TEXT: The Hidden Citadel, Part 6
  — Caverns of the Barrier —
  By Greg A. Vaughan
  ST14
  An exciting mega-adventure 
  brought to you by Bill Webb of   
  Necromancer Games.
  Frog God 
  Games
  
  2
  Author
  Greg A. Vaughan
  Developers
  Bill Webb and Greg A. Vaughan
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Dawn Fischer
  Pathfinder Roleplaying Game Conversion
  Greg A. Vaughan and  
  Skeeter Green
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Cartography
  Robert Altbauer
  Interior Art
  James Keegan, Leif Jones, Brian LeBlanc, 
  John Masse’, Gary McKee, Claudio Pozas, 
  Mark Smylie, Richard Thomas,  
  Tyler Walpole
  Playtesters
  Ted Albert, Jason Chance, Matt Culver, Liz 
  Ellison, Phil Ellison, Kevin Haley, James Lar-
  rison, Ryan Lerch, Joe Lessert, Lisa Lessert, 
  “Tall James” Sinclair, Kyle Vasquez, Brent 
  Vaughan, and “New Kevin” Wright.
  Special Thanks
  Thanks to my playtesters for putting up 
  with years of abuse, to Bill and Clark  
  for creating Necromancer Games and  
  preserving the First Edition feel, Bill for 
  creating Frog God Games as a vehicle for 
  this to make it into print, and most of all to 
  all the rabid, loyal fans out there who 
  have been clamoring for this adventure 
  for six years and without whom this 
  wouldn’t have been possible.
  Credits
  Frog  
  God 
  Games
  Where you 
  can be the 
  frog . . .  
  not the flies
  ©2011 Bill Webb and Greg Vaughan, Frog God Games. All rights reserved. Reproduction 
  without the written permission of the publisher is expressly forbidden. Frog God Games, 
  and the Frog God Games logo, Slumbering Tsar: The Hidden Citadel is a trademark of Frog 
  God Games. All rights reserved. All characters, names, places, items, art and text herein 
  are copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplay-
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  compatibility license.
  
  3
  Chapter 11: Caverns of the Barrier, p. 5
  Prestige Class Appendix, p. 40
  Figure 12-1, p. 42
  Figure 12-2, p. 43
  Map Appendix, p. 44
  Legal Appendix, p. 53
  Table of Contents
  
  4
  Upon gaining control of St. Harul’s Hold a millennium ago and constructing the  
  Citadel of Orcus, the Disciples of Orcus used that edifice’s massive bulk to hide  
  their true purpose in claiming the site, the boring of a shaft into the rock beneath the  
  mountains as instructed by their dark lord. They used the blessed Well of St. Harul,  
  desecrating it and removing its waters to allow them to break through its lower  
  reaches and dig even farther into the earth where they found, hidden deep beneath  
  the citadel, ancient caves formed when the Stoneheart Mountains were first raised  
  by the sibling gods Thyr and Muir. They found the long-hidden Caverns of the Barrier.
  – The Hidden Citadel, Part 6 –  
  Caverns of the Barrier
  By Greg A. Vaughan
  
  Upon reaching the ancient caverns Orcus had indicated they would 
  find and the strange gateway within, the demon prince sent his 
  Disciples to the far corners of the world in search of a gold dragon 
  wyrmling to be used in his nefarious plot. Hundreds if not thousands 
  of disciples died over the next decade as they took the incredible 
  risks inherent in trying to steal an egg or newly hatched wyrmling 
  from a pair of mated gold dragons. Finally though, a dark ranger 
  by the name of Krellin was able to secure such a prize with the help 
  of his dire eagle companion. In reward for his services, he secured 
  a position of prominence among the nobility of Tsar for all the 
  succeeding generations of his family — unknowingly adopting as 
  their crest the very act that first garnered Orcus’s favor.
  5
  Chapter 11:  
  Caverns of the Barrier
  Difficulty Level: 15
  Entrances: Base of St. Harul’s Well (Area 1).
  Exits: The Proving Grounds (Area 28).
  Lower Level: 
  Caverns of the Barrier
  As a demon prince of darkness, undead and evil, it could be 
  said that Orcus is a black-hearted fiend. However, the demon 
  prince has—like many evil beings in his position and with 
  his power—taken this perhaps too literally and expresses his 
  wicked tendencies with constant uses of the color black, from 
  garb for his disciples to temple décor to servitors. One of his 
  most famous expressions of this was in the creation of a race of 
  demon-hybrid orcs that he dubbed as “black orcs”. However, 
  they were not his first foray into the creation of a servitor race. 
  That distinction belongs to the race known as the black orogs. 
  By mating male orcs and female ogres, he created the orog race 
  in the distant past. These he set 
  about twisting and harnessing 
  to his will. There were 
  setbacks as revolts occurred 
  and many orogs escaped 
  his influence, seeking out 
  wild and desolate places to 
  exist, if not in peace at least 
  beyond Orcus’s immediate 
  influence. However, a small 
  group he managed to 
  retain and breed true 
  as faithful servants. 
  These 
  he 
  dubbed 
  the black orogs in 
  accordance 
  with 
  his infatuation with 
  all things black and 
  kept them carefully 
  sequestered, 
  be-
  holden only to his 
  influence.
  From 
  his 
  mistakes 
  and 
  miscues in the 
  creation 
  of 
  orogs, 
  Orcus 
  hit upon the 
  idea of infusing demon blood into the orcish strain and created 
  his much more numerous and reliable black orcs, but he 
  kept his black orogs in a carefully controlled, closed society, 
  developing them for a specific task. With the rediscovery of 
  the Caverns of the Barrier a thousand years ago, Orcus sent the 
  entire population of the black orogs into those caverns to serve 
  as his special guardians and to prepare the Sleeper for the  
  time of Orcus’s coming. He then sealed them away to await 
  that day and removed any knowledge of their existence from 
  the world.
  Black orogs are statistically identical to regular orogs but 
  have a dusky skin tone, like smoke-touched wood. Their eyes 
  are a dull gray. Unlike most of Orcus’s servants, the black 
  orogs are lawful evil and structured in a highly regimented, 
  militaristic society with a strong religious presence. They 
  have maintained this martial hierarchy and continue to 
  practice these rigid ways even to this day. The leader of the 
  black orogs holds the archaic position of waldgraf (or baron) 
  and serves as a sort of military governor. He is assisted by a 
  caste of nobility called the ritters. These knights are the battle 
  leaders of the black orogs. It is from their ranks that a new 
  waldgraf is raised by taking the Test of the Dark Pool when 
  the old waldgraf dies or becomes incompetent. All able-bodied 
  black orogs, male or female, are trained as warriors to serve 
  the clan and are called dhakkars. They are led by officers 
  called jemadars. Black orogs who are too old or infirm to train 
  or act as dhakkars are called chattels and perform all of the 
  menial tasks for the clan, having no rights or privileges of their 
  own. Serving the religious needs of the tribe are black orog 
  Disciples of Orcus called zhervas. Some few of these are given 
  the honor of passing the Test of the Dark Pool and become 
  known as favored zhervas, leading the others in their religious 
  duties. The final caste of black orogs, totally separate and 
  apart from the rest of the society, is the Order of the Keepers.  
  These are all clerics that have passed the Test of the Dark Pool 
  and are cloistered separately from the rest of the clan in order 
  to tend to the needs of the Sleeper. They are mysterious and 
  rarely seen in black orog society, answering to the waldgraf 
  in name only.
  The Black Orogs
  
  Chapter 11: Caverns of the Barrier
  6
  With the caverns breached and the wyrmling secured, Orcus sent 
  the entire population of specially bred servitors — the black orogs 
  — into the caverns to tend to his machinations there. He then had 
  the way sealed behind them and filled St. Harul’s Well with his 
  corruption, placing the original stairwell out of phase with the rest 
  of the citadel and sealing the way to the chambers below. He then 
  made sure that no rumors or records of the caverns and their contents 
  escaped the citadel so that when that generation of disciples passed 
  so too did the knowledge of their great excavation and the discoveries 
  revealed within. Orcus created an immortal undead gibbering orb to 
  man the belfry of the citadel and tied the key to reopening the well to 
  that creature’s existence, confident that the connection would not be 
  made and no one would care to challenge such a deadly abomination 
  without worthy cause. So the well has remained sealed for a thousand 
  years — until now.
  Chambers and passages in these caverns are primarily either natural 
  stone or hewn stone — expansions on natural caves and tunnels. 
  Unless otherwise noted, all doors are likewise made of stone, as 
  wood is very scarce in these surroundings. What items do appear to 
  be made of wood are actually composed of a tough, fibrous fungus 
  that, when dried, is as strong as wood though slightly more flexible. 
  Ceiling heights vary in these caverns and many are festooned with 
  stalactites, though most stalagmites have been removed to be used 
  as further building materials. Tunnels and passages are usually 
  1-1/2 times as tall as they are wide. Unless otherwise noted there 
  are no light sources on this level as the black orogs are capable of 
  getting along quite well in the dark with their inherent darkvision. 
  Descriptions assume that the PCs have some method of seeing what 
  is being described.
  Upper Entry  
  Chambers — Map 11-1
  After descending for 200 feet, St. Harul’s Well opens up into 
  these chambers, the entrance into the caverns of the Keltine Barrier. 
  These chambers were sealed behind the black orogs so that only 
  the Disciples of Orcus at the proper time could open them up and 
  make contact with the black orogs once again at the appointed hour 
  of Orcus’s eminence. To access the caverns beyond, the PCs must 
  overcome the riddle and obstacles left behind by the Disciples.
  1. Base of St. Harul’s Well
  There is nothing of interest at the base of the stairs.
  2. Obelisks and Pillars (CR 10)
  This serves as a riddle chamber to prevent the unwanted from 
  entering the sealed caverns beyond. Each Grand Cornu carried the 
  secret of bypassing the chamber, but the PCs will have to determine 
  it for themselves. 
  Anyone examining the murals and making a DC 15 Perception 
  check notices a section of the mural where a ring of pillars and 
  obelisks — identical to the one in this room, even down to the two 
  empty plinths — stands at the base of a great temple. Several of the 
  brutish humanoid figures stand around and appear to be studying it. A 
  DC 20 bardic knowledge, Knowledge (history), Knowledge (arcana), 
  or Knowledge (engineering) check recognizes the setup as an ancient 
  riddle, once used frequently among builders and mathematicians as a 
  conundrum. It took the form of a game and required certain rules to be 
  successfully completed. The goal is to situate all of the obelisks and 
  pillars in the circle atop the plinths in an alternating order—including 
  the two sitting to the side—in the least number of moves. However, 
  the rules required that each move must involve two adjacent objects 
  — whether obelisk-obelisk, pillar-pillar, or obelisk-pillar—the two 
  must be adjacent and moved as a pair, and must be moved to different 
  plinths, they can’t simply be switched with each other. The starting 
  positions of all the pillars and obelisks are illustrated on Figure 11-1. 
  It also shows the way to complete the puzzle in the least number of 
  moves.
  A search of the room locates a secret door in the west wall with a 
  DC 35 Perception check. However, this door has been supernaturally 
  sealed by the will of Orcus and cannot be forced open or the walls of 
  the room breached by any force mundane or magical. If the pillars 
  and obelisks are correctly situated (regardless of the number of 
  moves it required) the secret instantly opens with a click and cannot 
  be resealed. However, to complicate matters, the PCs will find the 
  supernatural nature of the Orcus’s wards affect the plinths as well. 
  They only way an obelisk or pillar can be moved is if one adjacent 
  to it is lifted at the same time. They are resistant to all harm, and no 
  more than two can be moved at once. Not until those two have been 
  placed on other plinths can any others be moved. A DC 20 Strength 
  check is required to lift and move an obelisk or a pillar.
  Creatures: Of more immediate concern, however, are the 4 stone 
  ropers that occupy the chamber — the crudely-rendered statues in 
  the alcoves. These have been held in magical stasis since the well was 
  sealed but are awoken by the opening of the well. The Seneschals 
  of the Citadel kept a special charm that allowed these creatures to 
  be safely bypassed, but it was lost somewhere in the Desolation by 
  Vrrius, the last seneschal to carry it. Their tentacles have a range 
  of 50 feet, and they all attack as soon as the whole party enters the 
  room.
  The smooth spiral within the pristine well finally comes to 
  an end here in a wide, clean room. A tunnel chiseled through 
  the native rock heads west into darkness.
  This strangely-shaped room has a flat, 40-foot ceiling 
  and alcoves opening at each corner. The walls of the room 
  are decorated with murals depicting rugged humanoids 
  constructing vast palaces and monuments from great stone 
  blocks. In the background of one, scaffolding surrounds 
  the lower portions of the massive Citadel of Orcus slowly 
  being constructed. A ring of ten stone plinths occupies the 
  center of the room. On four of the plinths stand short stone 
  obelisks bearing the ram-head of Orcus chiseled into each 
  face. On four other plinths stand short iron pillars cast in 
  the shape of Orcus’s skull-headed wand. The final two 
  stone plinths are empty, another stone obelisk and iron 
  pillar standing on the floor nearby. At the entrance to each 
  of the four alcoves stands a crudely-rendered statue with a 
  vaguely humanoid shape.
  
  Chapter 11: Caverns of the Barrier
  7
  
  Chapter 11: Caverns of the Barrier
  8
  STONE ROPERS (4) 
   
   
  CR 6
  XP 2,400
  The Tome of Horrors Complete 517
  CE Medium aberration
  Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 
  200 ft.; Perception +12
   
  AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
  hp 39 (6d8+12)
  Fort +4; Ref +4; Will +6
  Defensive Abilities stony hide
   
  Speed 10 ft.
  Melee bite +7 (1d8+4)
  Ranged 6 strands +7 touch (1d4 Strength)
  Space 5 ft.; Reach 5 ft. (50 ft. with strand)
  Special Attacks pull (strand, 5 feet), strands, venom pulse
   
  Str 17, Dex 15, Con 14, Int 12, Wis 16, Cha 12
  Base Atk +4; CMB +7; CMD 19 (can’t be tripped)
  Feats Improved Initiative, Point Blank Shot, Weapon Focus (strand)
  Skills Climb +12, Knowledge (dungeoneering) +10, Perception 
  +12, Stealth +11 (+19 in stony or icy areas), Survival +12
  Languages Terran, Undercommon
   
  Stony Hide (Ex) A stone roper’s tough hide renders it immune to 
  damage from nonmagical ranged attacks, save those of unusually 
  large size (such as boulders hurled by a giant).  
  Strands (Ex) Most encounters with a stone roper begin when it 
  fires up to six strong, sticky strands up to 50 feet away (no range 
  increment). A roper’s attacks with its strands are treated as ranged 
  touch attacks. Strands can be severed by any amount of slashing 
  damage (a strand is AC 20). Once a strand has successfully struck 
  a victim, it remains attached until severed or retracted by the stone 
  roper (which it may do as a free action). Attached strands do no 
  further Strength damage, but the struck individual is subject to the 
  pull effect each round, and is subject to the stone roper’s venom 
  pulse ability. A creature that begins its turn attached to a strand is 
  numbed and weakened by the strange material, and for each strand 
  attached must make a DC 15 Fortitude save or take 1d4 points of 
  Strength damage. The save DC is Constitution-based, and poison 
  resistances and immunities apply.
  Venom Pulse (Ex) Twice per day, a stone roper can exude a pulse 
  of venom through all of its attached strands as a free action. A 
  creature attached to a strand must succeed on a DC 15 Fortitude 
  save or be paralyzed (multiple attached strands to not require 
  multiple saves or increase the save DC). A paralyzed creature 
  appears to have been turned to stone (DC 20 Spot check or close 
  inspection reveals that this is in fact not the case). One round after 
  being paralyzed, the victim recovers and must succeed on a DC 15 
  Will save or act as if under the effects of a charm monster spell for 
  2d4 minutes. A charmed creature fights for and defends the stone 
  roper. If the stone roper is killed, a charmed victim acts as if under 
  the effects of a confusion spell for 1d6+2 rounds. The save DCs are 
  Constitution-based, and poison resistances and immunities apply.
  Development: This is an excellent opportunity for your players to 
  exercise their skills at problem solving. To help them visualize you can 
  place a ring of dice using different colors or different shapes (d12 for 
  pillars and d4 for obelisks, for instance) as situated at the Beginning 
  Position of Figure 1 and work out how the ring can be completed. If 
  your players are not up to the challenge or you’d rather not role play the 
  whole thing out, allow an Intelligence check (DC range 20–30 at your 
  discretion) to solve the riddle. If a PC has 5 or more ranks in bardic 
  knowledge or the Knowledge checks mentioned above allow a DC 15 
  skill check to reduce the Intelligence check DC by 2 (cumulative for 
  different PCs making different skill checks). Regardless of how you 
  run it, don’t let this room prevent the adventure from continuing, as 
  the PCs must get through the secret door to complete their mission. 
  However, it is recommended to award those players that actually solve 
  the riddle by not giving a hint on the clue at Area 3 to those PCs who 
  relied on an ability check roll to solve it.
  Ad Hoc XP Award: If the players solve the riddle in 5 moves 
  through their own efforts, award XP for a CR 20 encounter. If they 
  rely on skill checks or ability checks or require more than 5 moves, 
  only award XP for a CR 12 encounter.
  3. Helping Hands
  Like the previous riddle cave, this chamber was designed to prevent 
  unwanted passage into the sacred caverns beyond. The supernatural will 
  of Orcus hangs over this entire chasm down to the level of Area 8 below 
  and prevents any forms of flight, telekinesis, or teleportation magic. This 
  prevents the shrroth demons from trying to enter here. Furthermore, 
  this supernatural effect causes all creatures of below 3 Intelligence to 
  instinctively avoid this chamber. A final effect is that each of the arms 
  bears some minor animation that cannot be turned or dispelled and also 
  renders them and their anchoring chains immune to any form of harm.
  A DC 15 Perception check with adequate visibility notices an 
  inscription on the far wall of the cavern just north of the exit tunnel. It 
  says, “The quickest solution to the riddle is not the answer here. Of that 
  number, you’d best beware.”
  As mentioned, each of the dangling arms bears some small bit of 
  animation causing them to twitch and jerk slightly, visible to anyone 
  observing them closely. However, they are not malevolent, and their 
  A yawning chasm opens before you as the tunnel ends. 
  Forty feet across, the tunnel resumes in the chasm’s far wall. 
  The ceiling of this chasm cavern is only 10 feet above the 
  level of the tunnel you are in, but the floor drops away into 
  the darkness of the nethermost pits. A cool, moist breeze 
  blows up from below, bringing with it the smell of cold water 
  and mildew. Swaying in this slight breeze and spanning the 
  breadth of the chasm is a macabre line of dangling ornaments. 
  Each is severed humanoid arm—now desiccated—of various 
  races, hanging hands down. Where they once connected to a 
  shoulder, now iron chains clamped to their bones run about 
  three feet above and are bolted to the stone cavern ceiling. 
  There are a total of eight of these strange, dangling limbs 
  hanging in a line between the entry tunnel and the exit on the 
  far side. Each hangs down to about shoulder height on a man, 
  and the first is only three feet beyond the lip of the chasm.
  
  Chapter 11: Caverns of the Barrier
  9
  animation merely causes them to firmly grasp any hand that clasps them. 
  To cross the chasm, a PC must swing hand over hand from one dangling 
  arm to the next. Each arm will clasp the PC’s hand when grabbed and 
  release when they are released. This requires a DC 10 Dexterity check 
  (including any armor check penalties) to swing from one arm to the next, 
  but no Strength check since the arms hold firmly onto the PC regardless 
  of his weight or size. A total of eight Dexterity checks must be made to 
  successfully cross the chasm. On a failed Dexterity check, the character 
  must make a DC 15 Reflex save. If successful, that PC is able to hang 
  on and make another try for the next arm in line. If failed, then the PC 
  has loosed his grip on the hand and missed the next hand and, as a result, 
  plummets 500 feet to the waters of Area 8 below. The first 400 feet of the 
  fall retain the no flight prohibition of this area, which extends to feather 
  fall spells as well. Even with the cushioning water below, a fall from 
  this height causes 20d6 points of damage. However, a DC 60 Swim or 
  Acrobatics check allows a PC to successfully dive and take no damage 
  from the fall. Refer to Area 8 for details of the lake below.
  The inscription of the far wall refers to the riddle of Area 2. A minimum 
  of five moves was required to properly position the pillars and obelisks. 
  In this area, the fifth dangling arm (counting from the east) is detrimental 
  to the PCs. Though it looks no different than the other arms, this one was 
  taken from a powerful ghast and it retains its paralytic touch, augmented 
  by Orcus’s will in this chamber. It grasps the hand of anyone swinging 
  just as the other arms do, but anyone touching it (whether with bare hand 
  or gloved) must make a DC 20 Fortitude save or be paralyzed. The arm 
  immediately releases anyone who becomes paralyzed, dropping them 
  into the chasm below. This hand can be skipped by swinging from the 
  fourth arm to the sixth arm with a DC 20 Dexterity check (same results 
  as above for a failed check).
  One easy means for the party to cross this chasm is to have one PC 
  swing across with a rope and to have each arm grip that rope as he 
  swings to the next. Each arm will cling to the rope (even the ghast 
  arm) until someone tries to pry its fingers apart at which point it 
  releases the rope. By doing this the PCs can go hand over hand across 
  the rope at their normal climbing speed with only a DC 5 Strength 
  check (including any armor check penalties) for each move action 
  they take. The Strength check DC increases to 10 for PCs with a 
  medium load and to 20 for a heavy load. The ghast hand can easily 
  be avoided by PCs crossing hand over hand on a rope, and even if 
  not trying to avoid it they have only a 1 in 6 chance of touching it 
  incidentally and needing to make a Fortitude save.
  Ad Hoc XP Award: If the party successfully crosses the chasm, 
  award XP for a CR 15 encounter. Subtract 1 from the CR for each 
  character that falls.
  4. Creaking Descent (CR 16)
  This shaft descends 500 feet to the lower entry chambers. It rises 
  50 feet above where it ends at a roof of solid stone. When weight 
  is placed upon the stairs, they shift and creak alarmingly, but they 
  are actually sturdy and will not collapse short of actual destructive 
  attacks made against them. 
  Creature: At the top of the shaft above rests an ancient cave shrike 
  that has lived here for years off of the doombats that occasionally 
  fly up from below. It is a giant, protoplasmic ooze surrounded by a 
  ring of elastic tentacles with incredible reach. It avoids Area 3 due 
  to the supernatural aura that surrounds it. It attacks 1 round after 
  anyone steps foot on the stairs, the noise of which awakes it from its 
  somnolence. It then begins making its grab attacks to drop victims 
  to the base of the shaft below. Creatures that descend the stairs far 
  enough so that at least one flight is above them gain cover from 
  the cave shrike’s attacks, but it pursues down the shaft climbing 
  along the ancient scaffolding if its prey attempts to flee beyond its 
  considerable reach.
  ANCIENT CAVE SHRIKE  
   
  CR 16
  XP 76,800
  Advanced-HD cave shrike (Creature Collection Revised 39)
  N Huge ooze
  Init –3; Senses blindsight 120 ft.; Perception –5
   
  AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
  hp 204 (24d8+96)
  Fort +12; Ref +5; Will +3
  Immune ooze traits
  Weaknesses vulnerability to electricity
   
  Speed 15 ft., climb 15 ft.
  Melee 4 tentacles +23 (1d6+7 plus grab and adhesive)
  Space 15 ft.; Reach 15 ft. (100 ft. with tentacles)
   
  Str 24, Dex 5, Con 18, Int —, Wis 1, Cha 1
  Base Atk +18; CMB +27 (+31 grapple); CMD 34 (can’t be tripped)
  Skills Climb +15
   
  Adhesive (Ex) The cave shrike’s tentacles secrete a sticky 
  substance that helps them grip and hold an opponent. A victim 
  hit by a tentacle is automatically pinned and remains that way 
  unless that creature breaks free with an opposed grapple or 
  Escape Artist check. Grappling opponents in this way does not 
  give the cave shrike penalties in grappling or attacking with its 
  other tentacles. Beginning the round after it latches onto its prey, 
  the cave shrike lifts a pinned opponent 30 feet into the air each 
  round. A single tentacle can lift 700 lbs., and multiple tentacles 
  can combine to lift more. Creatures lifted a suitable height are 
  then dropped to their deaths by the cave shrike that then feeds on 
  their pulpy remains.
  A single tentacle can be targeted individually and severed with 
  25 points of slashing damage (this does not damage the cave shrike 
  itself). The wielder of a weapon that strikes a tentacle must make 
  a DC 29 Reflex save or have the weapon snatched from his hand 
  and held by the tentacle’s adhesive slime. Removing such a weapon 
  requires a DC 29 Strength check. The DCs are Strength-based.
  A cave shrike can release its adhesive as a free action, and the 
  adhesive slime breaks down 10 minutes after the cave shrike’s death.
  The rough-hewn tunnel ends at yet another drop off. A great 
  shaft has been bored through the rock and disappears into 
  darkness below and above. Starting at the tunnel entrance, a 
  rickety-looking stair composed of timber and scaffolding held 
  together by ropes and pegs hugs the walls as it winds down 
  into the darkness below. The wooden planks and beams are 
  cracked and silver with age, and the ropes look frayed and 
  worn. A cool draft rises from below.
  
