TEXT: Temple-City of Orcus, Part 2
  — The Lower City —
  By Greg A. Vaughan
  ST5
  Frog God 
  Games
  An exciting mega-adventure 
  brought to you by Bill Webb of   
  Necromancer Games.
  
  2
  Author
  Greg A. Vaughan
  Developers
  Bill Webb and Greg A. Vaughan
  Producer
  Bill Webb
  Editor
  Bill Webb
  Pathfinder Roleplaying Game Conversion
  Greg A. Vaughan, Skeeter Green,  
  and Charles A. Wright
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Cartography
  Robert Altbauer
  Interior Art
  James Keegan, John Bridges,  
  Talon Dunning, Steve Ellis, Llyne Hunter, 
  Brian LeBlanc, John Masse’, Eric Pollack, 
  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
  ©2010 Bill Webb and Greg Vaughan, Frog God Games. All rights reserved. All rights
  reserved. Reproduction without the written permission of the publisher is expressly forbid-
  den. Frog God Games, Frog God Games. and the Frog God Games logo, Slumbering Tsar: 
  The Temple-City of Orcus is a trademark of Frog God Games. All rights reserved. All char-
  acters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a challenge to 
  the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more infor-
  mation on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplay-
  ing Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  
  3
  Chapter 3: Overview of Tsar, p. 5
  Chapter 4: The Grunge, p. 23
  Chapter 5: The Dread Swamp, p. 43 
  Monster Appendix, p. 49
  Magic Item Appendix, p. 52
  Prestige Class Appendix, 53
  Map Appendix, p. 58
  Legal Appendix, p. 62
  Table of Contents
  
  4
  Crowded up against the base of the city’s first terrace lie the ruined hovels of the poor 
  and disenfranchised. The scum of society that even wicked Tsar could not stomach found 
  its way into those wretched lanes of crowded tenements and sewage-filled gutters, where 
  they plied their dark trades in blood and fear while the nobles and priests slept peacefully 
  in their manses among the city’s upper tiers. Nearly burned to the ground in the war and 
  now partially flooded by a vast and fetid marsh, this first tier is known as the Grunge, 
  the Dread Swamp, or simply the Lower City. Regardless of what it is called, what  
  manner of terror remains lurking amidst its ruins with which even the city’s own leaders 
  dared not meddle is a question that only the bravest or most foolhardy can answer as 
  they begin their explorations into the Temple-city of Orcus.
  Slumbering Tsar: – Temple-City of Orcus, Part 2 –  
  The Lower City
  By Greg A. Vaughan
  
  5
  Tsar has long been considered a hub of evil across the lands. For 
  many years — since the great battle — it has been ignored and 
  remembered as little more than a forgotten ruin devoid of profit or 
  interest, yet always retaining a sinister reputation. However, there 
  is much more to Tsar than meets the eye, and this “abandoned” city 
  has a surprising population. No central government exists, but there 
  are several powerful leaders that command individual factions within 
  the city. The greatest of these are Belishan the Bloodmage, General 
  Myrac, Plaguebone, the Khanjar, and Aruug the Beast-Fiend. The 
  tar dragon, Malerix, detailed in Slumbering Tsar: The Desolation 
  also holds great influence over the city by largely controlling the 
  comings and goings of those within but is not truly one of its leaders. 
  Finally the black dragon, Karkuune, was one of the city’s most 
  powerful faction leaders, but he was recently murdered through the 
  plotting of his rivals. It is possible that the player characters may 
  have discovered his decomposing body out in the Dead Fields during 
  the previous adventure. The rest of the city’s inhabitants are either 
  powerful independent operators or the mindless undead and horrors 
  that always haunt ruined places of evil and would especially flock to 
  a sinkhole such as Tsar.
  The city of Tsar stands at the base of the Stoneheart Mountains upon 
  a series of natural terraces. Each of these terraces rises 200 feet above 
  the next terrace and consists of cliffs of crumbling stone, requiring a 
  DC 25 Climb check to surmount. A fall from the top of one these cliffs 
  results in 20d6 points of damage, as the unfortunate crashes into the 
  rubble and ruin of the city below. Except where otherwise noted, the 
  buildings of the city are crumbling and in poor repair but still intact. 
  There is a great deal of rubble in the streets and alleys, and bracken 
  chokes the lanes where scrub brush has grown up on the stony soil. In 
  many places hardy trees have broken through the cracks in the stone 
  pavers and rubble piles and now grow from the remains of ancient 
  streets or houses. As a result of this, except in numbered encountered 
  areas, movement through the city anywhere except upon the main 
  roads is considered to be through light rubble as described in the 
  “Desert Terrain” section in Chapter 13 of the Pathfinder Roleplaying 
  Game. This rubble increases the DC of Acrobatics checks by 2.
  Chapter 3:  
  Overview of Tsar
  Perhaps it began as a result of the foul pollutants produced by 
  the vile industries within the city combined with inadequate air 
  currents at the cliff base to clear it away, or maybe it is some 
  fell curse placed over the ruins because of its long association 
  with an Abyssal lord or exacted by the vengeful gods of Good. 
  Whatever the source, the Pall over Tsar is a very real and very 
  dangerous facet of life in the ruins. The pall is a perpetual hazy 
  shroud over the city that cannot be touched, tasted or smelled 
  yet is always visible — though a little less obvious at night. It 
  extends to a height of 500 feet above the highest terrace and out 
  to the farthest verges of the city walls, including the protruding 
  fortress of Kirash Durgaut. Everything within those bounds is 
  within the Pall and is affected by it. Like a light fog, up close the 
  Pall is virtually unnoticeable but as distances increase it becomes 
  increasingly apparent. Anything more than 500 feet away takes 
  on a warped, insubstantial quality, as if seen through an oily 
  glass, and makes details and distances difficult to determine. The 
  Pall is a manifestation of the influence of Orcus over the city and 
  has the following effects:
  • Detect evil spells are overloaded and read everything as evil, 
  even the purest paladin. Only the evil-detecting portion of the 
  spell is affected. The aura power of the detected creature still 
  functions based on the creature’s HD, though it reveals the aura 
  power of good and neutral creatures just as if they were evil 
  creatures.
  • The area of effect of any spell with a Good descriptor is 
  reduced by half, if applicable.
  • Blocks direct sunlight from reaching the city and decreases all 
  natural light levels in the city by one step. This has the added effect 
  that creatures with daylight powerlessness or light sensitivity 
  (such as wraiths or orcs) are unaffected even if standing outside 
  at noon. It does not block the sun enough, however, to prevent 
  a vampire or vampire spawn from being destroyed if brought 
  outside during daylight hours.
  • Creates an insidious infection of evil in any creature 
  that dares sleep (or enter a trance in the case of elves) while 
  within the city’s walls. This does not include a creature being 
  knocked unconscious or otherwise rendered asleep, only when 
  a creature attempts to rest. Any sentient living creature of at 
  least 4 Intelligence that sleeps within the city suffers hideous 
  nightmares of Abyssal realms and demonic worship centered 
  around a hideous, bloated, ram-headed demon prince. The 
  compulsion to bow before this demon prince is strong. This 
  requires a DC 20 Will save each time the creature so rests. If the 
  save is failed, upon waking the creature’s alignment will slip one 
  step closer to evil. This does not automatically turn a character 
  against his party but could make things more difficult. If an evil 
  alignment is reached by these means, then the next failed save 
  results in a devotion to the worship of Orcus. At this point the 
  character becomes an NPC under the control of the GM until 
  such time as the alignment shift has been reversed. Reversing 
  a shift to an evil alignment also removes any compulsion to 
  worship Orcus.
   Like a helm of opposite alignment this alignment shift can 
  only be removed by a wish or miracle spell, and the affected 
  creature will resist doing so. For characters with an alignment 
  requirement, an atonement is also necessary for the curse to 
  be fully lifted. There is one additional means of removing this 
  alignment shift, and that is to spend the night in the garden of 
  Tranquility’s Face (Area A6) hidden deep in the wastes of the 
  Desolation as described in Chapter 4 of Slumbering Tsar: The 
  Desolation. Being cured in this way precludes the need for an 
  atonement spell.
  Even if a cursed character is cured, any additional rest periods 
  spent within the city require a new saving throw to see if the 
  process is repeated. Unless otherwise noted, every sentient, 
  living creature in the city is already of evil alignment, and many 
  are fully devoted to Orcus.
  The Pall Over Tsar
  
  6
  Beyond the city walls, Tsar is surrounded by a ring of bubbling tar 
  pits. The near edge of these pits is a little les than half a mile from the 
  city, and they extend out almost a mile further. Beyond the tar pits are 
  miles and miles of broken empty lands known as the Desolation. The 
  closest hint of civilization is the meager settlement known as The 
  Camp some 20 miles away. The maze of broken ground threading 
  between the stinking tar pits surrounding the city is the domain of the 
  tar dragon, Malerix, as described in the previous adventure. Unless 
  he has brokered a deal with an individual, he tries to prevent anyone 
  from moving in or out of the city. By the time the party has reached 
  this point, it is assumed that they have already dealt with the tar 
  dragon in some way and are able to travel between the city and the 
  surrounding Desolation.
  When the party catches their first glimpse of the city beyond the 
  Walls of Death, read the following description.
  A DC 15 Knowledge (religion) check is sufficient to notice from 
  its shape against the mountain and the added wings that whatever 
  building once stood there had been built roughly into the shape of 
  Orcus seated upon a throne. How it was removed is not apparent as 
  there are no signs of rubble or destruction atop the foundations and it 
  is too far away to make out any other details from this distance. This 
  is discussed further in Part 5—Foundations of Infamy (Area P4).
  The pall that covers the city is no optical illusion or naturally 
  occurring build-up of pollution. Rather it is a supernatural effect 
  caused by the very nature of the evil city. See “The Pall over Tsar” 
  sidebar for details of this phenomenon.
  The city of Tsar is divided into six sections, each of which has 
  its own chapter detailing it. These sections are the Black Gates of 
  Tsar (as described in Part 1—The Tower of Weeping Sores), which 
  comprise the gates, walls, and outer defenses of the city; the Grunge, 
  the central and southern portion of the city between the walls and the 
  first tier; the Dread Swamp, which comprises the northern portion 
  between the walls and the base of the first tier and was once part 
  of the Grunge before extensive flooding occurred (both described in 
  this work); the Harrow Lanes (as described in Part 3—The Harrow 
  Lanes), which comprises the residential and commercial section atop 
  the city’s lowest tier; the High Terrace, which comprises the homes of 
  the city’s nobility and elite atop the next tier; and finally the Plateau 
  of the Demon Prince, which sits atop the highest tier and abuts the 
  base of the mountain wall (Both the High Terrace and Plateau of the 
  Demon Prince are detailed in Part 5—Foundations of Infamy). In 
  addition there are individual chapters detailing the city’s two largest 
  encounter areas: the gate fortress of Kirash Durgaut (in Part 1—The 
  Tower of Weeping Sores) and the tower of Belishan the Bloodmage 
  (revealed in Part 4—The Crooked Tower).
  Rumors of Tsar
  By questioning locals and making use of Diplomacy or Knowledge 
  (local) checks while in the Camp, the party can glean rumors about the 
  city of Tsar based on the success of their roll. In addition, intelligent 
  creatures that the party captures and can communicate with can 
  provide rumors as well based on the success of an Intimidate check. 
  Refer to the following table for both of these methods.
  DC 10:
  “A great dragon, as black as night, rules over the ruined city. All 
  who call Tsar home pay the dragon fealty or die beneath its claws.” 
  False. Once partially true, but the dragon Karkuune is now dead.
  “The Black Gates of the city are guarded by the Tower of 
  Weeping Sores. None who enter there ever return alive.” Slightly 
  exaggerated.
  “Don’t travel the dark stair. None of those who tried have ever 
  returned.” Mostly true (see Chapter 6, Area H2).
  “The ruins are pure evil, said to be saturated with the breath of 
  Orcus himself. No one who goes into the city emerges without being 
  touched in some way by the darkness.” Partially true. See “The Pall 
  Over Tsar” sidebar.
  “When the disciples of Orcus fled the city, the gods struck down at 
  their former bastion and ripped the citadel from its very foundations, 
  sending into the depths of the Hells.” False.
  “The Green Man who lurks near the crooked tower is the last 
  lingering vestige of a primeval nature deity. Pay homage to his 
  Creation or face his wrath.” False. This is the groundskeeper from 
  The Crooked Tower (Chapter 7, Area 14).
  DC 15:
  “When the forces of Tsar disappeared, the spell that took them was 
  so powerful that it took their citadel and even a portion of the river 
  that ran through the city. Now the river just stops and reappears 
  later, the magic still keeping it from becoming a complete river once 
  again.” False, though part of the river is missing (see Chapter 6, 
  Area H5).
  “An elven prince of the far city of Iskandrium seeks his daughter. 
  She was kidnapped from her caravan by fiends. Rumor has it she 
  was taken to Tsar. Her father offers a great reward for her safe 
  return.” False. A half-elf slave girl was captured from a northern 
  caravan and languishes in The Crooked Tower (see Chapter 7, Area 
  82). Belishan’s servants have spread this rumor to bring more victims 
  into their clutches.
  “The Trollstone calls to the trolls and promises them victory and 
  fresh meat. Don’t touch the Trollstone or you will soon find that the 
  trolls seek you.” Mostly true. See Chapter 8, Area T4.
  “The ruler of Tsar was the most powerful priest of Orcus on earth. 
  Called the Grand Cornu, it was this high priest who crafted the magic 
  of the Chaos Rift, the Great Retreat, and the disappearing citadel. 
  The Grand Cornu was so powerful, in fact, that he was able to cheat 
  death and lives on in the city as its immortal overlord, bending all 
  Chapter 3: Overview of Tsar
  Even after all these years the city’s battered and pitted walls 
  stand strong and formidable with a dark fortress rises over the 
  main gates. Against the backdrop of the forbidding scarp of the 
  mountains, the city rises in a series of terraces and plateaus, 
  each crowded with towers, houses, and ramparts crumbling 
  into ruin. Atop the highest plateau, abutting the very base of the 
  cliff, rise the foundations of some massive citadel. Curiously 
  the citadel itself seems to be absent, almost as if sheared off 
  at the foundations and removed. The shape of this formerly 
  cyclopean fortress is still visible against the cliff face where 
  stonework and supports once served to reinforce the edifice. 
  This faint outline gives the vague suggestion that the building 
  was fashioned to resemble some bloated humanoid crouching 
  before the cliff, and from the position where the shoulders 
  would have been gargantuan bas-reliefs in the image of huge 
  bat wings have been carved into the native chalk itself, giving 
  further support to the impression of symmetry.
   The entire city appears to be blanketed in what you first took 
  to be shadow from the mountainside until you realized the light 
  was cast from the wrong angle for that to be the case. Rather it 
  seems as though a huge smog cloud or perpetual pall shrouds 
  the ruins, giving them a wavering, unearthly appearance from 
  this distance. You can only imagine what foul sorceries or 
  noxious fumes rising from cracks deep in the earth could give 
  rise to such a gloom.
  
  7
  within to the will of Orcus.” The first part is true. The second part is 
  false.
  “The Bloodmage rules the city with wizardry and terror.” Mostly 
  true.
  “The Iron Tower has never fallen.” True.
  “The long stair by the lower tower gate bears a horrendous curse 
  created when a powerful priest named Mordecai was murdered upon 
  the steps. It’s said an artifact he carried has never been recovered 
  because none dare brave the stair.” Partially true (see Chapter 6, 
  Area H2).
  “The Citadel of Orcus remains where it once stood, only now 
  it is invisible to the unaided eye. To find the hidden doorway, one 
  must stand before it and call out ‘The Horned King’s Triumph’ three 
  times.” False.
  DC 20:
  “In the aftermath of the ancient battle, nine disciples of Orcus 
  escaped notice and hid themselves in the city. They remain to this 
  day and, if found, are the keys to everything.” True, but not how it 
  seems.
  “A strange peddler wanders the Desolation and sometimes even 
  the city. Only he can pass through the city unmolested by its denizens. 
  They fear the bad luck that comes of trying to rob him, and he only 
  sells to people he chooses. It’s said that good luck comes to those who 
  buy his wares.” True.
  “The evil fortress of Kirash Durgaut was ruled by the mighty 
  General Myrac. It is said that he survived the battle and refused to 
  join in the retreat, never accepting defeat. If so, his ghost may still 
  haunt the halls of his impregnable tower.” True (except for the ghost 
  part). Anyone who speaks Abyssal or makes a DC 17 Knowledge 
  (planes) check can translate Kirash Durgaut to mean “Tower of 
  Weeping Sores” though more frequently that translation is used only 
  to refer to the tower atop the fortress.
  “Only the giant of shadows was ever able to pass down the dark 
  stair and live. What wonders he created in his smithy, the world may 
  never know.” The first part is true, though the smithy was largely 
  cleared out before the city fell (see Chapter 6, Areas H2 and H3).
  “By the might of Orcus and his own magical power, the last Grand 
  Cornu of the city ripped the Citadel of Orcus from its very foundations 
  and hid it where it could never be found. Only by repairing what was 
  broken in the Plaza of the Disciples can the gateway to the citadel be 
  found and the true heart of the city be breached.” Mostly true.
  “The anvil of the shadow-giant has great power. If it is stolen and 
  taken to the high priest of Muir at Bard’s Gate, a generous reward 
  of magic and gold is promised.” Partially true. If the anvil at Area 
  H3-2 in Chapter 6 is returned to the Tomb of the Last Justicar (see 
  Slumbering Tsar: The Desolation) the ghost of Gerrant will reward 
  those who bring it to him. See Event 6.
  “In its heyday, before it disappeared, the Citadel of Orcus stood as 
  a massive idol to the demon prince. It was even crafted in his image 
  to remind all of Tsar who their master was.” True.
  “The White Walker comes in the night. He takes the souls of those 
  he finds into his eternal service, leaving only an empty shell behind.” 
  Mostly true. Belishan the Bloodmage is the White Walker and roams 
  the city at night to feed or enslave new servants to his will.
  “Beware The Stalker. When he picks up a trail, nothing can ever 
  shake him from it.” Fairly true. See Event 2 below.
  DC 25:
  “The giant-king Thraestos, hero of the Army of Light, was captured 
  during the Battle of Tsar and taken into the city. It is said that his 
  ghost still haunts the tomb where he was buried alive, seeking 
  vengeance on those of goodly mien for failing to rescue him.” Mostly 
  true. See Area G1.
  “Before it was a demon-ridden city, Tsar was actually a monastery 
  of the gods of Good known as St. Harul’s Hold.” True.
  “Don’t fly above the Maze. There is something, lurking there…
  something out of a nightmare, and it takes anything that flies above 
  its territory. Even the demons refuse to fly above the Maze.” True. 
  See Chapter 8, Area T7.
  “Three sisters live in the Harrow Lanes. No one bothers them 
  because they sell potions to anyone who comes to visit them. They 
  love to have guests.” Somewhat true. See Chapter 6, Area H7.
  “When Tsar fell, a single caravan tried to escape the final doom of 
  the city. Hiding among them was one of the Nine Disciples. Because 
  of his presence the caravan fell under the curse of Orcus and has 
  been forced to wander the wastelands forever. Not until the rest of 
  the disciples return home can the ninth once again enter the gates 
  of the city.” True.
  DC 30:
  “The Trollstone is all that is left of the legendary troll, Three-Fang. 
  He seeks to awaken from his age-long slumber in stone and take 
  bloody vengeance on the smaller races.” True. See Chapter 8, Area 
  T4.
  “Both the Bloodmage and General Myrac have ruled since before 
  the city fell. The other leaders of the city are Karkuune, Plaguebone, 
  Aruug, and the Khanjar. They all came after and, though powerful in 
  their own right, fear the Bloodmage and the General.” True.
  “Beware the arrows of the Dokkalfoer in his tower of iron. They 
  pierce the mind as much as the body.” True. They are illusions. See 
  Chapter 1, Area B2-3.
  “If you can learn the secret of the Three Gods, Tsar is yours.” See 
  Slumbering Tsar: The Hidden Citadel for further details.  
  Events in Tsar
  The ruins of Tsar are not a static dungeon, and life (or unlife) goes 
  on for its inhabitants while the party is conducting its explorations. 
  Other than Event 1, which should occur the night before the party 
  actually enters the ruined city, Event 7, which occurs only after 
  the party has recovered eight of the Nine Disciples, and the final 
  event, which occurs only at the conclusion of the adventure when 
  all of the Nine Disciples have been returned to Area P2 (see Part 
  5—Foundations of Infamy), these events can be run at any time 
  that you deem appropriate. Some of them are related to specific areas 
  within the city, and their occurrence can have consequences that must 
  be considered if that area is later visited. Time them in such a way as 
  to produce maximum excitement during the party’s forays.
  Event 1: Whispers in the  
  Dark Redux (CR 6)
  This first occurs on the night before the party enters the ruined 
  city of Tsar. It can then occur repeatedly after at opportune times. It 
  Chapter 3: Overview of Tsar
  
  8
  always occurs at the darkest watches of the night whether the party is 
  camped out on the Desolation, barricaded in one of the city’s ruined 
  buildings for the night or while resting for the night in The Camp. 
  Have the characters make a DC 12 Perception check and proceed 
  with the boxed text when one is successful, making any necessary 
  changes depending on the PCs’ camping arrangements. Modify the 
  text as necessary for subsequent visits by the midnight peddler.
  Allow the PCs to wake their comrades, prepare their weapons and 
  spells, or whatever. Other than the party members no one else has 
  been woken, and no one can hear the squeaking noise. Proceed with 
  the following if anyone goes out to discover the source of the noise.
  Creature: This strange figure is a midnight peddler, the same the 
  visited the party in the previous adventure. He is an outsider that 
  only appears at certain times to certain people. No one else heard 
  his approach whether in the city, Camp or Desolation because, 
  once again, it is the party he is coming to see. His motivations 
  remain his own, but in exchange for buying his wares he provides 
  important information or clues for the successful completion of these 
  adventures. If attacked he uses his death chill once and then plane 
  shifts away. He can be encountered again later, however, despite how 
  the initial meeting goes. 
  MIDNIGHT PEDDLER 
  CR 6
  XP 2,400
  The Tome of Horrors Revised 264
  N Medium outsider (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +16
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +1 dodge, +5 natural)
  hp 52 (7d10+14)
  Fort +6; Ref +6; Will +9
   
  Spd 20 ft.
  Melee touch +7 (death chill)
  Special Attacks death chill
   
  Str 11, Dex 13, Con 15, Int 16, Wis 18, Cha 15
  Base Atk +7; CMB +7; CMD 19
  Feats Alertness, Dodge, Great Fortitude, Improved Initiative
  Skills Bluff +12, Craft (wood) +12, Diplomacy +8, Knowledge 
  (history) +9, Knowledge (local) +9, Knowledge (planes) +12, 
  Perception +16, Profession (peddler) +10, Sense Motive +16, 
  Survival +10
  Languages Common, Celestial, Abyssal, Terran
  SQ divination, plane shift
   
  Death Chill (Su) The touch of the midnight peddler deals 1d4 
  negative levels to a living creature. The DC is 15 for the Fortitude 
  save to remove a negative level. The save DC is Constitution-based. 
  The midnight peddler gains 5 temporary hit points for each negative 
  level bestowed.
  Divination (Su) The peddler provides advice and answers correctly 
  any one question asked of him by any creature who buys something 
  from his cart. This ability functions similar to a divination spell 
  (caster level 12th).
  Plane Shift (Su) The midnight peddler can plane shift to any inner 
  or outer plane as a move action. His cart (and any non-living matter 
  contained therein) shifts with him. This ability otherwise functions as 
  the spell of the same name.
  On this, his first visit, he pulls out an old set of false teeth from 
  his cart. He demands 50 gp for this item. He does not haggle and 
  does not allow any other items to be purchased. If refused, he leaves, 
  quickly disappearing into the darkness. If the purchase is made, the 
  buyer finds nothing special about the teeth—they are old and cracked 
  and will not fit anyone’s mouth comfortably—but in addition to the 
  purchase, the peddler relates the following cryptic information:
  “Sleep not in the city or to darkness awake. Not light to the eye but 
  to the soul at stake.”
  This refers to the effects of the Pall Over Tsar on anyone who sleeps 
  within the city’s ruins (detailed above).
  Development: Why the midnight peddler continues to make 
  contact with the party and assist them is unknown. Whatever 
  the reason, it continues to do so throughout the adventure. Stage 
  additional encounters with him whenever you choose, though they 
  should always occur after dark when the party has stopped for the 
  night. Each time select some worthless trinket such as a stuffed owl 
  missing most of its feathers, a clay pipe with a cracked bowl, a 10-
  foot-pole that has been sawed into 10 equal 1-foot lengths of wood, a 
  frayed crossbow string, or a pan flute stuffed with moldy cheese, that 
  the peddler offers to sell for 50 gp in exchange for another cryptic 
  clue. Select from the clues provided below and make up new ones 
  if you like. Use the clues that reference an area before the party 
  actually travels there in order to keep them relevant and useful to the 
  party. The midnight peddler should remain a mysterious benefactor 
  with unfathomable motives, who appears to the party at seemingly 
  random intervals.
  “Ten little blackbirds sitting on a hill, nine want to fly away, one 
  stands still. Reunite nine with one and return their home will.”
  This refers to the Nine Disciples, statues of disciples of Orcus, 
  known for their black ceremonial robes. The clue provides a hint 
  of how returning the Nine Disciples to the Plaza of the Disciples 
  (Chapter 9, Area P2) will recall the Citadel of Orcus back to this 
  plane.
  “Neither life, nor death, nor unlife claim he that reigns in metal 
  and sinew from the seat of painful art. Crafted in forges immortal 
  before days of Men, seek to slay with Beast-Fiend’s dart.”
  This refers to the true nature of General Myrac who rules from the 
  Tower of Weeping Sores (Chapter 2, Area 80), created an age ago by 
  a race of now extinct titans. It further points the party to retrieving 
  Aruug’s construct-slaying arrow (see Chapter 6, Area H4-12) in 
  dealing with the dread General.
  “If lost from light do souls repine, to reclaim needs pinnacles 
  arcane or divine. Or seeking aid to this woe erase, by a rest with 
  Chapter 3: Overview of Tsar
  In the still of the darkest watch, you detect a faint squeaking 
  coming from out in the night. As you strain to listen, the 
  squeaking becomes louder and is clearly the creaking of 
  some wooden conveyance. Whatever it is, it is steadily 
  approaching.
  Looking into the darkness you can make out little in the pitch 
  black. Then as the squeaking grows louder, you see through 
  the thin night mists the silhouette of a dark figure pushing 
  a handcart. The wheels of the cart produce the squeaking 
  sound. As it approaches directly toward you, you can see that 
  the figure is swathed in a long, hooded robe of coarse, gray 
  cloth. His face is not visible, though you can just make out 
  the shape of a protruding lower jaw. The cart appears to be 
  full of all sorts of mundane items and junk, certainly nothing 
  that appears to be threatening. If you were in any other place 
  in any other time, you would think this is a rather ordinary 
  traveling peddler.
  The cart stops before you, and the dark figure begins 
  rummaging through it saying only one word in a low, gravelly 
  voice, “Buy?”
  
  those ‘neath tranquility’s face.”
  The peddler’s words speak of the methods to remove the ill effects 
  of the Pall Over Tsar by application of the mightiest arcane or divine 
  magic in the form of a wish or miracle. If these are not available, 
  the clue further directs victims to the special property found in the 
  memorial garden of the trumpet archon Azarkites hidden deep in the 
  Desolation (see Area A6 of Slumbering Tsar: The Desolation). If 
  the party has visited the small cemetery and forgotten, allow a DC 
  20 Intelligence check to recall the archon’s statue and its strangely 
  peaceful expression, so out of place in the midst of the wasteland’s 
  destruction.
  “Smith’s companion, paladin-lord’s bane, last of the relics unfound 
  to remain. Seek the ghost’s vengeance under shadow giant’s dome. 
  Bring peace to the Justicar, his soul to its home. When deeds of great 
  might and valor are done, the boon of the gods will the righteous 
  have won.”
  This clue refers to the location of anvil of Larach-Umbriol (Chapter 
  6, Area H3) sought by the ghost of the Justicar, Gerrant of Gilboath, 
  in Slumbering Tsar: The Desolation. See Part 3—The Harrow 
  Lanes for further details.
  If the players are having a difficult time locating all of the Nine 
  Disciples allow the midnight peddler to provide some or all of the 
  following clues to their locations:
  “On angel’s seat, now empty, stands a bishop of disaster.” (Chapter 
  8, Area T8-16.)
  “Blood trophy of the blood-taker, unravels the plans of the Horned 
  Priest.” (Chapter 7, Area 77; also hints at Belishan’s interference 
  ruining the Grand Cornu’s plans for the citadel)
  “Where waters seek to hide from day, the sightless see and hide 
  away.” (Area Chapter 6, H6-7)
  “Cowled patriarch of feathered matriarch stands within the broken 
  stones of Karkuune’s heart.” (Chapter 9, Area P3-2)
  “Lost ‘neath memories of Surter’s child, before the Master’s eyes 
  unseeing, rests the sleeper in robes of stone unseen.” (Chapter 7, Area 
  57; a DC 25 Knowledge [religion] identifies Surter as an obscure 
  fire deity revered by giants, a DC 20 Intelligence check confirms the 
  “memories of his child” to be ash.)
  “The Broken One hides in shame and disgrace, the stone priest lies 
  with tar on his face.” (Area D3)
  “Atop the halls of oozing wounds, guarded by minions of death 
  and steel, the disciple keeps watch over the faithful.” (Chapter 2, 
  Area 81)
  “Caller of trolls and seeker of souls stand together in the ox’s bow.” 
  (Chapter 8, Area T4)
  “Long lost but ever toiling, on barren roads ever boiling. Nine 
  come home, but where’s the ten? Open gates wide to bring him in.” 
  (see Event 7 below)
  Event 2: The Stalker (CR 15)
  Called from another plane for reasons yet to be revealed, a hidden 
  creature known as The Stalker now walks the broken streets of Tsar. 
  The Stalker is a consummate hunter, never giving up a pursuit before 
  bringing his quarry to bay and destroying it. For some recent deed 
  unbeknownst to a member of the party, he or she has been designated 
  the quarry of The Stalker. Select one of the party members to be 
  this marked victim. The Stalker will begin tracking this character 
  throughout the city, making sniping attacks, setting simple deadfall 
  traps, luring wandering monsters into the character’s vicinity, and 
  ultimately attempting to use ongoing battles as a distraction to come 
  in and make sneak attacks.
  Creature: The Stalker is, appropriately enough, an invisible 
  stalker rogue. He lairs at Area H8 (see Part 3—The Harrow Lanes) 
  and is described there. Initially the PC will be subject to long range 
  arrow fire. With his +3 longbow of distance and Far Shot feat, The 
  Stalker can fire at targets as far away as 3,000 ft. His initial attacks 
  from Area H8 occur anytime the party is in the Grunge or the Harrow 
  Lanes anywhere as far north as Area H3 and as far south as H11. 
  Since the characters are unsuspecting, they are flat-footed, and he 
  waits until they are not behind any cover to fire. The Stalker uses its 
  full round action to fire and then stops and awaits another opportunity 
  when the party is unsuspecting. Only a DC 30 Perception check can 
  catch a glimpse of the arrows coming from Area H8. Otherwise the 
  party has only a general idea of the direction from which they came. 
  As The Stalker makes more of these sniper attacks, clever players 
  might begin using the general direction of arrow fire to triangulate 
  The Stalker’s position in his tower.
  Make The Stalker an ongoing nemesis throughout the adventure, 
  avoiding confrontations until he is tracked to his lair and forced to 
  fight. He does make attacks outside of his hideout as mentioned 
  above, but always returns there, fleeing from any protracted battles 
  to rest and await a new opportunity.
  THE STALKER 
  CR 15
  XP 51,200
  Invisible stalker rogue 8 (Pathfinder Roleplaying Game Bestiary 
  “Invisible Stalker”)
  N Medium outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +20
   
  AC 24, touch 16, flat-footed 18 (+2 armor, +6 Dex, +6 natural)
  hp 198 (7d10+56 plus 8d8+64)
  Fort +17; Ref +19 (+21 vs. traps); Will +6
  Defensive Abilities evasion, improved uncanny dodge, natural 
  invisibility, trap sense +2, uncanny dodge; Immune elemental traits
   
  Spd 30 ft., fly 30 ft. (perfect)
  Melee 2 slams +19 (2d6+5)
  Ranged +3 longbow of distance +23/+18+13 (1d8+3/19–20/x3)
  Special Attacks rogue talent (bleeding attack, surprise attack), sneak 
  attack +4d6
   
