  	
  Over	 the	 years,	 Einar’s	 line	 has	 dwindled.	 Now,	 along	 with	
  her	servants	and	a	handful	of	guards	only	the	aged	Elina	Vuolle	
  (LN	 female	 old	 human	 aristocrat	 2/sorcerer	 [abyssal]	 6)	 dwells	
  here.	The	wife	of	Jaska	Vuolle,	who	disappeared	nine	years	ago	
  and	is	now	presumed	dead,	Elina	married	into	the	family	at	an	
  early	age.	She	hates	life	in	Coldwater	and	has	tried	to	sell	her	
  home	 and	 title	 several	 times.	 However,	 few	 people	 with	 the	
  necessary	funds	actually	want	to	live	in	Coldwater,	and	one	trip	
  around	the	village	has	put	off	all	potential	buyers	thus	far.	
  	
  The	Vuolle’s	fortunes	have	waned	since	Jaska	disappeared.	
  Elina	 yet	 possesses	 her	 husband’s	 +1	 flaming	 longsword—a	
  family	 relic—and	 a	 staff	 of	 fire	 of	 unknown	 provenance	
  recovered	from	the	manor’s	deep	cellars.	She	has	no	attachment	
  to	the	sword,	but	would	prefer	to	keep	the	staff	unless	selling	it	
  means	she	can	escape	Coldwater	for	good.		
  2 :  W A T E R S I D E  
  The	mercantile	heart	of	the	village,	the	harbour	is	always	busy.	
  Here,	 fishing	 boats	 jostle	 for	 position	 on	 the	 docks	 alongside	
  merchantmen	hailing	from	distant	ports	and	other	small	craft	of	
  less	obvious	purpose	and	intent.		
  	
  A	small	line	of	shops	stands	hard	upon	the	docks	along	the	
  aptly	named	Smelly	Alley.	Here	one	can	find	fresh	or	salted	fish,	
  nautical	 supplies	 and	 so	 on.	 Several	 businesses	 also	 have	
  rowboats	and	suchlike	for	hire	(1	gp/day)—and	can	even	provide	
  a	brawny	rower	for	the	right	price	(1	sp/day).	
  § 
  Holg’s	Locker	(2A):	This	small	shop	abuts	a	large	warehouse.	
  Holg	 (NE	 male	 old	 human	 expert	 1/rogue	 3)	 is	 an	 old,	 foul-
  tempered	man	but	he	has	a	keen	mind	for	business	and	has	
  done	well	for	himself—at	least	as	well	as	anyone	who	has	not	
  yet	left	Coldwater—and	his	warehouse	is	bursting	with	goods	
  (many	 of	 dubious	 origin).	 Holg	 keeps	 meticulous	 records	 of	
  what	 he	 has	 in	 stock.	 No	 one	 is	 allowed	 to	 browse	 the	
  teetering	stacks	of	his	warehouse,	but	he	can	often	find	what	a	
  customer	seeks—given	a	day	or	two.	
  § 
  Addabar’s	 (2B):	 This	 small	 shop	 is	 home	 to	 the	 apothecary	
  Addabar	Erklen	(NG	male	gnome	sorcerer	[destined]	3/bard	2)	
  a	gregarious,	but	slightly	eccentric	apothecary	who	settled	in	
  Coldwater	 after	 a	 serious	 misunderstanding	 involving	 an	
  accidental	poisoning	in	nearby	Languard.	Addabar	thinks	there	
  is	 something	 seriously	 wrong	 in	 the	 village,	 but	 is	 not	 brave	
  enough	to	investigate;	he	suspects	an	evil	cult	is	at	work,	and	
  that	they	lair	in	Devil’s	Cove.	
  3 :  I T K O N E N ’ S  
  The	 largest	 legitimate	 business	 in	 the	 village,	 this	 shipwright	
  remains	 steadily	 busy.	 Repairing	 and	 maintaining	 the	 many	
  watercraft	 the	 village	 relies	 on	 for	 both	 its	 legitimate	 and	
  illegitimate	 trades	 forms	 a	 large	 part	 of	 Itkonen’s	 trade.	
  However,	 the	 shipyard	 is	 also	 often	 engaged	 in	 some	 larger	
  project—perhaps	for	a	merchant	or	privateer	desirous	of	certain	
  modifications	to	his	vessel.		
  	
  Owned	 by	 Uzlen	 Itkonen	 (N	 female	 middle-aged	 half-orc	
  expert	2/barbarian	1),	a	hardworking,	hard	drinking	half-orc,	the	
  shipyard	 comprises	 its	 own	 private	 dockyard	 along	 with	
  associated	warehouses,	offices	and	so	on.	The	half-orc	herself	is	
  somewhat	of	a	local	talking	point.	She	has	lived	in	the	village	for	
  almost	 20	 years,	 and	 is	 widely	 assumed	 to	 have	 been	 a	 pirate	
  before	 settling	 down.	 At	 any	 given	 time,	 she	 employs	 a	 small	
  staff	 of	 between	 4-8	 skilled	 shipwrights	 (N	 human	 expert	 1)	
  depending	on	the	amount	of	work	she	has	on.	Uzlen	normally	
  has	several	small	rowboats	for	sale	(35	gp)	or	hire	(1	gp/day).	
  4 :  S A U L I ’ S  H O M E  
  This	 two-storey	 home	 is	 of	 much	 finer	 quality	 than	 its	 nearby	
  brethren	for	the	Eerola	are	a	wealthy	family,	at	least	in	relation	
  to	 their	 neighbours.	 This	 large	 family	 has	 thrived	 over	 recent	
  generations	 as	 the	 strange	 deformities	 afflicting	 their	 rival	
  smugglers—the	Purho—have	become	more	pronounced.	Led	by	
  Sauli	 Eerola	 (NE	 male	 middle-aged	 human	 expert	 2/fighter	 2),	
  the	family	now	also	run	operations	in	several	nearby	ports.	
  	
  Sauli	 dreams	 of	 one	 day	 buying	 Coldwater	 and	 elevating	
  himself	to	the	nobility.	His	feud	with	the	Purho,	however,	acts	as	
  a	 constant	 drain	 on	 his	 resources	 and	 this	 goal	 yet	 remains	
  elusively	beyond	his	reach.	
  5 :  C R O O K E D  H O U S E  
  This	house	has	a	strange,	slanted	look	to	it,	and	the	wing	nearest	
  the	docks	appears	to	have	partially	sunk	into	the	ground.	Two	
  years	ago,	Armas	Hujanen	(LE	male	half-elf	wizard	[universalist]	
  5)	 moved	 to	 Coldwater	 and	 purchased	 the	 house.	 Roughly	 six	
  months	later,	the	northern	part	of	the	building	sunk	several	feet	
  overnight	causing	great	cracks	in	the	masonry	and	hasty	repairs	
  to	 the	 shingled	 roof.	 The	 villagers	 now	 dub	 the	 place	 the	
  “Crooked	House”	and	rumours	continue	to	swirl	about	the	cause	
  of	 the	 house’s	 sudden	 partial	 collapse	 and	 the	 purpose	 of	 its	
  mysterious	resident.		
   
  
  13	
  6 :  C H A P E L  O F  T H E  M I S T R E S S  
  The	 only	 church	 in	 Coldwater,	 the	 Chapel	 of	 the	 Mistress	 is	
  dedicated	 to	 Serat,	 Mistress	 of	 Storms	 (CN	 goddess	 of	 seas,	
  storms	 and	 voyages).	 Staffed	 by	 but	 two	 clerics,	 Aune	 Laitnen	
  (CN	 female	 human	 cleric	 [Serat]	 4)	 and	 Irja	 Outila	 (CN	 female	
  human	cleric	[Serat]	2),	services	here	are	well	attended.	The	folk	
  of	Coldwater	are	superstitious	and	devout;	unsurprisingly	given	
  that	 most	 of	 their	 livelihoods	 revolve	 around	 the	 sea.	 Burials	
  take	 place	 at	 sea	 and	 so	 there	 is	 no	 graveyard	 at	 the	 chapel.	
  However,	its	does	have	its	own	dock,	where	the	clergy’s	sacred	
  sloop	is	moored.	A	high	bell	tower—the	tallest	structure	in	the	
  village—serves	as	an	excellent	lookout	and	storm	watching	post.	
  When	fog	shrouds	the	village,	the	bells	ring	continuously	until	all	
  the	faithful	out	on	the	water	have	returned	safely	to	port.		
  7 :  T H E  S T O O P E D  M A N  
  Marked	 by	 a	 faded	 sign	 depicting	 a	 stooped	 cloaked	 figure	
  carrying	 a	 heavy	 sack,	 the	 Stooped	 Man	 is	 Coldwater’s	 only	
  tavern.	 The	 taproom	 is	 shadowy	 and	 smoky.	 All	 manner	 of	
  nautical	 decorations—lobster	 pots,	 old	 harpoons,	 stuffed	 fish	
  and	 so	 on—cover	 the	 walls.	 Old	 fishing	 nets	 hang	 from	 the	
  ceiling’s	 wooden	 beams.	 The	 whole	 place	 smells	 of	 smoke,	
  cheap	beer	and	sweat.		
  § 
  Food	 &	 Drink	 meal	 (typically	 fish	 soup	 with	 bread,	 rolled	
  seaweed	 stuffed	 with	 beans	 or	 spiced	 fish	 with	 parsnip	 and	
  onion)	1	sp,	ale	4	cp,	wine	(pitcher)	1	sp.	
  § 
  Accommodation	A	standard	room	costs	2	sp	a	night.	The	room	
  is	draughty,	probably	has	no	lock	on	the	door	and	is	sparsely	
  furnished.		
  Run	 by	 Arvo	 Eerola	 (N	 male	 middle-aged	 half-orc	 expert	
  1/warrior	2)	the	Stooped	Man	is	always	busy	when	the	village’s	
  fishing	vessels	return	to	port.	Many	of	his	patrons	pay	their	bills	
  with	 the	 fruits	 of	 their	 labours,	 and	 thus	 he	 greatly	 values	
  customers	with	actual	coin.		
  	
  At	 night,	 the	 Stooped	 Man	 is	 busy	 for	 the	 simple	 reason	
  there	 is	 nothing	 else	 to	 do	 in	 Coldwater	 (bar	 smuggling)	 once	
  darkness	falls	except	stay	at	home	to	stare	at	one’s	hearth.		
  8 :  A T R O ’ S  H O M E  
  Perched	 dangerously	 closely	 to	 Devil’s	 Cove	 this	 large,	
  ramshackle	house	is	the	centre	of	the	Purho’s	power.	Atro	Purho	
  (N	male	deformed	human	rogue	4)	lives	here	with	his	wife	Elena	
  Purho	 (NE	 female	 deformed	 human	 fighter	 2)	 and	 their	 three	
  daughters	(CN	female	deformed	human	commoner	1).		
  	
  Atro	keeps	a	pack	of	five	vicious	dogs	(N	advanced	deformed	
  dog)	to	ensure	his	privacy	and	the	dogs	run	wild	throughout	the	
  home’s	fenced	grounds.	The	house’s	cellars	link	Atro’s	home	to	a	
  nearby	 sea	 cave	 in	 which	 the	 family	 store	 the	 goods	 they	 are	
  either	 smuggling	 or	 storing	 for	 other	 unscrupulous	 individuals.	
  At	any	one	time,	there	are	four	or	five	of	Atro’s	minions	in	the	
  cellar	guarding,	cataloguing	or	packing	his	goods.		
  9 :  D E V I L ’ S  C O V E  
  Although	relatively	close	to	the	village,	Devil’s	Cove	is	shunned	
  by	 the	 populace.	 Rumours	 of	 strange	 goings	 on	 and	 sinister	
  figures	 in	 the	 mist	 serve	 to	 keep	 away	 all	 but	 the	 bravest	 (or	
  maddest)	explorers.	Some	who	explore	the	cove	do	not	return.	
  	
  Devil’s	Cove	is	a	barren	place;	a	rocky,	flotsam-strewn	beach	
  runs	 right	 up	 to	 lofty,	 precipitous	 and	 wind-blasted	 cliffs.	 No	
  path	runs	down	from	the	cliff	tops	to	the	beach	far	below.	Most	
  people	who	arrive	in	the	cove	do	so	by	boat.		
  	
  A	 pair	 of	 deformed	 giant	 spiders	 (N	 advanced	 deformed	
  giant	spiders)	dwell	in	a	cave	buried	deep	in	the	cliffs;	a	narrow	
  fissure	in	the	rock	links	the	cave	to	the	surface.	
  1 0 :  T H E  S U N K E N  S T A I R  
  Although	 the	 stair’s	 general	 location	 is	 well	 known	 among	
  Coldwater’s	populace,	few	have	ever	seen	them.	Set	in	the	wind-
  blasted	headland	of	Devil’s	Cove	they	are	only	accessible	during	
  particularly	low	tides—and	even	then,	the	tide	returns	to	flood	
  the	 stairs	 within	 an	 hour;	 thus,	
  explorers	must	be	quick.	
  	
  	
  S E R A T  
  CN	goddess	of	the	sea,	storms	and	voyages	
  	
  Epithets:	Mistress	of	Storms,	the	Uncaring	
  	
  	
  Symbol:	A	cresting	wave	
  	
  Domains:	Chaos,	Travel,	Water,	Weather	
  		
  Favoured	Weapon:	Trident		
  	
  	
  Holy	Text:	Book	of	Tides	
  	
  Additional	 Notes:	 As	 wild	 and	 unpredictable	 as	 the	 sea,	
  sailors,	merchants	and	pirates	alike	placate	Serat	with	glittering	
  gifts	to	guarantee	a	safe	voyage.	Some	believe	Serat	to	be	the	
  physical	embodiment	of	the	sea	while	others	believe	she	dwells	
  in	 a	 glittering,	 crystal	 city	 far	 beneath	 the	 waves.	 During	
  services,	 offerings	 are	 cast	 into	 the	 sea.	 Her	 priests	 are	 often	
  shipwrights,	navigators	or	sea	captains.	
  
  14	
  L I F E  I N  C O L D W A T E R  
  Life	in	Coldwater	is	dismal.	The	village’s	remote	location	and	the	
  physical	 deformities	 of	 many	 of	 its	 residents	 do	 not	 make	 it	 a	
  happy	place.	Laughter	or	song	is	rarely	heard	within	its	bounds.	
  Surprisingly,	despite	persistent	rumours	to	the	contrary,	no	cult	
  of	sinister	intent	operates	in	the	village.	
  T R A D E  &  I N D U S T R Y  
  Both	 Coldwater’s	 legitimate	 and	 illegitimate	 businesses	 are	
  focused	 on	 the	 water.	 Fishing	 accounts	 for	 much	 of	 its	
  mercantile	 business;	 merchantmen	 call	 weekly	 to	 exchange	
  barrels	 of	 salted	 fish	 for	 meat,	 flour	 and	 other	 staples.	
  Coldwater’s	remote	location	also	makes	it	a	perfect	smugglers’	
  haven.	 Here,	 unscrupulous	 merchants	 (and	 the	 occasional	
  pirate)	unload	their	goods	on	moonless	or	fog-shrouded	nights	
  for	sale	on	Ashlar’s	black	market.		
  L A W  &  O R D E R  
  Technically,	 Elina	 Vuolle	 rules	 Coldwater,	 but	 in	 practice	 if	 her	
  interests	are	not	interfered	with	she	leaves	the	villagers	much	to	
  themselves.	 Thus,	 the	 burden	 of	 law	 and	 order	 nominally	 falls	
  upon	 the	 shoulders	 of	 Sauli	 Eerola	 and	 Atro	 Purho.	 Their	
  competing	 interests	 make	 for	 some	 lively	 arguments	 between	
  the	two	when	agreeing	suitable	punishments	for	wrongdoers.	
  E V E N T S 	
  While	the	PCs	are	in	Coldwater,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	 fistfight	 between	 members	 of	 the	 Eerola	 and	 Purho	
  families	breaks	out	in	the	street;	bystanders	stay	well	out	
  of	it;	nothing	more	than	a	few	broken	bones	results.	
  2	
  A	 thick	 mist	 rolls	 in	 from	 the	 sea.	 It	 could	 burn	 off	 by	
  midday	(50%	chance),	last	all	day	(30%	chance)	or	linger	
  for	1d3	days	(20%	chance).	
  3	
  Armas	Hujanen	tries	to	hire	a	deformed	villager	to	come	
  to	 his	 home	 so	 he	 can	 examine	 him	 more	 closely.	 The	
  villager	refuses—violently	and	loudly.	
  4	
  A	drunken	villager	loudly	proclaims	his	plans	to	explore	
  Devil’s	Cove.	Several	of	his	friends	try	to	talk	him	out	of	
  it,	but	he	is	adamant.	He	subsequently	goes	missing.	
  5	
  A	merchantman	drops	anchor.	She	carries	several	sealed	
  crates	marked	for	delivery	to	Armas	Hujanen.	
  6	
  An	 adventuring	 group	 comes	 to	 explore	 the	 Sunken	
  Stairs.	The	tides	are	not	right	and	they	soon	leave.	
  	