  Chapter 11: Caverns of the Barrier
  10
  Lower Entry  
  Chambers — Map 11-2
  These caverns lie 500 feet below the upper entry chamber and are 
  at the same level as the barrier caverns. At some places along the 
  floors and lower walls they have seen the smoothing influence of 
  black orog tools, but largely they completely natural caverns. In the 
  larger chambers the ceiling varies from 80 to 100 feet high and still 
  bear a myriad of stalactites.
  5. The Shingle (CR varies)
  This beach abuts the dark lake. The six poles are 10 feet tall and 
  are marked on the map. At the base of one of them is a small iron 
  chest holding flint and steel carefully protected in an oiled cloth. At 
  the base of another is a stone chest holding 20 replacement torches 
  likewise preserved in an oil cloth. If the party brings light sources 
  brighter than a candle to the shingle or lights any of the torches, 
  it summons the boatman from Area 9. See development below. 
  Anyone making a DC 5 Perception check notices the steady ring of 
  metal on metal from Area 6. A DC 15 Perception check also notices 
  an occasional yipping noise or splashing plop out over the lake. 
  These are the shadow-giant smith at Area 9 and the doombats and 
  demons at Area 8 respectively. 
  Creatures: For every minute spent on the beach there is a 20% 
  cumulative chance of 1d4 doombats flying over to investigate a new 
  potential meal. They appear as giant black bats with glowing yellow 
  eyes and a slashing tail.
  DOOMBATS (1d4) 
   
  CR 4
  XP 1,200
  The Tome of Horrors Complete 52
  NE Large magical beast
  Init +5; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; 
  Perception +14
   
  AC 17, touch 14, flat-footed 12 (+5 Dex, +3 natural, –1 size)
  hp 42 (5d10+15)
  Fort +7; Ref +9; Will +2
   
  Speed 10 ft., fly 50 ft. (good)
  Melee bite +7 (2d6+3), tail lash +2 (1d6+1)
  Space 10 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks shriek, yip
   
  Str 17, Dex 21, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +5; CMB +9; CMD 24
  Feats Stealthy, Skill Focus (Perception, Stealth)
  Skills Escape Artist +7, Fly +11, Perception +14, Stealth +10
   
  Shriek (Ex) A doombat can emit a piercing shriek every 1d4 
  rounds. All creatures that can hear the doombat’s shriek (except 
  other doombats) within a 100-ft. radius must succeed on a DC 15 
  Will save or become shaken for 1d4+1 rounds. Successive shrieks 
  do not stack with each other but do extend the duration of the effect. 
  A creature that successfully saves is immune to the same doombat’s 
  shriek for 24 hours. The save DC is Constitution-based.
  Yip (Ex) A doombat yips constantly while in combat. The noise 
  interferes with an opponent’s ability to focus on difficult tasks. 
  Spellcasters within 100 ft. of a yipping doombat must succeed on 
  a concentration check (DC 15 + spell’s level) anytime they attempt 
  to cast a spell. The effect of several doombats yipping at once is not 
  cumulative.
  Development: As mentioned above, if light sources are brought to 
  the beach, they are noticed by the boatman (see Area 9). He arrives 
  in his dragon turtle shell boat in 1d4+6 minutes. Upon approaching 
  the shore and sighting the party, he calls out in gravelly Common, 
  “Be ye the thrice-cursed bringers of darkness? Is the hour of the 
  Sleeper upon us?” This is the boatman’s way of asking if the PCs are 
  Disciples of Orcus come to wake Garagor. He is not clever enough 
  to see through any ruse, so if the answer is in any way affirmative he 
  takes them at their word and ferries them to Area 11 without further 
  questions.
  6. Smithy of the  
  Shadow-Giant (CR 20)
  The doors to this area are composed of iron and bear bas-relief 
  images of a heavily-muscled man clad only in loin cloth clutching 
  a spear with which he skewers the sun. They are not locked and are 
  perfectly counterbalanced to open easily with a push. A PC who has 
  seen the Cursed Smithy of Larach-Umbriol in the city of Tsar above 
  (see Area H3 of Slumbering Tsar: Temple-City of Orcus) recognizes 
  this as the same image as the statue atop that dome.
  Outside the smithy’s southern door are another small shingle and a 
  stone dock. If a light source is brought to it, the boatman approaches 
  it as described at Area 5 though he does not ask the questions as 
  described there but also does not approach if he does not see the 
  shadow-giant, returning instead to Area 9.
  Creature: Within this stark chamber resides the enigmatic shadow-
  The corridor ends at the edge of a body of water, a stone 
  shingle overlooking a vast subterranean lake. Pounded into the 
  gravel at the edge of this lake are tall poles ending in torch 
  brackets complete with unlit torches. Side tunnels open to the 
  north and south.
  This domed chamber is dimly lit only by a banked forge that 
  stands in its exact center. At the apex of the 40-foot dome is an 
  engraving of a great sun rendered in black stone. A number of 
  alcoves open off of this chamber, each containing an armored 
  warrior.
  
  Chapter 11: Caverns of the Barrier
  11
  giant of days of old, the dread smith Larach-Umbriol. This strange 
  creature is actually a nightshade. With the Great Retreat he somehow 
  found a way to penetrate the hidden caverns below and retired to 
  these dark precincts. How he even knew of their existence remains 
  a mystery as well, but for the last few centuries he has maintained 
  his solitude while slowly upgrading the arms and equipment of the 
  black orogs. He works much slower these days with all the eons of 
  existence at his disposal. When the party enters he is rhythmically 
  hammering a sword blade into shape, however he gladly takes time 
  from his work to partake in a little destruction of living beings. He 
  has never attacked the black orogs or any of their servitors, but they 
  give him a wide berth nonetheless, cautiously accepting the weapons 
  he brings.
  LARACH-UMBRIOL, THE SHADOW-GIANT 
  CR 20
  XP 307,200
  Nightwalker expert 8 (Pathfinder Roleplaying Game Bestiary 2 
  “Nightshade, Nightwalker”) 
  CE Huge undead (extraplanar, nightshade) 
  Init +6; Senses darksense, darkvision 60 ft., detect magic; 
  Perception +33 
  Aura desecrating aura (30 ft.)
   
  AC 40, touch 10, flat-footed 38 (+9 armor, +2 Dex, +21 natural, –2 size) 
  hp 341 (21d8+147 plus 8d8+56 plus 8) 
  Fort +18; Ref +13; Will +25 
  DR 15/good and silver; Immune cold, undead traits; SR 31 
  Weaknesses light aversion
   
  Speed 40 ft. 
  Melee +3 returning warhammer +39/+34/+29/+24 (3d6+19/x3) or 
  2 claws +35 (3d6+16/19–20 plus 4d6 cold)
  Ranged +3 returning warhammer +27 (3d6+19/x3) 
  Space 15 ft.; Reach 15 ft. 
  Special Attacks channel energy 8/day (8d6, DC 30), fear gaze, 
  swift sundering 
  Spell-Like Abilities (CL 16th; 10% arcane spell failure)
  Constant—air walk, detect magic, magic fang 
  At will—contagion (DC 19), deeper darkness, greater dispel 
  magic, unholy blight (DC 19) 
  3/day—confusion (DC 19), haste, hold monster (DC 20), 
  invisibility, quickened unholy blight (DC 19) 
  1/day—cone of cold (DC 20), finger of death (DC 22), plane shift 
  (DC 22), summon (level 7, 4 greater shadows)
   
  Str 38, Dex 14, Con —, Int 20, Wis 21, Cha 21 
  Base Atk +21; CMB +39 (+41 disarm, +43 sunder); CMD 51 (53 
  vs. disarm and sunder) 
  Feats Cleave, Combat Expertise, Combat Reflexes, Command 
  Undead, Great Fortitude, Greater Sunder, Improved Initiative, 
  Improved Sunder, Improved Disarm, Power Attack, Quicken Spell-
  like Ability (unholy blight), Skill Focus (Craft [armor]), Skill Focus 
  (Craft [weapons]), Vital Strike, Weapon Focus (warhammer) 
  Skills Appraise +33, Craft (blacksmithing) +38, Craft (armor) +45, 
  Craft (weapons) +45, Knowledge (arcana) +33, Knowledge (planes) 
  +33, Knowledge (religion) +33, Perception +33, Spellcraft +33, 
  Stealth +22 (+30 in dim light or darkness), Survival +33 
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  Gear Huge +5 mithral shirt, Huge hammer of thunderbolts*, 
  masterpiece artisan’s tools (smithing) [+5 competence bonus]
  * See Pathfinder Roleplaying Game Advanced Player’s Guide
  Tactics: The nightwalker’s first act is to cast deeper darkness on 
  the forge and disappear into the shadows of the room. He then casts 
  haste on himself and launches a quickened unholy blight in the area 
  where he hears the most party members. If his darkness is dispelled 
  he clings to the shadows or air walks to the ceiling and makes 
  attacks with his evil gaze, quickened unholy blight, cone of cold, 
  and finger of death primarily against spellcasters. If anyone begins 
  making particularly effective melee attacks against him, he attempts 
  to disarm that individual and crush his weapon.
  Treasure: The armored warriors in the alcoves are actually suits 
  of masterwork armor that he has constructed and placed on display. 
  All are constructed of the darkest steel and bear many extra spikes 
  and razor sharp edges (treat as armor spikes). They consist of demon 
  armor, breastplate of command, plate armor of the deep, Large +3 
  half-plate, Small +3 mithral shirt of sonic resistance, +2 splint mail 
  of etherealness, and armor of the shadow goddess.
  7. Side Spurs (CR varies)
  Each of these twisting, natural tunnels is coated in guano and 
  crawling with cave insects. They are home to colonies of doombats. 
  Each round spent in these tunnels has a 1 in 3 chance of encountering 
  2d4 doombats. These encounter chances continue as long as PCs 
  remain in this area. There are thousands of doombats in these tunnels, 
  so the party will be unable to eradicate them all.
  DOOMBATS 
   
  CR 4
  XP 1,200
  hp 42  (See Area 5)
  8. Dark Lake (CR varies)
  The waters of this lake are dark in coloration due to the presence 
  of many heavy minerals dissolved in it. The water is potable, though 
  chillingly cold, and is the source of the Darken River in the city 
  high above. It averages 60 feet deep for most of its area but several 
  chasms near its center reach as deep as 150 feet. These are the abodes 
  of the many shrroth demons left by Orcus to inhabit the deeps here. 
  The cavern ceiling vaults to 100 feet overhead and bears hundreds of 
  sizeable stalactites. At the northern end a fissure leads up to Area 3 of 
  the upper entry chambers.
  Creatures: The shrroth demons largely remain under their waters, 
  only coming forth to hunt low-flying doombats. They resemble 
  bloated humanoids with the lower body of a giant squid. Large 
  horns protrude from a mass of black hair atop their heads, and each 
  hand bears six sharp talons. They ignore the boatman’s craft but 1d3 
  converge on and attack anything else entering the water, including 
  those who might fall from the boatman’s ferry. These generally arrive 
  within 1d4 rounds with another arriving every 1d4 rounds after that. 
  They do not pursue beyond the edges of the lake. Likewise doombats 
  prowl the cavern hunting for the cave fish that swim too close to 
  the surface. They ignore the boatman but 1d8 come to investigate 
  Armor of the shadow goddess first appeared in Relics & 
  Rituals II: Lost Lore by Sword & Sorcery Studios and is 
  included here for your convenience.
  ARMOR OF THE SHADOW GODDESS
  Aura moderate conjuration and illusion; CL 11th
  Slot armor; Price 123,175 gp; Weight 20 lb.
   
  DESCRIPTION
  Besides being +3 improved shadow studded leather 
  armor, the armor of the shadow goddess also grants the 
  wearer the shadow jump 80 feet ability of the shadowdancer 
  (Chapter 11 of the Pathfinder Roleplaying Game) and 
  darkvision 60 feet.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, darkvision, 
  invisibility, silence, plane shift; Cost 61,675 gp
  
  Chapter 11: Caverns of the Barrier
  12
  anyone else on the water after 1d4 rounds, and anyone flying in the 
  cavern attracts 2d6 doombats in 1d2 rounds. Additional doombats 
  arrive at the rate of 1d2 every 1d4 rounds as long as the PCs remain 
  over the water. The boatman comes to investigate any disturbances 
  on the lake after 1d10 minutes and responds as described at Area 5.
  SHRROTH DEMONS 
   
   
  CR 12
  XP 19,200 
   
   
   
  The Tome of Horrors Complete 173
  CE Huge outsider (aquatic, chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +26
   
  AC 23, touch 12, flat-footed 23 (+11 natural, –2 size, +4 profane)
  hp 162 (12d10+96)  
   
  Fort +16; Ref +10; Will +7
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 23
    
   
   
  Speed 20 ft., swim 60 ft.  
   
  Melee trident +19/+12/+9 (3d6+9), bite +14 (1d8+4), 6 tentacles 
  +14 (2d6+4 plus grab) or 2 claws +19 (1d6+9), bite +19 (1d8+9), 6 
  tentacles +14 (2d6+4 plus grab)
  Space 15 ft.; Reach 15 ft. 
   
  Special Attacks constrict (tentacle, 2d6+4), sickening cloud
  Spell-Like Abilities (CL 12th)
  At will—chaos hammer (DC 18), dispel magic, mirror image, 
  greater teleport (self plus 50 pounds of objects only), water 
  breathing (others only) (DC 17)
  2/day—feeblemind (DC 19)
  1/day—power word blind, summon (level 9, 2d8 melethzu demons 
  [aquatic dretches, swim speed 50 ft.] 50% or 1 shrroth 35%)
   
  Str 28, Dex 10, Con 27, Int 14, Wis 16, Cha 18 
  Base Atk +12; CMB +23 (+27 grapple); CMD 37
  Feats Blind-Fight, Cleave, Deceitful, Improved Initiative, 
  Lightning Reflexes, Power Attack
  Skills  Bluff +23, Diplomacy +19, Disguise +6, Intimidate +19, 
  Knowledge (planes) +17, Perception +26, Sense Motive +18, 
  Stealth +7, Swim +32
  Languages Abyssal, Common, plus one more; telepathy 100 ft.
  SQ amphibious, jet  
   
  Gear trident
    
   
   
  Sickening Cloud (Ex) A shrroth can emit a cloud of grayish liquid 
  in a 40-foot spread once per minute as a free action. The cloud 
  provides concealment and any creature in the area or entering the 
  area must make a successful DC 24 Fortitude save or be sickened 
  for 3 rounds. The save DC is Constitution-based.
  Jet (Ex) A shrroth can jet backward once per round as a full-round 
  action at a speed of 240 feet. It must move in a straight line, and 
  does not provoke attacks of opportunity while jetting.
  DOOMBATS 
   
  CR 4
  XP 1,200
  hp 42  (See Area 5)
  8a. Flooded Tunnel (CR 19)
  This narrow tunnel is approximately 30 feet high, though half of 
  that is below water level. The water within is stagnant with a film of 
  green sludge atop it. The tunnel is moist with condensation and the 
  molds and slimes that grow from the spores carried on subterranean 
  breezes from Area 13. The tunnel smells strongly of mold and 
  decomposition. 
  Creatures: It has also been taken over as the warren for a large 
  gang of shrroth demons. There are a total of 13 shrroth demons 
  that call these cramped, watery quarters home. They begin to attack 
  intruders 1 round after the tunnel is entered with some teleporting 
  behind the intruders to flank and attack from both sides. They try to 
  upset any boat or raft (the boatman’s ferry is too large to fit) to get at 
  PCs in the water. They subject flying or swimming PCs to multiple 
  uses of dispel magic and use their sickening cloud for underwater 
  combat.
  SHRROTH DEMONS (13)  
  CR 12
  XP 19,200
  hp 162  (See Area 8)
  9. Boatman’s Landing (CR 13)
  Creature: This landing serves as the abode of the boatman, a 
  surged giant placed here by the Disciples of Orcus and given 
  abnormally long life to serve as guardian and transport for the day 
  the Grand Cornu and his retinue arrive to usher in the era of Orcus. 
  He is a massive creature with distorted bulging muscles that twitch 
  and writhe with spasms. His right hand is a huge, clublike greatfist 
  of muscle and bony tissue. From this vantage point, he can see any 
  lights brought to Areas 5, 6, or 11 and immediately paddles his ferry 
  to respond to such summons. He will be here if he has not already 
  A long dock constructed of rough-hewn planks of some 
  tough, fibrous wood stands in the water before a small 
  peninsula of stone jutting out into the lake. At the back of the 
  peninsula, a cave mouth opens in the cavern wall. Small bits 
  of trash and debris indicate that someone or something lives 
  here, and a much-mended fishing net has been spread out over 
  one end of the dock to dry.
  
  Chapter 11: Caverns of the Barrier
  13
  been encountered elsewhere. His reaction is described at Area 5. 
  The boatman paddles around in the upturned shell of a gargantuan 
  albino dragon turtle (the original inhabitant of this underground lake 
  before the introduction of the shrroth demons by Orcus). The shell 
  is a mottled mixture of black and off-white plates. The boatman uses 
  his vast greatfist as a paddle. There is room in the ferry for 7 Medium 
  creatures in addition to the boatman. A Large creature can squeeze to 
  take the place of 2 Medium creatures. There are no benches or oars 
  in the ferry, so passengers must cling to the sides and stand or sit on 
  the sloped bottom to ride in it. A hole has been drilled at the front 
  edge through which a heavy rope has been threaded, so the boat can 
  be tied off to the dock.
  THE BOATMAN  
  CR 13
  XP 25,600
  Male surged giant expert 12 (Creature Collection II: Dark Menagerie 
  180)
  CE Huge humanoid (giant)
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 19, touch 6, flat-footed 19 (–2 Dex, +13 natural, –2 size)
  hp 243 (10d8+50 plus 12d8+60 plus 34); regeneration 3 (acid, cold, 
  or fire)
  Fort +18; Ref +5; Will +10
  DR 10/slashing or piercing
  Weaknesses vulnerability to critical hits
   
  Speed 40 ft.
  Melee greatfist +33 (3d6+25/19–20), slam +32 (1d8+18)
  Space 15 ft.; Reach 15 ft.
   
  Str 40, Dex 7, Con 20, Int 7, Wis 8, Cha 5
  Base Atk +16; CMB +33 (+35 bull rush); CMD 41 (43 vs. bull rush)
  Feats Awesome Blow, Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Critical (greatfist), Power Attack, 
  Skill Focus (Profession [boater]), Toughness, Vital Strike, Weapon 
  Focus (greatfist)
  Skills Acrobatics +6 (+10 jump), Intimidate +10, Perception +7, 
  Profession (boater) +24, Swim +28
  Languages Common, Giant
  Gear amulet of mighty fists +3
   
  Vulnerability to Critical Hits (Ex) The overburdened frame 
  of a surged giant makes it prone to sustaining crippling injuries. 
  Opponents attacking a surged giant double their critical threat range 
  (e.g. a longsword has a critical threat range of 17–20 rather than the 
  usual 19–20 against a surged giant).
  Tactics: If the boatman becomes involved in a battle on the lake 
  and is unable to quickly sweep opponents with his greatfist, he jumps 
  overboard and then attempts to tip the ferry over. He accomplishes 
  this with a successful DC 25 Strength check, though a DC 20 
  Profession (sailor) or (boater) check by a PC opposed to his roll 
  can prevent the ferry from tipping. The shrroth demons avoid him 
  but quickly swarm to attack other swimmers as described at Area 8. 
  The boatman attempts to push his overturned ferry away from battle 
  where he can right it again and bail it out. He will never willingly 
  damage his ferry, and if it is threatened with destruction he will cease 
  all hostilities and become Helpful until he can ensure that the ferry is 
  safe from further harm before attacking in a rage once again.
  10. Boatman’s Cave
  This is little more than a dingy hole in the side of the main cavern 
  where all of the stalactites and stalagmites have been smashed out 
  to make room for a Huge creature. The boatman resides here with 
  the few odds and ends he has made use of for a bed and table, and 
  there is a large quantity of fish and doombat bones scattered in the 
  corners.
  Treasure: Collected under a pile of rancid fish scales are the 
  boatman’s few meager treasures. These consist of 224 gp, a chipped 
  and cracked jade sculpture of a fish (150 gp), and a large amethyst 
  (1,000 gp).
  11. Old Dock (CR varies)
  This shore is routinely used by the black orogs to draw water, wash 
  clothing, or clean the latest kills. Roll 1d12 once initially and then 
  every hour thereafter on the table below for an encounter. Anyone 
  encountered will attempt to escape to Area 20 and raise the alarm 
  (see that area for details).
   d12 
  Encounter
   1 
  Laundry Party: 1d6 black orog chattels.
   2 
  Water Carriers: 2 black orog chattels and 1 ettin.
   3 
  Scouts: 2 black orog dhakkars.
   4 
  Patrol: 1 black orog jemadar and 1d4+2 black orog dhakkars.
   5 
  Recon-in-Force: 1 black orog ritter, 2 black orog jemadars,
   
   
  1d10+5 black orog dhakkars, and 1d2 ettin dhakkars.
   6–12 
  No encounter
  BLACK OROG CHATTEL  
  CR 1
  XP 400
  hp 23  (See Area 21j)
  BLACK OROG DHAKKAR 
   
  CR 8
  XP 4,800
  hp 123  (See Area 19)
  BLACK OROG JEMADAR 
   
  CR 12
  XP 19,200
  hp 173  (See Area 19)
  BLACK OROG RITTER 
   
  CR 15
  XP 51,200
  hp 208  (See Area 24)
  ETTIN DHAKKAR 
   
   
  CR 11
  XP 12,800
  hp 142  (See Area 14)
  ETTIN  
   
   
   
  CR 6
  XP 2,400
  hp 65  (Pathfinder Roleplaying Game Bestiary “Ettin”)
  12. Abandoned Fortifications
  These battlements rise 20 feet above the cavern floor,  
  with one watchtower reaching 40 feet in height. Each is topped  
  by crenellations and accessed by stairwells on the back side.  
  Great stone gates either swing on hinges or slide on rollers 
  and stand open. The whole has an aura of disuse and neglect. 
  These were originally constructed in anticipation of the 
  enemies of Orcus someday breaching the lower chambers or 
  the shrroth demons fomenting an uprising. However, after the 
  centuries passed with no incidents, the positions were eventually 
  abandoned. If a threat ever does come from the lake cavern, 
  though, the black orogs won’t hesitate to take up their old 
  positions again.
  A stone quay extends from shore into the lake here. Steps 
  cut into its side provide easy access for anyone disembarking 
  from a boat. Beyond them rises a series of fortifications 
  overshadowing the shoreline like glowering hills.
  
