Rappan Athuk
Rappan Athuk
Rappan Athuk
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Necromancer
Games
Frog God
Games
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CEO
Bill Webb
Staff Editor
Dawn Fischer
Art Director
Charles A. Wright
Mr. Wolf
Skeeter Green
2012 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.
Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games and the
Frog God Games logo is a trademark of Frog God Games. Necromancer Games and the Necromancer Games
logo is a trademark of Necromancer Games. All rights reserved. All characters, names, places, items, art and
text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product
in these pages is not a challenge to the trademark or copyright concerned.
Frog God
Games
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Necromancer
Games
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying
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.
ISBN 978-1-62283-002-2
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Table of Contents
Tribute.............................................................................................. p. 4
Introduction........................................................................................ p. 6
Wilderness Areas: Dying Outside the Dungeon............................................ p. 12
Ground Level: The Sunken Graveyard and the Mausoleum.............................. p. 50
Level 0A: The Cavern of the Kraken........................................................ p. 56
Level 0B: The Cloister of the Frog-God..................................................... p. 62
Level 0C: Zelkors Ferry........................................................................ p. 95
Level 1: The Lair of the Dung Monster.................................................p. 107
Level 1A: The Temple of Final Sacrament.................................................. p. 114
Level 1B: The Bastion.......................................................................... p. 122
Level 1C: The Mouth of Doom.............................................................. p. 130
Level 2: Martheks Place and Ambros Base................................................ p. 139
Level 2A: Teleportals........................................................................... p. 147
Level 2B: The Demons Gullet................................................................p. 151
Level 3: Beware of Purple Worms!....................................................... p. 159
Level 3A: The WellZelkors Lair..................................................... p. 168
Level 3B: Down the Well...................................................................... p. 177
Level 3C: Fountain of Pestilence.............................................................. p. 193
Level 4: The Upper Temple of Orcus...................................................... p. 202
Level 4A: The Basilisk Caverns...............................................................p. 210
Level 4B: The Gut.............................................................................. p. 218
Level 5: Banths Lair and the Wight Catacombs.......................................... p. 228
Level 5A: The Prison of Time................................................................ p. 236
Level 5B: Alladins Torment.................................................................. p. 241
Level 6: The Maze...............................................................................p. 245
Level 6A: Caves and CavernsThe Lair of the Spider Queen.......................... p. 257
Level 7: The Gates of Hell.....................................................................p. 264
Level 7A: The Hall of Kazleth, the Phase Minotaur King............................. p. 273
Level 8: Caves and CavernsThe Tomb of the Evil King..............................p. 279
Level 8A: The Tomb of the Beacon......................................................... p. 286
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Tribute
When I first started writing this material, it was 1977. Giants of the industry were alive and well, and the
roleplaying game industry was a fast-growing and new idea. Names like Gygax, Arneson, Bledsaw and Barker
became my boyhood heroes, almost mythical beings that somehow were able to capture the hearts and minds of
young people (mostly male) all over the world. Little did I know that 35 years later, I would be penning this work
for thousands to read. This book is dedicated to four of those giants, all of whom have (sadly) passed to the next
dimension since I last published my own work.
Over the years, it was my pleasure and privilege to get to know and even work with those heroes of my
childhood. While I never met Professor Barker, he was kind enough to answer my emails and questions about the
Empire of the Petal Throne setting. His faithful are just that, faithful. I have never seen a more dedicated and loyal
pack of fans than the Tekumel crowd. Nice folks too. People should remember that this gentleman had created
an entire alternate universe (and a complete language!) long before any notion of tabletop roleplaying games had
been invented. The original box set (which sold for $25 in 1975, or $106.38 today!) is the standard of quality that
my company tries to replicate today. M.A.R Barker was what I term the cultural creator of this game, he allowed
us to see an alternate race and culture as ourselves.
Dave Arneson and I met on several occasions. Mostly at Gencon and mostly with other folks we both knew.
People will, I hope, realize that he was the rules behind all this madness, and without his insight, no one would
have turned tabletop miniature battle rules into a roleplaying game. His Blackmoor setting was the first fantasy
campaign, and his Temple of the Frog inspired well, me. Dave turned mass battle rules into man on man, and
later man on monster combat, then personalized the idea so that each player was playing a character with a name
and the ability to advance in power (from man at arms to hero and later superhero), creating a continuous role for
each player. This was the foundation of the games we all play, and have played for the last 40 or so years. Dave
was what I term the method creator of the game, he allowed us to turn imagination into a game that we all could
play, using a set of mutually agreed mechanics.
Bob Bledsaw was a visionary. Bob took what all his contemporaries were doing, and made it big. He defined
Go big or go home. No other company in the history of the industry produced so much material in so short a
timeframe. Darn useful stuff too. When many had taken bits of game worlds and put them into play, Bob created
an entire world and detailed every 5 mile hexagon of it. When TSR was producing 5-7 products a year, Bob was
producing 30. When others wrote a paragraph or two about a city, Bob created a city and detailed every shop in it,
creating enough backstory to run entire game sessions out of a random trip to the blacksmith to get a shield. Bob
made cities real, rather than some place that players went to discuss the next dungeon delve or get Joe Platemail
III raised from the dead.
I had the pleasure of getting to know Bob in 2002. In my writing career, the work of which I am most proud of
is still the boxed set known as Wilderlands of High Fantasy that Clark Peterson and I produced in 2005. It took
Bobs grand world and expanded the level of detail of his prior work from the later 1970s, using his same game
maps and content.
The team that created this detail was vast, and I still contend that one could run a continuous game for 9
centuries using nothing but this set. Bob reviewed and approved each section in turn. I spent many hours on the
phone with him, listening in quiet fascination while he told me about the Holy Cities of the Desert Lands, and how
his game group had spent hundreds of hours dealing with the intrigue and factions of those cities, of the radiation
filled dungeons below them, and many, many other stories. This guy had an imagination the likes of which I have
never before or since encountered. Bob was what I call the creator of worlds, who made us see a completely
alternate universe and imagine it was our own. I still run my game (35 years later) in this setting.
So now we have discussed culture, mechanics and the world. What is left is adventure.
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One time at Gencon (I think in 1999), I was out back smoking a cigarette, when a gentleman approached me for
a light. We sat there and smoked several, having perhaps a 15 minute conversation about the advent of D&D 3.0
and what effect it was going to have on the industry. After I left, another stranger said to me, Oh my God. That
is Gary Gygax. I had no idea. What a nice guy he was too.
Two years later, I got to know Gary through his relationship with Steve Chenault at Troll Lord Games (Steve was
and is a regular drinking buddy of mine at conventions). We had just obtained the rights to republish Necropolis
from Wizards of the Coast and I asked for an introduction to see if we could get Garys input and assistance on
making the book right. Gary immediately agreed, and really helped us do this right. He did not even ask to be paid
(we paid him anyway). The book was (and is) nothing short of spectacular, even if it is (now) nearly impossible
to find a copy.
Gary had great stories. His stories were the foundation of what I call adventure. He regaled me with tales of how
as a teen he and his friends used to explore an old abandoned insane asylum near Lake Geneva (creepy place
think House on Haunted Hill). Many think that Moria defined dungeons. I bet that while it inspired them, Garys
exploits into the dark and creepy asylum may have had something to do with it.
Where Bob was the world guy, Gary was the dungeon guy. No one I have ever read has ever created the fiendish
traps (you just die), nasty monsters and tricks that Gary did. Anyone who has ever read Tomb of Horrors knows
Gygax. The sleep gas and juggernaut, the golden crown and scepter, the sphere of annihilation in the demons
mouthwow. Dungeons didnt do this. Gary was not afraid to kill characters. Heck, the Village of Hommlet was
super deadly. His stories of Castle Greyhawk were inspired. The guy knew how to write an adventure. Necropolis
was in my humble opinion, his crowning achievement. It took Hommlet and added Tomb of Horrors. His stuff is
just epic. Anyone who finished a Gygax module felt a certain pride in the accomplishment. Certainly the words I
am the Set Rahotep will be etched forever in my memory.
I continued to correspond with Gary until just before he died. He offered great advice, and always took the time
to help me get over my writers block or just chat a bit about anything Ill always remember drinking $500 bottles
of wine with him at a steakhouse in Milwaukie, and my daughter shyly flirting with him while he and I were
signing books together. . I hope they do get that statue of him built in Lake Geneva, he was a great man.
This book was inspired by these giants. I hope you all enjoy it as much as I have enjoyed writing it over the past
35 years. I will continue to add levels and side treks that are inspired by play in years to come, and this iteration
reflects everything I have added in the last 10 years.
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Bill Webb
Poulsbo WA, 2012
Bill rarely gets the thanks he deserves. While many, many people have contributed to this dungeon over the
decades, we all owe Bill a big thank you for compiling this monstrosity and putting it down on paper. We, the
many who have died in its halls over the years, give our heartfelt thanks.
Rappan Athuk Victims
From Beyond the Dungeon of Graves, 2012
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Introduction
The Legend of
Rappan Athuk
The Legend of Rappan Athuk is well known, having been told numerous
times by bards, adventurers, sages and loremasters. Read the following
information in the text box to your players.
Many hundreds of years ago, the forces of good allied to destroy
the main Temple of Orcus in the ancient city of Tsar. With their
temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trailan army
of heroic fighters, clerics and paladinsled by Zelkor, a powerful
wizard. The exact fate of these evil priests was then unknown, for
not only did the remnants of the followers of Orcus disappear from
all human reckoning, but so did the army of light that followed after
them disappear as well. Some said that in the eternal scales the loss
of so many good men was a fair price to pay to rid the world of so
much evil.
The evil cult, however, had not been destroyed. The surviving
priests and their followers instead settled on a hill near the Forest
of Hope, a sylvan woodland near the Coast Road. There they found
a vast underground complex of caverns and mazes, carving out a
volcanic intrusion beneath the hill. There, the priests of Orcus found
the perfect lair to continue their vile rituals. For many years, they
carried on in secret, hidden from the light and from the knowledge
of men.
Many years later, their underground delving completed, the evil
priests erected a hideous mausoleum and a sunken graveyard atop
the hill. It is believed that these graves are in fact the final resting
place of the pursuing army of heroes that had been destroyed to a
man. Soon after the mausoleum was erected the peaceful creatures
of the wood began to disappear. Though many rangers and
druids investigated these happenings, the cause of the creatures
disappearance was not immediately determined. Some years later a
powerful group of adventurers, led by Bofred, a high priest of Thyr,
investigated the evil happenings and found the sunken graveyard
leading to a labyrinthine complex. Bofred and his companions
found great hordes of evil creatures in the complex. Though some
of his companions returned from their expedition, telling tales of
fantastic treasure and ferocious monsters, Bofred was never seen
againlost in the catacombs beneath the cursed mausoleum.
For the last one hundred years, ranks of adventurers have ventured
to the newfound dungeon. Many fell prey to bandits and monsters
in the surrounding wilderness. Rumors suggest that of those who
survived to reach the mausoleum and sunken graveyard, most were
slain by guardians of green stone or perished on the very first level.
Those rare few who return from deeper treks speak of horrible
undead and creatures that cannot be slain. All who have explored
Rappan Athuk offer this one universal piece of advice: Dont go
down the Well.
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53
54
55
56
57
58
59
60
61
62
63
64
65
66-100
Three old crones are said to live along the coast, and for a
price of gold and blood, they can let you see into the past and
future. (True)
A jet black temple is said to be hidden somewhere in the hills;
those who enter its dark confines never return. (True)
Many back entrances to the most famous of dungeons are
said to lie in the wilderness, but the hills are so riddled with
caves that finding these entrances is all but impossible if one
knows not where to look. (True)
A shrine to a foul god or demon is said to lie beneath the hills;
its corridors are a gauntlet of terror and gruesome death. (True)
One hot, sticky summer a score of years ago, a terrible beast
came out of the wilderness and fell upon the surrounding
lands, razing towns and ravaging farms. It killed many of the
finest warriors and baffled the most potent wizardries
before finally being slain by the adventurer Mailliw Catspar
and his comrades. Triumphant, these brave souls tracked it
back to the Dungeon of Gravesand were never seen again.
(True)
Deep within the dungeon there is said to be a place where the
light of the noonday sun still shines; this place is abhorred by
the foul creatures that live within the caves and caverns.
(Partly true; there is a cave lit with sun by day, but it has
its share of dangerous creatures)
When the craven armies of Orcus fled from Zelkor and his
army long ago, a great lieutenant was instrumental in holding
off the pursuers. He bought time for the priests to enter the
dungeon and lick their wounds. For his valor, the dark
champion was entombed. The halls around his burial chamber
are filled with terrible creatures, red mist, and visions of
ancient sins, long forgotten. (True)
A group of adventurers calling themselves the Fire Hawks
recently left on an expedition to Rappan Athuk and have not
returned. It is said their leader carried with him an artifact
of great power. (True about the adventurers; the fate of
the leader and whether he carried an artifact is for the
GM to determine)
A great wizard tried to build a tomb in the wilderness,
but couldnt manage the effort. (False; Rappan Athuk was
built by Glazerel)
The monks of the small shrine of the Coast Road are helpful
to passersby. (Partially True; The monks of the Cloister of
the Frog God are not immediately hostile)
Beware of the coastline! A great and powerful sea serpent
roams the coast, seeking to sink ships and hoard their gold.
(False; the beast on the coast is a kraken)
The lost army of Tsar is still in the Forest of Hope, somewhere.
(False; they are on Level 14A of Rappan Athuk)
There is a vast underground cavern system populated by
hideous beasts under the Forest of Hope called The
Barrows. (Partially True; its called The Gut or the
Cyclopean Deeps)
Rappan Athuk? Bah! No one ever gets out of that place
alive! (Partially True)
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introduction
more standard monster lairs and encounter areas in the wilderness area
surrounding the dungeon. These bandits and other important lairs are
detailed in the Wilderness chapter.
You are free to place Rappan Athuk in any appropriate area of your
game world and create the bandit encounters and monster lairs to reflect
the particular flavor of your campaign.
Now, with no further ado, welcome back to the Granddaddy of all
Dungeons!!!
Introductory Characteristics
Each level of the dungeon has a sidebar that details the following basic
information:
Difficulty Level: Details the average level of difficulty of the dungeon
level. A party of six player characters (PCs) with the suggested experience
level should be properly challenged by this level of the dungeon.
Entrances: Details the various entryways into the level.
Exits: Details the various exits from the level.
Wandering Monsters: Details the frequency of encounters, including
a table of encounter results.
Shielding: Details any material or magical barriers or shielding which
prevents divination or other spells and effects from functioning. Not listed
if there is no shielding on the level.
Detections: Details results of general divination spells on the level.
Spell Function and Recovery: Details any interference with spell
function and recovery due to magnetic influences or sheer evil detachment
from the gods. Not listed if function and recovery are normal on the level.
Continuous Effects: Details any effects that apply throughout the
dungeon level, such as fear or extreme heat as though a heat metal spell
were in effect throughout the level. Not listed if there are no continuous
effects on the level.
Standard Features: Details standard door type and quality generally
encountered throughout the level, as well as any other recurring features,
such as color of stone or carved motifs. If there are no standard features
on a particular level this characteristic is not be detailed.
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Wilderness Areas:
Dying Outside the Dungeon
Rappan Athuk is designed to be easily transplanted into any fantasy
campaign. You are free to place Rappan Athuk in any appropriate area
of your game world and create the bandit encounters and monster lairs
discussed below to reflect the particular flavor of your campaign. The
Wilderness Areas are shown on Maps RA1 through 9.
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67
89
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12
13
14
Merchant Caravan
Foot Patrol (8 footmen, 2 knights, 1 sheriff)
Brigands (2d4 brigands, 1 brigand leader)
Cavalry Patrol (6 knights, 1 sheriff)
1d3 worgs and 1d12 wolves
Ogre and 2d4 bugbears
2d6 shadows
Simrath the Vampire and 2d6 worgs
CR 1
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CR 1
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WARHORSE
XP 600
N Large animal
Init +4; Senses low-light vision; Perception +8
Speed 30 ft.
Melee longspear +4 (1d8+1/x3), or longsword +3 (1d8+1/1920)
Ranged light crossbow +3 (1d8/1920)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 14
Feats Improved Initiative, Quick-Draw, Run, Weapon Focus
(longspear)
Skills Intimidate +5, Perception +4, Sense Motive +2
Languages Common
Gear studded leather armor, buckler, longspear, longsword,
light crossbow, 20 bolts, 2d12 gp.
KNIGHT
XP 800
Male or female human fighter 4
LN Medium humanoid (human)
Init +6; Perception +5
Speed 50 ft.
Melee 2 hooves +6 (1d4+5)
Space 10 ft., Reach 5 ft.
CR 3
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Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12
Base Atk +4; CMB +7; CMD 19
Feats Improved Initiative, Mounted Combat, Ride-By Attack,
Spirited Charge, Weapon Focus (lance), Weapon Focus
(longsword)
Skills Handle Animal +8, Perception +5, Ride +9
Languages Common
Gear chainmail, heavy wood shield, lance, longsword, 2d10
gp, 40+2d10 sp.
CR 3
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
Gear studded leather barding, saddle, saddlebags, bedroll
and food for itself and its rider for one week.