   
  NORMAL	VILLAGER	
  CR 	 1 /3 	 ( XP 	 13 5) 	
  Human	commoner	1	
  CN	Medium	humanoid	(human)	
  Init	+0;	Senses	Perception	+1,	Sense	Motive	+1	
  Speed	30	ft.;	ACP	0;	Climb	+5,	Swim	+5	
  AC	10,	touch	10,	flat-footed	10;	CMD	11	
  Fort	+2,	Ref	+0,	Will	-1	
  hp	6	(1	HD)	
  Space	5	ft.;	Base	Atk	+0;	CMB	+1		
  Melee	dagger	+1	(1d4+1/19-20)	
  Abilities	Str	13,	Dex	11,	Con	14,	Int	10,	Wis	8,	Cha	9	
  Feats	AlertnessB,	Skill	Focus	(Profession	[fisherman])	
  Skills	as	above	plus	Profession	(fisherman)	+6	
  Languages	Common	
  Gear	as	above	plus	belt	pouch,	2d4	cp,	peasant’s	outfit	
  	
  Prepared	 for	 battle,	 a	 villager	 has	 the	 following	 altered	
  statistics:		
  	
  AC	11,	touch	10,	flat-footed	11;	CMD	11	
  	 (+1	armour	[padded])	
  Melee	dagger	+1	(1d4+1/19-20)	or	
  Melee	spear	-3	(1d8/x3)		
  Ranged	sling	(range	50	ft.)	-4	(1d4+1)	
  Combat	Gear	bullets	(10)	
  DEFORMED	VILLAGER	
  CR 	 1 /3 	 ( XP 	 13 5) 	
  Deformed	human	commoner	1	
  CN	Medium	humanoid	(human)	
  Init	+0;	Senses	Perception	+1,	Sense	Motive	+1	
  Speed	30	ft.;	ACP	0;	Climb	+5,	Swim	+5	
  AC	11,	touch	10,	flat-footed	11;	CMD	11	
  	
  (+1	natural)	
  Fort	+2,	Ref	+0,	Will	-1	
  hp	6	(1	HD)	
  Space	5	ft.;	Base	Atk	+0;	CMB	+1		
  Melee	dagger	+1	(1d4+1/19-20)	
  Abilities	Str	13,	Dex	11,	Con	14,	Int	10,	Wis	8,	Cha	7	
  Feats	AlertnessB,	Skill	Focus	(Profession	[fisherman])	
  Skills	as	above	plus	Intimidate	+2,	Profession	(fisherman)	+6	
  Languages	Common	
  Gear	as	above	plus	belt	pouch,	2d4	cp,	peasant’s	outfit	
  	
  Prepared	 for	 battle,	 a	 deformed	 villager	 has	 the	 following	
  altered	statistics:		
  	
  AC	12,	touch	10,	flat-footed	12;	CMD	11	
  	 (+1	armour	[padded],	+1	natural)	
  Melee	dagger	+1	(1d4+1/19-20)	or	
  Melee	spear	-3	(1d8/x3)		
  Ranged	sling	(range	50	ft.)	-4	(1d4+1)	
  Combat	Gear	bullets	(10)	
  Special	 Note:	To	personalise	this	 deformed	villager	roll	on	the	
  Deformity	and	Cosmetic	Deformities	tables	(page	5).	
  
  15	
   
   
   
   
   
   
   
   
   
   
  THE FANE 
   
  
  16	
  D E V I L ’ S  C O V E  
  Although	they	are	only	accessible	a	few	times	a	year,	the	Sunken	
  Stair’s	general	location	is	a	relatively	well-known	legend	among	
  Coldwater’s	populace.	Few	of	the	villagers	have	seen	the	stairs	
  as	 they	 shun	 the	 cove—rumours	 of	 strange	 goings	 on	 and	
  sinister	figures	stalking	the	beach	conspire	to	keep	casual	visitors	
  away.	However,	most	villagers	can	give	the	PCs	a	general	idea	of	
  where	the	Sunken	Stair	lies—a	rocky	beach	at	the	base	of	the	
  nearby	wind-blasted	headland.		
  O N  T H E  B E A C H  
  The	Sunken	Stair	is	not	immediately	evident.	The	PCs	must	find	
  it,	to	proceed.	
  A	great	field	of	tumbled,	jagged	and	slick	rocks	interspersed	by	
  tidal	pools	choked	with	slippery	seaweed	lie	at	the	base	of	the	
  cliffs.	 Above,	 seabirds	 wheel	 overhead	 as	 the	 surf	 pounds	 the	
  rocks	rearing	from	the	sea’s	turbulent	waters.	
  A	half-hour	of	searching	reveals	the	Sunken	Stair;	their	discovery	
  coincides	 with	 the	 tide	 reaching	 its	 lowest	 point—from	 that	
  moment,	 the	 PCs	 have	 one	 hours	 to	 explore	 the	 fane.	 A	 PC	
  making	a	DC	10	Perception	check	also	finds	something	else	on	
  the	beach.		
  Each	item	can	be	found	only	once.		
  D8	
  DISCOVERY	
  1	
  A	charred	chunk	of	driftwood,	obviously	from	a	vessel	of	
  some	sort,	wedged	between	two	rocks.		
  2	
  A	 sodden,	 heavy	 tree	 trunk	 denuded	 of	 leaves.	 All	 its	
  branches	have	been	snapped	off.		
  3	
  A	 tidal	 pool	 choked	 with	 thick	 growths	 of	 seaweed.	
  Strangely	large,	but	deformed,	crabs	lair	within.	
  4	
  A	ripped,	waterlogged	brown	hemp	sack.	
  5	
  A	half-eaten	rotting	corpse	of	a	large	fish.		
  6	
  A	ripped	fishing	net	caught	on	an	outcrop	of	rock.	
  7	
  A	stone—clearly	worked,	but	now	smoothed	by	the	sea.	
  Faint	carvings	of	an	indeterminate	kind	mar	its	surface.	A	
  DC	20	Perception	check	spots	what	might	be	runes,	but	
  they	are	illegible.	
  8	
  A	 human	 skull	 bobs	 in	 the	 surf.	 A	 DC	 15	 heal	 check	
  reveals	a	puncture	wound	through	one	temple.	
  	
  	
  Once	the	PCs	have	found	the	staircase,	proceed	to	“The	Sunken	
  Stair”.	
   
  G E T T I N G  T H E R E  B Y  B O A T  
  Few	 villagers	 willingly	 sail	 to	 Devil’s	 Cove,	 but	 the	 PCs	 can	
  secure	 passage	 with	 Arvo	 Purho	 (CN	 male	 human	 expert	
  [fisherman]	1)	on	 his	 small	fishing	 boat—the	Emmi	(named	
  for	 wife)—for	 2	 gp.	 Because	 the	 tide	 is	 going	 out,	 it	 takes	
  one	hour	to	reach	Devil’s	Cove.	During	the	voyage,	the	PCs	
  experience	 one	 or	 more	 minor	 events.	 Roll	 on	 the	 table	
  below,	to	determine	what	happens.		
  D8	
  EVENT	
  1	
  Dark	clouds	scud	across	the	sky	and	plunge	the	sailing	
  boat	and	party	into	a	chilling	shadow.	
  2	
  A	school	of	fish	swarm	under	the	boat.	Several	seem	
  bloated	and	malformed.	
  3	
  A	 large,	 submerged	 object	 bumps	 up	 against	 the	
  boat.	 Investigations	 reveal	 it	 is	 a	 large	 piece	 of	
  driftwood.	
  4	
  Arvo	 gets	talkative	and	relates	a	 piece	of	local	lore.	
  Roll	on	the	Whispers	&	Rumours	table	(page	11).	
  5	
  As	 the	 Emmi	 gets	 closer	 to	 Devil’s	 Cove,	 Arvo	 gets	
  noticeably	more	nervous.		
  6	
  The	 Emmi	 breaks	 through	 a	 particularly	 large	 wave;	
  everyone	gets	wet	(and	quickly	cold).	
  7	
  A	large	seagull	circles	above	the	Emmi,	cawing	loudly.	
  8	
  Roll	twice,	rerolling	any	duplicate	events.	
  	
  	
  G E T T I N G  T H E R E  B Y  C L I M B I N G  
  Walking	overland	to	Devil’s	Cove	along	a	faint	winding	trail	
  takes	20	minutes	or	so.	When	the	PCs	reach	the	clifftop,	it	is	
  a	 simple	 matter	 to	 secure	 ropes	 to	 one	 of	 several	 rocky	
  outcrops.	However,	a	PC	searching	the	area	to	find	an	easy	
  way	 down	 who	 makes	 a	 DC	 25	 Perception	 check	 discovers	
  the	top	of	the	chimney	leading	to	Area	7,	which	may	change	
  their	 plans.	 Scaling	 the	 cliffs	 is	 challenging	 (DC	 15	 Climb	
  checks),	but	the	PCs	can	take	10	on	their	checks.		
  	
  When	the	PCs	are	ready	to	climb	down	the	cliffs,	roll	on	
  the	 table	 below	 to	 determine	 what	 minor	 event(s)	 they	
  experience.	
  D8	
  DISCOVERY/EVENT	
  1	
  The	 party	 discovers	 an	 abandoned	 bird’s	 nest	 in	 a	
  small	 niche	 in	 the	 cliff.	 Several	 small	 skeletons	 of	
  horribly	disfigured	birds	lie	in	the	nest.	
  2	
  A	 climbing	 PC	 dislodges	 a	 small	 piece	 of	 rock	 that	
  crumbles	away	and	falls	to	the	beach	below.		
  3	
  A	PC	discovers	a	rusty	 iron	 spike	 sticking	out	of	the	
  cliff.	
  4	
  Dark	 clouds	 scud	 across	 the	 sky	 and	 plunge	 the	
  climbing	party	into	deep	shadow.	
  5	
  A	sudden	gust	of	chill	wind	plucks	at	the	party	as	they	
  descend	the	cliffs.		
  6	
  A	 large	 seagull	 wheels	 through	 the	 air	 above	 the	
  party,	cawing	loudly—as	if	protesting	their	presence.	
  7	
  A	 PC	 climbs	 down	 through	 a	 section	 of	 strangely	
  miscoloured	lichen.	
  8	
  Roll	twice,	rerolling	any	duplicate	events.	
  	
  	
  
  17	
  T H E  S U N K E N  S T A I R  
  This	is	the	main	entrance	to	the	Fane	of	the	Undying	Sleeper	and	
  the	one	the	PCs	will	likely	use.		
  Partially	hidden	by	a	great	jumble	of	rocks	and	the	thick	shadows	
  filling	 a	 slender	 crevice	 in	 the	 rock,	 a	 worn	 set	 of	 seaweed-
  covered	stairs	climbs	upwards	into	the	living	rock	of	the	cliff.	
  The	 Sunken	 Stair	 leading	 to	 the	 fane	 is	 only	 accessible	 at	
  extremely	 low	 tides.	 Covered	 with	 seaweed	 and	 puddles	 of	
  water,	 these	 worn	 stairs	 are	 slippery	 and	 count	 as	 difficult	
  terrain.	Characters	cannot	run	or	charge	on	the	stairs	and	the	DC	
  of	Acrobatics	checks	increases	by	4.	
  	
  The	stairs	rise	30	ft.	to	Area	1.	
  	
  Worked:	 Even	 a	 cursory	 examination	 of	 the	 stairs	 reveals	
  they	are	likely	very	old.	A	DC	15	Knowledge	(engineering)	check	
  confirms	 they	 are	 likely	 hundreds	 of	 years	 old,	 but	 it	 is	
  impossible	to	determine	who	built	them—the	sea’s	remorseless	
  action	having	long	ago	eroded	any	obvious	clues	to	their	origin.		
  	
  Dripping	Water:	The	sound	of	dripping	water	emanates	from	
  the	stairway	(DC	5	Perception	hears).	
  	
  Noxious	Smell:	A	faint	unwholesome	smell—that	of	rotting	
  seaweed—drifts	from	the	crevice	(DC	15	Perception	notices).	
  T H E  T I D E  W A I T S  F O R  N O  M A N  
  A	big	part	of	the	challenge	of	Fane	of	the	Undying	Sleeper	is	the	
  time	constraint	imposed	by	the	incoming	tide.	If	the	PCs	take	too	
  long	in	their	explorations	they	might	get	trapped,	while	if	they	
  rush	 through	 the	 complex	 too	 quickly	 they	 will	 likely	 miss	
  treasure.	 Additionally,	 because	 of	 the	 tides	 and	 an	 incoming	
  storm,	there	will	be	no	second	chance	to	explore	the	fane.	Thus,	
  the	GM	should	frequently	mention	how	long	certain	tasks	take	
  without	spelling	out	why	he	is	doing	so.	Perceptive	players	will	
  catch	on	quickly;	reward	them	for	their	insights.	
  	
  Explorers	have	but	an	hour	to	explore	the	fane	before	the	
  sea	 begins	 to	 flood	 the	 stairs.	 PCs	 trapped	 in	 the	 fane	 likely	
  drown,	unless	they	find	another	way	out.	(Rules	for	moving	and	
  fighting	 underwater	 appear	 on	 pages	 36	 and	 37;	 it	 is	 highly	
  recommended	 you	 review	 these	 rules	 and	 have	 copies	 of	 the	
  handouts	available	for	the	players).	
  	
  Keep	 track	 of	 how	 long	 the	 PCs	 spend	 exploring	 the	 fane.	
  There	is	no	need	to	be	too	precise;	the	GM	can	simply	have	the	
  tide	reach	the	steps	in	Area	1	when	it	suits	the	situation.	Having	
  the	 tide	 breach	 the	 complex	 at	 a	 dramatic	 moment	 not	 only	
  changes	the	dynamics	of	any	combat	or	challenge	the	PCs	face,	
  but	also	act	as	a	salient	reminder	that	to	linger	too	long	invites	
  death.	 Some	 PCs	 may	 even	 see	 Dagon’s	 hand	 in	 the	 suddenly	
  advancing	tide	and	wonder	at	his	fell	interest	in	them...	
  
  18	
  T H E  F A N E  O F  T H E  U N D Y I N G  S L E E P E R  
  Dedicated	to	the	worship	of	Dagon,	Shadow	in	the	Sea,	the	Fane	
  of	the	Undying	Sleeper	is	an	ancient,	fell	place.	Hidden	for	long	
  centuries	 by	 the	 tireless,	 roiling	 ocean	 waves	 at	 the	 end	 of	 a	
  wind-blasted	headland	it	has	never	known	the	footsteps	of	man.		
  	
  Although	a	few	brave	explorers	have	searched	the	entrance	
  vestibule,	 none	 have	 fathomed	 the	 secret	 of	 the	 stone	 doors	
  warding	 the	 complex	 proper	 and	 thus	 the	 complex	 remains	
  untouched	and	unexplored—a	relic	of	a	long	since	faded	cult.	
  	
  Built	and	used	by	a	heretical	cult	of	sahuagin	and	skum	for	
  centuries,	a	great	schism	eventually	sundered	the	worshippers’	
  ranks.	The	leader	of	the	vanquished	faction	was	incarcerated	in	
  the	 fane	 as	 a	 warning	 to	 all	 those	 who	 would	 work	 against	
  Dagon’s	glory.	
  	