  Chapter 11: Caverns of the Barrier
  14
  13. Garden Cavern (CR 21)
  This chamber serves as the primary food source for the black orogs 
  supplemented by fishing in the lake cavern and what is procured from 
  hunts in the proving grounds. The streams and pools are shallow and 
  stagnant, only deepening after leaving the chamber to the east. The 
  shrroth demons do not come in here. No black orogs are currently 
  here, and none will arrive for several days to restock their larders. 
  Creature: standing like a sentinel at the position of the map marked 
  with an “X” is a colossal fungus called a mu spore. It has grown in 
  this cavern for endless centuries and has grown accustomed to the 
  black orogs, who give it wide berth, as well as the myriad insects 
  and small creatures that climb through the fungus gardens and splash 
  in the shallow stagnant streams. The presence of the PCs, though, 
  causes it to shake off its long torpor and attack after 3 rounds. It does 
  not pursue beyond this room preferring to stay rooted in the spot it 
  has chosen.
  MU SPORE 
   
  CR 21
  XP 409,600
  hp 418  (Pathfinder Roleplaying Game Bestiary 2 “Mu Spore”)
  Treasure: The black orogs use this cavern as a burial chamber 
  to fertilize their garden. Searching through the growths has a 20% 
  chance per minute of turning up the remains of an orog in various 
  stages of decomposition. Each of these corpses has 2d20 gp worth of 
  bronze and copper adornments.
  14. Hall of Needles (CR 17)
  Refer to Map 11-3 for details of this room’s layout.
  This hall is a carefully prepared defensive position to prevent 
  entrance into the sacred precincts beyond. The sinister windows at 
  the far end are both a trap for flying characters and a distraction 
  from the creatures that guard this room.  Anyone attempting to move 
  through the closely set stiletto blades takes 2d6 points of damage 
  per 5 feet of movement. Anyone falling onto the stilettos takes 5d6 
  points of damage and takes additional damage for any movements 
  made to get out of the stilettos. (Rising from prone equals a 5-foot 
  step for calculating damage.)
  Trap:  Anyone that leaves the ground in this hall, whether by flying, 
  levitating, climbing, jumping, etc., is subject to two Maximized lightning 
  bolts fired simultaneously from the far windows. The windows’ glow 
  comes from the magical energy stored up waiting to be discharged. They 
  even fire unerringly upon invisible targets. If there are multiple targets 
  in the air, they split their fire between them. They fire every round as 
  long as someone remains airborne. Anyone attempting to pass through 
  one of the windows is automatically affected by a Maximized lightning 
  bolt with no saving throw. After a window has fired seven times it must 
  recharge for 24 hours before it can fire again. The windows themselves 
  lead back into small stone hollows, 3 feet deep, with no exits.
  TWIN MAXIMIZED LIGHTNING BOLT TRAP 
  CR 17
  Type magical; Perception DC 45; Disable Device DC 28 (can only 
  be disabled at each window separately)
   
  Trigger magic (true seeing); Reset automatic
  Effect spell effect (2 Maximized lightning bolts, 10th-level wizard, 
  60 hp electricity, DC 18 Reflex save half damage)
  Creatures: The guardians of this room are 2 ettin dhakkars 
  concealed in 10-foot-by-10-foot-by-10-foot pits at the midpoint of 
  the hall. The pits are situated on opposite sides of the path. The ettins 
  watch through spy holes cut into the covers of the pits. These covers 
  are made of iron but are painted to resemble the stone floor and are also 
  set with the stiletto blades. They can be detected by magical means or 
  by a DC 30 Perception check (DC 20 for anyone with stonecunning).
  ETTIN DHAKKARS (2) 
   
   
  CR 11
  XP 12,800
  Male or female ettin fighter 5 (Pathfinder Roleplaying Game 
  Bestiary “Ettin”) 
  CE Large humanoid (giant) 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +16
   
  AC 22, touch 9, flat-footed 22; (+5 armor, +8 natural, –1 size) 
  hp 142 (10d8+40 plus 5d10+20 plus 5) 
  Fort +15; Ref +4; Will +7 (+8 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 40 ft. 
  Melee 2 mwk morningstars +22/+22/+17/+17/+12/+12 
  (2d6+11/19–20) 
  Ranged 2 mwk javelins +12 (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks superior two-weapon fighting, weapon training 
  (flails +1)
   
  Str 27, Dex 10, Con 19, Int 6, Wis 12, Cha 11 
  Base Atk +12; CMB +21 (+23 overrun); CMD 31 (33 vs. overrun) 
  Feats Blind-Fight, Cleave, Critical Focus, Improved Critical 
  (morningstar)B, Improved Initiative, Improved Overrun, Iron 
  Will, Power Attack, Skill Focus (Perception), Weapon Focus 
  (morningstar) B, Weapon Specialization (morningstar) B 
  Skills Acrobatics +0 (+4 jump), Climb +16, Intimidate +8, 
  Perception +16 
  Languages Orc
  SQ armor training 1
  Combat Gear potion of shield of faith +2, 2 potions of cure 
  moderate wounds, potion of cat’s grace; Other Gear +1 chain 
  shirt, 2 masterwork morningstars, 4 masterwork javelins
  Tactics:  When characters enter the area of the path between the two 
  pits, the ettins use readied actions to swing open the pit covers which 
  are hinged towards the path. The two covers are each 10 feet wide and 
  each cover one half of the path. Anyone caught in the 10-foot-by-20-foot 
  section of the path between the pits is subject to a +20 melee attack from 
  The wild, almost intoxicating smell of rich loam and noxious 
  compost is heavy in the air here. Great clumps of strange, over-
  sized fungal growths and patches of moss and slime molds 
  provide a rich carpet with few clear paths meandering through 
  it. The dripping and splashing of water is prevalent, though its 
  source is not readily evident. Near a small stream, climbing 
  through the unnatural verdure is a massive clump of growth 
  like a steep hill with a fungal cap and streamers of small 
  tendrils hanging down in a tangled jungle. There are signs of 
  harvesting and pruning among some parts of the growths here, 
  though it is difficult to tell among the fast-growing fungus.
  Before you stretches a long, cavernous hall 60 feet wide and 
  80 feet long. The ceiling arches 40 feet overhead. A large steel 
  door exits at the far end. It has been built to resemble a fanged 
  maw. On the wall 20 feet above the door and to either side are 
  two narrow windows shaped like sinister eyes. A fiery glow 
  burns behind each of these apertures. The floor of this hall is 
  carpeted in thin, steel, needlelike stiletto blades that protrude 
  from the stone floor approximately a foot high. They are spaced 
  too closely together to safely walk through and present an 
  impenetrable forest of tiny bladed trees except for a single clear 
  20-foot-wide path running straight down the hall’s center.
  
  Chapter 11: Caverns of the Barrier
  15
  one of the heavy, spiked sheets of steel.  A successful hit deals 12d6 
  points of damage and the character must make a DC 20 Reflex save or 
  be pinned (on a successful save they are able to move into the nearest 
  square not under the steel sheet — possibly into a square full of spikes). 
  A DC 20 Strength check or an Escape Artist check is necessary to crawl 
  out from under the pit covers (damage for movement applies just as if 
  walking through the spikes). The ettins then stand up in the pits and 
  waylay the party with their morning stars, gaining flanking bonuses if 
  applicable. Standing in the pits they have cover relative to the party (+4 
  AC bonus, +2 Reflex saves), though the characters gain a +1 attack bonus 
  for being on higher ground. The ettins may try to grapple characters and 
  throw them onto the spikes around the pits if the opportunity presents 
  itself, such as a character entering one of the pits. If taking a beating, 
  they attempt to grasp the handles on the underside of the open pit covers 
  and pull them closed, holding them shut against intruders. An opposed 
  Strength check (+10 for the ettins due to the weight of the pit covers) is 
  then necessary to open a pit while the ettin inside still lives.
  Treasure: Hidden in the northern pit are the collected treasures 
  of the two ettins (they trade guard duty over the treasure daily). It 
  consists of a masterwork halberd (bent and useless), a suit of +1 
  elven chain (with part of a drow torso still in it), 5 tourmalines (90 gp 
  each), a potion of rage, and a sack of 4,500 sp.
  Living Quarters —  
  Map 11-4
  The black orogs and their ettin servants make their homes in this large 
  cavern and its side tunnels. Their culture has continued to perpetuate itself 
  here for nearly a thousand years in anticipation of the day when they will 
  be called forth to lead the mortal hordes of Orcus in conquest. To this end 
  their highly regimented society ceaselessly trains for that day.
  15. Daunting Hall
  This hallway was once part of a complex trap, but it proved too 
  difficult to maintain in working order over the years and has been 
  removed. There is nothing of note here now except dust and a few 
  metal shavings in the alcoves.
  16. Old Quarry (CR 15)
  Once a natural cavern, when the black orogs first took over these 
  caverns they used this chamber as a quarry to begin their building 
  projects in Area 20 and elsewhere. It is now largely empty and is 
  used as little more than a guard chamber. 
  Creatures: Always on guard here are 4 ettin dhakkars. These 
  creatures keep a close lookout on the east tunnel watching for lights and 
  listening for sounds of approach (they continually take 10 on Perception 
  checks). If intruders are spotted, one runs west to sound the alarm while 
  another does the same to the north. The remaining two attempt to hold 
  A hallway extends to the west. Regularly spaced alcoves 
  have been hewn into the stone on both sides. They appear to 
  be empty.
  This chamber rises like a bubble in the rock. Every surface 
  of the stone walls and ceiling has been chiseled into flat 
  sections and abrupt angles. The edges of the room are stacked 
  with gravel and rock dust. A wide tunnel exits to the west, and 
  smaller tunnels head to the north and south.
  
  Chapter 11: Caverns of the Barrier
  16
  intruders off with their javelins until reinforcements arrive.
  ETTIN DHAKKARS (4) 
   
  CR 11
  XP 12,800
  hp 142  (See Area 14)
  17. Ettin Holes (CR varies)
  These crudely expanded tunnels and chambers hold the clan 
  of ettins that has lived in servitude to the black orogs since these 
  caverns were first inhabited. Those that show particular discipline 
  are allowed to train as dhakkars. The rest serve in near slavery, much 
  like the black orog chattels. All serve the jemadar in Area 18. These 
  chambers are filthy and reek of ettin sweat and waste. 
  Creatures: Inhabiting the chambers are a total of 3 ettin dhakkars 
  (not including those located in other areas) and 14 ettins. The females 
  are the equal of males. There are also 7 juvenile ettins that will fight 
  alongside their elders.
  ETTIN DHAKKARS (3) 
   
  CR 11
  XP 12,800
  hp 142  (See Area 14)
  ETTINS (14) 
   
   
  CR 6
  XP 2,400
  hp 65  (Pathfinder Roleplaying Game Bestiary “Ettin”)
  JUVENILE ETTINS (7) 
   
   
  CR 5
  XP 1,600
  Male or female young ettin (Pathfinder Roleplaying Game Bestiary 
  “Ettin”) 
  CE Medium humanoid (giant) 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +12
   
  AC 19, touch 11, flat-footed 18; (+2 armor, +1 Dex, +6 natural) 
  hp 45 (10d8) 
  Fort +7; Ref +4; Will +5
   
  Speed 40 ft. 
  Melee 2 morningstars +11/+11/+6/+6 (1d8+4) 
  Ranged 2 javelins +8 (1d6+4) 
  Special Attacks superior two-weapon fighting
   
  Str 19, Dex 12, Con 11, Int 6, Wis 10, Cha 11 
  Base Atk +7; CMB +11 (+13 overrun); CMD 22 (24 vs. overrun) 
  Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, 
  Power Attack 
  Skills Acrobatics +1 (+5 jump), Climb +12, Perception +12 
  Languages Orc
  Gear leather armor, 2 morningstars, 4 javelins
  18. Central Chamber (CR 16)
  Much like the rest of the ettin holes this chamber is filthy and stinks. 
  Creatures: This serves as the abode of the ettin jemadar, Kleeb, 
  the commander of the clan. He is the liaison between the ettins and 
  their black orog masters. With him in this chamber there are always 
  4 ettin dhakkars and 3 ettin serving wenches.
  KLEEB, ETTIN JEMADAR 
   
  CR 14
  XP 38,400
  Male ettin fighter 8 (Pathfinder Roleplaying Game Bestiary “Ettin”) 
  CE Large humanoid (giant) 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
   
  AC 29, touch 12, flat-footed 28 (+9 armor, +2 deflection, +1 Dex, 
  +8 natural, –1 size) 
  hp 173 (10d8+40 plus 8d10+32 plus 8) 
  Fort +17; Ref +6; Will +8 (+10 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 40 ft. 
  Melee +2 adamantine morning star +29/+24/+19 (2d6+16/19–20), 
  +1 flail +28/+23/+18 (2d6+15) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks superior two-weapon fighting, weapon training 
  (flails +1)
   
  Str 32, Dex 12, Con 19, Int 8, Wis 12, Cha 13 
  Base Atk +15; CMB +27 (+29 bull rush); CMD 40 (42 vs. bull rush) 
  Feats Awesome Blow, Blind-Fight, Cleave, Critical Focus, 
  Improved Bull Rush, Improved Critical (morningstar)B, Improved 
  Initiative, Iron Will, Power Attack, Skill Focus (Perception), 
  Weapon Focus (flail) B, Weapon Focus (morningstar) B, Weapon 
  Specialization (flail) B, Weapon Specialization (morningstar) B
  Skills Acrobatics +3 (+7 jump), Climb +18, Intimidate +9, 
  Perception +16
  Languages Orc
  SQ armor training 2
  Combat Gear potion of haste, 4 potions of cure moderate wounds; 
  Other Gear +3 breastplate, ring of protection +2, belt of giant 
  strength +4, +2 adamantine morningstar, +1 flail
  ETTIN DHAKKARS (4) 
   
  CR 11
  XP 12,800
  hp 142  (See Area 14)
  ETTINS (3) 
   
   
  CR 6
  XP 2,400
  hp 65  (Pathfinder Roleplaying Game Bestiary “Ettin”)
  Development: If an alarm is sounded, the ettin jemadar spends 5 
  rounds gathering all of his dhakkars in the eastern chamber of Area 17 
  while the other ettins herd the children back to the safety of the deepest 
  holes and guard them there. He then sallies forth with his dhakkars 
  against any foe (making sure to send one of his dhakkars to Area 20 
  to spread the alarm if this has not already occurred). The jemadar and 
  his dhakkars all received their training from the General and stand 
  their ground, refusing to retreat or surrender. They fight to the death 
  to prevent intruders from penetrating the caverns beyond, though they 
  do not bar the south passage from Area 16 and do not pursue that way, 
  having forgotten where it leads and assuming it to be only a dead end.
  Treasure: The collected treasures of the ettin clan are kept here by 
  the jemadar in large sacks made of giant lizard hide (except for the 
  small amount that the guards at Area 14 have managed to hold out). 
  This treasure consists of 1,400 gp, 26,500 sp, 31,000 cp, 260 gems 
  worth 50 gp each, and assorted bronze and copper ornaments worth 
  a total of 2,000 gp.
  19. Watch Post (CR 14)
  Two 20-foot platforms overlook the tunnel here. The tunnel ceiling 
  abruptly rises and is approximately 60 feet high at this point. The 
  platforms have neither railing nor battlement and are accessed from 
  behind by wide stairs. 
  Creatures: Atop each platform stands a black orog dhakkar with 
  a signal horn. They watch for lights to the east and listen for sounds 
  of battle from that direction. At the base of the northern watch post 
  wait another 2 black orog dhakkars, a black orog jemadar and 2 
  corpse hounds, gray-furred creatures that resemble vicious hyenas 
  that have been trained to use their scent ability to watch for invisible 
  foes. If intruders are detected, the orogs atop the platforms sound 
  their signal horns alerting the clan as described in Area 20.
  
  Chapter 11: Caverns of the Barrier
  17
  BLACK OROG DHAKKARS (4) 
   
   
  CR 8
  XP 4,800
  Male or female orog fighter 7 (The Tome of Horrors Complete 469)
  LE Medium humanoid (orc)
  Init +5; Senses darkvision 60 ft.; Perception +7
   
  AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
  hp 123 (3d8+15 plus 7d10+28 plus 17)
  Fort +13; Ref +4; Will +3 (+5 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 greataxe +17/+12 (1d12+11/x3)
  Ranged +1 heavy crossbow +11 (1d10+1/19–20)
  Special Attacks weapon training (axes +1)
   
  Str 20, Dex 12, Con 20, Int 10, Wis 10, Cha 6
  Base Atk +9; CMB +14 (+16 sunder); CMD 25 (27 vs. sunder)
  Feats Blind-Fight, Cleave, Improved Initiative, Improved SunderB, 
  Power AttackB, Skill Focus (Perception), Toughness, Weapon Focus 
  (greataxe)B, Weapon Specialization (greataxe)B
  Skills Climb +7, Knowledge (dungeoneering) +5, Perception +7, 
  Stealth +10, Survival +8
  Languages Common, Orc
  SQ armor training 2, orc/ogre blood
  Combat Gear 3 potions of cure moderate wounds, potion of bull’s 
  strength, potion of resist fire, 5 tingertwigs; Other Gear +1 full 
  plate, +1 greataxe, +1 heavy crossbow, 40 crossbow bolts, cloak of 
  elvenkind, signal horn
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  BLACK OROG JEMADAR 
   
   
  CR 12
  XP 19,200
  Male or female orog fighter 11 (The Tome of Horrors Complete 469)
  LE Medium humanoid (orc)
  Init +5; Senses darkvision 60 ft.; Perception +11
   
  AC 23, touch 12, flat-footed 22 (+11 armor, +1 deflection, +1 Dex)
  hp 173 (3d8+15 plus 11d10+55 plus 25)
  Fort +15; Ref +5; Will +4 (+7 vs. fear)
  Defensive Abilities bravery +3
   
  Speed 30 ft.
  Melee +2 greataxe +25/+20/+15 (1d12+15/19–20/x3)
  Ranged +1 heavy crossbow +16 (1d10+2/19–20)
  Special Attacks weapon training (axes +2, crossbows +1)
   
  Str 22, Dex 12, Con 20, Int 10, Wis 10, Cha 6
  Base Atk +13; CMB +19 (+21 sunder); CMD 31 (33 vs. sunder)
  Feats Blind-Fight, Cleave, Endurance, Greater Weapon Focus 
  (greataxe)B, Improved Critical (greataxe)B, Improved Initiative, 
  Improved SunderB, Power AttackB, Rapid Reload (heavy crossbow), 
  Skill Focus (Perception), Toughness, Weapon Focus (greataxe)B, 
  Weapon Specialization (greataxe)B
  Skills Climb +10, Knowledge (dungeoneering) +7, Perception +11, 
  Stealth +10, Survival +8
  Languages Common, Orc
  SQ armor training 3, orc/ogre blood
  Combat Gear 3 potions of cure moderate wounds, potion of bull’s 
  strength, potion of resist fire, silversheen, 5 tingertwigs; Other 
  Gear +2 full plate, ring of protection +1, +2 greataxe, +1 heavy 
  crossbow, 40 crossbow bolts, cloak of elvenkind, signal horn
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  CORPSE HOUNDS (2) 
   
   
  CR 4
  XP 1,200
  Creature Collection III: Savage Bestiary 34
  N Medium magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
   
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 42 (5d10+15)
  Fort +7; Ref +7; Will +1
  DR 5/magic; Immune disease, fear, paralysis, ability damage, 
  energy drain
   
  Speed 50 ft.
  Melee bite +8 (1d8+3 plus necrotic bite and trip)
   
  Str 14, Dex 17, Con 17, Int 3, Wis 10, Cha 6
  Base Atk +5; CMB +7; CMD 20 (24 vs. trip)
  Feats Combat Reflexes, Skill Focus (Perception), Weapon Focus (bite)
  Skills Acrobatics +7 (+15 jump), Perception +7, Stealth +7 (+11 in 
  barren landscapes or ruins), Survival +6
   
  Necrotic Bite (Su) Corpse hound saliva has acidic and necromantic 
  properties that break down rotting flesh so that the hound can more 
  easily digest its fetid diet. A corpse hound’s bite deals 1d6 acid 
  damage to undead or dead flesh. The enzyme is also harmful to 
  living tissue. Such bites do not heal naturally and must be treated 
  with magic. Further, living creatures bitten may also contract a 
  magical rotting disease.
  Hound’s Breath: Disease—bite; save Fort DC 15; onset 1 day; 
  frequency 1 day; effect 1d3 Con; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  20. Cavern of the Black Orogs 
  (CR varies)
  This huge cyst in the earth is mostly natural, formed eons ago by 
  the early water flows that formed what is now the dark lake, though 
  the floor has largely been smoothed over the years. The domed 
  ceiling has few stalactites and is formed in a strange whirlpool 
  pattern, though this is hard to detect as its apex rises nearly 200 feet 
  above the cavern floor. The only light sources in the cavern originate 
  from Areas 21, 22, 24, and 32, and the rest of the cave lies draped in 
  stygian darkness. The description below assumes the PCs enter from 
  Area 19.
  The black orogs live and work in this area, going about their lives 
  in the near-lightless depths, awaiting the return of their dread master. 
  This greater cavern is divided into smaller areas, but for every 10 
  minutes spent in the cavern outside a numbered encounter area 
  roll 1d12 on the table below for a random encounter. If the party is 
  actively hiding, the random encounters must make Perception checks 
  opposed to their Stealth checks, though if the party is using a light 
  source it is impossible for them to hide. Encounters with warriors 
  result in battle and shouts to sound the alarm. Noncombatants flee 
  and attempt to spread the alarm as they run to safety.
  The tunnel walls and ceiling suddenly disappear, depositing 
  you on the edge of a great void of darkness — a truly massive 
  cavern in the crust of the earth. High in the distance a line of 
  blue flames seems to float in the pitch blackness. Nearer at hand 
  an ancient temple rises like a ghostly memory of bygone days, 
  its walls of gray limestone eerily reflecting the green flames 
  of torches set in sconces among its pillars. Farther away and 
  slightly to the left a red glow seems to bleed around a corner, 
  and a similar glimmer is barely visible somewhere to the north.
  
  Chapter 11: Caverns of the Barrier
  18
   d12 
  Encounter
   1 
  Work Crew: 1d10 black orog chattels
   2 
  Messenger: 1 black orog chattel
   3 
  Agoge Field Trip: 1 black orog dhakkar and 1d6+2 black
   
   
  orog agoge pupils
   4 
  Black Orog Squad: 1 black orog jemadar, 1d6+2 black
   
   
  orog dhakkars, and 1d4 corpse hounds
   5 
  Disciples of Orcus: 1d4 black orog zhervas and 50%
   
   
  chance of 1 black orog favored zherva
   6 
  Knight Retinue: 1d2 black orog ritters, 1d4 black orog
   
   
  dhakkars, and 1d8 black orog chattels
   7 
  Roving Pack: 1d12+3 corpse hounds
   8–12 
  No encounter
  BLACK OROG CHATTEL  
  CR 1
  XP 400
  hp 23  (See Area 21j)
  BLACK OROG DHAKKAR 
   
  CR 8
  XP 4,800
  hp 123  (See Area 19)
  BLACK OROG AGOGE PUPIL 
   
  CR 1/2
  XP 200
  hp 16  (See Area 30)
  BLACK OROG JEMADAR 
   
  CR 12
  XP 19,200
  hp 173  (See Area 19)
  CORPSE HOUND 
   
   
  CR 4
  XP 1,200
  hp 42  (See Area 19)
  BLACK OROG ZHERVA  
  CR 14
  XP 38,400
  hp 123  (See Area 21b)
  BLACK OROG FAVORED ZHERVA 
  CR 18
  XP 153,600
  hp 165  (See Area 21e)
  BLACK OROG RITTER 
   
  CR 15
  XP 51,200
  hp 208  (See Area 24)
  Tactics: If the alarm is raised in the black orog cavern, the orogs 
  react as follows. Immediately a Black Orog Squad (see above) heads 
  for the cavern entrance (or elsewhere if the source of the alarm is 
  evident at another location) to delay invaders. They are reinforced 3 
  rounds later by Disciples of Orcus led by a favored zherva (see above) 
  who provide support and healing in dealing with the intruders. The rest 
  of the black orog dhakkars, jemadars, and ritters who are not on guard 
  duty elsewhere gather at the base of Area 32 with Waldgraf Versteeg. 
  After 10 rounds an additional Black Orog Squad is sent to reinforce the 
  initial squad every 10 rounds. The zhervas and favored zhervas gather 
  within the main hall of their temple to defend it. After 10 minutes, 
  Waldgraf Versteeg moves his force to the temple at Area 21 where they 
  link up with the zhervas. They then organize into platoons of 10–12 led 
  by jemadars and/or a ritter and with at least one zherva and maneuver 
  to flank an attacking force. Spellcasters and crossbowmen attempt to 
  pin intruders in place while these forces get into position. One of these 
  platoons will then withdraw to try and lure the invaders into being 
  surrounded. The waldgraf holds at least one platoon in reserve (with 
  2 favored zhervas if possible) on the temple portico to observe any 
  battle and move in to exploit any weaknesses. The black orogs have 
  a standing order from Orcus for the absolute secrecy of their caverns 
  and, therefore, do not take prisoners. If forced to retreat they hole up at 
  Area 32 as a last resort. If no intruders are located, the waldgraf sends 
  half of his force to man the walls at Area 12.
  Development: After an hour has passed, if no further threat has 
  presented itself, two full-strength Black Orog Squads augmented by a 
  zherva each remains at Area 12, and an additional full-strength Black 
  Orog Squad accompanied by a favored zherva and a Knight Retinue 
  (see above) is stationed at Area 19. Any guards slain at their posts 
  are replaced. The frequency of random encounter checks is doubled, 
  and all such encounters are with a Black Orog Squad. Half of the 
  remaining forces are posted at the temple as an advance force under 
  the direction of ritters and favored zhervas, while the remaining half 
  returns to Area 32 under the command of Versteeg but with a quarter 
  of the zhervas and a roving pack of corpse hounds (see above). They 
  then respond to any further alarms as circumstances dictate with the 
  waldgraf’s force serving as reserves.
   If a full day passes without further event, they return to normal 
  routine though all continually take 10 on their Perception checks for 
  the next 24 hours due to their heightened vigilance.
  21. Temple of Anticipation —
  (Map 11-5) 
  This temple is constructed of limestone blocks in the fashion of 
  ancient Hellenistic temples. It is a massive structure whose main 
  floor is raised 15 feet above the surrounding cavern. Atop this 
  foundation, the temple is a rectangular construction completely 
  surrounded by a colonnade of fluted columns. Mounted at the top of 
  each of these columns is an iron sconce bearing an everburning torch 
  that glows with green flames. A peaked roof covers the whole, and 
  upon its triangular tympanum running across the front of the roof is 
  a detailed bas-relief of Orcus emerging from some sort of gateway 
  while legions of militaristic orogs march to his call.
  The temple is the home of the Disciples of Orcus among the 
  black orogs that are not members of the secretive Keepers sect. The 
  Disciples of this order call themselves zhervas, and they are led by a 
  few members who have undergone the Test of the Dark Pool and are 
  now favored zhervas. Unless otherwise noted, occupants of adjacent 
  rooms respond to sounds of battle or shouts of alarm in 2 rounds.
  21a. Colonnade (CR 8)
  As mentioned these 15-foot columns support the roof and pediment 
  of the temple. Inset steps climb the 15 feet from the cavern to the 
  entrance of the temple. 
  Creature: There is always a black orog dhakkar on duty here 
  ready to come to the assistance of the zhervas if called.
  BLACK OROG DHAKKAR 
   