Trained for Combat (Ex) The warhorse treats its hoof attacks
as primary attacks. It knows the tricks attack, come, defend,
down, guard, and heel.
SHERIFF
XP 800
Male human aristocrat 2/fighter 3
LN Medium humanoid (human)
Init +6; Perception +10
CR 2
KNIGHT
XP 800
hp 34 (see Foot Patrol, above)
CR 3
SHERIFF
XP 800
hp 36 (see Foot Patrol, above)
CR 3
WARHORSE
XP 600
hp 24 (see Foot Patrol, above)
CR 2
CR 2
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Wilderness Areas
OGRE
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)
Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Base Atk +2; CMB +2; CMD 14
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Disable
Device +4, Escape Artist +5, Intimidate +5, Knowledge
(local) +4, Perception +6, Sleight of Hand +6, Stealth +6
Languages Common
Gear studded leather armor, buckler, rapier, dagger,
shortbow, 40 arrows, 1d4 sp, 2d4 cp.
CR 3
BRIGAND LEADER
CR 4
XP 1,200
Male or female human rogue (thug) 5 (Pathfinder
Roleplaying Game Advanced Players Guide, Thug)
NE Medium humanoid (human)
Init +6; Perception +8
AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge,
+1 shield)
hp 35 (5d8+5 plus 5)
Defensive Abilities evasion
Fort +2; Ref +6; Will +1
Speed 30 ft.
Melee rapier +3 (1d6/1820) or dagger +3 (1d4/1920)
Ranged shortbow +3 (1d6/x3)
Special Attacks brutal beating, frightening, rogue talent
(bleeding attack), rogue talent (slow reactions), sneak
attack +3d6
WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)
CR 10
CR 2
Str 10, Dex 14, Con 12, Int 11, Wis 11, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +10, Appraise +8, Bluff +8, Climb +5,
Diplomacy +4, Disable Device +6, Escape Artist +9,
Intimidate +8, Knowledge (local) +5, Linguistics +4,
Perception +8, Sleight of Hand +7, Stealth +9,Swim +4
Languages Common, Goblin
Combat Gear potion of cure moderate wounds; Other Gear
masterwork studded leather armor, buckler, rapier, dagger,
shortbow, 10 +1 arrows, 40 arrows, 1d4 gp, 2d4 sp.
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Thick and overgrown, the Forest of Hope provides shelter from winter
storms that batter the coast. Named for a local princess by her father, this
forest is better known by its original name: the Forest of Horrors. Thick dens
of spiders and other fell creatures are known to dwell within its bowers; only
recently, a green dragon was discovered and slain by the hero Corondel.
Common folk avoid the trees, though adventurers and bandits often hide here.
The patrols avoid the forest unless they are in pursuit of some villain. Water
Wolves and Worgs: These beasts follow the PCs and attack as they set
their camp, or attack at night if encountered then. They seek to kill and drag
off one or two lightly armored individuals, and may focus on attacking and
killing mounts if they can do so. They attack from all directions, coming in
from one direction as a distraction to draw out their opponents (attacking on
the defensive), while others attack from behind. They prefer easy prey
sleeping PCs and mounts in particular over those that put up a fight. They
do not attack if they are outnumbered and fail to achieve surprise.
WOLF
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Wolf)
CR 1
WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)
CR 2
Ogre and Bugbears: The ogre charges into combat while the bugbears
attempt to sneak in behind the party, then cast javelins and charge. Once
fully engaged they prefer simple toe-to-toe fighting, with little finesse or
tactical thought. They fight to the death.
BUGBEAR
CR 2
XP 600
hp 16 (Pathfinder Roleplaying Game Bestiary, Bugbear)
Forest of Hope
Wandering Monsters
Check for encounters at 4 a.m. (just before dawn), 9 a.m., noon,
dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 on
1d10. If an encounter is indicated, roll 1d10 using the table below.
The following cumulative modifiers apply: +2 if more than three
miles off the main merchant road; +4 if the encounter occurs at
night.
12
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67
89
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12
13
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and game are abundant, and a xenophobic druid lives within the woods.
Foot Patrol: These patrols are searching the forest for outlaws, and are
not happy about it. They question the party about this, and leave them alone
(or incite their aid) depending on circumstance. If the party members are
themselves outlaws, the patrol attacks and takes no prisoners. Otherwise,
they are treated as the same encounter on the Coast Road.
Outlaws: This is a group of 2d6 1st to 3rd level commoner criminals
hiding from the law. Mostly, they have committed offenses such as
poaching or murder of a love rival. They often band together for safety,
though their life expectancy in these woods is not much longer than a few
weeks. They avoid the PCs unless cornered, in which case they may ask for
help, beg for protection from a patrol, etc. This encounter should provide a
great opportunity for roleplaying. Either the PCs can hunt down a wanted
man, only to find clues that he is innocent, or they can be put in an alliance
situation where they themselves must fight a patrol and become outlaws.
Some have banded together into an outlaw camp (see Wilderness Area 21).
COMMONER OUTLAWS
XP 135
Male and female human commoner 1
N Medium humanoid (human)
Init +0; Perception +3
CR 1/3
Stirges: During the day, these creatures rest and do not attack unless
disturbed. At night, they fly in and attempt to feast on sleeping opponents
first; up to four may attack a single Medium creature. They favor sleeping
and immobile targets over moving or attacking ones. Once engaged, the
stirges fight until sated or slain.
BRIGAND LEADER
XP 1,200
hp 35 (see Brigands, above)
CR 4
BRIGAND WARLOCK
XP 4,800
CR 8
568720
CR 1/2
STIRGE
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
CR 2
Speed 30 ft.
Melee quarterstaff +5 (1d6+1) or dagger +5 (1d4+1/1920)
Ranged shortbow +6 (1d6/x3)
Bloodline Spell-Like Abilities (CL 9th)
6/daytanglevine* (+12 CMB)
1/daymassmorph*
Spells Known (CL 9th; ranged touch +6)
4th (4/day)command plantsB (DC 17), dimension door,
greater invisibility
3rd (7/day)dispel magic, lightning bolt (DC 16), slow (DC
16), speak with plantsB
2nd (7/day)barkskinB, blindness/deafness (DC 15), mirror
image, protection from arrows, see invisibility
1st (7/day)color spray (DC 14), entangleB (DC 14),
expeditious retreat, mage armor, magic missile, ray of
enfeeblement (DC 14)
0 (at will)detect magic, dancing lights, ghost sound, mage
hand, mending, message, ray of frost, read magic
Bloodline Verdant*
Str 13, Dex 15, Con 15, Int 13, Wis 14, Cha 16
Base Atk +4; CMB +5; CMD 22
Feats Combat Casting, Defensive Combat Training, Eschew
MaterialsB, Extend SpellB, Great Fortitude, Improved Initiative,
Iron Will, Silent Spell
Skills Bluff +8, Intimidate +10, Knowledge (arcana) +8,
Knowledge (nature) +9, Linguistics +2, Perception +5,
Spellcraft +10, Stealth +5, Use Magic Device +15
Languages Common, Draconic, Goblin
SQ bloodline arcana, photosynthesis*
Combat Gear potion of cure serious wounds, potion of
eagles splendor, scroll of resist energy (CL 9th),wand of cure
light wounds (10+1d20 charges); Other Gear robes, dagger,
light crossbow, 20 bolts, 4d10 pp, 5d10 gp, 3d10 sp.
*See Pathfinder Roleplaying Game Advanced Players Guide
BRIGAND
XP 600
hp 16 (see Brigands, above)
WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)
CR 2
WOLF
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Wolf)
CR 1
CR 12
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WOLVES (30)
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Wolf)
CR
CR 1
Trolls: These beasts are stupid and fearless. They charge into combat,
only retreating if seriously damaged by fire or acid. They ask for and give
no quarter, though if they drop an opponent or two, they may content
themselves with hauling it off to eat if the surviving party members retreat.
TROLL
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 5
The Dragonmarsh
Lowlands
This area, dotted with copses of trees, serves as a perfect hiding place
for the bandits and outlaws that prey on the unwary. The drier portion
of the lowlands contains numerous limestone caves and box canyons.
Bandits frequently use these natural terrain features to set traps for the
unwary. Several marshy areas exist in the lowlands. One of these (known
as the Troll Fens) is well known and avoided by those not seeking death.
It is said that the quicksand and venomous snakes make this area unsafe
even without the monsters. Thick clouds of mosquitoes make any travel
here unpleasant at best.
Spiders (small group): These large monstrous hunting spiders are out
seeking prey. They drop from trees or leap from holes and try to kill one
or two victims; hoping that the rest of the party leave their dead behind.
They are not intelligent, and fight until slain, unless presented with fire or
spectacular dazzling magic (even dancing lights spooks them).
Dragonmarsh Lowlands
Wandering Monsters
Check for encounters at 4 a.m. (just before dawn), 9 a.m., noon,
dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 on
1d10. If an encounter is indicated, roll 1d10 using the table below.
The following non-cumulative modifiers apply: +2 if more than
three miles off the main merchant road; +3 if in the swamp. Add
an additional +4 modifier if the encounter occurs at night.
1
23
45
67
8
910
1113
14
15
16
17+
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Foot Patrol: These patrols are searching the lowlands for outlaws,
and are not happy about it. They avoid the swamps in all cases. They
question the party and leave them alone (or enlist their aid) depending
on circumstance. If the party engages in banditry, they take no prisoners.
Once the PCs are well known (as good guys presumably), these patrols
become friendly. The GM should use this as an opportunity to role-play
with the players and to let them get their egos built up about their fame in
the local region. Statistics for the patrol is the same as noted above.
Outlaws: This encounter is treated exactly like the encounter of the
same name in the Forest of Hope. If the encounter occurs in the swamps,
there should be a medium level fighter NPC leading the outlaws. This
could eventually become a henchman of the PCs depending on the GMs
wishes.
Brigands: Treat these encounters exactly like encounters of the same
type on the Coast Road, though they are more desperate and may be
willing to barter with the PCs.
Vipers: The swamps and surrounding lowlands are notorious for their
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SHAMBLING MOUND
CR 6
XP 2,400
hp 67 (Pathfinder Roleplaying Game Bestiary, Shambling
Mound)
Swamp Lions: These great cats stalk the PCs, and attack under cover
of night. They are horrible, evil creatures that do not retreat until wounded
to fewer than 15 hit points. They attack sleeping opponents and mounts
over alert defenders if they can. Swamp lions are larger than most lions,
and have the same statistics as tigers.
SWAMP LION
XP 1,200
hp 45 (Pathfinder Roleplaying Game Bestiary, Tiger)
Will-o-Wisps: These evil beings attempt to draw the PCs into another
wandering encounter, or into deep water or quicksand. They only attack
directly if harmed. They follow the PCs for up to a day if left alone,
waiting for another monster to cause trouble.
WILL-O-WISP
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-wisp)
Trolls: Treat these encounters exactly like encounters of the same type
on the Forest of Hope. In the swamp, they can be tracked to the Troll
Mound (Wilderness Area 4).
Dire Rats: Rats swarm like a carpeting mass, fighting until slain unless
confronted by scary visual magic (see spiders, above).
DIRE RAT
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
Quicksand: The party stumbles into a patch of quicksand or deep mud
1d8 x 5 ft. in diameter. See the Pathfinder Roleplaying Game Core Rulebook,
Environment, for the effects of quicksand. Trolls and other swamp
predators like to stake out quicksand patches and wait for prey to wander in.
If a quicksand encounter is rolled, make another random encounter check; if
an outlaw, troll, dire rat, shambling mound, or swamp lion encounter is rolled,
these creatures are lurking nearby, and attack if the party looks vulnerable.
Outlaws may attempt to bull-rush PCs into the quicksand, and trolls may
simply pick them up and throw them in; dire rats, the swamp lions, and the
shambling mound only attack if someone falls in or the party otherwise looks
vulnerable. Be sure to raise the CR of any such encounter by 1.
The Foothills
In these hills, which lie east of the Coast Road, can be found the dungeon
of Rappan Athuk. The hills provide a buffer zone between the Beach and the
Forest of Hope. The hills themselves are sparsely forested and rather idyllic in
appearance. Berries grow in abundance and cool, clear streams flow to the sea.
Some of the most beautiful sunsets can be seen from their tops. Their beauty, of
course, is but a mask hiding the foul corruption that lies beneath their verdant
slopes, as the Foothills also house some of the nastiest denizens in any portion of
the world. Only the very foolish or very brave reside here longer than absolutely
necessary. Many small, natural caves and caverns can be found riddling the
foothills, and quite a few of these have been used in the past or presently by
outlaws, brigands, animals, and other fell creatures as lairs.
CR 13
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type in the Forest of Hope, though they too are more desperate and may
be willing to barter with the PCs.
Trolls: Treat these encounters exactly like encounters of the same type
in the Forest of Hope.
12
3
46
78
9
10
Ogres: These vicious giants attack immediately and with very little
coordination.
OGRE
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)
CR 3
Giant Bees: The hills contain a number of giant beehives that nest
within the many caves found in the area. Giant bees are not generally
aggressive unless provoked. If followed back to their hive, there is a 10%
chance that the bees lead to Wilderness Area 13.
GIANT BEE
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary 2, Bee,
Giant)
CR 1
Stirges: Treat these encounters exactly like encounters of the same type
on the Forest of Hope.
Aragnak the Dragon: This encounter is described in the Bandit Groups
chapter, below. Aragnak patrols the region on the wing, looking for PCs to
frighten into surrendering their treasure. There is a high probability that he
does not attack PCs entering the dungeon, but instead waits for them to exit
before making himself known. This encounter is best played as the PCs
sighting the dragon overhead, but not actually fighting him (until later).
CR 14
ARAGNAK
XP 38,400
hp 212 (Pathfinder Roleplaying Game Bestiary, Dragon,
RedAdult Red Dragon)
Dire Rats: Treat these encounters exactly like encounters of the same
type on the Lowlands.
Goblins: These goblins are scouts from the dungeon itself, and are
looking for game. They do not seek combat with the PCs, though may fire
arrows and flee.
Wraiths: This encounter occurs only at night. The wraiths are the
restless spirits of those slain in the dungeon, out to seek revenge on all
living things. They fight until slain; draining sleeping creatures first.
WRAITH
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)
The Beach
The beach itself is safer than the hills, but is too removed from the
road to be patrolled. Food supplies are abundant here, and the beach can
be a great source of survival for the lost. This food supply also attracts
others, however. Pirates frequent this beach, as the intervening wilderness
prevents assault by soldiers from nearby cities. The waters contain
shoals and reefs, as well as an abundance of sharks, which prevents most
mariners from approaching the shores. Numerous ships have wrecked in
the area, and treasure diving could be profitable for anyone brave enough
to deal with the sharks.
Merchant ship
Pirate ship
Pirate raiding/foraging party
2d6 ogres
1d3 sirens
Marty the Imp
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Str 12, Dex 12, Con 10, Int 10, Wis 11, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Dodge, Sea LegsB, Skill Focus (Acrobatics), Weapon
Finesse
Skills Acrobatics +12, Appraise +6, Bluff +5, Climb +9, Escape
Artist +5, Intimidate +5, Perception +6, Profession (sailor) +6,
Stealth +6, Swim +9
Languages Common
SQ swinging reposition
Gear leather armor, buckler, cutlass (treat as a short sword),
dagger, light crossbow, 40 bolts, 1d4 sp, 2d4 cp.
CR 4
PIRATE MATE
XP 1,200
Male human fighter (cad) 2/rogue (pirate) 3 (Pathfinder
Roleplaying Game Ultimate Combat, Cad, Pirate)
CE Medium humanoid (human)
Init +2; Perception +6
AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge,
+1 shield)
hp 34 (3d8+2d10+5 plus 3)
Fort +5; Ref +5; Will +1 (+2 vs. fear and mind-affecting
effects)
Defensive Abilities bravery +1, evasion, unflinching
PIRATE CAPTAIN
CR 8
XP 4,800
Male human fighter (cad) 4/rogue (pirate) 5 (Pathfinder
Roleplaying Game Ultimate Combat, Cad, Pirate)
CE Medium humanoid (human)
Init +7; Perception +7
Speed 30 ft.
Melee cutlass +6 (1d6+2/1920) or dagger +6 (1d4+2/1920)
Ranged heavy crossbow +6 (1d10/1920)
Special Attacks dirty maneuvers*, sneak attack +2d6
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Str 15, Dex 14, Con 12, Int 13, Wis 11, Cha 8
Base Atk +4; CMB +6 (+7 to steal, +9 to dirty trick and
disarm); CMD 19 (20 vs. steal, 22 vs. dirty trick and disarm)
Feats Combat Expertise, Dodge, Improved Dirty Trick**,
Improved Disarm, Sea LegsB, Skill Focus (Acrobatics),
Weapon Finesse
Skills Acrobatics +14, Appraise +7, Bluff +6, Climb +10,
Escape Artist +6, Intimidate +7, Perception +6, Profession
(sailor) +7, Stealth +7, Swim +11
Languages Common
Combat Gear potion of bulls strength; Other Gear
masterwork studded leather armor, buckler, cutlass (treat as
short sword), dagger, heavy crossbow, 40 bolts, 2d4 gp, 3d4
sp, 2d4 cp.