  Although	Dagon’s	worshippers	no	longer	visit	the	shrine,	his	
  fell	 influence	 still	 lurks	 within.	 The	 shrine	 was	 built	 around	 a	
  gigantic	 statue	 of	 the	 Shadow	 in	 the	 Sea.	 Its	 architect	
  incorporated	 fragments	 of	 rock	 brought	 up	 from	 some	 of	 the	
  deepest	 trenches	 extant	 in	 Dagon’s	 watery	 Abyssal	 realm.	 The	
  rock	emits	a	form	of	fell	energy	that	warps	and	deforms	those	
  spending	 much	 time	 in	 close	 proximity.	 Amoxtil,	 the	 trapped	
  sahuagin	oracle	(Area	3),	and	a	pair	of	deformed	hunting	spiders	
  (Area	7)	have	been	affected	by	this	radiation.	While	its	influence	
  is	weak	outside	the	shrine,	some	of	the	folk	of	Coldwater	have	
  also	been	affected;	many	dwelling	therein	are	spectacularly	ugly	
  or	suffer	from	terrible	nightmares.	
  L O C A T I O N  K E Y  
  1. Entrance	 Vestibule:	 Here	 stand	 a	 pair	 of	 watertight	 doors.	
  Explorers	must	breach	the	doors,	to	explore	the	fane	beyond.	
  2. Nave	 of	 Ruin:	 Dagon’s	 worshippers	 once	 used	 this	 large	
  chamber	to	venerate	their	dark	lord.		
  3. Sepulchre	 of	 the	 Sleeper	 (CR	 5):	 Within	 this	 sarcophagus	
  languishes	the	Undying	Sleeper—Amoxtil,	a	deformed	skeletal	
  sahuagin.	If	released,	he	mercilessly	attacks	his	rescuers.		
  4. Northern	 Guardian	 (CR	 5):	 Here	 stands	 a	 variant	 caryatid	
  column;	it	animates	if	anyone	mounts	the	nearby	stairs	or	if	its	
  twin	to	the	south	begins	to	battle	intruders.		
  5. Southern	 Guardian:	 Here	 stands	 the	 twin	 of	 the	 caryatid	
  column	 in	 location	 4.	 It	 acts	 identically	 to	 its	 northern	
  companion.	
  6. Shadow	in	the	Sea	(CR	3):	A	huge,	grotesque	statue	of	Dagon	
  dominates	this	area.	If	the	PCs	interfere	with	the	statue,	the	
  fragment	 of	 Dagon’s	 consciousness	 trapped	 within	 awakens.	
  Unless	placated,	it	raises	the	water	level	in	the	fane	to	drown	
  the	interlopers.	
  7. Lair	of	the	Lurkers	(CR	4):	Here	lurk	a	pair	of	giant	deformed	
  giant	 spiders.	 They	 guard	 a	 natural	 crevice	 leading	 to	 the	
  surface	and	occasionally	prey	on	the	surrounding	area.	
  	
  	
   
  
  19	
  1 :  E N T R A N C E  V E S T I B U L E  
  This	 area	 is	 normally	 inundated	 by	 the	 sea.	 However,	 several	
  times	during	the	spring	the	tides	are	low	enough	to	expose	its	
  entrance.	 Unfortunately,	 the	 steps	 only	 remain	 accessible	 for	
  one	hour;	after	that	the	sea	starts	to	flood	the	stairs,	vestibule	
  and	(probably)	the	fane	beyond.	
  Thick,	sickly	yellow	seaweed	covers	the	stairs	which	ascend	for	
  about	20	ft.	to	a	rectangular	chamber.	Here,	more	of	the	sickly	
  seaweed	covers	the	floor	and	a	stone	double	doors	inscribed	with	
  a	huge	eye	surrounded	by	strange	runes	bars	further	progress.	A	
  hewn	stone	pool	pierces	the	chamber’s	floor.	
  C E R E M O N I A L  P O O L   
  Saltwater	and	sand	fill	a	shallow	pool	about	two-foot	deep	hewn	
  into	the	vestibule’s	floor.	A	DC	15	Perception	check	reveals	the	
  edges	 of	 a	 mosaic	 covered	 by	 the	 sand	 at	 the	 bottom	 of	 the	
  pool.	 The	 ceremonial	 pool	 radiates	 moderate	 necromancy	 (DC	
  18	Knowledge	[arcana]	identifies).	
  	
  Clearing	off	the	sand	(which	takes	5	minutes)	reveals	Abyssal	
  runes	(DC	20	Linguistics	identifies)	around	the	edge	of	the	pool	
  and	a	depiction	of	a	huge	open	eye.		
  	
  Runes:	 The	 runes	 read,	 “Awaken	 the	 eye	 with	 the	 Abyss’	
  power,	to	enter	the	Shadow’s	home.”	Mystic	symbols	within	the	
  Abyssal	runes	are	a	spell	fragment	linked	to	the	doors	in	some	
  mystical	 fashion	 (DC	 18	 Spellcraft	 identifies;	 see	 the	 “Spell	
  Fragment”	sidebar).	Beating	this	check	by	5	or	more	reveals	that	
  activating	the	spell	fragment	will	call	forth	negative	energy.	
  	
  	
  Eye	 Mosaic:	 The	 mosaic	 is	 virtually	 identical	 to	 the	 eye	
  inscribed	onto	the	nearby	doors.	Refer	to	“Eye	Carving”	below.	
  D O U B L E  S T O N E  D O O R S   
  The	 carving	 of	 an	 eye	 surrounded	 by	 fell	 (Abyssal)	 symbols	
  decorates	 these	 watertight	 double	 stone	 doors.	 A	 DC	 15	
  Knowledge	(engineering)	check	reveals	the	doors	are	watertight	
  while	 a	 DC	 20	 Perception	 check	 discovers	 the	 octopus	 eye	
  conceals	a	minute	keyhole	(the	key	is	long	lost).		
  	
  Eye	Carving:	Characters	examining	the	carvings	may	identify	
  the	 carven	 eye	 as	 that	 of	 a	 giant	 octopus	 (DC	 18	 Knowledge	
  [nature]	 reveals)	 which	 is	 Dagon’s	 unholy	 symbol	 (DC	 20	
  Knowledge	[religion]	identifies).	
  	
  The	doors	radiate	moderate	necromancy	(DC	18	Knowledge	
  [arcana]	identifies).		
  	
  Breaching	the	Doors:	Bathing	the	eye	carving	with	negative	
  energy	 (for	 example	 with	 an	 inflict	 spell	 or	 channel	 negative	
  energy)	causes	the	doors	to	open.	(The	PCs	may	have	such	magic	
  themselves	 or	 they	 can	 use	 the	 spell	 fragment	 in	 the	 pool.)	
  Alternatively,	the	PCs	can	smash	their	way	through	the	doors	(4	
  in.	thick;	hardness	8;	hp	60;	DC	30	Disable	Device;	DC	28	Break)	
  or	pick	the	stone	lock	(DC	30	Disable	Device).	
  W A L L  C A R V I N G S   
  The	walls	here	were	once	decorated	with	fine	carvings	dedicated	
  to	Dagon’s	glory.	The	sea’s	remorseless	action	has	effaced	much	
  of	 the	 carvings.	 A	 DC	 20	 Perception	 check	 reveals	 their	 faint	
  residue,	but	not	enough	detail	remain	to	make	them	out.		
  M I N O R  A R E A  F E A T U R E S  
  Illumination:	 Darkness;	 Ceiling:	 10	 ft.;	 water	 drips	 from	 the	
  ceiling;	 Walls:	 Wet	 reinforced	 masonry	 (DC	 25	 Climb);	 Floor:	
  Covered	in	seaweed,	the	flagstone	floor	is	slippery	and	counts	as	
  difficult	terrain.		
  	
  Seaweed:	
  The	
  yellow	
  seaweed	 is	 sickly	 (DC	 10	
  nature]	 reveals).	 Its	
  growth	
  lessens	
  toward	 the	 top	 of	
  the	
  stairs	
  and	
  none	 grows	 in	 the	
  immediate	 vicinity	
  of	
  the	
  pool	
  or	
  doors.	 This	 is	 a	
  symptom	
  of	
  Dagon’s	fell	influence.		
  S P E L L  F R A G M E N T  
  To	activate	the	spell	fragment,	a	PC	must	make	a	Knowledge	
  (religion),	Knowledge	(arcana)	or	Use	Magic	Device	check.	A	
  PC	using	Knowledge	(arcana)	takes	a	-2	penalty	to	the	check.	
  A	PC	may	only	attempt	this	check	once,	and	other	PCs	may	
  not	use	the	Aid	Another	action.	Refer	to	the	table	below,	to	
  determine	the	results	of	the	attempt.	
  DC	
  SPELL	EFFECT	
  1-10	
  Thick	shadows	gather	around	the	runes	and	drift	
  upwards	to	surround	the	PC	(+2	ranged	touch,	
  inflict	moderate	wounds;	CL	3,	2d8+3,	DC	13	Will	
  halves).	
  11-15	
  Wisps	of	shadow	rise	from	the	runes,	and	cluster	
  about	the	PC	before	dissipating	without	any	
  discernible	effect.	
  16+	
  Deep	shadows	rise	from	the	runes	and	wreath	the	
  PC,	imbuing	him	with	negative	energy.	Treat	the	PC	
  as	if	he	was	holding	the	charge	of	an	inflict	
  moderate	wounds	(CL	3,	2d8+3	negative	energy,	DC	
  13	Will	halves).	
  	
  
  	
  20	
  2 :  N A V E  O F  R U I N  
  Here	 worshippers	 venerated	 the	 Shadow	 in	 the	 Sea.	 To	 reach	
  the	chamber	proper,	the	PCs	must	cross	a	stream	cutting	across	
  the	chamber	floor.	
  	
  Stone	 Doors:	 Plain	 unlocked	 stone	 double	 doors	 (4	 in.	
  thick;	hardness	8;	hp	60;	DC	28	Break).	The	faint	sound	of	
  running	 water	 comes	 from	 beyond	 (DC	 16	 Perception	
  hears).	
  A	long	chamber	lies	beyond	the	stone	double	doors.	Just	
  in	front	of	the	doors,	the	sea	has	eroded	part	of	the	floor,	
  cutting	 the	 room	 in	 two.	 Huge,	 strangely	 carved	 pillars	
  hold	aloft	the	high	ceiling	and	statues	stand	in	niches	long	
  the	walls.	Beyond,	the	chamber	extends	away	into	darkness.	
  M I N O R  A R E A  F E A T U R E S  
  Illumination:	Darkness;	Ceiling:	30	ft.	in	the	main	chamber,	2	ft.	
  above	 the	 stream	 where	 it	 exits	 the	 fane;	 Walls:	 Reinforced	
  masonry	(DC	20	Climb);	Floor:	Flagstones.	
  	
  Floor:	The	flagstone	floor	is	dusty.	A	DC	10	Perception	check	
  reveals	the	floor	slopes	slightly	downwards	toward	Area	3.	
  	
  Tidal	 Stream:	 This	 tidal	 stream	 flows	 swiftly	 (DC	 15	 Swim)	
  from	 north	 to	 south.	 Sickly	 yellowy	 green	 seaweed	 grows	
  sparsely	 over	 the	 surrounding	 rock	 making	 adjacent	 squares	
  slippery	(Acrobatic	DCs	increase	by	5).	When	the	tide	is	out,	the	
  water	is	only	5	ft.	deep,	but	it	rises	to	completely	fill	the	channel	
  (10	ft.	deep)	at	high	tide.	
  	
  Rubble:	 In	 two	 places,	 the	 floor	 has	 collapsed—eroded	 by	
  the	sea’s	remorseless	action.	The	rubble	is	difficult	terrain	and	
  slick	 (Acrobatic	 DCs	 increase	 by	 5)	 but	 provides	 the	 benefit	 of	
  higher	ground	(+1	on	melee	attacks).		
  	
  Pews:	Rotting	driftwood	pews	fill	the	centre	of	the	chamber.	
  Characters	 can	 leap	 atop	 a	 pew	 (DC	 8	 Acrobatics)	 or	 between	
  pews	(DC	5	Acrobatics).	Characters	on	a	pew	gain	the	benefit	of	
  higher	ground	(+1	to	melee	attacks),	but	due	to	its	condition	the	
  pew	 collapses	 after	 two	 rounds.	 Pews	 grant	 cover	 (+4	 AC,	 +2	
  Reflex);	characters	prone	behind	a	pew	gain	improved	cover	(+8	
  AC,	+4	Reflex	and	improved	evasion).	
  L E S S E R  S T A T U E S   
  Four	statues	stand	in	niches	along	the	south	and	north	walls.	
  Each	 depicts	 a	 hideously	 hunchbacked	 humanoid	 with	 a	
  wide,	 frog-like	 head	 holding	 a	 bronze	 trident.	 A	 DC	 12	
  Knowledge	(nature)	check	reveals	the	statues	depict	skum.	
  Each	is	subtly	different	and	represents	a	different	individual.	
  Beating	this	check	by	five	or	more	reveals	skum	were	created	
  by	the	aboleth	to	serve	as	slaves.	They	do	not	age	and	barring	
  violent	death	or	disease	are	immortal.	
  	
  Bronze	 Trident:	 A	 green	 patina	 covers	 these	 bronze	
  tridents	 (hardness	 5	 [fragile],	 hp	 10).	 They	 can	 be	
  removed	 (DC	 10	 Strength	 or	 DC	 10	 Disable	 Device)	 in	
  one	 round,	 but	 gain	 the	 broken	 condition	 if	 the	
  wielder	rolls	a	natural	1	while	attacking	with	it.	If	a	
  fragile	weapon	is	already	broken	when	the	wielder	
  rolls	a	natural	1	it	is	destroyed.	
  T E N T A C L E  P I L L A R S   
  A	 great	 mass	 of	 carven	 writhing	 tentacles	 (DC	 15	
  Climb)	covers	these	gigantic	pillars.	They	hold	the	roof	
  aloft	and	provide	cover	(+4	AC,	+2	Reflex).	
  	
  Carvings:	
  Intricate	
  carvings	
  depicting	
  bleak	
  underwater	scenes	and	impossibly	vast	or	deformed	sea	
  creatures	 cover	 the	 nave’s	 walls.	 A	 PC	 spending	 10	
  minutes	examining	the	carvings	and	who	makes	a	DC	15	
  Perception	 check	 spots	 a	 carving	 of	 note.	 For	 every	 5	
  points	 by	 which	 the	 PC	 exceeds	 DC	 15,	 he	 finds	 one	
  additional	 carving.	 Use	 the	 table	 below,	 to	 determine	
  which	carvings	he	discovers:	
  D6	
  CARVING	
  1	
  A	stairway	penetrates	the	rock	at	the	base	of	a	cliff.	
  Several	hunched,	heavily	cloaked	figures	are	shown	
  approaching	the	stairs.	
  2	
  A	 huge	 creature	 with	 a	 nightmarish	 body	 of	
  tentacles	 and	 a	 leering	 maw	 consumes	 a	 winged	
  being.	A	DC	20	Knowledge	(religion)	check	reveals	
  this	is	Dagon.	
  3	
  Several	areas	have	been	deliberately	defaced;	it	is	
  impossible	to	make	out	the	destroyed	carvings.	
  4	
  Hunchbacked	humanoids	(skum,	DC	12	Knowledge	
  [nature]	identifies)	and	deformed	scaly	humanoids	
  with	 long,	 fish-like	 tails	 (sahuagin;	 DC	 12	
  Knowledge	 [nature]	 identifies)	 worship	 together	
  before	a	hideous	statue.	
  5	
  A	 horribly	 deformed	 human	 sails	 a	 small	 fishing	
  boat	 away	 from	 a	 harbour.	 In	 the	 boat,	 lie	 two	
  human	corpses.	Under	the	boat,	swims	a	bloated,	
  strangely	proportioned	shark.	
  6	
  Hooded	figures	kneel	in	prayer	before	a	monstrous	
  statue	 of	 a	 gigantic,	 tentacled	 humanoid.	 A	 PC	
  seeing	this	carving	gains	a	+2	bonus	to	Knowledge	
  (religion)	checks	made	to	placate	the	Dagon	statue	
  in	Area	6.	
  	
  	
  	
  	
  
  	
  21	
  3 :  S E P U L C H R E  O F  T H E  S L E E P E R  ( C R  5 )  
  Within	this	sarcophagus	languishes	Amotil,	interred	here	at	his	
  rivals’	behest.	If	released,	he	fights	mercilessly,	and	to	the	end.		
  A	heavy,	rectangular	stone	sarcophagus	stands	in	front	of	a	set	
  of	stairs	leading	up	to	a	gigantic	shadow-wreathed	statue	of	a	
  hideous,	blasphemous	creature.	
  What	 Lurks	 Within?	 A	 DC	 25	 Perception	 check	 reveals	 faint	
  sounds	of	scratching	coming	from	within	the	sarcophagus.	If	the	
  PCs	 are	 unaware	 something	 lurks	 within	 the	 sarcophagus,	
  Amoxtil	gains	surprise	when	they	remove	its	lid.	If	he	hears	the	
  PCs	trying	to	open	the	sarcophagus,	he	prepares	for	combat.	
  T H E  S A R C O P H A G U S  
  Confused,	 weird	 carvings	 of	 strange	 underwater	 scenes	 cover	
  the	sarcophagus.	The	carvings	depict	a	lifeless,	rocky	underwater	
  chasm	 and	 strangely	 misshapen	 fish	 men	 (sahuagin—DC	 12	
  Knowledge	[nature]	identifies).	
  	