  Str 20, Dex 23, Con 26, Int 16, Wis 15, Cha 9
  Base Atk +13; CMB +18; CMD 34
  Feats Combat Reflexes, Far Shot, Improved Critical (longbow), 
  Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise 
  Shot, Vital Strike B, Weapon Focus (longbow)B, Weapon Focus 
  (slam)
  Skills Acrobatics +24, Bluff +17, Craft (traps) +15,  Diplomacy +17, 
  Disable Device +21, Escape Artist +17, Fly +24, Knowledge (local) 
  +14, Knowledge (planes) +13, Perception +20 (+24 locate traps), 
  Sense Motive +12, Stealth +24, Survival +20, Use Magic Device 
  +17
  Languages Auran, Common
  SQ improved tracking, rogue talents (combat trick, weapon training), 
  trapfinding
  Gear bracers of armor +2, +3 longbow of distance, belt of incredible 
  dexterity +2, 20 arrows, 3 greater slaying arrows (Humanoids 
  [human]), greater slaying arrow (Humanoids [elf]), 2 greater 
  slaying arrows (Outsiders [good]) bag of holding (type II) containing 
  supplies, 200 arrows, 400 pp, 3 small diamonds (100 gp each), and a 
  crystal statuette of a djinni woman worth 1,000 gp.
  9
  Chapter 3: Overview of Tsar
  
  10
  Event 3: The Wicker Man (CR 9)
  This event occurs at night, preferably before the party has explored 
  Area H4 in Part 3—The Harrow Lanes. Whenever the party is in 
  position to be able to see Area H4, whether while departing the city 
  to camp, setting up camp in the city, or campaigning in the darkness, 
  read the following:
  Creature: The party has just remotely witnessed the lighting of the 
  wicker man at Area H4-10 (detailed in Part 3—The Harrow Lanes). 
  Placed in with the captured denizens of the city used as sacrifices 
  for this ceremony was a single human, a simple merchant from the 
  northern lands whose caravan was attacked and destroyed during an 
  ambush out on the Desolation some weeks ago. This starving and 
  sun-baked refugee somehow escaped and made his way to Tsar 
  thinking it to be an outpost of civilization where he could get help. 
  The yesh found this half-mad survivor and locked him up with the 
  rest of their prisoners. When he was condemned and executed in 
  the burning wicker man with the others in sacrifice to the gnoll’s 
  dark god, his innocent spirit rose up in outrage and gave the burning 
  statue a terrible animation. The gnoll druid presiding over the ritual 
  immediately fled into the benighted ruins, and the wicker man ran 
  in pursuit of vengeance for his death (giving the impression that the 
  flame was dying down and moving in the wind as described above), 
  left alone by the rest of the cowering gnoll tribe as he climbed out of 
  the rubble walls encircling their encampment. 
  Unfortunately for the vengeful spirit, the fleeing gnoll soon met 
  an unfortunate accident in the dark; tripping as he ran along the 
  terrace’s edge and falling into the waters of the Dread Swamp where 
  his body was sucked beneath the muck and hidden (do not subtract a 
  druid from Area H4). Now the wicker man wanders the ruins vainly 
  searching for its killer and slaying anyone it finds. Of course, at some 
  point of your choosing, the party runs afoul of this burning construct 
  and must either destroy it or become its latest victims. When 
  encountered, the wickerman looks like a 30-foot-tall hollow statue 
  of wicker lashed together into a rough humanoid shape. Within this 
  wicker cage have been stuffed dozens of once-living humanoids and 
  then the entire construction was set alight into a massive living pyre. 
  Now the spirits of the immolated victims can still be seen struggling 
  within their fiery cage. A nimbus of fire surrounds the construct, and 
  the wails of the doomed mingles with the crackle of the flames.
  WICKER MAN 
  CR 9
  XP 6,400
  Creature Collection II: Dark Menagerie 210
  N(E) Huge construct (fire)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 13, touch 7, flat-footed 13 (–1 Dex, +6 natural, –2 size)
  hp 106 (12d10+40)
  Fort +4; Ref +3; Will +4
  DR 10/magic; Immune construct traits, fire; SR 20
  Weaknesses vulnerability to fire and water
   
  Spd 30 ft.
  Melee 2 slams +29 (2d6+9 plus 1d6 fire)
  Space 15 ft.; Reach 15 ft.
  Special Attacks fireball, trample (2d6+13 plus 2d6 fire)
   
  Str 28, Dex 9, Con —, Int —, Wis 11, Cha 10
  Base Atk +12; CMB +23; CMD 32
   
  Fireball (Su) Three times per day, as a standard action, the fiery 
  nimbus around a wickerman can coalesce and launch itself into a 
  fireball as the spell (caster level 14th) that deals 10d6 points of fire 
  damage (DC 16 Reflex, half). This ability can only be used once 
  every 1d4+1 rounds. The save DC is Charisma-based.
  Vulnerability to Water (Ex) A wickerman takes 1d6 points of 
  damage per round of exposure to 10 or more gallons of water. Total 
  immersion deals 10d6 points of damage per round.
  Event 4: Return of the  
  Giant-King (CR 17)
  Run this event at anytime the party is passing near Area G1 after 
  they already been there once or immediately if they discover the true 
  nature of the iron colossus there.
  Creature: The storm giant dread ghast, Thraestos, has finally 
  managed to break his way free from his iron prison and now seeks 
  to feed upon whatever living creatures he can find. The clinging 
  sections of black iron provide this beast with an improved armor 
  class. Having starved within his prison for centuries, he pursues 
  a potential meal anywhere within the city and even out into the 
  Desolation. If Thraestos survives the encounter, he soon becomes 
  a powerful faction leader within the city gathering hordes of ghouls 
  and other undead to his cause as he takes the Blood Pit (Area G3) as 
  his court to begin a reign of undeath and eternal hunger.
  KING THRAESTOS 
  CR 17
  XP 102,400
  Male advanced-HD storm giant dread ghast (Pathfinder Roleplaying 
  Game Bestiary “Giant, Storm,” Advanced Bestiary 70)
  CE Huge undead (augmented humanoid, giant)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +34
  Aura stench (40-ft. radius, Fort DC 27 negates, sickened 1d6+4 
  minutes), unnatural aura (30-ft. radius)
   
  AC 32, touch 10, flat-footed 30 (+6 armor, +2 Dex, +16 natural, –2 
  size)
  hp 252 (24d8+120 plus 24)
  Fort +19; Ref +13; Will +17
  Chapter 3: Overview of Tsar
  Night has fallen over this horrid waste of broken stone and 
  shattered lives. The strange sounds of the day — clatters 
  of stone, distant howls, shouts of battle — are replaced by 
  more menacing sounds in the night — the crunch of footsteps 
  sounding ominously close, deep breathing of something large 
  passing by in the darkness, and now added to this, distant drum 
  beats and chanting of many feral voices. Somewhere to the 
  [insert direction] a plume of fire suddenly rises into the night 
  sky from the edge of the city’s first terrace. Above the drums 
  and chanting you can almost imagine that you can hear the 
  crackling flames of this conflagration…and perhaps tortured 
  screaming as well? In a few moments the fire begins to die 
  down and fade away, the night wind’s giving it the illusion 
  of movement. Soon the drums have stopped and only a faint 
  glow remains where once the inferno raged.
  With a great rending and shrieking of stressed metal, the 
  iron colossus in the pentacle-plaza begins to fall — no, not 
  fall but lean. In fact it seems to be bending into a crouch, 
  huge plates of black iron sheering off and tumbling to the 
  flagstones. As the iron falls away, it reveals an emaciated 
  and twisted body of real flesh and bone within. The massive 
  naked body has mottled, decaying flesh, still covered in some 
  places by clinging sections of iron plate. The lower portion 
  of the molded iron face has broken away revealing a slackly-
  hanging jaw lined with sharp teeth and a containing a long, 
  razor-edged tongue. Glowing eyes frown out of the remaining 
  upper portion of the iron face.
  
  11
  Defensive Abilities channel resistance +4, rock catching; Immune 
  electricity, undead traits
   
  Spd 35 ft., climb 35 ft., swim 30 ft.
  Melee 2 claws +32 (2d6+16 plus paralysis), bite +32 (2d8+16 plus 
  disease and paralysis)
  Ranged rock +22 (2d6+24)
  Space 15 ft.; Reach 15 ft.
  Special Attacks command ghasts and ghouls, create spawn, disease 
  (ghoul fever, DC 27), paralysis (1d4+1 rounds, DC 27), rock throwing 
  (140 ft.)
  Spell-like Abilities (CL 15th):
  Constant—freedom of movement
  2/day—control weather, levitate
  1/day—call lightning (DC 21), chain lightning (DC 24)
   
  Str 43, Dex 20, Con —, Int 18, Wis 24, Cha 21
  Base Atk +18; CMB +36 (+38 bull rush and sunder); CMD 51 (53 
  vs. bull rush and sunder)
  Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull 
  Rush, Improved Critical (greatsword), Improved Initiative, Improved 
  Sunder, Improved Vital Strike, Iron Will, Power Attack, Toughness, 
  Vital Strike
  Skills Acrobatics +35, Climb +32, Craft (weapons) +13, Intimidate 
  +22, Perception +34, Perform (oratory) +14, Sense Motive +31, 
  Swim +22
  Languages Auran, Common, Draconic, Giant
  SQ militant, water breathing
  Gear iron plating (equal to breastplate)
   
  Command Ghasts and Ghouls (Su) Thraestos can automatically 
  command all normal ghasts and ghouls within 30 feet as a free 
  action. Normal ghasts and ghouls never attack Thraestos unless 
  compelled.
  Unnatural Aura (Su) Any creature of the animal type within 30 
  feet of Thraestos automatically becomes panicked and remains so 
  until the distance between it and Thraestos is at least 30 feet.
  Event 5: Troll Moot (CR varies)
  This event occurs if the party has removed the Nine Disciples statue 
  from Area T4 in Chapter 8 (see Part 5—Foundations of Infamy). 
  As a result of this theft, the telepathic call from the Trollstone subtly 
  changes. Not only does it now summon all trollkin to the city, it gives 
  them a telepathic description of the thieves who took the statue away 
  from the Trollstone. Thus every trollkin in or near the city is now 
  searching for the PCs to recover the statuette and replace it at its 
  position beside the Trollstone. If the party gives up the statuette, they 
  will no longer be hunted, but eventually they must take it back if they 
  wish to summon the Citadel of Orcus.
  Creatures: While the party is being hunted by the trolls, every 
  time a random encounter is rolled there is a 30% chance that it will 
  be trolls hunting the PCs rather than the monsters indicated on the 
  random encounter tables. Roll or choose from the troll encounters 
  below to replace the random encounter if a troll encounter is called 
  for. These trolls will all fight to the death to recover the statuette 
  in service to the Trollstone. Other than the Return of the Brothers 
  — which can only be encountered once if they are killed — these 
  encounters can be used as many times as you like.
  Troll Raiders: This group consists of 2d4 trolls led by 1d2 two-
  headed trolls, ghastly beasts resembling a cross between a troll and 
  an ettin.
  TROLL 
  CR 5
  XP 1,600
  hp 63  (Pathfinder Roleplaying Game Bestiary “Troll”)
  TWO-HEADED TROLL 
  CR 7
  XP 3,200
  The Tome of Horrors Revised 353
  CE Large humanoid (giant)
  Init +0; Senses darkvision 90 ft., low-light vision, scent; Perception 
  +21
   
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 95 (10d8+40 plus 10); fast healing 1
  Fort +11; Ref +3; Will +5
   
  Spd 30 ft.
  Melee longsword +12/+7 (2d6+6), longsword +12/+7 (2d6+6), and 
  2 bites +7 (1d8+3) or 2 claws +12 (1d6+6) and 2 bites +12 (1d8+6))
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9), superior two-weapon 
  fighting
   
  Str 22, Dex 11, Con 19, Int 9, Wis 10, Cha 6
  Base Atk +7; CMB +14; CMD 24
  Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception), 
  Toughness
  Skills Perception +21
  Languages Giant
  Gear 2 longswords
   
  Superior Two-Weapon Fighting (Ex) A two-headed troll fights 
  with a weapon in each hand. Because each of its two heads controls 
  an arm, the two-headed troll does not take a penalty on attack or 
  damage rolls for attacking with two weapons.
  Hunters of the Stone: This group consists of 2 troll hunters (troll 
  6th-level rangers).
  TROLL HUNTER 
  CR 11
  XP 12,800
  Male or female troll ranger 6 (Pathfinder Roleplaying Game 
  Bestiary “Troll”)
  CE Large humanoid (giant)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +22
   
  AC 22, touch 10, flat-footed 21 (+5 armor, +1 Dex, +7 natural, –1 
  size)
  hp 142 (6d8+36 plus 6d10+36 plus 6); regeneration 5 (acid or fire)
  Fort +16; Ref +8; Will +7
   
  Spd 30 ft.
  Melee +1 battleaxe +15/+10 (2d6+7/x3) and claw +13 (1d6+3) and 
  bite +10 (1d8+3), or 2 claws +15 (1d6+6) and bite +15 (1d8+6)
  Ranged javelin +10/+5 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks favored enemy (humanoid [elf] +4, humanoid 
  [human] +2), rend (2 claws, 1d6+9), two-weapon combat style
  Spells Prepared (CL 3rd):
  1st—entangle (DC 12), resist energy
  Chapter 3: Overview of Tsar
  d8 
  Encounter
  1 
  Troll Raiders (CR varies)
  2 
  Hunters of the Stone (CR 13)
  3 
  From the Depths (CR varies)
  4 
  Return of the Brothers (CR 8)
  5 
  From Beyond (CR 9)
  6 
  Dread Trolls (CR varies)
  7 
  Searchers (CR varies)
  8 
  War Party (CR varies)
  
  12
  Str 23, Dex 12, Con 23, Int 10, Wis 13, Cha 8
  Base Atk +10; CMB +17; CMD 26
  Feats EnduranceB, Improved Natural Armor (2), Intimidating 
  Prowess, Iron Will, Quick DrawB, Skill Focus (Perception), Two-
  Weapon FightingB, Weapon Focus (battleaxe)
  Skills Intimidate +20, Knowledge (dungeoneering) +6, Knowledge 
  (nature) +6, Perception +22, Stealth +5, Survival +10 (+13 
  tracking), Swim +14
  Languages Giant
  SQ favored terrain (mountain +2), hunter’s bond (companions), 
  wild empathy +2
  Gear +1 chain shirt, +1 battleaxe, 5 javelins
  From the Depths: This group consists of 1d10 cave trolls, shorter 
  trolls with dark-gray leathery hide, simian arms, and tall, pointed 
  batlike ears. They move with an unnatural speed and agility.
  CAVE TROLL 
  CR 4
  XP 1,200
  The Tome of Horrors Revised 348
  CE Medium humanoid (giant)
  Init +6; Senses darkvision 90 ft., low-light vision, scent;  
  Perception +10
   
  AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
  hp 52 (5d8+25 plus 5); regeneration 3 (fire or acid)
  Fort +9; Ref +10; Will +0
   
  Spd 60 ft.; spider climb
  Melee 2 claws +6 (1d4+2), claw (from haste) +6 (1d4+2), and bite 
  +6 (1d6+2)
  Special Attacks rend (2 claws, 1d4+3)
   
  Str 15, Dex 22, Con 20, Int 6, Wis 9, Cha 6
  Base Atk +3; CMB +5; CMD 22
  Feats Lightning Reflexes, Skill Focus (Perception), Toughness
  Skills Perception +10
  Languages Giant
  SQ haste
  Haste (Su) A cave troll is affected by a permanent haste spell 
  (caster level 8th). This grants the cave troll a +1 bonus on attack 
  rolls, and a +1 dodge bonus to AC and Reflex saves (both already 
  figured into the stat block above). Any condition that makes the 
  cave troll lose its Dexterity bonus to AC also makes it lose its dodge 
  bonus. This is an inherent bonus and cannot be dispelled or negated.
  When making a full attack action, a cave troll can make one extra 
  attack with any weapon it is holding or one extra claw attack (if 
  using natural weapons). The extra attack is at the cave troll’s full 
  attack bonus.
  Spider Climb (Su) A cave troll can climb sheer surfaces as 
  though by a spider climb spell (caster level 4th). This ability is 
  always active, but can be negated or dispelled. The cave troll can 
  restart it again on its next turn as a free action.
  Return of the Brothers: These 2 rock troll brothers are the 
  same as those the party may have encountered at the Chaos Rift 
  in Slumbering Tsar: The Desolation. Even if that encounter was 
  friendly, the brothers will still attack the party to regain the stolen 
  Disciple. They cannot be encountered during daylight unless inside 
  a building due to their vulnerability to sunlight, which even the Pall 
  does not adequately block. Rock trolls stand nearly twice as tall as a 
  human with earth-colored hides and sharpened talons on hands and 
  feet.
  OTIS and LORTIS, ROCK TROLL BROTHERS 
  CR 6
  XP 2,400
  Male rock troll (The Tome of Horrors Revised 351)
  CN Large humanoid (earth, giant)
  Init +1; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +7
   
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 92 (8d8+56); fast healing 5 (while underground)
  Fort +13; Ref +3; Will +1
  Weaknesses vulnerability to sunlight
   
  Spd 30 ft., burrow 20 ft.
  Melee 2 claws +12 (1d6+7) and bite +12 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 2d6+10)
   
  Str 25, Dex 12, Con 25, Int 6, Wis 9, Cha 6
  Base Atk +6; CMB +14; CMD 25
  Feats Alertness, Intimidating prowess, Power Attack, 
  Skill Focus (Craft [carpentry])
  Skills Craft (carpentry) +4, Intimidate +8, Linguistics 
  –2, Perception +7, Sense Motive +3
  Languages Common, Giant
   
  Fast Healing (Ex) A rock troll heals only if it is underground 
  and touching dirt or earth.
  Vulnerability to Sunlight (Ex) A rock troll exposed to sunlight 
  (not merely a daylight spell) can only take a single move or attack 
  action and is instantly turned to stone (as if by a flesh to stone spell) 
  in the next round if its fails a DC 17 Fortitude save. This effect is 
  permanent, but can be dispelled if the rock troll is removed from 
  the source of the sunlight and stone to flesh is cast on it. A rock troll 
  must make a new saving throw each round it remains in sunlight.
  From Beyond: This encounter is with 2 spectral trolls. These 
  undead creatures are jet black in color but otherwise resemble 
  ordinary trolls. The Pall Over Tsar prevents them from vanishing 
  during the day while in the city.
  SPECTRAL TROLL 
  CR 7
  XP 3,200
  CE Large undead (augmented humanoid, giant, incorporeal)
  Chapter 3: Overview of Tsar
  
  13
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +16
   
  AC 13, touch 13, flat-footed 11 (+2 deflection, +2 Dex, –1 size)
  hp 39 (6d8+12)
  Fort +7; Ref +4; Will +3
  Defensive Abilities channel resistance +4, incorporeal, rejuvenation
   
  Spd 30 ft., fly 30 ft. (perfect)
  Melee corrupting touch +5 (7d6, DC 15 half)
  Space 10 ft.; Reach 10 ft.
  Special Attacks create spawn
   
  Str —, Dex 14, Con —, Int 6, Wis 9, Cha 14
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Fly +8, Intimidate +9, Perception +16, Stealth +6
  Languages Giant
  SQ vanish
   
  Corrupting Touch (Su) A spectral troll has an incorporeal touch 
  attack. By passing part of its incorporeal body through a foe’s 
  body as a standard action, the spectral troll inflicts a number of d6s 
  equal to its CR in damage. This damage is not negative energy—it 
  manifests in the form of physical wounds and aches from 
  supernatural aging. Creatures immune to magical aging are immune 
  to this damage, but otherwise the damage bypasses all forms of 
  damage reduction. A Fortitude save halves the damage inflicted. 
  The save DC is Charisma-based.
  Create Spawn (Su) Any humanoid killed by a spectral troll rises 
  1d3 days later as a free-willed spectre unless a cleric of the victim’s 
  religion casts bless on the corpse before such time.
  Rejuvenation (Su) In most cases, it’s difficult to destroy a 
  spectral troll through simple combat: the “destroyed” spirit restores 
  itself in 2d4 days. Even the most powerful spells are usually only 
  temporary solutions. The only way to permanently destroy a 
  spectral troll is to determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact means varies 
  with each spectral troll and may require a good deal of research, and 
  should be created specifically for each different ghost by the GM.
  Vanish (Su) Spectral trolls vanish in direct sunlight. They are 
  not harmed by it, nor does it cause them any discomfort: they 
  simply do not appear in sunlight. Spectral trolls that are held, 
  restrained, confined, or imprisoned (including magical means such 
  as temporal stasis) vanish in direct sunlight. Once night has fallen, 
  a spectral troll reappears. (If the spectral troll was magically held or 
  restrained, the magic does not resume when it reappears.)
  Dread Trolls: Out of the Dread Swamp, this group consists of 
  2d4 swamp trolls, hulking brutes with thick arms and legs, mosses 
  and fresh mud coating their hides, and huge fangs jutting upward 
  from their lower jaws. They are led by a Gaurak troll, a 12-foot 
  misshapen monstrosity of grotesquely swollen muscles, arms 
  hanging below its knees, and an emaciated shrunken belly that can 
  never get its fill.
  SWAMP TROLL 
  CR 3
  XP 800
  The Tome of Horrors Revised 352
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +6
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 38 (4d8+20); regeneration 3 (acid or fire)
  Fort +9; Ref +3; Will +2
  Weaknesses swamp dependent
   
  Spd 30 ft., swim 30 ft.
  Melee bite +6 (1d8+4), 2 claws +6 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
   
  Str 18, Dex 14, Con 20, Int 6, Wis 9, Cha 4
  Base Atk +3; CMB +8; CMD 20
  Feats Iron Will, Skill Focus (Perception)
  Skills Perception +6, Stealth +4 (+8 swampy or forested areas), 
  Survival +3, Swim +12
  Languages Giant
   
  Swamp Dependent (Ex) Swamp trolls keep their bodies covered 
  in a thick coating of mud and swamp water. Without such a coating, 
  they lose their regeneration ability and eventually suffocate. They 
  can survive away from their murky home for 1 hour per 2 points 
  of Constitution. After that, see the suffocation rules in Chapter 13 
  of the Pathfinder Roleplaying Game. They cannot regenerate while 
  subject to suffocation from being away from their swamp for too 
  long.
  GAURAK TROLL 
  CR 8
  XP 4,800
  Creature Collection II; Dark Menagerie 80
  CE Huge humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +8
   
  AC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size)
  hp 114 (12d8+48 plus 12); regeneration 5 (acid or fire)
  Fort +14; Ref +3; Will +5
  Defensive Abilities rock catching
   
  Spd 40 ft.
  Melee bite +15 (2d6+8), 2 claws +15 (1d8+8 plus grab)
  Ranged rock +7 (2d8+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks damage armor, rend (grapple, 1d8+12), rock 
  throwing (120 ft.)
   
  Str 24, Dex 9, Con 19, Int 6, Wis 9, Cha 15
  Base Atk +9; CMB +18 (+22 grapple); CMD 27
  Feats Cleave, Great Fortitude, Intimidating Prowess, Iron Will, 
  Power Attack, Toughness
  Skills Intimidate +19, Perception +8
  Languages Giant
   
  Damage Armor (Ex) A Gaurak troll’s immense strength and 
  frenzied attacks are capable of tearing an opponent’s armor apart 
  so the troll can get to the meaty interior of its intended meal. If the 
  opponent has both armor and shield, roll 1d6: a roll of 1–4 affects 
  the shield and a roll of 5–6 affects the armor. Whenever a Gaurak 
  troll makes a grab attack, make a grapple check, adding any magical 
  bonus for the armor or shield in question to the opponent’s CMD. If 
  the grapple is successful, the affected armor or shield is torn away 
  and thrown 30 feet in a random direction as the troll makes its rend 
  attack. Armor damaged in this way provides no AC bonus until such 
  time as it has been repaired. A DC 8 Craft (armor) check is required 
  to repair the straps of such torn away armor before it can be used 
  again, taking 20 minutes to repair for armor or 5 minutes to repair 
  for shields. Magical force armor (such as a mage armor or shield 
  spell is not affected by this attack).
  Searchers: These groups consist of either 1d6 trolls or 1d10 swamp 
  trolls (your choice).
  TROLL 
  CR 5
  XP 1,600
  hp 63  (Pathfinder Roleplaying Game Bestiary “Troll”)
  Chapter 3: Overview of Tsar
  
  14
  SWAMP TROLL 
  CR 3
  XP 800
  hp 38  (See above)
  War Party: This war party consists of 2d6 troblins, misshapen troll/
  goblin crossbreeds with imperfect regeneration so that their bodies 
  consist of many masses of scar tissue and thickened skin, branching 
  limbs, or asymmetrical skeletal frames.  They are accompanied by 
  1d3 trolls and 1d2 two-headed trolls, and are led by a troll hunter.
  TROBLIN 
  CR 2
  XP 600
  The Tome of Horrors II 164
  CE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 22 (3d8+6 plus 3); regeneration 2 (acid or fire)
  Fort +5; Ref +4; Will +1
   
  Spd 30 ft.
  Melee greatclub +5 (1d10+4) and bite +0 (1d6+1), or 2 claws +5 
  (1d4+3) and bite +5 (1d6+3)
   
  Str 16, Dex 12, Con 15, Int 8, Wis 11, Cha 7
  Base Atk +2; CMB +5; CMD 16
  Feats Great Fortitude, Toughness
  Skills Perception +2, Stealth +5
  Languages Giant
  SQ mutation
  Gear greatclub
   
  Mutation (Ex) The regenerative ability of a troblin does not 
  function as well as those of its trollish parent. Sometimes when an 
  injured troblin regenerates, its body warps in an inexplicable fashion. 
  A severed arm may regrow as two arms, or a scar may grow to cover 
  the troblin’s entire body in thick skin. Further, if a troblin suffers a 
  critical hit in melee, it has a 25% chance of gaining a mutation once 
  it is fully healed. See the sidebar for random mutations.
  TROLL 
  CR 5
  XP 1,600
  hp 63  (Pathfinder Roleplaying Game Bestiary “Troll”)
  TWO-HEADED TROLL 
  CR 7
  XP 3,200
  hp 95  (See above)
  TROLL HUNTER 
  CR 11
  XP 12,800
  hp 142  (See above)
  Event 6: Redeeming the Anvil
  If the anvil of Larach-Umbriol is recovered from Area H3-2 
  and carried across the Desolation into the depths of the Chaos 
  Rift to the Sepulcher of the Last Justicar (see Slumbering Tsar: 
  The Desolation), proceed with the following text. If the party 
  battled the ghost of Gerrant and robbed his tomb, then this 
  encounter does not occur and they gain no boon for recovering 
  the anvil.
   
  Chapter 3: Overview of Tsar
  Troblin Mutations
  Each troblin has the potential to possess 1d2 random 
  mutations brought about by its bizarre regeneration. Roll on 
  the table below for each mutation.
  d20  
  Mutation
  1-2  
  Dual forearm; claw damage increased by one
   
  die type (claw damage 1d6+3) and it gains the
   
  benefits of wielding a two-handed weapon with
   
  that arm.
  3-4  
  Dual foreleg; +2 racial bonus to Acrobatics 
   
  checks, +2 racial bonus on CMD to resist 
   
  being bull rushed or tripped when standing on 
   
  solid ground.
  5-6  
  Massive scarring; natural armor bonus increases
   
  by +1.
  7  
  Multiple muscles; +2 Strength.
  8  
  Shortened tendons; +2 Dexterity.
  9  
  Redundant vital organs; +2 Constitution.
  10  
  Third leg; +4 racial bonus to Acrobatics checks, 
   
  +4 racial bonus on CMD to resist  being bull 
   
  rushed or tripped when standing on solid 
   
  ground, +10 to Speed.
  11  
  Two arms on one side; gains an additional 
   
  claw attack when making a full attack 
   
  and gains the benefits of wielding a two-handed
   
  weapon with that arm.
  12  
  Two heads; Gains Superior Two-Weapon Fighting
   
  ability (see below) and a +2 racial bonus 
   
  on Perception checks.
  13-20  No mutation.
  Superior Two-Weapon Fighting (Ex) Troblins with two 
  heads automatically gain this ability. Because each of its two 
  heads controls an arm, a troblin does not take a penalty on 
  attack or damage rolls for attacking with two weapons.
  
  15
  Gerrant has granted the party the right to claim the equipment 
  interred with his corpse. The knight’s armor is ruined due to the 
  horrible wound that caused his death. However, the Sword of Gerrant 
  is a +2 holy brilliant energy bastard sword. Hidden beneath his 
  breastplate (DC 21 Search check) is an amulet of natural armor +3 
  and silver holy symbol of Muir worth 25 gp that can rightfully be 
  claimed by the members of the party.
  The ghost’s final boon can be used by anyone who was present 
  in the room during the knight’s pronouncement. At any point, as a 
  free action, a character can call Gerrant’s name three times (unless 
  in magical silence or otherwise prevented from speech). By doing 
  so, in the next round the ghost of Gerrant appears much like a 
  summoned creature. He still carries the ethereal versions of his 
  magic items even if they have been lost or destroyed since then, and 
  a party in possession of them can use them in battle alongside the 
  knight and his ghostly versions. In its ghostly form, Gerrant’s armor 
  is undamaged and his sword functions as a ghost touch sword rather 
  than a brilliant energy weapon. Gerrant remains free willed but will 
  fight or otherwise assist the summoner to the best of his ability. 
  Gerrant will remain for 10 minutes and can only be called once. See 
  the Prestige Class Appendix for information on the Justicar prestige 
  class by Necromancer Games.
  GERRANT OF GILBOATH 
  CR 18
  XP 153,600
  Male human ghost paladin 10 /Justicar of Muir 7 (see Prestige 
  Class Appendix)
  LG Medium undead (augmented humanoid, incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +25
  Aura aura of courage (10 ft.), aura of resolve (10 ft.), good
   
  AC 18, touch 18, flat-footed 10 (+7 deflection, +1 Dex)
  (vs. ethereal) AC 27, touch 11, flat-footed 26 (+13 armor, +1 Dex, 
  +3 natural)
  hp 227 (10d10+70 plus 7d10+49 plus 10)
  Fort +25; Ref +15; Will +23
  Defensive Abilities channel resistance +4, divine grace, incorporeal, 
  rejuvenation; Immune charm, disease, fear, illusions, undead traits
   
  Spd fly 30 ft. (perfect)
  Melee +2 holy ghost touch sword +24/+19/+14/+9 (1d10+6/19–20) 
  or corrupting touch +20 (18d6, Fort DC 25 half)
  Special Attacks channel positive energy (DC 22, 5d6), enemy of 
  evil, mark of justice, scourge of evil, smite evil 4/day (+7 Atk/+10 
  dmg), sword of courage, telekinesis
  Spell-like Abilities:
  At will—detect evil (CL 10th)
  2/day—zone of truth (DC 19, CL 17th)
  Spells Prepared (CL 14th):
  4th—break enchantment, neutralize poison
  3rd—daylight, dispel magic, magic circle against evil, remove 
  blindness/deafness
  2nd—eagle’s splendor, owl’s wisdom, remove paralysis, resist 
  energy, shield other
  1st—bless, bless water, cure light wounds (x2), lesser restoration, 
  protection from evil
   
  Str — (19 ethereal), Dex 16, Con —, Int 15, Wis 18, Cha 24
  Base Atk +17; CMB +20 (+21 vs. ethereal); CMD 37 (34 vs. 
  ethereal)
  Feats Blind-Fight, Exotic Weapon Proficiency (bastard sword)
  B, Improved Bull Rush, Improved InitiativeB, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, Trample, Unseat, 
  Weapon Focus (bastard sword)
  Skills Diplomacy +20, Fly +6, Handle Animal +18, Heal +17, 
  Knowledge (nobility) +15, Knowledge (religion) +15, Perception 
  +25, Ride +18, Sense Motive +17
  Languages Celestial, Common, Giant
  SQ celestial companion (none currently), discern lies 2/day, divine 
  bond (mount—none currently), lay on hands 12/day (5d6), mercy 
  (fatigued, sickened, poisoned), shield of truth, true seeing
  Gear +4 full plate armor, amulet of natural armor +3, +2 holy 
  ghost touch bastard sword, silver holy symbol of Muir (25 gp)
  Event 7: Return of the Lost 
  Caravan (CR 16)
  This event occurs only after the first eight of the Nine Disciples have 
  been recovered and placed in the Plaza of the Disciples (Chapter 9, 
  Area P2 detailed in Part 5—Foundations of Infamy) alongside the 
  tenth statue that was never removed. Only when this is accomplished 
  can the last of the Nine Disciples be recovered as described in the 
  adventure’s conclusion. When the eighth of the Nine Disciples has 
  been fused into place read the following:
  The return of the first eight Disciples has summoned the bearers 
  of the ninth and last Disciple to the city. Waiting at the Black Gates 
  of Tsar is the legendary Lost Caravan. On the eve of the Battle of 
  Tsar centuries ago, the Grand Cornu made preparations knowing that 
  Chapter 3: Overview of Tsar
  The sanctimony of the hidden sepulcher remains as inviolate 
  as when you left it last. The perfectly preserved body of the 
  last Justicar, Gerrant of Gilboath, slain by treachery during the 
  Battle of Tsar, still lies upon its crystal bier. Placing the heavy 
  anvil upon the pedestal before the altar beside the broken 
  and corroded spear point, cloven skull, and fractured smith’s 
  hammer, you feel a sense of completion. A soundless sigh 
  seems to fill the chamber, as if a long held breath were finally 
  released. In seconds the glowing figure of the knight’s ghost 
  appears above the bier once again.
  “Thank you, my friends,” says the ghostly knight. “At long 
  last my soul is freed of its imprisonment on this plane. My 
  murder is avenged and Muir calls me home to serve at her feet. 
  You have done much to remove the stain from these lands, and 
  think not that your actions have gone unnoticed. Continue in 
  your quest and fulfill the will of the Three Gods; that which 
  the demon-prince ever seeks to undo. Go with the blessings of 
  Thyr and Muir, and She that is forgotten. To reward you for 
  your deeds thus far, take up my sword and harness and carry it 
  once more into the glorious battle for which it was intended.
  The ghost pauses and seems to begin to fade slightly. “Now 
  I must return to the hall of my brothers, but I grant you one 
  final boon. For your sakes I will leave the halls of the immortal 
  Justicars one more time at your call. When you are in need or 
  sorely pressed from all about you, call my name three times, 
  and I shall return to your side and lend you aid. Use this boon 
  wisely, for only once shall my mistress allow my departure 
  from her service. Go, and stand against the darkness.” With 
  these final words he fades completely away, and the room is 
  dark once more illuminated only by the sword resting upon 
  the knight’s corpse.
  The idol fuses seamlessly onto its plinth alongside the others, 
  leaving only a single pedestal unoccupied. One more of these 
  enigmatic statuettes still remains, though you have found no 
  trace of it in the city. 
  No sooner has the statue been affixed in place when rising 
  faintly over the city comes the sound of distant horns at the 
  gates, as if some monarch gone abroad has returned to his seat. 
  A hush remains over the city as the echoes of the horns die 
  away. As their last notes are carried away by the winds, the 
  everyday sounds of the ruined city slowly return.
  