*See Pathfinder Roleplaying Game Advanced Players
Guide
PIRATE PRIEST
XP 1,600
Male human cleric 6
CE Medium humanoid (human)
Init +1; Perception +3
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Speed 30 ft.
Melee +1 rapier +9/+4 (1d6+3/1820) and mwk cutlass +9
(1d6+2/1920)
Ranged heavy crossbow +10 (1d10/1920)
Special Attacks dirty maneuvers*, sneak attack +2d6
CR 5
Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 12
Base Atk +4; CMB +5; CMD 16
Feats Combat Casting, Dodge, Exotic Weapon Proficiency
(harpoon*), Selective Channeling
Skills Appraise +4, Diplomacy +4, Heal +8, Intimidate +1,
Knowledge (religion) +7, Perception +3, Profession (sailor) +8,
Sense Motive +7, Spellcraft +4, Swim +2
Languages Common
Combat Gear 4 vials holy water; Other Gear masterwork
studded leather armor, +1 returning harpoon, masterwork
punching dagger, 50 ft. hemp rope, silver holy symbol, 3d6
gp, 3d6 sp
*See Pathfinder Roleplaying Game Advanced Players
Guide
Str 15, Dex 17, Con 12, Int 14, Wis 12, Cha 13
Base Atk +7; CMB +9 (+10 to steal, +12 to disarm, +14 to dirty
trick); CMD 23 (24 vs. steal, 26 vs. disarm, 28 vs. dirty trick)
Feats Catch Off-GuardB, Combat Expertise, Dodge, Greater
Dirty Trick*, Improved Dirty Trick*, Improved Disarm, Improved
FeintB, Leadership, Sea LegsB, Skill Focus (Acrobatics), TwoWeapon Fighting, Weapon Finesse
Skills Acrobatics +19, Appraise +7, Bluff +13, Climb +9,
Escape Artist +6, Intimidate +13, Perception +7, Profession
(sailor) +13, Stealth +8, Swim +12
Languages Common
SQ swinging reposition
Combat Gear 2 potions of cure moderate wounds, potion of
invisibility, thunderstone; Other Gear +1 chain shirt,+1 rapier,
masterwork cutlass (treat as a short sword), heavy crossbow,
20 bolts, 4d6 gp, 2d6 sp.
*See Pathfinder Roleplaying Game Advanced Players
Guide
Pirate raiding/foraging party: This group is 90% likely to be
provisioning their ship with fresh water, fruit, and small game, in which
case the party is composed of a pirate mate and 5+2d6 pirate ruffians.
However, the other 10% of the time it is either a raid in force against the
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Ogres: Treat these encounters exactly like encounters of the same type
in The Foothills.
This encounter can be used when the party first exits the dungeon with
a load of treasure. The purpose (other than a lot of fun for the GM) is to
teach them a lesson about overextending themselves. If they survive this
encounter, then they prepare for the more dangerous robber-opponents to
be faced later on. This encounter starts when the kobolds on watch over
the entrance of the dungeon run back to warn the others, and ten rounds
later the party finds themselves surrounded by a veritable army of spears
and arrows.
The bandit group consists of a horde of 112 kobolds, led by an ogre
named Vorlak. Their lair is detailed in Wilderness Area 18.
CR 3
KOBOLDS (112)
CR 1/4
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Kobold)
Tactics: These bandits are neither intelligent nor brave, and are happy if
they can scare the party into compliance. They flee from direct assault, but
shower the party with sling stones if the group seems intent on hostility.
Though Vorlak demands that the PCs drop all they carry, he allows them
to wear their armor. Anything concealed escapes their attention. Weapons,
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The area surrounding Rappan Athuk has attracted various
intelligent denizens parasites intent on relieving a dungeon-weary
party of their hard-earned treasure. Several of these groups spy on
parties entering Rappan Athuk, only to strike them on the way out
of the underworld. The GM should use these encounters as he or she
sees fit, based on the relative difficulty and commensurate amount of
treasure gained by the party. If the party has a reputation in the local
area for being very powerful, many of these would-be brigands only
attack if the party appears severely weakened. By contrast, some of
the more powerful monsters attack more famous groups in preference
to a weaker party, as they believe them to be more likely to have
items worth liberating.
It is also a strong possibility that one or more of the following bandit
groups are at war with another group, allowing the PCs to possibly roleplay
their way out of conflict by agreeing to work for one group against another.
If the PCs are having a bad go with one of the bandit groups the GM could
have an enemy group arrive, giving the PCs a chance to escape as the two
groups fight each other
Likewise, each of these bandit groups has a lair or hideout near the
dungeon, as indicated in their descriptions. You should feel free to expand
on the bandit groups and make them unique to your game world.
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packs, sacks and all else carried are forfeit. If they are stripped of equipment,
the GM should avoid really nasty encounters until the group has a chance
to re-equip itself. If the party refuses, the kobolds hurl a volley of stones. If
Vorlak is killed or if the party charges, they hurl a volley and scatter. Many
kobolds continue to hurl sling stones even if some are attacked as they are
spread out over a wide area. Only those directly charged flee. Spectacular
magical effects (e.g. a fireball spell) cause them to simply turn tail and run.
Bandit Group 2.
Corrak the Doppelganger and
Her Brigands (CR 12)
This group consists of 12 brigands, led by a doppelganger named
Corrak, a dwarven rogue named Grawlic, a half-elf wizard named
Zanaphia, and a half-orc fighter named Jel. This bandit group is also a
good one to use against lower-level parties.
CORRAK
CR 10
XP 9,600
Male doppelganger rogue (thug) 8 (Pathfinder Roleplaying
Game Bestiary, Doppelganger, Pathfinder Roleplaying
Game Advanced Players Guide, Thug)
NE Medium monstrous humanoid (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +18
AC 20, touch 14, flat-footed 16 (+2 armor, +3 Dex, +1 dodge,
+4 natural)
hp 80 (4d10+8d8+12 plus 8)
Fort +6; Ref +14; Will +6
Defensive Abilities evasion; Immune sleep, charm
Str 10, Dex 18, Con 14, Int 11, Wis 11, Cha 6
Base Atk +4; CMB +4; CMD 18 (22 vs. bull rush and trip)
Feats Fleet, Rapid Reload, Weapon Finesse
Skills Acrobatics +12, Appraise +9, Climb +4, Disable
Device +10, Intimidate +7, Knowledge (dungeoneering) +7,
Knowledge (local) +5, Perception +7, Stealth +12, Survival
+4, Swim +6
Languages Common, Dwarven
SQ greed, hatred, rogue talent (fast stealth), stonecunning,
trapfinding (+3)
Combat Gear potion of cats grace, potion of delay
poison, 10 bolts coated with shadow essence poison; Other
Gear masterwork chain shirt, light mace, masterwork light
crossbow, 40 bolts, backpack, small sack, thieves tools, 303
gp, 5 gems worth 50 gp each.
SHADOW ESSENCE POISONinjury; save Fort DC 17,
frequency 1/round for 6 rounds, initial effect 1 Str drain,
secondary effect 1d2 Str damage; cure 1 save
CR 5
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Str 18, Dex 18, Con 12, Int 17, Wis 16, Cha 18
Base Atk +10; CMB +14; CMD 29
Feats Dazzling Display, Dodge, Great Fortitude, Improved
Initiative, Intimidating ProwessB, Skill Focus (Disguise),
Weapon Focus (rapier)B
Skills Acrobatics +17, Appraise +10, Bluff +15, Climb +13,
Diplomacy +11, Disable Device +11, Disguise +32, Escape Artist
+8, Intimidate +23, Knowledge (dungeoneering) +8, Knowledge
(local) +16, Perception +18, Perform (string instruments) +17,
Sense Motive +12, Sleight of Hand +10, Stealth +19
Languages Common, Giant, Orc, Undercommon
SQ change shape (alter self), perfect copy, mimicry
Combat Gear potion of cats grace, 3 flasks acid, tanglefoot
bag, 3 thunderstones; Other Gear leather armor, +1 keen
rapier, light crossbow, 8 +1 bolts, 40 bolts, lyre of building,
backpack, thieves tools, 50 ft. silk rope, grappling hook, 129
gp, 308 sp, 12 gems (worth 1,650 gp total)
Speed 25 ft.
Melee light mace +8 (1d6)
Ranged mwk light crossbow +9 (1d8/1920)
Special Attacks rogue talent (bleeding attack), rogue talent
(slow reactions), sneak attack +3d6
ZANAPHIA
XP 1,600
Female half-elf illusionist 6
CN Medium humanoid (human, elf)
Init +0; Senses low-light vision; Perception +10
Speed 30 ft.
Melee rapier +16/+10 (1d6+5/1520) or 2 claws +14 (1d8+4)
Ranged light crossbow +14 (1d8/1920)
Special Attacks brutal beating, fearsome strike, rogue talent
(bleeding attack), rogue talent (slow reactions), sneak
attack +4d6
Spell-Like Abilities (CL 18th)
At willdetect thoughts (DC 16)
GRAWLIC
XP 1,600
Male dwarf rogue 6
LN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
hp 42 (6d8+12 plus 6)
Fort +4; Ref +9; Will +2; +2 vs. poison, spells, and spell-like
abilities
Defensive Abilities evasion, trap sense +2, uncanny dodge
CR 5
Speed 30 ft.
Melee club +4 (1d6+1)
Illusionist Spell-Like Abilities (CL 6th)
5/dayblinding ray
Spells Prepared (CL 6th; ranged touch +3)
3rddisplacementB, fireball (DC 15), haste
2ndalter self, invisibilityB, extended mage armor, minor
image (DC 15), mirror image
1stcolor spray B (DC 14), floating disk, identify, shield, silent
image (DC 14)
0acid splash, detect magic, ghost sound, mage hand,
mending, message
Arcane School illusion Opposition Schools enchantment,
necromancy
Str 13, Dex 11, Con 16, Int 15, Wis 10, Cha 7
Base Atk +3; CMB +4; CMD 14
Feats Combat Casting, Extend SpellB, Lightning Reflexes,
Scribe ScrollB, Skill Focus (Perception), Spell Focus (illusion)
Skills Appraise +6, Diplomacy +0, Knowledge (arcana) +11,
Knowledge (local) +6, Knowledge (nature) +6, Knowledge
(nobility) +6, Linguistics +6, Perception +10, Spellcraft +11
Languages Common, Draconic, Elven, Giant, Goblin
SQ arcane bond (amulet), extended illusions
Combat Gear potion of delay poison, wand of charm
person (16 charges), ring of wizardry 0 (unique item; adds +2
to the number of cantrips prepared each day; has magic
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JEL
CR 5
XP 1,600
Male half-orc ranger (guide) 6 (Pathfinder Roleplaying
Game Advanced Players Guide, Guide)
CE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2
natural)
hp 45 (6d10+6 plus 6)
Fort +6; Ref +4; Will +1
Defensive Abilities orc ferocity
Str 15, Dex 14, Con 12, Int 10, Wis 9, Cha 10
Base Atk +6; CMB +8; CMD 20
Feats EnduranceB, Improved Two-Weapon FightingB, Power
Attack, Two-Weapon FightingB, Weapon Focus (orc double
axe)
Skills Climb +7, Handle Animal +4, Heal +4, Intimidate
+11, Knowledge (geography) +5, Knowledge (nature) +5,
Perception +8, Stealth +9, Survival +8, Swim +4
Languages Common, Orc
SQ favored terrain (mountain), terrain bond, track, wild
empathy (+6)
Combat Gear potion of cure light wounds; Other Gear chain
shirt armor, amulet of natural armor +2, masterwork orc
double axe, +1 shortbow, 3 +2 arrows, 40 arrows, backpack,
30 ft. hemp rope, 3 torches, flint and steel, bedroll, 3 small
sacks, 3 gems (worth 10, 50, and 125 gp)
BRIGANDS (12)
CR 2
XP 600
Male human rogue (thug) 3 (Pathfinder Roleplaying Game
Advanced Players Guide, Thug)
NE medium humanoid (human)
Init +1; Perception +6
AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge,
+1 shield)
hp 16 (3d8 plus 3)
Defensive Abilities evasion
Fort +1; Ref +4; Will +1
Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Base Atk +2; CMB +2; CMD 14
Tactics: This gang captures the partys horses after they descend into
the dungeon and ransom them back to the party once they exit for an
exorbitant amount of gold. If the party never returns, they keep the horses.
If the bandits feel the need to attack, they use classic tactics Zanaphia
stays back and hurls spells, while the brigands box in the party and Corrak,
Grawlic, and Jel try taking down one PC at a time. This bandit groups lair
is detailed in Wilderness Area 15.
Bandit Group 3.
Daarogs Ruffians (CR 12)
This band of 42 hobgoblins is led by a half-orc barbarian named
Daarog, and Zorzunar, a half-orc cleric of the Orc god. Despite being
led by a barbarian, this group is remarkably disciplined.
Speed 30 ft.
Melee mwk orc double axe +8/+8/+2/+2 (1d8+2/x3)
Ranged +1 shortbow +8 (1d6+1/x3)
Special Attacks rangers focus (+4, 2/day)
Speed 30 ft.
Melee rapier +3 (1d6/1820) or dagger +3 (1d4/1920)
Ranged shortbow +3 (1d6/x3)
Special Attacks brutal beating, frightening, rogue talent
(slow reactions), sneak attack +2d6
DAAROG
XP 3,200
hp 77 (see Wilderness Area 7)
CR 7
CR 2
ZORZUNAR
XP 3,200
hp 38 (see Wilderness Area 7)
CR 7
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CR 1/2
XP 200
hp 11 (see the Pathfinder Roleplaying Game Bestiary,
Hobgoblin, with the following changes; each carries 2d12
gp in addition to their weapons and armor).
Tactics: Unlike the more chaotic groups, these spy on the PCs as they
enter the dungeon and then set an elaborate ambush for them as they exit,
using well-planned military tactics such as L shaped ambushes with
pits or punji stakes on the open end of the ambush. Daarog likes to remain
mounted on Crusher, his heavy warhorse, and charge back and forth
through melee with his superior mobility. This is probably not a good
ambush to use on PCs on their first trip to Rappan Athuk. Their lair is
detailed in Wilderness Area 7.
Bandit Group 4.
Aragnak the Red Dragon (CR 14)
This encounter can occur either at the exit of the dungeon or on the island
lair of Aragnak (Wilderness Area 24). Depending on where it happens,
different situations apply. Aragnak is a male adult red dragon. He flies over
the wilderness area looking for only the most notable and important PCs.
If the PCs arent famous enough for him to know who they are he does not
bother with them. This encounter should not be used on lower level PCs.
CR 14
ARAGNAK
XP 38,400
hp 212 (Pathfinder Roleplaying Game Bestiary, Dragon,
Red Adult Red Dragon)
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SHERIFF OSTLAND
CR 4
XP 1,200
Male half-elf aristocrat 2/fighter (roughrider) 4 (Pathfinder
Roleplaying Game Advanced Players Guide, Roughrider)
LE Medium humanoid (human)
Init +6; Perception +10
Bandit Group 5.
Turane and his Trolls (CR 11)
Speed 30 ft.
Melee mwk longsword +7 (1d8+1/1920)
Special Attacks steadfast mount
Turane, an evil human wizard, and his band of 5 trolls patrol the
area to the south of the Troll Fens and the west of the Coast Road. They
specifically target arcane casters, looking to relieve them of any magical
items recovered from the dungeon. By a prior agreement to aid the trolls
of the Troll Mound (Wilderness Area 4) with magic, the trolls are under
orders from their leader not to kill Turane. In fact, many desire to serve
him since he is known as a friend of trolls. Because of the chaotic nature
of the trolls, however, Turane worries that the next leader of the Troll
Mound may not be as desirous of his services. Turanes cave is detailed in
Wilderness Area 5.
TURANE
XP 4,800
hp 61 (see Wilderness Area 5)
CR 8
TROLLS (5)
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 5
Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 14
Base Atk +5; CMB +6; CMD 19
Feats Alertness, Dodge, Combat Expertise, Improved
Initiative, Mounted Combat, Skill Focus (diplomacy), Trample
Skills Diplomacy +13, Handle Animal +10, Knowledge (local)
+10, Perception +10, Ride +11, Sense Motive +11
Languages Common, Elven, Giant, Goblin
SQ armored charger
Combat Gear 2 potions of cure serious wounds; Other
Gear masterwork chain shirt, masterwork light steel shield,
masterwork longsword, surcoat bearing the insignia of his
ruler, writ of authority, five 20 gp gems, 134 gp, 12 sp.
FELRARA
XP 1,600
Female human fighter 6
NE Medium humanoid (human)
Init +6; Perception +5
CR 5
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Str 18, Dex 12, Con 16, Int 10, Wis 9, Cha 12
Base Atk +3; CMB +7; CMD 18
Feats Improved Initiative, Mounted Combat, Power Attack,
Weapon Focus (longsword)
Skills Handle Animal +6, Intimidate +7, Perception +1, Ride +1
Languages Common, Orc
SQ armor training 1
Combat Gear potion of cure light wounds; Other Gear scale
mail, heavy steel shield, longsword, light crossbow, 40 bolts,
3d20 gp
In addition to the bandits, there are a large number of creature lairs and
encounter areas in the wilderness area surrounding the dungeon that do
not exist specifically to prey on adventurers. These are more traditional
monster lairs.