  CR 8
  XP 4,800
  hp 123  (See Area 19)
  21b. Nave (CR 17 or 18)
  This columned hall serves as the heart of the temple. At the far end 
  stands a mithral statue of Orcus seated on his throne. Archways open 
  in either wall. 
  Creatures: There are always 1d2 black orog zhervas tending 
  to the temple here. The idol is actually a mithral golem, though it 
  remains quiescent unless order by a zherva. It follows the orders of 
  the clerics unswervingly.
  BLACK OROG ZHERVAS (1d2) 
   
   
  CR 14
  XP 38,400
  Male or female orog cleric of Orcus 9/Disciple of Orcus 5 (The 
  Tome of Horrors Complete 469)
  CE Medium humanoid (orc)
  
  Chapter 11: Caverns of the Barrier
  19
  Init +1; Senses darkvision 120 ft.; Perception +17
  Aura chaos, evil
   
  AC 26, touch 12, flat-footed 25 (+10 armor, +1 deflection, +1 Dex, 
  +1 natural, +3 shield)
  hp 123 (3d8+3 plus 9d8+9 plus 5d8+5 plus 26)
  Fort +16; Ref +6; Will +17
  Defensive Abilities cloak of Orcus, death’s embrace
   
  Speed 20 ft.
  Melee +1 spiked heavy mace +17/+12/+7 (1d8+5) or touch +15 (by spell)
  Ranged touch +12 (by spell)
  Special Attacks bleeding touch 9/day (1d6 bleed, 7 rounds), 
  channel negative energy 7/day (7d6, DC 21), destructive aura 
  14 rounds/day (30 ft., +7 damage), destructive smite 9/day (+7 
  damage), necromantic power (+3d6), spontaneous casting (inflict 
  spells), summon undead (28 HD)
  Spell-Like Abilities (CL 8th):
  2/day—animate dead, speak with dead
  Divine Spells Prepared (CL 14th):
  7th—destruction (DC 23), disintegrateD (DC 23), summon monster VII
  6th—blade barrier (DC 22), forbiddance, harmD (DC 20), heal, 
  mass cure moderate wounds (DC 22)
  5th—dispel good (DC 21), flame strike (DC 21), mass cure light 
  wounds (DC 21), slay livingD (DC 21), true seeing
  4th—death wardD, dimensional anchor, divine power, freedom of 
  movement, inflict critical wounds (DC 20), neutralize poison
  3rd—bestow curse (DC 19), cure serious wounds (DC 19), dispel 
  magic, invisibility purge, protection from energy, rageD 
  2nd—align weapon, bear’s endurance, bull’s strength, cure 
  moderate wounds (DC 18), death knellD, silence (DC 18), spiritual 
  weapon (+17/+12/+7 attack, 1d8+4 force) 
  1st—bane (DC 17), command (DC 17), deathwatch, doom (DC 17), 
  entropic shield, shield of faith, true strikeD 
  0 (at will)—detect magic, guidance, resistance, virtue
  D domain spell; Domains Death, Destruction
   
  Str 18, Dex 12, Con 12, Int 12, Wis 22, Cha 18
  Base Atk +11; CMB +15; CMD 27
  Feats Brew Potion, Great Fortitude, Heavy Armor Proficiency, 
  Power Attack, Scribe Scroll, Skill Focus (Knowledge [religion]), 
  Skill Focus (Perception), Toughness, Weapon Focus (heavy mace)
  Skills Knowledge (arcana) +11, Knowledge (religion) +15, 
  Knowledge (planes) +11, Perception +17, Sense Motive +16, 
  Spellcraft +12, Survival +15
  Languages Abyssal, Common, Orc
  SQ orc/ogre blood
  Combat Gear wand of searing light (CL 6th: 40 charges), 3 potions 
  of cure moderate wounds, divine scroll (CL 12th: air walk, heal, 
  mass inflict moderate wounds, stoneskin); Other Gear +1 full 
  plate, +1 heavy steel shield, amulet of natural armor +1, ring of 
  protection +1, +1 spiked heavy mace, headband of mental prowess 
  +4 (Wisdom, Charisma), silver holy symbol of Orcus (25 gp)
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  MITHRAL GOLEM 
   
   
  CR 16
  XP 76,800
  hp 172  (Pathfinder Roleplaying Game Bestiary 2 “Golem, Mithral”)
  21c. Storerooms
  Each of these rooms holds mundane foodstuffs and supplies for 
  the temple. Feel free to put any items of this sort (spare everburning 
  torches, hogsheads of mushroom beer, etc.) as you see fit. PCs could 
  use these rooms to hide in for a short time without being detected.
  
  Chapter 11: Caverns of the Barrier
  20
  21d. Storeroom with Trapdoor
  This room is identical to those at 21c, but a DC 18 Perception 
  check reveals a hidden trapdoor in the floor leading down to 21m. 
  The zhervas use this as an escape route.
  21e. Litany Chamber (CR varies)
  Creatures: A DC 10 Perception check detects the sounds of 
  chanting when this room is approached. There is always 1 black orog 
  favored zherva (a black orog with the tenebrous template so that it 
  has dusky skin, sharp bristles over its head and shoulders, and large 
  mandible in its mouth) leading 1d4 black orog zhervas in litany to 
  Orcus, a ritual that continues around the clock in supplication of the 
  master and to hasten his coming. This continues even if the alarm 
  has been sounded and only stops if intruders actually enter this room. 
  Any zhervas fighting in this chamber gain a +2 profane bonus to their 
  attack, damage, ability check, skill check and saving throw rolls due 
  to Orcus’s favor.
  BLACK OROG FAVORED ZHERVA 
   
  CR 18
  XP 153,600
  Male or female tenebrous orog cleric of Orcus 9/Disciple of Orcus 
  6 (The Tome of Horrors Complete 469, 737)
  CE Medium outsider (extraplanar)
  Init +1; Senses darkvision 120 ft.; Perception +17
  Aura chaos, evil
   
  AC 32, touch 12, flat-footed 31 (+10 armor, +1 deflection, +1 Dex, 
  +7 natural, +3 shield)
  hp 165 (3d8+9 plus 9d8+27 plus 6d8+18 27)
  Fort +19; Ref +7; Will +18
  Defensive Abilities cloak of Orcus, death’s embrace
   
  Speed 20 ft.
  Melee +1 flaming spiked heavy mace +19/+14/+9 (1d8+6 plus 1d6 
  fire), bite +12 (1d6+2 plus 1d6 acid) or touch +17 (by spell)
  Ranged touch +13 (by spell)
  Special Attacks acidic bite, bleeding touch 9/day (1d6 bleed, 7 
  rounds), bristles, channel negative energy 8/day (7d6, DC 22), 
  destructive aura 15 rounds/day (30 ft., +7 damage), destructive 
  smite 9/day (+7 damage), necromantic power (+3d6), spontaneous 
  casting (inflict spells), summon undead (30 HD)
  Spell-Like Abilities (CL 9th):
  2/day—animate dead, speak with dead
  Divine Spells Prepared (CL 15th):
  8th—earthquakeD (DC 24), fire storm (DC 24)
  7th—destruction (DC 23), disintegrateD (DC 23), summon monster VII
  6th—blade barrier (DC 22), forbiddance, harmD (DC 20), heal, 
  mass cure moderate wounds (DC 22)
  5th—dispel good (DC 21), flame strike (DC 21, x2), mass cure light 
  wounds (DC 21), slay livingD (DC 21), true seeing
  4th—death wardD, dimensional anchor, divine power, freedom of 
  movement, inflict critical wounds (DC 20), neutralize poison
  3rd—bestow curse (DC 19), cure serious wounds (DC 19), dispel 
  magic, invisibility purge, protection from energy, rageD 
  2nd—align weapon, bear’s endurance, bull’s strength, cure 
  moderate wounds (DC 18), death knellD, silence (DC 18), spiritual 
  weapon (+18/+13/+8 attack, 1d8+5 force) 
  1st—bane (DC 17), command (DC 17), deathwatch, doom (DC 17), 
  entropic shield, shield of faith, true strikeD 
  0 (at will)—detect magic, guidance, resistance, virtue
  D domain spell; Domains Death, Destruction
   
  Str 20, Dex 12, Con 16, Int 12, Wis 22, Cha 20
  Base Atk +12; CMB +17; CMD 29
  Feats Brew Potion, Great Fortitude, Heavy Armor Proficiency, 
  Power Attack, Scribe Scroll, Skill Focus (Knowledge [religion]), 
  Skill Focus (Perception), Toughness, Weapon Focus (heavy mace)
  Skills Knowledge (arcana) +11, Knowledge (religion) +21, 
  Knowledge (planes) +11, Perception +17, Sense Motive +16, 
  Spellcraft +12, Survival +15
  Languages Abyssal, Common, Orc
  SQ improved animation, orc/ogre blood
  Combat Gear wand of searing light (CL 6th: 40 charges), 3 
  potions of cure moderate wounds, divine scroll (CL 12th: air walk, 
  heal, mass inflict moderate wounds, stoneskin); Other Gear +1 
  full plate, +1 heavy steel shield, amulet of natural armor +1, ring 
  of protection +1, +1 flaming spiked heavy mace, headband of 
  mental prowess +4 (Wisdom, Charisma), silver holy symbol of 
  Orcus (25 gp)
  Acid Bite (Ex) The bite of a favored zherva is acidic. Any melee hit 
  with its bite attack deals 1d6 points of acid damage.
  Bristles (Ex) A favored zherva’s head and arms are covered in 
  many small filaments that inject a deadly poison into any living 
  creature that comes into contact with them. An opponent attacking a 
  favored zherva with natural weapons, unarmed attacks, or handheld 
  weapons must succeed on a DC 22 Reflex save or contact the many 
  bristles that cover the favored zherva and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 22 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  22 Fortitude save or take 3d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to that favored zherva’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by a favored zherva’s bristles.
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  BLACK OROG ZHERVAS (1d4) 
   
  CR 14
  XP 38,400
  hp 123  (See Area 21b)
  21f. Vestry
  Various ritual garments and holy symbols are stored in here. There 
  are sufficient garments to disguise two dozen individuals as zhervas 
  if they so chose. The various holy symbols and other precious metals 
  stored in here are worth a total of 1,080 gp.
  21g. Guardroom (CR 14)
  Creature: A lone black orog zherva always sits on a stool in this 
  bare room preventing access to the temple’s lower level by anyone 
  not a member of their order.
  BLACK OROG ZHERVA  
  CR 14
  XP 38,400
  hp 123  (See Area 21b)
  21h. Scriptorium (CR varies)
  Stone tables and benches crowd this room and shelves hold reams 
  of papyrus, writing instruments, and fungal inks. 
  Creatures: There are always 1d2 black orog zhervas in this 
  chamber scribing scrolls.
  BLACK OROG ZHERVAS (1d2) 
   
  CR 14
  XP 38,400
  hp 123  (See Area 21b)
  
  Chapter 11: Caverns of the Barrier
  21
  Treasure: A DC 22 Perception check reveals a hidden drawer on 
  the bottom of one of the stone tables. Stored with are divine scrolls at 
  caster level 12. They consist of 18 scrolls of cure light wounds, 10 of 
  cure serious wounds, 4 of remove disease, and 6 of neutralize poison.
  21i. Dining Hall (CR varies)
  This room has rows of stone tables and benches. 
  Creatures: There is a 25% chance of 1d6 black orog zhervas 
  being in here sitting down to a meal of fungus cakes and doombat 
  filets.
  BLACK OROG ZHERVAS (1d6) 
   
  CR 14
  XP 38,400
  hp 123  (See Area 21b)
  21j. Kitchen (CR 4)
  Creatures: This small kitchen is staffed by 4 black orog chattels 
  who do the cooking and cleaning for the inhabitants of the temple. 
  They will cower in a corner rather than fight.
  BLACK OROG CHATTELS (4) 
   
   
  CR 1
  XP 400
  Male or female orog (The Tome of Horrors Complete 469)
  LE Medium humanoid (orc)
  Init +0; Senses darkvision 60 ft.; Perception +8
   
  AC 10, touch 10, flat-footed 10
  hp 23 (3d8+9 plus 3)
  Fort +5; Ref +1; Will +0
   
  Speed 20 ft.
  Melee unarmed strike +5 (1d3+3/nonlethal)
   
  Str 16, Dex 10, Con 14, Int 10, Wis 8, Cha 8
  Base Atk +2; CMB +5; CMD 15
  Feats Skill Focus (Perception), Toughness
  Skills Perception +8
  Languages Common, Orc
  SQ orc/ogre blood
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or orc 
  powers as if they were ogres or orcs.
  21k. Zhervas’ Quarters (CR varies)
  Creatures: These simple chambers each serve as quarters for 3 
  black orog zhervas. At any given time, 1d2 of them will be present. 
  There are a total of 21 black orog zhervas in the temple, so subtract 
  any encountered in the temple or elsewhere from that number. The 
  small rooms are cramped and uncomfortable with two small cots 
  — the zhervas sleep in shifts. In addition to a myriad of mundane 
  and religious items, each of these rooms holds 1d4x10 gp worth of 
  copper and bronze trinkets and bracelets.
  BLACK OROG ZHERVAS  
  CR 14
  XP 38,400
  hp 123  (See Area 21b)
  21l. Favored Zhervas’ Quarters (CR varies)
  Creatures: These rooms are similar to those at 21k except they 
  each serve as the abode of 2 black orog favored zhervas. There is 
  never more than one favored zherva in one of these chambers at any 
  given time, and any encountered elsewhere should be removed from 
  the total of 4 black orog favored zhervas that dwell in the temple. 
  The adornments and trinkets found in these rooms are of gold or 
  silver and are worth 1d4x100 gp per room.
  BLACK OROG FAVORED ZHERVAS 
  CR 18
  XP 153,600
  hp 165  (See Area 21e)
  21m. Empty Quarters
  This room is identical to those at 21k, but it is currently unoccupied. A 
  DC 22 Perception check reveals a trapdoor in the ceiling leading to 21d.
  21n. Alchemy Lab (CR 19)
  Stone benches and tables in this room have been set up as an 
  alchemy lab. 
  Creatures: Here a black orog favored zherva oversees 2 black 
  orog zhervas in the completion of potions for the clan. An empty 
  shelf on one wall normally holds the stockpiled potions until 
  distributed, but the distribution happened recently, so there are 
  currently no completed potions present.
  BLACK OROG FAVORED ZHERVA 
  CR 18
  XP 153,600
  hp 165  (See Area 21e)
  BLACK OROG ZHERVAS (2) 
   
  CR 14
  XP 38,400
  hp 123  (See Area 21b)
  22. Forbidden Corridor (CR 16)
  This corridor leads to the Sleeper’s Caverns and is forbidden to all 
  save at the summons of the keepers. 
  Creatures: A small guard post to the side holds a squad of 4 black 
  orog dhakkars and a corpse hound. However, the main guardians 
  of this entrance are the 4 ropers that have been trained to stand as 
  stalagmites. Each has a specially-created version of continual flame 
  cast upon its apex to fool onlookers into believing they are inanimate 
  stones. These attack if anyone other than a black orog attempts to 
  pass between them. Two rounds after they attack, the dhakkar squad 
  emerges to provide them with support.
  BLACK OROG DHAKKARS (4) 
   
  CR 8
  XP 4,800
  hp 123  (See Area 19)
  CORPSE HOUND 
   
   
  CR 4
  XP 1,200
  hp 42  (See Area 19)
  ROPERS (4) 
   
   
   
  CR 12
  XP 19,200
  hp 162  (Pathfinder Roleplaying Game Bestiary “Roper”)
   
  A wide tunnel has been cut into the cavern wall here. Next 
  to it is a smaller, door-sized opening. Standing in an arc 
  before these are four large stalagmites, each crowned with 
  a halo of fire.
  
  23. Watch Tower (CR 11)
  This massive tower is constructed of solid stone and climbs 60 feet 
  into the air. It is accessed by a narrow stair winding up its outside 
  face. 
  Creatures: Stationed atop it are 3 black orog dhakkars. They 
  keep a general watch over the cavern but primarily keep an eye on 
  Area 19.  If they see any light sources entering from Area 19, they 
  know it to be intruders and sound a large bronze gong that stands in 
  the center of the tower top. The black orogs and their ettin servants 
  know to never use a light source when entering so the watchers can 
  be easily distinguish between friend and foe.
  BLACK OROG DHAKKARS (3) 
   
  CR 8
  XP 4,800
  hp 123  (See Area 19)
  24. Guarded Entrance (CR 16)
  The doors behind the platform are locked. The braziers are all full 
  of hot coals that provide the reddish light.
  Locked Stone Doors: 6 in. thick; Hardness 8; hp 90; Disable 
  Device DC 30; Break DC 35.
  Creatures: This guards the entryway into the demesne of the 
  General. There are always 2 black orog dhakkars atop the platform 
  keeping watch, while another 4 dhakkars and a black orog ritter 
  stand guard back by the stone doors. They are under orders to let no 
  one pass that has not been summoned by the General. 
  BLACK OROG DHAKKARS (6) 
   
  CR 8
  XP 4,800
  hp 123  (See Area 19)
  BLACK OROG RITTER 
   
   
  CR 15
  XP 51,200
  Male or female orog fighter 11/antipaladin 3 (The Tome of Horrors 
  Complete 469, Pathfinder Roleplaying Game Advanced Player’s 
  Guide “Antipaladin”)
  CE Medium humanoid (orc)
  Init +5; Senses darkvision 60 ft.; Perception +14
  Aura evil, aura of cowardice (10 ft.)
   
  AC 26, touch 13, flat-footed 25 (+11 armor, +2 deflection, +1 Dex, 
  +2 natural)
  hp 208 (3d8+15 plus 11d10+55 plus 3d10+15 plus 28)
  Fort +19; Ref +8; Will +8 (+11 vs. fear)
  Defensive Abilities bravery +3, unholy resilience; Immune disease
   
  Speed 30 ft.
  Melee +2/+2 orc double axe +27/+22/+17 (1d8+13/19–20/x3), 
  +2/+2 orc double axe +27 (1d8+13/19–20/x3)
  Ranged +1 javelin +20/+15/+10 (1d6+9)
  Special Attacks cruelty (DC 12, shaken 3 rounds), plague bringer, 
  smite good 1/day (+1 attack, +3 damage), touch of corruption 2/day 
  (melee touch +23, 1d6 damage), weapon training (axes +2, thrown +1)
  Spell-Like Abilities (3rd):
  At will—detect good
   
  Str 24, Dex 15, Con 20, Int 10, Wis 10, Cha 12
  Base Atk +16; CMB +23 (+25 sunder); CMD 37 (39 vs. sunder)
  Feats Blind-Fight, Cleave, Double Slice, Endurance, Greater 
  Weapon Focus (orc double axe)B, Improved Critical (orc double 
  axe)B, Improved Initiative, Improved SunderB, Power AttackB, 
  Quick Draw, Skill Focus (Perception), Toughness, Two-Weapon 
  Fighting, Weapon Focus (orc double axe)B, Weapon Specialization 
  (orc double axe)B
  Skills Climb +11, Knowledge (dungeoneering) +7, Perception +14, 
  Stealth +20, Survival +8
  Languages Common, Orc
  SQ armor training 3, orc/ogre blood
  Combat Gear 3 potions of cure serious wounds, potion of resist 
  fire, oil of greater magic weapon +2, silversheen, 5 doses of purple 
  worm poison; Other Gear +2 full plate, amulet of natural armor 
  +2, ring of protection +2, +2/+2 orc double axe, 3 +1 javelins, 
  cloak of elvenkind, belt of giant strength +2
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  25. The General’s Anteroom 
  (CR 17)
  This chamber is sparsely furnished with a few stone benches and a 
  rough cot in the southern portion. 
  Creature: This serves as waiting room and the quarters of the 
  General’s personal door warder, Sharik, a black orog jemadar 
  who excelled in the General’s training and was kept on to handle 
  the day-to-day operations of the proving grounds. Sharik carries the 
  keys to the great stone doors. He is completely loyal to the General, 
  more so even than the waldgraf, and will not betray him under any 
  circumstances short of magical compulsion. If attacked, Sharik tries 
  to rally the troops in Area 26 and prevent any enemies from reaching 
  the doors to Area 27.
  SHARIK THE DOOR WARDER 
   
   
  CR 17
  XP 102,400
  Male orog fighter 11/duelist 5 (The Tome of Horrors Complete 469)
  LE Medium humanoid (orc)
  Init +11; Senses darkvision 60 ft.; Perception +16
   
  AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, 
  +1 dodge)
  hp 212 (3d8+12 plus 11d10+44 plus 5d10+20 plus 30)
  Fort +16; Ref +14; Will +6 (+9 vs. fear)
  Defensive Abilities bravery +3, canny defense, enhanced mobility, 
  grace, parry
   
  Speed 30 ft.
  Melee +2 shocking trident +27/+23/+17/+13 (1d8+11/19–20 plus 
  1d6 electricity), +1 gladius +23/+18/+13 (1d6+7/17–20)
  Ranged +2 shocking trident +29 (1d8+11/19–20 plus 1d6 
  electricity)
  Special Attacks precise strike (+5 damage), riposte, weapon 
  training (spears +2, light blades +1)
   
  Str 20, Dex 21, Con 18, Int 10, Wis 10, Cha 6
  Base Atk +18; CMB +23; CMD 40
  Feats Blind-Fight, Combat ReflexesB, DodgeB, Double Slice, 
  Greater Two-Weapon Fighting, Greater Weapon Focus (trident)B, 
  Improved Critical (gladius), Improved Critical (trident)B, Improved 
  Chapter 11: Caverns of the Barrier
  22
  A 10-foot stone platform has been erected on the cavern floor 
  here. Behind it the wall has been chiseled into a huge arch, 60 
  feet high and 40 feet deep. Its walls angle in toward a pair of 
  huge stone doors, their face engraved with scenes of battle and 
  violence between various types of humanoids and other less-
  identifiable, twisted creatures. Spaced along the angled walls 
  are large stone braziers from which emanate a hellish glow.
  
  Chapter 11: Caverns of the Barrier
  23
  Initiative, Improved Two-Weapon Fighting, Mobility, Skill Focus 
  (Perception), Toughness, Two-Weapon FightingB, Weapon Finesse, 
  Weapon Focus (trident)B, Weapon Specialization (trident)B
  Skills Acrobatics +18, Bluff +7, Climb +12, Knowledge 
  (dungeoneering) +7, Perception +16, Perform (dance) +3, Stealth 
  +17, Survival +8
  Languages Common, Orc
  SQ armor training 3, improved reaction +2, orc/ogre blood
  Combat Gear potion of cat’s grace, 2 potions of invisibility; Other 
  Gear mithral shirt of speed (as mithral full plate of speed), ring of 
  protection +1, +2 shocking trident, gladius* of venom (as dagger of 
  venom), belt of incredible dexterity +4, cloak of elvenkind 
  * See Pathfinder Roleplaying Game Ultimate Combat
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  Treasure: Stashed in a leather chest under his cot, Sharik has 
  managed to collect 312 sp, 2 peridots (75 gp each), and a small 
  bronze statuette of a satyr (90 gp).
  26. Barracks (CR 16)
  These simple rooms hold only rows of stone bunks sized for Large 
  and Medium creatures. Here trainees of the proving grounds stay, 
  rest, and recover between training sessions. 
  Creatures: There are currently 7 black orog dhakkars, 2 black 
  orog jemadars, and 2 ettin dhakkars divided between these two 
  rooms in various stages of their proving grounds training. They rally 
  to defense of the proving grounds, but do not respond to alarms 
  from Area 20, as they are not permitted to leave the proving grounds 
  during their training. Each still bears minor injuries from their last 
  training forays.
  BLACK OROG DHAKKARS (7) 
   
  CR 8
  XP 4,800
  hp 123, currently 90  (See Area 19)
  BLACK OROG JEMADARS (2) 
   
  CR 12
  XP 19,200
  hp 173, currently 121  (See Area 19)
  ETTIN DHAKKARS (2) 
   
   
  CR 11
  XP 12,800
  hp 107  (See Area 14)
  Ad Hoc XP Award: Award only 75% XP for these previously-
  wounded creatures.
  27. The General’s Quarters  
  (CR 21)
  This room serves as the training floor and personal quarters of the 
  General. Its entire area is under the constant effects of an unhallow 
  spell that includes a silence that affects anyone who is not an 
  adherent of Orcus. The General is in charge of making sure the black 
  orogs keep their warlike edge. He is outside the waldgraf’s chain of 
  command, and in fact, rarely leaves his quarters, summoning those 
  he wishes to see. Even the waldgraf fears to refuse a summons from 
  the General. Every black orog other than the children in training and 
  the chattels, as well as those ettins that wish to become dhakkars, is 
  summoned by the General once or twice a year to go through refresher 
  training at the proving grounds. This includes combat training in this 
  very room against the General and each other as well as forays into a 
  nearby portion of the Underdark known for its exceptionally deadly 
  inhabitants. By doing this, the warriors’ skills are finely honed and 
  the weak are culled from the gene pool.
  The steel doors are easily opened from this side, though it takes an 
  individual 4 full rounds to do so. However, to enter from the opposite 
  side they must be broken open.
  Barred and Chained Steel Doors: 8 in. thick; Hardness 10; hp 
  240; Break DC 40.
  Creature: The General is in here when the party arrives. He is the 
  demon lord Sonechard, Orcus’s most loyal commander. Actually he 
  is a special clone of Sonechard created by Orcus. The real Sonechard 
  does not know this clone exists, and this clone does not realize he 
  is not the original Sonechard. A portion of Sonechard’s very soul 
  was taken in the process so that this clone could be animate even 
  while the original still lives. Orcus accomplished this once while 
  Sonechard was gravely wounded in battle, so the demon general is 
  not even aware that the process took place. Orcus intends that when 
  he is able to fully emerge on the Material Plane, he will eliminate 
  This hall is vast and empty with a vaulted ceiling rising 
  100 feet over head. There are no furnishings, only numerous 
  nicks and scratches in the stone floor and bloody stains and 
  discolorations. The walls of the chamber have been crudely 
  chiseled into countless demonic images. These images cover 
  every available surface of the walls and even onto the ceiling. 
  Only the very apex of the vault appears to escape this mad 
  artist’s touch, but even there it looks like new carvings are 
  underway. A set of steel doors exits to the northwest. These are 
  tripled barred and further secured by heavy chains.
  