  16
  Tsar was doomed to fall and working it into his plans and those of 
  his Abyssal master. To this end, as the Army of Light slowly fought 
  its way through the outermost fortifications of the Tsarite sphere of 
  influence, the Grand Cornu dispatched his seneschal to travel to the 
  distant eastern port and there serve a special purpose. The Grand 
  Cornu had already prepared the great spell that would seal the 
  Citadel of Orcus away from the invaders and preserve the great secret 
  ensconced within. The Grand Cornu told his seneschal, a Disciple 
  of Orcus named Vrrius, to wait in the port city until he received a 
  special item. He was then to take ship with this item and sail for the 
  holy city of Tircople, sacred to the gods Thyr and Muir. The Grand 
  Cornu predicted that the holy city would fall to barbarians, and, when 
  the seneschal arrived, he was to place the item on the high altar and 
  there establish a new Citadel of Orcus.
  The Grand Cornu had known that Tsar would be lost and the citadel 
  sealed away beyond use. He knew that the disciples would establish a 
  new hidden temple at Rappan Athuk, but he knew his master did not 
  wish to lose his center of worship in the world just because Tsar would 
  fall. The wicked Orcus thought there would be no sweeter irony than 
  to once again usurp a place of worship from his greatest rivals and so 
  set into motion a plan conceived an age ago to cause the downfall of 
  Tircople, eliminate the nagging irritation that had long been the Holy 
  Order of the Justicars, and create an even greater city of worship than 
  had been at Tsar. All of this would further draw attention away from 
  the ruins of Tsar and prevent curious investigations before the greater 
  plan (to be revealed in Slumbering Tsar: The Hidden Citadel) he 
  had concocted could be completed.
  The keys to this plan were the statues now known as the Nine 
  Disciples. Using the latent power of the souls trapped within the Nine 
  Disciples would allow the Citadel of Orcus to completely vanish 
  from Tsar until Orcus should call it back in its proper time. Nine 
  of the ten statues would be scattered across the planes never to be 
  found. The last of the statues would be magically transported to the 
  waiting Vrrius. With this he would take ship to Tircople and establish 
  the new temple-city of Orcus and become the new Grand Cornu. 
  Unfortunately, the Grand Cornu had underestimated the length 
  of time that the Battle of Tsar would last while Seneschal Vrrius 
  anxiously awaited in the port city.  As the months dragged into a 
  year, Vrrius’s impatience overcame his loyalty. Using his magic he 
  duped a caravan master into traveling with him back into the very 
  battle zone of Tsar to discover what the delay was.  
  In addition to this minor betrayal, after making all the preparations 
  for the great spell to transport the citadel away, the Grand Cornu was 
  forced to leave the activation of the great spell in the hands of the 
  less-than-faithful Belishan the Bloodmage. When the Bloodmage’s 
  avarice overcame his loyalty and he sought to ensnare one of the 
  Disciples and thus a portion of the now-deceased Grand Cornu’s 
  power, the entire spell went awry. When the spell was activated, 
  Vrrius’s caravan was out on the Desolation near the great crossroads—
  well within the massive spell’s area of effect and much too close for 
  the way the spell had been designed. 
  Had only one thing gone wrong — Belishan’s attempt to twist the 
  spell or Vrrius being too close — all might still have been well. As 
  it was the spell was twisted, Belishan snared not one but two of the 
  Disciples, another of the statues was anchored in place and prevented 
  from leaving, and the final Disciple arrived in Vrrius’s possession 
  so close to the city that a magical echo rebounded back shattering 
  the spell’s intent. Because of the remaining anchor the citadel was 
  sent across the planes but with easy means for it to be called back 
  if the errant Disciples could be gathered once again, the first eight 
  Disciples remained within the bounds of the city (rather than being 
  scattered across the planes as intended), and the rebounding magical 
  burst that arrived with the final Disciple at Vrrius, blasted the caravan 
  almost entirely from its physical existence.
  Now known as the Lost Caravan, anchored forever to the Material 
  Plane by the presence of one of the Disciples, the remains of this 
  doomed troop have wandered the benighted roads of the Desolation 
  ever since. Only the pack handlers appeared to remain as 23 human 
  zombies forever carrying packs and crates of dust — all that remains 
  of the original cargo. However, with them could be heard the sounds 
  of drovers, animals and caravan masters, though these could never 
  be seen. But now, with the return of the first eight Disciples, the Lost 
  Caravan has finally been able to reach its destination — all of its 
  members, not just the pack handlers.
  Creatures: The caravan remains in its immaterial and invisible 
  state save for the zombies outside the gates of the city until the party, 
  harbingers of the caravan’s arrival, returns to the Black Gates. Until 
  that time, every hour the horns of the caravan blow once again to 
  announce their presence. Once the PCs are near the gates and able 
  to see them again, the north gate swings open of its own volition 
  to admit the missing caravan, which fantastically becomes visible 
  as it passes through the gates and into the bailey. Ideally the party 
  should encounter the materializing caravan within that bailey (Area 
  B2-2 of Part 1—The Tower of Weeping Sores), but the encounter 
  can be modified as necessary for other locations. Entering the bailey 
  are the above-mentioned zombies, 16 shadow drovers, 7 wraith 
  caravan guards, 4 shadow mastiff guard dogs, 12 mule zombies, 2 
  elephant skeletons, the dread wraith caravan master in a howdah 
  atop one elephant and Vrrius, now a huecuva, in the howdah atop 
  the other. The huecuva is a walking corpse, still wearing its tattered 
  vestments as a priest of Orcus whose eyes glow with unholy light. 
  See the Prestige Class Appendix for information on the Disciple of 
  Orcus prestige class by Necromancer Games.
  HUMAN ZOMBIES (23) 
  CR 1/2
  XP 200
  hp 12  (Pathfinder Roleplaying Game Bestiary “Zombie”)
  SHADOWS (16) 
  CR 3
  XP 800
  hp 19  (Pathfinder Roleplaying Game Bestiary “Shadow”)
  WRAITHS (7) 
  CR 5
  XP 1,600
  hp 47  (Pathfinder Roleplaying Game Bestiary “Wraith”)
  SHADOW MASTIFFS (4) 
  CR 5
  XP 1,600
  Pathfinder Roleplaying Game Bonus Bestiary “Shadow Mastiff”
  NE Medium outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft., scent; Perception +10
   
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 51 (6d10+18)
  Fort +8; Ref +7; Will +5
  Defensive Abilities shadow blend
   
  Spd 50 ft.
  Melee bite +10 (1d6+6 plus trip)
  Special Attacks bay
   
  Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 22
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10
  Languages Common (cannot speak)
   
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  except evil outsiders within a 300-foot spread must succeed on a DC 
  16 Will save or become panicked for 2d4 rounds. This is a sonic, 
  mind-affecting fear affect. A creature that successfully saves cannot 
  be affected by the same mastiff’s bay for 24 hours. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  Shadow Blend (Su) In any condition of illumination other than 
  full daylight, a shadow mastiff disappears into the shadows, giving 
  it total concealment. Artificial illumination, even a light or continual 
  Chapter 3: Overview of Tsar
  
  17
  flame spell, does not negate this ability. A daylight spell, however, 
  does. A shadow mastiff can suspend or resume this ability as a free 
  action.
  MULE ZOMBIES (12) 
  CR 2
  XP 600
  Pathfinder Roleplaying Game Bestiary “Zombie”
  NE Large undead
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 27 (5d8 plus 5)
  Fort +1; Ref +1; Will +4
  DR 5/slashing; Immune undead traits
   
  Spd 30 ft.
  Melee 2 hooves +6 (1d4+4) or slam +6 (1d8+6)
  Space 10 ft.; Reach 5 ft.
   
  Str 18, Dex 11, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +8; CMD 18
  Feats ToughnessB
  SQ staggered
  ELEPHANT SKELETONS (2) 
  CR 5
  XP 1,600
  Pathfinder Roleplaying Game Bestiary “Elephant, Skeleton”
  N Huge undead
  Init +5; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 9, flat-footed 11 (+1 Dex, +3 natural, –2 size)
  hp 49 (11d8)
  Fort +3; Ref +4; Will +7
  DR 5/bludgeoning; Immune cold, undead traits
   
  Spd 40 ft.
  Melee gore +16 (2d8+15)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d8+15, DC 25)
   
  Str 30, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +8; CMB +20; CMD 31 (35 vs. trip)
  Feats Improved InitiativeB
  DREAD WRAITH 
  CR 11
  XP 12,800
  LE Large undead (incorporeal)
  Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception +23
  Aura unnatural aura (30 ft.)
   
  AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, 
  –1 size)
  hp 184 (16d8+112)
  Fort +12; Ref +14; Will +14
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weakness sunlight powerlessness
   
  Spd fly 60 ft. (good)
  Melee incorporeal touch +20 (2d6 negative energy plus 1d6 Con 
  drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks create spawn
   
  Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
  Base Atk +12; CMB +13; CMD 40
  Feats Improved Natural Attack (incorporeal touch), Blind-Fight, 
  Combat Reflexes, Improved Initiative, Dodge, Mobility, Spring 
  Attack, Step Up
  Skills Diplomacy +23, Fly +30, Intimidate +26, Knowledge (planes) 
  +19, Knowledge (religion) +22, Perception +23, Sense Motive +23, 
  Stealth +24
  Languages Common, Giant, Infernal
   
  Create Spawn (Su) A humanoid slain by a dread wraith becomes a 
  full ordinary wraith in 1d4 rounds. Spawn are under the command of 
  the wraith that created them until its death, at which point they lose 
  their spawn penalties and become free-willed wraiths. They do not 
  possess any of the abilities they had in life.
  Constitution Drain (Su) Creatures hit by a dread wraith’s touch 
  attack must succeed on a DC 25 Fortitude save or take 1d6 points 
  of Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Lifesense (Su) A dread wraith notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A dread wraith caught in sunlight 
  cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a dread wraith, unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  VRRIUS 
  CR 13
  XP 25,600
  Male huecuva cleric of Orcus 8/Disciple of Orcus 3 (Pathfinder 
  Roleplaying Game Bonus Bestiary “Huecuva”)
  CE Medium undead
  Init +5; Senses darkvision 120 ft.; Perception +11
  Aura chaotic, evil, faithless (30 ft.)
   
  AC 28, touch 11, flat-footed 27 (+9 armor, +1 Dex, +5 natural, +3 
  shield)
  hp 130 (3d8+12 plus 8d8+32 plus 3d8+12 plus 8)
  Fort +16; Ref +5; Will +18
  DR 5/magic or silver; Immune undead traits
   
  Spd 20 ft.
  Melee +1 heavy mace +14/+9 (1d8+4) or 2 claws +14 (1d6+3 
  Chapter 3: Overview of Tsar
  
  18
  plus disease)
  Special Attacks channel negative energy 7/day (DC 19, 6d6), chaos 
  blade 1/day (4 rounds), spontaneous casting (inflict spells)
  Spell-like Abilities (CL 11th):
  1/day—animate dead, speak with dead (DC 17)
  3/day—disguise self
  Domain Spell-like Abilities (CL 11th, melee touch +13)
  9/day—bleeding touch, touch of chaos
  Spells Prepared (CL 11th, melee touch +13, ranged touch +11):
  6th—blade barrier (DC 22), create undeadD, harm (DC 22)
  5th—flame strike (DC 21, x2), righteous might, slay livingD (DC 21)
  4th—chaos hammerD (DC 20), air walk, divine power, poison (DC 
  20), spell immunity
  3rd—bestow curse (DC 19), contagion (DC 19), dispel magic, 
  magic circle against lawD, searing light (x2)
  2nd—align weapon, darkness, death knellD (DC 18), desecrate, 
  resist energy, sound burst (DC 18), spiritual weapon (melee 
  +16/+11, 1d8+3)
  1st—bane (DC 17), command (DC 17), deathwatch, magic stone 
  (ranged +12, 1d6+4), protection from lawD, sanctuary (DC 17), 
  shield of faith
  0 (at will)—detect magic, guidance, resistance (x2)
  D domain spell; Domains Chaos, Death
   
  Str 16, Dex 13, Con —, Int 9, Wis 22, Cha 19
  Base Atk +10; CMB +13; CMD 24
  Feats Blind-Fight, Combat Casting, Great Fortitude, Heavy Armor 
  Proficiency, Improved Initiative, Power Attack, Weapon Focus 
  (claw)
  Skills Diplomacy +9, Knowledge (religion) +8, Perception +11, 
  Spellcraft +7, Stealth +3
  Languages Common
  SQ death’s embrace, necromantic power
  Combat Gear wand of chaos hammer (CL 8: 19 charges), potion 
  of bull’s strength; Other Gear +2 banded mail, +1 heavy wooden 
  shield, +1 heavy mace, bejeweled holy symbol of Orcus (125 gp), 
  pouch with pebbles for magic stone and 28 pp
   
  Disease (Ex) Filth fever: Claw—injury; save Fort DC 15; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves. The save DC is Charisma-based.
  Faithless (Su) The huecuva and all undead creatures within 
  30 feet receive a +2 profane bonus on Will saves made to resist 
  channeled energy and any side effects based off that ability. This 
  bonus stacks with channel resistance.
  Treasure: The physical goods once carried by the caravan have 
  long since been reduced to dust. However, in the howdah atop the 
  elephant that Vrrius rides sits the last of the Nine Disciples (see 
  Magic items Appendix).
  Character Resources
  The temple-city of Orcus is not intended for the party to necessarily 
  attack it and complete their quest in a single foray. At the very least, 
  they will want to remove themselves from the ruins to camp in order 
  to avoid the effects of the Pall Over Tsar. The clearing of the ruins 
  and recovery of all of the Nine Disciples could, in fact, take several 
  weeks or even months of game time. If they so choose, the party 
  has opportunity to retreat to civilization for healing or help, so don’t 
  discourage them from doing so.
  The nearest settlement to Tsar is the drifter colony of riff-raff and 
  thugs known as The Camp, about 20 miles to the southwest across 
  the Desolation. The settlement is detailed in Slumbering Tsar: The 
  Desolation but a short summary is provided here if you do not have 
  access to that resource. If the actions of the players in the previous 
  adventure have changed the power structure or population of the 
  settlement, modify the following as necessary.
  If the party needs healing, they can purchase spells or scrolls from 
  Father Death, the unusually friendly priest of Nergal who keeps a 
  small temple in the settlement, or can purchase potions from the 
  swamp hag apothecary. They can also have magic items made by the 
  Usurer who is an 11th-level wizard with the Craft Magic Arms and 
  Armor, Craft Wand, Craft Wondrous Item, and Scribe Scroll feats. 
  The Usurer admits to being a spellcaster but hides his existence as a 
  lich under powerful illusions. The emporium and tavern in The Camp 
  can sell mundane supplies and equipment. Furthermore, though 
  Bard’s Gate is several weeks or months travel distance (depending 
  upon your campaign world), at the party’s level even that metropolis 
  is not out of reach of teleport spells or similar magic.
  For the time spent by the party camping or traveling through the 
  Desolation outside the city, roll on the following encounter tables 
  twice a day and twice a night.
  Acid Rain: These torrential downpours rise suddenly in the 
  moisture-laden clouds of the northwestern portion of the Desolation 
  known as the Boiling Lands and blow over the surrounding areas. 
  The wind currents coming down from the mountain slopes keep 
  them from drifting over the city itself, and they usually die out 
  before reaching The Camp. The foul vapors and toxins of the Boiling 
  Lands poison these clouds and create acid rain. A DC 20 Survival 
  check notices the formation of the rain clouds 2d10+10 minutes 
  prior to the beginning of the downpour, so astute parties have time 
  to make preparations for such events. The actual downpours only 
  last 1d10+5 rounds before the air currents blow them onward. Any 
  creatures exposed to the rain are dealt 1d4 points of acid damage per 
  round. Cloth and other coverings shed the rain, so adequate shelter 
  Chapter 3: Overview of Tsar
  The Camp
  The Camp (Hamlet): Nonstandard (Modified Anarchy); 
  AL CN; 100 gp limit; Assets 1,750 gp; Population 355; Mixed 
  (68% human, 10% orc or half-orc, 6% dwarf, 5% goblinoid, 
  3% halfling, 3% gnome, 2% elf or half-elf, 2% other races, 
  1% giant).
  Authority Figure: The Usurer, male lich Wiz11/Exp5 
  (moneychanger and blacksmith).
  Important Characters: The Bender Brothers, male gnomes 
  Rog6/Asn3 (landlords); Clantock, male half-orc Ftr8/
  Rog3 (mercenary captain); Father Death, male hobgoblin 
  Clr8 (Nergal); Finnelaus, male elf Bbn6 (livery master); 
  Griswald, male ghast (undertaker); Lucky Bjorc Balsam, 
  male orc Exp10 (tavern keeper); Mama Grim, swamp hag 
  (apothecary); Sammar, male human Brd4/Ari1 (diplomatic 
  agent of Bard’s Gate); Simon, male half-elf Mnk7 (hermit); 
  Skeribar, male human Rgr10 (guide).
  Others: Rgr5 (x7); Clr3 (x2); Ftr1 (x5); Rog4 (x3); War5 
  (x3); War4 (x18); War2 (x3); War1 (x21); Adp1 (x4); Exp3 
  (x10); Exp2 (x12); Exp1 (x36); Com3 (x16); Com2 (x41); 
  Com1 (x161).
  Notes: The economy of The Camp is based on “iron bits” 
  that are provided by the Usurer. Citizens exchange their gold 
  to the Usurer for iron bits on a one-for-one basis. Visitors, 
  however, must exchange their gold through the Usurer at a 
  rate of 5 gp for 1 ib. The Usurer shares the profits off of this 
  with the rest of the town, so the local merchants refuse to 
  accept any form of currency other than the Usurer’s iron bits. 
  This artificial inflation helps to keep an otherwise stagnant 
  economy alive to some extent. Visitors must maintain a 
  permanent residence in The Camp for 30 days in order to 
  be counted as citizens and gain the more favorable exchange 
  rate.
  
  19
  can prevent the party members from being exposed to the damage-
  causing rain. However, each time a nonmagical shelter such as a tent 
  or tarp is exposed to the rain there is a cumulative 10% chance that 
  it is ruined and rendered useless as a shelter in the future. This effect 
  also occurs with clothing, leather goods, rope, animal harnesses, 
  backpacks, etc. if they are exposed to the downpour. Metal and wood 
  are undamaged.
  Allips: These foul undead are the remains of those soldiers who 
  cracked under the constant strain of battle and ended up taking their 
  own lives. They now come forth seeking revenge upon the living. 
  They resemble a cloud of boiling shadows with a vaguely humanoid 
  shape and gaping skeletal maw.
  ALLIP 
  CR 3
  XP 800
  Pathfinder Roleplaying Game Bonus Bestiary “Allip”
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +7
  Aura babble (60 ft., DC 15)
   
  AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
  hp 30 (4d8+12)
  Fort +4; Ref +4; Will +4
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
   
  Spd fly 30 ft. (perfect)
  Melee incorporeal touch +4 (1d4 Wisdom damage)
  Special Attacks touch of insanity
   
  Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
  Base Atk +3; CMB +3; CMD 17
  Feats Improved Initiative, Lightning Reflexes
  Skills Fly +16, Intimidate +10, Perception +7, Stealth +8
  Languages Common
  SQ madness
   
  Babble (Su) An allip constantly mutters and whines to itself, 
  creating a hypnotic effect.  All sane creatures within 60 feet of the 
  allip must succeed on a DC 15 Will save or be fascinated for 2d4 
  rounds. While a target is fascinated, the allip can approach without 
  breaking the effect, but an attack by the allip breaks the effect. 
  This is a sonic, mind-affecting compulsion effect. Creatures that 
  successfully save cannot be affected by the same allip’s babble for 
  24 hours. The save DC is Charisma-based.
  Madness (Su) Anyone targeting an allip with thought detection, 
  mind control, or telepathic ability makes direct contact with its 
  tortured mind and takes 1d4 points of Wisdom damage.
  Touch of Insanity (Su) The touch of an allip deals 1d4 points 
  of Wisdom damage. A successful critical hit causes 1d4 points of 
  Wisdom damage and 1 point of Wisdom drain (instead of double 
  Wisdom damage). On each successful attack, an allip gains 5 
  temporary hit points.
  Babau Demons: These vicious brutes sally forth from the ruins of 
  Tsar (see Area G4). At night they cloak themselves in darkness in 
  order to creep close to the party in order to attack with surprise and 
  make sneak attacks.
  BABAU DEMON 
  CR 6
  XP 2,400
  hp 73  (Pathfinder Roleplaying Game Bestiary “Demon, Babau”)
  Bane Cloud: The poisonous vapors and twisted nature of the 
  Boiling Lands created these warped monstrosities out of air 
  elementals summoned to fight in the Battle of Tsar. Now they roam 
  the region in a perpetual rage, railing against what they have become 
  and what they have lost. They appear as a low-hanging fog moving 
  sluggishly over the earth with noxious greenish-yellow color, though 
  this often resembles the normal exhalations of the Boiling Lands. 
  The omnipresent fog protects it from the suns harmful rays.
  BANE CLOUD 
  CR 4
  XP 1,200
  Creature Collection II: Dark Menagerie14
  CE Medium outsider (air, elemental, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +9
   
  AC 17, touch 10, flat-footed 17 (+7 natural)
  hp 26 (4d10+4)
  Fort +2; Ref +4; Will +6
  Immune acid, elemental traits, weapon damage
  Weaknesses vulnerability to sunlight
   
  Spd fly 20 ft., (poor)
  Melee slam +5 (1d6+1)
  Special Attacks poison cloud
   
  Str 12, Dex 11, Con 13, Int 9, Wis 15, Cha 9
  Base Atk +4; CMB +5; CMD 15
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Fly +3, Knowledge (planes) +6, Perception +9, Sense Motive 
  Chapter 3: Overview of Tsar
  The Desolation Daytime 
  Random Encounter Table
  d% 
  Encounter
  01–04 
  Acid Rain
  05 
  Bane Cloud
  06–07 
  Geyser
  08–15 
  1d6+6 Ghoul Wolves
  16–19 
  1d6 Toxic Mudmen
  20–26 
  2d6 Dread Ravens
  27–29 
  Nabasu Demon
  30–34 
  1d2 Will-O’-Wisps
  35 
  Clay Golem
  36–40 
  1d4 Poisonbearer Ghouls
  41–44 
  1d2 Mohrgs
  45–50 
  2d6 Zombies
  51–00 
  No Encounter
  The Desolation Nighttime 
  Random Encounter Table
  d% 
  Encounter
  01–03 
  Acid Rain
  04–06 
  Bane Cloud
  07–12 
  1d6+6 Ghoul Wolves
  13–16 
  1d12 Toxic Mudmen
  17–21 
  1d4 Babau Demons
  22–26 
  1d12 Ghasts
  27–30 
  1d6 Will-O’-Wisps
  31–36 
  2d6 Poisonbearer Ghouls
  37–41 
  Nabasu Demon
  42–48 
  2d20 Skeletons
  49–52 
  2d4 Allips
  53–59 
  2d12 Zombies
  60–62 
  1d6+5 Vargouilles
  63–64 
  Dread Wraith
  65–00 
  No Encounter
  
  20
  +9, Stealth +10
  Languages Auran
   
  Poison Cloud (Ex) As a standard action a bane cloud can create a 
  highly poisonous cloud in a 5-foot radius that lasts for 1d6 rounds. 
  Victims caught in the cloud must succeed on a DC 14 Fortitude 
  save each round or take 1d6 points of damage and 1d2 points of 
  Dexterity and Constitution damage (half damage on a successful 
  save). The save DC is Constitution-based and includes a +1 racial 
  bonus.
  Vulnerability to Sunlight (Ex) The bane cloud takes 1d4 points 
  of damage per round of exposure to direct sunlight (not a daylight 
  spell).
  Clay Golem: A single berserk clay golem, a siege construct whose 
  master died in battle, wanders the Desolation looking for something 
  to smash. It attacks anything that moves without hesitation. Strangely, 
  at night it lies dormant until dawn.
  CLAY GOLEM 
  CR 10
  XP 9,600
  hp 101  (Pathfinder Roleplaying Game Bestiary “Golem, Clay”)
  Dread Ravens: These malevolent carrion birds fly over the 
  Desolation in search of new flesh to feast upon. Anything that is 
  lively is subjected to a barrage of spells from a safe height. Near 
  the city any flock encountered is serving as spies for Belishan the 
  Bloodmage (see Part 4—The Crooked Tower). If so, a few of their 
  number merely swoop in low for a good look at the travelers while 
  the rest attack before flying away to report to their master.
  DREAD RAVEN 
  CR 2
  XP 600
  Creature Collection 58
  NE Small magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
   
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4; Ref +6; Will +2
   
  Spd 10 ft., fly 80 ft. (average)
  Melee 2 talons +6 (1d3–2) and peck +6 (1d4–2)
  Spells Known (CL 3rd, ranged touch +6):
  1st (5/day)—grease (DC 11), magic missile, shield
  0 (at will)—acid splash, daze (DC 10), disrupt undead, ghost sound 
  (DC 10), ray of frost
   
  Str 7, Dex 17, Con 12, Int 10, Wis 14, Cha 11
  Base Atk +2; CMB –1; CMD 12
  Feats Eschew MaterialsB, Weapon Finesse
  Skills Fly +7, Perception +10, Stealth +8
  Languages Auran
  Dread Wraith: Thousands of evil soldiers of Tsar fell in battle 
  with the Army of Light and later returned as undead monstrosities 
  forever seeking revenge upon the living. However, the dread wraiths 
  are the remnants of powerful champions of evil who fell on the field 
  of battle. These dark figures vaguely resemble armored ogres, trolls, 
  or even less identifiable beasts. They emerge only at night to satiate 
  their lust for death.
  DREAD WRAITH 
  CR 11
  XP 12,800
  LE Large undead (incorporeal)
  Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception +23
  Aura unnatural aura (30 ft.)
  AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, 
  –1 size)
  hp 184 (16d8+112)
  Fort +12; Ref +14; Will +14
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weakness sunlight powerlessness
   
  Spd fly 60 ft. (good)
  Melee incorporeal touch +20 (2d6 negative energy plus 1d6 Con 
  drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks create spawn
   
  Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
  Base Atk +12; CMB +13; CMD 40
  Feats Improved Natural Attack (incorporeal touch), Blind-Fight, 
  Combat Reflexes, Improved Initiative, Dodge, Mobility, Spring 
  Attack, Step Up
  Skills Diplomacy +23, Fly +30, Intimidate +26, Knowledge 
  (planes) +19, Knowledge (religion) +22, Perception +23, Sense 
  Motive +23, Stealth +24
  Languages Common, Giant, Infernal
   
  Create Spawn (Su) A humanoid slain by a dread wraith becomes 
  a full ordinary wraith in 1d4 rounds. Spawn are under the command 
  of the wraith that created them until its death, at which point they 
  lose their spawn penalties and become free-willed wraiths. They do 
  not possess any of the abilities they had in life.
  Constitution Drain (Su) Creatures hit by a dread wraith’s touch 
  attack must succeed on a DC 25 Fortitude save or take 1d6 points 
  of Constitution drain. On each successful attack, the wraith gains 5 
  temporary hit points. The save DC is Charisma-based.
  Lifesense (Su) A dread wraith notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A dread wraith caught in sunlight 
  cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a dread wraith, unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  Geyser: Geysers abound in the active earth of the Desolation. Most 
  are obvious, but some spout sporadically from hidden fissures and 
  are difficult to detect by casual observation. When this encounter is 
  rolled, it indicates that one of these hidden geysers has spouted while 
  a character or characters are within 2d10-2 feet. The eruptions last 
  for 1d3 rounds and extend their plumes 100 feet into the air, creating 
  damaging fallout from their scalding waters within a 20-foot-radius. 
  Anyone struck by this scalding steam takes 2d6 points of fire damage. 
  Anyone actually coming into contact with the geyser plume itself 
  suffers 1d6 points of bludgeoning damage from the water pressure 
  and 4d6 points of fire damage.
  Ghasts: These undead travel in packs and try to ambush potential 
  meals in their existence of eternal hunger. A former ghast of the 
  Desolation now serves as the undertaker of The Camp, but most are 
  not that civilized and don’t wait for their prey to die before trying to 
  make a meal of them.
  GHAST 
  CR 2
  XP 600
  Pathfinder Roleplaying Game Bestiary “Ghoul”
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +9
   
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 17 (2d8+8)
  Fort +4; Ref +4; Will +7
  Defensive Abilities all channel resistance +2; Immune undead 
  traits
  Chapter 3: Overview of Tsar
  
  21
  Spd 30 ft.
  Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5 
  (1d6+3 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 15, effects elves 
  normally), stench
   
  Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18 
  Base Atk +1; CMB +4; CMD 18
  Feats Weapon Finesse
  Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, Swim +4
  Languages Common
   
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 14; onset 
  1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 
  consecutive saves. The save DC is Charisma-based.
  A humanoid who dies of ghoul fever rises as a ghoul at the next 
  midnight. A humanoid who becomes a ghoul in this way retains 
  none of the abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid of 4 Hit 
  Dice or more rises as a ghast.
  Stench (Ex) The overwhelming stink of death surrounds a ghast 
  in a 10-foot radius. Anyone within that area must make a DC 
  15 Fort save or be sickened for 1d6+4 minutes. The save DC is 
  Charisma-based.
  Ghoul Wolves: These undead predators roam the Desolation 
  in packs seeking carrion or fresher fare to consume. They are a 
  persistent problem that can quickly become more than a nuisance to 
  wounded and exhausted travelers whom they attack in preference to 
  others. They resemble wolves with matted fur that is torn away from 
  their putrid flesh in patches. Stark white eyes look out above broken, 
  yellowed fangs.
  GHOUL WOLF 
  CR 2
  XP 600
  The Tome of Horrors Revised 370
  NE Medium undead
  Init +2; Senses darkvision 60 ft., scent; Perception +9
   
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 18 (4d8)
  Fort +1; Ref +3; Will +6
  Defensive Abilities channel resistance +2; Immune undead traits
   