WARHORSES (4)
XP 600
hp 24 (see The Sea Coast Road, above)
CR 2
FOOTMAN (14)
XP 400
hp 19 (see The Sea Coast Road, above)
CR 1
Tactics: The group lurks near the entrance to Rappan Athuk, and demand
that the PCs surrender half of all coins and gems brought up from the
dungeon as soon as they emerge. They allow the PCs to keep magic items.
If your party is relatively low-level, this is a good bandit group to confront
them with after their first foray into the dungeon. Should battle ensue, they
close and engage in melee as soon as possible, only retreating if one of the
two leaders, both lieutenants, or at least half the footmen are slain.
Bandit Group 7.
Ghotans Ravagers (CR 13)
Ghotan, a bugbear fighter/barbarian, leads a squad of 10 bugbear
ravagers, and is assisted by Scarl, a bugbear priest of Orcus. They have
recently moved into a crumbling fortress to the south, and are engaged
primarily in scouting out the region, determining the location and strength
of other natives, and observing the traffic along the Coast Road. They only
engage in battle if backed into a corner or they think their target is weak;
otherwise they are content to observe for the time being. Ghotans base is
detailed in Wilderness Area 23.
GHOTAN
XP 9,600
hp 125 (see Wilderness Area 23)
CR 10
SCARL
XP 2,400
hp 73 (see Wilderness Area 23)
CR 6
CR 5
CR 13
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CR 4
CR 4
THUB DOURBERRY, MALE PIXIE
XP 1,200
hp 15(see the Pathfinder Roleplaying Game Bestiary, Pixie,
with the following changes: add Int 18, Cha 14; add Skills
Knowledge (nature) +10, Knowledge (geography) +9)
KRRKA TINK, MALE GRIG FIDDLER
XP 1,200
hp 28 (see Grig Fiddlers, below)
CR 4
PIXIES (31)
XP 1,200
hp 18 (Pathfinder Roleplaying Game Bestiary, Pixie)
CR 4
GRIGS (20)
XP 400
hp 4 (Pathfinder Roleplaying Game Bestiary 2, Grig)
CR 1
CR 4
CR 1/4
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WITCHLIGHTS
XP 0
N Fine fey
hp 1 (common witchlights have no combat capabilities; see
the stats above for elder witchlights and the Appendix for
further details).
BADGERS (5)
CR 1/2
XP 200
hp 9 (Pathfinder Roleplaying Game Bestiary 2, Badger)
Tactics: Though not warlike, should the Fethine be attacked, they
are quite capable of defending themselves. The grig musicians use their
fiddle ability to cause their attackers to start dancing, while the pixies turn
invisible and riddle their opponents with sleep and memory loss arrows,
using the trees as cover. They fight to the death to defend their home. The
Fethine are also on good terms with Drusilla, the druidess of the Forest
of Hope (see Wilderness Area 14), and if need be can call upon her for
assistance or vengeance against aggressors.
A Fethine Party
Unlike many fey, the Fethine are not entirely xenophobic when it comes to
other races, and once every few weeks they attract company, either through an
invitation by the gregarious Erika Thistledown on one of her jaunts, or when
some group of bandits or adventures stumbles upon their valley.
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a gesture to the grigs, and they begin playing a rhythmic, throbbing tune.
Erika flutters up to the PCs and tells them not to fight the beat, but to use
it to their advantage. Moments later, the pixie dancers squeak in terror and
flee the clearing, as a shambling horror lurches into the clearing.
This creature, apparently a mass of fused bones with lenticular limbs
writhing forth, is the bone crawler that guards the entrance to the Tomb
of Final Sacrament, Level 1A of Rappan Athuk. The Fethine, by King
Elmanders quiet instruction, deliberately played loudly enough to attract its
attention. Once it enters the clearing, the grig music forms a pulse-pounding
beat. Those within the clearing feel seized by its rhythm, and start dancing to
the beat. A DC 22 Will save is allowed to resist the effect (the bone crawler
automatically fails this save), but any PC who does so and then breaks the
rhythm of the dance disrupts the grigs music, and everyone can act normally.
While the music plays all those affected gain the staggered condition,
including the bone crawler. So long as the beat continues unhindered, the
bone crawler suffers a serious disadvantage in this battle.
Should the music be disrupted, the bone crawler immediately launches
into a full-scale assault, attacking with all its limbs. When its bone armor
hit points have been reduced to half, it retreats, whether or not the music
still plays.
Assuming the PCs do not deliberately disrupt the rhythm of the
music, this should allow them to gang up and weaken the bone crawler
in an environment where they have an advantage, which should make an
encounter with it at the Temple of Final Sacrament somewhat easier, should
they not delay long enough for it to heal naturally and repair its armor.
F. The King Speaks Once the bone crawler has departed, the pixies
reemerge. The grigs strike up a more traditional tune, while the pixies
flutter around the PCs, complimenting them for their bravery. Then
King Elmander addresses them, and all the Fethine fall into a hush. He
compliments their fighting skill, assuming they acquitted themselves
well, and informs them that they just fought with the guardian of a nearby
temple of darkness. He tells them of the location of the temple, and that
few who have entered ever return. The PCs may ask questions of him
at this time; how he answers these depends on how courteous the PCs
have been (you may allow a DC 20 Diplomacy check for this, though it
is recommend you base the decision on actual roleplay). When the Q&A
session is concluded, King Elmander commands the festivities to resume.
G. After the Party Barring PC intervention, the dance ends a few
hours later. The Fethine all bed down for the night, and invite the PCs to
rest in their clearing, where they will be safe from further harm. They
are free to do so or not as they please. The next morning, Erika once
again brings them before the King and Queen of the Fethine, with the full
court in attendance. The King thanks them for their participation in the
party (or castigates them if the PCs were boors), and sends them on their
way. Depending on how the PCs behaved the night before, they may be
presented with a number of rewards to aid them in their quest:
If the bone crawler is defeated, and the PCs generally are courteous
and acquit themselves well, the king presents them with a ceramic jar
holding five applications of restorative ointment.
If the queen is flattered and praised by the PCs, and she is not unduly
disappointed by their being duped by dumb pranks, she offers them a
magical hair comb that effortlessly untangles any hair combed with it.
This comb would be worth 500 gp on the open market.
Erika offers them each a kiss on the cheek or nose to those PCs who
are kind and hospitable to her. This grants them a +2 luck bonus on their
next single saving throw to avoid danger or a malign effect.
If the PCs helped Thub, particularly with coming up with better pranks
than his own, he has nothing tangible to offer them, but does promise his
friendship, and that he would be happy if they should call on him in the
future to perform a service for them.
If a PC performed exceptionally well dancing, or joined the grig
musicians in performing and did very well, Krrka Tink offers them a reed
whistle that, when blown, acts as a confusion spell (CL 7th, DC 16), which
the whistle blower can direct as if he were the spellcaster. The whistle can
only be used once.
Finally, if Willow is somehow befriended without the aid of magic,
he offers the person who performed this unlikely task an azure gemstone.
This is a dark blue rhomboid ioun stone that grants Alertness (as the feat)
to whoever uses it.
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minutes spent within one mile of the mound that an encounter with 1d6+1
trolls occurs. Each minute of combat draws an additional check for 1d4
additional trolls, arriving 50% of the time until 20 have been vanquished.
Tactics: Trolls encountered in the swamps operate at an advantage over
their foes. If faced by fire, there is a 50% chance that a troll that has been
reduced to 25% or less hit points simply jumps into a nearby pool of water
to avoid destruction. Another tactic is for two trolls to grapple anyone
wearing heavy armor, and dive into a nearby pool in an effort to drown
their victim rather than face a stand-up fight. While chaotic and stupid,
these trolls use the local terrain to the best of their abilities, gaining a
+2 circumstance bonus to Stealth checks while in the swamp. The trolls
are too dumb and cocky to get help, and they do not retreat to warn their
fellows in any case.
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scattered about, no more than rough piles of bones, grass, and hides. In the
center of the chamber is an unholy shrine to some bizarre, primitive troll
god (an evil form of the barbarian god, Bowbe), upon which are littered
piles of gold and gems, torn and shredded armor bits, and rusted weapons.
No other treasure is present in the mound.
FEDORLA
CR 13
XP 25,600
Female troll cleric of Bowbe 9 (Pathfinder Roleplaying Game
Bestiary, Troll)
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Perception +15
AC 20, touch 11, flat-footed 18 (+4 armor, +2 Dex, +5 natural,
1 size)
hp 166 (6d8+9d8+90 plus 9); regeneration 5 (acid or fire)
Defensive Abilities deaths embrace
Fort +17; Ref +9; Will +13
Speed 30 ft.
Melee bite +15 (1d8+6), 2 claws +15 (1d6+5); or +1
morningstar (wielded 2-handed) +16/+8 (2d6+10) and bite
+9 (1d8+6)
Special Attacks channel energy (4/day, 5d6, DC 15), rend (2
claws, 1d6+9), weapon master (9 rounds/day)
Domain Spell-Like Abilities (CL 9th; melee touch +16)
6/daybattle rage (+4), bleeding touch (4 rounds)
Spells Prepared (CL 9th; ranged touch +12)
CR 5
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TROLL
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 5
Tactics: In a direct fight, the trolls, being simple minded and fearless,
charge and attack. They may try to grapple as described above. They
never retreat from this holy ground, and fight to the death. Fedorla is no
fool. She is an old, wise troll, and as such, directs the battle from the rear,
guarded from direct assault by four elite trolls with maximum hit points.
All trolls present obey her without question. She casts protection from
energy (fire) on herself as her first action, followed by prayer, bless, and
slay living (cast at the biggest fighter). The GM is encouraged to use her
other spells as he sees fit, keeping in mind that she is cunning and wise.
It is possible that a wise party of adventurers decide to burn the mound
from outside. This method works, though due to the dampness of the roof
and surrounding environment, it burns slowly and produces a towering
column of smoke. Should the mound be set alight, all of the trolls present
inside emerge and attack, enraged as never before. They come out of each
entrance in equal numbers, and then converge on the party from all sides.
The vast amount of smoke generated by the fire also draws all remaining
trolls in the swamp to the fray in 1d4 minutes.
Treasure: As the price of alliance, Turane the wizard supplies these
trolls with a steady supply of gold and gems. This material is left on the
altar as sacrifice to the trolls god. Turane also exchanges arcane potions
he brews with Fedorla, receiving in return curative potions that she mixes
up in a battered still standing in one corner of the center chamber. Besides
Turanes offerings, items taken in battle by the trolls end up in a mound
before the altar. This pile currently contains over a dozen sets of light
and medium armor, perhaps 20 simple and martial weapons, other skulls
offered as trophies, 13,200 gp, 9,620 sp, and 31 assorted gems (determine
randomly). Amid the weapons in the pile, one plain, unadorned blade is
actually a +2 flaming short sword of speed.
CR 8
Speed 30 ft.
Melee dagger +5 (1d4+1/1920)
Special Attacks aura of despair (30 ft., 9 rounds/day)
Enchanter Spell-Like Abilities (CL 9th; melee touch +5)
8/daydazing touch
Spells Prepared (CL 9th; ranged touch +6)
5thdominate personB (DC 21), silent dimension door, silent still fly
4thcharm monsterB (DC 20), confusion (DC 20), dimension
door, greater invisibility
3rddeep slumberB (DC 19), displacement, fly, lightning bolt
(DC 18), stinking cloud (DC 18)
2ndacid arrow, hideous laughterB (DC 18), fog cloud,
invisibility (x2), mirror image, see invisibility
1stcolor spray (DC 16), mage armor, magic missile (x2),
sleepB (DC 17)
0detect magic, ghost sound, mage hand, read magic
Arcane School enchantment Opposition Schools abjuration,
necromancy
Str 13, Dex 15, Con 15, Int 20, Wis 14, Cha 13
Base Atk +4; CMB +5; CMD 22
Feats Brew PotionB, Combat Casting, Defensive Combat
Training, Scribe ScrollB, Spell Focus (enchantment), Silent
Spell, Still Spell, Toughness
Skills Acrobatics +7, Appraise +13, Escape Artist +4, Fly +9,
Knowledge (arcana) +17, Knowledge (dungeoneering) +11,
Knowledge (engineering) +12, Knowledge (geography) +11,
Knowledge (history) +9, Knowledge (local) +11, Knowledge
(nature) +11, Knowledge (planes) +9, Linguistics +9,
Perception +7, Spellcraft +17, Stealth +7
Languages Common, Draconic, Giant, Goblin, Infernal
SQ arcane bond (ring)
Combat Gear wand of hold person (CL 7th, DC 16, 12
charges remain), 2 potions of cure serious wounds, 2 potions
of invisibility, potion of fly, potion of mage armor, potion
of protection from arrows, oil of resist energy, 4 scrolls of
stoneskin; Other Gear dagger, headband of vast intellect
+2, ring of protection +3, robes, spellbook, platinum ring
(arcane bond, 500 gp value), map to hidden treasure chest
where he keeps a backup spellbook and cache of treasure
somewhere in the region (GMs discretion as to specific
contents and what traps and tricks protect it; the map may
also be coded or otherwise difficult to decipher as well.)
Spellbook: Turanes spellbook contains all spells listed above
plus the following: 1stalarm, comprehend languages, ray of
enfeeblement; 2ndarcane lock, foxs cunning, knock; 3rd
dispel magic, fireball, heroism; 4thfire trap, phantasmal
killer, stoneskin; 5thcone of cold, waves of fatigue.
TROLLS (5)
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
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touched by anyone other than Daarog or Zorzunar. Inside are 649 gp, 12,692
sp, a ring of carved and beaten gold in curlicue designs holding a large
spherical aquamarine (1,000 gp value), a gold dragon comb set with a red
garnet for its eye (500 gp value), and an anklet made of 12 tiny gold plates
linked with gilded wire and fastened by a hook and eye (500 gp value).
GLYPH OF WARDING CONTAGION TRAP
XP 1,200
Type magic; Perception DC 28; Disable Device DC 28
CR 4
CR 7
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CR 2
HOBGOBLINS (46)
CR 1/2
XP 200
hp 11 (Pathfinder Roleplaying Game Bestiary, Hobgoblin)
HOBGOBLIN FEMALES (31)
CR 1/3
XP 100
hp 6 (Pathfinder Roleplaying Game Bestiary, Hobgoblin,
with the following changes: add Melee dagger +1
(1d4+1/1920); 2 on Strength, Dexterity and Constitution
due to mistreatment and malnutrition)
CR 0
HOBGOBLIN YOUNG (NON-COMBATANT) (16)
XP
hp 4 (Pathfinder Roleplaying Game Bestiary, Hobgoblin)
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
Gear studded leather barding, saddle, saddlebags, bedroll
and food for itself and its rider for one week.
Trained for Combat (Ex) The warhorse treats its hoof attacks
as primary attacks. It knows the tricks attack, come, defend,
down, guard, and heel.
ZORZUNAR
XP 3,200
Male half-orc cleric 8
LE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +4
CR 7
This is the lair of 2 harpies who have set up a nest in a large, dead, tree.
This tree stands in the center of a 60 ft. diameter clearing, located in an
area of heavy undergrowth and thick-boled trees. A wide game trail leads
into the clearing. The wicked sisters have had good luck with their lair
until recently, when a pride of 6 dire lions moved in. These lions appear
to be immune to the effects of the harpys charm ability. Much to the
annoyance of the harpies, the newly arrived lions have been eating all the
creatures the harpies lure to their lair. The lions, on the other hand, find
this to be a wonderful home because the harpies attract lots of game for
them.
The encounter begins with one of the harpies spotting the PCs while she
is out looking for food. She realizes that the PC group can probably kill or
weaken the lions and that she and her sister can swoop in after the battle
and deal with the survivors. Thus, she begins her song and draws the PCs
into the area of the lair. She then retreats into her tree and, with her sister,
watches the battle.
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This is the location of the ground level of Rappan Athuk, the primary
point of entry into the great dungeon complex. Located atop a hill, this
area is fully detailed on Level G.
CR 1
CR 12
Speed 30 ft.
Melee +3 flaming club +15/+10 (1d6+3 plus 1d6 fire)
Spells Prepared (CL 13th; ranged touch +12)
7thcreeping doom (DC 21)
6thantilife shell, silent call lightning storm (DC 19)
5thanimal growth, cure critical wounds, insect plague
4thair walk, flame strike (DC 18), freedom of movement,
ice storm, spike stones (DC 18)
3rdcall lightning (DC 17), quench (DC 17), speak with
plants, spike growth (DC 17), water breathing
2ndbarkskin, heat metal (DC 16), hold animal (DC 16),
owls wisdom, summon swarm, tree shape
1stcalm animals (DC 15), cure light wounds, entangle,
faerie fire, obscuring mist
0 (at will)create water, detect poison, flare (DC 14),
stabilize
Str 16, Dex 16, Con 16, Int 14, Wis 18, Cha 15
Base Atk +9; CMB +12; CMD 25
Feats Aspect of the Beast (night senses)*, Brew Potion,
Combat Casting, Improved Initiative, Natural Spell, Silent
Spell, Spell Penetration, Toughness
Skills Climb +12, Fly +10, Handle Animal +18, Heal +20,
Knowledge (geography) +15, Knowledge (nature) +20,
Perception +26, Survival +22, Swim +12
Languages Common, Aquan, Druidic, Sylvan
SQ a thousand faces, nature bond (animal companion);
nature sense, trackless step, wild empathy (+15), wild shape
(5/day, beast shape III, elemental body IV, plant shape III),
woodland stride
Combat Gear staff of control weather (10 charges; casts
control weather for 1 charge), scroll of greater dispel magic
(CL 13th); Other Gear leather armor, +3 flaming club, ring of
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This is the lair of a vast colony of 63 giant black widow spiders. The
spiders have set up nests over several acres of woodland, and occasionally
forage out in search of prey. Spiders lost through attrition are replaced
at a rate of 20 per week unless the colony is completely wiped out. The
colony does not grow, as it has reached its numerical capacity based on
food and space.