  Carvings:	 Carved	 into	 the	 sarcophagus’	 lid,	 in	 Abyssal,	 are	
  the	words,	“Traitor,	Heretic.”		
  	
  Opening	the	Sarcophagus:	The	sarcophagus’	lid	is	heavy	(DC	
  25	Strength	opens;	up	to	five	characters	may	aid	this	check).	A	
  PC	making	a	DC	25	Perception	check	notices	a	slightly	raised	rock	
  carving.	Pushing	inwards	pushes	up	the	sarcophagus’	lid	an	inch.	
  With	the	lid	raised,	a	DC	20	Strength	check	is	sufficient	to	open	
  the	sarcophagus,	or	the	PCs	can	smash	it	open	(6-inches	thick;	
  hardness	8,	hp	90,	DC	30	Break).	
  	
  Inside:	Seawater	fills	the	sarcophagus.	This,	along	with	the	
  sarcophagus	 itself,	 blocks	 detect	 magic	 and	 the	 like.	 A	 great	
  mass	of	scratches	covers	the	underside	of	the	sarcophagus’	lid.		
  	
  Treasure:	 To	 mock	 and	 torment	 him	 in	 his	 eternal	
  imprisonment,	Amoxtil’s	rival	interred	him	on	a	bed	of	silver	and	
  gold	coins	(428	sp,	438	gp).	Buried	amid	the	coins	is	a	hollowed	
  out	 great	 white	 shark	 tooth	 containing	 dust	 of	 dryness	
  (moderate	 [DC	 21	 Knowledge	 {arcana}	 transmutation];	 DC	 26	
  Spellcraft	identifies;	worth	850	gp).		
  M I N O R  A R E A  F E A T U R E S  
  Illumination:	 Darkness;	 Ceiling:	 30	 ft.	 high;	 Walls:	 Reinforced	
  masonry	(DC	20	Climb);	Floor:	Flagstones.	
  S C A L I N G  T H E  E N C O U N T E R   
  Apply	these	changes,	to	modify	the	encounter:	
  § 
  CR	4	(XP	1,200):	Apply	the	young	creature	template	to	Amoxtil	
  (+2	to	all	Dex-based	rolls,	-2	on	all	other	rolls;	hp	32).	
  § 
  CR	 6	 (XP	 2,400):	 Apply	 the	 advanced	 creature	 template	 to	
  Amoxtil	(+2	on	all	rolls	[including	damage],	+2	on	the	DCs	of	
  spells	and	spell-like	abilities;	AC	24,	touch	20,	flat-footed	18;	
  CMD	30;	hp	52).	
  	
  AMOXTIL	
  CR 	 5 	( X P 	1 , 60 0) 	
  Tarnished	 scales	 hang	 from	 this	 humanoid’s	 horribly	 deformed	
  skeletal	frame.	It	has	a	long	bony	tail,	arms	and	legs	ending	
  in	 sharp	 claws	 and	 a	monstrously	oversized	toothy	 maw.	It	
  carries	a	trident.	
  Male	 skeletal	 champion	 deformed	 half-fiend	 sahuagin	 oracle	
  (waves)	1	
  LE	Medium	undead	(aquatic,	augmented)	
  Init	 +9;	 Senses	 blindsense	 30	 ft.,	 darkvision	 60	 ft.;	 Perception	
  +11,	Sense	Motive	+8	
  Speed	40	ft.,	swim	70	ft.;	ACP	0;	Acrobatics	+11	(+15	jumping),	
  Ride	+10,	Stealth	+12,	Swim	+20	
  AC	19,	touch	15,	flat-footed	14;	CMD	25;	ice	armour	
  	 (+5	Dex,	+4	natural)	
  Ice	 Armour	 (Su	 [standard])	 Amoxtil	 can	 conjure	 armour	 of	 ice	
  (+4	armour	bonus,	duration	1	hour).	
  Immune	mind-affecting	effects,	death	effects,	disease,	paralysis,	
  poison,	 sleep	 effects,	 stunning,	 nonlethal	 damage,	 ability	
  drain,	 energy	 drain,	 damage	 to	 physical	 abilities,	 exhaustion,	
  fatigue,	massive	damage,	any	effect	requiring	a	Fortitude	save	
  (unless	 it	affects	objects	or	is	harmless),	cold;	Resist	acid	10,	
  electricity	10,	fire	10;	Weakness	light	blindness	
  Light	Blindness	(Ex)	Amoxtil	is	blinded	for	1	round	if	exposed	to	
  bright	light	and	is	dazzled	until	he	leaves	the	area.	
  Fort	+6,	Ref	+6,	Will	+9	(+13	vs.	channelling);	SR	16	
  hp	42	(5	HD);	blood	frenzy	DR	bludgeoning/5	or	magic/5	
  Blood	 Frenzy	 (Ex	 [1/day])	 When	 damaged	 in	 combat,	 Amoxtil	
  flies	into	a	frenzy	in	the	following	round.	He	gains	+2	Str	and	
  +2	Cha	but	takes	a	–2	penalty	to	AC	until	the	battle	is	over	or	
  1	minute	passes,	whichever	is	shorter.	
  Space	5	ft.;	Base	Atk	+3;	CMB	+10	
  Melee	trident	+11	(1d8+10)	and	
  	
  bite	+5	(1d6+3)	or	
  Melee	2	claws	+10	(1d4+7)	and	
  	
  bite	+10	(1d6+7)	
  Atk	Options	smite	good	(1/day;	+5	damage)	
  Oracle	 Spells	 Known	 (CL	 1;	 concentration	 +4	 [+8	 casting	
  defensively	or	grappling])	
  1st	(4/day)—cause	fear	(DC	14),	inflict	light	wounds	(DC	14)	
  0—bleed	(DC	12),	detect	magic,	guidance,	virtue	
  Spell-Like	Abilities	(CL	5;	concentration	+6)	
  3/day—darkness	
  1/day—desecrate,	unholy	blight	(DC	17)	
  Abilities	Str	24,	Dex	21,	Con	—,	Int	16,	Wis	17,	Cha	16	
  SQ	curse	(tongues	[Abyssal]),	revelation	(ice	armour)	
  Feats	 Combat	 Casting,	 Great	 Fortitude,	 Improved	 InitiativeB,	
  Weapon	Focus	(trident)	
  Skills	as	above	plus	Knowledge	(arcana)	+9,	Knowledge	(planes)	
  +9,	Knowledge	(religion)	+10,	Spellcraft	+9	
  Languages	 Abyssal,	 Aquan,	 Common,	 Draconic	 Infernal;	 speak	
  with	sharks	
  Gear	 as	 above	 plus	 spell	 component	 pouch,	 unholy	 symbol	
  (Dagon),	belt	pouch,	coral	necklace	(worth	50	gp)	
  
  	
  22	
  4 :  N O R T H E R N  G U A R D I A N  ( C R  5 )   
  A	 variant	 caryatid	 column	 guards	 this	 area.	 It	 animates,	 if	 an	
  intruder	 reaches	 the	 top	 of	 the	 stairs	 in	 front	 of	 its	 plinth	 or	
  three	 rounds	 after	 its	 twin	 in	 Area	 5	 animates.	 Three	 rounds	
  after	it	has	animated,	its	twin	animates.		
  	
  Lurking	 Danger:	 A	 PC	 making	 a	 DC	 20	 Perception	 check	
  realises	the	statues	are	alive.	A	caryatid	column	gains	surprise	if	
  it	animates	before	the	PCs	realise	its	true	nature.	
  Atop	a	short	flight	of	shallow	steps	stands	a	stone	statue	of	a	
  slender	 humanoid	 wearing	 a	 mouldy	 cloak.	 Two	 iron	 braziers	
  flank	the	statue.	Darkness	and	shadow	cluster	about	the	figure,	
  which	seems	to	gaze	at	you	from	the	depths	of	its	cowl.	
  B R A Z I E R S  
  Two	 3	 ft.	 tall	 braziers	 stand	 in	 this	 alcove.	 Both	 radiate	 faint	
  evocation	magic	(DC	17	Knowledge	[arcana]	identifies).	When	a	
  living	creature	comes	within	15	ft.	of	the	caryatid	column,	purple	
  heatless	flames	(DC	18	Spellcraft	identifies	as	a	variant	continual	
  flame)	 burst	 forth	 from	 both	 braziers	 providing	 illumination	
  equal	to	a	torch	for	one	hour.	The	braziers’	magic	fails,	if	they	
  are	removed	from	the	fane.	
  	
  Improvised	Weapon:	In	extremis,	the	braziers	(hardness	5,	
  hp	5)	can	be	used	as	improvised	weapons	(two-handed	melee;	
  1d8	bludgeoning	or	piercing	damage;	critical	x2).	
  P L I N T H  
  The	 caryatid	 column	 stands	 on	 a	 3-ft.	 high	 plinth	 (DC	 12	
  Acrobatics	 or	 2	 squares	 of	 movement	 to	 mount).	 The	 plinth	
  provides	the	benefit	of	higher	ground	(+1	on	melee	attacks).	
  	
  Inscription:	Etched	into	the	plinth	in	Abyssal	are	the	words,	
  “To	placate	the	endless	waves,	worship	the	Shadow.”	(This	is	a	
  reference	to	the	statue	of	Dagon	in	Area	6	and	how	to	defeat	it).	
  	
  Hidden	 Treasure:	 The	 plinth	 has	 a	 secret	 niche	 (DC	 25	
  Perception	locates).	It	contains	a	golden	holy	symbol	made	in	an	
  alien,	 but	 strangely	 beautiful	 style.	 The	 symbol	 depicts	 an	
  octopus	eye	surrounded	by	Abyssal	runes—Dagon’s	symbol	(DC	
  20	Knowledge	[religion]	reveals)	worth	300	gp	and	two	elixirs	of	
  swimming	(faint	[DC	17	Knowledge	{arcana}	transmutation];	DC	
  17	 Spellcraft	 or	 Perception	 identifies;	 worth	 250	 gp)	 stored	 in	
  glass	vials.		
  M I N O R  A R E A  F E A T U R E S  
  Illumination:	Darkness,	but	see	“Braziers”	below;	Ceiling:	20	ft.;	
  Walls:	Reinforced	masonry	(DC	20	Climb);	Floor:	Flagstones.	
  	
  Shallow	Stairs:	Characters	cannot	run	or	charge	on	the	stairs	
  and	they	increase	the	DC	of	Acrobatics	checks	by	4.	
  	
  Wall	 Carvings:	 Complicated	 carvings	 of	 undersea	 battles	
  cover	 the	 walls	 of	 this	 niche.	 A	 PC	 making	 a	 DC	 5	 Perception	
  check	 realises	 they	 depict	 hideously	 hunchbacked	 humanoids	
  with	 wide,	 frog-like	 heads	 (skum;	 DC	 12	 Knowledge	 [nature]	
  identifies)	 slaying	 a	 great	 horde	 of	 scaly	 humanoids	 with	 long,	
  fish-like	tails	(sahuagin;	DC	12	Knowledge	[nature]	identifies).	
  S C A L I N G  T H E  E N C O U N T E R   
  Apply	these	changes,	to	modify	the	encounter:	
  § 
  CR	4	(XP	1,200):	Apply	the	young	creature	template	to	both	
  caryatid	 columns	 (+2	 to	 all	 Dex-based	 rolls,	 -2	 to	 all	 other	
  rolls;	hp	30).	
  § 
  CR	6	(XP	2,400):	Apply	the	giant	creature	template	to	both	
  caryatid	columns	(+2	to	all	rolls	based	on	Str	or	Con,	-1	to	all	
  rolls	based	on	Dex;	hp	42).		
  	
   
  CARYATID	COLUMN	(2)	
  CR 	 3 	( X P 	8 00 ) 	
  This	stone	statue	wears	a	mouldy	cowled	cloak.	As	it	begins	to	
  move	its	cloak	parts	to	reveal	a	horribly	twisted	torso	with	a	
  single	tentacle	growing	from	its	chest.	
  N	Medium	construct	
  Init	-1;	Senses	darkvision	60	ft.,	low-light	vision;	Perception	+0,	
  Sense	Motive	+0	
  Speed	 20	 ft.;	 ACP	 0;	 Acrobatics	 -1	 (-5	 jumping),	 Stealth	 -1	
  (statue)	
  Statue	 (Ex)	 A	 caryatid	 column	 can	 stand	 perfectly	 still,	
  emulating	 a	 statue.	 An	 observer	 must	 make	 a	 DC	 20	
  Perception	check	to	notice	the	caryatid	column	is	alive.	
  AC	14,	touch	9,	flat-footed	14;	CMD	16	(cannot	be	disarmed)	
  	 (-1	Dex,	+5	natural)	
  Immune	 mind-affecting	 effects,	 bleed,	 disease,	 death	 effects,	
  necromancy	effects,	paralysis,	poison,	sleep,	stunning,	ability	
  damage,	 ability	 drain,	 fatigue,	 exhaustion,	 energy	 drain,	
  nonlethal	damage,	massive	damage,	any	effect	that	requires	a	
  Fortitude	save,	magic	
  Immunity	 to	 Magic	 (Ex)	 A	 caryatid	 column	 is	 immune	 to	 any	
  spell	 or	 spell-like	 ability	 that	 allows	 spell	 resistance.	 In	
  addition,	certain	spells	and	effects	function	differently	against	
  the	creature.	Transmute	rock	 to	 mud	 deals	1d6	 damage	 per	
  caster	 level	 with	 no	 saving	 throw.	 Transmute	 mud	 to	 rock	
  heals	any	 lost	 hit	 points.	Stone	to	flesh	 negates	 the	statue’s	
  damage	reduction	and	immunity	to	magic	for	one	full	round.	
  Fort	+1,	Ref	+0,	Will	+1	
  hp	36	(3	HD);	DR	—/5;	shatter	weapons	
  Shatter	 Weapons	 (Ex)	 When	 a	 character	 strikes	 a	 caryatid	
  column	 with	 a	 weapon	 (magical	 or	 normal),	 the	 weapon	
  takes	3d6	damage.	Apply	the	weapon’s	hardness	normally.		
  Space	5	ft.;	Base	Atk	+3;	CMB	+7	
  Melee	mwk	tentacle	+8	(1d8+6/x3)		
  Abilities	Str	18,	Dex	9,	Con	—,	Int	—,	Wis	11,	Cha	1	
  The	 caryatid	 columns	 attack	 the	 nearest	 target	 to	 Area	 6	 and	
  position	themselves	between	intruders	and	the	statue	of	Dagon	
  therein.	If	the	PCs	cross	the	stream	in	Area	2,	the	statues	return	
  to	their	plinths	to	resume	their	eternal	vigil.	
  
  	
  23	
  5 :  S O U T H E R N  G U A R D I A N   
  A	 variant	 caryatid	 column	 guards	 this	 area.	 It	 animates,	 if	 an	
  intruder	 reaches	 the	 top	 of	 the	 stairs	 in	 front	 of	 its	 plinth	 or	
  three	rounds	after	its	twin	in	Area	4	animates.		
  Atop	a	short	flight	of	shallow	steps	stands	a	stone	statue	of	a	
  slender	 humanoid	 wearing	 a	 mouldy	 cloak.	 Two	 iron	 braziers	
  flank	the	statue,	but	one	has	toppled	over	to	point	directly	at	the	
  stairs.	 Darkness	 and	 shadow	 cluster	 about	 the	 figure,	 which	
  seems	to	gaze	at	you	from	the	depths	of	its	cowl.	
  Area	5	is	identical	to	Area	4,	with	the	following	exceptions:	
  B R A Z I E R S  
  Two	3	ft.	tall	braziers	stand	in	this	alcove.	They	are	identical	to	
  those	in	Area	4	except	one	has	fallen	over	and	lies	on	its	side.		
  P L I N T H   
  The	caryatid	column	stands	upon	a	3-ft.	high	plinth.	
  	