  Spd 50 ft.
  Melee bite +7 (1d6+4 plus paralysis)
  Special Attacks paralysis (1d4+2 rounds, DC 12, elves are immune 
  to this effect), trip
   
  Str 17, Dex 15, Con —, Int 6, Wis 14, Cha 10
  Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
  Feats Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +9, Stealth +6, Survival +2 (+6 tracking by scent), 
  Swim +5
  Nabasu Demon: These creatures appear through an Abyssal gate 
  formed in the Desolation deep in a terrain feature known as the 
  Chaos Rift. They come forth to hunt the Desolation for humanoids to 
  feed upon. They are malign and pursue potential game for days, even 
  into Tsar, if necessary choosing the best moment to attack. They do 
  not enter The Camp, sensing the Usurer’s powerful presence and not 
  wishing to raise his ire.
  NABASU DEMON 
  CR 8
  XP 4,800
  hp 103  (Pathfinder Roleplaying Game Bestiary “Demon, Nabasu”)
  Mohrgs: Some of the vilest offenders who died upon the plain have 
  come back as mohrgs. They hide among the many skeletons that 
  line the fields, remaining stationary upon the ground until someone 
  wanders by within striking distance or stops to rest nearby. They try to 
  blend in with the many bones that lie exposed in the dust. A successful 
  DC 15 Perception check notices their unusual visceral growths from a 
  distance of 20 feet alerting the traveler that all is not as it seems.
  MOHRG 
  CR 8
  XP 4,800
  hp 91  (Pathfinder Roleplaying Game Bestiary “Mohrg”)
  Poisonbearer Ghouls: Many undead have risen upon the fields of 
  the Desolation as a result of the titanic battles fought here. Of all 
  of them, however, only the poisonbearer ghouls actually carry the 
  poisons of this tainted land within them. Now packs of these feral 
  beasts roam the Desolation seeking to destroy and devour all they 
  find. They resemble ordinary ghouls with a greenish cast to their skin 
  oozing sores and pustules erupting from their flesh. There is not a 
  ghoul on the hollow column.
  POISONBEARER GHOUL 
  CR 4
  XP 1,200
  Creature Collection III: Savage Bestiary 93
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +11
   
  AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
  hp 39 (6d8+12)
  Fort +4; Ref +4; Will +7
  Defensive Abilities channel resistance +2; DR 5/silver; Immune 
  undead traits
   
  Spd 30 ft.
  Melee bite +6 (1d8+2 plus paralysis, poison, and disease) and 2 
  claws +6 (1d4+2 plus paralysis)
  Ranged spit +6 touch (poison)
  Special Attacks death spray, disease, paralysis (1d4+1 rounds, DC 
  15, elves are immune), poison
   
  Str 15, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +4; CMB +6; CMD 19
  Feats Dodge, Mobility, Spring Attack
  Skills Acrobatics +8, Climb +11, Intimidate +11, Perception +11, 
  Stealth +11
  Languages Common, Infernal
   
  Death Spray (Su) The instant a poisonbearer ghoul is killed or 
  destroyed, pustules on its skin all burst simultaneously, so that all 
  creatures within 5 feet are exposed to its ghoul fever.
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 
  1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 
  2 consecutive saves. The save DC is Charisma-based. A humanoid 
  who dies of ghoul fever rises as a ghoul at the next midnight. A 
  humanoid who becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control of any other 
  ghouls, but it hungers for the flesh of the living and behaves like 
  a normal ghoul in all respects. A humanoid of 4 Hit Dice or more 
  rises as a poisonbearer ghoul.
  Poison (Su) Spit (20 ft. range)—contact or bite—injury; save DC 
  15; frequency 1/round 6 rounds; effect 1d4 Constitution damage 
  and ghoul fever; cure 2 consecutive saves, magical means must 
  overcome SR 19. The save DC is Charisma-based.
  Skeletons: These creatures seem to spontaneously generate from 
  among the countless number of unburied dead that still lie on the 
  field, bones bleaching in the sun.
  HUMAN SKELETON 
  CR 1/3
  XP 135
  hp 4  (Pathfinder Roleplaying Game Bestiary “Skeleton”)
  Chapter 3: Overview of Tsar
  
  22
  Toxic Mudmen: Created by the leakage of the magical forces 
  brought to bear upon the Desolation and the poisons that remain as a 
  result, these creatures came into being and remain to this day. They 
  dwell in the boggiest parts of the Desolation and are highly territorial 
  of their lairs seeking to destroy or drive away all intruders.
  TOXIC MUDMAN 
  CR 2
  XP 600
  hp 22  (See Monster Appendix)
  Vargouilles: Swarms of these revolting creatures roam the 
  benighted plain in search of prey to subject to their incapacitating 
  shrieks and terrible kisses.
  VARGOUILLE 
  CR 2
  XP 600
  hp 19  (Pathfinder Roleplaying Game Bestiary “Vargouille”)
  Will-O’-Wisps: These strange, sadistic creatures venture out upon 
  the Desolation and seek to lead travelers to their doom. They try 
  to lure them toward the nearest lair of another creature so they can 
  hover nearby and enjoy the suffering of their victims. If they catch 
  someone alone, they attack and attempt to slay him.
  WILL-O’-WISP 
  CR 6
  XP 2,400
  hp 40  (Pathfinder Roleplaying Game Bestiary “Will-O’-Wisp”)
  Zombies: Not all who died in the Desolation and arose as undead 
  absorbed the poisons of the place and transformed into poisonbearer 
  ghouls. Many bodies just fell unheeded into the mud and were 
  forgotten. In many cases, the mud acted as a preservative, so when 
  restless unlife came, wrinkled and black-stained cadavers rose rather 
  than just skeletal remains. Many now haunt the Boiling Lands 
  following their orders as soldiers in life: Slay the enemy. Just about 
  any living creature looks like the enemy to a zombie.
  PLAGUE ZOMBIE 
  CR 1/2
  XP 200
  Pathfinder Roleplaying Game Bestiary “Zombie”
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0; Ref +0; Will +3
  Immune undead traits
   
  Spd 30 ft.
  Melee slam +4 (1d6+4 plus disease)
  Special Attacks death burst
   
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  SQ staggered
   
  Death Burst (Ex) When a plague zombie dies, it explodes in 
  a burst of decay. All creatures adjacent to the plague zombie are 
  exposed to its plague as if struck by a slam attack and must make a 
  Fortitude save or contract zombie rot.
  Disease (Su) The slam attack—as well as any other natural 
  attacks—of a plague zombie carries the zombie rot disease. 
  Zombie rot: slam; save DC 11; onset 1d4 days; frequency 1/day; 
  effect 1d2 Con, this damage cannot be healed while the creature is 
  infected; cure 2 consecutive saves. Anyone who dies while infected 
  rises as a plague zombie in 2d6 hours.
  Chapter 3: Overview of Tsar
  
  23
  The lowest and oldest portion of the city sprang up around the base 
  of the terrace in the vicinity of several natural springs. As the city 
  grew, the affluent moved up the terraces to be nearer the heart of the 
  city’s power in the citadel. Those without influence, or the money to 
  buy it, continued to dwell in the ever more-crowded tenements and 
  hovels crammed between the base of the terrace and the city walls. 
  In a city devoted to evil and the worship of a demon prince, a certain 
  amount of crime is expected, but in the old city that became known 
  as the Grunge, incidents of rapine and murder reached unimaginable 
  heights. The ne’er-do-wells, castoffs, and criminally insane who 
  called the Grunge home huddled away from the fortresses of the 
  city gates and remained largely ignored by the garrisons and patrols 
  that maintained the main thoroughfares. Eventually, the disciples of 
  Orcus were forced to impose harsh laws governing open flames and 
  arson as they realized the terrible ramifications that an out-of-control 
  blaze spawned in the Grunge could have for the entire city. However, 
  other than the constant fire patrols — little more than groups of ogre 
  thugs bent on destruction — which the residents took great pains to 
  avoid, they were otherwise largely left to their vices.
  During the final stages of the Battle of Tsar, the Army of Light 
  managed to move in fairly close to the walls of the city and bombard 
  them with siege engines. Much of the Grunge suffered destruction 
  from the many projectiles lobbed over the walls, and several areas 
  were incinerated as the fires, so long feared by the disciples of Orcus, 
  broke out as a result of these bombardments. Fortunately for the city, 
  adequate cisterns and magical protections had been prepared, so the 
  fires remained localized and did not spread to the greater city.
  Random encounters in this area can be found on the tables provided 
  below. Encounters should be rolled on these tables once every three 
  hours or whenever a combat occurs that lasts more than 3 rounds. 
  Chapter 4:  
  The Grunge
  
  24
  Use the day or night tables as needed. Unless otherwise noted, do not 
  remove slain creatures from the encounter areas that are referenced 
  in the random encounter descriptions.
  Babau Demons: These demonic assassins sally forth from Area 
  G4 to search for victims to kill and bring back to their leader to feed 
  on. At night they cloak themselves in darkness in order to creep close 
  to the party in order to attack with surprise and make sneak attacks.
  BABAU DEMON 
  CR 6
  XP 2,400
  hp 73  (Pathfinder Roleplaying Game Bestiary “Demon, Babau”)
  Dread Ravens: These malevolent carrion birds fly over the city 
  serving as spies for Belishan the Bloodmage (see Part 4—The 
  Crooked Tower). If so, a few of their number merely swoop in low 
  for a good look at the travelers while the rest attack before flying 
  away to report to their master.
  DREAD RAVEN 
  CR 2
  XP 600
  Creature Collection 58
  NE Small magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
   
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4; Ref +6; Will +2
   
  Spd 10 ft., fly 80 ft. (average)
  Melee 2 talons +6 (1d3–2) and peck +6 (1d4–2)
  Spells Known (CL 3rd, ranged touch +6):
  1st (5/day)—grease (DC 11), magic missile, shield
  0 (at will)—acid splash, daze (DC 10), disrupt undead, ghost sound 
  (DC 10), ray of frost
   
  Str 7, Dex 17, Con 12, Int 10, Wis 14, Cha 11
  Base Atk +2; CMB –1; CMD 12
  Feats Eschew MaterialsB, Weapon Finesse
  Skills Fly +7, Perception +10, Stealth +8
  Languages Auran
  Harpy Archers: These servants of Karkuune (see Area P3, Part 
  5—Foundations of Infamy) sweep low over the ruins searching for 
  their missing master. If they spot anyone they sing and attempt to 
  captivate their victims in order to examine them for signs of combat 
  involving their master (acid burns, huge bite or claw marks, splattered 
  dragon blood, etc.) After examining their victims they have a 50% 
  chance of cutting their throats and a 50% chance of just robbing 
  them. If most of the party remains uncaptivated, they will engage in 
  a ranged battle for only 1d4 rounds before retreating.
  HARPY ARCHER 
  CR 11
  XP 12,800
  Female harpy fighter 7 (Pathfinder Roleplaying Game Bestiary 
  “Harpy”)
  CE Medium monstrous humanoid
  Init +5; Senses darkvision 60 ft.; Perception +9
   
  AC 24, touch 17, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, 
  +1 dodge, +1 natural)
  hp 116 (7d10+14 plus 7d10+14 plus 7)
  Fort +13; Ref +14; Will +9 (+11 vs. fear)
  Defensive Abilities bravery +2
   
  Spd 20 ft., fly 80 ft. (average)
  Melee 2 talons +15 (1d6+1)
  Ranged +1 frost composite bow [+1 Str]  +21/+21/+16/+11 
  (1d8+3/19–20/x3 plus 1d6 cold)
  Special Attacks captivating song (DC 17), weapon training (bows +1)
  Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19
  Base Atk +14; CMB +15; CMD 32
  Feats Dodge, Flyby Attack, Great Fortitude, Improved Critical 
  (composite longbow) B, Manyshot, Point Blank ShotB, Rapid Shot, Skill 
  Focus (Bluff), Skill Focus (Perception), Weapon Focus (composite 
  longbow) B, Weapon Specialization (composite longbow) B
  Skills Bluff +8, Fly +16, Intimidate +11, Perception +9, Perform 
  (song) +6
  Languages Common
  SQ armor training 2
  Combat Gear potion of cure moderate wounds, potion of cat’s 
  grace; Other Gear +3 studded leather armor, +1 frost composite 
  bow [+1 Str], 10 cold iron arrows, 10 silvered arrows, 5 +2 
  arrows, lesser bracers of archery, cloak of resistance +2, ring of 
  protection +1
  Hobgoblin Infantry: These hobgoblins patrol from their lair at 
  Area G5. They attempt to observe the party from hiding, gauging its 
  strength. If the party appears to be weak or badly wounded, they attack 
  and attempt to capture them. Captives are stripped and held in their 
  lair until they can turn them over to the White Walker for a reward. 
  They make an orderly retreat before any organized resistance.
  HOBGOBLIN INFANTRY 
  CR 4
  XP 1,200
  hp 61 (See Area G5)
  cHAPTER 4: the grunge
  The Grunge Daytime 
  Random Encounter Table
  d% 
  Encounter
  01–05 
  1d12 Skeletons
  06–09 
  2d4 Yesh, gnoll ranger 4
  10–19 
  1d10 Meatmen and 1d10 Bonemen
  20–25 
  1d3 Harpy Archers, harpy fighter 7
  26–31 
  1d4 Babau Demons
  32 
  Skeletal Swarm
  33–36 
  1d8 Hobgoblin Infantry, hobgoblin warrior 6
  37–42 
  1d4 Trolls
  43–50 
  2d6 Dread Ravens
  51–00 
  No Encounter
  The Grunge Nighttime 
  Random Encounter Table
  d% 
  Encounter
  01–10 
  1d12 Skeletons
  11–14 
  3d12 Yesh, gnoll ranger 4
  15–24 
  1d10 Meatmen and 1d10 Bonemen
  25–30 
  2d4 Babau Demons
  31–35 
  1d2 Vampire Spawn
  36 
  The White Walker, human vampire wizard 15 
  37–38 
  Skeletal Swarm
  39–45 
  1d6+1 Screamers
  46–51 
  1d2 Ogres and 1 Ogre Enforcer, ogre 
   
  barbarian 4 
  52–57 
  3d18 Troglodytes, warrior 4 and 1d6 
   
  Monitor Lizards
  58–64 
  1d4 Trolls
  65–00 
  No Encounter
  
  25
  Meatmen and Bonemen: These siege undead are on patrol from 
  the towers along the walls of Tsar. They travel the streets lanes of the 
  Grunge between their various posts. They attack any living creatures 
  they see on sight and fight until destroyed.
  SIEGE UNDEAD, MEATMAN 
  CR 2
  XP 600
  hp 22  (See Area B2-6, Part 1—The Tower of Weeping Sores)
  SIEGE UNDEAD, BONEMAN 
  CR 1
  XP 400
  hp 13  (See Area B2-2, Part 1—The Tower of Weeping Sores)
  Ogres: These brutes wander the city at night taking out their 
  aggression on anything they find after staying hidden in their cave 
  (Area G5) every day to avoid the trolls wandering the city.
  OGRE 
  CR 3
  XP 800
  hp 30  (Pathfinder Roleplaying Game Bestiary “Ogre”)
  OGRE ENFORCER 
  CR 7
  XP 3,200
  hp 93 (See Area G5)
  Screamers: These insidious undead are all that remains of 
  defenders of the city who were slain in the relentless bombardments 
  from the Army of Light. They attack in a shrieking wave and attempt 
  to possess characters with their malevolence attacks and provoke 
  them into suicidal actions.
  SCREAMER 
  CR 4
  XP 1,200
  hp 34  (See Monster Appendix)
  Skeletal Swarm: This creature is a minor experiment of Ferrin the 
  Bonewright’s that he forgot about and that subsequently escaped. It 
  mindlessly attacks anyone it meets.
  SKELETAL SWARM 
  CR 8
  XP 4,800
  hp 66 (See Monster Appendix)
  Skeletons: These human warrior skeletons are servitors of Ferrin 
  the Bonewright at Area G2. They are tasked with recovering corpses 
  within the ruins and returning with them to their master’s workshop 
  to be used as raw materials for his creations. If there are any dead 
  or badly wounded creatures near the party when these skeletons are 
  encountered, half of the skeletons attack while the rest attempt drag 
  the dead or wounded creature back to the Bonewright.
  HUMAN SKELETON 
  CR 1/3
  XP 135
  hp 4  (Pathfinder Roleplaying Game Bestiary “Skeleton”)
  The White Walker: This individual is none other than Belishan 
  the Bloodmage (see Chapter 7, Area 77 in Part 4—The Crooked 
  Tower). He watches the party from a short distance in the dark, noting 
  any visible strengths and weaknesses (opposed Perception check 
  for the PCs to notice). If spotted he merely turns to gaseous form 
  and disappears. Either way he directs a maximum strength patrol of 
  hobgoblin infantry to attack them a half hour later in order to take 
  them captive. He does not engage the party under any circumstances, 
  preferring to meet them in a place of strength for him.
  Troglodyte Warriors: These creatures emerge from their cavern 
  at Area G5 in search of fresh meat to bring back to their band. If 
  three-quarters are killed, they retreat back to their caves to prepare an 
  ambush in one of their flooded, leech-infested chambers.
  TROGLODYTE WARRIOR 
  CR 5
  XP 1,600
  hp 51 (See Area G5)
  Trolls: These giants are on their way to the Trollstone (Area T4 in 
  Part 5—Foundations of Infamy). They are willing to pause in their 
  quest to enjoy a few choice morsels.
  TROLL 
  CR 5
  XP 1,600
  hp 63  (Pathfinder Roleplaying Game Bestiary “Troll”)
  Vampire Spawn: These beasts are the offspring of Belishan the 
  Bloodmage (see Part 4—The Crooked Tower). They descend from his 
  dark tower at night to feed upon any living creatures they can find in the city. 
  Their master does not keep them well fed, so they are desperate to feed. If 
  necessary, they will retreat only long enough to regroup and stalk their prey.
  VAMPIRE SPAWN 
  CR 4
  XP 1,200
  Pathfinder Roleplaying Game Bestiary “Vampire”
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +11
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  cHAPTER 4: the grunge
  
  26
  hp 26 (4d8+8); fast healing 2
  Fort +3; Ref +2; Will +5
  Defensive Abilities channel resistance +2; DR 5/silver; Immune 
  undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Spd 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks blood drain, create spawn, dominate (DC 14), 
  energy drain (1 level, DC 14)
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Perception +11, 
  Stealth +16
  Languages Common
  SQ gaseous form, shadowless, spider climb
  Yesh: These beast-fiends descend the cliffs on ropes from Area H4 
  (Part 3—The Harrow Lanes) to scour the city for prisoners to be taken 
  back to their encampment as sacrifices. They attempt to render their 
  foes unconscious and then drag them back to the cages at Area H4-8 to 
  await sacrifice in the wicker man. They retreat and attempt to lose any 
  pursuers in the Dread Swamp if half of their number is killed.
  YESH 
  CR 5
  XP 1,600
  Male gnoll ranger 4 (Pathfinder Roleplaying Game Bestiary 
  “Gnoll”)
  CE Medium humanoid (gnoll)
  Init +4; Senses darkvision 60 ft.; Perception +10
   
  AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +1 natural, +2 
  shield)
  hp 57 (2d8+6 plus 4d10+12 plus 4)
  Fort +10; Ref +6; Will +0
   
  Spd 30 ft.
  Melee mwk battleaxe +9 (1d8+3/x3)
  Ranged longbow +5/+5 (1d8/x3)
  Special Attacks archery combat style, favored enemy (Humanoid 
  [orc] +2)
   
  Str 17, Dex 15, Con 17, Int 8, Wis 8, Cha 10
  Base Atk +5; CMB +8; CMD 20
  Feats EnduranceB, Far Shot, Point Blank ShotB, Power Attack, 
  Rapid Shot 
  Skills Climb +12, Knowledge (geography) +6, Perception +10, 
  Stealth +11, Survival +8 (+10 tracking)
  Languages Gnoll
  SQ favored terrain (urban +2*), hunter’s bond (companions), wild 
  empathy +4
  *Included in stat block
  Gear masterwork studded leather armor, +1 light wooden shield, 
  masterwork battleaxe, longbow, 30 arrows, 50-ft. hempen rope, 
  pouch with 3d4 assorted gems worth 10 gp each
  The encounter areas of the Grunge begin with a “G” and are 
  followed by a numeral designating the specific encounter. Different 
  areas in the encounters are designated by a hyphenated number 
  following the “G” and the numeral. For example the Hanging Room 
  is identified as G2-6.
  G1. The Pentacle (CR 17)
  The Pentacle served as the marshalling area and staging ground for 
  the armies of the city before their march out the Black Gates. Likewise 
  caravans gathered at the Pentacle before beginning their journeys, 
  and newly arrived caravans stopped here first. As a result numerous 
  taverns, brothels, inns, hostels, custom houses, and caravansarai 
  once opened onto this plaza. These were largely abandoned when 
  the Army of Light cut off access to the city, and these buildings have 
  since fallen into ruin.
  In the waning days of the Battle of Tsar, the forces of the city 
  made a great coup. They were able to capture the storm giant king, 
  Thraestos, leader of all the giant forces allied with the Army of 
  Light. The battered giant king was brought before the most powerful 
  Disciples of Orcus who placed him in a magical sleep and then 
  infected him with an extremely virulent form of ghoul fever. He 
  was then transported to the city foundry where he was encased in 
  an iron shell molded into the form of a statue that was subsequently 
  erected in the Pentacle as a cruel irony. Shortly thereafter the forces 
  of Orcus abandoned the city and, other than a small token force that 
  went straight to the Citadel of Orcus, the Army of Light gave chase 
  without securing and searching the city. Such a search would have 
  likely discovered the trapped giant and allowed them the opportunity 
  to rescue this hero to their cause. Instead, abandoned and helpless, 
  Thraestos slowly succumbed to the ravages of the Disciples’ evil.
  Creature: Thraestos has become a storm giant ghast, still encased 
  in his iron prison. The moaning noise is actually the inarticulate 
  groans of the cursed giant. A careful examination of the statue’s head 
  reveals that its gaping mouth actually opens upon the hidden giant 
  within. The ghast’s foul stench is contained within the iron shell, 
  but if examined this closely the odor affects the examiner normally. 
  Likewise the iron casing nullifies all of his special abilities, special 
  qualities, and spell-like abilities while he is encased. Thraestos 
  remains trapped and unresponsive unless he is attacked or attempts 
  are made to pierce his armored coating. Otherwise he does not 
  emerge until Event 4 described in Chapter 1.
  KING THRAESTOS 
  CR 17
  XP 102,400
  hp 252 (See Chapter 3, Event 4)
  G2. The Cobbler’s Shop
  This building is one of the few on the Pentacle that is still largely 
  intact. Here the chief engineer of the city’s final defenses continues to 
  ply his trade to this day, making ingress past the city’s walls a dangerous 
  proposition. When the siege of the city began taking a toll on the fighting 
  power of the city, a mysterious creature calling himself Ferrin the 
  Bonewright emerged from the Grunge, approached the Disciples, and 
  revealed to them the secret of creating siege undead. It was unknown if 
  this strange creature had lived in the city for years or had just appeared 
  cHAPTER 4: the grunge
  A sweeping area surfaced in wide, black flagstones stretches 
  in five directions to form a star-shaped plaza. The flagstones 
  are of some extremely hard stone fitted seamlessly together 
  and have weathered the years extremely well, with very few 
  cracks in the stones. This surface seems to almost absorb the 
  light that touches it. Standing in the center of this massive 
  pentacle is a 25-foot-tall colossus of black iron. It depicts a 
  muscular, naked man, its proportions just slightly off to give it 
  a vaguely disturbing appearance. Added to this is the masklike 
  face of the statue, a wrinkled visage of woe, with mouth agape 
  in a forlorn wail. As if giving life to the image, a low moaning 
  carries across the plaza from the blowing of the wind.
  
  27
  at an opportune moment. Regardless, the Disciples immediately saw the 
  value of the services he offered. They converted a large warehouse on 
  the Pentacle into a workshop and put him to work at producing siege 
  undead from the fallen soldiers recovered from both sides in the conflict. 
  His creations eventually took over the primary wall guard duties as the 
  depleted living troops were redeployed in the offensives outside the city. 
  When the city’s inhabitants fled, Ferrin gladly remained behind, happy 
  to work with all of the raw materials left to him.
  From the outside the workshop still resembles a warehouse, its 
  walls in poor repair and beginning to crumble in places, but fleeting 
  movements can be detected in the upper floor windows, thin streamers 
  of smoke still emerge from the buildings chimneys, and the muted 
  clatter of construction sporadically sounds from within.
  G2-1. Entry (CR 6)
  Creatures: This entrance to the building is guarded by 4 siege 
  undead of the Bonewright. They remain in this room at all times 
  with the sole purpose of preventing uninvited creatures from entering. 
  They fight until destroyed.
  SIEGE UNDEAD, MEATMEN (4) 
  CR 2
  XP 600
  hp 22  (See Area B2-6, Part 1—The Tower of Weeping Sores)
  G2-2. Stairwell
  A spiral staircase climbs through the ceiling to Area G2-8 above.
  G2-3. Waiting Room (CR 9)
  Creatures: This room holds Ferrin’s completed siege undead 
  waiting to be sent to their posts on the city walls or at Kirash 
  Durgaut. There are 4 meatmen, 3 sandmen, and 6 bonemen. They 
  attack anyone who opens the door other than Ferrin, however, in the 
  crowded conditions they have difficulty fighting and try to charge 
  forward to take the battle outside the room.
  SIEGE UNDEAD, MEATMEN (4) 
  CR 2
  XP 600
  hp 22  (See Area B2-6, Part 1—The Tower of Weeping Sores)
  SIEGE UNDEAD, SANDMEN (3) 
  CR 2
  XP 600
  hp 27 (See Chapter 2, Area 23, Part 1—The Tower of Weeping 
  Sores)
  SIEGE UNDEAD, BONEMEN (6) 
  CR 1
  XP 400
  hp 13  (See Area B2-2, Part 1—The Tower of Weeping Sores)
  G2-4. Assembly Floor (CR 5)
  The wooden double door leading outside from this room is barred 
  from the inside (Hardness 5; hp 20; Break DC 25).
  Creatures: This room is where corpses brought to the Bonewright 
  are prepared for eventual construction as siege undead. A total of 
  14 skeletons work at the various tasks involved at this process. 
  Stoking the furnaces and stirring the vats at Area G2-5, stripping the 
  skin and muscle from corpses and dismembering them at the tables, 
  shoveling sand and pebbles into skin sacks that have been prepared 
  by Grytner in Area G2-8, and bringing more raw materials from 
  Area G2-7 for processing. These skeletons respond immediately to 
  intruders, attempting to surround them and cut them down for more 
  raw materials.
  HUMAN SKELETONS (14) 
   
   
  CR 1/3
  XP 135
  hp 4  (Pathfinder Roleplaying Game Bestiary “Skeleton”)
  G2-5. Rendering Vats
  These two copper vats stand 15 feet tall and are nearly 20 feet in 
  diameter. A furnace between them with a smokestack rising to the 
  roof keeps the water in these vats at a boil. Stacked to the east of them 
  is a large pile of broken timbers and brush scavenged from the city 
  for fuel. The skeletons at Area G2-4 use scaffolds to dump cadavers 
  into the boiling vats and then stir them with long wooden paddles. 
  They then use hooked poles to drag the bodies from the vats once 
  their tissues have been suitably softened and loosened by the boiling 
  process, so that they can more easily be removed.
  G2-6. Hanging Room
  Here Ferrin stores his completed constructions that he has not yet 
  animated as siege undead. There are a total of 5 sandmen, 3 bonemen 
  and 2 meatmen awaiting animation here. All are inert and completely 
  harmless. Not every cadaver provides three complete siege undead, 
  depending upon the condition of the various component parts.
  G2-7. Meat Locker (CR 2)
  The door to this room feels cold to the touch. Within are stacked 
  cHAPTER 4: the grunge
  This wide chamber has a heavy wooden double door leading 
  outside and two doors leading farther into the building. The 
  room has been stripped of furnishings but harbors four hideous 
  guardians, walking corpses that have been stripped of their 
  flesh exposing raw sinews and bladed weapons that have been 
  attached in place of their hands.
  This room is empty of furnishings, but has rank upon rank 
  of terrible, disfigured undead creations standing silently. The 
  room is filled with the stench of rot.
  This cavernous warehouse floor reeks of cooked flesh and 
  fetid decay. Thick brick columns support the roof 40 feet 
  above, and filth-caked windows high on the wall allow a few 
  feeble rays of light to illuminate the area. One corner of the 
  room holds a tall pile of sand and pebbles, and opposite it are 
  two tall copper vats. Between these stand tables upon which 
  lie corpses in various stages of dismemberment. Working 
  among these are several animated skeletons. A handcart stands 
  in front of a pair of double doors.
  Opening the door of this charnel house raises bile in your 
  throats. Hooks dangle on chains from the ceiling. Hanging 
  on these are completed corpses assembled from bits of bone, 
  muscle and wood bound together with nails and twisted pieces 
  of wire. From others hang complete humanoid skins stitched 
  into man-shaped sacks and stuffed with sand. Thin streamers 
  of leaking sand form small piles on the floor beneath these 
  constructions.
  
  piles of corpses in various stages of decomposition. All are vaguely 
  humanoid and include examples of orcs, hobgoblins and gnolls found 
  in the city or the surrounding Desolation. At the back wall is a patch of 
  brown mold that keeps the room chilled and preserves the cadavers.
  Brown Mold (CR 2): Brown mold feeds on warmth, drawing 
  heat from anything around it. It normally comes in patches 5 feet 
  in diameter, and the temperature is always cold in a 30-foot radius 
  around it. Living creatures within 5 feet of it take 3d6 points of 
  nonlethal cold damage. Fire brought within 5 feet of brown mold 
  causes the mold to instantly double in size. Cold damage, such as 
  from a cone of cold, instantly destroys it.
  G2-8. Balcony (CR 4)
  This balcony overlooks the assembly floor 20 feet below. A bridge 
  connects it to the door of Area G2-10. A spiral stair descends to Area 
  G2-2 below. 
  Creatures: There are 2 siege undead standing guard here. They attack 
  anyone other than Ferrin, Grytner, or one of the undead who attempts to 
  pass through here or climb onto the bridge to enter Area G2-10. They stand 
  back against the west wall and are not visible from the floor below.
  SIEGE UNDEAD, SANDMEN (2) 
  CR 2
  XP 600
  hp 27 (See Chapter 2, Area 23, Part 1—The Tower of Weeping 
  Sores)
  G2-9. Office (CR 7)
  Creature: This room is occupied by one of the few living creatures 
  that can stand to be in Ferrin’s presence for long. It is an advanced 
  four-armed gargoyle named Grytner that, strangely, has a strong 
  talent for sewing. When not out hunting the ruins for food or stray 
  corpses, Grytner spends his time in this room sewing the empty skins 
  brought to him from the assembly floor into humanoid flesh sacks that 
  can be filled with sand for animation as sandmen. He attacks intruders 
  on sight and attempts to flee to Area G2-11 to join up with Ferrin.
  GRYTNER 
  CR 7
  XP 3,200
  Advanced-HD four-armed gargoyle (The Tome of Horrors Revised 
  212) 
  CE Large monstrous humanoid (earth)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
   
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 112 (9d10+63)
  Fort +10; Ref +9; Will +5
  DR 10/magic
   
  Speed 40 ft., fly 60 ft. (average)
  Melee 4 claws +17 (1d6+8), bite +17 (1d6+8), gore +17 (1d6+8)
  Space 10 ft.; Reach 10 ft.
   