PCs traveling south on the Coast Road may spot a wrecked merchant
wagon. Webs cover everything, and a sign of a struggle (weapons on
ground, overturned barrels, etc.) is apparent. One dead spider is found a
few yards from the wagon, curled up in some bushes (DC 10 Perception
to locate). It has several arrows in it, and a broken sword blade in its
abdomen. Inside a wooden barrel is a very frightened little girl; the only
survivor of the 20 or so merchants and guards. She hides unless the party
opens the barrels or until they have been talking for 5 or more rounds.
The PCs can make a DC 15 Perception check to hear her at this time. Her
name is Leah. Leah is terrified and tells the party that the spiders came last
night (they come mostly at night, mostly) and carried off her father and
all of the others. A guard named Larek put her in the barrel and told her to
hide and be very quiet. She begs the PCs to rescue her friends, and tells
them how rich her daddy is to sweeten the deal. She whines incessantly
if they refuse.
The party can track the spiders to their lair relatively easily. If a DC 25
Perception check is made, they can even avoid the ambush that has been
set for them.
The Ambush (CR 11): Near the entrance to the lair, 18 spiders wait in
ambush. They have laid thin layers of webs across the trails in the woods
to warn of approaching prey. This encounter occurs about 100 yards from
the main lair, and is not reinforced from the lair. Astute PCs notice that
no tree-borne webs are present, and that no nests or human bodies are in
this area.
The Victims: Eleven victims from the merchant wagons are still
alive. All are sick from spider poison and incapable of doing anything
but moaning and lying in a fetal position. They are wrapped in spider
silk, which must be cut free before they can be healed. They have to be
physically carried the 400 yards to the wagons. They recover in one week
if attended by a healer. PCs make a DC 20 Heal check to reduce this
time to half. An experience award of 200 XP per victim saved should be
awarded to non-evil PCs.
Nine of the victims are caravan guardsmen (use Caravan Guard
stats from the Sea Coast wandering monster tables, if necessary), who
are grateful, and become loyal hirelings of the PCs if that is desired. The
remaining two are merchants: Antony and Greelin (Com 5). Antony
is Leahs father. These merchants are also grateful, and assist the PCs
in purchase of mundane gear for 15% off for life in the marketplace of
whatever city you decide they operate out of.
CR 3
GIANT BLACK WIDOW SPIDERS (18)
XP 800
hp 22 (Pathfinder Roleplaying Game Bestiary, Spider, Giant
Black Widow)
Tactics: Ten spiders surround the party (DC 20 Perception to notice
them moving into place) while the remaining eight shoot webs at the PCs
from above. After 2 rounds of web shooting, all 18 attack (divide equally
among all PCs, NPCs, and companion creatures, as the spiders do not
discriminate) and fight until slain. The spiders are not really smart, nor
easily frightened. Fire, if strongly presented (hit in face, burning hands
spell, etc.), requires the spiders to make a DC 15 Will save or recoil and
go after a different victim.
The Lair (EL 14): In a large clearing in the trees, it grows very quiet.
PCs looking up notice the presence of dozens of web nests, cocooned
bodies, and spiders. The PCs have two full rounds of action before the 45
spiders react, as nothing ever enters the nest, and the presence of intruders
is unexpected. If the nests are set aflame, 3d6+2 spiders perish in the
blaze, leaving the remaining spiders to fight intruders. This also kills all of
the cocooned prisoners, who die screaming and falling the 30+ ft. to the
ground, possibly destroying much of the treasure in the nests. Before a PC
sets fire to the nest, tell them that they see human arms and legs protruding
from several of the cocoons, and some of them are moving about wildly.
CR 3
GIANT BLACK WIDOW SPIDERS (45)
XP 800
hp 22 (Pathfinder Roleplaying Game Bestiary, Spider, Giant
Black Widow)
Tactics: The spiders in the lair are a little less organized than the
ambush party. Only 1d6 attack each round, starting on round 3 until a total
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room, as they kick rocks and snap twigs underfoot, though Simrath suffers
a 4 circumstance penalty to this check; third, opening the lid to the crypt
(which requires a DC 22 Strength check to accomplish) allows a final DC 15
Perception check. Should he make any of these checks, Simrath awakens,
immediately aware that intruders have breached his tomb.
If Simrath is exposed without awakening him, enemies hoping to stake
him still have to deal with getting him out of his masterwork full plate
armor. Attempting this, or trying to carry Simrath out into the sunlight,
certainly awakens him.
Note that due to grove of trees around his tomb, the ground is perpetually
shaded from direct sunlight for 100 ft. in all directions.
SIMRATH
CR 9
XP 6,400
Male human vampire fighter 8 (Pathfinder Roleplaying
Game Bestiary, Vampire)
LE medium undead (augmented human)
Init +9; Senses darkvision 60 ft.; Perception +21
AC 28, touch 13, flat-footed 25 (+9 armor, +3 Dex, +6
natural)
hp 76 (8d10+16 plus 16) favored class plus Toughness
Fort +10; Ref +9; Will +7 (+9 vs. fear)
Defensive Abilities bravery +2, channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10,
electricity 10
Weaknesses vampire weaknesses
Speed 20 ft. (base 30 ft.)
CR 2
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CR 2
GIANT PORCUPINES (8)
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary 3, Porcupine,
Giant)
Tactics: The kobolds use the same hit and run tactics as in the
wilderness, utilizing their small size to duck and dodge through narrow
passages that creatures larger than Small size cannot pass through, and
finally flee after they evacuate the females and young. The porcupines are
used as shock troops.
CR 3
KOBOLDS (43)
CR 1/4
XP 100
hp 5 (Pathfinder Roleplaying Game Bestiary, Kobold)
Traps: A series of pit traps are in the lair. The kobolds know they are
there and avoid them without a check. A successful DC 12 Perception or
tracking check allows the characters to notice that the kobolds are clearly
avoiding certain sections of the floor. This does not tell the party where all
the pits are, but merely alerts them that such traps might exist.
PIT TRAP
CR 1
XP 400
Type mechanical; Perception DC 24; Disable Device DC 20
Trigger location; Reset manual
Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex avoids
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Str 19, Dex 16, Con 18, Int 20, Wis 14, Cha 15
Base Atk +6; CMB +10; CMD 23
Feats Allied Spellcaster*, Brew PotionB, Craft Wondrous
Item, Improved Familiar, Scribe Scroll, Skill Focus
(Perception)
Skills Appraise +9, Craft (alchemy) +21, Diplomacy +4,
Fly +9, Heal +8, Knowledge (arcana) +17, Knowledge
(geography) +6, Knowledge (history) +9, Knowledge (local)
+6, Knowledge (nature) +9, Knowledge (planes) +17,
Knowledge (religion) +6, Perception +15, Spellcraft +17,
Stealth +8, Survival +6, Swim +19
Languages Aquan, Common, Giant, Goblin, Infernal,
Undercommon
SQ alertness, coven familiar, empathic link, hex (cauldron),
hex (coven), hex (tongues, 5 min./day), share spells
Combat Gear 2 scrolls of dispel magic, scroll of fly,
scroll of speak with dead (all scrolls CL 5th), wand of
levitate (CL 5th, 18 charges); Other Gear amulet of
natural armor +3, headband of vast intelligence +2,
masterwork light crossbow, 20 bolts, spell component
pouch
*Pathfinder Roleplaying Game Advanced Players Guide
SHRALYNN
CR 7
XP 3,200
Female sea hag witch 3 (Pathfinder Roleplaying Game
Bestiary, Sea Hag, Pathfinder Roleplaying Game
Advanced Players Guide)
NE Medium monstrous humanoid (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +12
Aura horrific appearance (60 ft.)
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RYLSHNA
XP 6,400
Female sea hag witch 5(Pathfinder Roleplaying Game
Bestiary, Sea Hag, Pathfinder Roleplaying Game
Advanced Players Guide)
NE Medium monstrous humanoid (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +15
Aura horrific appearance (60 ft.)
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 80 (4d10+5d6+36)
Fort +6; Ref +8; Will +9
SR 15
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MARMTROTH
CR 7
XP 3,200
Female sea hag witch 3 (Pathfinder Roleplaying Game
Bestiary, Sea Hag, Pathfinder Roleplaying Game
Advanced Players Guide)
NE Medium monstrous humanoid (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +12
Aura horrific appearance (60 ft.)
Minor Artifact
Cauldron of Blood
DESCRIPTION
The cauldron of blood appears to be a normal
cauldron forged of blackish-red iron. The true origins
of this artifact have been lost over time.
The cauldron of blood allows the user to view past
or future events (similar to a divination or legend
lore spell) by donating blood from his body to the
boiling waters of the cauldron. To use this device,
the user must bring water in the cauldron to a boil,
and then bleed himself; allowing his fresh blood
to drip into the boiling water. (This deals normal
damage and temporary Constitution damage
to the user based on how far in the past or future
he wishes to look.) At this time, the user decides
whether to view past or future events. The events
can concern a person, place, or thing; they can be
current or forgotten, or even information that is not
yet known (see the divination spell). The cauldron
functions for a maximum of 10 minutes before the
visions disappear.
Viewable Time
Damage* Future/Past
2
30 minutes/6 months
4
1 hour/1 year
6
12 hours/20 years
8
1 day/50 years
12
1 week/100 years
16
1 month/300 years
20
1 year/500 years
Fee**
50 gp
100 gp
500 gp
2000 gp
5000 gp in magic
items
10,000 gp in magic
items
20,000 gp in magic
items
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Tactics: Before battle, if they detect visitors, the witches cast mage
armor on themselves. Marmtroth also casts message and detect magic
and, while Rylshna negotiates, studies the interlopers and reports what
she sees to the others. Marmtroth and Shralynn remain huddled around the
cauldron while Rylshna speaks, shrouded in tattered robes; this conceals
their appearance, preventing the use of their horrid appearance ability
though if combat should begin, they certainly reveal themselves in all
their hideous glory to the dismay of their assailants.
Once combat has started, the witches prefer to stay close together
to make use of their Allied Spellcaster feat to boost their casting. They
prefer to start with area spells to slow and weaken intruders coupled with
their horrifying appearance. They follow this up with targeted effects to
further weaken specific targets, such as ray of enfeeblement or blindness/
deafness. Any badly wounded hag attempts to flee into the sea. Should all
three be routed, they shall bend all their powers and evil cunning toward
hurting and finally killing their attackers, including using the cauldron to
learn about their loved ones and going after them.
Treasure: In addition to the hags personal magic items, the cave
contains three large wooden chests, filled with silver (total of 2,260 sp)
and gold (total of 5,340 gp), tribute from adventurers seeking fortunes.
The chests are neither locked nor trapped. In the center of the cavern is a
huge bubbling cauldron, filled with blood. This is the cauldron of blood,
a powerful artifact of divination, created many centuries ago. Use of the
cauldron requires blood from any who would know the future or view the
past. Only one who donates blood can scry using the cauldron.
CR 3
QUEEN WASP
CR 0
XP
hp 80; AC 6 (4 Dex); Fort +4, Ref 3, Will +2; Speed 5 ft.; the
queen wasp is a Large, nearly immobile, wingless worm-like
creature with no ability to attack or effectively defend itself.
CR 3
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Str 22, Dex 16, Con 18, Int 10, Wis 12, Cha 16
Base Atk +3; CMB +9; CMD 22
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +6, Climb +8, Intimidate +9, Perception +7,
Survival +7, Swim +7
Languages Common
SQ fast movement,
Gear greatsword, polished composite longbow [+4 Str],
locket with sketch of her 2 children, 6 sp, 12 cp
Base Statistics When not raging, Bugjuices stats are AC
11, touch 11, flat-footed 10; hp 31; Fort +8; Will +3; Melee
greatsword +7 (2d6+6/1920); Str 18, Con 14; CMB +7; CMD
20; Climb +6, Swim +5
Tactics: Should the encampment be threatened by agents of the law,
Bugjuice seeks first to drive them off with precisely placed arrows from
her bow. If open battle is joined, however, she soon exchanges bow for
greatsword and charges into battle in full rage. For their part, the outlaws
have little loyalty to one another. They scatter at the first opportunity,
fleeing into the surrounding wilds if they see an opening.
Treasure: In the lair, amidst the paper castings, requiring three days of
clearing and searching (DC 30 Perception check to locate after the three
days of searching are up) is a scroll of wish, gate and weird (CL 20th).
This scroll was placed here long ago by a powerful wizard. Knowing no
one could retrieve the scroll and possessing a ward against poison, the
wizard used this wasp lair as a location to which he could teleport in times
of trouble. He may return at any time and is not detailed here.
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CR 2
The first three chambers of the inside are fairly typical of a 40 year old
shipwreck. Barnacles and coral have grown along the walls and floors.
Old rotten wood debris floats along the ceiling of the roof of the second
chamber. Within this debris are four brine zombies. These beasties hide
in the debris, only making their presence known if they are physically
found, or if they are spotted (DC 20 Perception check looking up only).
Otherwise, they remain here to block the exit and attack from behind.
Brine zombies look like the bloated corpses of drowned sailors.
The rear of the Scarfist (Wilderness Map 7) holds Captain Killbessas
quarters, which also act as his stateroom. He is still here, along with the
remaining eight brine zombies. He appears as a rotted, fish-eaten human
body still clad in the tatters of a ship captains garb, complete with
waterlogged tri-corner captains hat. Tendrils of seaweed curl around his
frame and grow from his bones, though not enough to obscure a clear view
of the horrid creature. His leather armor is decayed and provides no bonus.
The cutlass sheathed at his side is still in good shape, though Killbessa uses
slam attacks and grappling, and does not bother with the cutlass.
CAPTAIN KILLBESSA
CR 4
XP 1,200
hp 40 (Frog God Games The Tome of Horrors Complete,
Mummy of the Deep)
BRINE ZOMBIES (12)
CR 1
XP 400
hp 22 (Frog God Games The Tome of Horrors Complete,
Zombie, Brine)
Tactics: These creatures rise and attack as soon as the chamber is
entered, fighting till destroyed or until the PCs flee the ship. If not already
encountered, the four brine zombies from chamber 2 try to block the way
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out. None of the undead leaves the ship, nor can they be turned while
inside it.
Due to Aragnaks nearby island lair (Wilderness Area 24), the fortress
has long gone untenanted, but recently a group of 26 elite bugbears
have taken charge of the fortress. They hope to negotiate a truce with the
dragon, and use it as a base for additional banditry.
The bugbears are led by Ghotan and Scarl. At any time, both leaders
are 25% likely to be gone from the lair, off on patrol with 10 of their
ravagers. The remaining 14 stay behind to defend the lair from attack. The
encounter is much deadlier should Ghotan and his patrol be in residence.
GHOTAN
CR 10
XP 9,600
Male bugbear barbarian 4/fighter 4 (Pathfinder Roleplaying
Game Bestiary, Bugbear, Pathfinder Roleplaying Game
Advanced Players Guide, Weapon Master)
CE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Perception +16
AC 18, touch 10, flat-footed 16 (+4 armor, +2 Dex, +3 natural,
+1 shield,2 rage)
hp 147 (3d8+4d10+4d12+66 plus 4)
Fort +15; Ref +7; Will +8
Defensive Abilities trap sense +1, uncanny dodge, weapon
guard
Speed 40 ft.
Melee +1 morningstar of speed +20/+20/+15 (1d8+11)
Ranged javelin +12/+7 (1d8+7)
Special Attacks rage (20 rounds/day), rage power
(intimidating glare), rage power (knockdown), weapon
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Str 24, Dex 14, Con 22, Int 13, Wis 13, Cha 11
Base Atk +10; CMB +17; CMD 32
Feats Extra Rage, Quick-Draw, Intimidating Prowess, Iron
Will, Power Attack, Skill Focus (Perception), Weapon Focus
(morningstar) Weapon Specialization (morningstar)
Skills Acrobatics +8, Climb +14 (+16 raging), Intimidate +17
(+19 raging), Knowledge (engineering) +8, Perception +16,
Stealth +14, Survival +6; Racial Modifiers +4 Intimidate, +4
Stealth
Languages Common, Draconic, Goblin
SQ fast movement, stalker
Combat Gear necklace of fireballs (type IV), 2 potions of
shield of faith (+5 deflection AC); Other Gear +2 leather
armor, light wood shield,+1 morningstar of speed, 38 gp, 23
sp
Speed 40 ft.