  Inscription:	Etched	into	the	plinth	in	Abyssal	are	the	words,	
  “For	 his	 worshippers,	 the	 Shadow	 will	 come.	 Fear	 his	 wrath.”	
  (This	is	a	warning	about	the	statue	of	Dagon	in	Area	6.	
  	
  Hidden	 Treasure:	 The	 plinth	 has	 a	 secret	 niche	 (DC	 25	
  Perception	locates)	used	to	store	a	forgotten	scroll,	containing	a	
  musty	scroll	of	silence,	make	whole	and	stone	shape	(CL	5;	worth	
  675	 gp)	 scribed	 on	 flayed	 skin	 of	 an	 unidentifiable	 origin	
  wrapped	around	a	cracked	leg	bone.		
  W A L L  C A R V I N G S  
  A	thick	greenish	brown	mould	covers	the	carvings	on	the	niche’s	
  walls.	 While	 obviously	 sickly,	 the	 mould	 is	 harmless	 (DC	 15	
  Knowledge	[nature]	reveals).	Enough	of	it	can	be	scraped	off	to	
  reveal	the	carvings	with	ten	minutes’	work.	
  	
  Cleared	 Off	 Carvings:	 Hideously	 hunchbacked	 humanoids	
  with	 wide,	 frog-like	 heads	 (skum;	 DC	 12	 Knowledge	 [nature]	
  identifies)	are	interring	a	struggling	scaly	humanoid	with	a	long,	
  fish-like	tail	(a	sahuagin;	DC	12	Knowledge	[nature]	identifies)	in	
  a	sarcophagus.	(This	carving	depicts	Amoxtil’s	fate	and	is	a	clue	
  that	something	or	someone	lurks	in	the	sarcophagus).	A	DC	20	
  Perception	check	reveals	one	of	the	hunchbacked	humanoids—
  wearing	 a	 strange,	 freakishly	 proportioned	 tiara-like	 piece	 of	
  jewellery	atop	its	wide,	frog-like	head—is	directing	the	others.		
  M I N O R  A R E A  F E A T U R E S  
  Ceiling:	Cracks	in	the	ceiling	allow	small	amounts	of	water	to	
  ooze	 down	 the	 wall	 behind	 the	 statue.	 This	 in	 turn	 has	
  enabled	mould	to	grow	on	the	wall.	
  	
  	
  
  	
  24	
  6 :  S H A D O W  I N  T H E  S E A  ( C R  3 )   
  The	centrepiece	of	this	chamber	is	a	huge	statue	of	the	Shadow	
  in	the	Sea,	the	demon	lord	Dagon.	A	sliver	of	the	demon	lord’s	
  power	infuses	the	statue.	Thus,	it	has	a	semblance	of	sentience.		
  A	huge	statue	dominates	this	area.	It	is	a	foul,	maddening	thing	
  depicting	 a	 vaguely	 humanoid	 creature	 with	 writhing	 tentacles	
  and	slippery	coils	below	a	leering	maw	surmounted	by	glittering	
  purple	eyes.	Two	brazier	stand	before	the	statue.	
  A	 DC	 10	 Perception	 check	 reveals	 shadows	 seem	 to	 cluster	
  thickly	about	the	statue.		
  M I N O R  A R E A  F E A T U R E S  
  Illumination:	Darkness,	but	see	“Braziers”	below;	Ceiling:	30	ft.;	
  Walls:	Reinforced	masonry	(DC	20	Climb);	Floor:	Flagstones.	
  	
  Shallow	 Stairs:	 These	 stairs	 rise	 5	 ft.	 to	 the	 maddening,	
  blasphemous	statue	of	Dagon.	Characters	cannot	run	or	charge	
  on	the	stairs	and	they	increase	the	DC	of	Acrobatics	checks	by	4.	
  	
  Braziers:	 Both	 radiate	 faint	 evocation	 magic	 (DC	 17	
  Knowledge	 [arcana]	 identifies).	 Once	 a	 creature	 ascends	 the	
  stairs	in	front	of	the	statue,	the	braziers	burst	into	life,	filling	the	
  area	 with	 crimson	 light	 (a	 variant	 continual	 flame;	 DC	 18	
  Spellcraft	identifies).	The	flames	remain	for	an	hour.	Their	magic	
  fails,	if	they	are	removed	from	the	fane.	
  D A G O N  S T A T U E   
  Depicting	 the	 demon	 lord	 Dagon	 (DC	 20	 Knowledge	 [religion]	
  identifies),	this	20-foot	tall	statue	is	a	blasphemous,	evil	thing.	It	
  is	 of	 an	 unknown	 type	 of	 rock	 (DC	 20	 Knowledge	
  [dungeoneering]	confirms).	
  	
  Plinth:	The	statue	stands	upon	a	smooth	5	ft.	high	plinth	(DC	
  20	Acrobatics	or	DC	20	Climb	to	scale).	The	plinth	provides	the	
  benefit	of	higher	ground	(+1	on	melee	attacks).	
  	
  Glittering	Eyes:	The	statue’s	eyes	are	amethysts	and	worth	
  400	gp	each	(DC	20	Appraise	values).	
  	
  Evil	 Aura:	 A	 detect	 evil	 spel	 reveals	 the	 statue	 radiates	
  moderate	evil.	
  	
  Scaling	the	Statue:	Scaling	the	statue	requires	a	DC	15	Climb	
  check.	Once	a	PC	reaches	its	head,	refer	to	“Dagon	Awakes.”	
  D A G O N  A W A K E S !  
  Normally,	the	statue	would	animate	when	worshippers	gathered	
  in	Area	2	but	its	senses	have	grown	dim	over	long	centuries	of	
  inactivity.	If	a	PC	scales	or	attacks	the	statue	or	interferes	with	
  its	eyes,	it	awakens.	
  With	a	shudder,	the	statue	starts	to	move.	Its	tentacles	writhe	
  and	heave	as	it	turns	its	eyes	toward	you.	It	speaks	in	a	muffled,	
  distant	voice,	“Worship	me,	or	suffer	my	wrath.”	
  The	statue	is	not	truly	alive	and	cannot	physically	attack.	Rather,	
  the	 essence	 of	 Dagon	 within	 the	 statue	 dimly	 perceives	 a	
  disturbance	 and	 assumes	 worshippers	 have	 come	 to	 offer	 it	
  praise	 and	 adulation.	 However,	 although	 impossibly	 distant,	
  Dagon	 starts	 to	 realise	 those	 who	 have	 awoken	 his	 statue	 are	
  unbelievers.	Every	time	the	PCs	earn	a	failure,	the	statue	again	
  demands	veneration.		
  	
  The	PCs	can	react	in	several	ways:	
  	
  Attack:	The	statue	is	physically	tough	(hardness	8;	hp	540)	
  Each	attack	inflicting	damage	counts	as	a	failure.		
  	
  Do	Nothing:	Every	two	rounds	the	PCs	do	nothing,	they	gain	
  another	failure.	
  	
  Removing	an	Eye:	The	PC	removes	one	gem	(requiring	a	DC	
  20	Disable	Device	and	2d4	rounds	effort).	Failure	by	5	or	more	
  destroys	 the	 gem,	 rendering	 it	 worthless.	 Destroying	 an	 eye	
  (hardness	 5,	 hp	 5)	 counts	 as	 two	 failures.	 Every	 round	 spent	
  removing	an	eye	counts	as	a	failure.		
  	
  Venerate:	Venerating	the	statue	can	mollify	Dagon’s	ire.	PCs	
  can	 do	 this	 in	 several	 ways	 (or	 they	 may	 come	 up	 with	 other	
  strategies—as	always,	reward	inventive	play):		
  § 
  DC	15	Knowledge	(religion):	The	PC	chants	an	unholy	prayer	
  in	veneration	of	Dagon.	
  § 
  DC	 20	 Knowledge	 (religion):	 The	 PC	 chants	 a	 powerful	
  prayer	to	the	forces	of	light	and	good	to	ward	off	Dagon’s	
  influence.	
  § 
  DC	 15	 Bluff	 or	 DC	 15	 Perform	 (acting):	 The	 PC	 acts	 as	 a	
  debased	 follower	 of	 Dagon.	 He	 abases	 himself,	 chants	
  meaningless	words	and	so	on.		
  § 
  Displaying	 Dagon’s	 Unholy	 Symbol:	 Forcefully	 displaying	
  Amoxtil’s	 unholy	 symbol	 (found	 in	 Area	 3)	 counts	 as	 two	
  successes,	but	the	PCs	only	gain	the	benefit	of	this	once.	
  Each	 skill	 can	 only	 be	 used	 once	 per	 round	 in	 this	 fashion.	 A	
  failed	check	counts	as	a	failure,	but	a	successful	check	reduces	
  the	PCs’	failure	total	by	one,	which	in	turn	may	cause	the	flood	
  waters	to	recede	(depending	on	how	many	failures	the	party	has	
  already	accumulated).		
  § 
  Failure	1:	The	light	from	the	braziers	grows	faint	and	provides	
  only	dim	illumination.	
  § 
  Failure	2:	The	brazier’s	light	diminishes	to	that	of	a	candle.		
  § 
  Failure	3:	The	PCs’	lack	of	reverence	angers	the	statue.	Dagon	
  extends	his	fell	presence	into	the	fane	 and	uses	a	variant	of	
  control	 water	 to	 drown	 the	 interlopers.	 The	 brazier’s	 flames	
  gutter	 out	 and	 the	 sound	 of	 rushing	 water	 fills	 the	 air	 as	
  Dagon’s	 fell	 magic	 causes	 the	 stream	 in	 Area	 2	 to	 rise	 far	
  beyond	its	normal	high	tide	mark.	It	overflows	its	banks;	treat	
  Areas	1,	2	and	3	as	wet.	
  § 
  Failure	4:	The	water	continues	to	rise.	Treat	Areas	1,	2	and	3	as	
  swamped	and	Areas	4	and	5	as	wet.		
  
  25	
  § 
  Failure	5:	The	water	continues	to	rise.	Treat	Areas	1,	2	and	3	as	
  flooded,	Areas	4	and	5	as	swamped	and	Area	6	as	wet.	
  § 
  Subsequent	 Failures:	 Subsequent	 failures	 increase	 the	 depth	
  of	the	water	in	all	areas	by	one	step.	
  Deactivating	the	Statue	Removing	or	destroying	both	eyes	frees	
  the	 small	 portion	 of	 Dagon’s	 essence	 imbuing	 the	 statue.	 It	
  becomes	nothing	more	than	an	inanimate	statue	and	the	waters	
  quickly	thereafter	subside	to	their	normal	level.		
  	
  If	the	statue	is	left	alone	for	one	hour,	the	water	level	in	the	
  fane	returns	to	normal.	
  S C A L I N G  T H E  E N C O U N T E R   
  Apply	these	changes,	to	modify	the	encounter:	
  § 
  CR	2	(XP	600):	Decrease	all	DCs	in	the	“Venerate”	section	by	2;	
  each	amethyst	is	worth	250	gp.	
  § 
  CR	4	(XP	1,200):	Increase	all	DCs	in	the	“Venerate”	section	by	
  2;	each	amethyst	is	worth	500	gp.	
   
  I N T E R L U D E :  T H E  R I S I N G  T I D E  
  One	hour	after	the	PCs	discover	the	Sunken	Stair,	the	incoming	
  tide	begins	to	flood	the	fane.	If	the	PCs	are	busy,	they	might	not	
  notice	 the	 danger	 until	 seawater	 is	 literally	 lapping	 at	 their	
  ankles.	
  	
  The	 GM	 should	 use	 the	 information	 in	 this	 section	 to	
  describe	the	rising	water	level	(either	because	of	the	incoming	
  tide	or	the	PCs’	meddling	with	the	statue	of	Dagon	in	Area	6).	
  The	four	levels	of	flooding	are	(in	order	of	severity):	
  	
  Wet:	 The	 water	 is	 only	 a	 few	 inches	 deep.	 The	 DCs	 of	
  Acrobatic	checks	are	increased	by	2.	
  	
  Swamped:	The	water	is	a	few	feet	deep	(roughly	thigh-deep	
  for	a	human).	Each	square	costs	2	squares	of	movement	to	enter	
  and	 Acrobatics	 DCs	 increase	 by	 5.	 Small	 characters	 treat	 this	
  water	level	as	“Flooded.”	
  	
  Flooded:	The	water	is	four	to	five	feet	deep	(roughly	chest	
  deep	for	a	human).	Each	square	costs	4	squares	of	movement	to	
  enter,	 although	 PCs	 may	 move	 by	 swimming	 (DC	 15	 Swim	
  checks)	 if	 desired.	 Tumbling	 is	 impossible.	 Small	 PCs	 treat	 this	
  water	level	as	“Submerged.”	Once	an	area	becomes	flooded	the	
  water	rises	at	a	speed	of	roughly	1	ft.	a	minute	until	it	eventually	
  becomes	submerged.		
  	
  Submerged:	 The	 room	 is	 filled	 with	 water,	 although	 air	
  pockets	 will	 likely	 remain	 near	 the	 ceiling	 in	 Areas	 5,	 6	 and	 6.	
  Movement	requires	DC	15	Swim	checks.	
  T H E  W A T E R ’ S  P R O G R E S S  
  Use	these	timings	as	a	guideline	to	determine	conditions	in	the	
  fane	after	it	begins	to	flood.	All	times	are	taken	from	when	the	
  PCs	discover	the	Sunken	Stair.	
  § 
  60	Minutes:	The	fane	begins	to	flood;	treat	Areas	1	and	2	as	
  wet.	
  § 
  70	 Minutes:	 The	 water	 reaches	 Area	 3;	 treat	 is	 as	 wet.	 The	
  condition	of	previously	flooded	areas	worsens	by	one	step.	
  § 
  80	 Minutes:	 The	 rising	 water	 reaches	 Areas	 4	 and	 5;	 treat	
  them	 as	 wet.	 The	 condition	 of	 previously	 flooded	 areas	
  worsens	by	one	step.	
  § 
  90	 Minutes:	 The	 water	 reaches	 Area	 6;	 treat	 is	 as	 wet.	 The	
  condition	 of	 previously	 flooded	 areas	 worsens	 by	 one	 step.	
  Every	 10	 minutes	 thereafter,	 the	 water	 deepens	 by	 one	
  condition	in	each	area	until	the	entire	fane	is	submerged.	
  G E T T I N G  O U T  
  For	characters	unused	to	the	mechanic	of	swimming,	the	sudden	
  deceleration	of	their	characters	could	prove	unsettling.	The	fane	
  is,	after	all,	surprisingly	long	when	you	are	only	moving	at	half	
  your	normal	speed	as	a	full-round	action!		
  § 
  Full-Round	 Action:	 With	 a	 successful	 Swim	 check,	 the	 PC	
  moves	half	his	normal	speed.	
  § 
  Move	Action:	With	a	successful	Swim	check,	the	PC	moves	a	
  quarter	of	his	normal	speed.	
  Similarly,	if	the	PCs	are	engaged	in	combat	when	the	complex	
  starts	to	flood,	things	could	go	badly	for	the	party.		
  	
  If	 the	 party	 tarry	 too	 long	 and	 Area	 1	 is	 inundated	 by	 the	
  tide,	a	kindly	GM	can	drop	hints	that	the	water	is	rushing	down	
  the	 stream	 to	 the	 south	 particularly	 fast—perhaps	 suggesting	
  the	water	is	draining	away	somewhere.	Any	PCs	daring	this	route	
  discovers	Area	7	and	the	potential	salvation	it	offers.	Remember,	
  though,	 the	 stream	 is	 likely	 submerged	 by	 the	 time	 the	 PCs	
  attempt	to	traverse	it	and	so	only	magical	lights	can	guide	their	
  way.	
  D R O W N I N G   
  A	character	can	hold	its	breath	for	a	number	of	rounds	equal	to	
  twice	 its	 Constitution	 score.	 If	 a	 character	 takes	 a	 standard	 or	
  full-round	action,	the	remaining	duration	is	reduced	by	1	round.	
  § 
  After	This	Period:	The	character	must	make	a	DC	10	(+1	per	
  previous	check)	Constitution	check,	every	round.		
  § 
  Drowning:	When	the	character	fails	this	check,	he	begins	to	
  drown.	In	the	first	round,	he	falls	unconscious	(0	hp).	In	the	
  following	round,	he	drops	to	-1	hp	and	is	dying.	In	the	third	
  round,	he	drowns.	
  § 
  Unconscious	 Characters:	 An	 unconscious	 PC	 must	 make	
  Constitution	 checks	 as	 soon	 as	 he	 is	 submerged.	 Once	 he	
  fails	a	check	he	drops	to	-1	hp;	the	next	round	he	drowns.	
  