  Str 26, Dex 16, Con 24, Int 11, Wis 8, Cha 6
  Base Atk +9; CMB +18; CMD 31
  Feats Combat Reflexes, Hover, Improved Initiative, Skill Focus 
  (Fly), Weapon Focus (claw)
  Skills Craft (sewing) +12, Fly +16, Perception +13, Stealth +13 
  (+17 stony environs)
  Languages Common, Terran
  SQ freeze
   
  Freeze (Ex) A four-armed gargoyle can hold itself so still it 
  appears to be a statue. A gargoyle that uses freeze can take 20 on its 
  Stealth check to hide in plain sight as a stone statue.
  Treasure: Over the years Grytner has amassed a decent hoard from 
  rifling through the pockets of cadavers that have been brought in. 
  Hidden in his sewing basket are 85 gp, 30 pp, 120 sp, 70 cp, three 
  small diamonds (100 gp each), a ruby ring (100 gp), and the jeweled 
  pommel of a broken sword (75 gp).
  G2-10. Guard Room (CR 6)
   Creatures: This room is bare save for 3 advanced necrophidiuses 
  that Ferrin constructed long ago to serve as guards for his workshop. 
  They immediately attack anyone who tries to enter other than Grytner 
  or one of the skeletons.  They resemble the skeletons of giant snakes 
  with fanged humanoid skulls.
  ADVANCED NECROPHIDIUSES (3) 
  CR 3
  XP 800
  The Tome of Horrors Revised 275
  N Large construct 
  Init +5; Senses low-light vision, darkvision 60 ft.; Perception +1
   
  AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, –1 size)
  hp 46 (3d10+30)
  Fort +1, Ref +6, Will +2
  DR 5/bludgeoning; Immune construct traits
   
  Speed 30 ft.
  Melee bite +7 (1d8+5 plus paralysis)
  Space 10 ft; Reach 5 ft.
  Special Attacks dance of death, paralysis (1d6 minutes, DC 14)
   
  Str 20, Dex 21, Con —, Int —, Wis 15, Cha 16
  28
  cHAPTER 4: the grunge
  A long table occupies this chamber. Upon it lie wrinkled 
  mounds of what appear to be flesh. Hanging from wires 
  suspended from the ceiling is a nearly completed suit made 
  entirely of skin. A basket beside the table holds spools of 
  thread, needles of wood and bone, cutting shears, and what 
  look like crinkled up sewing patterns.
  
  Base Atk +3; CMB +9; CMD 24 (can’t be tripped)
  Skills Stealth +13
   
  Dance of Death (Ex) A necrophidius can entrance opponents by 
  swaying back and forth. Those within 30 feet viewing the dancing 
  snake must succeed on a DC 14 Will save or be dazed for 2d4 rounds. 
  This is a mind-affecting effect. The save DC is Charisma-based.
  G2-11. Cobbler’s Shop (CR 8)
  Creatures: This shop is where the bone cobbler, Ferrin the Bonewright, 
  does his cobbling. He is currently in here at work on his creations unless 
  he has become aware of the party’s presence, in which case he stands 
  behind the door ready to attack with surprise with his breath weapon and 
  hammers. He appears to an emaciated, almost skeletal, humanoid with 
  hollow eye sockets and his gray flesh drawn tight over his bones. The 
  various tidbits of bone and partially constructed skeletons on the floor 
  actually comprise a skeletal swarm. Once Ferrin attacks, these small 
  assemblages spring to life and scuttle across the floor to attack Ferrin’s 
  foes. They do not harm Ferrin even if they occupy his square.
  Ferrin is unusual for a bone cobbler in that he carries within him 
  the secret to making siege undead as well as typical skeletons. His 
  powers also manifest in that he created the skeletal swarm from his 
  unintentional “doodlings” with leftover bone bits, and he was able 
  to construct the advanced necrophidiuses.  He uses the corpses of 
  all sorts of creatures that are recovered in and around the city, but 
  after he has constructed and modified them, all of his siege undead 
  resemble the humanlike form typical for their kind. His natural 
  affinity with all these forms of corpse construction has propelled him 
  farther than others of his kind and allowed him to attain his vital 
  position with the disciples of Orcus. Where he came by this atypical 
  knowledge is unknown as are any additional abilities that he may not 
  have yet exhibited.
  FERRIN THE BONEWRIGHT 
  CR 4
  XP 1,200
  Male bone cobbler (The Tome of Horrors Revised 45)
  CE Medium aberration
  Init +2; Senses darkvision 60 ft.; Perception +10
   
  AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
  hp 32 (5d8+10)
  Fort +3; Ref +3; Will +6
  29
  cHAPTER 4: the grunge
  This room smells strongly of death. Bones of various shapes 
  and sizes dangle on strings from the ceiling like ornaments. 
  Scattered around the room are spare bones of all sorts as well 
  as baskets of what appear to be muscle tissue. Tools, nails, 
  screws, and metal wire likewise abound in what is obviously 
  some sort of macabre workshop. In the center of all of this 
  debris sits a short, three-legged stool.
  
  30
  30
  Spd 30 ft.
  Melee 2 light hammers +7 (1d4+3) or 2 claws +6 (1d3+3)
  Special Attacks animate bones, bonestripping, breath weapon 
  (60-ft. radius, slow for 1 minute, Fort DC 14, usable every 1d4+1 
  rounds)
   
  Str 16, Dex 15, Con 15, Int 12, Wis 14, Cha 12
  Base Atk +3; CMB +6; CMD 19
  Feats Dodge, Two-Weapon Fighting, Weapon Focus (light hammer)
  Skills Climb +11, Perception +10, Stealth +10, Survival +10
  Languages Abyssal, Common
  Gear 2 light hammers
   
  Animate Bones (Su) Once per day, a bone cobbler can animate up 
  to 5 skeletal statues within 30 feet as a standard action. These creatures 
  fight as skeletons (see Pathfinder Roleplaying Game Bestiary), 
  though their forms and structures do not necessarily have to resemble 
  humanoids (or anything remotely humanoid). This ability otherwise 
  functions similar to an animate dead spell (caster level 7th).
  Bonestripping (Ex) A bone cobbler can rapidly strip all the flesh 
  from a Medium creature in 3 minutes using its claws and hammers. For 
  each size category larger than Medium a corpse is, add 1 minute to the 
  time it takes the bone cobbler to strip the corpse. For each size category 
  smaller than Medium a corpse is, reduce the time by 1 minute (to a 
  minimum of 1 minute). Once stripped, the bone cobbler devours the 
  flesh and collects the victim’s bones to use in its “sculptures”.
  A creature slain in this manner can only be brought back to life by a 
  miracle, wish, or true resurrection spell.
  Two-Weapon Fighting (Ex) In combination with its natural abilities, 
  a bone cobbler’s Two-Weapon Fighting feat allows it to attack with 
  both of its weapons at no penalty to attack or damage.
  SKELETAL SWARM 
  CR 8
  XP 4,800
  hp 66 (See Monster Appendix)
  Treasure: On one finger of his left hand, Ferrin wears a ring of 
  sustenance, which prevents him from consuming the flesh of the 
  cadavers that are brought to him. In addition, scattered on the floor are 
  a few items of treasure that Grytner failed to find on the bodies. They 
  include a platinum necklace worth 1,000 gp, 5 gold teeth (2 gp each) and 
  a short mithral rod that is actually a wand of color spray (10 charges).
  G3. The Blood Pit (CR 9)
  Lethal combat between gladiators, prisoners and monsters was one of the 
  main forms of entertainment for the city’s lower classes. Rather than build 
  an expensive coliseum, the city leaders enlarged a natural depression in the 
  ground and created the Blood Pit. Here thousands of the innocent and guilty 
  alike died in brutal slaughter or mortal combat. Most of the neighborhoods 
  around the Pit were reduced to rubble by the bombardments during the 
  Battle of Tsar, but the arena’s structures remain intact. The entry buildings 
  are empty and lead to stairways and aisles that access the amphitheater 
  seats. However, the surrounding stone wall is only 7 feet high and is fairly 
  easily surmounted (DC 12 Climb check).
  There is nothing of interest within the arena seats, but on the pit floor 
  in the very center stands a 10-foot-wide-by-10-foot-tall stone plinth (DC 
  15 Climb check). The sides are decorated in bas-relief and dedicated to 
  nameless gods of war and combat. Atop the plinth is a wide bronze bowl 
  where offerings were left, which contains the treasure. Characters will 
  likely not have time to examine this closely, as 5 rounds after any living 
  creature steps foot on the arena floor, blood begins to well up through the 
  cracks in the broken earth. The blood fills the entire pit to the level of the 
  lowest seats (10 feet deep) in 2 rounds. Characters caught in the middle 
  of the arena floor when this strange phenomenon occurs can seek safety 
  atop the central plinth. Anyone remaining in the blood must make Swim 
  checks to avoid drowning.
  The blood is a manifestation of all the deaths that occurred within the 
  pit over the centuries of its existence. It is real enough, but when every 
  living creature has left the arena the blood disappears without a trace, 
  leaving only the dried, cracked earth floor once again. Those who were 
  covered with blood from swimming in it find that their clothing and 
  equipment bear no traces of the substance. However, they find that any 
  bodies left behind of characters who drowned in the blood or were slain 
  by the arena’s inhabitants (see below) have disappeared without a trace, 
  forever absorbed by the Blood Pit and contributing their own life force 
  to the spectral blood that floods the Pit whenever trespassers come once 
  again. The bodies of those who have disappeared in this way can only be 
  recovered by use of wish, miracle or similar magic.
  Creatures: While the blood itself is fairly harmless other than as a 
  drowning hazard, the creatures that inhabit it prove to be much more 
  of a threat. Once the arena floor has filled with blood, 4 blood golems 
  appear in its depths, formed from the life force as well as life’s blood 
  of the Blood Pit’s many victims. They look like hideous, blood-red 
  bloated slugs with two armlike appendages near their mouths. These 
  creatures attack anyone within the pit blood pool or upon the plinth. 
  They do not leave the arena floor area. When one is slain, it dissolves 
  into a heap of coagulating blood that drains back into the pool. As long 
  as the Blood Pit remains filled, slain blood golems reform and resume 
  their attacks after 2 rounds. This includes new blood golems that have 
  been created through cell division. 
  Lying in the sacrificial bowl atop the plinth are the remains of Tsar’s 
  last gladiatorial champion. Each champion retained his position and 
  control of the Blood Pit until defeated in combat by a challenger. This 
  last champion refused to relinquish his post as the Pit’s champion 
  when the rest of the populace fled the city. Instead he took up position 
  upon the arena’s plinth preparing to battle the invasion force that never 
  came. He died of thirst sprawled upon the sacrificial bowl for which he 
  gave his life in defense. His dying prayer to the gods of battle was that 
  he might be able forever guard the Blood Pit from intrusion. His prayer 
  was answered by the curse of blood that now lies over the arena.
  BLOOD GOLEMS (4) 
  CR 5
  XP 1,600
  The Tome of Horrors Revised 218
  N Large aberration
  Init +5; Senses tremorsense 60 ft.; Perception +13
   
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
  hp 38 (7d8 plus 7); fast healing 3
  Fort +4; Ref +3; Will +5
  30
  cHAPTER 4: the grunge
  A low wall surrounds this vast open bowl. Amphitheater 
  seats descend to the arena floor 70 feet below. A small building 
  on either side of the amphitheater provides entry to the seats. 
  The arena floor itself is cracked and broken earth. At one end a 
  box seat provided viewing for important visitors. In the center 
  of the arena floor stands a wide stone plinth with a large bowl 
  on it. Light reflects from something shiny in the bowl.
  
  31
  31
  cHAPTER 4: the grunge
  DR 10/magic and bludgeoning; Immune mind-affecting effects; 
  Resist fire 10
  Weaknesses vulnerability to magic
   
  Spd 30 ft., swim 30 ft.
  Melee 2 slams +7 (1d8+3 plus blood consumption)
  Space 10 ft.; Reach 5 ft.
   
  Str 17, Dex 12, Con 10, Int 2, Wis 11, Cha 1
  Base Atk +5; CMB +9; CMD 20 (can’t be tripped)
  Feats Great Fortitude, Improved Initiative, Skill Focus (Perception), 
  Toughness
  Skills Perception +13; Swim +11
  SQ cell division
   
  Blood Consumption (Su) Each time a blood golem hits a living 
  opponent with a slam attack, it gains a number of temporary hit 
  points equal to the damage dealt. These bonus hit points are added 
  to the blood golem’s total even if the addition takes it above its 
  current maximum hit points. A blood golem cannot gain more 
  hit points than the maximum hit points allowed by its HD (not 
  including any bonus hit points it may have from its Con score). For 
  example, a 7-HD blood golem cannot gain more than 56 hit points.
  If a blood golem successfully hits an opponent with both of its 
  slam attacks in a single round, that opponent suffers catastrophic 
  blood expulsion, taking 2d4 points of Constitution damage (DC 15 
  Fortitude save for half). A blood golem gains 5 hit points per point 
  of Constitution damage it deals. The save DC is Constitution-based 
  and includes a +2 racial bonus.
  When a blood golem reaches its maximum hit points for its Hit 
  Dice, it divides (see cell division, below).
  Cell Division (Ex) When a blood golem absorbs enough blood 
  to raise its hit points to the maximum for its HD, it splits into two 
  identical blood golems, each with half the original’s hit points. For 
  example, a 7-HD blood golem that reaches 56 hit points splits into 
  two 7-HD blood golems with 28 hit points each.
  Vulnerability to Magic (Ex) A blood golem is slowed (as the 
  spell) for 1d4 rounds by any cold-based attacks or effects.
  A purify food and water spell deals 1d6 points of damage per 
  caster level (maximum 10d6) to a blood golem. A blood golem can 
  attempt a Fortitude saving throw (DC 10 + caster’s ability score 
  modifier) to reduce the damage by half.
   
  Treasure: The skeletal remains slumped over the bronze bowl wear the 
  corroded remnants of gladiatorial helm and breastplate. Clutched in one 
  bony grip is a shiny warhammer, actually a +1 throwing warhammer. 
  Around its waist is a wide leather belt studded with gold and precious 
  stones worth 1,200 gp. This item was the Blood Pit’s championship belt 
  and functions as an amulet of natural armor +3 for any fighter, paladin, 
  monk, ranger, barbarian, cavalier, or warrior that wears it.
  G4. The Tunnel
  This hidden way is accessed by a set of iron gates at the base of the 
  lowest tier. It provided access directly from the city gates to the High 
  Terrace for the city’s important individuals who did not have to travel 
  through the various security gates between the terraces. The iron 
  gates were once heavily warded by magic, but were blown asunder 
  by the magic carried by Lord Bishou and his company as they made 
  their way to the Citadel of Orcus. Today the Tunnel serves as lair for 
  
  32
  32
  cHAPTER 4: the grunge
  a band of demons as well as providing subterranean access to the 
  Missing River (Area H6, in Part 3—The Harrow Lanes). 
  Unless otherwise noted, the chambers in this area are unlit. Areas 
  G4-2 through G4-11 have 20-foot ceilings. The ceilings of Areas G4-
  12 through G4-17 have irregular ceilings averaging 10 feet in height.
  G4-1. Broken Gates
  At one time, this passage was heavily guarded against incursion to 
  the High Terrace, but like the city, it was abandoned when the Disciples 
  took flight. One of Lord Bishu’s knights used a ring of the ram to blast 
  these gates open, and the company rode on unmolested. It was not until 
  later that the Tunnel’s current inhabitants took up occupancy.
  G4-2. Ambush Point (CR 11)
  Creatures: Currently using this portion of the Tunnel as a lair is a gang 
  of babau demons under the leadership of a foul hezrou. The 7 babaus in 
  Area G4-9 always keep a watch on this hall through the arrow slits using 
  their see invisibility. If they notice the party entering the gates, they prefer 
  to wait until they are occupied with the portcullis before one cloaks the 
  hall in darkness. During this surprise round the other 6 babau teleport into 
  the party’s darkened midst in flanking positions of the most formidable-
  looking characters. They then make sneak attacks as they are able. The last 
  babau teleports to Area G4-8 to report the presence of intruders.
  BABAU DEMONS (7) 
  CR 6
  XP 2,400
  hp 73  (Pathfinder Roleplaying Game Bestiary “Demon, Babau”)
  Iron Portcullis: 2-in.-thick bars; Hardness 10; hp 60; Lift DC 25; 
  Break DC 28.
  G4-3. Corridor Trap (CR 14)
  This section of the corridor bears a deadly trap. The trap had been 
  allowed to fall into disrepair before Lord Bishou and his knights 
  rode through. However, when the babau took up residence here, they 
  repaired the trap and it is active once again. Anyone making a DC 30 
  Perception check detects a faint whirring noise coming from behind 
  the eastern wall. This is the trap’s roller spinning in Area G2-7.
  Trap: Whenever someone enters one of the squares marked on the 
  map, the hydraulic mechanism attached to the roller releases, causing 
  the telescoping arm to spring forward with the roller. The wall is only 2 
  inches thick between these areas and is smashed asunder instantly. The 
  The road leads to a gaping tunnel bored into the base of 
  the cliff. Iron gates once barred entry, but they now lay bent 
  inward and broken open where some massive force hammered 
  into them. Beyond, the darkness of a smooth-floored passage 
  disappears into the cliff.
  This tunnel has been carved through the native rock. It is 
  15 feet wide with a 20-foot ceiling. Walls, floor and ceiling 
  are worked smooth. An iron portcullis bars the way ahead, 
  and three arrow slits hewn through the stone look out into the 
  passage here.
  
  33
  cHAPTER 4: the grunge
  spiked roller of the trap comes whirling out into the hall, all the way 
  across, hitting anyone standing in any of the 9 squares immediately in 
  front of it. Likewise the explosion of the stone wall sends rubble flying 
  into all of those spaces as well as those immediately adjacent to them 
  dealing 3d6 points of bludgeoning damage (DC 17 Reflex half). Once 
  activated, the spiked roller embeds in the far wall and ceases its spinning, 
  but if reset from Area G4-7 resumes its spinning as it retracts.
  Spiked Roller Trap: CR 14; mechanical; location trigger; manual 
  reset; no attack roll required (9d6, crush and 9d6, slashing); multiple 
  targets (all targets in a 15-ft.-by-15-ft. section of corridor); DC 23 
  Reflex save for half of each type of damage; Search DC 30 (DC 22 if 
  Listen check is made as described above); Disable Device DC 26.
  SPIKED ROLLER TRAP 
  CR 14
  Type mechanical; Perception DC 30 to hear water (DC 22 if the 
  Perception check is made as described above); Disable Device DC 26
   
  Trigger location; Reset manual
  Effect no attack roll required (9d6, crush and 9d6, slashing, DC 23 
  Reflex half for each); multiple targets (all targets in a 15-ft.-by-15-
  ft. section of corridor)
  G4-4. The Long Stair
  This long stair consists of short, deep steps ascending at a moderate 
  22-degree slope, so that even horses can traverse it safely. It rises 
  a total of 400 feet over its 800-foot length before exiting at Area 
  G4-18. Traveling this route is an eerie, echoing, claustrophobic 
  experience punctuated only by the occasional drip of water from 
  the thousands of tiny stalactites that have formed in the last several 
  centuries. The stairs remain clear of stalagmites except near the 
  walls because of their use over the centuries. The creatures of the 
  city avoid this route because of the babau dwelling at its lower end. 
  The denizens are unaware of the grimlock colony that has sprung 
  up past Area G4-12.
  G4-5. Garrison Entrance (CR 8)
  A locked wooden door opens off of the Tunnel here. The key is lost, 
  but the door can be unlocked from the inside.
  Strong Wooden Door: 2 in. thick; Hardness 5; hp 20; Disable 
  Device DC 25; Break DC 25.
  Creatures: There are 2 babau lurking in here. They listen for 
  intruders in the corridor taking 10 on their Perception checks. If the 
  trap at Area G4-3 is activated, they hear it and will be actively listening 
  at the door instead. If one of them hears intruders approaching, they 
  each drink their potion of invisibility and take up flanking positions 
  in order to sneak attack the second character to enter the room 
  before teleporting out into the hall to flank and sneak attack the last 
  character in line. If hard pressed, they teleport to Area G4-11 to warn 
  the other demons.
  BABAU DEMONS (2) 
  CR 6
  XP 2,400
  hp 73  (Pathfinder Roleplaying Game Bestiary “Demon, Babau”)
  Combat Gear potion of invisibility
  G4-6. Storage
  This chamber once held supplies and weapons for the garrison of 
  the Tunnel. Most of this was taken when the city was abandoned. 
  The few sacks and amphorae hold only the weevil-ridden remnants 
  of ancient grain. The babau never come here and have essentially 
  forgotten that it exists, since they teleport rather than actually walk 
  the halls of their lair. The party could use this room as a base to rest 
  and recuperate and not be discovered for several hours.
  G4-7. Trap Mechanism
  This room holds the workings for the spiked roller trap described 
  at Area G2-3. If the trap has not been activated, then the roller spins 
  in this room mounted on the end of its arm. Anyone approaching 
  within a foot of the spinning roller is hit by the spikes for 9d6 points 
  of slashing damage. If the trap has been activated, then the arm has 
  telescoped out and there is a massive hole in the south wall with the 
  roller embedded in the far wall of the hallway. A large steel wheel 
  mounted on the side of the arm’s base can be turned to retract the 
  arm and reset the trap. This requires a DC 20 Str check and takes 2 
  minutes.
  The entire mechanism is powered by hydraulic pressure from 
  the fountain at Area G4-8. If 100 points of damage is dealt to the 
  mechanism (Hardness 10), a powerful jet of water begins spewing 
  out, and the roller stops spinning, the trap deactivated until repaired. 
  Likewise a DC 15 Disable Device in this room can accomplish the 
  same result. 
  G4-8. Fountain Chamber (CR 11)
  The powerful water jet here provides the hydraulic pressure to 
  operate the trap mechanism in Area G4-8. The pool likewise served 
  as the water supply for the Tunnel’s garrison. 
  Creature: Now the chamber serves as the abode for the leader of 
  the gang of babau demons. This hezrou demon lurks in the bottom 
  of the 20-foot-deep pool. It can hold its breath for 58 rounds, while 
  remaining inactive, without requiring a Con check. If the party 
  passed through Area G4-2 then it is probable that one of the babau 
  demons retreated here to warn its boss and remains here waiting to 
  battle the intruders.
  HEZROU DEMON 
  CR 11
  XP 12,800
  hp 145  (Pathfinder Roleplaying Game Bestiary “Demon, Hezrou”)
  Tactics: The hezrou has total concealment from anyone not 
  approaching the edge of the pool. Even then it still gains a +10 bonus 
  to Stealth checks while it remains at the bottom of the pool. Once the 
  hezrou notices someone entering the room, it tries to summon another 
  hezrou with a 35% chance of success, to distract the party. It follows 
  This chamber is bare and dusty. Two doors open off of it in 
  the northwest corner.
  Dusty sacks and clay vessels occupy the corners of this 
  room. A pair of warped longspears leans against the wall.
  Blue tiles cover the floor of this chamber, and the northern 
  portion is dominated by a similarly blue-tiled pool. From the 
  back edge of this pool a water spout shoots towards the domed 
  ceiling 40 feet overhead before falling back into the pool. The 
  roar of this spout fills the chamber as does a cool mist.
  
  34
  34
  cHAPTER 4: the grunge
  this with a blasphemy — which is unlikely to affect characters of 
  the party’s level — and then a chaos hammer. It then teleports into 
  the middle of the party, trying to affect as many as possible with its 
  stench during combat.
  Treasure: At the bottom of the pool is the skull of a green dragon, 
  noticed with a DC 14 Perception check. Hidden in the skull’s mouth 
  (DC 15 Perception check if the party swims down to examine it) 
  is a sack holding an entire human skeleton tied in a fetal position 
  with cords and encased in a coating of gold worth 2,000 gp and five 
  aquamarines (500 gp each).
  G4-9. Archer Post (CR 9 or 10)
  Each of these rooms has three arrow slits looking out into Area 
  G4-2. 
  Creatures: Currently babau demons stand guard herein. There are 
  4 babaus in the northern archer post and 3 babaus in the southern 
  archer post. Their tactics are described under Area G4-2. The 
  southern archer post has a winch that controls the portcullis outside. 
  The winch is locked in position and requires a DC 20 Disable Device 
  check or DC 23 Break check before it can be used. The key is in 
  Area G2-11.
  BABAU DEMONS (7) 
  CR 6
  XP 2,400
  hp 73  (Pathfinder Roleplaying Game Bestiary “Demon, Babau”)
  G4-10. Guard Room (CR 8)
  This room is empty of furnishings. It used as a guard post to watch 
  the passage that passes underneath the Tunnel. 
  Creatures: There are 2 babau demons here at all times. One 
  hides on either side of the stairway, waiting to sneak attack the first 
  character that climbs into the room.
  BABAU DEMONS (2) 
  CR 6
  XP 2,400
  hp 73  (Pathfinder Roleplaying Game Bestiary “Demon, Babau”)
  G4-11. Garrison Hall (CR 10)
  Creatures: Formerly the barracks and mess hall of the Tunnel 
  garrison, this room now serves as the quarters for the gang of babau 
  demons that has taken up residence in Tsar. At any given time there 
  are 5 babaus in here resting, squabbling or planning their next raids, 
  though there are bunks for four times that many. The rest are either 
  on guard duty elsewhere in the garrison complex or out hunting 
  in the city or the Desolation. They use the vessel in the center of 
  their room as a privy. Its contents are foul and reddish in color. It 
  also has the same properties as the demons’ protective slime. When 
  combat ensues, one of the babaus lifts the clay pot and throws it 
  at a character. It hits with a ranged touch attack and drenches the 
  target, dealing 1d6 points of bludgeoning damage and 4d8 points of 
  acid damage. Anyone within 5 feet of where it lands is splashed with 
  the excrement and takes 1d8 points of acid damage. If the babau 
  are aware of intruders, their first act is try and summon additional 
  babau demons. They then use their darkness and teleport abilities to 
  confuse and flank their opponents.
  Hidden under some of the debris (DC 14 Perception check) is a 
  flayed humanoid, its head completely stripped of skin and partially 
  eaten.  A DC 25 Knowledge (nature) or Knowledge (dungeoneering) 
  identifies it as a morlock. It was captured in the Tunnel by the babaus 
  and has only been dead for a few days. Tucked in one of the slime-
  crusted beds is the key to the winch in Area G4-9 (DC 28 Perception 
  to locate).
  BABAU DEMONS (5) 
  CR 6
  XP 2,400
  hp 73  (Pathfinder Roleplaying Game Bestiary “Demon, Babau”)
  Treasure: A secret panel in one of the pillars (DC 20 Perception 
  to locate) holds the accumulated treasures of the babau demons. It 
  contains a chest holding 2,200 gp, 3,800 cp, an ivory rod set with 
  small emeralds (3,000 gp) and two potions of rage.
  G4-12. Secret Side Tunnel (CR 5)
  The entrance to this chamber is little more than a wide crack in the 
  wall. It is easily missed and requires a DC 17 Perception check to 
  notice it. The passage is only 4 feet high at its beginning but increases 
  to 7 feet high by the time it enters the chamber.
  Occupying the center of this chamber is a trap.
  Covered Pit: A dirty blanket and a thin layer of dust cover a jagged 
  pit in the center of the floor. The morlocks living in these tunnels 
  have cultivated a patch of green slime at the bottom of this 10-foot-
  deep pit.
  CAMOUFLAGED PIT TRAP 
  CR 5
  Type mechanical; Perception DC X18; Disable Device DC NA 
  (cannot be disabled but easily avoided once discovered)
   
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6, fall plus green slime, Reflex DC 20 
  avoids)
  Green Slime (CR 4): This dungeon peril is a dangerous variety 
  of normal slime. Green slime devours flesh and organic materials 
  on contact and is even capable of dissolving metal. Bright green, 
  wet, and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from walls and 
  ceilings when it detects movement (and possible food) below.
  A single 5-foot square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On the first 
  round of contact, the slime can be scraped off a creature (destroying 
  the scraping device), but after that it must be frozen, burned, or cut 
  away (dealing damage to the victim as well). Anything that deals 
  cold or fire damage, sunlight, or a remove disease spell destroys a 
  patch of green slime. Against wood or metal, green slime deals 2d6 
  points of damage per round, ignoring metal’s hardness but not that of 
  wood. It does not harm stone.
  Two rows of stone columns support the ceiling of this long 
  hall. The broken remains of tables and benches have been 
  pushed back against the walls and into the corners. A couple 
  dozen bunks appear to remain in useable condition, though 
  they all bear stains from a dry, reddish substance that seems to 
  have dissolved portions of the wood and linens. A large clay 
  pot rests in the center of the room.
  This small, natural side tunnel widens into a chamber. Two 
  side passages lead out of the chamber in opposite directions. A 
  faint glow comes from the eastern passage.
  
  35
  35
  cHAPTER 4: the grunge
  G4-13. Dead End Tunnel
  This narrow tunnel has a ceiling only 5 feet high. A glow is visible 
  from somewhere ahead. At the point marked with a T is an alarm 
  device set up by the grimlocks. It is a tripwire at ankle height (DC 
  20 Perception check locate without tripping it) attached to a sack of 
  rocks hanging around the bend in the passage. If tripped, the bags 
  dump the rocks on a crude drum created from morlock skin stretched 
  taut over a giant cave cricket carapace. The drumming is clearly 
  audible throughout this tunnel system.
  At the far end of this dead end tunnel is a glowing fungus that 
  resembles a shrubbery. It is this that provided the glow visible from 
  Area G4-12. 
  Phosphorescent Fungus: This strange underground fungus gives 
  off a soft violet glow that illuminates underground caverns and 
  passages as well as a candle does. Rare patches of fungus illuminate 
  as well as a torch does.
  G4-14. Alarm
  This tunnel has a 5-foot ceiling. Strung across the passage at ankle 
  height at the point marked T is a tripwire (DC 20 Perception check to 
  locate without tripping it). The tripwire is connected to an old chain 
  shirt that hangs just around the bend in the passage. If the wire is 
  tripped, the chain shirt shakes and gives off a slight metallic rattling. 
  This noise is not loud, but extremely audible to the sensitive ears of 
  the morlocks.
  G4-15. Communal Chamber 
  (CR 13)
  Creatures: This chamber serves as the residence of a wandering 
  morlock tribe that has colonized this area. There are ordinarily 
  4 morlock barbarians occupying this chamber, 3 males and 1 
  female. They automatically hear if either of the alarms is set off or if 
  anyone approaches within 40 feet without masking the sound of their 
  approach. Once they have detected the approach of outsiders they 
  scatter into the four side passages. They remain hidden there until 
  party members begin taking one of the passages. Then one of them 
  leads them on by firing his bow from the darkness, while the others 
  circle around behind to attack from the rear. If two are killed, the rest 
  flee to Area G4-16.
  Note: These morlocks are blind from their long generations spent 
  in the Under Realms, and can only fire their bows at targets within 40 
  ft., as that is the extent of their blindsight.
  The whitish paste is made from Under Realm fungi and serves 
  the morlocks as food. Any other creature that tastes some of it must 
  make a DC 21 Fortitude save to avoid becoming nauseated for 1d4 
  rounds.
  MORLOCK BARBARIANS (4) 
  CR 9
  XP 6,400
  Male or female morlock barbarian 7 (Pathfinder Roleplaying Game 
  Bestiary “Morlock”)
  CE Medium monstrous humanoid
  Init +8; Senses blindsight 40 ft., scent; Perception +12
   
  AC 21, touch 13, flat-footed 21 (+7 armor, +3 Dex, +1 natural)
  hp 94 (3d10+6 plus 7d12+14 plus 7)
  Fort +8; Ref +11 (+13 vs. traps); Will +4
  Defensive Abilities improved uncanny dodge, trap sense +2, 
  uncanny dodge; DR 1/—; Immune disease, poison, vision-affecting 
  effects 
   
  Spd 40 ft., climb 20 ft.
  Melee +1 battleaxe +14/+9 (1d8+4/x3), bite +8 (1d4+1)
  Ranged mwk shortbow +15/+10 (1d6/x3)
  Special Attacks leap attack, rage (18 rounds/day), rage powers (no 
  escape, raging leaper, strength surge), sneak attack +1d6, swarming
   
  Str 16, Dex 19, Con 15, Int 10, Wis 8, Cha 6
  Base Atk +10; CMB +13; CMD 27
  Feats Improved Initiative, Lightning Reflexes, Point Blank Shot, 
  Skill Focus (Perception), Stealthy
  Skills Acrobatics +20, Climb +26, Escape Artist +10, Perception 
  +12, Stealth +17 (+21 in caverns)
  Languages Undercommon
  SQ expert climber, fast movement
  Gear +1 breastplate, +1 battleaxe, masterwork shortbow, 40 
  arrows, 10 +1 arrows
  Treasure: The items on the floor are the treasures of these 
  morlocks. Some of them belonged to a fifth tribal member who was 
  recently captured by the babau demons, and the other morlocks are 
  trying to decide how to split it. These treasures consist of ten gray 
  Under Realm freshwater pearls (100 gp each), a clump of greenish 
  mushroom that functions as a potion of cure light wounds if eaten, six 
  giant beetle antennae (no value), and a gold nugget (35 gp).
  G4-16. Chief’s Chamber (CR 13)
  Creatures: This chamber serves as the quarters of Tatak, chief 
  of this small morlock tribe. He resides here with his mate, another 
  morlock barbarian. They hear if there is fighting in G4-15 and 
  withdraw into the far passage to await the intruders. Tatak’s mate 
  and any surviving morlocks immediately rage if anyone enters this 
  chamber while the chief hangs back and plays his pipes of pain 
  before firing his bow. The other tribe members are immune to these 
  particular pipes due to their long exposure to their chief’s musical 
  excesses. If his mate is killed, Tatak greater rages and enters melee 
  with his greataxe.
  TATAK 
  CR 13
  XP 25,600
  Male morlock barbarian 11 (Pathfinder Roleplaying Game Bestiary 
  “Morlock”)
  CE Medium monstrous humanoid
  The ceiling rises to a 10-foot dome over this roughly round 
  chamber. Dark tunnel openings lead off in all directions. 
  Several bedrolls composed of poorly-cured, unidentifiable 
  hides, clumps of fur, and bits of discarded rag lie in wads on 
  the floor. An upended tortoise shell lying on the floor holds 
  a whitish paste. Around it lie several beads and crude stone 
  tools.
  This small cyst in the earth is lit by a flickering campfire 
  contained within a ring of stones. A slender, broken stalactite 
  propped on this ring of stones supports a severed giant cave 
  lizard’s head above the fire. The stench of burning reptile flesh 
  fills the chamber, and the smoke collects at the 12-foot ceiling 
  overhead. A pallet composed of some pebbly hide is spread 
  out before the fire.
  