Melee mwk morningstar +13 (1d8+7)
Ranged javelin +7 (1d8+7)
Special Attacks rage (11 rounds/day), rage power
(intimidating glare)
Str 24, Dex 14, Con 21, Int 8, Wis 13, Cha 8
Base Atk +5; CMB +12; CMD 24
Feats Intimidating Prowess, Skill Focus (Perception), Weapon
Focus (morningstar)
Skills Intimidate +10, Perception +9, Stealth +9; Racial
Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin
SQ fast movement, stalker
Gear masterwork morningstar, leather armor, light wood
shield, 2d6 gp, 3d6 sp
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attack anyone they can reach if blood is in the water (indicated by anyone
taking over 5 points of damage). Additionally, there is a 10% chance per
day that Aragnak notices the foundering vessel and investigates.
SHARKS (12)
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, Shark)
CR 2
Going swimming: It is possible that the PCs are forced to swim to the
island. If they do, they find the waters fairly calm and easy to navigate,
without any armor or encumbrances of course. For each mile, a DC 12
Swim check must be made, with +2 on the DC per mile previously swum.
Failure indicates that the PC is drowned (see the Pathfinder Roleplaying
Game Core Rulebook, Environment, Drowning, for additional
information). Additionally, there is a 20% chance per mile of encountering
1d6 sharks, with a 40% chance that they attack (automatic if anyone is
wounded).
Arriving on the Island: If the PCs arrive by swimming, they may hide
in the foliage and rest, relatively unmolested. If they arrive by boat, they
must land in the harbor, directly in front of the old fort. At any given time,
there is a 70% chance that Aragnak is present. If he is home, there is a 70%
chance that he is asleep as well. If he is in his lair, he cannot be seen from
aboard a ship. A DC 15 Perception check notes a steady stream of smoke
issuing from the forts center (from the snoring red dragons snout!).
Look! A Dragon!: If Aragnak is awake, he waits for the PCs to arrive
onshore before destroying their ship and attacking them on land. His
tactics are similar to those described on the mainland, however, he will not
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flame his own nest, nor retreat if wounded. Any battle on this island with
the dragon is to the death! Only after he is killed may they PCs investigate
the fort (see below).
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Ground Level:
The Graveyard and
Mausoleum
Arriving at Rappan Athuk
Ground Level
As your PCs approach Rappan Athuk for the first time, read the
following text:
Difficulty Level: 7
Entrances: This area is above ground
Exits: Mausoleum to Level 1;the Well to Level 3A; Rat
tunnels to Level 1, Area 110, Level 2, Areas 210 and
210
Wandering Monsters: Check once every 30 minutes
on 1d20:
You crest the last hill and finally the complex comes into view.
In stark contrast to the lush greenery of the hills lies a large sunken
graveyard laid out in the shape of a cross. Rather than towering
above the ground, the graves have settled into depressions, and the
main mausoleum, a building of strange green stone, rests in the
deepest depression some 40 ft. below the ground on which you
now stand. At the other end of the grave-filled hollow stands what
appears to be a stone well. There are no gravestones near it. The
normal sounds of wildlife are gone, and large carrion birds circle
overhead. An ominous silence rests about the place. Each of you
knows in your heart that you have found the legendary dungeon of
Rappan Athuk. And though none dare speak it, you wonder if you
will live to return to the warmth of hearth and home.
1
2
3
4
520
There are two primary points of entry into the dungeon. The main
entrance to the dungeon is through the crypt structure itself (Area G6
and G7), leading to Level 1. The secondary entrance to the dungeon is
through the Well at Area G4, leading to Level 3A. PCs can also enter
through the rat tunnels at Area G3. The area is shown on Map Ground
Level.
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
WERERATS
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
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RAT
CR 1/4
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Familiar, Rat)
GHOUL
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
GHAST
CR 2
XP 600
hp 17 (Pathfinder Roleplaying Game Bestiary, Ghoul, with
the following changes; add +2 on all rolls [including damage
rolls] and special ability DCs; AC 18, touch 14, flat-footed 14
[+4 Dex, +4 natural]; CMD 18)
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WERERATS
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
GHOUL
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
GHAST
CR 2
XP 600
hp 17 (Pathfinder Roleplaying Game Bestiary, Ghoul, with
the following changes; add +2 on all rolls [including damage
rolls] and special ability DCs; AC 18, touch 14, flat-footed 14
(+4 Dex, +4 natural), CMD 18)
CR 1/4
RATS
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Familiar, Rat)
Traveling the Rat Tunnels: These tunnels twist and turn, with
numerous dead ends and side passages. Only Small characters can use
the tunnels. Anyone doing so has a 18 on 1d20 chance of encountering
2d6 dire rats during the course of their journey. Because of the number of
twists and turns, these passages do not lead to the same place reliably. Each
time a person travels these tunnels, he winds up in one of the following
locations after 10 minutes (roll 1d20): 13 = back where he started; 48 =
at another area marked G3, different from the tunnel he entered; 914 =
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Ralph Kelleners,
NEVER SWIM UNDERGROUND
Bob Keller, One wish too many
Thalendar, One Step Too Slow
Shawn Hibbs, At Rest in the
Hands of our Lord Thyr
Tholwon, Doubled Down and Lost
Kerion Guppy DArchangeli,
How Big Was that Thing?
Mirth Mristar, Still Smiling
EOTB,
RIP DOA WTF
Sara Garda - daughter of Arlen,
Her Soul Is Eternal
Darien Reswald,
Stood Tall And Lost His Head
Awsomer Lockwood,
God-Emperor of the Universe
Lisa Kellogg, Loved One Lost
David Caldwell,
Embraced by the Higher Planes
Mark MarsPetrick,
the Hand of Vengeance Shall Redeem
Awsomer Lockwood,
Cookies for you in heaven
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The stairs descend to a set of huge steel doors. No rust is present on the
metal, as if time itself stands still here. Built into the doors is an intricate
lock, which looks worthy of the most legendary dwarven smith.
The ornate iron doors are locked with a complex lock of superior
quality. The doors may be unlocked easily with the key from Area G1
above. The doors open inward. If the doors are opened in any way other
than the magical iron key, the trap is triggered (see Area G7, below).
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CR 5
BLACK SKELETON
XP 1,600
hp 45 (Frog God Games The Tome of Horrors Complete,
Skeleton, Black)
Trap: If the front doors lock is picked or opened in any manner other
than with the magical iron key from Area G1, including using a knock
spell, the trap is activated. One minute after being opened, the doors
slam shut and the stone floor of the mausoleum slowly begins to rise.
The doors close even if spiked or propped openonly total destruction
or removal keeps them from closing. If not disabled, after 5 minutes the
floor reaches the level of the ceiling, crushing all within the mausoleum to
a pulp. Because the doors open inward, when the floor starts to rise they
cannot be reopened as the rising floor bars them. Exit can only be made
by teleporting, by somehow tunneling through the 4 ft. thick walls, or
by finding the secret door in the floor before it locks. There is no other
means of escape. (Thats right; the very first trap is an instant-kill trap.
Rappan Athuk isnt a dungeon of legend for nothing.) Characters with the
stonecunning ability should be given a DC 18 Perception after one round
to notice the shifting floor even if they are not actively looking for it. Even
if they fail, the roll should indicate that all is not well. Be sure to keep
track of time because after one minute of the floor rising, the secret door is
blocked (see below). This mechanism resets itself in 2 days.
South of the sarcophagus, between it and the south wall, is a secret door.
This is a 10 ft. slab of stone, which may be removed by pulling upwards
(DC 22 Strength check). Beneath is a ladder leading downward, set in the
wall of a circular shaft which leads to a small hallway described at Area
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G8 below, which itself leads to Level 1 of the dungeon. If more than one
minute has passed since the floor started to rise, the mechanism that raises
the floor has also inserted a 2 inch thick iron slab over the opening to the
shaft, thus barring exit from the room even if the secret door is found.
MAUSOLEUM DEATH TRAP
CR 8
XP 4,800
Type mechanical; Perception DC 35; Disable Device DC 40
Trigger location; Reset automatic (2 days)
Effect death; multiple targets (all in room); onset delay (1
minute); DC 40 Fortitude to resist dying; the CR of this trap is
lower than the effect would indicate due to the easy means
to bypass the trap via the magic key, as well as the length of
time granted to those trapped to attempt to circumvent it.
Secret Magical Stone Door: 4 in. thickness; hardness 12;
hp 80; SR 20; Perception DC 18; Break DC 22; the door
magically self-repairs 5 points of damage per round, even if
totally destroyed.
Iron Slab: 2 in. thick; hardness 10; hp 60; Perception DC 20;
Break DC 60; Disable Device DC 30; this slab can only be
disabled prior to its activation.
Magical Stone Walls: 4 ft. thick; hardness 12; hp 240 per ft. of
thickness; SR 20; Break DC 60; the walls magically self-repair
5 points of damage per round for each damaged section,
even if totally destroyed.
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Level 0A:
The Cavern of the Kraken
This sea cavern is a long lost entrance point into the deep levels of Rappan
Athuk. Located over 12 miles from the main dungeon entrance, it connects to
the depths of the dungeon via a series of winding tunnels and hidden ways. That
being said, this lost entrance is no easy way to bypass the normal method of
delving, for it is the lair of a fearsome, evil sea monster known as The Kraken.
Even the dread red worm living to the south gives this area a wide berth, having
OTYUGH
CR 4
XP 1,200
hp 39 (Pathfinder Roleplaying Game Bestiary, Otyugh)
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
Level 0A
Difficulty Level: 9 or 15+ (if the secret path is
discovered 8, if Kraken is encountered 15+)
Entrances: Ocean Cave from surface, secret
underwater tunnel from surface
Exits: Tunnel to Level 12C from Room 0A6; tunnel to
Level 10A in Area 0A9, waterfall cliff to Level 10D in
Area 0A12; tunnel from Area 0A11 to Level 13C.
Wandering Monsters: Check once per hour on 1d20:
1
2
3
4
5
6
7
8
9
1020
once almost been dragged down to the surf in one encounter near the shore.
Fortunately, the wise adventurer can avoid this many-tentacled horror if he
knows the way. This map of this area is shown on Map RA0A, part 1 and 2.
1 otyugh
1 roper (see Area 0A4)
3d6 dire rats
1d3 trolls
1 black pudding (see Area 0A7)
1 gray ooze
1 will-o-wisp (see Area 0A8)
2d6 stirges (see Area 0A5)
1d3 piercers
No encounter
TROLL
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 5
GRAY OOZE
CR 4
XP 1,200
hp 50 (Pathfinder Roleplaying Game Bestiary, Gray Ooze)
CR 1/4
PIERCER
XP 100 (Frog God Games The Tome of Horrors Complete,
Hazards)
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tide, the tunnel entrance can be seen from the surface of the water, and
is 12 ft. down. At high tide, the water above the entrance is over 20 ft.
deep, and cannot be seen except by a diver. The problem is that the tunnel
works like a siphon. At low tide, one must swim against the current to
move towards the beach (DC 40 Swim check). At high tide, the water
pulls one in towards the air-filled pockets and exit, and anyone who can
swim makes it easily inside (DC 5 Swim check).
The tunnel runs for 200 ft. underwater towards the shore, with breathing
space after 100 ft. at low tide, and 140 ft. at high tide. The tunnel daylights
in a sandy-beached cavern at this point, and winds for another 300 ft. until
it opens into the side wall of a vast cavern, 60 ft. above the surface of Area
0A3. Stalactites and stalagmites grow from the roof and ceiling of the
cave in great numbers. The roof of the cave is over 80 ft. higher, and bats
swarm about in the torchlight. The way is smooth and slippery, running
water can be heard from somewhere out in the distance, as can the tidal
surge washing out Area 0A2. The water below is filled with wrecked
ships and flotsam, and has an eerie stillness to it. The tunnel continues up
the side of the cavern, terminating in Area 0A4.
tentacles, it closes to crush and bite prey and presses them against the
walls of the cave. In doing this, it attempts to block the exit. If its body
(tentacle damage does not affect the Krakens hit point total) takes over
50% damage, it retreats to its lair and hides beneath the pool (effectively
invisible due to the ink cloud). Anyone incapacitated by an active tentacle
is dragged beneath the pool and eaten later.
Treasure: A great deal of treasure is present beneath the much silt
and sand of the pool. The problem is that hundreds of tons of material
must be moved to locate it, and detect magic is baffled by the thickness
of the overburden. If a locate object is used on gold coin, gold bar,
necklace, scroll or sword, several treasures can be found. Digging
them up takes several hours. The following treasure piles exist within
the pool:
Cache 1 In 10 ft. deep water, buried under 4 ft. of silt and sand, is a
merchant ships hull. Within the hull is a locked copper chest (dulled green
with verdigris, DC 20 Disable Device) in the shape of a cat with opals for
eyes. The chest itself is worth 3,000 gp if undamaged and polished, and
weighs 80 pounds (it is 3 ft. x 2 ft.). Inside this chest are 11 gold bars (worth
1,000 gp each), a silver necklace set with a dozen black pearls (worth 5,500
gp), and a matched pair of jeweled cups set with a variety of semi-precious
stones in silver and gold filigree (worth 2,500 gp as a set).
Cache 2 In 4 ft. deep water, buried under 2 ft. of silt and sand, is the
rotted remains of a wooden chest. An obvious but non-functional scythe
blade trap is set on its interior. Careful removal of the chest, or massexcavation of the silt, reveals a total of 4,000 sp and 2,200 gp.
Cache 3 In 40 ft. deep water, buried under 6 ft. of silt and sand, is
a pile of rusted metal. Wrapped up in this pile is a single intact sword,
seemingly untarnished by the saltwater. Its scabbard is long since rotted
away, and it glows with a dull (10 ft. radius) light once exposed. This
sword, Grindor, is a +2 dragon bane longsword. It has an Int, Wis
and Cha of 14 and an Ego of 21. Its alignment is NG, and it can speak
the Common tongue. The sword casts heroism, protection from evil, and
protection from energy each 3/day.
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Cache 4 In the heart of the Krakens lair (30 ft. deep water), buried
under 4 ft. of silt and sand is a grey stone sarcophagus shaped like a
man. It has retained its watertight seal, and floats in the water if uncovered
(the stone is pumice, and sarcophagus is filled with air). It is sealed with
a deep purple wax and can be opened easily by removing the wax seal.
This should be played up to freak the PCs out (stone floating in water!
Oh no, a lich!). Inside the vessel (worth 2,500 gp in its own right) are
the (inanimate) mummified remains of a man. Beneath the wrappings
are three scrolls: scroll #1 (airy water, tongues, animate dead), scroll
#2 (passwall, delayed blast fireball, mind blank, cone of cold), scroll
#3(summon monster V, contact higher plane, wish), and a spellbook
containing all 1st and 2nd level spells, 7 x 3rd level, 5 x 4th level, and 3
x 5th level random wizard spells. These treasures are all lost if the coffin
gets wet or is burned.
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ROPER
CR 12
XP 19,200
hp 162 (Pathfinder Roleplaying Game Bestiary, Roper)
Tactics: Using the pillars and columns as cover, the roper attempts to
attack 12 characters at a time, using its strands to incapacitate them prior
to choosing a second target. If possible, all of its attacks are focused on a
single character each round, trying to reduce the number of opponents to
be faced. If any PCs are abandoned, or if all are incapacitated, the roper
eats them once per hour, after first biting their heads off to prevent any
from being rescued.
Treasure: Inside the ropers gullet are 22 platinum pieces and 4 x 100
gp beryls.
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CR 7
BLACK PUDDING
XP 3,200
hp 105 (Pathfinder Roleplaying Game Bestiary, Black Pudding)
Tactics: The black pudding preferentially attacks PCs in the pool,
avoiding fire by staying submerged. It is unaffected by the slimy pool
bottom. If the pudding is slain and the party looks hurt, the will-o-wisp
appears and starts shocking the pool (damage affects all within the water
area).
Treasure: In the bottom of the pool are 3 mithral nuggets (worth 500 gp
each) mixed with the bits of limestone detritus. They are fairly easy to spot
if the pool is illuminated in any way (DC 10 Perception check to notice
with light, DC 30 without).
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2d4 per round if a player falls or slips into one of the pools, with 1d4
residual damage the round after exiting it.
Further, each PC must make a successful DC 18 Perception check upon
entering the room to realize the air is poisonous (each round make a DC 15
Fortitude save or lose 1d3 hp from the sulfur dioxide gas present, roll but
dont tell the players until they exit the gas or collapse, see text below). The
gas is only toxic in this low cave (it is heavier than air). Once back in Area
0A7 or through the Area in 0A9, the gas ceases to affect the players. Note,
one of the properties of this gas is to deaden the senses to its presence one
may be poisoned and not realize it until they feel weak to the point of collapse.
This gas is precisely why this caves inhabitant, a will-o-wisp decided
to stay here, feeding off the dead and dying vermin that pass through
the area. It of course sees a party of adventurers as an even greater food
source, feeding off their emotions as they die slowly of gas poisoning.