  Chapter 11: Caverns of the Barrier
  24
  the overly ambitious original Sonechard and replace him with this 
  clone to lead his earthly legions, spear-headed by his elite black orog 
  troops.
  SONECHARD, “THE GENERAL”  
  CR 21
  XP 409,600 
   
   
   
  The Tome of Horrors Complete 189
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +41
  Aura unholy aura (DC 27), stench (20 ft., DC 32, nauseated, 10 
  rounds)
   
   
   
   
  AC 46, touch 24, flat-footed 40 (+6 Dex, +22 natural, –1 size, +9 
  profane)
  hp 385 (22d10+264) 
   
   
  Fort +25; Ref +13; Will +21
  DR 20/cold iron and good; Immune electricity, poison; Resist acid 
  10, cold 10, fire 10; SR 32
    
  Speed 40 ft., fly 80 ft. (good)  
  Melee +4 unholy wounding heavy pick +39/+34/+29/+24 
  (1d8+17/19–20/x4 plus 1 bleed) or 2 claws +34 (1d8+13)
  Space 10 ft.; Reach 10 ft. 
   
  Special Attacks control undead, undead master
  Spell-Like Abilities (CL 20th)
  Constant—unholy aura (DC 27)
  At will—animate dead, blasphemy (DC 26), create undead, death 
  knell (DC 21), detect magic, detect good, desecrate, greater dispel 
  magic, greater teleport (self plus 50 pounds of objects only), power 
  word stun, suggestion (DC 22), telekinesis (DC 24), tongues (self 
  only), unhallow, unholy blight (DC 23), wall of fire
  3/day—create greater undead, fireball (DC 22)
  1/day—circle of death (DC 25), destruction (DC 26), summon 
  (level 9, 4d10 dretches, 1d4 hezrous, or 1 nalfeshnee, 1 glabrezu, 
  1 marilith, or 1 balor 100%), summon (level 9, 4d10 zombies or 
  skeletons, 2d8 shadows, wights, or wraiths, 2d4 greater shadows or 
  spectres, or 1d4 dread wraiths 100%)
   
  Str 37, Dex 23, Con 34, Int 26, Wis 26, Cha 28 
  Base Atk +22; CMB +36; CMD 61
  Feats Bleeding Critical, Cleave, Combat Expertise, Critical Focus, 
  Deceitful, Great Cleave, Improved Critical (heavy pick), Improved 
  Initiative, Improved Sunder, Power Attack, Weapon Focus (heavy pick)
  Skills  Acrobatics +17, Bluff +38, Diplomacy +34, Disguise 
  +35, Escape Artist +28, Fly +22, Intimidate +34, Knowledge 
  (arcana) +30, Knowledge (history) +30, Knowledge (nobility) 
  +33, Knowledge (planes) +33, Perception +41, Sense Motive +33, 
  Stealth +27, Survival +33
  Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin, 
  Ignan, Infernal, Terran; telepathy 100 ft.
  Gear Fool’s Errand
    
   
  Control Undead (Su) This ability functions as the spell of the same 
  name (CL 20th), except that Sonechard maintains control for 200 
  minutes. Sonechard can take control of undead creatures controlled 
  by another creature whose caster level is 19 or less by making 
  a successful opposed Charisma check against the opponent’s 
  Charisma check.
  Undead Master (Ex) This ability allows Sonechard to create a 
  maximum of 50 HD of undead with a single use of animate dead. If 
  used in conjunction with desecrate, he can create 100 HD of undead 
  with a single use. 
  Fool’s Errand: Sonechard’s unique weapon is a +4 unholy 
  wounding heavy pick.
  Tactics: Sonechard has been forbidden by Orcus to leave the black 
  orog caverns or to summon other demons; he does not wish for the 
  secret of this clone to get out. Therefore, Sonechard’s first action 
  in battle as he flies to the apex of the vault is to summon undead 
  (usually wraiths or spectres) to assist in his defense. He then casts 
  blasphemy to incapacitate as many foes as possible and follows it 
  with unholy blight and wall of fire. If flying attackers approach, he 
  uses unholy aura. If it appears these attackers represent most of the 
  party’s major melee combatants, he teleports into the midst of the 
  weaker members to attack them with his pick. If most of his undead 
  have been destroyed or appear to be out of the way, he targets PCs 
  with fireball. Any PCs that are killed and left behind by retreating 
  comrades will be subjected to create greater undead.
  Treasure: At the apex of the vault is the secret entrance to a storage 
  vault that can be discovered by someone making a DC 20 Perception 
  check while specifically searching that area. Within it, Sonechard has 
  stashed the treasures given to him by Orcus for his millennium of 
  service in these sealed caverns. These include 500 gold bricks worth 
  100 gp each, a gold chest (500 gp) filled with gems totaling 10,000 
  gp, and a figurine of wondrous power (marble elephant).
  28. Proving Grounds (CR 20)
  The double doors open into a deep Under Realms canyon. A wide 
  ledge runs along the canyon’s wall and eventually deposits travelers 
  on the canyon’s floor miles away. Along the length of this ledge 
  are the bones of countless creatures and the black orog warriors 
  that fought them. Here at the canyon’s terminus the ledge is 400 
  feet above the canyon floor and the cavern roof is another 200 feet 
  above that. This is a wild and unsettled portion of the Under Realms 
  and is home to all manner of deadly creatures, though there are no 
  organized Under Realms settlements anywhere nearby. In these 
  wilderlands, the black orogs cut their teeth in battling the endless 
  predators and strange creatures to be found to hone their combat 
  skills and tactics. It also serves as grounds for occasional hunting 
  forays to supplement their diet with whatever fare can be obtained 
  from these dangerous expeditions. Orcus felt that his servants needed 
  such an outlet to practice their violence, but felt the security provided 
  by the presence of his general, Sonechard, would serve to insulate 
  the living caverns beyond from incursions. Feel free to populate the 
  depths of the canyon with whatever Under Realms creatures you 
  choose if your players wish to explore.
  Creature: Currently lurking in the area is an elemental earth 
  dragon that has noticed the unusual war parties that occasionally 
  make forays from the steel doors. It followed the last group a few 
  days ago to this point and now waits outside to ambush the next 
  group to emerge. It senses the evil Sonechard beyond the door and 
  is not ready to take on whatever creature could have created such a 
  foul aura.
  ELEMENTAL EARTH DRAGON 
   
  CR 20
  XP 307,200
  The Tome of Horrors Complete 266
  (N)E Huge outsider (earth, elemental, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +28
   
  AC 26, touch 8, flat-footed 26 (+18 natural, –2 size)
  hp 252 (24d10+120)
  Fort +13; Ref +14; Will +15
  Defensive Abilities earth mastery; DR 10/magic and cold iron; 
  Immune elemental traits
   
  Speed 20 ft., fly 100 ft. (poor), burrow 20 ft.
  Melee bite +35 (2d8+18), 2 claws +35 (2d6+12), 2 wings +32 
  (1d8+12), tail slap +32 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50 ft. cone, DC 29, 14d8 fire and 
  slashing)
   
  Str 35, Dex 10, Con 20, Int 10, Wis 12, Cha 10
  Base Atk +24; CMB +38; CMD 48 (52 vs. trip)
  Feats Ability Focus (breath weapon), Blind-Fight, Cleave, Flyby 
  
  Chapter 11: Caverns of the Barrier
  25
  Attack, Great Cleave, Hover, Multiattack, Power Attack, Snatch, 
  Vital Strike, Weapon Focus (bite), Weapon Focus (claw)
  Skills Fly +19, Intimidate +27, Knowledge (nature) +27, 
  Knowledge (planes) +27, Perception +28, Survival +28
  Languages Common, Terran
  SQ assimilation, freeze, meld with stone
   
  Assimilation (Su) When an elemental earth dragon slays an 
  opponent, it dehydrates the flesh with its breath weapon and 
  pulverizes the bones. The residue is then absorbed into the dragon’s 
  body. An assimilated creature can only be restored to life using 
  wish, miracle, or true resurrection, but even then, there is a 50% 
  chance that such powerful magic fails.
  Breath Weapon (Su) An elemental earth dragon’s breath weapon is 
  a 50 ft. cone of scorching sand and gravel.
  Earth Mastery (Ex) An elemental earth dragon gains a +1 bonus 
  on attack and damage rolls if both it and its foes are touching the 
  ground. If an opponent is airborne or waterborne, the elemental 
  earth dragon takes a –4 penalty on attack and damage rolls. (These 
  modifiers are not included in the stat block.)
  Freeze (Ex) An elemental earth dragon can hold itself so still it 
  appears to be a statue. An observer must succeed on a DC 20 Spot 
  check to notice that the elemental earth dragon is really alive.
  Meld into Stone (Ex) An elemental earth dragon can meld its body 
  with any stone surface large enough to accommodate its entire 
  body. This is a standard action and has an unlimited duration (the 
  dragon can stay melded as long as it desires). It otherwise resembles 
  the meld into stone spell (caster level 20th).
  29. Nursery (CR 10)
  This low building is constructed of limestone blocks. A row of 
  columns stand outside its front. In black orog society, all new infants 
  are taken away from their parents and brought to the nursery to be 
  raised until they are old enough to enter the agoge or are determined 
  unfit for such training and are sent to live with the chattels. This 
  building houses chambers where black orog infants scream from 
  their stone cradles, toddlers bash each other with their toy weapons, 
  and quarters where orogs too pregnant to perform their normal duties 
  while away the time tending to the young until they come to term 
  themselves. A yard carved out of the cavern wall behind the nursery 
  is where orog children conduct their exercises in anticipation of 
  entering the agoge soon. 
  Creatures: There are currently 14 noncombatant black orog 
  children ranging in age from infant to toddlers. They are tended by 4 
  black orog chattels and 2 black orog dhakkars, half of whom are 
  themselves pregnant. They defend the children fiercely to the death, 
  and try to escape with them to Area 30 if attacked.
  BLACK OROG CHATTELS (4) 
   
  CR 1
  XP 400
  hp 23  (See Area 21j)
  BLACK OROG DHAKKARS (2) 
   
  CR 8
  XP 4,800
  hp 123 (See Area 19)
  30. Agoge (CR 15)
  This is a cluster of limestone buildings constructed in a haphazard 
  sprawl in a side spur of the main cavern. All are low-roofed, single-
  story affairs with few entrances and no windows. In several places 
  around them are rows of stone columns used as whipping posts for 
  punishment and for weapons training. These buildings themselves 
  hold a number of dormitories, dining halls, instructors’ quarters, and 
  armories for practice weapons. Upon leaving early childhood, all 
  black orogs who are physically capable of doing so are placed in the 
  agoge for the next ten years to toughen them, teach them discipline, 
  and train them as warriors. There they are segregated from the rest of 
  black orog society until old enough to enter the General’s tutelage to 
  become trained as dhakkars. 
  Creatures: Though, young, all students of the agoge are trained 
  combatants. There are a total of 22 black orog agoge pupils here. 
  Their training is overseen by a black orog jemadar and 3 black 
  orog dhakkar veterans.
  BLACK OROG AGOGE PUPILS (22) 
   
  CR 1/2
  XP 200
  Male or female young orog (The Tome of Horrors Complete 469, 
  Pathfinder Roleplaying Game Bestiary “Young template”)
  LE Small humanoid (orc)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size)
  hp 16 (3d8 plus 3)
  Fort +3; Ref +3; Will +0
   
  Speed 20 ft.
  Melee greataxe +4 (1d10+1/x3)
  Ranged javelin +5 (1d4+1)
   
  Str 12, Dex 14, Con 10, Int 10, Wis 8, Cha 8
  Base Atk +2; CMB +2; CMD 14
  Feats Skill Focus (Perception), Toughness
  Skills Perception +8
  Languages Common, Orc
  SQ orc/ogre blood
  Gear banded mail, greataxe, 3 javelins
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  BLACK OROG DHAKKAR VETERANS (3)  
  CR 11
  XP 12,800
  Male or female orog fighter 10 (The Tome of Horrors Complete 469)
  LE Medium humanoid (orc)
  Init +5; Senses darkvision 60 ft.; Perception +11
   
  AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
  
  Chapter 11: Caverns of the Barrier
  26
  hp 161 (3d8+15 plus 10d10+50 plus 23)
  Fort +15; Ref +5; Will +4 (+7 vs. fear)
  Defensive Abilities bravery +3
   
  Speed 30 ft.
  Melee +1 greataxe +22/+17/+12 (1d12+12/x3)
  Ranged +1 heavy crossbow +15 (1d10+2/19–20)
  Special Attacks weapon training (axes +2, crossbows +1)
   
  Str 20, Dex 12, Con 20, Int 12, Wis 10, Cha 8
  Base Atk +12; CMB +17 (+19 sunder); CMD 28 (30 vs. sunder)
  Feats Blind-Fight, Cleave, Endurance, Greater Weapon Focus 
  (greataxe)B, Improved Initiative, Improved SunderB, Power 
  AttackB, Rapid Reload (heavy crossbow), Skill Focus (Perception), 
  Toughness, Vital StrikeB, Weapon Focus (greataxe)B, Weapon 
  Specialization (greataxe)B
  Skills Climb +9, Knowledge (dungeoneering) +10, Perception +11, 
  Stealth +13, Survival +13
  Languages Common, Orc
  SQ armor training 2, orc/ogre blood
  Combat Gear 3 potions of cure moderate wounds, potion of 
  bull’s strength, potion of resist fire, 3 flasks of alchemist’s fire, 5 
  tingertwigs; Other Gear +1 full plate, +1 greataxe, +1 heavy 
  crossbow, 40 crossbow bolts, cloak of elvenkind, signal horn
   
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  BLACK OROG JEMADAR 
   
  CR 12
  XP 19,200
  hp 173  (See Area 19)
  31. Chattel Hovels (CR 11)
  This was once a large section of the cavern wall, but over the last 
  thousand years it has been quarried back into the form in which it 
  exists today to provide the building materials for the black orogs. 
  Creatures: Now amid its honeycomb of chiseled-away walls and 
  alcoves dwell 43 black orog chattels. These are the black orogs too 
  old or unfit to serve as dhakkars. Though they are not slaves, their 
  role is little different than that. They see to all the domestic chores 
  of the clan including cooking, repair work, food and water gathering, 
  and whatever other tasks may be beneath the black orog warrior class. 
  They are segregated here from the rest of the black orog society to 
  prevent them from further weakening the clan’s breeding. They have 
  nothing of value and live in whatever makeshift accommodations 
  they can cobble together. They avoid combat if possible and are 
  unarmed and unarmored.
  BLACK OROG CHATTELS (43) 
   
  CR 1
  XP 400
  hp 23  (See Area 21j)
  32. Waldgraf’s Hall (Map 11-6)
  This is the hall of the leader of the black orogs, the waldgraf 
  Versteeg. The waldgraf is chosen from among the ranks of the ritters 
  and subjected to the Test of the Dark Pool. All the black orogs serve 
  the waldgraf loyally, but the ritters serve as his cadre of personal 
  guards and advisors.
  32a. Guard Posts (CR 10)
  The stairway widens here at the stone doors to the hall. 
  Creatures: On these small platforms, there are always 2 black 
  orog dhakkars on duty. They sound the alarm if intruders approach 
  and defend the doors to the death. The doors are not locked.
  BLACK OROG DHAKKARS (2) 
   
  CR 8
  XP 4,800
  hp 123 (See Area 19)
  32b. Main Hall (CR 21)
  The center of this columned hall is dominated by a pit of hot coals 
  where chattels prepare meals for the waldgraf and his men. The 
  far wall is covered with a black tapestry depicting Orcus standing 
  victorious over the entire world. Black orog soldiers are featured 
  prominently in the foreground in precise military ranks. Before it 
  sits the waldgraf’s stone seat and table where he administers over his 
  clan. Behind the tapestry is a secret door that can be found with a DC 
  25 Perception check.
  Creatures: Currently in this chamber are Waldgraf Versteeg, a 
  black orog ritter, 3 black orog dhakkars and 2 corpse hounds. 
  If an alarm is sounded, the dhakkars and jemadars converge on 
  this area from the north while the waldgraf retreats to his council 
  chamber with his ritters to await word of what is occurring, so he 
  can plan a response. One ritter will remain in this chamber to lead 
  the troops.
  A steep stair rises 40 feet to a large structure carved into the 
  face of the cavern wall. A railed balcony runs along the front 
  of this structure on either side of the stairs, and each of the 
  balconies’ support posts bears a torch glowing with blue flames.
  
  Chapter 11: Caverns of the Barrier
  27
  WALDGRAF VERSTEEG  
   
  CR 21
  XP 409,600
  Male tenebrous orog fighter 11/antipaladin 6 (The Tome of Horrors 
  Complete 469, 737; Pathfinder Roleplaying Game Advanced 
  Player’s Guide “Antipaladin”)
  CE Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  Aura evil, aura of cowardice (10 ft.)
   
  AC 39, touch 14, flat-footed 38 (+12 armor, +3 deflection, +1 Dex, 
  +8 natural, +5 shield)
  hp 282 (3d8+21 plus 11d10+77 plus 6d10+42 plus 31)
  Fort +24; Ref +12; Will +12 (+15 vs. fear)
  Defensive Abilities bravery +3, unholy resilience; DR 5/magic; 
  Immune disease
   
  Speed 30 ft.
  Melee +3 adamantine heavy mace +35/+30/+25/+20 (1d8+16/19–
  20), bite +23 (1d6+4 plus 1d6 acid) or +2 silver dagger 
  +32/+27/+22/+17 (1d4+14/19–20), bite +23 (1d6+4 plus 1d6 acid)
  Ranged +2 silver dagger +25/+20/+15 (1d4+14/19–20)
  Special Attacks bristles, channel negative energy (DC 15, 3d6), 
  cruelties (DC 15, shaken 6 rounds, staggered 3 rounds), fiendish 
  boon (+1 weapon, 6 minutes), plague bringer, smite good 2/day (+2 
  attack, +6 damage), touch of corruption 5/day (melee touch +27, 
  3d6 damage), weapon training (hammers +2, light blades +1)
  Spell-Like Abilities (3rd):
  At will—detect good
  Antipaladin Spells Prepared (CL 3rd):
  1st—bane (DC 13), death knell (DC 13)
   
  Str 28, Dex 15, Con 24, Int 10, Wis 10, Cha 15
  Base Atk +19; CMB +28 (+30 sunder); CMD 43 (45 vs. sunder)
  Feats Blind-Fight, Cleave, Endurance, Greater Weapon Focus 
  (heavy mace)B, Improved Critical (heavy mace)B, Improved 
  Initiative, Improved SunderB, Leadership, Power AttackB, Quick 
  Draw, Skill Focus (Perception), Toughness, Weapon Focus 
  (dagger), Weapon Focus (heavy mace)B, Weapon Specialization 
  (dagger), Weapon Specialization (heavy mace)B
  Skills Climb +11, Knowledge (dungeoneering) +7, Knowledge 
  (religion) +9, Perception +14, Stealth +13, Survival +8
  Languages Common, Orc
  SQ armor training 3, orc/ogre blood
  Combat Gear 3 potions of cure serious wounds, potion of resist 
  fire, 5 doses of purple worm poison; Other Gear +3 full plate, Iron 
  Shield of Vesh*, amulet of natural armor +2, ring of protection +3, 
  mace of smiting, 3 +2 silver daggers, cloak of resistance +2, belt of 
  giant strength +4, iron holy symbol of Orcus (10 gp)
  * See sidebox
   
  Acid Bite (Ex) The bite of the waldgraf is acidic. Any melee hit 
  with his bite attack deals 1d6 points of acid damage.
  Bristles (Ex) The waldgraf’s head and arms are covered in many 
  small filaments that inject a deadly poison into any living creature 
  that comes into contact with them. An opponent attacking the 
  waldgraf with natural weapons, unarmed attacks, or handheld 
  weapons must succeed on a DC 27 Reflex save or contact the many 
  bristles that cover the waldgraf and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 27 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  27 Fortitude save or take 3d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to the waldgraf’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by the waldgraf’s bristles.
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  BLACK OROG RITTER 
   
  CR 15
  XP 51,200
  hp 208  (See Area 24)
  BLACK OROG DHAKKARS (3) 
   
  CR 8
  XP 4,800
  hp 123 (See Area 19)
  CORPSE HOUNDS (2) 
   
   
  CR 4
  XP 1,200
  hp 42  (See Area 19)
  32c. Overlooks
  Each of these balconies run along the front of the hall and has a 
  stone railing. Everburning torches are affixed to each of the pillars. 
  The railings provide cover to defenders on the balconies.
  32d. Kennel (CR 9)
  This area is used as a kennel for the breeding of the corpse hounds 
  that serve the black orogs. 
  Creatures: There are currently 7 corpse hounds in here and 3 
  noncombatant corpse hound pups. These hounds attack anyone who 
  is not a black orog unless commanded otherwise by a black orog.
  CORPSE HOUNDS (7) 
   
   
  CR 4
  XP 1,200
  hp 42  (See Area 19)
  32e. Dhakkar Barracks (CR varies)
  This hall is crammed with stone bunk beds with thin mattresses 
  The Iron Shield of Vesh appeared in Relics & Rituals by 
  Sword & Sorcery Studios and is included here for your 
  convenience.
  IRON SHIELD OF VESH
  Aura strong abjuration; CL 18th
  Slot shield; Price 36,470 gp; Weight 15 lb.
   