  36
  36
  cHAPTER 4: the grunge
  Init +8; Senses blindsight 40 ft., scent; Perception +12
   
  AC 22, touch 14, flat-footed 22 (+5 armor, +4 Dex, +3 natural)
  hp 132 (3d10+6 plus 11d12+22 plus 11)
  Fort +10; Ref +12 (+15 vs. traps); Will +5
  Defensive Abilities improved uncanny dodge, trap sense +3, 
  uncanny dodge; DR 2/—; Immune disease, poison, vision-affecting 
  effects; Resist cold 10
   
  Spd 50 ft., climb 30 ft.
  Melee +2 greataxe +20/+15/+10 (1d12+8/x3), bite +13 (1d4+2)
  Ranged mwk shortbow +19/+14/+9 (1d6/x3)
  Special Attacks greater rage, leap attack, rage (18 rounds/day), 
  rage powers (no escape, raging leaper, roused anger, strength surge, 
  unexpected strike), sneak attack +1d6, swarming
   
  Str 19, Dex 19, Con 15, Int 12, Wis 8, Cha 10
  Base Atk +14; CMB +18; CMD 32
  Feats Improved Initiative, Improved Natural Armor (2), Lightning 
  Reflexes, Point Blank Shot, Skill Focus (Perception), Stealthy
  Skills Acrobatics +22, Climb +29, Escape Artist +12, Knowledge 
  (dungeoneering) +12, Perception +12, Perform (wind instruments) 
  +11, Stealth +21 (+25 in caverns), Survival +10
  Languages Common, Undercommon
  SQ expert climber, fast movement
  Combat Gear pipes of pain; Other Gear +1 cold resistance chain 
  shirt, +2 greataxe, masterwork shortbow, 30 arrows, 20 +1 arrows
  MORLOCK BARBARIAN 
  CR 9
  XP 6,400
  hp 94 (See Area G4-15)
  Treasure: The chief’s treasure is gathered beneath his xorn-hide 
  pallet. Hidden there are 14 uncut diamonds worth 150 gp each (5 
  times as much if a DC 20 Craft [jewelry] is made).
  G4-17. Crevice (CR 12)
  After a short natural stair, the passage opens into cavern with a 
  20-foot ceiling. Bisecting the cavern is a 10-foot wide crevice that 
  disappears into darkness. The sound of running water can be heard 
  from the depths of the crevice. Beyond the crevice another tunnel 
  winds away to the north. After a mile of meandering tunnels it 
  connects with the Missing River (Area H6 in Part 3—The Harrow 
  Lanes). The wandering morlocks came from this direction. The 
  crevice drops 40 feet before opening onto a tributary of the Missing 
  River. This tributary likewise travels northward before connecting 
  with that watercourse. There are very few air pockets, so traveling 
  down this rushing stream is extremely hazardous. Upstream the 
  tributary heads into the Under Realms tunnels beneath the Stoneheart 
  Mountains.
  Creatures: Occupying the western side of this crevice is an elder 
  black pudding. This ooze recently climbed up from the river below 
  and has been in a semi-hibernative state for the past few days. It 
  becomes fully alert when someone enters the chamber. It would’ve 
  woken in a few more days and likely wiped out the entire morlock 
  colony.
  ELDER BLACK PUDDING 
   
   
  CR 12
  XP 3,200
  Advanced-HD black pudding (Pathfinder Roleplaying Game Bestiary 
  “Black Pudding”)
  N Gargantuan ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
   
  AC 1, touch 1, flat-footed 1 (–5 Dex, –4 size)
  hp 229 (17d8+153)
  Fort +14; Ref +0; Will +0
  Defensive Abilities split; Immune ooze traits
   
  Spd 20 ft., climb 20 ft.
  Melee slam +18 (3d6+12 plus 3d6 acid plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks acid (DC 27), constrict (3d6+12 plus 3d6 acid), 
  corrosion
   
  Str 26, Dex 1, Con 28, Int —, Wis 1, Cha 1
  Base Atk +12; CMB +24 (+28 grapple); CMD 29 (39 vs. bull rush, 
  can’t be tripped)
  Skills Climb +16
  SQ suction
  G4-18. Upper Entrance
  This building’s stone doors are barred from the inside. This building 
  is empty of all save a wide staircase descending into darkness. This is 
  the upper end of the Tunnel.
  Stone Double Doors: 4 in. thick; Hardness 8; hp 60; Break DC 
  30.
  G5. Cliff Warrens  
  (CR varies)
  The lower cliffs of the natural terrace that forms the western 
  boundary of the Grunge are honeycombed with caves and tunnels. 
  These served as dwellings for those outcasts and undesirables too 
  low on the social scale even to warrant a real apartment in the 
  tenements of the Grunge. The caves can be naturally formed or hewn 
  from the native stone and range in quality from simple rock shelters 
  to small systems of tunnels or connected caverns. Most are at ground 
  level, though some are higher on the cliff face and accessible only 
  Pipes of Pain
  Aura faint enchantment and evocation; CL 6th
  Slot —; Price 12,000 gp; Weight 3 lb.
   
  DESCRIPTION
  These appear to be like any other standard set of pipes with 
  nothing to reveal their true nature. When played by someone 
  who succeeds on a DC 15 Perform (wind instruments) check, 
  the pipes create a wondrous melody. All within 30 feet must 
  make a DC 14 Will save or be fascinated by the sound. (This 
  is a mind-affecting sonic compulsion.) 
  As soon as the piping stops, all those affected are stricken 
  by intense pain at even the slightest noise. Unless a character 
  is in a totally silent area, she takes 1d4 points of damage 
  per round for 2d4 rounds. During this time, damage from 
  sonic attacks is doubled. Thereafter, the least noise causes 
  an affected character to become shaken (except when she is 
  in a totally silent area). This hypersensitivity is a curse and 
  therefore hard to remove (see the bestiw curse spell).
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must have 
  bardic music class feature sound burst; Cost 6,000 gp
  
  37
  37
  cHAPTER 4: the grunge
  by treacherous stairs, handholds and ledges, or had ladders that were 
  removed long ago (DC 25 Climb check to access). There are literally 
  hundreds of these caves — far more then can be explored — so a few 
  sample maps are provided that can be used and modified as necessary 
  as layouts for those that are entered.
  Most of these dwellings are abandoned, though some have been 
  occupied temporarily or permanently by new residents. Consult the 
  list below for some of the specific inhabitants that now occupy these 
  former residences. Roll randomly or select from the list whichever 
  works best for your purposes. Use one of the maps or create your 
  own as you see fit.
  Hobgoblin Mercenaries
  This band of mercenaries has been bivouacking in a cavern system 
  20 feet above the ground and accessible only by crude hand and 
  footholds cut into the rock face (Climb DC 7). If any are captured 
  and successfully questioned or bribed, they admit they have been 
  employed by an individual they know only as the White Walker who 
  seeks to use them as a personal army of conquest. They describe the 
  White Walker as a mysterious pale-faced, silver-bearded human with 
  no color other than the blood on his robes, who walks among them 
  whenever they least expect it — they never notice when he arrives, 
  he is simply suddenly there. 
  This individual is none other than the vampire lord, Belishan the 
  Bloodmage (see Part 4—The Crooked Tower). He intends to use 
  these mercenaries as his own personal enforcers in his nefarious 
  schemes as soon as they have attained suitable strength. They are 
  unaware of his plans, his location, or his true undead nature. A 
  successful DC 20 Intimidate check while questioning one of these 
  creatures causes it to reveal information that a young elf maiden 
  was given to the White Walker a month or so ago as spoils from 
  a caravan that he ordered raided out on the Desolation (this refers 
  to Shilarra, Chapter 7, Area 82 of Part 4—The Crooked Tower). 
  A DC 25 Intimidate check reveals the speculation that the White 
  Walker comes from the crooked tower on the edge of the cliff (Area 
  H12).
  • Vermer, Mercenary Leader, hobgoblin ranger 11
  • Hobgoblin Sergeants (2), See below
  • Hobgoblin Bodyguards, hobgoblin barbarian 7 (3)
  • Hobgoblin Shamans, hobgoblin cleric of Set 7 (2)
  • Hobgoblin Scouts, hobgoblin rogue 6 (8)
  • Hobgoblin Archers, hobgoblin ranger 6 (12)
  • Hobgoblin Infantry, hobgoblin warrior 6 (38)
  VERMER, MERCENARY LEADER 
  CR 10
  XP 9,600
  Male hobgoblin ranger 11 (Pathfinder Roleplaying Game Bestiary 
  “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +12; Senses darkvision 60 ft.; Perception +23
   
  AC 22, touch 14, flat-footed 18 (+8 armor, +4 Dex)
  hp 61 (11d10+22 plus 22)
  Fort +9; Ref +11; Will +4
  Defensive Abilities evasion
   
  Spd 30 ft.; woodland stride
  Melee +1 short sword +14/+9/+4 (1d6+3/19–20) and +1 punching 
  dagger +14/+9/+4 (1d4+2/x3)
  Ranged mwk heavy crossbow +16 (1d10/19–20)
  Special Attacks favored enemy (humanoid [human] +6, undead +4, 
  outsider [evil] +2), quarry
  Spells Prepared (CL 8th):
  2nd—barkskin
  1st—alarm, resist energy, summon nature’s ally I
   
  Str 14, Dex 18, Con 15, Int 13, Wis 12, Cha 14
  Base Atk +11; CMB +13; CMD 27
  Feats Alertness, EnduranceB, Greater Two-Weapon FightingB, 
  Improved Initiative, Improved Two-Weapon FightingB, Power 
  Attack, Quick Draw, Toughness, Two-Weapon FightingB, Weapon 
  Finesse
  Skills Climb +15, Diplomacy +7, Knowledge (geography) +19, 
  
  38
  38
  cHAPTER 4: the grunge
  Knowledge (nature) +15, Perception +23, Sense Motive +9, Stealth 
  +25, Survival +19 (+24 tracking)
  Languages Common, Goblin, Orc
  SQ favored terrain (urban +4*, plains +2), hunter’s bond 
  (companions), swift tracker, two-weapon combat style, wild 
  empathy +13
  *Included in stat block
  Gear +2 elven chain, +1 short sword, +1 punching dagger, 
  masterwork heavy crossbow, 20 crossbow bolts, gold crossbow bolt 
  (10 gp), pouch with 45 gp
  FIRST HOBGOBLIN SERGEANT 
  CR 7
  XP 3,200
  Male hobgoblin fighter 8 (Pathfinder Roleplaying Game Bestiary 
  “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception +7
   
  AC 25, touch 13, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +3 
  shield)
  hp 88 (8d10+24 plus 16)
  Fort +9; Ref +6; Will +3 (+5 vs. fear)
  Defensive Abilities bravery +2
   
  Spd 30 ft.
  Melee +1 trident +15/+10 (1d8+7) or +1 club +12/+7 (1d6+4)
  Ranged +1 trident +14 (1d8+7) or +1 club +11 (1d6+4)
  Special Attacks weapon training (spears +1)
   
  Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +8; CMB +11; CMD 24
  Feats Alertness, Dodge, Greater Weapon Focus (trident) B, 
  Improved Initiative B, Lightning Reflexes, Quick Draw B, Toughness, 
  Weapon Focus (trident) B, Weapon Specialization B 
  Skills Climb +5, Intimidate +6, Perception +7, Sense Motive +3, 
  Stealth +5
  Languages Common, Goblin
  SQ armor training 2
  Combat Gear 2 thunderstones; Other Gear +1 half-plate, +1 
  heavy steel shield, +1 trident, +1 club, jade comb (25 gp), silver 
  scroll tube (35 gp) filled with fine sand
  SECOND HOBGOBLIN SERGEANT 
  CR 9
  XP 6,400
  Female hobgoblin ranger 4/rogue 6 (Pathfinder Roleplaying Game 
  Bestiary “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +10; Senses darkvision 60 ft.; Perception +17
   
  AC 18, touch 14, flat-footed 18 (+3 armor, +4 Dex, +1 shield)
  hp 78 (4d10+8 plus 6d8+6 plus 12)
  Fort +7; Ref +13 (+15 vs. traps); Will +5
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Spd 30 ft.
  Melee mwk scimitar +13/+8 (1d6+1/18–20)
  Ranged +1 light crossbow +13/+8 (1d8+1/19–20)
  Special Attacks favored enemy (outsider [evil] +2), rogue talent 
  (surprise attack), sneak attack +3d6
  Spells Prepared (CL 1st):
  1st—entangle (DC 13)
   
  Str 13, Dex 18, Con 12, Int 10, Wis 15, Cha 13
  Base Atk +8; CMB +9; CMD 23
  Feats Endurance B, Improved Initiative, Point Blank Shot B, Precise 
  Shot, Rapid Reload (light crossbow), Stealthy, Toughness, Weapon 
  Finesse B
  Skills Acrobatics +13, Climb +14, Disable Device +16, Escape 
  Artist +15, Handle Animal +8, Knowledge (local) +13, Perception 
  +17 (+20 find traps), Stealth +25, Survival +9 (+11 tracking), Swim 
  +10
  Languages Common, Goblin
  SQ archery combat style, favored terrain (urban +2*), hunter’s bond 
  (animal companion—viper named Chyss), rogue talent (fast stealth, 
  finesse rogue), trapfinding, wild empathy +5
  *Factored into stat block
  Combat Gear 4 applications of Medium spider venom (Injury; 
  save Fort DC 14; onset —; frequency 1/rd. for 4 rds.; effect 1d2 
  Str; cure 1 save); Other Gear bracers of armor +3, +1 buckler, 
  masterwork scimitar, +1 light crossbow, 20 crossbow bolts, 100-ft. 
  silk rope, pouch with 38 sp and 9 pp
  CHYSS, ANIMAL COMPANION 
   
   
  CR — 
  XP —
  Female viper (Pathfinder Roleplaying Game Bestiary “Familiar, 
  Viper”)
  N Tiny animal
  Init +3; Senses low-light vision, scent; Perception +9
   
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 7 (2d8–2)
  Fort +2; Ref +6; Will +1
   
  Spd 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +6 (1d2–2 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
   
  Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
  Base Atk +1; CMB +2; CMD 9 (can’t be tripped)
  Feats Weapon Finesse
  Skills Climb +11, Perception +9, Stealth +15, Swim +11
  Languages link with master
  SQ share spells
   
  Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 
  rounds; effect 1d2 Con; cure 1 save.
  HOBGOBLIN BODYGUARDS (3)  
  CR 6
  XP 2,400
  Male hobgoblin barbarian 7 (Pathfinder Roleplaying Game Bestiary 
  “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Perception +9
   
  AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
  hp 100 (7d12+35 plus 14)
  Fort +10; Ref +2 (+4 vs. traps); Will +1
  Defensive Abilities improved uncanny dodge, trap sense +2, 
  uncanny dodge; DR 1/—
   
  Spd 30 ft.
  Melee +1 heavy flail +13/+8 (1d10+7/19–20)
  Ranged mwk throwing axe +8/+3 (1d6+4)
  Special Attacks rage (21 rounds/day), rage powers (animal fury, 
  intimidating glare, roused anger)
   
  Str 19, Dex 10, Con 20, Int 7, Wis 9, Cha 4
  Base Atk +7; CMB +11; CMD 21
  Feats Quick Draw, Toughness, Skill Focus (Perception), Weapon 
  Focus (heavy flail)
  Skills Climb +9, Perception +9, Stealth +5, Survival +5
  Languages Common, Goblin
  SQ fast movement
  Gear masterwork hide armor, amulet of natural armor +2, +1 
  heavy flail, 3 masterwork throwing axes, necklace of jade and 
  polished bone (100 gp)
  
  39
  39
  cHAPTER 4: the grunge
  HOBGOBLIN SHAMANS (2) 
  CR 6
  XP 2,400
  Female hobgoblin cleric of Set 7 (Pathfinder Roleplaying Game 
  Bestiary “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +8
  Aura lawful, good
   
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 42 (7d8–7 plus 14)
  Fort +4; Ref +4; Will +8
   
  Spd 20 ft.
  Melee +1 spear +7 (1d8+2/x3)
  Ranged +1 spear +8 (1d8+2/x3)
  Special Attacks channel negative energy 6/day (DC 16, 4d6), 
  spontaneous casting (inflict spells)
  Domain Spell-like Abilities (CL 7th, melee touch +6):
  6/day—touch of evil (3 rounds), touch of law
  Spells Prepared (CL 7th, melee touch +6):
  4th—order’s wrath D (DC 17), poison (DC 17)
  3rd—glyph of warding (DC 16), invisibility purge, magic circle 
  against chaos D, magic vestment
  2nd—align weapon (evil only)D, augury, chant*, death knell (DC 
  15), summon monster II
  1st—bane (DC 14), cause fear (DC 14), command (DC 14), cure 
  light wounds (DC 14), detect undead, protection from good D
  0 (at will)—create water, detect poison, purify food and drink, 
  stabilize
  D domain spell; Domains Evil, Law
   
  Str 12, Dex 15, Con 9, Int 10, Wis 16, Cha 17
  Base Atk +5; CMB +6; CMD 18
  Feats Alertness, Rapid Reload (heavy crossbow), Toughness, 
  Weapon Focus (spear)
  Skills Knowledge (religion) +6, Perception +8, Sense Motive +12, 
  Stealth +3
  Languages Common, Goblin
  Combat Gear divine scroll (CL 7: bull’s strength), divine scroll 
  (CL 7: cure critical wounds), divine scroll (CL 7: dispel magic), 4 
  applications of Medium spider venom (Injury; save Fort DC 14; 
  onset —; frequency 1/rd. for 4 rds.; effect 1d2 Str; cure 1 save); 
  Other Gear masterwork chainmail, +1 spear, copper unholy 
  symbol of Set (15 gp), pouch with 3d6 gp
  *See sidebox
  HOBGOBLIN SCOUTS (8) 
  CR 5
  XP 1,600
  Male hobgoblin rogue 6 (Pathfinder Roleplaying Game Bestiary 
  “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft.; Perception +8
   
  AC 17, touch 14, flat-footed 17 (+3 armor, +4 Dex)
  hp 48 (6d8+6 plus 12)
  Fort +3; Ref +9 (+11 vs. traps); Will +1
  Defensive Abilities evasion, trap sense +2, uncanny dodge
   
  Spd 30 ft.
  Melee mwk short sword +9 (1d6+1/19–20)
  Ranged light crossbow +8 (1d8/19–20)
  Special Attacks rogue talent (surprise attack), sneak attack +3d6
   
  Str 13, Dex 18, Con 12, Int 10, Wis 8, Cha 9
  Base Atk +4; CMB +5; CMD 19
  Feats Improved Initiative, Stealthy, Toughness, Weapon Finesse B
  Skills Acrobatics +13, Climb +10, Disable Device +18, Escape 
  Artist +15, Knowledge (local) +9, Perception +8 (+11 find traps), 
  Stealth +24, Swim +10
  Languages Common, Goblin
  SQ rogue talent (fast stealth, finesse rogue), trapfinding
  Combat Gear potion of cat’s grace, 2 applications of Medium 
  spider venom (Injury; save Fort DC 14; onset —; frequency 1/
  rd. for 4 rds.; effect 1d2 Str; cure 1 save); Other Gear +1 shadow 
  leather armor, masterwork short sword, light crossbow, 20 
  crossbow bolts, pouch with masterwork thieves’ tools and 2d10 gp
  HOBGOBLIN ARCHERS (12) 
  CR 5
  XP 1,600
  Male or female hobgoblin ranger 6 (Pathfinder Roleplaying Game 
  Bestiary “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception +10
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
  hp 61 (6d10+12 plus 12)
  Fort +7; Ref +7; Will +3
   
  Spd 30 ft.
  Melee dagger +7/+2 (1d4+1/19–20)
  Ranged mwk composite longbow [+1 Str] +7/+7/+2 (1d8+1/x3)
  Special Attacks favored enemy (humanoid [human] +4, undead +2)
  Spells Prepared (CL 3rd):
  1st—detect snares and pits, resist energy
   
  Str 12, Dex 15, Con 14, Int 10, Wis 12, Cha 7
  Base Atk +6; CMB +7; CMD 19
  Feats EnduranceB, Improved Initiative, ManyshotB, Rapid ShotB, 
  Toughness, Weapon Focus (composite longbow)
  Skills Climb +10, Heal +10, Knowledge (geography) +9, 
  Perception +10, Stealth +15, Survival +10 (+13 tracking)
  Languages Common, Goblin
  SQ archery combat style, favored terrain (plains +2), hunter’s bond 
  (companions), wild empathy +4
  Combat Gear tanglefoot bag; Other Gear +1 studded leather 
  armor, +1 buckler, masterwork composite longbow [+1 Str], 40 
  arrows, dagger, pouch with 1d10+2 gp and 2d6 sp
  New Spell
  The spell chant was detailed in the “Gods and Demons 
  From the World of Necromancer Games” download under 
  the Free Stuff tab at necromancergames.com. It is included 
  here for your convenience.
  CHANT
   
  School conjuration (creation); Level cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 40 ft.
  Area all allies and foes within a 40-ft. burst centered on you
  Duration concentration; maximum 5 minutes per level (see 
  below)
  Saving Throw none; Spell Resistance no
  As long as you chant, you bring special favor upon your 
  allies and bring disfavor to your enemies. You and your 
  allies gain a +1 luck bonus on all attack rolls, saves, and 
  skill checks while your foes suffer a –1 penalty on such rolls. 
  You must chant in a clear voice. Any interruption in your 
  chanting, such as a failed concentration check, a silence spell, 
  or your speaking or casting another spell, ends the effect. As 
  an exception to the general rule, the effects of this spell stack 
  with those of a prayer spell if cast by a cleric of the same 
  deity and alignment during your chanting.
  
  40
  40
  cHAPTER 4: the grunge
  HOBGOBLIN INFANTRY (38) 
   
   
  CR 4
  XP 1,200
  Male or female hobgoblin warrior 6 (Pathfinder Roleplaying Game 
  Bestiary “Hobgoblin”)
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 shield)
  hp 61 (6d10+12 plus 12)
  Fort +7; Ref +3; Will +1
   
  Spd 30 ft.
  Melee mwk longsword +10/+5 (1d8+2/19–20)
  Ranged mwk heavy crossbow +8 (1d10/19–20)
   
  Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Base Atk +6; CMB +8; CMD 19
  Feats Rapid Reload (heavy crossbow), Toughness, Weapon Focus 
  (longsword)
  Skills Perception +5, Stealth +11
  Languages Common, Goblin
  Gear +1 studded leather armor, +1 heavy steel shield, masterwork 
  longsword, masterwork heavy crossbow, 25 crossbow bolts, pouch 
  with 3d6 gp
  Treasure: The warband’s accumulated treasures are stashed in the 
  leader’s room. These include the following: 212 gp, 380 sp, 1,665 
  cp, assorted gems worth a total of 2,700 gp, 5 potions of cure light 
  wounds, and a vial of universal solvent.
  Ogre Thugs
  A small group of ogre thugs led by barbarians occupies a small 
  series of caves at ground level. They are laying low during the Troll 
  Moot (see Event 5) and attempt to slay any who approach their 
  hideout.
  • Garfig, ogre barbarian 8
  • Ogre Enforcers, ogre barbarian 4 (3)
  • Ogres (5)
  GARFIG 
   
   
  CR 11
  XP 12,800
  Female ogre barbarian 8 (Pathfinder Roleplaying Game Bestiary 
  “Ogre”)
  CE Large humanoid (giant)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
   
  AC 22, touch 11, flat-footed 22 (+6 armor, +2 deflection, +5 natural, 
  –1 size)
  hp 155 (4d8+20 plus 8d12+40 plus 20)
  Fort +15; Ref +3 (+5 vs. traps); Will +5
  Defensive Abilities improved uncanny dodge, trap sense +2, uncanny 
  dodge; DR 1/—
   
  Spd 40 ft.
  Melee Huge +2 warhammer +20/+15/+10 (3d6+11/x3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (23 rounds/day), rage powers (animal fury, 
  knockback, no escape, scent)
   
  Str 28, Dex 11, Con 20, Int 8, Wis 11, Cha 7
  Base Atk +11; CMB +21; CMD 33
  Feats Cleave, Great Cleave, Iron Will, Power Attack, Toughness, 
  Weapon Focus (warhammer)
  Skills Acrobatics +5, Climb +16, Intimidate +5, Perception +5, 
  Stealth –2, Swim +11
  Languages Giant
  SQ fast movement
  Gear +2 hide armor, ring of protection +2, Huge +2 warhammer, 
  gold ingot (250 gp)
  OGRE ENFORCERS (3) 
   
   
  CR 7
  XP 3,200
  Male ogre barbarian 4 (Pathfinder Roleplaying Game Bestiary 
  “Ogre”)
  CE Large humanoid (giant)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
   
  AC 20, touch 10, flat-footed 20 (+5 armor, +1 deflection, +5 natural, 
  –1 size)
  hp 93 (4d8+16 plus 4d12+16 plus 12)
  Fort +12; Ref +2 (+3 vs. traps); Will +4
  Defensive Abilities trap sense +1, uncanny dodge
   
  Spd 40 ft.
  Melee +1 greatclub +16/+11 (2d8+13)
  Ranged javelin +6 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (16 rounds/day), rage powers (animal fury, 
  knockback)
   
  Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
  Base Atk +7; CMB +16; CMD 27
  Feats Iron Will, Power Attack, Toughness, Weapon Focus 
  (greatclub)
  Skills Acrobatics +5, Climb +15, Perception +5, Stealth –2
  Languages Giant
  SQ fast movement
  Gear +1 hide armor, ring of protection +1, +1 greatclub, 4 javelins
  Set, God of Evil  
  And the Night
  Set appeared in Bard’s Gate by Necromancer Games. 
  Details of this deity are updated and included here for your 
  convenience.
  Alignment: Lawful Evil
  Domains: Law, Evil, Knowledge, Death
  Symbol: Black Ankh of Set
  Garb: Kilt, sandals, and ceremonial head-dress (beast mask), 
  Black Ankh of Set
  Favored Weapon: Quarterstaff, spear, poisoned weapons
  Typical Worshippers: Evil power-seeking humanoids, evil 
  monks, assassins
  Set is a greater god, worshiped on many planes in many 
  forms. He most often appears as a scaled humanoid with the 
  head of a jackal. He is utterly dedicated to the orderly spread 
  of evil and oppression. His symbol is the coiled cobra, though 
  any snake can be used to represent his power. His temples 
  are filled with enormous serpents, always poisonous. His skin 
  is poisonous to the touch. He makes his home in the Nine 
  Hells.
  Organized groups of assassins are known to be dedicated to 
  his worship. His priests carry staves worked on one end into 
  the head of a cobra. The cobra head is often tipped with steel 
  fangs coated with poison. His clerics often carry a stylized 
  black spear, representing the Spear of Darkness he carries. 
  Many of his worshippers tattoo themselves with serpents or 
  cobras. An evil sect of monks dedicated to Set and led by a 
  vampire is detailed in the Necromancer Games module L2: 
  Vampires and Liches.
  