  	
  26	
  7 :  L A I R  O F  T H E  L U R K E R S  ( C R  4 )   
  Two	 deformed	 giant	 spiders,	 warped	 by	 their	 proximity	 to	 the	
  Fane	 of	 the	 Undying	 Sleeper,	 lair	 here.	 If	 the	 spiders	 hear	 the	
  party’s	 approach	 they	 lurk	 on	 the	 ceiling	 above	 the	 cavern	
  entrance	and	wait	to	pounce	on	intruders.	Otherwise,	they	are	
  resting	in	their	web.	
  	
  Entrance:	 A	 four-foot	 high	 passageway	 leads	 to	 this	
  chamber.	The	passageway	is	above	the	level	of	the	water	in	the	
  stream;	 characters	 must	 make	 a	 DC	 12	 Strength	 check	 to	 pull	
  themselves	out	of	the	water.		Medium	 or	 larger	 characters	 are	
  squeezing	in	the	passageway.		
  	
  The	faint	scent	of	carrion	lingers	in	the	passageway	(DC	20	
  Perception	 smells)	 while	 particularly	 perceptive	 characters	 (DC	
  25	Perception)	feel	a	faint	breeze	issuing	from	the	passage.		
  Two	piles	of	bones	cover	the	floor	of	this	large	natural	chamber.	
  Thick	webbing	covers	much	of	the	20-ft.	high	ceiling.	
  B O N E  P I L E S   
  Two	piles	of	human	bones	flank	the	entrance	to	the	spiders’	lair.	
  Mouldering	 rags,	 broken	 equipment	 and	 suchlike	 are	 mixed	 in	
  with	 the	 bones.	 Treat	 squares	 containing	 bones	 as	 difficult	
  terrain.	 PCs	 searching	 through	 the	 piles	 may	 discover	 some	
  discarded	treasures:		
  	
  DC	15	Perception:	The	PC	discovers	a	belt	pouch	containing	
  24	sp,	37	gp	and	5	pp.	
  	
  DC	20	Perception:	The	PC	uncovers	a	short,	tapered	wand	of	
  ash	tipped	with	onyx	(DC	20	Appraise	identifies).	It	is	a	wand	of	
  bull’s	strength	(faint	[DC	17	Knowledge	{arcana}	transmutation];	
  DC	18	Spellcraft	identifies)	with	8	charges	remaining	(worth	720	
  gp;	command	word,	“aranazath”).	
  	
  DC	25	Perception:	A	cut	transparent	yellow	stone	(an	amber	
  worth	200	gp;	DC	20	Appraise	values)	is	wedged	in	a	skull’s	eye	
  socket.	
  T H I C K  W E B B I N G   
  Obscuring	the	ceiling,	the	spiders’	thick	webbing	serves	as	their	
  lair.		
  § 
  Burn	the	Webs	The	webs	burn	easily;	it	takes	one	minute	for	
  them	to	be	completely	consumed;	the	breeze	blowing	down	
  the	 chimney	 pushes	 the	 smoke	 into	 the	 chamber	 and	
  passageway,	 however,	 creating	 concealment	 (20%	 miss	
  chance)	for	five	minutes.	
  § 
  DC	 10	 Perception	 A	 section	 of	 gently	 swaying	 webbing	
  indicates	the	chimney’s	location.	
  N A T U R A L  C H I M N E Y   
  Thick	 webbing	 obscures	 the	 entrance	 to	 a	 natural	 chimney—	
  little	more	than	a	wide	crack	in	the	rock—which	the	spiders	use	
  to	reach	the	surface.	The	chimney	is	60	ft.	high	and	emerges	in	
  an	 isolated	 cliff	 top	 depression	 unknown	 to	 local	 inhabitants.	
  Climbing	the	chimney	is	relatively	easy	(DC	5	Climb).	
  M I N O R  A R E A  F E A T U R E S  
  Illumination:	 Darkness;	 Ceiling:	 20	 ft.,	 unworked	 stone	 (DC	 25	
  Climb);	 Walls:	 Unworked	 stone	 (DC	 15	 Climb);	 Floor:	 Sand	
  deposited	by	very	high	tides	covers	the	natural	stone	floor.	
  S C A L I N G  T H E  E N C O U N T E R   
  Apply	these	changes,	to	modify	the	encounter:	
  § 
  CR	 3	 (XP	 800)	 Apply	 the	 young	 creature	 template	 to	 both	
  deformed	 spiders	 (+2	 to	 all	 Dex-based	 rolls,	 -2	 to	 all	 other	
  rolls;	hp	16).	
  § 
  CR	 5	 (XP	 1,600)	 Add	 one	 additional	 deformed	 spider	
  modified	 with	 the	 young	 creature	 template	 (+2	 to	 all	 Dex-
  based	rolls,	-2	to	all	other	rolls;	hp	16).	
  DEFORMED	SPIDER	(2)		
  CR 	 2 	( X P 	6 00 ) 	
  Sores	and	ulcers	cover	this	gigantic	spider’s	black	body.	Its	legs	
  are	misshapen	and	bent.	A	horrific	stench	emanates	from	its	
  twisted	form.	
  Advanced	deformed	giant	spider	
  N	Medium	vermin	(augmented)	
  Init	 +4;	 Senses	 darkvision	 60	 ft.,	 low-light	 vision,	 tremorsense	
  60	ft.;	Perception	+6	(+10	in	webs),	Sense	Motive	+2	
  Speed	20	ft.,	climb	20	ft.;	ACP	0;	Acrobatics	+12	(+8	jumping),	
  Climb	+19,	Stealth	+8	(+12	in	webs)	
  AC	18,	touch	14,	flat-footed	14;	CMD	19	(31	vs.	trip)	
  	 (+4	Dex,	+4	natural)	
  Immune	mind-affecting	effects		
  Fort	+6,	Ref	+5,	Will	+3	
  hp	22	(3	HD)	
  Space	5	ft.;	stench	(10	ft.)	Base	Atk	+2;	CMB	+5	
  Stench	(Ex)	A	stench	surrounds	the	deformed	spider;	creatures	
  within	 10	 ft.	 are	 sickened	 for	 1d6+4	 minutes	 (DC	 14	
  Fortitude	 negates).	 A	 creature	 that	 successfully	 saves	
  against	 the	 stench	cannot	 be	affected	by	 the	same	 stench	
  for	24	hours.	This	is	a	poison	affect.	
  Melee	bite	+5	(1d6+3	plus	poison	[freq.	1	rd./	4	rds.;	effect	1d2	
  Str	damage;	cure	1	DC	13	Fortitude	save])	
  Abilities	Str	17,	Dex	19,	Con	16,	Int	–,	Wis	14,	Cha	4	
  Skills	as	above	Intimidate	+1	
  The	deformed	spiders’	tactics	are	simple	and	brutal:	they	attack	
  the	 nearest	 target	 until	 it	 stops	 moving.	 They	 do	 not	 pursue	
  fleeing	intruders	and	if	reduced	to	6	hp	or	less	retreat	into	the	
  chimney.	
  	
  
  	
  27	
  C O N C L U S I O N  
  Once	 the	 PCs	 have	 explored	 the	 fane,	 or	 the	 encroaching	 tide	
  forces	them	to	leave,	the	adventure	is	essentially	over.	The	party	
  can	return	to	Coldwater	and	tell	of	their	exploits—which	will	be	
  met	with	incredulity	and	awe	by	the	simple	folk	dwelling	therein.		
  	
  If	the	PCs	leave	the	watertight	doors	in	Area	1	open,	the	sea	
  floods	 the	 fane.	 If	 the	 PCs	 subsequently	 return,	 the	 area	 is	
  wrecked	and	most	things	of	value	have	been	washed	away.	
  		
  However,	if	the	PCs	shut	the	watertight	doors	in	Area	1	and	
  discover	the	natural	chimney	in	Area	7,	they	can	return	at	their	
  leisure	 to	 finish	 clearing	 the	 fane	 or	 to	 delve	 deeper	 into	 its	
  mysteries.	 A	 particularly	 broad-minded	 group	 could	 even	 re-
  consecrate	the	area	and	use	it	as	a	secret	bolthole.	
  F U R T H E R  A D V E N T U R E S  
  Even	once	the	PCs	have	finished	the	adventure,	the	events	in	the	
  Fane	of	the	Undying	Sleeper	can	affect	subsequent	adventures.		
  	
  Dagon	Cultists	(EL	6)	If	the	PCs	boast	of	their	adventures	in	
  the	Fane	of	the	Undying	Sleeper	and	other	cultists	of	Dagon	hear	
  of	their	exploits	trouble	could	find	the	party.	The	cultists	would	
  be	keen	to	both	slaughter	the	PCs	in	revenge	for	their	profaned	
  such	a	sacred	place	and	to	recover	any	looted	items.		
  	
  Such	a	group	could	strike	almost	anywhere	near	to	the	coast.	
  Six	cultists	led	by	a	heavily	cloaked	Dagon	acolyte	sneak	into	the	
  settlement	in	which	the	PCs	are	resting	and	ambush	them	at	an	
  opportune	time.	This	might	happen	late	at	night,	once	the	PCs	
  have	retired	for	the	evening.	If	the	cultists	encounter	the	PCs	on	
  the	road,	they	lurk	nearby	their	campsite	and	strike	in	the	dead	
  of	night.	
  	
  Interested	 Parties:	 Similarly,	 if	 the	 PCs	 make	 their	 exploits	
  known	 other	 parties	 take	 an	 interest	 in	 their	 ongoing	
  adventuring	 careers.	 Any	 number	 of	 good	 or	 lawful	 groups	 or	
  religions	 (particularly	 those	 dealing	 with	 the	 sea	 in	 some	 way)	
  would	be	aligned	against	Dagon’s	cultists.	To	such	a	group,	the	
  PCs	 could	 represent	 useful	 allies.	 Such	 parties	 might	 seek	 the	
  group	out	to	learn	more	of	their	exploits	or	to	ask	them	to	delve	
  further	into	the	cult	and	its	fell	mysteries.	
  	
  	
  DAGON	CULTIST		
  CR 	 1 /2 	 ( XP 	 20 0) 	
  Clad	in	scale	mail	this	warrior	has	pallid,	drawn	skin	and	carries	
  shield	and	spear.	
  Male	deformed	human	warrior	2	
  NE	Medium	humanoid	(augmented,	human)	
  Init	+0;	Senses	low-light	vision;	Perception	-1,	Sense	Motive	-1	
  Speed	30	ft.;	ACP	-1;	Swim	+6	
  AC	15,	touch	10,	flat-footed	15;	CMD	14	
  	 (+3	armour	[mwk	studded	leather],	+1	natural,	+1	shield	[light	
  wooden])	
  Weakness	light	sensitivity	
  Light	Sensitivity	(Ex)	Cultists	are	dazzled	in	areas	of	bright	light	
  or	within	a	daylight	spell.		
  Fort	+4,	Ref	+0,	Will	+0	
  hp	20	(2	HD)	
  Space	5	ft.;	Base	Atk	+2;	CMB	+4		
  Melee	trident	+5	(1d8+2/x3)	or	
  Melee	dagger	+4	(1d4+2/19-20)	
  Ranged	dagger	(range	10	ft.)	+2	(1d4+2/19-20)	
  Combat	Gear	dagger	(2),	thunderstone	
  Abilities	Str	15,	Dex	11,	Con	15,	Int	9,	Wis	10,	Cha	6	
  Feats	ToughnessB,	Weapon	Focus	(trident)	
  Skills	as	above	plus	Knowledge	(religion)	+1	
  Languages	Common	
  Gear	as	above	plus	belt	pouch,	unholy	symbol,	2d6	sp	
  DAGON	ACOLYTE		
  CR 	 4 	( X P 	1 , 20 0) 	
  This	hunchbacked,	green-skinned	humanoid	has	a	wide	frog-like	
  head	and	a	mouth	akin	to	that	of	a	toothy	fish.	
  Male	skum	cleric	(Dagon)	3	
  CE	Medium	monstrous	humanoid	(aquatic)	
  Init	 +1;	 Senses	 darkvision	 60	 ft.;	 Perception	 +10	 (+14	
  underwater),	Sense	Motive	+0	
  Speed	20	ft.,	swim	40	ft.;	ACP	-1;	Stealth	+6	(+10	underwater),	
  Swim	+14	
  AC	18,	touch	11,	flat-footed	17;	CMD	16	
  	 (+4	 armour	 [mwk	 chain	 shirt],	 +1	 Dex,	 +2	 natural,	 +1	 shield	
  [mwk	buckler])	
  Resist	cold	10		
  Fort	+7,	Ref	+5,	Will	+8	
  hp	54	(5	HD)	
  Space	5	ft.;	Base	Atk	+4;	CMB	+5	
  Melee	mwk	cold	iron	trident	+6	(1d8+1),		
  	
  claw	+3	(1d4)	and	
  	
  bite	+3	(1d6)	or	
  Melee	Touch	touch	of	evil	(5.day)	+5	(sickened	[1	rd.])	
  Ranged	trident	(range	10	ft.)	+5	(1d8+2)	or	
  Ranged	Touch	icicle	(range	30	ft.;	5/day)	+5	(1d6+1	cold)	
  Special	Actions	channel	negative	energy	(5/day;	2d6;	DC	13)	
  Cleric	 Spells	 Prepared	 (CL	 3;	 concentration	 +5;	 evil,	 water;	
  spontaneous	casting	[inflict	spells])		
  2nd—fog	cloudD,	hold	person	(DC	14),	sound	burst	(DC	14)	
  1st—bless,	 cause	 fear	 (DC	 13),	 cure	 light	 wounds,	 protection	
  from	goodD	
  0—bleed	(DC	12),	detect	magic,	guidance,	resistance	
  Combat	Gear	elixir	of	hiding,	scroll	of	cure	moderate	wounds	
  Abilities	Str	13,	Dex	13,	Con	19,	Int	12,	Wis	15,	Cha	10	
  SQ	amphibious,	evil	aura	(moderate)	
  Feats	
  Extra	
  Channel,	
  Improved	
  Channel,	
  MultiattackB,	
  Toughness		
  Skills	 as	 above	 plus	 Intimidate	 +5,	 Knowledge	 (arcana)	 +5,	
  Knowledge	(planes)	+6,	Knowledge	(religion)	+6,	Linguistics	
  +6,	Spellcraft	+6	
  Languages	Aboleth,	Abyssal,	Common,	Undercommon	
  Gear	 as	 above	 plus	 silver	 unholy	 symbol,	 spell	 component	
  pouch,	2	gp,	pearl	(worth	300	gp)	
  
  	
  28	
  A D V E N T U R E S  I N  G L O A M H O L D  
  Glowering	amid	dark	rumours	and	terrible	stories	of	desperate	
  adventure,	death,	betrayal	and	glimmering	treasures	squat	the	
  unutterably	ancient	halls	of	Gloamhold.	
  							This	 crumbling,	 benighted,	 haunted	 dungeon	 complex	 of	
  unknown,	but	undeniably	vast,	extent	is	buried	deep	within	the	
  grim	 and	 brooding	 spray-drenched	 headland	 of	 the	 Mottled	
  Spire.	It	is	a	place	of	legends,	madness	and	death.	
  							Even	 reaching	 Gloamhold	 is	 difficult.	 By	 land,	 adventurers	
  must	negotiate	miles	of	trackless,	jagged	crags	and	sullen,	dark	
  gorges,	chasms	and	valleys.	Those	approaching	by	sea	have	it	no	
  better.	 They	 must	 brave	 over	 a	 mile	 of	 savage,	 foam-flecked	
  waves.	 Tides	 about	 the	 headland	 are	 notoriously	 treacherous;	
  wrecks	 of	 ships	 large	 and	 small	 driven	 to	 destruction	 on	 the	
  rocks	litter	the	seabed.	Winter	storms	render	Gloamhold	all	but	
  inaccessible	by	sea	for	several	months	every	year.	
  		