WILL-O-WISP
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
Tactics: Unless it is encountered in Area 0A7, the wisp is in this
room. If it shocks the party in the pool in 0A7, it then retreats here if it
encounters resistance. The wisp does everything in its power to keep the
PCs in the poison air, attacking any who tries to escape, and avoiding all
others. It tries to bait the PCs into the area, only to fly away once the wisp
is reached. The wisp feeds more heartily on creatures that die from the
poison air than creatures it kills. If reduced below 5 hp, a wisp burns out,
not returning to the fightt.
the entrance from Area 0A10, the floor of the cave drops off sharply
in a waterfall. This has the effect of creating a loud, crashing waterfall,
completely drowning out any other sound in the room. Speech, even
yelling, is overwhelmed by the sound of the waterfall. Due to the shallow
water, there is no real risk of anyone being swept over the side (unless they
are foolish). It is an easy task to secure ropes of other means of descent
down the falls to the bottom.
At the bottom of the falls is a 6 ft. deep pool of water, 70 ft. across,
and filled with hundreds of small blind crawfish. Careful search of the area
(DC 25 Perception check) reveals a few rusted links of iron chain, the links
themselves being 2 in. or so in length. Two of the links appear to have been
torn apart. The chained gorgimera, the guardian of Area 0A13, has since
left its post, and wandered to Level 13C (down the left passage). Grubbing
around in the pool reveals dozens of pieces of what appear to be chunks of
broken statues (people turned to stone and smashed by the gorgimera).
Intelligent players look for something that a chain was hooked to.
Careful searching (DC 28 Perception check) of the far wall reveals an
iron ring set in the mineral encrusted wall. Encrustations cover the spike
that holds the ring in place. If the calcite and halite crust is broken away,
one can see a mural painted on the cave wall, and a faint crack running
along the floor. If this crack is traced, it can be discovered that additional
cracks run at right angles on both sides of the floor crack, and along the
wall at 7 ft., in a roughly rectangular pattern. Basically, a large stone block
or door has been placed to look like a natural part of the cave wall. The
block cannot be moved by brute force. It is 12 ft. x 12 ft. x 20 ft. in size.
A passwall, stone to flesh, rock to mud or stone shape spell with sufficient
capacity can bypass the block. An easier way is to solve the riddle.
The mural contains a series of runes, a picture of a man-headed
snake, and a symbol of the god Muir. Careful examination of the runes
by someone skilled in Linguistics (DC 25 to decipher), or a comprehend
languages spell reveals the following:
My step is slow / the snows my breath
I give the ground / a grinding death
My marching / makes an end of me
Slain by sun / or drowned in sea.
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Level 0B:
The Cloister of the Frog-God
Background
The Cloister of the Frog-God has stood on a desolate ridge
overlooking vast swampland since time immemorial. Dedicated to
the great and terrible demon lord Tsathogga, the original sanctuary
was erected in a distant and forgotten past, long before the survivors
of Tsar built their fell abode. While the cyclopean standing stones
have been thrown down with the coming of Man, the underground
sanctuaries and stone grottoes have survived. Eons ago, malignant men
came to learn from the graven idols, and joined as brothers of the cloth.
Fearful for their lives, innocents attended sermons and offered gifts. The
barges of the frog-cult visited their villages with fire and sword. That was
long ago, and the might of the order is no more. Yet still, half-broken
evil lingers in the ruins of the cloister and its underground passages.
The hopping masses hold their vigils in the remaining section as their
ancestors have, guarding a nightmare that refuses to die. The cloister and
grounds, as well as the under-levels, are shown on the Cloister of the
Frog God maps.
Level 0B
Difficulty Level: 8
Entrances: Entry at Area CL1 (Outer Cloister), Entry at
Area CL12 (Inner Cloister)
Exits: Area CL7 to outside (Outer Cloister)
Detections: Faint evil everywhere.
Continuous Effects: The entire building as well as Area
DL1A are under the effects of a permanent desecrate
spell (CL 9th). Area DL1A gains the benefits of a
permanent bless spell, only affecting worshippers of
Tsathogga.
Standard Features: Unless otherwise noted, all doors
are made of wood (1 1/2 in. thick; hardness 5; hp 10;
Break DC 23) and all secret doors are made of stone
(2 in. thick; hardness 8; hp 30; Break DC 28; Perception
DC 20). If a door is described as locked add DC 20
Disable Device.
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CR 1/2
ZOMBIES (16)
XP 200
hp 12 (Pathfinder Roleplaying Game Bestiary, Zombie)
ACOLYTES OF TSATHOGGA (8)
XP 400
Male human fighter 2
CE Medium humanoid (human)
Init +0; Perception +2
CR 1
Speed 30 ft.
Melee flail +5 (1d8+2)
Str 14, Dex 10, Con 14, Int 8, Wis 10, Cha 6
Base Atk +2; CMB +4; CMD +14
Feats Great Fortitude, Power Attack, Toughness, Weapon
Focus (flail)
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level 0b
CR 2
CR 8
Speed 30 ft.
Melee +2 sickle +8/+3 (1d6+2)
Special Attacks channel negative energy (5d6, DC 17, 6/
day), destructive aura (30 ft., +4 to damage, 9 rounds/day),
destructive smite (+3 to damage, 6/day)
Domain Spell-Like Abilities (CL 9th; ranged touch +3)
6/dayicicle (1d6+1)
Spells Prepared (CL 9th; melee touch +6, ranged touch +3)
5thice storm, slay livingB (DC 18)
4thdivination (DC 17), inflict critical woundsB(DC 17),
poison (DC 17)
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Leering, grotesque statuettes squat in small niches around the ironreinforced oak portal. Even the metal bands are of a strange shape, and
they seem to wriggle and twist at night. The door may be locked and
barred from inside (DC 16 Disable Device, Break DC 35) if the monks
anticipate an attack.
Str 10, Dex 5, Con 14, Int 12, Wis 16, Cha 17
Base Atk +6; CMB +6; CMD 13
Feats Brew Potion, Combat Casting, Craft Wondrous
Item, Great Fortitude, Skill Focus (Craft [Alchemy]), Spell
Penetration
Skills Craft (alchemy) +12, Knowledge (arcana) +9,
Knowledge (nature) +10, Knowledge (religion) +10,
Perception +8, Sense Motive +8, Spellcraft +9
Languages Abyssal, Common
Combat Gear 6 doses of unholy water, potion of cure serious
wounds, potion of remove disease; Other Gear+2 sickle, +3
bracers of armor, dark green felt robe with face-covering
cowl (richly embroidered), unholy symbol of Tsathogga, spell
component pouch, key ring (all doors), as well as any item
found in the temple or below it.
The Cloister
ABBOT GROSSO
XP 4,800
Male human cleric of Tsathogga 9
NE Medium humanoid (human)
Init3; Perception +8
Aside from the frog motifs on the stone columns and the small soapstone
idol opposite the entrance, this place could be the temple of any other
deity. The interior is spacious and clean, and the scent of incense floats in
the air. Stairs lead up to the belfry, and curtained exits lead to other parts
of the cloister. Usually, there are 5 or 6 brothers here in meditation, who
greet travelers and administer to their needs.
On a closer examination, or at night, it becomes obvious that things
are not as they seem. The frogs on the columns are animatenow
and then, one can be seen moving (and at night, they leap down on
intruders, going straight for the throat!). The incense is calming,
a bit too calming: it dulls the mind and makes it susceptible to
subtle enchantments (DC 14 Fortitude save; 2 to Will saves and
Concentration checks if failed). The flames of the candelabra on the
two sides of the altar are unnaturally greenish and their radiance makes
everyone look cadaverous. Should a hostile intruder go near them,
the flames leap on them and burn like the flames of the Netherworld
(+6 ranged touch attack, damage 1d6+5)!
The idol shows the bloated, perverted shape of the demonic frog-god.
Even being near the figure awakes a sense of wrongness, and any good or
neutral character touching it must roll a DC 14 Fortitude save or contract
slimy doom. Evil characters are unaffected by this filth. In fact, kissing the
idol heals them as a cure light wounds spell would (once per day). At least
20 points of holy or fire damage or 40 points of regular damage destroys
the idol, but in the case of fire damage, the resulting noxious vapors affect
everyone in a 10 ft. radius just like its touch. If the idol is destroyed, the
desecrate spell ceases to function in the temple area.
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TSATHOGGAN UNDER-PRIESTS
XP 600
hp 22 (see The Green-Robed Men)
level 0b
CR 2
CL3. Refectory
This barren room has a long wooden table and sixteen wooden stools.
Acolytes and pilgrims consume their meals in silent contemplation,
mostly simple porridge and stale bread with water. The northern staircase
leads down to a hallway to Areas DL1A and DL1B.
CL4. Dormitories
This is where the brothers sleep and meditate when they are not on
temple service. The smallest room belongs to the four under-priests, while
the rest have simple beds for the acolytes, six per room. There are no other
furnishings or items of comfort.
Cold air and stale dust fills this short corridor, cobwebs hang from the
ceiling. The southern door is locked (DC 24 Disable Device). To the east,
an old wooden carving of a hooded priest, mostly worm-eaten, stares at
visitors. Pilgrims who wish to see Abbot Grosso must kneel for at least
half an hour in this uncomfortable hole before they are admitted before
him. If danger is afoot, 4 zombies are stationed here.
CR 1/2
ZOMBIES (4)
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
CL6. Bedroom
Not at all like the cold and damp dormitories, the room of the Abbot
hints at a level of luxury. Rich carpets cover the floor and precious
tapestries hang on the walls. To the south, by the sole window, is a small
reading stand. A brazier filled with hot coals stands by the north wall, next
to two bookshelves full of folios, codices and scroll cases. A lantern with
colorful glass panes sheds a soft light on the scene in the evening.
Unless expecting visitors, the room is empty most of the time. Abbot
Grosso occasionally reads the works in his library, but he never sleeps or
rests, preferring to spend time in study and experimentation in his dungeon.
The bookshelves hold mundane works concerned with herbalism,
metallurgy, alchemy and religious philosophy, with the occasional work
on geometry and construction (worth 1,100 gp total). The northern
bookshelf conceals a secret door (DC 20 Perception check) leading down
to Area DL1C. Both of the regular doors are locked at all times, and the
one leading outside is barred as well (Break DC 30).
Three dark cave entrances at the base of the cliffs. The western entrance
leads to the ogre lair at Area DL2B and the pool of the harpies at Area
DL2C; the central one to the giant rats at Area DL2G and the third, which
is always hazy with escaping steam, to the springs and sinkhole at Area
DL2H.
The distended vineyards of the cloister are overgrown with briar and
thistle; mossy, ancient trees grow stunted and monstrous. There are
bunches of wild grapes on the vines, but theirs is a sour vintage, and four
of the plants are assassin vines. The Area CL10A leads down into Area
DL1I. CL10B leads to Area DL1J, and CL10C leads to Area DL1K.
CR 3
ASSASSIN VINES (4)
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Assassin Vine)
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CR 7
INVISIBLE STALKERS (4)
XP 3,200
hp 80 (Pathfinder Roleplaying Game Bestiary, Invisible Stalker)
CL11. Harbor
A half-sunken barge rests next to the rotted pier. Before the serpentine
climb, a statue depicting a bowing, hooded monk faces the road. His
hands bear a stone begging bowl with 2d10 cp and 1d10 sp/gp.
Water lilies float on the calm surface of this clear little pond in the shade
of ancient trees; occasionally, concentric ripples break the surface as small
frogs jump out to hunt their insect prey. Mossy stepping stones lead to the
Abbots room, and a stone bench in the shade offers a place to daydream
and meditate. A lifelike, moss-covered statuette of a frog, sitting on a large
boulder, feeds the pond with a steady stream of water. Its eyes are large
gemstones of moss agate, fancy and valuable (160 gp for the pair).
Unless the party does something wrong, this place poses no risk. On
the other hand, a character touching the eyes of the frog is affected by a
baleful polymorph spell (DC 18 Fortitude save negates) which turns him
into a mundane frog. In this case, the 15 killer frogs lurking underwater
emerge at once to drag the poor fellow down and tear him to shreds!
Ruined grain lies here in large sacks. A small hand-operated mill stands
in the middle. It is jammed with chips of human bone, which is also
collected in a wooden bowl at the base of the contraption.
The oak gates are open, their hinges rusted. Tall, dry grass grows in the
courtyard. A pile of sacks full of rotted grain is stacked by the northwest tower.
CL13. Skeletons
A group of monks who had tried to flee were discovered and killed here.
One of the skeletons, concealed by a small bush (DC 12 Perception check
to discover), is still intact, and carries a key ring with keys to all locked
doors in the outer and inner cloister save Area CL6 and Area CL21.
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This tower is a burned-out, hollow shell. Only the outer walls stand
intact. Black, charred beams, ashes and molten metal items remain. A
character investigating the rubble must roll a DC 12 Reflex save or suffer
1d12 points of damage due to falling rubble.
A few fruit trees, a well, and untended vegetable beds are found in the
miniature garden. Thick grape vines growing on the stone surface block
the door to the southwest tower. They are assassin vines.
ASSASSIN VINES (2)
CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Assassin Vine)
This chamber was emptied by the monks to hold an evil magic item
once possessed by a rival order, the horn of flies. The monks, finding it
impossible to destroy the foul item, locked it in an iron chest (DC 18
Disable Device), which was in turn placed within a magical warding circle.
The silver tracings of the circle are still here, as is the chest. Additionally,
a small wooden stand holds eight flasks of unholy water and a chest with
200 gp worth of pure silver dust.
If the outline of the circle is broken or disturbed without first being
dispelled, an unhallowed aura of red light descends on the chamber, and
all must make a DC 14 Will save or attack their companions. A new save
is possible every three rounds.
Horn of Flies
Unholy Oilkskin
Aura moderatetransmutation; CL 9th
Slot ; Weight 1 lb.; Price 20,000 gp
DESCRIPTION
This piece of cloth has been impregnated with unholy
oils and sanctified with dark blessings. It allows the
handling of holy (or cursed) items without a risk to an
evil character.
CONSTRUCTION
Requirements Craft Wondrous Item, unhallow;
Cost 10,000 gp
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CONSTRUCTION
Requirements Craft Wondrous Item, bane, insect
plague, unhallow, follower of the Lord of Flies; Cost
35,000 gp
Used for meditation and meals, this chamber is a wreck. Two long tables
lay in ruin. Splintered chairs, broken bones, a fallen chandelier and the
fresh, torn body of a young man in studded leather armor, his longsword
still in the scabbard, bear testament to the strength of the devastators.
The adjoining rooms were used by the brothers to hold vigil, with
wooden pews by the walls. There is evidence of heavy fighting: scorched
walls, dropped maces, smashed furniture and broken candles.
CL19. Kitchen
CL23. Cells
Pots, pans, broken and scattered dishes. Spiral stairs lead down to the
catacombs (Area DL1S), and a sturdy staircase lead up to Area CL22.
Five recently slain bodies, all mangled beyond recognition, litter the
floors. They bear minor armsmaces, daggers and the like. One also
possesses a finely engraved horn (125 gp) and a money pouch (18 sp).
The iron door to the southeast tower is locked securely (DC 24 Disable
Device).
Somewhat more spacious, the abbots cell was where the invisible stalkers
got loose, as evident from the broken conjuration circle in the inner room.
Both doors are smashed, broken in two by forceful blows. Pages ripped from
torn books litter the floor. Beneath the mound of rubble, wrecked furniture
and destroyed items, the dismembered corpse of the abbot still bears a +2
ring of protection, a +2 sickle and a ruby-studded unholy symbol (1,400 gp).
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A storeroom like the lower level, this place wasnt spared by the wrath
of the invisible stalkers. Nothing of value remains.
CL27. Observatory
Three star charts depicting the major heavenly bodies hang on the
walls. The roof may be pushed aside with a pulley system to observe the
sky with a spyglass mounted on a tripod.
A brother (see Area CL17) has hidden a captured holy relic, the silver
cross of St. Yora on a small ledge outside the southern window (DC 28
Perception to notice). Only good characters may employ the cross: others
find it too weighty to even lift, unless they possess the unholy oilskin from
Area CL17. A spiral staircase in the SW corner leads to a trapdoor in the
roof.
Difficulty Level: 8
Entrances: Stairs down at Area CL3
Exits: Stairs down to Area DL2A, stairs down to Area
DL2I, stairs down to Area DL2K,
Wandering Monsters: Check three times per hour on
1d20:
12
3
45
5
6
720
Minor Artifact
Silver Cross of St. Yora
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DESCRIPTION
This magic item functions as a phylactery of
positive channeling, and allows its bearer to also turn
lycanthropes (as the Turn Undead feat, DC 20 Will
save to avoid). Only good characters may employ
the cross; evil characters must succeed on a DC 20
Fortitude save to even touch it, and suffer 2 negative
levels doing so (DC 22 Fortitude save to remove the
level drain)
DESTRUCTION
To destroy the silver cross, it must be melted down in
the forges of the Abyss.
2d10 skeletons
2d6 zombies
Gray Ooze
Gelatinous Cube
Frog-priest (see Area DL2T) and 2d6 zombies
No encounter
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SKELETONS
CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Skeleton)
ZOMBIES
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
CR 4
Gray OOZE
XP 1,200
hp 50 (Pathfinder Roleplaying Game Bestiary, Gray Ooze)
CR 3
GELATINOUS CUBE
XP 800
hp 50 (Pathfinder Roleplaying Game Bestiary, Gelatinous
Cube)
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Speed 30 ft.