  DESCRIPTION
  This shield a unique +3 invulnerability steel shield crafted 
  from the black-bristled hide of an iron tusker (see the 
  Creature Collection Revised by Sword & Sorcery Studios). 
  Its iron tusker hide also gives it incredible hardness that can 
  cause nonmagical weapons to break. Whenever an attacker 
  using a nonmagical weapon misses the shield bearer’s AC by 
  5 or less, he instead hits the shield and the weapon gains the 
  broken condition.
  An attacker may specifically avoid the shield in his attacks, 
  but he must declare he is doing so before attacking and 
  incurs a –2 penalty to his attack rolls against the bearer of 
  the shield that round. The shield has hardness 20 and 33 hit 
  points.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, stoneskin, 
  wish or miracle; Cost 18,470 gp
  
  Chapter 11: Caverns of the Barrier
  28
  of hides and fibrous fungal matter. This chamber is where the entire 
  corps of dhakkars resides.
  Creatures: There are always 2d4+5 black orog dhakkars in here. 
  There are a total of 95 black orog dhakkars in the caverns. Any slain 
  in encounters whether at fixed locations or as random encounters 
  should be removed from this total.
  BLACK OROG DHAKKARS 
   
  CR 8
  XP 4,800
  hp 123 (See Area 19)
  Treasure: A thorough search of this chamber turns up bronze and copper 
  ornaments, coinage, and assorted gems with a total value of 1,850 gp.
  32f. Latrine
  This foul-smelling chamber is a simple latrine, cleaned periodically 
  by chattels.
  32g. Jemadar Quarters (CR varies)
  These simple chambers hold two beds, chairs, and footlockers. 
  They each house two jemadars. 
  Creatures: There is a 50% chance each of these rooms has an 
  off-duty black orog jemadar in it. There are a total 18 black orog 
  jemadars in the city, so any losses sustained should be subtracted 
  from that number. Their various treasures and trinkets total 1d4x100 
  gp per room.
  BLACK OROG JEMADARS 
   
  CR 12
  XP 19,200
  hp 173  (See Area 19)
  32h. Veterans’ Quarters (CR varies)
  Creatures: Each of these bunk rooms houses 5 black orog dhakkar 
  veterans. There are 1d4 present unless an alarm has been sounded. These 
  are the most experienced of the dhakkars and have survived multiple 
  forays through the proving grounds. These cunning warriors command 
  the respect of their fellow black orogs and could overrule even a jemadar’s 
  orders under certain circumstances. Their personal possessions total 
  2d4x100 gp per room. There are a total of 15 veterans among the black 
  orogs, and any losses should be subtracted form this number.
  BLACK OROG DHAKKAR VETERANS 
  CR 11
  XP 12,800
  hp 161 (See Area 30)
  32i. Ritters’ Lounge (CR 15 or 17)
  This chamber has several pieces of comfortable furnishings padded 
  with cushions of furs. Low tables hold ewers with mushroom wines 
  and Underdark delicacies. 
  Creatures: There are usually 1d2 black orog ritters in this room, 
  as it serves as this elite group’s recreation area. A stone statue pictures 
  a black orog in full battle regalia.
  BLACK OROG RITTERS (1d2) 
   
  CR 15
  XP 51,200
  hp 208  (See Area 24)
  32j. Ritter’s Quarters (0 or 15)
  These rooms are all comfortably furnished for one individual. The 
  ritters, knights among the black orogs—their combat elite—occupy 
  these quarters. Each ritter has his own accommodations. 
  Creatures: Each of these rooms (except the southwesternmost) has 
  a 50% chance of having a black orog ritter within. There are a total 
  of 9 ritters among the black orogs, and any casualties they suffer 
  should be subtracted from this amount. The furnishings and various 
  valuables in these rooms add up to 1d2 x 1,000 gp each.
  BLACK OROG RITTERS  
  CR 15
  XP 51,200
  hp 208  (See Area 24)
  32k. Training Room
  This room has a sandy floor as well as numerous sparring weapons 
  and dummies. Here the ritters and the waldgraf can train in privacy 
  away from the rest of the black orogs.
  32l. Council Room
  This room is dominated by a great table of black slate. Etched into 
  its surface is a map showing the lower entry chambers (Areas 5–14) 
  and the living quarters (Areas 15–32). The waldgraf and his ritters 
  plan their defenses and order of battle from this chamber. They do 
  not have a map of the Sleeper’s caverns.
  32m. Sitting Room
  This room is empty save for a few stone benches with comfortable 
  cushions stuffed with dried fungus.
  32n. Waldgraf’s Quarters (CR 8)
  This chamber is richly furnished with an actual bed of wood with 
  a feather mattress and various other ornaments from the surface 
  world carefully carried into these caverns and preserved for the last 
  thousand years. Here the waldgraf dwells. The many curios (coin 
  collections, brass drawer handles, bejeweled tapestries, etc.) are 
  worth 5,500 gp if taken from this chamber. 
  Creature: Hiding beneath the bed is a tenebrous worm that 
  attacks with surprise against anyone searching the room. It was given 
  to the waldgraf by the high keeper when Versteeg passed the test of 
  the Dark Pool. It is loyal to the waldgraf.
  TENEBROUS WORM 
   
   
  CR 8
  XP 4,800
  hp 105  (Pathfinder Roleplaying Game Bestiary 2 “Tenebrous 
  Worm”)
  
  Chapter 11: Caverns of the Barrier
  29
  Sleeper’s Caverns — 
  Map 11-7
  These natural caverns hold the Keltine Barrier and the sleeping 
  wyrm Garagor. They also house the special Order of the Keepers, 
  black orog clerics that tend to the sleeping dragon and monitor the 
  sealed gate. They have reworked and expanded some areas of this 
  level, but most of the caverns remain in their natural configurations.
  33. Former Chapterhouse
  This chamber has largely been forgotten by the inhabitants of these 
  caverns. Even the ettins who dwell just outside its entrance have seen 
  the tunnel leading here for so long that they no longer pay attention to 
  it. If asked they would say only that it leads to a dead end. When the 
  black orogs first came to these caverns and began their construction in 
  Area 20, the Order of the Keepers settled in here and built this as their 
  chapterhouse. After a time they relocated to the superior quarters at 
  Area 37 and left these crude accommodations behind. A search turns 
  up nothing of value but a DC 37 Perception check locates a secret 
  door behind a small cave-in at the back of one of the buildings. This 
  secret entrance to the barrier chamber was forgotten when the keepers 
  relocated, and now no one alive today is aware of it existence. It 
  provides an otherwise unknown back door into the Sleeper’s caverns.
  34. Guard Chamber (CR 18)
  Creatures: This chamber is empty of anything save 4 black orog 
  keepers standing on guard duty. They attempt to destroy intruders 
  and turn away any black orogs knowing that the high keeper has not 
  summoned anyone lately.
  BLACK OROG KEEPERS (4) 
   
   
  CR 14
  XP 38,400
  Male or female tenebrous orog cleric of Orcus 10 (The Tome of 
  Horrors Complete 469, 737)
  CE Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +23
  Aura chaos, evil
   
  AC 31, touch 14, flat-footed 29 (+9 armor, +2 deflection, +2 Dex, 
  +6 natural, +2 shield)
  hp 124 (3d8+9 plus 10d8+30 plus 23)
  Fort +13; Ref +6; Will +12
  Defensive Abilities death’s embrace
   
  Speed 20 ft.
  Melee +2 flaming scimitar +17/+12 (1d6+7/18–20 plus 1d6 fire), 
  bite +9 (1d6+2 plus 1d6 acid) or touch +14 (by spell)
  Ranged mwk dart +12 (1d4+5) or touch +11 (by spell)
  Special Attacks acidic bite, bleeding touch 7/day (1d6 bleed, 5 
  rounds), bristles, channel negative energy 6/day (5d6, DC 18), 
  destructive aura 10 rounds/day (30 ft., +5 damage), destructive 
  smite 7/day (+5 damage), spontaneous casting (inflict spells)
  Divine Spells Prepared (CL 10th):
  5th—empowered searing light, flame strike (DC 19), slay livingD 
  (DC 19)
  4th—death wardD, divine power, empowered sound burst (DC 16), 
  poison (DC 18), unholy blight (DC 18)
  3rd—dispel magic, empowered cure light wounds (DC 15), prayer, 
  protection from energy, rageD 
  2nd—darkness, hold person (DC 16), owl’s wisdom, shield other, 
  silence (DC 16), shatterD (DC 16)
  1st—bane (DC 15), cause fearD (DC 15), curse water, doom (DC 
  15), obscuring mist, shield of faith 
  0 (at will)—create water, detect magic, purify food and drink, read magic
  D domain spell; Domains Death, Destruction
   
  Str 20, Dex 14, Con 16, Int 12, Wis 18, Cha 16
  Base Atk +9; CMB +14; CMD 28
  Feats Empower Spell, Improved Initiative, Martial Weapon 
  Proficiency (scimitar), Skill Focus (Knowledge [religion]), Skill 
  Focus (Perception), Toughness, Weapon Focus (scimitar)
  Skills Knowledge (arcana) +17, Knowledge (religion) +23, 
  Perception +23
  Languages Abyssal, Common, Orc
  SQ orc/ogre blood
  Combat Gear 3 potions of cure serious wounds, potion of bull’s 
  strength, 3 flasks of unholy water; Other Gear +3 chainmail, +1 light 
  steel shield, +2 flaming scimitar, 6 masterwork darts, ring of protection 
  +2, belt of dexterity +2, gold holy symbol of Orcus (50 gp)
    
  Acid Bite (Ex) The bite of a keeper is acidic. Any melee hit with its 
  bite attack deals 1d6 points of acid damage.
  Bristles (Ex) A keeper’s head and arms are covered in many small 
  filaments that inject a deadly poison into any living creature that 
  comes into contact with them. An opponent attacking a keeper 
  with natural weapons, unarmed attacks, or handheld weapons must 
  succeed on a DC 19 Reflex save or contact the many bristles that 
  cover the keeper and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 19 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  19 Fortitude save or take 3d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to that keeper’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by a keeper’s bristles.
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  35. Collapsed Tunnel
  The wide natural tunnel ends here in a collapse. The keepers 
  collapsed it many years ago to restrict access to the barrier cavern 
  and the Sleeper. They know that when the time comes, Garagor will 
  be able to burrow out through this collapsed section of tunnel.
  36. Chamber of the  
  Dark Pool (CR 7)
  Crumbling buildings partially hewn from the surrounding 
  rock and partially made from blocks of the native stone stand 
  in here in silence. Obviously once a small community, these 
  buildings now stand empty and desolate. Whatever once dwelt 
  here seems to have moved on long ago.
  An amphitheater has been carved here underground out of 
  the native stone. Four tiers of descending seats overlook the 
  central area below. A semi-circle of ornately carved pillars 
  lines the top row of the sunken arena. At the base of the steps 
  is a circular pool, pitch black and refusing to reflect any light 
  sources shown upon it.
  
  Chapter 11: Caverns of the Barrier
  30
  This is the public worship area of the Order of the Keepers. Here 
  they conduct some rituals and occasionally invite their fellow black 
  orogs to attend. At the southern end of the room at the top level is 
  a skillfully hidden secret door (DC 35 Perception check to locate) 
  that leads to the keepers’ chapterhouse, though it is protected by a 
  trap. 
  In the center of the room sits the dark pool. This is actually little 
  more than a 40-foot-deep shaft that has been filled with the substance 
  of the Plane of Shadow. This shadowstuff is pitch black and has 
  the consistency of thick mud. Anyone coming into contact with the 
  shadowstuff must make a DC 20 Fortitude save or take 1d6 points of 
  cold damage. Anyone submerged in the stuff must make a Fortitude 
  save each round or take 10d6 points of cold damage (save for half) 
  and risks drowning just as in water. Anyone making three consecutive 
  saves and having an evil alignment gains the tenebrous template 
  (see The Tome of Horrors Complete by Frog God Games) and 
  becomes immune to further effects from this substance. Furthermore, 
  that individual finds that he can move through the stuff as easily as 
  swimming through water (encumbrance and armor check penalties 
  do not apply) and can breathe easily in the stuff.
  This dark pool is used by the keepers to administer the Test of 
  the Dark Pool, a trial undertaken by all black orogs who would 
  become keepers, where the individual is bound and held under the 
  shadowstuff long enough to either drown, die of cold damage, or 
  successfully gain the tenebrous template. Some zhervas are allowed 
  to take the test if they choose, and it is a requirement for selecting 
  a new waldgraf. At the bottom of this pool shaft is a doorway that 
  opens out into a passageway cut through the stone. The shadowstuff 
  does not leak out into this passage, and anyone able to move through 
  the stuff can use the pool shaft to easily access this tunnel and return. 
  Thus is the entrance to the Sleeper’s cavern guarded. This well has 
  been known to spontaneously spit forth tenebrous creatures from the 
  Plane of Shadows, but this has not happened in some time and does 
  not occur while the party is exploring the caves.
  Trap: If the secret door is opened from either side by anyone 
  who does not have the tenebrous template, a blast greater glyph of 
  warding inscribed on the inside of the door frame is activated. It is 
  easily heard from Area 34, and anyone at Area 37a can hear it with 
  a DC 15 Perception check. The keepers check this glyph daily and 
  recast it if necessary. If it has been activated, they immediately begin 
  hunting for intruders and set a guard on Area 40 (see Area 37).
  GREATER GLYPH OF WARDING (BLAST) 
   
  CR 7
  Type magical; Perception DC 31; Disable Device DC 31
   
  Trigger magic (glyph of warding); Reset none
  Effect spell effect (greater glyph of warding [blast], 14th-level 
  cleric, 7d8 sonic, DC 19 Reflex save half damage); multiple targets 
  (all targets within 5 ft.)
  37. Keeper Chapterhouse (Map 11-8)
  This multilevel excavation serves as the private sanctum of 
  the Order of the Keepers, those special disciples of Orcus tasked 
  specifically to guard and care for the dragon Garagor the Sleeper, 
  who will someday awake to free their dark lord. All members of the 
  order have passed the Test of the Dark Pool and have the tenebrous 
  template. The order is ruled by the high keeper who is assisted by 
  two other high-level keepers called the censor and the archivist. The 
  rest of the members of the order are either full-fledged keepers or the 
  new neophyte initiates that have not yet earned their stripes as full 
  keepers. If an alarm is sounded within the chapterhouse, the censor 
  immediately rallies the neophytes and keepers to its defense at the 
  lowest level while the archivist begins seeking out the foe through 
  divination. While this goes on, the high keeper takes 1d4+2 keepers 
  with her and uses the secret tunnel to reach Area 40 to guard over 
  the Sleeper.
  
  Chapter 11: Caverns of the Barrier
  31
  37a. Entry (CR 11)
  Creatures: This featureless chamber is monitored at all times by 2 
  black orog neophytes. If intruders enter or they hear the blast from the 
  secret door trap (see Area 36), one stays to guard the door while the other 
  runs to sound the alarm returning with reinforcements in 5 minutes.
  BLACK OROG NEOPHYTES (2) 
   
  CR 9
  XP 6,400
  Male or female tenebrous orog cleric of Orcus 6 (The Tome of 
  Horrors Complete 469, 737)
  CE Medium outsider (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +16
  Aura chaos, evil
   
  AC 24, touch 12, flat-footed 23 (+5 armor, +1 deflection, +1 Dex, 
  +6 natural, +1 shield)
  hp 78 (3d8+9 plus 6d8+18 plus 15)
  Fort +11; Ref +4; Will +10
   
  Speed 30 ft.
  Melee +1 scimitar +11/+6 (1d6+5/18–20), bite +5 (1d6+2 plus 1d6 
  acid) or touch +10 (by spell)
  Ranged mwk dart +8 (1d4+4) or touch +7 (by spell)
  Special Attacks acidic bite, bleeding touch 7/day (1d6 bleed, 3 rounds), 
  bristles, channel negative energy 6/day (3d6, DC 16), destructive smite 7/
  day (+3 damage), spontaneous casting (inflict spells)
  Divine Spells Prepared (CL 6th):
  3rd—blindness/deafness (DC 17), create food and water, prayer, rageD 
  2nd—darkness, death knellD (DC 16), hold person (DC 16), owl’s 
  wisdom, shield other
  1st—bane (DC 15), cause fearD (DC 15), doom (DC 15), obscuring 
  mist, shield of faith 
  0 (at will)—create water, detect magic, purify food and drink, read magic
  D domain spell; Domains Death, Destruction
   
  Str 19, Dex 12, Con 16, Int 12, Wis 18, Cha 16
  Base Atk +6; CMB +10; CMD 22
  Feats Improved Initiative, Martial Weapon Proficiency (scimitar), 
  Skill Focus (Knowledge [religion]), Skill Focus (Perception), 
  Toughness
  Skills Knowledge (arcana) +13, Knowledge (religion) +14, 
  Perception +16
  Languages Abyssal, Common, Orc
  SQ orc/ogre blood
  Combat Gear 2 potions of cure serious wounds; Other Gear 
  +1 chain shirt, masterwork light steel shield, +1 scimitar, 6 
  masterwork darts, ring of protection +1, silver holy symbol of 
  Orcus (25 gp)
    
  Acid Bite (Ex) The bite of a neophyte is acidic. Any melee hit with 
  its bite attack deals 1d6 points of acid damage.
  Bristles (Ex) A neophyte’s head and arms are covered in many 
  small filaments that inject a deadly poison into any living creature 
  that comes into contact with them. An opponent attacking a 
  neophyte with natural weapons, unarmed attacks, or handheld 
  weapons must succeed on a DC 17 Reflex save or contact the many 
  bristles that cover the neophyte and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 17 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  17 Fortitude save or take 2d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to that neophyte’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by a neophyte’s bristles.
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  37b. Dining Hall
  Rows of stone tables and benches line this room. Here the keepers 
  and neophytes take their meals.
  37c. Kitchen (CR 13)
  This is utilitarian kitchen where fungus gruel, mold-yeast bread, 
  and other treats are prepared. Unless an alarm has been sounded, 
  there are 4 black orog neophytes hard at work in here preparing the 
  next meal.
  BLACK OROG NEOPHYTES (4) 
  CR 9
  XP 6,400
  hp 78  (See Area 37a)
  37d. Neophyte Cells (CR 13)
  These comfortless cells have only thin sleeping pallets and minimal 
  comforts. Each houses two neophytes. 
  Creatures: The order has a total of 10 neophytes, and divided 
  between these cells there are currently a total 4 black orog neophytes. 
  They have no treasure.
  BLACK OROG NEOPHYTES (4) 
  CR 9
  XP 6,400
  hp 78  (See Area 37a)
  37e. Privy
  This is a small, dark privy, though it is kept relatively clean through 
  the constant chores of the neophytes.
  37f. Stores
  This room holds foodstuffs and other mundane stores used by the 
  order. One corner has a small well of fresh water.
  37g. Keeper Monitor (CR 14)
  Creature: A single black orog keeper sits on a stool here 
  monitoring the comings and goings of the neophytes. If attacked he 
  calls for the neophytes to assist him while he tries to retreat upstairs.
  BLACK OROG KEEPER  
  CR 14
  XP 38,400
  hp 124  (See Area 34)
  37h. Keeper Cells (CR varies)
  These chambers have marginally more furnishings than the 
  neophyte cells, and each houses two keepers. 
  Creatures: Each of these cells has a 50% chance of having 1 black 
  orog keeper resting in between rituals and other duties. There are a 
  total of 10 keepers in the order, so subtract losses from this number. 
  Each of these cells has personal treasures worth a total of 1d4x100 gp.
  BLACK OROG KEEPERS  
  CR 14
  XP 38,400
  hp 124  (See Area 34)
  
  Chapter 11: Caverns of the Barrier
  32
  37i. Privy
  Though larger, this privy is otherwise identical to that at Area 37e.
  37j. Baths
  Stone tubs, a fireplace for burning fungus logs, and metal buckets 
  for carrying water fill out this chamber.
  37k. Training Room (CR varies)
  This chamber is bare and has only a sparring dummy and a few 
  rags for sopping up blood. The members of the order train with their 
  weapons here and oftentimes get over-enthusiastic. 
  Creatures: There is a 25% chance that 1d2 black orog keepers are 
  here in mock battle.
  BLACK OROG KEEPERS (1d2) 
   
  CR 14
  XP 38,400
  hp 124  (See Area 34)
  37l. Stores
  This room is identical to Area 37f above but without the well.
  37m. Vestry
  This chamber holds the ceremonial garments of the keepers that 
  differ somewhat from the traditional garb of Disciples of Orcus. 
  There are a total of sixteen such clerics’ vestments within.
  37n. Censor’s Quarters
  This chamber is more poshly furnished than the keepers’ cells, 
  with a bed and mattress and small table with chairs. Several 
  tomes rest on the table. All deal with rituals in the worship of 
  Orcus. The censor occupies this chamber but can usually be 
  found in Area 37p. His belongings have a total value of 1,800 gp 
  in various odds and ends of precious metals and semi-precious 
  stones.
  37o. Trapped Door (CR 8)
  This door bears a trap. The keepers and neophytes are unaware of 
  the trap but know they are forbidden to pass through these doors. The 
  censor, archivist and high keeper are aware of the hidden switches on 
  either side (DC 45 Perception) to disable it.
  Trap: If the door is opened and anyone steps into the square 
  immediately west of it (or is already standing there), a hatch opens 
  in the ceiling dumping the contents of a stone tank into the room. 
  These contents are an acidic solution that affects anyone standing in 
  that square or any adjacent square. However, in addition to the acidic 
  solution the tank holds dozens of spinal leeches (see below). These 
  creatures are immune to this acid and make melee touch attacks to 
  anyone in the area of affect (+10 melee touch). Those that miss fall 
  harmlessly to the floor and disappear down grooves and cracks in 
  the stone.
  ACID BATH TRAP 
   
  CR 8
  Type mechanical; Perception DC 30; Disable Device DC 32
   
  Trigger location; Reset repair
  Effect acidic deluge (6d6 acid, DC 16 Reflex save half); multiple 
  targets (all targets in 4 adjacent squares)
  Spinal Leech (Infestation, Vermin – CR 2)
  The Tome of Horrors Complete 762
  These vermin appear as 3-inch-long transparent leeches. A typical 
  encounter is with a swarm of 10–20 leeches. They are found in marshes, 
  stagnant underground pools, and swamps. They attach to their prey and 
  drain spinal fluid, inducing paralysis in the victim. When first encountered, 
  a DC 15 Perception check can be made to notice them in time to avoid 
  them entirely. If this check fails, the spinal leeches go unnoticed and crawl 
  onto their victim, moving quickly to the spine. A spinal leech needs only a 
  single round to reach its destination on a Medium creature. If the target is 
  wearing medium armor, it takes an additional round; two rounds are added 
  if the victim is wearing heavy armor.
  When a leech attaches itself, the victim may attempt a DC 15 
  Perception check. If successful, he feels a strange sensation run down 
  his spine; otherwise, the leeches go unnoticed. Each round thereafter, 
  a DC 17 Fortitude save must be made or the victim takes 1d6 points 
  of Dexterity damage. At Dexterity 0, the victim is paralyzed until his 
  Dexterity score is brought to 1.
  An application of fire or salt instantly kills all leeches. They can 
  also be pulled from a host with no ill effects (pulling a single leech 
  off is a move action that provokes attacks of opportunity).
  Spinal Leeches
  Type infestation; Save Fortitude DC 17
  Onset immediate; Frequency 1/round
  Effect 1d6 Dex damage
  37p. Chapel (CR 18)
  Here the keepers hold their own secret religious observances under 
  the ministrations of the censor. In an alcove on the far wall is an 
  idol depicting Orcus astride a strangely deformed dragon. The idol 
  is made of a rare Under Realms coral dredged up from the depths of 
  the lake cavern and has large bloodstones for eyes. The bloodstones 
  are worth 200 gp each, and the idol itself could fetch up to 6,000 gp, 
  though it weighs close to 2,000 lb. 
  Creature: Currently seeing to the chapel and burning a foul-smelling 
  incense is the black orog censor and his tenebrous weasel familiar.
  BLACK OROG CENSOR  
  CR 18
  XP 153,600
  Male tenebrous orog cleric of Orcus 6/sorcerer3/mystic theurge 5 
  (The Tome of Horrors Complete 469, 737)
  CE Medium outsider (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +23
  Aura chaos, evil
   
  AC 24, touch 15, flat-footed 23 (+3 armor, +4 deflection, +1 Dex, 
  +6 natural)
  hp 163 (3d8+12 plus 6d8+24 plus 3d6+12 plus 5d6+20 plus 23)
  Fort +17; Ref +9; Will +16
   
  Speed 30 ft.
  