  					A	harsh	chunk	of	limestone	rearing	hundreds	of	feet	into	the	
  perpetually	 cloudy	 sky	 the	 Mottled	 Spire	 looms	 over	 the	
  turbulent	waters	of	Hard	Bay	like	a	malevolent	giant.	Attempts	
  to	 colonise	 the	 barren	 headland	 have	 all	 ended	 in	 failure	 and	
  death.	 Surrounded	 by	 crumbled	 outbuildings,	 a	 now	 ruined	
  lighthouse—now	 colloquially	 known	 as	 simply	 “The	 Shard”—	
  stands	atop	the	promontory’s	highest,	most	wind	lashed	bluff.	
  Elsewhere,	 on	 the	 spire’s	 landward	 side,	 languish	 the	 weed	
  choked,	
  tumbled	
  ruins	
  of	
  Greystone—a	
  fishing	
  village	
  abandoned	 decades	 ago.	 Occasionally,	 redoubtable	 bands	 of	
  adventurers	poke	around	both	sets	of	ruins.	Some	return,	while	
  others	 simply	 disappear—perhaps	 finding	 certain	 secret	
  connections	rumoured	to	lead	into	the	upper	levels	of	Rivengate	
  and	from	thence	deeper	into	Gloamhold’s	lightless	depths.	
  	
  	
  COMING SOON FROM RAGING SWAN PRESS 
  
  	
  29	
   
   
   
   
   
   
   
   
   
   
  PLAYER MATERIAL 
   
  
  30	
  K E T H A I T H  A Z A T H A L  
  LG	male	half-elf	cleric	(Darlen)	3	
  	
  S E N S E S 	A N D 	M O V E M E N T	
  Init	+0;	Senses	low-light	vision;	Perception	+5,	Sense	Motive	+3	
  Speed	20	ft.;	base	speed	30	ft.	
  ACP	-6;	Acrobatics	-5	(-9	jumping)	
  D E F E N C E	
  AC	19,	touch	10,	flat-footed	19;	CMD	13	
  	
  (+8	armour	[mwk	half-plate],	+1	shield	[light	wooden])	
  Immune	sleep	
  Fort	+4,	Ref	+2,	Will	+7;	+2	vs.	enchantments	
  hp	20	
  O F F E N C E	
  Space	5	ft.;	Base	Atk	+2;	CMB	+3	
  Melee	mwk	longsword	+4	(1d8+1/19-20)	or	
  Melee	short	spear	+3	(1d8+1/x3)	
  Ranged	short	spear	(range	20	ft.)+2	(1d8+1/x3)	
  Ranged	sling	(range	50	ft.)	+2	(1d4+1)	
  	
  sling	bullets	oooooooooo	
  Special	 Actions	 channel	 positive	 energy	 (5/day;	 2d6;	 DC	 13),	
  resistant	touch,	spontaneous	casting	(cure	spells)	
  Channel	 Energy	 When	 Kethaith	 channels	 positive	 energy	 to	
  damage	undead,	they	suffer	3	extra	points	of	damage	and	do	
  not	 apply	 any	 channel	 resistance	 bonus	 to	 their	 saving	
  throw.	
  Resistant	Touch	(Sp;	6/day	[standard])	When	Kethaith	touches	
  an	ally	he	transfers	his	+1	resistance	bonus	to	that	individual	
  for	 1	 minute.	 Consequently,	 all	 Kethaith’s	 saving	 throws	
  decrease	by	1	for	the	same	duration.	
  Combat	Gear	pearl	of	power	(1st-level),	silversheen	
  Potions	cure	moderate	wounds,	spider	climb		
  S P E L L S 		
  Concentration	+6	(+10	casting	defensively	or	grappling)	
  Cleric	 Spells	 Prepared	 (CL	 3rd;	 DC	 13	 +	 spell	 level);	 Domains:	
  Protection,	Sun)	
  2nd	(2+1)—align	weapon,	lesser	restoration,	shield	otherD	
  1st	(3+1)—bless,	endure	elementsD,	inflict	light	wounds	(DC	14),	
  shield	of	faith	
  0	(at-will)—detect	magic,	guidance,	light,	stabilize	
  A B IL IT IE S	
  Abilities	Str	12,	Dex	10,	Con	11,	Int	10,	Wis	17,	Cha	14	
  Feats	 Armour	 Proficiency	 (heavy),	 Combat	 Casting,	 Skill	 Focus	
  (Heal)B	
  SQ	good	aura	(moderate),	multitalented	(cleric,	fighter)	
  Skills	Heal	+12,	Knowledge	(religion)	+6	
  Languages	Common,	Elven	
  G E A R	
  Traveller’s	outfit,	wooden	holy	symbol	
  Backpack	(bedroll,	5	days	trail	rations,	1	waterskin	2	sunrods)	
  Belt	 pouch	 (flint	 and	 steel,	 candle,	 1	 tindertwig,	 vial	 of	 holy	
  water)	
  Spell	component	pouch	
  Belt	pouch	(6	gp,	4	sp,	12	cp)	
  	
  	
  D A R L E N  
  LG	god	of	Law,	Order,	Justice	and	the	Sun	
  	
  Epithets	The	Justicar,	the	Shining	Light,	the	Noble	One	
  	
  Symbol	The	rising	sun	
  	
  Domains	Good,	Law,	Protection,	Sun	
  	
  Favoured	Weapon	Longsword	
  	
  Raiment	Voluminous,	white	cowled	habits.	Unless	expecting	
  battle,	clerics	do	not	wear	armour.	
  	
  Teachings	The	strong	must	protect	the	weak,	for	this	is	the	
  natural	order.	Those	 with	great	abilities	or	aptitudes	must	use	
  their	gifts	for	the	betterment	of	their	fellows.	The	faithful	must	
  be	ever	vigilant	for	evil’s	rise,	but	must	show	mercy	in	dealing	
  with	its	tools.	
  	
  Holy	Texts	Darlen’s	teachings	are	set	down	in	the	Scripture	
  of	Law	–	a	vast	tome	containing	teaching,	stories	and	lessons	by	
  some	 of	 his	 early,	 prominent	 followers.	 Divine	 Order	 and	 On	
  Darkness’	 Rise	 are	 important	 early	 commentaries	 penned	 by	
  legendary	high	priests.	
  	
  
  31	
  W E R T H I C  B O L H A K  
  LG	male	dwarf	fighter	3	
  	
  S E N S E S 	A N D 	M O V E M E N T	
  Init	+0,	Senses	darkvision	60	ft.;	Perception	+2	(+4	vs.	unusual	
  stonework	[stonecunning]),	Sense	Motive	+2	
  Speed	20	ft.	
  ACP	-5;	Acrobatics	-5	(-9	jumping),	Climb	+1,	Swim	+1	
  D E F E N C E	
  AC	21,	touch	10,	flat-footed	21;	CMD	15	(19	vs.	bull	rush	or	trip);	
  +4	dodge	vs.	giant	type	opponents	
  	 (+9	armour	[mwk	full	plate],	+2	shield	[mwk	heavy	steel])	
  Fort	+6	(+8	vs.	poison),	Ref	+1,	Will	+3;	+1	vs.	fear,	+2	vs.	spells	
  and	spell-like	abilities	
  hp	33	
  O F F E N C E	
  Space	5	ft.;	Base	Atk	+3;	CMB	+5	
  Melee	 mwk	 dwarven	 waraxe	 (Power	 Attack	 [-1/+2])	 +7	
  (1d10+2/x3)		
  Ranged	javelin	(range	30	ft.;	Point	Blank	Shot)	+3	(1d6+2)	
  	
  javelins	ooo	
  Atk	Options	Cleave,	+1	attack	vs.	orc	and	goblin	type	opponents	
  Combat	Gear	oil	of	magic	weapon	(2)	
  Potions	 cure	 moderate	 wounds,	 elixir	 of	 swimming,	 shield	 of	
  faith	
  A B IL IT IE S	
  Abilities	Str	15,	Dex	10,	Con	16,	Int	10,	Wis	14,	Cha	9	
  SQ	armour	training	(1)	
  Feats	CleaveB,	Point	Blank	Shot,	Power	AttackB,	Weapon	Focus	
  (dwarven	waraxe)	
  Skills	 as	 above	 plus	 Appraise	 +0	 (+2	 vs.	 metal	 or	 gems),	
  Knowledge	(dungeoneering)	+5,	Knowledge	(engineering)	+5	
  Languages	Common,	Dwarven	
  G E A R	
  Traveller’s	outfit	
  Backpack	 (bedroll,	 5	 days	 trail	 rations,	 50	 ft.	 hemp	 rope,	 1	
  waterskin)	
  Belt	pouch	(flint	and	steel,	whetstone)	
  Belt	pouch	(25	gp,	19	sp)	
  	
   
  
  32	
  U R B R E N  G L I T T E R H E A R T  
  NG	male	halfling	rogue	3	
  	
  S E N S E S 	A N D 	M O V E M E N T	
  Init	+7;	Senses	Perception	+9	(+10	vs.	traps),	Sense	Motive	+1	
  Speed	20	ft.	
  ACP	0;	Acrobatics	+11	(+7	jumping),	Climb	+7,	Escape	Artist	+7,	
  Stealth	+13	(fast	stealth),	Swim	+5	
  D E F E N C E	
  AC	18,	touch	14,	flat-footed	14;	+1	vs.	traps;	CMD	13		
  	
  (+4	armour	[mithral	chain	shirt],	+3	Dex,	+1	size)	
  Fort	+3,	Ref	+7	(+8	vs.	traps;	evasion),	Will	+3;	+2	vs.	fear	
  hp	22	
  O F F E N C E	
  Space	5	ft.;	Base	Atk	+2;	CMB	+0	
  Melee	mwk	short	sword	+7	(1d4-1/19-20)	
  Ranged	mwk	light	crossbow	(range	80	ft.)	+7	(1d6/19-20)	
  	
  bolts	oooooooooo	
  Atk	Options	sneak	attack	(+2d6)	
  Combat	Gear	screaming	bolt	
  Potions	cure	moderate	wounds,	darkvision,	spider	climb	
  A B IL IT IE S	
  Abilities	Str	8,	Dex	17,	Con	12,	Int	14,	Wis	12,	Cha	11	
  SQ	rogue	talents	(fast	stealth),	trapfinding	
  Feats	Improved	Initiative,	Weapon	Finesse	
  Skills	Appraise	+7,	Diplomacy	+6,	Disable	Device	+12,	Knowledge	
  (dungeoneering)	+7,	Knowledge	(local)	+7,	Sleight	of	Hand	+9	
  Languages	Common,	Gnome,	Goblin,	Halfling	
  G E A R	
  Traveller’s	outfit	
  Backpack	(bedroll,	5	days	trail	rations,	1	waterskin,	50	ft.	hemp	
  rope)	
  Belt	 pouch	 (flint	 and	 steel,	 whetstone,	 candle,	 tindertwig,	
  caltrops)	
  Belt	pouch	(masterwork	thieves’	tools)	
  Belt	pouch	(49	gp,	17	sp)	
  	
  	
   
  
  33	
  P A R A D A N  H A N T E R  
  NG	male	human	wizard	(illusionist)	3	
  	
  S E N S E S 	A N D 	M O V E M E N T	
  Init	+5;	Senses	Perception	+1,	Sense	Motive	+1	
  Speed	30	ft.	
  D E F E N C E	
  AC	12,	touch	12,	flat-footed	11;	CMD	12	
  	
  (+1	deflection	[ring	of	protection	+1],	+1	Dex)	
  Fort	+2,	Ref	+2,	Will	+4	
  hp	18	
  O F F E N C E	
  Space	5	ft.;	Base	Atk	+1;	CMB	+0		
  Melee	dagger	+0	(1d4-1/19-20)		
  Ranged	sling	(range	50	ft.)	+2	(1d4-1/19-20)		
  	
  	 sling	bullets	oooooooooo	
  Blinding	 Ray	 (Sp;	 7/day	 ooooooo	 [standard])	 +2	 ranged	
  touch	(range	30	ft.);	creatures	with	up	to	3	HD	are	blind	(-2	
  penalty	to	AC,	loses	Dex	bonus	to	AC	and	takes	a	-4	penalty	
  on	 most	 Strength-	 and	 Dexterity-based	 skill	 checks)	 for	 1	
  round;	 creatures	 with	 more	 than	 3	 HD	 are	 dazed	 (target	
  cannot	act	but	has	no	penalty	to	AC)	for	1	round).	
  Combat	Gear	alchemist’s	fire	(2),	bonded	ring,	smokestick	
  Potions	aid,	cure	light	wounds,	levitate	
  Scrolls	 detect	 secret	 doors,	 invisibility,	 magic	 missile	 (2;	 CL	 3),	
  protection	from	evil,	web	
  S P E L L S 		
  Concentration	+7	(+11	when	casting	defensively	or	grappled,	+2	
  ranged	touch)	
  Wizard	 Spells	 Prepared	 (CL	 3rd;	 DC	 14	 +	 spell	 level;	 barred	
  schools:	transmutation,	necromancy)	
  2nd	(3/day)—invisibility,	scorching	ray,	web	(DC	16)	
  1st	(4/day)—	mage	armour,	magic	missile	(2),	silent	image	(DC	
  16)	
  0	 (5/day;	 at-will)—detect	 magic,	 ghost	 sound	 (DC	 15),	 light,	
  message,	read	magic	
  Bonded	Object	Paradan	can	use	his	bonded	ring	once	per	day	to	
  cast	any	spell	in	his	spellbook.	
  Extended	 Illusions	 (Su)	 Any	 illusion	 Paradan	 casts	 with	 a	
  duration	of	“concentration”	lasts	one	additional	round.		
  A B IL IT IE S	
  Abilities	Str	9,	Dex	12,	Con	12,	Int	18,	Wis	12,	Cha	10	
  Feats	 Combat	 Casting,	 Improved	 Initiative,	 Scribe	 Scroll,	 Spell	
  Focus	(illusion)	
  Skills	 Appraise	 +10,	 Knowledge	 (arcana)	 +10,	 Knowledge	
  (dungeoneering)	+8,	Knowledge	(engineering)	+8,	Knowledge	
  (history)	+10,	Knowledge	(local)	+9,	Knowledge	(nature)	+8,	
  Knowledge	(planes)	+10,	Knowledge	(religion)	+8,	Linguistics	
  +8,	Spellcraft	+10	
  Languages	 Abyssal,	 Celestial,	 Common,	 Draconic,	 Infernal,	
  Sylvan	
  G E A R	
  Traveller’s	outfit	
  Backpack	(bedroll,	5	days	trail	rations,	1	waterskin,	spellbook,	2	
  sunrods)	
  Belt	 pouch	 (flint	 and	 steel,	 candle,	 1	 tindertwig,	 flask	 of	
  alchemist’s	fire)	
  Spell	component	pouch	
  Belt	pouch	(4	gp,	9	sp,	17	cp)	
  Spellbook	 2nd—invisibility,	 mirror	 image,	 scorching	 ray,	 web,	
  1st—colour	spray,	detect	secret	doors,	disguise	self,	feather	
  fall,	mage	armour,	magic	missile,	obscuring	mist,	protection	
  from	evil,	silent	image,	ventriloquism;	0—acid	splash,	arcane	
  mark,	dancing	lights,	daze,	detect	magic,	detect	poison,	flare,	
  ghost	sound,	light,	prestidigitation,	ray	of	frost,	read	magic,	
  resistance	
  	
   
  
  34	
  M A R A T R I  L A E M A R  
  CG	female	elf	ranger	3	
  	
  S E N S E S 	A N D 	M O V E M E N T	
  Init	+2	(+4	underground);	Senses	low-light	vision;	Perception	+9	
  (+11	 vs.	 goblinoids	 or	 underground,	 +13	 underground	 vs.	
  goblins),	Sense	Motive	+1	(+3	vs.	goblinoids)	
  Speed	30	ft.	
  ACP	0;	Climb	+8,	Stealth	+8	(+10	underground),	Swim	+8	
  D E F E N C E	
  AC	17,	touch	12,	flat-footed	15;	CMD	17	
  	