  41
  cHAPTER 4: the grunge
  41
  OGRES (5) 
  CR 3
  XP 800
  hp 30  (Pathfinder Roleplaying Game Bestiary “Ogre”)
  Treasure: The ogres carry their treasures in hide sacks. These 
  treasures total 800 gp, 750 sp, a decorative fan (now ruined), and a 
  set of masterwork manacles.
  Prehistoric Holdover
  What hole or magical gate this creature emerged from is a mystery, 
  but it has wandered the cliff base for many years, terrorizing all who 
  dare approach it. The triceratops dwells in a simple cave and charges 
  any that encroach upon its claimed territory. It has no treasure.
  TRICERATOPS 
  CR 8
  XP 4,800
  hp 119  (Pathfinder Roleplaying Game Bestiary “Dinosaur, Triceratops”)
  Ettin Colony
  A colony ruled by ettins has inhabited a simple rock shelter. Eight-
  foot walls of rubble have been stacked across the shallow cave’s 
  opening, providing cover for the inhabitants and leaving only a short 
  mazelike passage as an entrance. These ettins and their minions are 
  at war with the ogre thugs and attack anyone of ogre blood on sight. 
  Others receive only a single volley of javelins to warn them away. 
  If an approaching party can persevere under this volley and then 
  succeed at a DC 25 Diplomacy check, the ettin colony welcomes 
  them and attempts to enlist them into attacking the ogre caves.
  • Ettins (5)
  • Grizzly Bears (2)
  • Orc Servants, orc warrior 5 (12)
  ETTINS (5 
  CR 6
  XP 2,400
  hp 65  (Pathfinder Roleplaying Game Bestiary “Ettin”)
  GRIZZLY BEARS (2) 
  CR 4
  XP 1,200
  hp 42  (Pathfinder Roleplaying Game Bestiary “Bear, Grizzly”)
  ORC SERVANTS (12) 
  CR 3
  XP 800
  Male orc warrior 5 (Pathfinder Roleplaying Game Bestiary “Orc”)
  CE Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
   
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 47 (5d10+5 plus 10)
  Fort +5; Ref +2; Will +0
  Defensive Abilities ferocity
   
  Spd 20 ft.
  Melee mwk longspear +10 (1d8+4/x3) or handaxe +8 (1d6+3/x3)
  Ranged javelin +6 (1d6+3)
   
  Str 17, Dex 12, Con 12, Int 7, Wis 8, Cha 6
  Base Atk +5; CMB +8; CMD 19
  Feats Skill Focus (Perception), Toughness, Weapon Focus 
  (longspear)
  Skills Climb –1, Intimidate +2, Perception +2
  Languages Common, Orc
  Gear chainmail, masterwork longspear, handaxe, 5 javelins, pouch 
  with 2d12 sp
  Treasures: The ettins keep the treasures of this group concealed 
  in their bedding. This treasure consists of 550 gp, a Large suit of 
  masterwork full plate armor (it only has one neck opening and is, 
  therefore, useless to the ettins), 19 chrysoberyls (50 gp each), and 7 
  +1 seeking arrows.
  Cave Dwellers
  Up from secret passages to the Under Realms, a band of vile troglodytes 
  has set up its camp in a complex cave system that has a single opening at 
  ground level. This cavern system rises and descends through a series of 
  stinking caves, the lowest of which are half-flooded and inhabited by giant 
  leeches that ignore the cold-blooded troglodytes. Crude alarms consisting of 
  tripwires under the water are attached to chimes composed of bits of bone, 
  iron and glass that hang in dark corners of the caves (DC 18 Perception 
  check, DC 30 if in combat with leeches). The troglodytes respond to these 
  alarms by gathering at a central flooded cave where they ambush intruders 
  who become engaged with the guard leeches. In the rearmost room is the 
  band’s clutch of 18 young, noncombatant troglodytes.
  • Priest-Chief, troglodyte fighter 4/cleric of Tsathogga 4
  • Priest-Chief’s Mates, troglodyte fighter 3/cleric of Tsathogga 2 (5)
  • Troglodyte Warrior, warrior 4 (43)
  • Monitor Lizards (25)
  • Giant Leeches (2d4 per flooded room)
  PRIEST-CHIEF 
  CR 9
  XP 6,400
  Male troglodyte fighter 4/cleric of Tsathogga 4 (Pathfinder 
  Roleplaying Game Bestiary “Troglodyte”)
  CE Medium humanoid (reptilian)
  Init +5; Senses darkvision 90 ft.; Perception +6
  Aura chaos, evil, stench (30 ft., DC 14, 10 rounds)
   
  AC 25, touch 11, flat-footed 24 (+7 armor, +1 Dex, +6 natural, +1 
  shield)
  hp 97 (2d8+8 plus 4d10+16 plus 4d8+16 plus 4)
  Fort +16; Ref +3; Will +7 (+8 vs. fear)
  Defensive Abilities bravery +1
   
  Spd 30 ft.
  Melee +2 shocking burst shortspear +14/+9 (1d6+7 plus 1d6 
  electricity), bite +6 (1d4+1) or 2 claws +11 (1d4+3), bite +11 
  (1d4+3)
  Ranged mwk shortspear +11 (1d6+5)
  Special Attacks channel negative energy 4/day (DC 13, 2d6), 
  destructive smite 5/day, spontaneous casting (inflict spells)
  Domain Spell-like Abilities (CL 4th):
  5/day—icicle (ranged touch +6, 1d6+2)
  Spells Prepared (CL 4th):
  2nd—aid, hold person (DC 14), shatter D (DC 14), summon monster II
  1st—comprehend languages, detect undead, divine favor, shield of 
  faith, true strike D
  0 (at will)—detect magic, guidance, resistance, virtue
  D domain spell; Domains Destruction, Water
   
  Str 16, Dex 12, Con 19, Int 11, Wis 15, Cha 13
  Base Atk +8; CMB +11; CMD 22
  Feats Blind-FightB, Brew Potion, Combat Casting, Great Fortitude, 
  Improved InitiativeB, Power Attack, Weapon Focus (shortspear), 
  weapon Specialization (shortspear) B
  Skills Climb +8, Craft (alchemy) +7, Heal +7, Knowledge 
  (religion) +4, Perception +6, Stealth +8 (+12 in rocky areas)
  Languages Draconic
  SQ armor training 1
  Combat Gear potion of hide from undead, 2 potions of cure light 
  wounds, potions of owl’s wisdom; Other Gear +2 scale mail, 
  masterwork buckler, +2 shocking burst shortspear, 3 masterwork 
  shortspears, stone unholy symbol of Tsathogga (crude frog-shaped idol)
  PRIEST-CHIEF’S MATES (5) 
  CR 6
  XP 2,400
  Female troglodyte fighter 3/cleric of Tsathogga 2 (Pathfinder 
  Roleplaying Game Bestiary “Troglodyte”)
  CE Medium humanoid (reptilian)
  Init +5; Senses darkvision 90 ft.; Perception +6
  Aura chaos, evil, stench (30 ft., DC 14, 10 rounds)
  
  42
  42
  cHAPTER 4: the grunge
   AC 24, touch 12, flat-footed 23 (+5 armor, +1 deflection, +1 Dex, 
  +6 natural, +1 shield)
  hp 62 (2d8+6 plus 3d10+9 plus 2d8+6 plus 2)
  Fort +14; Ref +4; Will +6 (+7 vs. fear)
  Defensive Abilities bravery +1
   
  Spd 30 ft.
  Melee +1 shock shortspear +10 (1d6+4 plus 1d6 electricity), bite 
  +3 (1d4+1) or 2 claws +8 (1d4+3), bite +8 (1d4+3)
  Ranged mwk shortspear +7 (1d6+3)
  Special Attacks channel negative energy 4/day (DC 12, 1d6), 
  destructive smite 5/day, spontaneous casting (inflict spells)
  Domain Spell-like Abilities (CL 2nd):
  5/day—icicle (ranged touch +6, 1d6+1)
  Spells Prepared (CL 2nd):
  1st—bane (DC 13), cure light wounds (DC 13), entropic shield, 
  obscuring mistD
  0 (at will)—bleed (DC 12), detect magic, guidance, virtue
  D domain spell; Domains Destruction, Water
   
  Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 12
  Base Atk +5; CMB +8; CMD 20
  Feats Blind-FightB, Combat Casting, Great Fortitude, Improved 
  InitiativeB, Lightning Reflexes, Weapon Focus (shortspear)
  Skills Climb +7, Heal +7, Perception +6, Stealth +8 (+12 in rocky areas)
  Languages Draconic
  SQ armor training 1
  Combat Gear potion of bull’s strength, elixir of fire breath; Other 
  Gear masterwork scale mail, masterwork buckler, ring of protection 
  +1, +1 shock shortspear, 3 masterwork shortspears, stone unholy 
  symbol of Tsathogga (crude frog-shaped idol)
  TROGLODYTE WARRIORS (43) 
   
   
  CR 5
  XP 1,600
  Male or female troglodyte warrior 4 (Pathfinder Roleplaying Game 
  Bestiary “Troglodyte”)
  CE Medium humanoid (reptilian)
  Init +0; Senses darkvision 90 ft.; Perception +4
  Aura stench (30 ft., DC 13, 10 rounds)
   
  AC 22, touch 10, flat-footed 22 (+6 armor, +6 natural)
  hp 51 (2d8+4 plus 4d10+8 plus 4)
  Fort +11; Ref +1; Will +1
   
  Spd 30 ft.
  Melee mwk greatclub +7 (1d10+1), bite +1 (1d4) or 2 claws +6 
  (1d4+1), bite +6 (1d4+1)
  Ranged javelin +6 (1d6+1)
   
  Str 12, Dex 10, Con 14, Int 8, Wis 11, Cha 11
  Base Atk +5; CMB +6; CMD 16
  Feats Great Fortitude, Point Blank Shot, Weapon Focus (javelin)
  Skills Perception +4, Stealth +6 (+10 in rocky areas)
  Languages Draconic
  Gear breastplate, masterwork greatclub, 5 javelins, pouch with 
  1d12 sp, 3d6 cp, and 1d4+1 precious stones worth 10 gp each
  MONITOR LIZARDS (25) 
  CR 2
  XP 600
  hp 22  (Pathfinder Roleplaying Game Bestiary “Lizard, Monitor”)
  GIANT LEECHES (2d4 per flooded room) 
  CR 2
  XP 600
  hp 19  (Pathfinder Roleplaying Game Bestiary “Leech, Giant”)
  Treasures: Hidden in a shallow pool at the back of the rearmost 
  cave are 6 skulls of various Under Realms humanoid races. Each 
  one has a different potion or unguent in powder form that must be 
  added to water before it can be used. These powdered potions are as 
  follows: #1 endure elements, #2 aid, #3 barkskin +2 (2 doses), #4 
  ordinary dust hiding three gray Under Realms pearls (250 gp each), 
  #5 unguent of timelessness, #6 remove paralysis. There is also a 
  leather bag holding 600 sp.
  Tsathogga, Demon Frog God
  Tsathogga appeared in Bard’s Gate by Necromancer 
  Games. Details of this deity are updated and included here 
  for your convenience.
  Alignment: Chaotic Evil
  Domains: Chaos, Destruction, Evil, Water
  Symbol: Likeness of the Frog God, carved in soapstone
  Garb: Green and violet robes, if any
  Favored Weapon: Any that slash, cut, and are wickedly 
  curved, as well as, ropes or nets
  Form of Worship and Holidays: Too gruesome and perverse 
  to describe even by Necromancer Games standards
  Typical Worshippers: Aberrations, tsathar, sentient frogs, 
  evil water monsters, The Violet Brotherhood
  This foul frog-demon cares less about the machinations of men 
  and power than he does about obliterating light and life with slow, 
  oozing sickness and decay. He is the vicious dark evil bubbling 
  up from beneath the surface, the foul corruption at the heart of 
  the earth. Making his home on the plane of Tarterus at the mouth 
  of the vast swamp of filth deposited by the River Styx as it flows 
  out of the Abyss, Tsathogga’s main form is a colossally bloated 
  humanoid frog with spindly, elongated limbs and fingers. His 
  corpulent body exudes all manner of foul humors and fluids that 
  leak into the vile swamp in which he lies. He has positioned 
  himself so that all of the slime and filth from the River Styx 
  feeds into his gaping, toothy maw. He never moves and rarely 
  speaks other than to emit an unintelligible shrieking.
  Tsathogga commands a host of evil creatures — notably evil 
  aberrations and his own vile frog race, the tsathar (detailed in 
  the Necromancer Games module D1: The Tomb of Abysthor). 
  Thousands of fawning tsathar servants continuously bathe his 
  body in fetid slime from the evil swamp, awaiting the divine 
  bliss of being randomly devoured by him. His hatred of light 
  and lack of human worshippers (though there are a few notable 
  exceptions) mean that he is little known to surface races. He has 
  had few organized centers of worship and no standardized holy 
  symbol — each worshipper choosing its own way to best depict 
  his deific vileness. Occasionally, tsathar priests of Tsathogga on 
  Tarterus sculpt a small likeness of him out of foul chunks of 
  solid waste from the Styx that harden into a vile green substance 
  similar to soapstone when taken from that plane. Such items are 
  prized as holy relics.
  
  43
  43
  The northern portion of the Grunge, where the Lower Falls empties 
  into its collection pool, was always a humid and damp locale, more 
  so after the fall of the city. With the abandonment of the city and 
  the end of its maintenance of the collection pool drains and a shift 
  in the water table, this section became downright sodden. Over the 
  years the saturated ground grew softer and softer. Sections of ground 
  receded and mires appeared. The foundations of buildings began 
  to sink into the soft earth. Lush growths of water plants began to 
  appear in the newly forming environment, further contributing to the 
  deterioration of structures. When a century had passed, this entire 
  section of the Grunge had been swallowed beneath a stagnant lake 
  and its surrounding marsh. Virtually all of the area’s buildings had 
  crumbled to ruin beneath a carpet of overgrowth and sunken into 
  the sucking mire. Strange creatures began to appear and make their 
  lairs within this morass, and it became exceedingly dangerous for the 
  other denizens of the city. It became known as the Dread Swamp. 
  Residents of the ruined city speak in whispers of the fearsome King 
  of the Swamp or the dread inhabitants of the Isle of Tar.
  So firmly anchored are the foundations of the Walls of Death, that 
  the city’s defensive barrier has not been undermined by the flooding 
  in their vicinity. In fact, the walls serve as a dike along portions of 
  the swamp lake’s edge. Only at the northeastern gate have the flood 
  waters expanded from the city forming an exterior pool. And only at 
  these gates has the swampy ground undermined the wall foundations, 
  such that the gate towers themselves have begun to sink and tilt.
  Movement in the swamp is considered shallow bog unless 
  otherwise noted. The swamp lake’s edges are considered deep bog 
  and it is as much as 80 feet deep in places, with most of its lowest 
  depths bottoming out at about 60 feet. The water is stagnant and silty 
  providing only 5 feet of visibility.
  Random encounters in this area can be found on the tables provided 
  below. Encounters should be rolled on these tables once every three 
  hours or whenever a combat occurs that lasts more than 3 rounds. 
  Use the day or night tables as needed. Unless otherwise noted, do not 
  remove slain creatures from the encounter areas that are referenced 
  in the random encounter descriptions.
  Dire Crocodiles: These vicious creatures quietly glide through the 
  waters of the swamp looking like floating logs until they can get 
  close enough to suddenly lunge up and attack. They prefer to grapple 
  their opponents and drag them down to the bottom of the swamp to 
  drown.
  DIRE CROCODILE 
  CR 9
  XP 6,400
  hp 138  (Pathfinder Roleplaying Game Bestiary “Crocodile, Dire”)
  Dread Ravens: See The Grunge (Chapter 4).
  Giant Constrictor Snake: These beasts prefer to dwell hidden 
  among the tops of the mangrove trees that have sprung up throughout 
  the swamp, dropping on potential prey that passes below. Anyone 
  constricted is dragged up to the top of the tree where it can consume 
  its prey without being bothered by pesky party members.
  GIANT CONSTRICTOR SNAKE 
  CR 5
  XP 1,600
  Advanced-HD constrictor snake (Pathfinder Roleplaying Game 
  Bestiary “Snake, Constrictor”)
  N Large animal
  Init +6; Senses scent; Perception +13
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 59 (7d8+21 plus 7)
  Fort +8; Ref +7; Will +3
   
  Spd 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +11 (1d6+10 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d6+10)
   
  Str 25, Dex 15, Con 16, Int 1, Wis 12, Cha 2
  Base Atk +5; CMB +13 (+17 grapple); CMD 25 (can’t be tripped)
  Feats Improved Initiative, Skill Focus (Perception), Skill Focus 
  Chapter 5:  
  The Dread Swamp
  The Dread Swamp Daytime 
  Random Encounter Table
  d% 
  Encounter
  01–05 
  1d12 Skeletons
  06–12 
  2d4 Yesh, gnoll ranger 4
  13–20 
  1d10 Meatmen and 1d10 Bonemen
  21–26 
  1d3 Harpy Archers, harpy fighter 7
  27–34 
  1d6 Dire Crocodiles
  35–42 
  2d4 Swamp Trolls
  43–46 
  Giant Constrictor Snake
  47–54 
  1d4 Trolls
  55–64 
  2d6 Dread Ravens
  65–00 
  No Encounter
  The Dread Swamp Nighttime 
  Random Encounter Table
  d% 
  Encounter
  01–10 
  1d12 Skeletons
  11–19 
  3d12 Yesh, gnoll ranger 4
  20–26 
  1d10 Meatmen and 1d10 Bonemen
  27–35 
  1d6 Dire Crocodiles
  36–40 
  1d2 Vampire Spawn  
  41–46 
  2d4 Swamp Trolls
  47–53 
  3d18 Troglodytes, warrior 4 and 
   
  1d6 Monitor Lizards
  54–55 
  1d3 Vrock Demons
  56–64 
  1d4 Trolls
  65–00 
  No Encounter
  
  44
  44
  (Stealth), Toughness
  Skills Acrobatics +15, Climb +15, Perception +13, Stealth +11, 
  Swim +15
  Harpy Archers: See The Grunge (Chapter 4).
  Meatmen and Bonemen: See The Grunge (Chapter 4).
  Skeletons: See The Grunge (Chapter 4).
  Swamp Trolls: These giants are indigenous to the Dread Swamp and 
  wander their habitat constantly in search of food. They have heard the 
  call of the Trollstone but have managed to resist it thus far preferring 
  their comfortable moist existence to the lure of the drier high terraces. 
  This will change when the Trollstone’s call becomes more demanding 
  and sends them to hunt down the party (see Event 5).
  SWAMP TROLL 
  CR 3
  XP 800
  hp 38  (See Chapter 3, Event 5)
  Troglodyte Warriors: See The Grunge (Chapter 4).
  Trolls: See The Grunge (Chapter 4).
  Vampire Spawn: See The Grunge (Chapter 4).
  Vrock Demons: These beasts set forth from the High Church (Area 
  T8 in Part 5—Foundations of Infamy) to hunt in the lower reaches 
  of the city. They consider their hunt a grand sport and attempt to 
  bring back trophies (to be duly eaten, of course). If any of their quarry 
  proves to be too challenging (having killed one of their number, for 
  instance), they retreat and return later with 1d3 more vrocks for 
  vengeance. If 6 vrocks are slain in this manner, any killed in the 
  cHAPTER 5: the dread swamp
  
  45
  45
  future should be subtracted from those at Area T8-5.
  VROCK DEMON 
  CR 9
  XP 6,400
  hp 112  (Pathfinder Roleplaying Game Bestiary “Demon, Vrock”)
  Yesh: See The Grunge (Chapter 4).
  The encounter areas of the Dread Swamp begin with a “D” and 
  are followed by a numeral designating the specific encounter. For 
  example the Kingdom of the Tyrant is identified as D2.
  D1. Lower Falls (CR 12)
  The Missing River (the lower portion of the Darken River) emerges 
  here in the Lower Falls finishing its journey to the Dread Swamp. 
  Climbing up the slippery, moss-laden rocks of the cliff to reach the 
  cave mouth from which the waterfall issues requires a DC 30 Climb 
  check.  However, anyone doing so and making a DC 15 Perception 
  check upon reaching the cave mouth is rewarded by locating a narrow 
  path and the top steps of a crumbled stair that travels alongside the 
  underground river and disappears back into darkness. See Area H6 in 
  Part 3—The Harrow Lanes for details on the Missing River. Where 
  the stair once descended along the cliff face has long since crumbled 
  and disappeared.
  Creature: Living in the depths of the swampy pool beneath the 
  falls is a giant bog turtle. It attempts to capsize any boat that enters 
  its territory. It then tries to draw as many victims into its mouth as 
  possible before submerging back to its lair.
  GIANT BOG TURTLE 
  CR 12
  XP 19,200
  The Tome of Horrors II 166
  N Huge magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, scent;  
  Perception +15
   
  AC 26, touch 8, flat-footed 26 (+18 natural, –2 size)
  hp 184 (16d10+80 plus 16)
  Fort +15; Ref +10; Will +6
   
  Spd 30 ft., swim 40 ft.
  Melee bite +27 (3d8+18/19–2 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks capsize, current, swallow whole (3d8+18 crushing 
  damage plus 8 acid damage, AC 19, 18 hp)
   
  Str 34, Dex 10, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +16; CMB +30 (+34 grapple); CMD 40 (44 vs. trip)
  Feats Endurance, Improved Critical (bite), Improved Initiative, 
  Improved Natural Attack (bite), Power Attack, Skill Focus 
  (Perception), Toughness, Weapon Focus (bite)
  Skills Perception +15, Swim +31
   
  Capsize (Ex): A submerged giant bog turtle that surfaces under 
  cHAPTER 5: the dread swamp
  The craggy cliffs, slick with moisture rise from the dark lake 
  at its base. High on this cliff a cave opens from which pours a 
  torrent of water. This waterfall plummets a full 70 feet before 
  crashing into the inky pool. Perversely a picturesque rainbow 
  hangs in the mists above the dour tarn.
  
  46
  46
  cHAPTER 5: the dread swamp
  a boat or ship less than 20 feet long capsizes the vessel 95% of the 
  time. It has a 50% chance to capsize a vessel from 20 to 60 feet 
  long, and a 20% chance to capsize one over 60 feet long.
  Current (Ex): As a full round action, a giant bog turtle can induce 
  a strong current by opening its mouth and inhaling large quantities 
  of water. This strong rush of water lasts for 5 rounds and affects all 
  in a cone-shaped area to a range of 100 feet. Creatures and objects 
  of up to Large size are pulled toward the bog turtle at the rate of 
  20 feet per round. Affected creatures can make a Swim check (DC 
  30) to resist the current. A swimming creature cannot take 10 on its 
  Swim check. The check DC is Strength-based.
  Treasure: The bog turtle’s muddy nest is 60 feet below the surface 
  of the water in a weedy clump (DC 38 Perception check). Amidst 
  the bones of past victims are a suit of masterwork half-plate, 2 
  large emeralds (500 gp each), and a staff of swarming insects (10 
  charges).
  D2. Kingdom of the 
  Tyrant (CR 15)
  Creatures: Deep in the Dread Swamp reigns the creature that 
  holds all others within under a pall of fear. At the darkest part of the 
  swamp, where the mangroves grow thickest, is a watery hollow. At 
  its heart is a pile of overgrown bracken and debris. Lurking in the 
  shallow pool at this thicket’s heart are 5 dire crocodiles. They move 
  to attack, imitating floating logs with only their eyes and nostrils 
  showing as they drift closer (+10 bonus to Stealth checks). Hiding 
  in the branches of one of the trees is a spirit naga (only a DC 10 
  Climb check among the prolific branches) that attacks with its spells 
  if the party notices the crocodiles. These creatures, however, are just 
  the cover for their true master. The naga and crocodiles attempt to 
  subtly maneuver their opponents toward the center of pool and into 
  the grasp of the advanced swamp tyrant pretending to be the pile of 
  debris. The swamp tyrant, towering 20 feet high, looks like a mottled 
  greenish sphere with a maw of jagged teeth capable of swallowing 
  a horse whole. It is supported by a network of ropy tentacles that 
  snake out beneath the shallow waters to catch the unwary. It has 
  managed to advance and grow huge in the corrupted waters of the 
  Dread Swamp.
  DIRE CROCODILES (5) 
  CR 9
  XP 6,400
  hp 138  (Pathfinder Roleplaying Game Bestiary “Crocodile, Dire”)
  SPIRIT NAGA 
   CR 9
  XP 6,400
  hp 95  (Pathfinder Roleplaying Game Bestiary “Naga, Spirit”)
  ADVANCED SWAMP TYRANT 
  CR 13 
  XP 25,600
  Creature Collection II: Dark Menagerie 184
  N Gargantuan aberration (aquatic)
  Init +0; Senses darkvision 60 ft.; Perception +28
   
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
  hp 237 (19d8+133 plus 19); fast healing 6
  Fort +13; Ref +8; Will +11
   
  Spd 20 ft., swim 40 ft.
  
  47
  47
  cHAPTER 5: the dread swamp
  Melee bite +21 (3d8+11), 4 tentacles +21 (2d6+11 plus grab)
  Space 20 ft.; Reach 20 ft. (40 ft. with tentacles)
  Special Attacks constrict (2d6+11), swallow whole (2d6+11 
  crushing plus 1d8 acid, AC 17, 23 hp)
   
  Str 32, Dex 11, Con 24, Int 8, Wis 10, Cha 10
  Base Atk +14 ; CMB +29 (+31 bull rush and overrun, +33 
  grapple); CMD 39 (41 vs. bull rush and overrun; can’t be tripped)
  Feats Cleave, Great Cleave, Improved Bull Rush, Improved 
  Overrun, Lightning Reflexes, Power Attack, Skill Focus 
  (Perception), Skill Focus (Stealth), Skill Focus (Survival), 
  Toughness
  Skills Linguistics +0, Perception +28, Stealth +16 (+24 in swampy 
  surroundings), Survival +27, Swim +19
  Languages Aklo, Common
  Treasure: Buried beneath the bulk of the swamp tyrant is a hollow 
  log capped with mud that holds 5,000 gp and a scattering of 16 
  spinels worth 50 gp each, that can be found by dredging the shallow 
  pool’s bottom and making a DC 23 Perception check. The naga keeps 
  her treasures hidden in a thicket atop one of the mangrove trees. This 
  can be found by a DC 35 Perception check by anyone looking in the 
  tops of the trees. Her small hoard consists of a wand of cure light 
  wounds (CL 1: 40 charges) and an ornate silver pectoral set with 
  moonstones (4,500 gp).
  D3. Tar Island (CR 16)
  The island is composed of rock and tar that have thrust up from 
  the depths of the lake, where a geologic vent releases pressures and 
  effluence from deep in the earth. The water around the island is 
  slightly warmer than elsewhere, and anyone diving the full 80 feet 
  finds waters at near boiling temperatures (3d6 points of fire damage 
  per round while below a depth of 70 feet.). The island itself seems 
  slightly warm to the touch and never collects snows during the 
  occasional winter storm. 
  The island stretches only 100 feet from end to end and is 70 feet 
  wide at its thickest. Its highest prominence rises only 40 feet above 
  the waterline. It has sparse vegetation and despite its small size is 
  very difficult to move around on because of its very treacherous and 
  broken surface. It is considered dense rubble for movement purposes 
  (see the “Mountain Terrain” section in Chapter 13 of the Pathfinder 
  Roleplaying Game). 
  Creatures: Living in a self-imposed exile upon this island is the 
  Broken One, a half-dragon demodand. Sharing this forlorn creature’s 
  isolation is a cast-off advanced tar golem. How it arrived upon the 
  island is unknown, but it follows the Broken One’s commands. They 
  dwell in a hidden crevice on one side of the island’s height and watch 
  intruders for awhile before approaching and attempting to drive them 
  away.
  THE BROKEN ONE 
  CR 13
  XP 25,600
  Male half-black dragon tarry demodand warrior 2 (The Tome of 
  Horrors Revised 97, Pathfinder Roleplaying Game Bestiary “Half-
  Dragon”)
  CN Medium dragon (chaotic, extraplanar)
  Init +9; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +16
  AC 36, touch 12, flat-footed 36 (+8 armor, +2 deflection, +16 
  natural)
  hp 192 (13d10+91 plus 2d10+14)
  Fort +16; Ref +13; Will +9
  Defensive Abilities adhesive; DR 10/good and magic; Immune 
  acid, poison, mind-affecting effects, paralysis, sleep; Resist cold 10, 
  fire 20 (with sword); SR 21
   
  Spd 30 ft., fly 60 ft. (average)
  Melee +3 frost greatsword +29/+24/+19 (2d6+19/19–20 plus 1d6 
  cold), bite +21 (1d8+5) or 2 claws +27 (1d6+11 plus grab), bite +26 
  (1d8+11)
  Ranged mwk heavy crossbow +21 (1d10/19–20)
  Special Attacks adhesive, breath weapon 1/day (60-ft. line, 13d6 
  acid, Reflex DC 23 half), rage
  Spell-like Abilities (CL 13th):
  At will— detect good, detect magic, detect thoughts (DC 16), fear 
  (DC 18), gaseous form, invisibility (self only), magic circle against 
  good, see invisibility, tongues
  3/day—dispel magic, fog cloud, ray of enfeeblement (ranged touch 
  +20)
  1/day—chaos hammer (DC 18)
   
  Str 32, Dex 20, Con 25, Int 14, Wis 12, Cha 18
  Base Atk +15; CMB +26 (+34 grapple); CMD 43
  Feats Cleave, Critical Focus, Great Fortitude, Improved Initiative, 
  Power Attack, Rapid Reload (heavy crossbow), Staggering Critical, 
  Weapon Focus (claw)
  Skills Bluff +17, Climb +23, Fly +12, Intimidate +19, Knowledge 
  (arcana) +15, Knowledge (planes) +15, Perception +16, Sense 
  Motive +14, Stealth +17, Survival +14
  Languages Abyssal, Common
  Gear +2 half-plate, ring of protection +2, frost brand, masterwork 
  heavy crossbow, 12 +1 anarchic crossbow bolts, 20 crossbow bolts
   
  Adhesive (Ex) A tarry demodand exudes a thick tar-like substance 
  that acts as a powerful adhesive, holding fast any creatures or items 
  touching it. A tarry demodand automatically grapples any creature it 
  hits with a claw attack. Opponents so grappled cannot get free while 
  At the heart of this inky swamp lake rises an equally dark 
  hillock. The water in the vicinity is especially tenebrous and 
  has an oily sheen. Near the small island it seems to thicken and 
  bubble occasionally. The island itself is a craggy prominence 
  of tarry rock from which rises a miasma of foul vapors.
  
  48
  48
  cHAPTER 5: the dread swamp
  the tarry demodand is alive without removing the adhesive first. A 
  tarry demodand has a +4 racial bonus on grapple checks due to its 
  tarry secretions (already included in the CMB line in the statistics 
  block).
  A weapon that strikes a tarry demodand is stuck fast unless the 
  wielder succeeds on a DC 23 Reflex save. A successful DC 23 
  Strength check is needed to pry it off. The save DC and check DC 
  are Constitution-based. 
  Strong alcohol dissolves the adhesive. A pint of wine or a similar 
  liquid weakens it, but the tarry demodand can still grapple normally. 
  A tarry demodand can dissolve its adhesive at will, and the 
  substance breaks down 1 minute after the creature dies.
  Rage (Ex) A tarry demodand that takes damage in combat has 
  a 50% chance of flying into a berserk rage the following round, 
  clawing and biting madly until either it or its opponent is dead. 
  It gains +4 Strength and –4 AC. The creature cannot end its rage 
  voluntarily.
  Personality: This enigmatic creature resembles a tall, lumpy 
  humanoid with tarry secretions and patches of grayish-black 
  scales covering its hide. Its head is a conglomeration of bulging-
  eyed amphibiousness with a bony dragon snout and serrated 
  horns. Batlike wings spring from its shoulders. The Broken One 
  (his true name is unknown) is a strange by-blow from a liaison 
  in the Outer Planes. When the disciples of Orcus began calling 
  Lower Planar servitors to swell the ranks of their army for the 
  coming battle, the Broken One reluctantly answered the summons 
  as a mercenary. He served in the Battle of Tsar as reticent 
  combatant and abandoned his masters when they chose to leave 
  the city. His entire life has been spent in a state of disgrace over 
  his unnatural existence, and he has always existed as a scorned 
  loner. Because of his outcast status, he is unable to summon other 
  demodands.
  ADVANCED TAR GOLEM 
  CR 6
  XP 2,400
  Advanced-HD tar golem (Creature Collection II: Dark Menagerie 85)
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 74 (8d10+30)
  Fort +2; Ref +2; Will +2
  DR 20/magic vs. bludgeoning, 15/magic vs. slashing, 10/magic vs. 
  piercing; Immune construct traits, magic
   
  Spd 20 ft.
  Melee 2 slams +13 (1d8+6 plus immobilizing attack)
  Space 10 ft.; Reach 10 ft.
  Special Attacks flaming pitch
    
  Str 22, Dex 10, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +15; CMD 25
  Skills Stealth +1
  Flaming Pitch (Ex) If a tar golem is ignited (see Immunity to 
  Magic below) any successful attack by the construct that leaves 
  its victim covered in tar from failing the Reflex save against its 
  immobilizing attack now leaves the victim covered in flaming pitch. 
  Unless scraped off (see Immobilizing Attack below), the pitch 
  deals 1d6 points of fire damage for 3 rounds or until extinguished. 
  Damage from multiple globs of flaming pitch is cumulative. Note 
  the victim still suffers the effects of immobilization in addition to 
  the flames, even after the flames die out. Submersion in water or 
  similar suffocation is the only way to extinguish the flame other 
  than using magic.
  Immobilizing Attack (Ex) When a tar golem makes a successful 
  attack, the victim must make a DC 14 Reflex save or lose 2 
  Dexterity points due to the golem’s clinging tar. It takes a full-round 
  action of scraping to remove enough tar to regain 1 Dexterity point. 
  If a victim’s Dexterity reaches 0, he is immobilized. The save DC is 
  Dexterity-based.
  Immunity to Magic (Ex) A tar golem is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells and effects function differently against the creature, as noted 
  below.
  • A magical attack that deals cold damage slows a tar golem (as 
  the slow spell) for 2d6 rounds, with no saving throw.
  • A magical attack that deals fire damage deals no fire damage but 
  breaks any slow effect on the golem. Additionally, any fire attack 
  that would have dealt 10 or more points of fire damage to the tar 
  golem ignites it. The resulting fire deals 2 points of damage per 
  round to the golem, and submersion in water or similar suffocation 
  is necessary to extinguish it.
  • Transmute rock to mud, some rocks, and a DC 10 Heal check 
  can be used to heal the golem back to its full health when damaged.
  Development: The Broken One has existed as loner for so long, 
  he automatically expects the worst from everyone he sees. His 
  initial attacks are to merely drive the party from his island, but 
  attempts at parley and a successful DC 25 Diplomacy or Intimidate 
  check can end the battle and allow talks to begin. If left in peace, 
  the Broken One will not pursue a fight. If invited he would even 
  consider joining the party. He is included here as a potential 
  adversary or a powerful ally for the party. In fact he can be used 
  as a replacement character if one of your players has lost his own. 
  Strangely, the tar golem will not leave the island with the Broken 
  One, instead staying behind to answer whatever unknown call 
  brought it there to begin with.
  Treasure: Hidden within the Broken One’s crevice and mostly 
  concealed beneath a layer of hardened tar (DC 18 Perception check 
  to locate) is a squat stone statue depicting a robed man with sinister, 
  hooded eyes. This statue is one of the Nine Disciples (see Magic 
  Items Appendix). The Broken One knows of its presence, though 
  not its significance. He does not know how it arrived on the island, 
  but he found it and hid it in the crevice on some inner compulsion. 
  If he is befriended he willingly retrieves it and turns it over to his 
  new allies.
  