  Chapter 11: Caverns of the Barrier
  33
  Melee +3 thundering morningstar +16/+11 (1d8+7), bite +8 
  (1d6+2 plus 1d6 acid) or touch +13 (by spell)
  Ranged touch +10 (by spell)
  Special Attacks acidic bite, bleeding touch 7/day (1d6 bleed, 3 rounds), 
  bristles, channel negative energy 6/day (3d6, DC 16), destructive smite 7/
  day (+3 damage), spontaneous casting (inflict spells)
  Divine Spells Prepared (CL 11th):
  6th—antilife shell, harmD (DC 20)
  5th—empowered searing light, flame strike (DC 19), slay livingD 
  (DC 19)
  4th—death wardD, dismissal (DC 18), divine power, empowered 
  sound burst (DC 16), poison (DC 18)
  3rd—animate deadD, blindness/deafness (DC 17), dispel magic, 
  empowered cure light wounds (DC 17), prayer, protection from energy 
  2nd—darkness, eagle’s splendor, hold person (DC 16), owl’s 
  wisdom, shatterD (DC 16), silence (DC 16)
  1st—bane (DC 15), cause fearD (DC 15), curse water, doom (DC 
  15), sanctuary (DC 15), shield of faith 
  0 (at will)—detect magic, mending, read magic, resistance
  D domain spell; Domains Death, Destruction
  Arcane Spells Known (CL 8th):
  4th (3/day)—fire shield
  3rd (6/day)—displacement, fireball (DC 16) 
  2nd (7/day)—glitterdust (DC 15), spider climb, web (DC 15)
  1st (7/day)—burning hands (DC 14), expeditious retreat, identify, 
  magic missile, shield, true strike
  0 (at will)—acid splash, arcane mark, bleed (DC 13), daze (DC 
  13), ghost sound (DC 13), message, ray of frost, touch of fatigue
  Bloodline arcane
   
  Str 19, Dex 12, Con 18, Int 12, Wis 18, Cha 17
  Base Atk +9; CMB +13; CMD 28
  Feats AlertnessB (with familiar), Combat Casting, Empower Spell, 
  Eschew MaterialsB, Great Fortitude, Improved Familiar, Improved 
  Initiative, Maximize Spell, Skill Focus (Knowledge [religion]), 
  Skill Focus (Perception), Toughness
  Skills Knowledge (arcana) +19, Knowledge (religion) +22, 
  Perception +23, Sense Motive +6, Spellcraft +16
  Languages Abyssal, Common, Orc
  SQ arcane bond (familiar—Stythth), bloodline arcana (+1 DC with 
  metamagic), combined spells (3rd), metamagic adept 1/day, orc/
  ogre blood
  Combat Gear wand of lighting bolt (CL 8: 21 charges), 2 potions 
  of cure serious wounds; Other Gear bracers of armor +3, ring of 
  protection +4, +3 thundering morningstar, gold and bloodstone 
  holy symbol of Orcus (100 gp)
    
  Acid Bite (Ex) The bite of the censor is acidic. Any melee hit with 
  its bite attack deals 1d6 points of acid damage.
  Bristles (Ex) The censor’s head and arms are covered in many 
  small filaments that inject a deadly poison into any living creature 
  that comes into contact with them. An opponent attacking a 
  neophyte with natural weapons, unarmed attacks, or handheld 
  weapons must succeed on a DC 22 Reflex save or contact the many 
  bristles that cover the censor and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 22 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  22 Fortitude save or take 3d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to that censor’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by a censor’s bristles.
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  STYTHTH 
   
   
  CR —
  XP —
  Male tenebrous weasel familiar (Pathfinder Roleplaying Game 
  Bestiary “Familiar, Weasel”;
  The Tome of Horrors Complete 737)
  N Tiny outsider (augmented animal, extraplanar)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
   
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 81 (3 HD)
  Fort +10; Ref +7; Will +12
  Defensive Abilities improved evasion
   
  Speed 20 ft., climb 20 ft.
  Melee bite +13 (1d4–3 plus 1d6 acid plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks acidic bite, bristles, deliver touch spells
   
  Str 5, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +7; CMB +7; CMD 14 (18 vs. trip)
  Feats Weapon Finesse
  Skills Acrobatics +10 (+6 jump), Climb +10, Escape Artist +3, 
  Knowledge (arcana) +13, Knowledge (religion) +10, Perception 
  +13, Spellcraft +10, Stealth +14
  Languages empathic link with master
  SQ share spells
   
  Acid Bite (Ex) The bite of Stythth is acidic. Any melee hit with its 
  bite attack deals 1d6 points of acid damage.
  Attach (Ex) When a weasel hits with a bite attack, it automatically 
  grapples its foe, inflicting bite damage each round.
  Bristles (Ex) Stythth’s head is covered in many small filaments 
  that inject a deadly poison into any living creature that comes into 
  contact with them. An opponent attacking Stythth with natural 
  weapons, unarmed attacks, or handheld weapons must succeed on 
  a DC 13 Reflex save or contact the many bristles that cover Stythth 
  and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 13 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  13 Fortitude save or take 3d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to Stythth’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by Stythth’s bristles.
  37q. Guardroom
  This landing once housed guardian tenebrous creatures found in the 
  Dark Pool, but the last one died a few years ago and a new one has 
  not been captured since.
  37r. Archivist’s Quarters (CR 0 or 17)
  No more furnished than a neophyte’s cell, this chamber is occupied 
  the second-highest ranking keeper — the archivist. 
  Creature: There is a 50% chance that black orog archivist is in 
  here. If not, he is in Area 37s.
  BLACK OROG ARCHIVIST 
   
  CR 17
  XP 102,400
  Male tenebrous orog cleric of Orcus 6/loremaster 7 (The Tome of 
  Horrors Complete 469, 737)
  CE Medium outsider (extraplanar)
  
  Chapter 11: Caverns of the Barrier
  34
  Init +1; Senses darkvision 60 ft.; Perception +27
  Aura chaos, evil
   
  AC 29, touch 15, flat-footed 27 (+8 armor, +3 deflection, +1 Dex, 
  +1 dodge, +6 natural)
  hp 122 (3d8+6 plus 6d8+12 plus 7d6+14 plus 22)
  Fort +16; Ref +10; Will +16
   
  Speed 30 ft.
  Melee +2 light mace +14/+9 (1d6+4), bite +7 (1d6+1 plus 1d6 
  acid) or touch +12 (by spell)
  Ranged touch +11 (by spell)
  Special Attacks acidic bite, bleeding touch 7/day (1d6 bleed, 3 rounds), 
  bristles, channel negative energy 3/day (3d6, DC 13), destructive smite 7/
  day (+3 damage), spontaneous casting (inflict spells)
  Divine Spells Prepared (CL 13th):
  7th—destruction (DC 21), disintegrateD (DC 21)
  6th—animate objects, heal (DC 20), harmD (DC 20)
  5th—commune, righteous might, slay livingD (DC 19), summon 
  monster V
  4th—air walk, death wardD, dimension anchor, divination, repel 
  vermin (DC 18), tongues
  3rd—animate deadD, bestow curse (DC 17), blindness/deafness 
  (DC 17), create food and water, locate object, meld into stone 
  2nd—augury, death knellD (DC 16), hold person (DC 16), make 
  whole, spiritual weapon (+14 attack, 1d8+4 force), zone of truth 
  (DC 16)
  1st—command (DC 15), cause fearD (DC 15), comprehend 
  languages, divine favor, protection from good, sanctuary (DC 15) 
  0 (at will)—detect magic, mending, read magic, resistance
  D domain spell; Domains Death, Destruction
   
  Str 15, Dex 12, Con 14, Int 18, Wis 18, Cha 10
  Base Atk +9; CMB +11; CMD 26
  Feats Brew Potion, Combat Casting, Craft Wondrous Items, Scribe 
  Scroll, Silent Spell, Skill Focus (Knowledge [history]), Skill Focus 
  (Perception), Toughness
  Skills Knowledge (arcana) +27, Knowledge (history) +33, 
  Knowledge (planes) +27, Knowledge (religion) +33, Linguistics 
  +15, Perception +27, Spellcraft +24 (+34 examining magic items)
  Languages Abyssal, Aklo, Aquan, Celestial, Common, Daemonic, 
  Dwarven, Draconic, Giant, Goblin, Ignan, Infernal, Orc, Terran, 
  Undercommon
  SQ greater lore, orc/ogre blood, lore, secrets (dodge trick, lore of 
  true stamina, secret knowledge of avoidance, weapon trick)
  Combat Gear staff of divination (10 charges), 4 potions of cure 
  serious wounds; Other Gear +3 glamered scale mail (looks like 
  black robes), ring of protection +3, cloak of resistance +2, +2 light 
  mace, iron holy symbol of Orcus (10 gp)
    
  Acid Bite (Ex) The bite of the archivist is acidic. Any melee hit 
  with its bite attack deals 1d6 points of acid damage.
  Bristles (Ex) The archivist’s head and arms are covered in many 
  small filaments that inject a deadly poison into any living creature 
  that comes into contact with them. An opponent attacking the 
  archivist with natural weapons, unarmed attacks, or handheld 
  weapons must succeed on a DC 20 Reflex save or contact the many 
  bristles that cover the archivist and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 20 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  20 Fortitude save or take 3d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to the archivist’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by the archivist’s bristles.
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  37s. Archives (CR 0 or 17)
  Rows and rows of stone shelves hold bundles of scrolls and tomes. 
  Here is the entire records collection recording the history of the black 
  orogs, including Orcus’s plot and their part in it. If anyone examines 
  these records for a full day, he finds that most of the works are census 
  information, but he also learns the history provided in the adventure 
  background up until the black orogs descended into the caverns a 
  thousand years ago, as well as, the black orog information provided 
  at the beginning of this chapter. 
  Creature: If not encountered in Area 37r, then the black orog 
  archivist will be found here perusing the many records.
  BLACK OROG ARCHIVIST 
   
  CR 17
  XP 102,400
  hp 122  (See Area 37r)
  37t. Private Dining Room
  This is a finely appointed dining room used by the high keeper, 
  archivist and censor.
  37u. Kitchen (CR 5)
  This kitchen is used for the private dining room. 
  Creatures: There are 5 black orog chattels hard at work in here. 
  They prefer to run and hide rather than fight.
  BLACK OROG CHATTELS (5) 
   
   
  CR 1
  XP 400
  hp 23  (See Area 21j)
   
  37v. Chattels’ Quarters
  These stinking quarters are for the chattels that serve the high 
  keeper. Unlike other chattels, these live lives of abject slavery. Once 
  they are hand-picked to serve in the chapterhouse, they never emerge 
  again until death. The back of their quarters has a squalid privy. They 
  are never allowed beyond 37t.
  37w. High Keeper’s Chamber (CR 22)
  Creature: Unless responding to an alarm, the black orog 
  high keeper occupies this finely appointed chamber. It rivals the 
  waldgraf’s chambers in luxury, and its various accouterments could 
  be sold for 4,000 gp. The secret door can be found with a DC 30 
  Perception check.
  BLACK OROG HIGH KEEPER 
   
   
  CR 22
  XP 615,000
  Female tenebrous orog cleric of Orcus 10/Disciple of Orcus 8 (The 
  Tome of Horrors Complete 469, 737)
  CE Medium outsider (extraplanar)
  Init +5; Senses darkvision 120 ft.; Perception +30
  Aura chaos, evil
   
  AC 34, touch 14, flat-footed 33 (+10 armor, +3 deflection, +1 Dex, 
  +6 natural, +4 shield)
  hp 213 (3d8+12 plus 10d8+40 plus 8d8+32 plus 31)
  Fort +22; Ref +7; Will +21
  Defensive Abilities cloak of Orcus, death’s embrace, friend of death 
  
  Chapter 11: Caverns of the Barrier
  35
  (DC 23), heavy fortification (75%)
   
  Speed 30 ft.
  Melee +2 flaming burst scimitar +22/+17/+12 (1d6+6/18–20 plus 
  1d6 fire), bite +14 (1d6+2 plus 1d6 acid) or touch +19 (by spell)
  Ranged touch +16 (by spell)
  Special Attacks acidic bite, bleeding touch 10/day (1d6 bleed, 
  9 rounds), bristles, channel negative energy 8/day (9d6, DC 24), 
  destructive aura 18 rounds/day (30 ft., +9 damage), destructive 
  smite 10/day (+9 damage), necromantic power (+4d6), spontaneous 
  casting (inflict spells), summon undead (36 HD), touch of the death 
  god 1/day (2d4 negative levels, DC 20)
  Spell-like Abilities (CL 18th):
  3/day—animate dead, speak with dead
  Divine Spells Prepared (CL 18th):
  9th—energy drain (DC 26), implosion (DC 26), wail of the 
  bansheeD (DC 26)
  8th—antimagic field, create greater undeadD, earthquake (DC 25), 
  unholy aura (DC 25)
  7th—blasphemy (DC 24), destructionD (DC 24), empowered flame 
  strike (DC 22), repulsion (DC 24), symbol of stunning (DC 24) 
  6th—empowered inflict critical wounds (DC 21), forbiddance (DC 
  23), harmD (DC 23), mass cure moderate wounds (DC 23), planar 
  ally, word of recall
  5th—empowered searing light (x2), flame strike (DC 22), insect 
  plague, quickened cure light wounds (DC 18), slay livingD (DC 22)
  4th—death wardD, dimensional anchor, divine power, empowered 
  sound burst (DC 19), poison (DC 21), unholy blight (DC 21)
  3rd—dispel magic, empowered cure light wounds (DC 20, x2), 
  invisibility purge, prayer, protection from energy, rageD 
  2nd—bear’s endurance, desecrate, hold person (DC 19), owl’s 
  wisdom, sound burst (DC 19), shatterD (DC 19), spiritual weapon 
  (+22/+17/+12 attack, 1d8+5 force)
  1st—bane (DC 18), cause fearD (DC 18), deathwatch, divine favor, 
  doom (DC 18), entropic shield, shield of faith 
  0 (at will)—create water, detect magic, guidance, read magic
  D domain spell; Domains Death, Destruction
   
  Str 18, Dex 12, Con 18, Int 15, Wis 24, Cha 20
  Base Atk +15; CMB +19; CMD 33
  Feats Combat Casting, Empower Spell, Forge Ring, Great 
  Fortitude, Improved Initiative, Martial Weapon Proficiency 
  (scimitar), Power Attack, Quicken Spell,  Skill Focus (Perception), 
  Toughness, Weapon Focus (scimitar)
  Skills Craft (alchemy) +16, Knowledge (arcana) +18, Knowledge 
  (religion) +27, Perception +30, Sense Motive +13, Spellcraft +23
  Languages Abyssal, Aklo, Common, Draconic, Orc, Undercommon
  SQ improved animation, orc/ogre blood
  Combat Gear 3 potions of cure serious wounds, potion of bull’s 
  strength, 3 flasks of unholy water; Other Gear +4 elven chain, 
  +2 heavy fortification heavy steel shield, ring of protection +3, +2 
  flaming burst scimitar, headband of mental prowess +4 (Wisdom, 
  Charisma), platinum and diamond holy symbol of Orcus (1,500 gp)
   
  Acid Bite (Ex) The bite of the high keeper is acidic. Any melee hit 
  with its bite attack deals 1d6 points of acid damage.
  Bristles (Ex) The high keeper’s head and arms are covered in many 
  small filaments that inject a deadly poison into any living creature 
  that comes into contact with them. An opponent attacking the 
  high keeper with natural weapons, unarmed attacks, or handheld 
  weapons must succeed on a DC 24 Reflex save or contact the many 
  bristles that cover the high keeper and be subjected to its poison.
  On a failed Reflex save the opponent must make a DC 24 
  Fortitude save or be paralyzed for 1d4 rounds. Immediately after 
  the paralysis wears off, the opponent must succeed on another DC 
  24 Fortitude save or take 3d6 Con damage. If the initial Fortitude 
  save is successful, no further save is necessary and the opponent is 
  immune to the high keeper’s poison for 24 hours.
  A neutralize poison removes the effects of the poison and if cast 
  before an opponent makes its Fortitude save prevents the need 
  for such. Creatures with resistance to poison receive their normal 
  bonus on their saving throws, and creatures immune to poison are 
  unaffected by the high keeper’s bristles.
  Orc/Ogre Blood (Ex) For all special abilities and effects, an orog 
  is considered an orc or an ogre. For example, orogs can use special 
  ogre or orc weapons or magic items with racially specific ogre or 
  orc powers as if they were ogres or orcs.
  37x. Secret passage
  This passage descends steep stairs and ends at an identical secret 
  door opening onto Area 40 (DC 30 Perception).
  38. Barrier Cavern
  Standing in this chamber is the long-forgotten Keltine Barrier. 
  A close examination of the structure reveals that it too is fused 
  to the floor but is not made of stone at all. In fact the substance 
  of its seamless construction is unidentifiable and wholly 
  indestructible by mortal means, just as the opaque field is 
  impassable. It covers an open gate to the Abyss but completely 
  bars access, save for a small penetration in one corner.  
  This pinhole is what allows a tiny bleeding of Orcus’s direct 
  essence to the Sleeper in the form of the wispy rope of mist. 
  Anyone touching this rope of unadulterated essence of Orcus 
  takes 10d6 points of negative energy damage per round (no save) 
  and gains 10 negative levels. The negative levels disappear when 
  contact with the rope ceases, but the damage must be healed 
  normally.
  The ledge on the west wall is 40 feet high and leads to Area 39. The 
  cavern’s ceiling is 80 feet high. Just southeast of the collapsed tunnel 
  at Area 35 is a small side passage concealed by an optical illusion 
  of shadow and the shape of the cavern wall to appear to be nothing 
  more than a shallow alcove. A DC 30 Perception check is necessary 
  to notice it as anything other. This tunnel leads to Area 33 and was 
  forgotten by the black orogs long ago. When the keepers collapsed 
  the tunnel at Area 35 to restrict access, they failed to notice this 
  forgotten tunnel, leaving it as an ideal place from which to infiltrate 
  these caverns.
  The watchers at Area 39 constantly keep an eye on this chamber. 
  They attempt to hide invisibly in the concealing shadows of the ledge 
  and can be detected with an opposed Perception check.
  Development: Anyone remaining in this room for longer than 
  2 rounds must make a DC 35 Will save. If the save is failed, that 
  individual experiences the vision below. Those that make the save 
  notice nothing unusual. Anyone seeing he vision is dazed for 1 round 
  thereafter. A PC can only experience the vision once, but if they save 
  and then leave the room and return later, he must make the save again 
  or experience the vision.
  Rising like twin towers from the floor of this cavern are two 
  60-foot obelisks embossed in fantastic designs incorporating 
  the shape of a kite shield. Between these towers stretches a 
  strange energy field of some sort. It is an opaque gray in color 
  with little flashes of light and darkness that play across its 
  surface. A thin tendril of solid-seeming mist emerges from a 
  darker spot high in one corner of this field and runs through 
  the air like a rope, disappearing through an opening high on 
  the west wall. Around the base of this strange tableau are a 
  number of statues of humanoid figures in various poses of 
  supplication. Strangest of all, these figures appear to have 
  sunken into the floor and fused into place. Some only have a 
  foot or leg sunk to the ankle while others are little more than 
  head and shoulders protruding above the stony surface. These 
  figures seem to evoke an aura of sorrow and loss.
  
  Chapter 11: Caverns of the Barrier
  36
  The air shimmers briefly, and suddenly you find yourself in 
  a place other than where you were a moment ago. There is 
  no longer a cavern around you, and in fact there is not even 
  a mountain range. You stand on an arid plain, a savannah 
  with a few clumps of trees here and there in the distance. It 
  is early evening and the stars have begun to appear in the 
  purpling sky, though they do not perfectly match the shapes 
  and patterns that you are familiar with. Behind you stands a 
  large encampment of colorful tents. Dozens if not hundreds of 
  pack animals, handlers, and drovers wander through this tent 
  city maintaining a respectful distance from you — or at least 
  what is in front of you.
  Before you is a group of three dozen men and women, 
  all richly dressed and obviously well-to-do. They look like 
  nobles and scholars. They gather in a semicircle in the grass 
  and chant a litany that seems to somehow slide out of your 
  mind before you can quite grasp what it is they are saying. 
  Every now and then one rises, as if on cue, and makes careful 
  controlled gesticulations or offers up some strange or exotic 
  substance that disappears in a puff of smoke. The air is electric 
  and makes your skin tingle. It is obvious they are casting some 
  sort of powerful collective spell.
  As you watch, a swirl of color appears in the air before them. 
  It begins as a tiny speck and then begins to spread, growing 
  wider and wider until a figure is visible within it. Finally it has 
  grown to massive dimensions clearly revealing a tall humanoid 
  with skin the color of pure cream and curling hair like the 
  richest honey. He is achingly beautiful, and you cannot force 
  yourself to look into his knowing eyes. He smiles beautifully 
  at the assembled crowd, and they respond with orgiastic cries 
  of delight and exultation. The beautiful figure seeks to step 
  through the magical gate, but something seems to be blocking 
  him. He looks imploringly at those gathered, and even you can 
  feel the sorrow gnawing at your heart that such a magnificent 
  being would be denied entry. In the depths of your soul you feel 
  as though you would do anything to allow him entry. Evidently 
  you are not the only ones, because the being’s gaze suddenly 
  changes to a smirk as he looks on his sycophantic followers — 
  and then the blast of energy washes over you.
  For a moment you are blinded. As the stars clear from your 
  eyes you see the being smiling triumphantly. Where were once 
  his frenzied adherents, now stands a crowd of stone statues 
  frozen forever in gestures of supplication and fused into 
  the very rock of the ground. The wave of heat behind you 
  causes you to turn and behold the tent city now engulfed 
  in curtain of fire that screams through it in a superheated 
  wind that leaves only ashes and cinders in its wake 
  where once tents, animals, and people stood. The flame 
  continues to spread, engulfing the distant savannah and 
  bringing the brightness of daylight once again to the 
  benighted plain.
  Turning with dread you see the being now stepping 
  through the gate, and you realize that with his arrival the 
  world is lost. But his step is checked in mid-stride as suddenly 
  three human-sized figures stand before you facing the gate. 
  You can only see them from the back, but you can tell that 
  their faces radiate a heavenly light because it is reflected 
  on the face of the other being and makes his carnal beauty 
  pale in comparison. The figures are an armored man 
  flanked by two armored women. One woman holds a 
  kite shield, the other a sword. The man appears to be 
  empty handed. The face of the being in the gate is a mask of 
  arrogance and triumph, he gazes at the three small figures and 
  continues his step into the world of Man — it would seem they 
  have arrived too late to stop him.
  His step checks once again, however, as he sees the woman 
  holding the shield nod to her companions and hand the shield 
  over to the man. He takes the shield and her right hand with 
  his. The other woman takes her other hand and then raises 
  her sword striking down, swiftly sundering the woman in two 
  from head to foot in a gout of glowing, fiery blood. The being 
  in the gate screams but is unable to stop as the two bloodied 
  halves of the woman fly towards him, growing to match and 
  even exceed his size as they approach. They stop in flanking 
  positions, one to either side of the gate and suddenly transform 
  becoming stony and changing form until in their place stand 
  two enormous obelisks delicately engraved with fantastical 
  designs intertwined with images of a kite shield. With a clang 
  like an iron door, an opaque gray field appears over the gate, 
  blocking the view of the beautiful being beyond.
  Still without turning toward you, the man wipes the blood 
  from his face and uses it to draw a red cross on the front of 
  the shield he was handed — a mirror of the bloodied, upturned 
  sword hilt of his companion. Together they raise their hands 
  and suddenly jagged rocks spring from the ground, rising like 
  titans into the night sky. Mountains grow before your very eyes, 
  around you and through you. Soon you find yourself back in 
  a dark cavern standing before twin obelisks. A feeling of the 
  passage of eons comes over you as you envision stars moving 
  and changing places in the sky to fill familiar patterns. And in 
  your minds eye you see a distant battle where angelic hosts 
  breach the very gates of Hell, and a beautiful being is brought in 
  chains before an armored man holding bloodied shield and an 
  armored woman holding bloodied sword. They each lay hands 
  upon the prisoner and his flesh begins to sizzle and smoke; his 
  bones crackle and move, and his muscles contort into unnatural 
  shapes. Soon the once-beautiful being is a broken caricature 
  of a bloated man with twisted goatlike legs and the head and 
  horns of a ram. The last image is of this broken creature being 
  thrown into a dark, dark hole. Then you blink and find yourself 
  once again in the cave you began in, standing before the ancient 
  obelisks and the strange, fused statues.
  