  (+4	 armour	 [mithral	 chain	 shirt],	 +2	 Dex,	 +1	 shield	 [mwk	
  buckler])	
  Immune	sleep	
  Fort	+3,	Ref	+5,	Will	+2;	+2	vs.	enchantments	
  hp	24	
  O F F E N C E	
  Space	5	ft.;	Base	Atk	+3;	CMB	+5	
  Melee	mwk	longsword	+6	(1d8+2/19-20)	or	
  Melee	cold	iron	dagger	+5	(1d4+2/19-20)		
  Ranged	 mwk	 composite	 longbow	 (range	 100	 ft.;	 Point	 Blank	
  Shot,	Precise	Shot)	+7	(1d8+2/x3)	
  	
  arrows	oooooooooooooooooooo	
  	
  cold	iron	arrows	ooooo	
  	
  silver	arrows	ooooo	
  Atk	Options	favoured	enemy	(goblinoid	[+2])		
  Combat	Gear	cold	iron	arrows	(5),	silver	arrows	(5),	oil	of	magic	
  weapon	(2)	
  Potions	cure	moderate	wounds,	resist	energy	
  A B IL IT IE S	
  Abilities	Str	14,	Dex	15,	Con	11,	Int	14,	Wis	12,	Cha	10	
  SQ	combat	style	(archery)	,	favoured	terrain	(underground	[+2])	
  Feats	 EnduranceB,	 Point	 Blank	 ShotB,	 Precise	 Shot,	 Weapon	
  Focus	(longbow)	
  Skills	 Bluff	 +0	 (+2	 vs.	 goblinoids),	 Heal	 +6,	 Knowledge	
  (dungeoneering)	
  +7,	
  Knowledge	
  (geography)	
  +7	
  (+9	
  underground),	 Knowledge	 (nature)	 +8,	 Survival	 +7	 (+8	
  tracking,	 +9	 underground,	 +10	 tracking	 goblinoids,	 +11	
  tracking	goblinoids	underground)	
  Languages	Common,	Elven,	Goblin,	Sylvan	
  Abilities	track	+1,	wild	empathy	+3	(-1	magical	beasts)	
  G E A R 		
  Traveller’s	outfit	
  Backpack	(bedroll,	5	days	trail	rations,	1	waterskin,	50	ft.	hemp	
  rope,	1	sunrod)	
  Belt	 pouch	 (flint	 and	 steel,	 whetstone,	 candle,	 tindertwig,	
  caltrops)	
  Belt	pouch	(43	gp,	14	sp,	23	cp)	
   
  
  35	
  T A L E K  P E R R I N  
  NG	male	half-orc	fighter	2/rogue	1	
  	
  S E N S E S 	A N D 	M O V E M E N T	
  Init	 +2;	 Senses	 darkvision	 60	 ft.;	 Perception	 +5	 (+6	 vs.	 traps),	
  Sense	Motive	+0	
  Speed	30	ft.	
  ACP	0;	Acrobatics	+8,	Climb	+7,	Stealth	+8,	Swim	+7	
  D E F E N C E	
  AC	17,	touch	13,	flat-footed	14;	CMD	18;	Dodge	
  	 (+4	armour	[mithral	chain	shirt],	+2	Dex,	+1	dodge	[Dodge])	
  Fort	+5,	Ref	+4	(+5	vs.	traps),	Will	+0;	+1	vs	fear	
  hp	27;	ferocity	
  Ferocity	 (Ex;	 1/day)	 Once	 per	 day,	 when	 brought	 below	 0	 hit	
  points	(but	not	killed)	Talek	can	fight	on	for	one	more	round	
  as	 if	 disabled.	 At	 the	 end	 of	 his	 next	 turn,	 unless	 brought	
  above	0	hit	points,	he	falls	unconscious.	
  O F F E N C E	
  Space	5	ft.;	Base	Atk	+2;	CMB	+5	
  Melee	mwk	falchion	+6	(2d4+4/18-20)		
  Ranged	 mwk	 composite	 longbow	 (range	 110	 ft.;	 Point	 Blank	
  Shot,	Precise	Shot,)	+6	(1d8+3/x3)	
  	
  arrows	oooooooooooooooooooo	
  	
  cold	iron	arrows	ooooo	
  	
  silver	arrows	ooooo	
  Atk	Options	sneak	attack	(+1d6)	
  Combat	Gear	antitoxin	
  Potions	cure	moderate	wounds,	invisibility	(2)	
  A B IL IT IE S	
  Abilities	Str	16,	Dex	14,	Con	14,	Int	10,	Wis	10,	Cha	10	
  SQ	orc	blood,	trapfinding	
  Feats	 Dodge,	 Point	 Blank	 ShotB,	 Precise	 Shot,	 Weapon	 Focus	
  (longbow)	B	
  Skills	as	above	plus	Intimidate	+7	
  Languages	Common,	Orc	
  G E A R	
  Traveller’s	outfit	
  Backpack	 (bedroll,	 5	 days	 trail	 rations,	 1	 waterskin,	 50	 ft.	 silk	
  rope	with	grapple	hook,	5	pitons,	small	hammer)	
  Belt	pouch	(flint	and	steel,	whetstone,	candle,	tindertwig)	
  Belt	pouch	(35	gp,	17	sp)	
  	
  		
  	
  	
  
  36	
  W A T E R  &  M O V E M E N T  
  Moving	 in	 water	 for	 creatures	 not	 native	 to	 the	 environment	
  creates	many	extra	challenges	to	overcome.	
  S W I M  
  A	 character	 must	 make	 a	 Swim	 check	 every	 round	 while	
  swimming.	Underwater,	characters	can	move	in	any	direction.	
  WATER	CONDITION	
  DC	
  Calm	water	
  10	or	01	
  Rough	water	
  15	
  Stormy	water	
  202	
  1:	A	character	can	wade	in	calm	water	that	isn’t	over	its	head,	
  without	making	a	check.	
  2:	A	character	can’t	take	10	on	a	Swim	check	in	stormy	water,	
  even	if	it	isn’t	otherwise	threatened	or	distracted.	
  	
  § 
  Success:	 A	 character	 moves	 half	 its	 speed	 (as	 a	 full-round	
  action)	or	quarter	speed	(as	a	move	action).		
  § 
  Failure:	If	a	character	fails	by	4	or	less,	it	makes	no	progress.	If	
  it	 fails	 by	 5	 or	 more,	 it	 goes	 underwater	 and	 must	 hold	 its	
  breath	or	drown.	
  Each	 hour	 spent	 swimming,	 a	 character	 must	 make	 a	 DC	 20	
  Swim	check	or	take	1d6	nonlethal	damage	from	fatigue.	
  C R E A T U R E S  W I T H  A  S W I M  S P E E D  
  Creatures	with	a	swim	speed	have	several	advantages:		
  § 
  They	can	move	through	water	at	its	indicated	speed	without	
  making	Swim	checks.	
  § 
  They	 can	 take	 10	 on	 a	 Swim	 check	 even	 if	 distracted	 or	
  endangered.	
  § 
  They	 can	 use	 the	 run	 action	 while	 swimming	 provided	 they	
  swim	in	a	straight	line.	
  H O L D I N G  Y O U R  B R E A T H  
  A	character	can	hold	his	breath	for	a	number	of	rounds	equal	to	
  twice	his	Constitution	score.	If	a	character	takes	a	standard	or	
  full-round	action,	the	remaining	duration	is	reduced	by	1	round.	
  § 
  After	This	Period:	The	character	must	make	a	DC	10	(+1	per	
  previous	check)	Constitution	check,	every	round.		
  § 
  Drowning:	 When	 the	 character	 fails	 this	 check,	 he	 begins	 to	
  drown.	 In	 the	 first	 round,	 he	 falls	 unconscious	 (0	 hp).	 In	 the	
  following	round,	he	drops	to	-1	hp	and	is	dying.	In	the	third	
  round,	he	drowns.	
  § 
  Unconscious	Characters:	An	unconscious	character	must	make	
  Constitution	checks	as	soon	as	he	is	submerged.	Once	he	fails	
  a	check	he	drops	to	-1	hp;	the	next	round	he	drowns.	
  N O N - F L O W I N G  W A T E R  
  Lakes	 and	 oceans	 require	 a	 swim	 speed	 or	 successful	 Swim	
  checks	 to	 move	 through.	 Characters	 need	 a	 way	 to	 breathe	 if	
  they're	underwater;	failing	that,	they	risk	drowning.		
  F L O W I N G  W A T E R  
  Large,	placid	rivers	move	at	only	a	few	miles	per	hour,	so	they	
  function	as	still	water.	But	some	rivers	and	streams	are	swifter.	
  WATER	SPEED	
  DOWNSTREAM	MOVEMENT1	
  SWIM	DC2	
  Fast	
  10-40	ft.	
  15	
  Rapid	
  60-90	ft.	
  203	
  1:	Move	a	creature	in	flowing	water	downstream	the	indicated	
  distance	 at	 the	 end	 of	 its	 turn.	 A	 creature	 trying	 to	 maintain	
  position	relative	to	the	riverbank	can	spend	some	or	all	its	turn	
  swimming	upstream.	
  2:	On	a	failed	check,	the	character	takes	1d3	nonlethal	damage	a	
  round	(or	1d6	lethal	damage	if	the	water	flows	over	rocks	etc).	
  3:	A	character	failing	its	Swim	check	is	swept	away.	
   
  S W E P T  A W A Y   
  § 
  Creatures	 swept	 away	 must	 make	 DC	 20	 Swim	 checks	 every	
  round	to	avoid	going	under.		
  § 
  Success	 By	 5	 Or	 More:	 The	 creature	 arrests	 its	 motion	 by	
  catching	 a	 rock,	 tree	 limb	 or	 bottom	 snag	 and	 is	 no	 longer	
  being	carried	along	by	the	flow	of	the	water.		
  § 
  Escape:	 Escaping	 the	 rapids	 by	 reaching	 the	 bank	 requires	
  three	consecutive	DC	20	Swim	checks.	Characters	arrested	by	a	
  rock,	limb	or	snag	can't	escape	under	their	own	power	unless	
  they	swim	their	way	clear.		
  § 
  Rescue	Pulling	out	a	character	trapped	in	rapids	is	difficult.	A	
  rescuer	 needs	 a	 branch,	 spear	 haft,	 rope	 or	 similar	 tool	 that	
  enables	him	to	reach	the	victim	with	one	end	of	it.	Then	he	
  must	 make	 a	 DC	 15	 Strength	 check	 to	 successfully	 pull	 the	
  victim,	and	the	victim	must	make	a	DC	10	Strength	check	to	
  hold	 onto	 the	 branch,	 pole,	 or	 rope.	 If	 both	 checks	 succeed,	
  the	victim	is	pulled	5	feet	closer	to	safety.	If	the	victim	fails	to	
  hold	 on,	 he	 must	 make	 a	 DC	 15	 Swim	 check	 immediately	 to	
  stay	above	the	surface.	
  V E R Y  D E E P  W A T E R  
  The	 water	 pressure	 of	 very	 deep	 water	 deals	 1d6	 damage	 per	
  minute	to	characters	for	every	100	ft.	they	are	below	the	surface	
  (DC	15+1	per	previous	check	Fortitude	save	negates).	
  V E R Y  C O L D  W A T E R  
  Very	cold	water	deals	1d6	nonlethal	damage	from	hypothermia	
  per	minute	of	exposure.	
  	
  
  37	
  W A T E R  &  C O M B A T  
  Fighting	 in	 water	 for	 creatures	 not	 native	 to	 the	 environment	
  creates	many	extra	challenges	to	overcome.	
  S T E A L T H  A N D  D E T E C T I O N  U N D E R W A T E R  
  § 
  Clear	Water:	Creatures	can	see	4d8	×	10	feet.		
  § 
  Murky	Water:	Creatures	can	see	1d8	×	10	feet.	Moving	water	
  is	always	murky,	unless	it's	in	a	particularly	large,	slow-moving	
  river.	
  § 
  Very	 Deep	 Water:	 It	 is	 generally	 pitch	 black	 in	 very	 deep	
  water.	
  A T T A C K S  F R O M  L A N D  
  § 
  Cover:	 Cretaures	 swimming,	 floating	 or	 treading	 water	 or	
  wading	in	water	at	least	chest	deep	have	improved	cover	(+8	
  AC,	 +4	 Reflex	 saves)	 from	 opponents	 on	 land	 (unless	 the	
  opponent	benefits	from	a	freedom	of	movement	effect.	
  § 
  Completely	 Submerged	 Target:	 A	 completely	 submerged	
  creature	has	total	cover	aganst	opponents	on	land	unless	the	
  opponents	have	a	freedom	of	movement	effect.	
  R A N G E D  A T T A C K S  
  § 
  Thrown	
  Weapons:	
  Thrown	
  weapons	
  are	
  ineffective	
  underwater,	even	when	launched	from	land.		
  § 
  Other	 Ranged	 Attacks:	 Other	 ranged	 attacks	 suffer	 a	 -2	
  penalty	 on	 attack	 rolls	 for	 every	 5	 feet	 of	 water	 they	 pass	
  through.	
  S P E L L C A S T I N G  U N D E R W A T E R  
  Some	 spells	 might	 function	 differently	 underwater,	 subject	 to	
  GM	discretion.	
  	
  Casting	 spells	 while	 submerged	 is	 difficult	 for	 those	 who	
  cannot	breathe	underwater.		
  § 
  Concentration	Check:	Such	a	 creature	must	make	a	DC	15	+	
  spell	level	concentration	check)	to	cast	a	spell	underwater	
  Creatures	 that	 can	 breathe	 water	 are	 unaffected	 and	 can	 cast	
  spells	normally.	
  I N V I S I B I L I T Y  
  An	invisible	creature	displaces	water	and	leaves	a	visible,	body-
  shaped	“bubble”	where	the	water	was	displaced.	The	creature	
  still	 has	 concealment	 (20%	 miss	 chance),	 but	 not	 total	
  concealment	(50%	miss	chance).	
  N O N M A G I C A L  F I R E  
  § 
  Nonmagical	Fire:	Nonmagical	fire	is	ineffective	underwater.		
  M A G I C  F I R E  
  § 
  Blocks	Line	of	Effect:	The	surface	of	a	body	of	water	blocks	line	
  of	effect	for	any	fire	spell.	
  § 
  Magical	 Fire:	 Spells	 or	 abilities	 with	 the	 fire	 descriptor	 are	
  ineffective	unless	the	caster	makes	a	DC	20	+	spell	level	caster	
  level	check.	
  § 
  Supernatural	Fire:	Supernatural	fire	is	ineffective	underwater	
  unless	its	description	states	otherwise.	
  C O M B A T  A D J U S T M E N T S  U N D E R W A T E R *  
  	
  	
  	
  	
  ATTACK/DAMAGE	
  	
  	
  CONDITION	
  SLASHING/	
  BLUDGEONING	
  PIERCING	
  MOVEMENT	
  OFF	BALANCE?1	
  Freedom	of	movement	
  Normal/normal	
  Normal/normal	
  Normal	
  No	
  Has	a	swim	speed	
  -2/half	
  Normal	
  Normal	
  No	
  Successful	Swim	check	
  -2/half2	
  Normal	
  Quarter	or	half3	
  No	
  Firm	Footing4	
  -2/half2	
  Normal	
  Half	
  No	
  None	of	the	above	
  -2/half2	
  -2/half	
  Normal	
  Yes	
  *The	effects	of	this	table	apply	whenever	a	character	is	swimming,	walking	in	chest-deep	water	or	walking	along	the	bottom	of	a	body	
  of	water.	
  1:	Creatures	flailing	about	in	water	(usually	because	they	failed	their	Swim	check)	have	a	hard	time	fighting	effectively.	An	off-balance	
  creature	loses	it	Dexterity	bonus	to	AC,	and	opponents	gain	a	+2	bonus	on	attacks	against	it.		
  2:	A	creature	without	freedom	of	movement	or	a	swim	speed	makes	grapple	checks	underwater	at	a	-2	penalty,	but	deals	damage	
  normally	when	grappling.	
  3:	A	successful	Swim	check	lets	a	creature	move	one-quarter	of	its	speed	as	a	move	action	or	one-half	its	speed	as	a	full-round	action.	
  4:	Creatures	have	firm	footing	when	walking	along	the	bottom,	braved	against	a	ship’s	hull	and	so	on.	A	creature	can	walk	along	the	
  bottom	if	it	wears	or	carries	enough	gear	to	weigh	it	down;	at	least	16	lbs.	for	Medium	creatures,	twice	that	per	size	category	larger	
  and	half	that	per	size	category	smaller.	
  	
  
  38	
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  Reynolds,	and	Russ	Taylor.	
  	
  Pathfinder	 Roleplaying	 Game	 Bestiary	 4.	 ©	 2012,	 Paizo	 Publishing,	 LLC;	 Authors:	 Jason	
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  Stephen	Radney-MacFarland,	Sean	K.	Reynolds,	F.	Wesley	Schneider,	Tork	Shaw	and	Russ	Taylor.	
  	
  Fane	of	the	Undying	Sleeper.	©Raging	Swan	Press	2014;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Coldwater.	©Raging	Swan	Press	2015;	Author:	Creighton	Broadhurst.	
  	
  Fane	of	the	Undying	Sleeper.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  
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