  49
  49
  Monster Appendix
  Screamer
  Racing toward you is a ghostly form like the tattered shreds of a 
  translucent pennant. It retains a vaguely humanoid form trailing 
  behind its forward-facing head. Hollows mark its eyes above its 
  most distinguishing feature, a gaping mouth locked in a perpetual 
  scream—like a maw opening into eternal darkness.
  SCREAMER 
  CR 4
  XP 1,200
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
  hp 34 (4d8+16)
  Fort +5; Ref +4; Will +4
  Defensive Abilities channel resistance +2, incorporeal, 
  rejuvenation; Immune undead traits
   
  Spd fly 80 ft. (perfect)
  Melee incorporeal touch +6 (1d4 Charisma drain)
  Special Attacks Charisma drain, malevolence, scream of 
  hopelessness, suicidal frenzy
   
  Str —, Dex 16, Con —, Int 6, Wis 11, Cha 18
  Base Atk +3; CMB +6; CMD 20
  Feats Flyby Attack, Improved Initiative
  Skills Fly +16, Perception +6, Stealth +9
   
  Environment any
  Organization solitary, gang (2–4), or swarm (6–11)
  Treasure none
   
  Charisma Drain (Su) A screamer causes 1d4 points of Charisma 
  drain each time it hits with its incorporeal touch attack. On each 
  successful attack, it gains 5 temporary hit points.
  Malevolence (Su) Once per round, a screamer can merge its 
  body with a creature on the Material Plane. This ability is similar 
  to a magic jar spell (caster level 10th or the screamer’s Hit Dice, 
  whichever is higher), except that it does not require a receptacle. 
  To use this ability the screamer must try to move into the target’s 
  space; moving into the target’s space to use the malevolence ability 
  does not provoke attacks of opportunity. The target can resist 
  the attack with a successful DC 16 Will save, but the target adds 
  (or subtracts) its Charisma modifier to this saving throw roll. A 
  creature that successfully saves is immune to that same screamer’s 
  malevolence for 24 hours, and the screamer cannot enter the target’s 
  space. If the save fails, the screamer vanishes into the target’s 
  body. Screamers prefer to use this attack after having made several 
  Charisma drain attacks to weaken a target’s resistance. The save DC 
  is Charisma-based.
  Rejuvenation (Su) A screamer cannot be killed through simple 
  combat. If reduced to 0 hit points it disappears only to reform 24 
  hours later. The only way for a screamer to be truly laid to rest is for 
  it to die while possessing a host body with its malevolence ability. 
  When the body dies, the screamer spirit ceases to exist.
  Scream of Hopelessness (Su) Once every hour, a screamer 
  can loose a horrific, mournful scream. Any living creature within 
  hearing distance of this scream (it can carry up to a mile outdoors) 
  must succeed on a DC 16 Will save or become shaken for 2d4 
  rounds. This is a sonic, mind-affecting fear attack. Creatures that 
  successfully save cannot be affected by the same screamer’s scream 
  of hopelessness for 24 hours. The effects of multiple screamers’ 
  screams cannot stack. The save DC is Charisma-based.
  Suicidal Frenzy (Su) If a screamer succeeds in possessing 
  a target with its malevolence ability, it immediately begins to 
  make suicidal attacks on the possessed body with the body’s own 
  weaponry. Each round, the screamer uses the body’s full attacks 
  to direct its weaponry against itself. It uses the possessed victim’s 
  attack and damage modifiers and must only succeed on an attack 
  against the body’s flat-footed armor class. Damage, including the 
  possibility of critical hits, is rolled normally. Due to the inhabiting 
  spirit, the possessed body continues its attacks even between –1 and 
  –9 hit points, though only single attacks can be made at this point. 
  If the possessed body is made helpless the screamer departs to find 
  another target. If the possessed body dies, the screamer’s spirit is 
  destroyed as it goes to its final rest.
  These terrible undead are the remnant of soldiers who have fallen 
  to the horrors of mass conflict and warfare. Whether each of these 
  creatures is the remains of a single fallen soldier or a conglomerate 
  of the scarred psyches of several such casualties remains up for 
  debate, however what is known as that all of these creatures harbor 
  an unending hatred of the living and an unceasing quest for the 
  release of death. These mutual drives combine to create a horrifying 
  fate for all those unfortunate enough to encounter a screamer.
  A screamer retains no language.
  In combat a screamer emits a continual piercing keen which 
  rises in volume and pitch to become its scream attack. It uses this 
  in conjunction with its charisma-draining touch to wear down its 
  victim and make them susceptible to its malevolence attack. A 
  screamer attack that is completely successful always ends in the 
  creature’s own destruction.
  
  50
  monster appendix
  Skeletal Swarm
  A clattering mass of dismembered skeletal hands, claws and 
  assorted limbs scuttles across the ground like a moving bony carpet.
  SKELETAL SWARM 
  CR 8
  XP 4,800
  NE Tiny undead (swarm)
  Init +8; Senses darkvision 60 ft.; Perception +0
  <RULE>
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 66 (12d8 plus 12)
  Fort +4; Ref +4; Will +8
  Defensive Abilities half damage slashing or piercing; Immune 
  cold, swarm traits, undead traits
  <RULE>
  Spd 20 ft., climb 20 ft.
  Melee swarm (3d6+6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 16)
  <RULE>
  Str 18, Dex 18, Con —, Int —, Wis 10, Cha 10
  Base Atk +9; CMB —; CMD —
  Feats Improved InitiativeB, ToughnessB
  Skills Climb +12
  <RULE>
  Environment any
  Organization solitary or pack (2–14 swarms)
  Treasure none
  Skeletal swarms are the remains of pieces cast off of whole 
  skeletons collected together and animated en mass. They scuttle 
  about mindlessly, often lying inert until something passes nearby 
  for them to attack.
  A skeletal swarm can be encountered anywhere that necromancers 
  or other practitioners of the dark arts who participate in grave 
  robbing and undead creation are found.
  A skeletal swarm attacks as a massive bony wave moving to 
  engulf whatever living creatures are closest and not moving on 
  until they have been reduced to bloody shreds. Due to its unique 
  composition of animated hand and claw bones, the swarm gets 
  its strength bonus added to its swarm attacks.
  Toxic Mudman
  A 4-foot-tall, stocky, humanoid-shaped being rises 
  from the foul pool of mud before you. It has long, thick 
  arms, bandy legs, and a round featureless head. Its 
  body appears to be composed of mud and debris. 
  The stench rising from this creature is enough to 
  make your eyes water.
  TOXIC MUDMAN 
  CR 2
  XP 600
  N Medium outsider (earth, elemental, extraplanar, 
  water)
  Init +0; Senses darkvision 60 ft., tremorsense 120 ft.; 
  Perception +7
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 22 (4d10)
  Fort +4; Ref +4; Will +1
  Defensive Abilities dormant state; DR 10/magic; 
  Immune elemental traits, mind-affecting spells and 
  effects
  Weaknesses dispel magic, transmute mud to rock
  Spd 10 ft.
  Melee slam +6 (1d4+3 plus poison)
  Ranged ranged touch +5 (mud glob plus poison)
  Special Attacks engulf
   
  Str 14, Dex 10, Con 11, Int 1, Wis 10, Cha 10
  Base Atk +4; CMB +6; CMD 16
  Feats Power Attack, Weapon Focus (mud glob)
  Skills Perception +7
   
  Environment temperate and warm water, and underground
  Organization solitary, gang (3–6), or pack (7–12)
  Treasure none
   
  Dormant State (Ex) In their natural form, toxic mudmen are 
  effectively invisible in mud until they attack. In this form, they can 
  still be attacked with spells.
  Engulf (Ex) A toxic mudman can hurl itself at any creature 
  within 10 feet by making a ranged touch attack. A successful attack 
  destroys the mudman and covers a Medium or smaller creature with 
  mud that instantly solidifies around the opponent’s head and upper 
  body. A creature caught in this manner begins to suffocate (see the 
  “Suffocation” section in Chapter 13 of the Pathfinder Roleplaying 
  Game) and suffers from the mudman’s poison. The hardened mud 
  is AC 2 and is destroyed when it takes 10 hit points of damage from 
  a bludgeoning weapon. The victim receives an equal amount of 
  damage from each successful attack on the hardened mud. Also the 
  hardened 
   
   
   
  
  51
  monster appendix
  mud can be pried off by making two successful DC 25 Strength 
  checks. A toxic mudman that misses with its attack assumes its 
  natural state and must spend 1 full round reforming.
  Mud Glob (Ex) A toxic mudman attacks by hurling globs of mud 
  at its opponent. These globs deal no damage, other than the effects 
  of the mudman’s poison, and have a range increment of 10 feet. A 
  successful ranged touch attack means the mud glob hits the target 
  and solidifies in the same round.
  A creature hit by a mud glob suffers a –2 circumstance penalty to 
  its attack rolls and a –4 circumstance penalty to effective Dexterity. 
  The creature must succeed at a DC 15 Reflex save or become 
  stuck to the ground. Even on a successful save, the creature moves 
  at half speed. A creature stuck to the ground can break free with 
  a successful DC 22 Strength check or by dealing 10 points of 
  damage to the hardened mud with a bludgeoning weapon (AC 2). 
  Once free, a character can move at half speed. A character capable 
  of spellcasting that is bound by the mud must make a DC 15 
  Concentration check to cast a spell. The mud becomes brittle and 
  crumbles away after 20 minutes, ending all movement and other 
  penalties.
  Additional hits by the globs increase the Reflex save DC, Strength 
  check DC, and Concentration check DC by +1 per hit. The penalties 
  to attack rolls and Dexterity do not increase with each successive 
  hit.
  Poison (Ex) Any hit by a toxic mudman with either a slam 
  attack, mud glob, or engulf attack subjects the victim to the poisons 
  built up in the mudman’s tainted substance. Contact; save DC 14; 
  frequency 1/round of contact; effect 1 Constitution damage; cure 1 
  save. The save DC is Strength-based.
  Tremorsense (Ex) A toxic mudman can automatically sense the 
  location of anything within 120 feet that enters its mud pool.
  Vulnerabilities (Ex) Dispel magic acts similar to a fireball spell, 
  dealing 1d6 points of damage per caster level (maximum 10d6) to 
  all toxic mudmen in a 30-foot radius (save half). Transmute mud to 
  rock deals 1d8 points of damage per caster level (maximum 15d8) 
  to all toxic mudmen in the area of effect.
  Toxic mudmen are creatures of the Elemental Planes of Earth and 
  Water. They form where these Elemental Planes commingle in the 
  multiverse at a point where poisons and corruption have wracked 
  the land. In their natural form they resemble a 5-foot-diameter 
  pool of polluted mud indistinguishable from normal debris-choked 
  mud. Though not evil, toxic mudmen look with disdain on any who 
  trespass in their mud pools.
  When a living creature enters a mud pool, the toxic mudman 
  forms its humanoid shape (as a move action) and attacks until the 
  opponent is slain or leaves the mud pool. It attacks by pummeling a 
  foe with its fists or by hurling mud globs. Toxic mudmen are bound 
  to the pool where they are formed or where they enter the Material 
  Plane and cannot leave their mud pool.
  
  52
  map appendix
  Minor Artifact
  THE NINE DISCIPLES
  Aura overwhelming (all schools); CL 30th
  Slot none; Weight 80–150 lb.
   
  DESCRIPTION
  These are short statues of a nondescript stone. Their features are 
  worn, and they all wear the cassock and frock of a cleric — Disciples 
  of Orcus. They vary in height from 3 to 5 feet and, if examined 
  closely, are obviously renderings of separate individuals, some male 
  some female — no two exactly alike. Each of these statuettes was 
  magically removed from its plinth in the Plaza of the Disciples (Area 
  P2 of Part 5—Foundations of Infamy) by a spell created by the 
  Grand Cornu of Orcus and activated by Belishan the Bloodmage. The 
  purpose of the spell was to scatter the idols across the multiverse and 
  forever bar entry to the Citadel of Orcus. When Belishan modified the 
  spell slightly in order to try and capture one of the statues for himself, 
  the spell went awry creating the means to recall the Citadel of Orcus 
  before the demon prince’s plans can properly come to fruition. As a 
  result, one of the original ten idols remained in place and the other 
  nine were merely scattered throughout the city.
  According to legend (Knowledge [religion] DC 30 or bardic 
  knowledge DC 35), the Nine Disciples were originally Disciples 
  of Orcus — eleven in all. These eleven most powerful of Orcus’s 
  followers formed a special cadre to the demon prince. He encouraged 
  them to seek ever more and greater power. He promised them that 
  whoever became the most powerful would become the first Grand 
  Cornu, the greatest of all his high priests on the mortal planes, and 
  would preside over the mightiest city of the earth. To this end these 
  eleven bent their wills to greater and greater mastery of magic and 
  even became privy to certain Abyssal knowledge normally forbidden 
  to mortals. In the end Orcus had what he wanted, eleven Disciples of 
  exceeding power and ambition willing to do anything for their lord 
  — though one was noticeably less-powerful than the other ten. All he 
  needed was to somehow preserve that power indefinitely to serve him 
  when needed most. 
  To reward his faithful Disciples, Orcus permanently transformed the ten 
  most powerful of them into stone statuettes. They screamed their outrage 
  as the transformation took hold, and Orcus laughed and told them he had 
  changed his mind. He would make the weakest of them, whose power 
  was the least valuable to him, the new Grand Cornu, but he would still 
  hold to his word and let the other ten preside over his mightiest city. Later 
  when Tsar was built as his temple-city, the statuettes were placed atop the 
  highest plateau in a pentagram before his mighty citadel. By doing this to 
  the ten, Orcus forever trapped their magical potential in their unyielding 
  bodies, saved for a time when he would have need to tap their energies. 
  The eleventh Disciple, now the Grand Cornu, likewise learned a lesson. 
  He learned that it is never wise to become too powerful and useful in 
  the service of Orcus but always just useful enough to not be discarded, a 
  lesson that was remembered down a long line of Grand Cornu who never 
  let overweening ambition get in the way of their duty to their patron and 
  managed to avoid incurring his immortal wrath.
   
  DESTRUCTION
  As minor artifacts, each of the Disciple statuettes is nearly 
  indestructible. However, though they give off extremely potent 
  magical auras, there is no way to tap their great power and use it other 
  than to return them to their plinths and recall the Citadel of Orcus to 
  Tsar. Once that occurs, the spirits and power so long entrapped in the 
  idols is exhausted, having been used to hide the citadel for hundreds 
  of years, and they no longer retain any magical properties.
  Magic Item Appendix
  
  53
  map appendix
  Prestige Class Appendix
  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
  <RULE>
  1 
  +0 
  +2 
  +0 
  +2 
  Animate dead, 
  +1 lvl of existing class
   
   
   
   
   
  darkvision 60 ft.
  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 
  +1 lvl of existing class
   
   
   
   
   
  Death God
  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
  
  54
  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).
  
  55
  prestige class appendix
  Justicar of Muir
  A Justicar of Muir is the living embodiment of the first and most 
  important of the triune virtues of Muir — Truth. As an embodiment 
  of truth, and in keeping with the strictness of Muir, a Justicar of 
  Muir must follow an extremely strict moral code beyond that 
  required of a common paladin. The benefit of this purity and 
  stricture is awe-inspiring — eventually allowing the Justicar of 
  Muir to become an avatar of Muir herself.
  Role: Justicars of Muir are the elite paladins in the worship of 
  Muir. While there may be many paladins of Muir, there can never 
  be more than 13 Justicars of Muir alive at any one time. The 
  leader of the Justicars of Muir is known as the Grandmaster. The 
  grandmaster must be a Justicar of at least 8th level.
  Because the worship of Muir has waned substantially, it would be 
  appropriate if there were no current Justicars in your game world 
  and no priests of the necessary level to ordain a Justicar — thus 
  requiring the PCs to find Flail’s spirit or free Abysthor to locate 
  a priest capable of ordaining a Justicar (see D1: The Tomb of 
  Abysthor by Necromancer Games).
  Alignment: Lawful good.
  Hit Die: d10.
  Requirements
  To qualify to become a Justicar of Muir, a character must fulfill all 
  of the following criteria.
  Class: A Justicar must have at least 3 paladin levels and may not 
  be a ex-paladin. In addition, the PC must have taken his last level 
  as a paladin prior to becoming a Justicar. Thus a person who takes 
  3 levels of paladin and then 7 levels of cleric cannot be a Justicar, 
  though a person who has taken 7 levels of cleric and then 3 levels of 
  paladin could be a Justicar.
  Deity: Muir.
  Skills: Knowledge (religion) 8 ranks, Sense Motive 2 ranks, 
  Diplomacy 2 ranks.
  Quest: A Justicar-to-be must complete an arduous quest of some 
  significance to Muir to demonstrate his worth to Muir before he 
  may be ordained (see below).
  Ordination: This is the most difficult of the requirements to 
  become a Justicar. A Justicar of Muir must be ordained by a person 
  with to power to ordain Justicars. This power is only held by clerics 
  of Muir of 13th level or higher and clerics of Thyr of 16th level or 
  higher. Once the Justicar-to-be proves himself worthy by a quest 
  (see above), the ordaining priest must cast bless, zone of truth, 
  prayer, discern lies, mark of justice, righteous might, and holy word 
  upon the Justicar-to-be. This ordination ritual also requires the 
  presence of a holy relic of Muir, such as the Stone of Tircople, the 
  Holy Sword of Karith, or the Sword of Gerrant. Ordination should 
  be a difficult and arduous process. A PC should not be allowed 
  to become a Justicar of Muir simply because he meets the other 
  prerequisites.
  Class Limitations
  Justicars must follow a strict and rather unforgiving moral code. 
  Failure to follow these rules may result in the PC becoming a ex-
  Justicar.
  Alignment: A Justicar must be lawful good. In addition to the 
  strictures placed on a paladin, a Justicar must live by the following 
  additional limitations:
  Reject Cohorts and Henchmen: A Justicar may never gain 
  followers, cohorts, henchmen, or hirelings. If, at the time of 
  becoming a Justicar, the character has followers, cohorts, 
  henchmen, or hirelings, he must renounce them and free them 
  of their bonds of fealty or obligation. In addition, a Justicar may 
  not hire men-at-arms. A Justicar may retain his special mount, if 
  gained while a paladin. Once slain, however, a Justicar may not 
  call a new mount. The only exception to this limitation is that a 
  Justicar may retain his falcon familiar (see below) as long as he 
  remains a Justicar. Willful disobedience of this principle results in 
  the character becoming an ex-Justicar. Unintentional disobedience 
  (accidentally obtaining a cohort because the cohort was enchanted 
  to follow you, for example) requires atonement and the Justicar 
  must break the enchantment and rid himself of the cohort as 
  quickly as possible. A simple offer by a prospective follower or 
  cohort to follow you, if rejected, does not constitute disobedience. 
  This requirement does not prevent a Justicar from traveling with 
  companions.
  Reject Property: A Justicar may not own real property — 
  land, buildings or other holdings, nor may he circumvent this by 
  having agents or friends hold such property in his name. Willful 
  disobedience of this principle results in the character becoming 
  an ex-Justicar. Unintentional disobedience (inherited land, for 
  example) requires atonement. A gift of land, if rejected, does not 
  constitute disobedience.
  Reject Wealth: A Justicar may not possess more material wealth 
  than is required to feed, clothe, and house his person in a modest 
  fashion (usually no more than 100 gp). Willful disobedience of 
  this principle results in the character becoming an ex-Justicar. 
  Unintentional disobedience (inheriting wealth, for example) 
  requires atonement. A gift of money or wealth, if rejected, does not 
  constitute disobedience.
  Reject Material Property and Magic: A Justicar may not carry 
  more than his arms and armor, a pack with simple equipment, 
  equipment for his mount, simple religious items, and simple 
  clothes. He may not possess ornamental items. He may not possess 
  Justicars in the Necromancer 
  Games/Frog God Games World
  The world in which The Slumbering Tsar Saga and the 
  modules of Necromancer Games are set, depicts a time 
  when newer gods have replaced the older gods, such as 
  Thyr and Muir. Their powers are on the decline. There are 
  currently no living Justicars of Muir in the world, nor were 
  there any when Canaara came to visit the priests of Thyr 
  and Muir and captured the famed Holy Sword of Karith (see 
  module L1: Demons and Devils by Necromancer Games 
  for more details). The heyday of the Justicars was the time 
  of the rule of the Second and Third High Lords, who ruled 
  from the holy city of Tircople before its downfall during 
  the time of the Battle of Tsar. The ordination of a Justicar 
  of Muir should be an event for the world to notice — 
  symbolizing the resurrection of the power of the older gods 
  and a warning sign to all creatures of evil. Most current 
  religions believe Justicars are but exaggerated myths. 
  Using a similar theme of decline and redemption in your 
  campaign would serve to highlight even further the PC’s 
  quest to become a Justicar. Certainly, recovering the Holy 
  Sword of Karith (L1: Demons and Devils), freeing Abysthor 
  from his imprisonment (D1: The Tomb of Abysthor), or 
  resolving the ancient mystery of the slumbering city of Tsar 
  (The Slumbering Tsar Saga) would justify ordination as a 
  Justicar.
  
  56
  magic items other than his arms and armor. He may, however, 
  carry and use potions and scrolls created by priests of Thyr and 
  Muir. Aside from arms and armor, all a Justicar need possess is 
  faith in Muir. Willful disobedience of this principle results in the 
  character becoming an ex-Justicar. Unintentional disobedience 
  requires atonement. Having a barred item hidden on you by an 
  enemy, if unwanted, does not constitute disobedience if the Justicar 
  immediately rejects the item once discovered.
  Reject Disguise: As an embodiment of Truth, a Justicar may 
  not thwart truth, regardless how noble the goal. Though he 
  may tolerate it in others, a Justicar will not willingly disguise 
  himself, accept magic intended to conceal or disguise his person 
  or qualities, nor may he use protective magic based on disguise 
  or hidden appearance. He will counsel against his companions 
  using such tactics, though he will not split with persons who are 
  otherwise good-aligned as a result of their use of such tactics. The 
  Justicar simply will not take part in them. Willful disobedience 
  of this principle results in the character becoming an ex-Justicar. 
  Unintentional disobedience (having a disguising spell cast upon you 
  by a friend against your will) requires atonement. Having a disguise 
  or concealment spell cast upon you by an enemy, if unwanted, does 
  not constitute disobedience if the Justicar immediately seeks to 
  undo the disguise.
  Reject Falsehood: A Justicar may not lie, regardless of how noble 
  the goal. Lying means active deception. Standing silent or failing to 
  answer a question is not lying. However, if a Justicar fails to answer a 
  question because of an intent to deceive, he must do atonement. Willful 
  disobedience of this principle results in the character becoming an 
  ex-Justicar. Unintentional disobedience (being magically compelled 
  or otherwise forced to lie against your will, for example) requires 
  atonement. Because a Justicar embodies Truth, the GM is encouraged 
  to demand the strictest compliance to this principle.
  Ex-Justicars: If a Justicar violates any of the strictures above, 
  he becomes an ex-Justicar. He loses all Justicar spells and class 
  features (including the service of the Justicar’s falcon familiar, but 
  not weapon, armor, and shield proficiencies). He may not progress 
  any further in levels as a Justicar, nor can he ever regain his status 
  as a Justicar. Muir is a strict and demanding goddess.
  Torment: The above rules allow evil NPCs (or characters) to 
  torment Justicars — attempting to give them wealth, magically 
  disguising them against their will, etc. An evil creature can never 
  cause a Justicar to become an ex-Justicar by such torment unless 
  the Justicar willingly joins or fails to reject the evil character. At 
  worst, such actions may require the Justicar to do atonement. Note 
  that in the case of such torment, a Justicar is free to attempt to slay 
  the tormenting evil NPC prior to attempting to undo the source of 
  the torment (breaking the spell on a charmed cohort, dismissing the 
  obscuring mist spell placed upon him, giving away treasure, etc.). 
  The only exception is lying. If a Justicar willfully lies, even to an 
  evil opponent, he becomes an ex-Justicar.
  Class Skills
  The Justicar’s class skills (and the key ability for each skill) are 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). The 
  following skills are prohibited to the Justicar: Bluff, Disguise, 
  Intimidate, Sleight of Hand, and Stealth.
  Skill Ranks per level: 2 + Int modifier.
  Class Features
  All of the following are class features of the Justicar of Muir 
  prestige class.
  Weapon and Armor Proficiency: Justicar’s gain proficiency in 
  the bastard sword as an exotic weapon per the feat Exotic Weapon 
  Proficiency (bastard sword).
  Spells per Day: When a Justicar of Muir level is gained, the 
  character gains new spells per day as if he had also gained a level 
  in any one spellcasting class he belonged to before he added the 
  prestige class. He does not, however, gain other benefits a character 
  of that class would have gained, except for additional spells per 
  day, spells known (if he is a spontaneous caster), and an increased 
  effective level of spellcasting. If a character had more than one 
  spellcasting class before becoming a Justicar, he must decide to 
  which class he adds the new spell level for purposes of determining 
  spells per day.
  Resist Illusions (Su): A Justicar gains a +4 divine bonus on Will 
  saves against illusion magic. In addition, Justicars are allowed 
  to save to disbelieve illusions without having to interact with the 
  illusion, even if that is normally required to disbelieve the illusion.
  Zone of Truth (Sp): Once per day for every three Justicar levels, 
  a Justicar can cast the spell zone of truth as a spell-like ability. 
  The ability functions as if cast by a caster of a level equal to the 
  Justicar’s total character level.
  Enemy of Evil (Su): A Justicar gains a +2 divine bonus to attack 
  and damage rolls against evil-aligned undead and outsiders.
  Celestial Companion (Su): A Justicar gains a celestial falcon — 
  the holy animal of Muir — as a companion per the druid animal 
  companion rules (see “Druid” in Chapter 3 of the Pathfinder 
  Roleplaying Game).
  Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); 
  AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability 
  Scores Str 10, Dex 17, Con 12, Int 2, Wis 14, Cha 10; Special 
  Attacks smite evil 1/day as a swift action (adds Cha bonus to 
  attack rolls and damage bonus equal to HD against evil foes; 
   
  Atk 
  Fort 
  Ref 
  Will 
   
   
   
  Spells
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special  
   
  per Day
  <RULE>
  1 
  +1 
  +1 
  +0 
  +2 
  Resist illusions, zone 
  +1 lvl of existing class
   
   
   
   
   
  of truth, enemy of evil,
   
   
   
   
   
  celestial companion
  2 
  +2 
  +2 
  +0 
  +3 
  Discern lies 
   
  +1 lvl of existing class
  3 
  +3 
  +2 
  +1 
  +3 
  Shield of truth 
   
  +1 lvl of existing class
  4 
  +4 
  +3 
  +1 
  +4 
  Mark of justice 
   
  +1 lvl of existing class
  5 
  +5 
  +3 
  +1 
  +4 
  Immunity to illusions 
  +1 lvl of existing class
  6 
  +6 
  +4 
  +2 
  +5 
  Sword of courage  
  +1 lvl of existing class
  7 
  +7 
  +4 
  +2 
  +5 
  True seeing 
   
  +1 lvl of existing class
  8 
  +8 
  +5 
  +2 
  +6 
  Armor of honor 
   
  +1 lvl of existing class
  9 
  +9 
  +5 
  +3 
  +6 
  Holy word 
   
  +1 lvl of existing class
  10 
  +10 
  +6 
  +3 
  +7 
  Avatar, demon-bane 
  +1 lvl of existing class
  Justicar of Muir
  prestige class appendix
  
  smite persists until the target is dead or the celestial falcon rests); 
  Special Qualities darkvision 60 ft., low-light vision, DR and energy 
  resistance per Pathfinder Roleplaying Game Bestiary “Celestial 
  Creature”, SR equal to class level +5
  4th-Level Advancement: Ability Scores Str +2, Con +2.
  Discern Lies (Su): At 2nd level, a Justicar can discern lies as 
  the spell once per day and an additional time per day for every 3 
  Justicar levels thereafter (2 at 5th, 3 at 8th). The ability functions 
  as if cast by a caster of a level equal to the Justicar’s total character 
  level.
  Shield of Truth (Su): Beginning at 3rd level, a Justicar can 
  invoke Muir’s shield of truth once per day. Invoking this ability 
  either enhances the Justicar’s current shield or temporarily 
  creates a supernatural shield for the Justicar to use. The shield 
  has the following abilities: +2 divine truth bonus (if the shield is 
  created, this is the only armor benefit it provides) and becomes a 
  blinding shield (see the “Magic Items” section in Chapter 15 of 
  the Pathfinder Roleplaying Game), except the blinding effect only 
  affects evil creatures. In addition, the shield radiates the effects of a 
  prayer spell for its duration. This ability lasts for 30 minutes. Shield 
  of truth cannot be used in combination with either sword of courage 
  or armor of honor until the Justicar gains the avatar ability.
  Mark of Justice (Su): Beginning at 4th level, the Justicar gains 
  the ability to pass holy judgment on others once per day and place a 
  mark of justice on persons so judged as the spell (but as a standard 
  action). The ability functions as if cast by a caster of a level equal to 
  the Justicar’s total character level.
  Immunity to Illusions (Su): Beginning at 5th level, a Justicar is 
  immune to all illusions. A Justicar notes the presence of illusions 
  but recognizes them for what they are and disbelieves them 
  immediately and automatically.
  Sword of Courage (Su): Beginning at 6th level, a Justicar can 
  invoke Muir’s sword of courage once per day. Invoking this ability 
  either enhances the Justicar’s current sword or temporarily creates 
  a supernatural magical bastard sword for the Justicar to use. The 
  sword gains a +2 divine courage bonus to attack and damage rolls. 
  The sword also becomes a holy weapon (see the “Magic Items” 
  section in Chapter 15 of the Pathfinder Roleplaying Game) for its 
  duration. In addition, the sword radiates remove fear in a 30-foot 
  radius for its duration (caster level equal to the Justicar’s total 
  character level). The ability lasts for 30 minutes. Sword of courage 
  cannot be used in combination with either shield of truth or armor 
  of honor until the Justicar gains the avatar ability.
  Scourge of Evil (Su): At 6th level, a Justicar gains an additional 
  +1 divine bonus to attack and damage rolls and double the normal 
  critical threat range against all evil-aligned creatures (of all types). 
  This ability stacks with the enemy of evil ability and the Improved 
  Critical feat or keen weapon quality if the Justicar has these as well.
  True Seeing (Su): Beginning at 7th level, a Justicar can use true 
  seeing as the spell once per day. The ability functions as if cast by a 
  caster of a level equal to the Justicar’s total character level.
  Armor of Honor (Su): Beginning at 8th level, a Justicar can 
  invoke Muir’s armor of honor once per day. Invoking this ability 
  either enhances the Justicar’s current armor or temporarily creates 
  a suit of magical chainmail around the Justicar. The armor gains a 
  +2 divine honor bonus to AC. The armor also has the qualities of 
  moderate fortification, invulnerability, and spell resistance (15) 
  (see the “Magic Items” section in Chapter 15 of the Pathfinder 
  Roleplaying Game) for its duration. This ability lasts for 30 
  minutes. Armor of honor cannot be used in combination with either 
  shield of truth or sword of courage until the Justicar gains the avatar 
  ability.
  Holy Word (Su): Beginning at 9th level, a Justicar can speak a 
  holy word as the spell once per day. The ability functions as if cast 
  by a caster of a level equal to the Justicar’s total character level.
  Avatar (Su): At 10th level, a Justicar can use shield of truth, 
  sword of courage, and armor of honor at the same time up to once 
  per week. When all three powers are invoked at the same time it 
  seems as if a spectral figure of Muir herself overlaps the body of 
  the Justicar and mimics his every movement. In combat against 
  evil creatures the figure of Muir becomes even more apparent. In 
  addition to allowing all three powers to operate in unison, when 
  a Justicar becomes an Avatar of Muir he is treated as if under the 
  effects of a greater heroism spell (caster level equal to the Justicar’s 
  total character level) for the duration of the ability. The avatar 
  ability lasts only so long as all three abilities — shield of truth, 
  sword of courage, and armor of honor — are in effect at the same 
  time.
  Demon-bane (Su): At 10th level, a Justicar becomes an evil-
  killing machine. His critical threat range is doubled against evil 
  undead and outsiders. This ability stacks with both the scourge 
  of evil ability (see above) and the Improved Critical feat or keen 
  weapon quality if the Justicar has these as well.
  57
  prestige class appendix
  
  58
  map appendix
  
  59
  map appendix
  
  60
  map appendix
  
  61
  map appendix
  
  62
  legal appendix
  Product Identity: The following items are hereby identified as Product 
  Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, 
  characters, artwork, and trade dress. (Elements that have previously been 
  designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see 
  above), the game mechanics of this game product are Open Game Con-
  tent, as defined in the Open GameLicense version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Open Game License Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game
  Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, lo-
  cations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
  tance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Con-
  tributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this 
  License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judi-
  cial order, or governmental regulation then You may not Use any Open Game Material 
  so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  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 Hawver-
  male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR.
  Blood Golem from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Bog Mummy from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Bruce Cordell.
  Bone Sucker from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Author Erica Balsley.
  Bone Cobbler from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Cave Troll from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterrson.
  Four-Armed Gargoyle from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene and Bill Webb, based on original materal by Gary 
  Gygax.
  Ghoul Wolf  from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterrson.
  Juju Zombie from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Midnight Peddler from the Tome of Horrors. Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene 
  Necrophidius from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Tilbrook.
  Rock Troll  from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene
  Spectral Troll  from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene
  Swamp Troll  from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Wizards of the Coast.
  Tarry Demodand from the Tome of Horrors. Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Two-Headed Troll from the Tome of Horrors. Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Oliver Charles MacDonald.
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; 
  Additional Authors: Erica Balsley, Keven Baase, Casey Christofferson, Jim Collura, 
  Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick 
  Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
  Creature Collection Copyright 2000, Clark Peterson
  Creature Collection II: Dark Managerie Copyright 2001, White Wolf 
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
  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
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Slumbering Tsar/ST5 - Temple-City of Orcus, Pt 2.pdf