  Chapter 11: Caverns of the Barrier
  37
  Ad Hoc XP Award: Anyone experiencing the vision personally 
  receives XP equal to a CR 20 encounter as they are suddenly exposed 
  to the secret of a long-hidden piece of lore that has shaped the history 
  of their world.
  39. Watchers (CR 6)
  This 10-foot-high tunnel connects Areas 38 and 40. It is accessed by 
  a stair in Area 40. Running down the center is the streamer of misty 
  essence from the barrier. The effects of touching it are described in 
  Area 38. 
  Creatures: There are 4 quasits in this tunnel. Two watch to the 
  east, and two watch to the west. They are invisible at all times. If 
  intruders are spotted, one flies to warn the high keeper by taking the 
  secret passage from Area 40 while the others remain behind to gather 
  more information about the intruders. They try to avoid battle at all 
  costs, preferring to retreat and let the black orogs take on foes.
  QUASITS (4) 
   
   
  CR 2
  XP 600
  hp 16  (Pathfinder Roleplaying Game Bestiary “Demon, Quasit”)
  40. Cavern of the Sleeper (CR 24)
  Creature: At last the PCs have reached the heart of Orcus’s foul 
  plot. Here lies Garagor the Sleeper, an ancient corroded dragon 
  — once a gold wyrmling kidnapped an age ago and subjected to 
  a millennium of having Orcus’s foul essence siphoned into him 
  through a tiny breach in the Keltine Barrier and then distilled through 
  A noxious chemical smell fills the air here. Great metal 
  drums and vats occupy most of the southern portion of the 
  cavern. Strange machinery and bellows pump and wheeze 
  with a great whirring and the grind of metal on metal. The 
  sound is almost drowned out, though, by the great sonorous 
  snores that fill the cavern. Squeezed in between this forest 
  of vats and machinery is a massive reptilian creature. At first 
  blush it resembles an ancient gold dragon, but that impression 
  is brushed away by the oddly-contorted bones of its skull and 
  misshapen horns that protrude at odd angles. This in no way 
  resembles the graceful form of a gold dragon. In addition, 
  metallic golden scales are covered under a patina of decay and 
  corrosion giving the whole creature a rusty appearance with 
  great patches of brownish and black scales intermixed with the 
  stained and off-color golden scales that remain. A thin tendril 
  of black smoke enters the room through a tunnel high on the 
  east wall and then descends to enter one of the many metal 
  vats. From these a jungle of hoses and tubes connect to the 
  flanks and limbs of this deformed dragon, pumping it full of 
  who knows what foul concoction.
  
  complex magic and machinery and introduced into its sleeping 
  body. The result, as it has grown old and bloated, is a unique dragon 
  with the power of a gold dragon and the corruption and hate of a 
  demon prince. When fully grown, Garagor will be able to tap the 
  divine power of Orcus and will then awaken to destroy the barrier. 
  Fortunately that day has not yet come, and he still lies dormant. 
  Unfortunately, Orcus is aware of what goes on in these caves, and 
  he is not prepared to allow his centuries-old plans to fall to a group 
  of mere mortals. When the PCs enter this chamber, if the alarm has 
  not already been sounded, Orcus sends vision to his clerics—both 
  zhervas and keepers—summoning them to this chamber at once. 
  This is difficult for the zhervas who gather the rest of the black orogs 
  but have difficulty navigating the Dark Pool. The keepers, however, 
  have no such delays, arriving soon through the secret entrance (DC 
  30 Perception check to locate).
  In the round after the party enters, they see a noticeable pulse travel 
  along the length of the misty umbilical connecting the barrier to the 
  dragon’s machinery. It enters the machinery, and the dragon’s eyes 
  snap open. Garagor has been awakened early to defend himself. 
  He spends one full-round action tearing himself away from the 
  assortment of machinery (though this actually inflicts no damage 
  due to his DR) and activating his fire aura. He then begins to attack 
  his foes, starting with his powerful corrosion breath weapon on the 
  largest concentration he sees. Unfortunately for Garagor his centuries 
  of sleep have left him somewhat disoriented, and once he begins 
  attacking he doesn’t differentiate friend from foe, attacking whoever 
  is closest or dealing the most damage with equal impunity whether 
  PC or black orog. He fights in a frenzy until slain and pursues as long 
  as possible if the PCs flee. He is reluctant to go back to his slumber, 
  so that even if the PCs fail to slay Garagor they will have set Orcus’s 
  plans back as the black orogs try to regain control of the beast and 
  lull him to sleep once again.
  GARAGOR THE SLEEPER 
   
   
  CR 24
  XP 1,230,000
  Male ancient advanced, giant unholy corroded dragon (Pathfinder 
  Roleplaying Game Bestiary “Metallic Dragon, Gold”; Advanced 
  Bestiary 245)
  CE Colossal dragon (chaos, earth, evil, fire)
  Init +2; Senses dragon senses; Perception +42
  Aura fire (10 ft.), awful presence (30 ft.), frightful presence (300 
  ft., DC 34)
   
  AC 43, touch 4, flat-footed 41 (+2 Dex, +39 natural, –8 size)
  hp 611 (26d12+442)
  Fort +32; Ref +17; Will +26
  Defensive Abilities protection from good; DR 15/good and magic; 
  Immune fire, negative energy, paralysis, sleep; SR 35
  Weaknesses vulnerability to cold
   
  Speed 70 ft., burrow 30 ft., fly 260 ft. (clumsy), swim 70 ft.
  Melee bite +38 (4d8+30/19–20 plus profane), 2 claws +38 
  (4d6+20/19–20 plus profane), 2 wings +36 (2d8+10/19–20 plus 
  profane), tail +36 (4d6+30/19–20 plus profane)
  Ranged touch +20 (by spell)
  Space 30 ft.; Reach 20 ft. (30 ft. with bite)
  Special Attacks breath weapon (120-ft. cone, DC 40, 7d10 fire, 
  7d10 acid, 7d10 negative energy), crush, tail sweep, unholy 
  spellcasting, weaken breath
  Spell-like Abilities (CL 26th):
  At will—bane (DC 22), deeper darkness, detect evil, geas/quest, 
  sunburst (DC 29)
  3/day—detect gems
  1/day—ill luck
  Spells Known (CL 15th):
  7th (5/day)—greater teleport, waves of exhaustion*
  6th (7/day)—circle of death* (DC 27), disintegrate (DC 27), 
  forceful hand (DC 27)
  5th (7/day)—cloudkill (DC 26), cone of cold (DC 26), feeblemind 
  (DC 26), plane shift (DC 26), wall of force
  4th (7/day)—charm monster (DC 25), dimension door, greater 
  invisibility, ice storm
  3rd (7/day)—dispel magic, fireball (DC 24), haste, nondetection
  2nd (8/day)—arcane lock, cats’ grace, detect thoughts (DC 23), 
  hideous laughter (DC 23), scorching ray
  1st (8/day)—identify, magic missile, protection from good, sleep 
  (DC 22), unseen servant
  0 (at will)—bleed* (DC 21), detect magic, detect poison, disrupt 
  undead*, mage hand, mending, message, open/close, read magic, 
  resistance
  *Necromancy spell
   
  Str 51, Dex 14, Con 45, Int 28, Wis 29, Cha 32
  Base Atk +26; CMB +54; CMD 66 (70 vs. trip)
  Feats Alertness, Critical Focus, Extend Spell, Improved Critical 
  (bite), Improved Critical (claw), Improved Critical (tail), Improved 
  Critical (wing), Iron Will, Multiattack, Power Attack, Quicken 
  Spell, Stunning Critical, Vital Strike
  Skills Appraise +38, Bluff +40, Diplomacy +40, Fly +15, 
  Intimidate +40, Knowledge (arcana) +38, Knowledge (history) +38, 
  Knowledge (local) +38, Knowledge (nobility) +38, Knowledge 
  (planes) +38, Knowledge (religion) +38, Perception +42, Sense 
  Motive +42, Swim +57, Survival +38
  Languages Abyssal, Aklo, Common, Draconic, Giant, Orc, Terran, 
  Undercommon
  SQ change shape (polymorph), fast flight, unholy body
   
  Awful Presence (Su) Every nonevil creature within 30 feet of 
  Garagor automatically takes a –1 profane penalty on all attack rolls, 
  checks, and saves. The awful presence is a mind-affecting fear 
  effect.
  Breath Weapon (Su) Garagor’s breath weapon is a noxious stew of 
  corrosion and negative energy incarnate. In appearance it resembles 
  a spew of boiling black flames. A third of the damage is fire, a third 
  is acid, and third is negative energy. 120-ft. cone, 7d10 fire, 7d10 
  acid, 7d10 negative energy, Reflex DC 40.
  Change Shape (Su) Garagor can assume any animal or humanoid 
  form three times per day as if using polymorph.
  Detect Gems (Sp) Garagor can detect gems three times per day. 
  This functions as locate object, but can only be used to locate 
  gemstones.
  Fast Flight (Ex) Garagor is treated as one size category larger 
  when determining fly speed.
  Fire Aura (Su) Garagor is surrounded by an aura of fire. All 
  creatures within 10 feet of him take 1d6 points fire damage at the 
  beginning of Garagor’s turn. Garagor can activate or suppress this 
  aura as a free action.
  Ill Luck (Sp) Once per day Garagor can touch a gem, usually one 
  embedded in his hide, and enspell it to bring ill luck. As long as 
  Garagor carries the gem, every good creature within 100 ft. receives 
  a –1 luck penalty on all saving throws. This is the equivalent of a 
  2nd-level spell.
  Profane (Su) Each of Garagor’s natural attacks deals +1d6 points 
  of profane damage to an opponent of good alignment.
  Protection from Good (Su) Garagor gains a +2 deflection bonus 
  to AC and a +2 resistance bonus to saves against attacks by good 
  creatures. Furthermore, he is immune to any attempt by a good 
  creature to possess, charm, or influence him.
  Unholy Body (Su) Garagor is healed by negative energy and 
  harmed by positive energy like an undead creature. This inflict 
  spells heal him and cure spells harm him.
  Unholy Spellcasting (Su) Garagor’s effective caster level for 
  necromancy spells or spells with the evil descriptor is one higher. 
  This benefit stacks with itself, so his effective caster level for spells 
  that fit both parameters is two higher.
  Weakening Breath (Su) Instead of a cone of corrosion, Garagor 
  can choose to breathe a cone of weakening gas. Creatures within 
  the cone must succeed on DC 40 Fortitude save or take 10 points of 
  Strength damage.
  38
  Chapter 11: Caverns of the Barrier
  
  Concluding  
  The Adventure
  If the PCs have succeeded in plumbing the depths of citadel, locating 
  the Keltine Barrier, and slaying the Sleeper, then they are truly heroes 
  of legend. With Garagor destroyed, the Keltine Barrier is once again 
  secure for now, but the possibility still exists that it could be opened 
  at some later date by the continued plotting of Orcus. It is unlikely 
  that the Demon Prince of the Undead would give up on his age-long 
  plan now. Perhaps the PCs choose to get to the heart of the matter and 
  maybe even complete the task begun by the Army of Light. Such an 
  endeavor would undoubtedly lead them to the infamous Dungeon of 
  Graves to face the mightiest earthly holding of Orcus as revealed in 
  Rappan Athuk Reloaded by Necromancer Games. If rumors be true, 
  that dungeon has never been successfully completed. It is even possible 
  the PCs will have achieved epic levels as a result of this adventure 
  series and could be ready to take their expeditions to a whole new 
  level — the Abyss perhaps — and take on even the challenges revealed 
  in “The Den of the Master” from fabled Rappan Athuk. Certainly the 
  demon lord will be interested in finding the thwarters of his schemes 
  and would spare few expenses in avenging himself upon them.
  Having plumbed the depths of the Citadel of Orcus and the caverns 
  beneath, the party has destroyed much of the evil in Tsar (perhaps even 
  removing the Pall) and brought knowledge of the Three Gods back 
  into the world. The Order of the Justicars was destroyed long ago, and 
  the party may have made the acquaintance of the last Justicar, Gerrant 
  of Gilboath, in this adventure. The means to re-establishing that order 
  is provided in the adventure The Tomb of Abysthor by Necromancer 
  Games, but what of Kel the Protector’s ancient church? It is possible 
  that the PCs may feel the urge to begin their own knightly order in her 
  tradition to better remember her sacrifice for the good of all mankind. 
  A paladin or similar character may even be approached by Bofred 
  the Just of Thyr or Barahil the Faithful of Muir (high priests of those 
  respective deities in Bard’s Gate). It is even possible that somehow 
  worship of Kel could be revived through the intervention of her 
  siblings, bringing a living church and faith to the dead goddess and 
  providing those followers with clerical abilities. For who knows what 
  truly constitutes the existence of a deity? It is said that even Orcus 
  himself once underwent just such resurrection. See the side bar below 
  for details on Kel as a deity if you wish to go this route.
  As mentioned in the adventure hooks, the PCs may have been tasked 
  with opening a safe trade route to the exotic lands of the north through 
  the Desolation. This is largely accomplished with the destruction of 
  Orcus’s plot. Now characters of the PCs’ levels are likely to be given 
  land and/or noble title—maybe even governance over the ruins of 
  Tsar and surrounding lands—by the powers that be to manage that 
  trade route and protect it from further danger. This could provide both 
  a great deal of wealth and danger to those who would take on such 
  responsibility, especially since there could still be a nest of highly 
  militant Orcus-worshipping orogs beneath their feet.
  Finally, whoever possesses the Hammer of the Three Gods is the 
  rightful protector and ruler of St. Harul’s Hold. If such a character is 
  of noble mien and intent, the churches of Thyr and Muir would love 
  to have the ruins cleansed of evil and the site reconsecrated as holy 
  to their faiths. A PC could hold that post either as the high priest, or 
  if not a cleric of those faiths, then at least as a trusted governor ruling 
  on behalf of the churches.
  Whatever path the PCs choose from this juncture — peaceful 
  retirement or adventures on a whole new scale — the reputation and 
  experiences gained for their defeat of the evil of slumbering Tsar will 
  live on in tales and bard songs for centuries to come and color all of 
  their future encounters and dealings.
  39
  Chapter 11: Caverns of the Barrier
  Kel, Goddess of Self-
  Sacrifice, Lady of Protection
  Alignment: Lawful Good
  Domains: Good, Healing, Law, Protection 
  Symbol: Kite shield of purest white
  Garb: White robes trimmed in blood red
  Favored Weapon: Shields of all types for shield bash
  Form of Worship and Holidays: Evening prayers for 
  protection and health at vespers. Special holy days on the 
  eve of the solstices and equinoxes for the coming season.
  Typical Worshippers: Humans, Guardians, Paladins, 
  though not currently worshipped.
  Kel is the sister of Thyr and Muir, triplet siblings known 
  as the Three Gods. She was popular among humans until 
  around 10,000 years ago when she gave up her life to 
  prevent Orcus from conquering the Material Plane. She 
  was normally depicted as an armored woman holding a 
  kite shield with a benevolent but sad expression on her 
  face. It was said she carried the sorrows of the world on her 
  shoulders and later stated that she must have seen the fate 
  that would befall her. Her principles were the protection and 
  safety of civilized societies where individuals could grow 
  and achieve their destinies without fear of sudden calamity 
  or destruction. When she sacrificed herself, her siblings 
  assumed her spheres of influence and incorporated her 
  goals into their own. It is rumored, however, that a portion 
  of her essence was released upon her death and became 
  twisted with hate and vengeance for the end that she met and 
  coalesced into a new deity that was the very antithesis of 
  all she had stood for — Hel, Lady of Death and Pestilence. 
  If Kel’s church were somehow revived, it is certain that 
  they would make eradication of that apostate faith as one of 
  its top priorities. Her sacred animal is the lowly hedgehog 
  for his innate protective abilities, and her faithful often 
  repeat the ancient axiom, “The fox knows many tricks; the 
  hedgehog one good one.”
  
  40
  The following prestige classes originally appeared in association 
  with R1–3: Rappan Athuk—The Dungeon of Graves and D1: The 
  Tomb of Abysthor by Necromancer Games. They are updated and 
  included here for your convenience.
  The Disciple of Orcus
  A Thoroughly Evil Prestige Class
  By Clark Peterson and Bill Webb
  There are priests of Orcus, and there are Disciples of Orcus; 
  fanatics who go to great lengths to appease their chosen lord. They 
  begin their journey down the path of evil and death learning simple 
  abilities that allow them to manipulate and control the dead. As 
  they grow in power, the Disciples become closer and closer to their 
  god, until finally, the penultimate power level is achieved; that of 
  undeath itself.
  Role: Clerics most often become Disciples of Orcus. As a matter 
  of fact, no class without at least some divine spellcasting ability 
  can ever hope to follow the path of the Disciple. Fighters, bards, 
  wizards, sorcerers, and druids sometimes become Disciples of 
  Orcus. Barbarians, monks, rangers, and rogues generally do not. 
  A paladin can never become a Disciple of Orcus without changing 
  alignments (though a fallen paladin/blackguard can).
  An NPC Disciple of Orcus will be found anywhere there is a 
  temple to Orcus, though most will be secluded or well hidden, as 
  the worship of such a being is not widely accepted (something the 
  Disciples hope to change in the near future). Their last known high 
  altar was located in the lost city of Tsar, though many suspect a new 
  center of worship was erected in the infamous Dungeon of Graves 
  after Tsar’s fall (see The Slumbering Tsar Saga by Frog God 
  Games and Rappan Athuk Reloaded by Necromancer Games 
  respectively).
  Alignment: Chaotic evil.
  Hit Die: d8.
  Requirements
  To qualify to become a Disciple of Orcus, a character must meet 
  the following criteria:
  Spellcasting: A Disciple must be able to cast divine spells of at 
  least 3rd level.
  Skills: Knowledge (religion) 6 ranks.
  Feats: Great Fortitude, Power Attack.
  Special: The Disciple must be a worshiper of Orcus, the demon-
  lord of the Undead, and must also bind his or her soul to the eternal 
  service of Orcus through interaction with a demon and a special 
  ritual. The Disciple must seek out this demon on his or her own. 
  Potential Disciples deemed unworthy by the demon are normally 
  devoured.
  Class Skills
  The Disciple of Orcus’ class skills (and the key ability for 
  each skill) are Craft (Int), Heal (Wis), Knowledge (local) (Int), 
  Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
  Skill Ranks per level: 2 + Int modifier.
  Class Features
  All of the following are class features of the Disciple of Orcus 
  prestige class.
  Weapon and Armor Proficiency: Justicar’s gain no proficiency 
  with any weapon or armor.
  Channel Energy/Spells per Day: When a Disciple of Orcus 
  level is gained, the character gains new spells per day as if he had 
  also gained a level in any one divine spellcasting class he belonged 
  to before he added the prestige class. In addition he grows more 
  powerful in his channel energy ability as if he had gained a level 
  if he has the channel energy ability from a class he had before he 
  added the prestige class. He does not, however, gain other benefits a 
  character of that class would have gained, except for additional 
   
   
  Atk 
  Fort 
  Ref 
  Will 
   
  Channel Energy/
   Level Bonus 
  Save 
  Save 
  Save 
  Special 
  Spells per Day
   
   
  1 
  +0 
  +2 
  +0 
  +2 
  Animate dead, darkvision 60 ft. +1 lvl of existing class
   
  2 
  +1 
  +3 
  +0 
  +3 
  Speak with dead 
  +1 lvl of existing class
   
  3 
  +2 
  +3 
  +1 
  +3 
  Necromantic power 
  +1 lvl of existing class
   
  4 
  +3 
  +4 
  +1 
  +4 
  Summon undead 
  +1 lvl of existing class
   
  5 
  +3 
  +4 
  +1 
  +4 
  Cloak of Orcus 
  +1 lvl of existing class
   
  6 
  +4 
  +5 
  +2 
  +5 
  Improved animation 
  +1 lvl of existing class
   
  7 
  +5 
  +5 
  +2 
  +5 
  Friend of death 
  +1 lvl of existing class
   
  8 
  +6 
  +6 
  +2 
  +6 
  Touch of the Death God 
  +1 lvl of existing class
   
  9 
  +6 
  +6 
  +3 
  +6 
  Greater summoning 
  +1 lvl of existing class
   10 
  +7 
  +7 
  +3 
  +7 
  Shroud of Orcus 
  +1 lvl of existing class
  Disciple of Orcus
  Prestige Class Appendix
  
  41
  prestige Class Appendix
  spells per day, spells known (if he is a spontaneous caster), an 
  increased effective level of spellcasting, and a greater ability to 
  channel energy. If a character had more than one spellcasting class 
  before becoming a Disciple, he must decide to which class he adds 
  the new spell level for purposes of determining spells per day. This 
  choice does not affect his channel energy ability even if it is derived 
  from a different class than the spellcasting class chosen by the 
  Disciple. He will still increase in that class’s channel energy ability 
  regardless. If he has multiple classes that can channel energy, his 
  ability increases by a level in only one of the classes of his choice.
  Animate Dead (Sp): Once per day at 1st level and an additional 
  time per day every four Disciple levels, the Disciple of Orcus can 
  animate dead as the spell cast by a character equal to the Disciple’s 
  total divine spellcaster levels (Disciple class level plus any other 
  divine spellcasting class levels).
  Darkvision 60 feet (Ex): The Disciple gains darkvision to a range 
  of 60 feet. If the Disciple already possesses darkvision, the range is 
  increased by 60 feet.
  Speak with Dead (Sp): At 2nd level, a Disciple of Orcus can 
  speak with dead as the spell once per day and an additional time 
  per day for every 3 Disciple levels thereafter (2 at 5th, 3 at 8th). 
  The ability functions as if cast by a caster of a level equal to the 
  Disciple’s total divine spellcaster character levels.
  Necromantic Power (Ex): At 3rd level, when a Disciple uses 
  channel negative energy to heal undead (or others who can benefit 
  from negative energy in this way, such as a cleric with the Death 
  domain and death’s embrace ability), the recipients receive an 
  additional 2d6 points of negative-energy healing. This increases by 
  1d6 for every 3 Disciple levels thereafter (2 at 5th, 3 at 8th).This does 
  not apply when channel negative energy is used to harm the living.
  Summon Undead (Su): At 4th level, a Disciple can summon 
  undead. He can use this ability multiple times per day but can 
  only summon a number of undead whose total HD do not exceed 
  double his total divine spellcasting levels per day. The undead 
  are commanded and controlled and remain for 1 round per divine 
  spellcaster level.
  Cloak of Orcus (Su): All undead commanded or controlled by 
  the Disciple gain channel resistance equal to one-half the Disciple’s 
  class level so long as they remain within 30 feet of the Disciple.
  Improved Animation (Su): Undead animated by the Disciple by 
  spell or spell-like ability have maximum hit points per Hit Die.
  Friend of Death (Su): Mindless undead will not attack the 
  Disciple of Orcus unless provoked or attacked first. They simply 
  ignore the Disciple so long as he takes no action against them. 
  Intelligent undead must make a Will save (DC 10 + Disciple level + 
  Disciple’s Charisma modifier) each round in which they attempt to 
  attack the Disciple.
  Touch of the Death God (Su): At 8th level, once per day the 
  Disciple can make a melee touch attack against a single living 
  creature to inflict 2d4 negative levels on a successful attack. The 
  Fortitude save to remove a negative level has a DC of 15 + the 
  Disciple’s Charisma modifier. The Disciple gains 5 temporary hit 
  points for every negative level he bestows upon a target.
  Greater Summoning (Su): At 9th level, the number of undead a 
  Disciple can summon using his summon undead ability is increased 
  by 50%. That is the Disciple can summon triple his total divine 
  spellcasting class levels in Hit Dice.
  Shroud of Orcus (Su): At 10th level, the Disciple completes his 
  journey to become one with his master and gains the lich template 
  (see Pathfinder Roleplaying Game Bestiary “Lich”). From this 
  point forward he is irrevocably tied to the will of Orcus and cannot 
  be resurrected if destroyed unless Orcus chooses to let him (an 
  unlikely event).
  
  42
  
  43
  
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  44
  
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  45
  
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  46
  
  map appendix=
  47
  
  map appendix=
  48
  
  map appendix=
  49
  
  50
  map appendix=
  
  51
  map appendix=
  
  map appendix=
  52
  
  Legal appendix=
  53
  Open Game License Version 1.0a
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Au-
  thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bul-
  mahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reyn-
  olds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg 
  A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game: Bonus Bestiary, Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn.
  Tome of Horrors, Revised Edition. Copyright 2005, Necromancer Games, Inc.; 
  Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christoffer-
  son, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, Bill Webb; Based on 
  original content from TSR.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian 
  McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Product Identity: The following items are hereby identified as Product 
  Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, 
  characters, artwork, and trade dress. (Elements that have previously been 
  designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see 
  above), the game mechanics of this game product are Open Game Con-
  tent, as defined in the Open GameLicense version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  
  Author Scott Greene, based on original material by Jean Wells.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Roger Moore and 
  Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Mike Roberts.
  Tick, Giant from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Creature Collection Copynght 2000, Clark Peterson.
  Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.
  Relics & Rituals Copyright 2001, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyrght 2001, WhneWolf Publishing
  Mithril: City of the Golem Copyright 2001, White Wolf Publiching, Inc
  Hollowfaust: City of the Necromancers Copyright 2001, White Wolf Publishing, Inc.
  The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc.
  Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
  Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Camapaign Setting: Ghelspad, Copyright 2002, White Wolf Publishing, Inc.
  Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
  Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright2002, White Wolf 
  Publishing, Inc.
  Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.
  The Serpend and the Scepter: Serpent Amphora Cycle, Book II, White Wolf Publishing, Inc.
  Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc.
  The Penumbral Dragon Copyright 2003, White Wolf Publishing, Inc.
  Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amphora Cycle, Book III, White Wolf Publishing, Inc.
  Blood Bayou Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf 
  Publishing, Inc.
  Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc,
  Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing
  Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing
  Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing
  The Faithful and the Forsaken Copyright 2003, White Wolf Publishing
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
  Advanced Bestiary Copyright 2004, Green Ronin Publishing, LLC; Author Matthew 
  Sernett
  Doombat from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green based 
  on original material by Julian Lawrence.
  Elemental Earth Dragon from The Tome of Horrors Complete. Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors 
  Scott Green.
  Orog from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors Scott Green and Erica 
  Balsley, based on original material by Wizards of the Coast.
  Shrroth Demon from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Sonechard from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Spinal Leech from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
  Stone Roper from The Tome of Horrors Complete. Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Green, based 
  on original material by Allen Hammack and Gary Gygax.
  Tenebrous Creature from The Tome of Horrors Complete. Copyright 2011, Nec-
  romancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Green.
  Slumbering Tsar: The Desolation, Part 1 -The Edge of Oblivion- Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Desolation, Part 2 -The Ghosts of Victory- Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Desolation, Part 3 -The Western Front- Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: Temple-City of Orcus, Part 1 -The Tower of Weeping Sores - Copy-
  right 2010 Bill Webb and Greg Vaughan, Frog God Games 
  Slumbering Tsar: Temple-City of Orcus, Part 2 -The Lower City - Copyright 2010 Bill 
  Webb and Greg Vaughan, Frog God Games 
  Slumbering Tsar: Temple-City of Orcus, Part 3 -The Harrow Lanes - Copyright 2010 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: Temple-City of Orcus, Part 4 -The Crooked Tower- Copyright 2010 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: Temple-City of Orcus, Part 5 -Foundations of Infamy- Copyright 
  2011 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 1 -At the Feet of Orcus - Copyright 2011 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 2 -Echoes of Despair - Copyright 2011 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 3 -The Throne of the Demon Prince - 
  Copyright 2011 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 4 - In the Belly of the Beast- Copyright 
  2011 Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 5 - The Mind of Chaos- Copyright 2011 
  Bill Webb and Greg Vaughan, Frog God Games
  Slumbering Tsar: The Hidden Citadel, Part 6 - Caverns of the Barrier - Copyright 
  2011 Bill Webb and Greg Vaughan, Frog God Games
  legal appendix
  54
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Slumbering Tsar/ST14 - Hidden Citadel, Pt 6.pdf