Melee improvised club +1 (1d6+2)
ZOMBIES (8)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
CR 5
CR 2
568777
Str 15, Dex 13, Con 8, Int 14, Wis 11, Cha 13
Base Atk +3; CMB +5; CMD 16
Feats Deceitful, Dodge, Skill Focus (Linguistics), Weapon
Focus (longsword)
Skills Bluff +5, Disguise +5, Linguistics +7, Perception +4, Ride
+4, Stealth +1
Languages Common, Draconic, Elf, Giant, Goblin, Sylvan
SQ armor training 1
FREDERIK and CAROLUS
XP 600
Male human fighter 3
N Medium humanoid (human)
Init +1; Perception2
CR 2
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CR 2
flasks of acid, each vial wrapped in fine cloth, along with a bundle of six
sunrods and four tindertwigs. A rune-etched silver flask holds three doses
of unholy water. Finally, there are 2 chests by the western wall, holding
much of the Abbots wealth.
Chest #1 is trapped with a glyph of warding which goes off unless the
chest is opened by a chaotic evil being. It contains a leather sack with 700 gp,
six small sapphires (150 gp each), a mummified hand, two blocks of an orange
wax-like substance and a round leather case with handwritten documents.
The mummified hand is a hand of the revenant (see sidebox).
The orange substance is meant to be burnt and its fumes inhaled. They
allow their user to commune, but only evil deities may be reached this
way. Each block is good for one use only.
The documents in the leather case reveal the procedure to create
specially enchanted zombies. This method requires 250 gp worth of
material components per zombie, a fully equipped laboratory and a DC 22
Craft (Alchemy) check. The resulting zombies have maximum hit points.
The papers are written in a very unclear shorthand (Alchemy DC 24 to
figure out). The GM should award experience to a good character who
destroys them.
Chest #2 (much smaller than the first) is trapped with another glyph
of warding. It is divided into sixteen small compartments with a potion in
each one.
#1 to #9 hold potions of cure light wounds.
#10 and #11 hold cursed potions of cure serious wounds (their healing
effects only last for 1d10 minutes).
#12 holds a dose of sassone leaf residue.
#13 is a super-potent acidic concentration (damage 10d6 hp).
#14 is a potion of haste.
#15 is a potion of contagion (slimy doom).
#16 is an elixir of all-seeing doom, created under the specific
instructions of Tsathoggas demonic minions (see SIDE BOX).
GLYPH OF WARDING TRAP
XP 1,200
Type magic; Perception DC 28; Disable Device DC 28
CR 4
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Speed 30 ft.
Melee dagger +4 (1d4/1920)
Special Attacks favored enemy (monstrous humanoid +1)
Str 11, Dex 13, Con 13, Int 12, Wis 11, Cha 16
Base Atk +3; CMB +3; CMD 15
Feats Dodge, EnduranceB, Lightning Reflexes, Two-Weapon
FightingB, Weapon Finesse
Skills Acrobatics +3,Climb +5, Handle Animal +8, Knowledge
(local) +4, Knowledge (nature) +7, Perception +6, Sense
Motive +3, Stealth +7, Survival +6
Languages Aklo, Common
SQ favored terrain (swamp +1), track, wild empathy (+6)
Gear dagger
CR 4
DL1C. Laboratory
(CR varies, 9-plus)
Unless reading upstairs or preaching, Abbot Grosso is found in his
subterranean lair (accessed from Area CL6), mixing strange alchemical
salts with poisonous herbs, acids and other substances. The Abbot is
guarded by 8 zombies, who may be summoned from the lower temple
with a yell.
The items in the laboratory are worth 700 gp for the tools and glassware,
and 400 gp for the chemicalsstored neatly in heavy chests, on shelves
and acid-scarred tables. In addition, there are a great many extraordinary
items as well. A locked (DC 14 Disable Device) metal box holds 10
DESCRIPTION
This mummified member casts spectral hand 3/day
(CL 7th). If affixed to the stump of a severed hand, its
wielder can use chill touch at will, but every time
the hand drains a point of Strength, they have to
succeed at a DC 16 Will save or move one step closer
to chaotic evil alignment. On chaotic evil characters,
the hand grants +2 natural AC bonus.
CONSTRUCTION
Requirements Craft Wondrous Item, chill touch,
spectral hand; Cost 10,500 gp
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DESCRIPTION
This potion radiates evil if detected for. It was
created from strong venoms, infused with disease
and buried under the earth for six years. Bits of dried
earth still cling to the black glass. Drinking the elixir
initiates a terrible transformation unless the imbiber
succeeds at a DC 28 Fortitude save. In 1d6 days,
small warts and boils start to appear on the body.
At this stage, a cure disease and a remove curse
spell cast by a 7th or higher level cleric gets rid of the
infection. After this time has passed, the boils grow
and pop open, revealing hundreds of tiny frog eyes.
The imbiber may see with them as per a robe of eyes,
but the horrendous pain causes 1 point of Con and Str
damage each day (DC 18 Fortitude save or damage
is permanent). At this stage, a heal spell is also
necessary for recovery. Once the victim is reduced
to 1 Con/Str or a month elapses, he dissolves into a
vile mass that generates 666 killer frogs (Pathfinder
Roleplaying Game Bestiary, Frog, Giant). Cutting
off, burning or otherwise removing eyes is of no use,
as they regrow in a day with double ability damage
caused.
CONSTRUCTION
Requirements Brew Potion, bestow curse, polymorph
any object, cleric of Tsathogga; Cost 6,666 gp
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SKELETONS (24)
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Skeleton)
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ABBOT CYNGAMON
CR 3
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
THE GUARDIANS OF CYNGAMON (8)
CR 3
XP 800
Human skeletal champion fighter 2 (Pathfinder Roleplaying
Game Bestiary, Skeletal Champion)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +4
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural,
+2 shield)
hp 29 (2d8+2d10+4)
Fort +4; Ref +2; Will +5 (+6 vs. fear)
Defensive Abilities bravery +1, channel resistance +4; DR 5/
bludgeoning; Immune cold, undead traits
Speed 25 ft. (35 ft. base)
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Str 17, Dex 14, Con , Int 13, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Cleave, Improved InitiativeB, Fleet, Power Attack,
Weapon Focus (longsword)
Skills Climb +8, Intimidate +6, Perception +4, Sense Motive
+4, Stealth +4, Survival +7
Languages Common
Gear Chainmail, heavy steel shield, longsword
Yet more webs and mold fill this chamber. A bricked up niche
concealed by a layer of wispy and mold-shot webs (DC 14 Perception
check to notice) is the source of shuffling noises and occasional coughing.
Walled in is a moldering corpse who falls outward with a dull thud if the
brickwork is removed. It still grasps a sizable bundle of rotted parchment
maps describing a multi-level dungeon complex, complete with key and
notations. The parchments crumble into filth no matter how delicately
they are handled, but the players should be given the opportunity to leaf
through the Rappan Athuk maps for a total of fifteen seconds. In pace
requiescat!
Slime and mold coat the walls of the crypt, creating an atmosphere of
wet miasma. The sarcophagi in the room have all been looted. What at
first sounds like faint whispering turns out to be an air currentit comes
from the cobweb-concealed shaft above, which climbs 30 ft. and opens
onto the plateau at Area CL8.
DL1N. Collapse
Letters in the floor read: THE CRYPT OF CALLIXT. The way is
choked with rubble and impassable.
This crypt has never been broken into, as intact seals on the door
indicate (DC 16 Disable Device). The seals also warn the living: HERE
BE THEY WHO WERE CLAIMED BY THE RED DEATH. DISTURB
THEM NOT, FOR THEY ARE LOST.
Beyond the grim reminder lies a corridor and a chamber with ten simple,
hastily constructed sarcophagi. Four of them contain mere corpses; the
others are occupied by 4 skeletons and 2 wights, who animate when any
of the lids are raised. These undead possess a skeletal visage mottled with
patches of reddish mold, and cackle madly as they join the fray. They have
no treasure, save for clothes suggestive of minor nobility.
CR 1/3
SKELETONS (4)
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Skeleton)
WIGHTS (2)
CR 3
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
CR 3
WIGHT
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
Difficulty Level: 5
Entrances: Downstairs from Area DL1M, Area DL2C,
Area DL1G, outside cave between Area DL2B and
Area DL2C.
Exits: Natural caverns between Area DL2B and Area
DL2C, Area DL2V to Rappan Athuk, Area DL3A to
Level 3
Detections: Faint chaos and evil everywhere
Standard Features: Unless otherwise noted, all doors
on this level are made of locked, iron-reinforced
wood (2 in. thick; hardness 5; hp 20; Break DC 18,
Disable Device DC 20). All secret doors are made of
stone (2 in. thick; hardness 8; hp 30; Perception DC 20;
Break DC 22, Disable Device DC 20).
HELL HOUND
CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Hell Hound)
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CR 3
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Str 11, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform
(song) +5
Languages Common
Str 10, Dex 17, Con 13, Int 3, Wis 12, Cha 4
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse
Skills Climb +12, Perception +5, Stealth +12, Swim +12; Racial
Modifiers uses Dex to modify Climb and Swim
Disease (Ex) Filth fever: Biteinjury; save Fort DC 13; onset
1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.
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Letters carved into the floor of this gray and cobwebbed burial vault
identify it as THE GRAVES OF THE UPPER PRIESTHOOD. The place
has been ransacked and defiled. Bones lay strewn about; rubble covers
an empty dais. A clump of green slime hangs above. Unless checked for,
there is a 40% probability it falls on an investigating PC.
GREEN SLIME
CR 4
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazard)
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 ft. 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 metals
hardness but not that of wood. It does not harm stone.
The starway in the west leads to Area DL1E.
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DL2P. Crypt
A niche in the east wall contains a mound of glistening, slime covered
skulls flanked by four tallow candles. If the candles are lit, fire flares in the
hollow eye sockets and the skulls shriek, possibly attracting more undead
(roll three random encounter checks).
DL2Q. Storage
Dust covers the religious paraphernalia left here: sooty braziers, velvet
drapes, incense burners and a collapsed podium.
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of a High Priest and clutches the symbol of its station, a heavy brass
staff studded with green glass eyes and warts. The high priest may
summon its companions from Area DL2T with a bellowing croak.
The high priest and his cohorts occasionally emerge to the surface
world to hunt for new captives to sacrifice; at other times, they travel deep
underground to Rappan Athuk to consort with the darkest powers.
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CONSTRUCTION
Requirements Craft Wondrous Item, gate; Cost 40,500 gp
Speed 20 ft.
Melee +3 anarchic longsword +12/+7 (1d8+10 plus 2d6 vs.
lawful/1920) or slam +14 (1d8+10 plus mummy rot)
Prism of Seperation
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CR 11
FREEZING WALL TRAP
XP 12,800
Type magic; Perception DC ; Disable Device DC 28
Trigger location; Reset none
Effect spell effect (damage as maximized cone of cold, 90
points of cold damage to anything passing through, save
DC 19 Ref for half; 50 points of fire damage in one round
brings it down for 2d6 rounds)
CONSTRUCTION
Requirements Craft Wondrous Item, greater dispel
magic; Cost 18,000 gp
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DL3B. Catacombs
Thick sheets of cobwebs hang from the ceiling, their white shot through
with filaments of sickly gray-green mold. Characters who fail a DC 12
Fortitude save gain a 1 penalty to all rolls due to coughing as long as
they remain in this place and for 1d3 x 10 minutes afterwards. The coffins
here are rotted, and the dead inside covered in mold.
CR 4
GREEN SLIME
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazard)
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 ft. 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 metals
hardness but not that of wood. It does not harm stone.
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Koshags Sword
Aura moderate transmutation and divination; CL 9th
Slot none; Weight 6 lbs.; Price 40,435 gp
point towards a gate in a wrought iron fence to the north (DC 24 Disable
Device). This is the tomb of a vampire and his 10 zombie minions. The
vampire used to be a great lord, and is still clad in the full plate of his
station. The zombies simply wear blackened chain and brandish halberds,
and slumber to the side of the tomb, standing guard. Beyond the gate lies
the iron coffin of the vampire on a round podium. If the gate is opened, the
podium rotates, the coffin opens, and the zombies animate.
In the coffin, there are ashes mixed with earth, and a gold-and-diamond
diadem (worth 1,200 gp). Next to the podium, there are also two large iron
chests with 2,000 gp each.
VAMPIRE LORD
CR 9
XP 6,400
Male human vampire fighter 8 (Pathfinder Roleplaying
Game Bestiary, Vampire)
CE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft.; Perception +14
DESCRIPTION
This intelligent +3 bastard sword is thoroughly and
completely chaotic evil. It has Int 14, Wis 12, Cha 15,
Ego 12, and speaks Abyssal and Common. Its special
abilities are hold person, 3/day, see invisibility in a 10
ft. range and levitate, 3/day. The sword is extremely
vain and vindictive, stopping at nothing to mercilessly
destroy the thief who took it from its rightful owner.
It forces an Ego check immediately upon being
acquired, and every chance afterwards. If the check
fails, the sword forces the wielder to enter a berserk
rage or commit suicide. It can only be truly mastered
by a character of superior willpowersomeone who
matches the swords evil and egoism and succeeds
at least five consecutive Will saves against the
weapons mental assault. Thereafter, Koshags sword
allows the character to use its powers as long as
the PCs superiority remains unquestionable, and he
wields it as a harsh and merciless conqueror.
CONSTRUCTION
Requirements Craft Wondrous Item, hold person,
levitate, see invisibility; Cost 20,335 gp
ZOMBIES (6)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
Str 18, Dex 17, Con , Int 15, Wis 14, Cha 15
Base Atk +8; CMB +12; CMD 26
Feats AlertnessB, Blind-Fight, Cleave, Combat Expertise,
Combat ReflexesB, DodgeB, Improved Critical, Improved
Disarm, Improved InitiativeB, Lightning ReflexesB, Power
Attack, Quick-Draw, ToughnessB, Vital Strike, Weapon Focus
(longsword), Weapon Specialization (longsword)
Skills Bluff +14, Climb +14, Craft (poisonmaking) +10,
Diplomacy +6, Intimidate +7, Knowledge (nobility) +7,
Perception +14, Ride +11, Sense Motive +14, Stealth +13;
Racial Modifiers +8 to Bluff, Perception, Sense Motive, Stealth
Languages Abyssal, Common, Tsathar
SQ armor training 2, change shape (dire bat or giant frog,
beast shape II), gaseous form, shadowless, spider climb
Gear +1 full plate, +1 lifedrinker longsword
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CR 2
ZOMBIES (10)
XP 600
CE Medium humanoid (human) (Pathfinder Roleplaying
Game Bestiary, Zombie)
Init +0; Senses darkvision 60 ft.; Perception +0
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
Speed 30 ft.
Melee halberd +4 (1d10+4/x3)
Str 17, Dex 10, Con, Int, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD +14
Feats ToughnessB
SQ staggered
Gear fire-blackened chainmail, halberd
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DL3I. Antechamber
A plaque above the portal to the south reads: THE TOMB OF ZODMAR
ADATRES, CHAMPION OF TSATHOGGA. HE WOULD SEE ALL, AND
WAS THUS INTERRED HEREIN.
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Level 0C:
Zelkors Ferry
Background
Rumors about the Rappan Athuk dungeons will not always point
adventurers directly toward the Mausoleum (Wilderness Area 9),
but toward a remote, semi-fortified inn known as Zelkors Ferry. The
wilderness around the Mausoleum is known to be extremely dangerous,
and lower-level adventurers may very well choose to base themselvesat
least in the early stages of the expeditionin an outpost of civilization,
however small it might be. At the very least, Zelkors Ferry offers a
place to re-provision, to rest with some safety, and possibly even to hire
some men-at-arms or baggage carriers. These benefits might be of little
importance to a higher level party that has access to its own magic and
healing, but for a lower-level party the resources of a home base could
very easily mean the difference between life and death.
One reason why there are more rumors about Zelkors Ferry than
about the Mausoleum is quite simple; most adventurers who enter the
Mausoleum never return to tell the tale. On the other hand, the cellars
and dungeons beneath the Mouth of Doom are not quite as lethal as the
central levels of Rappan Athuk where the catacombs beneath the Mouth
eventually lead. The citizens of Zelkors Ferry have seen, with their own
eyes, adventurers who have returned alive from this part of Rappan Athuk
with treasure and strange tales. These adventurers soon go to explore the
dungeons furtherand generally never returnbut their shiny gold and
mysterious tales remain behind, evidence of the dungeons riches and
actual existence.
The Ferry is a small cluster of buildings surrounded by an old stone
wall that once served as a border fort. It is now an inn and a small
ZELKORS FERRY
N Hamlet (Pathfinder Roleplaying Games
Gamemastery Guide, Settlements)
Corruption 2; Crime 2; Economy 1; Law 2; Lore +0;
Society 2
Qualities strategic location
Danger 5
Government autocracy
Population 20+ humans
Notable NPCs
Gutmark, the ferryman (N male human commoner 1)
Big Morgan, the blacksmith (LE male human expert 2/
warrior 1)
Rasmus Pye, the trader (N male human expert 2/
wizard 2)
Ulman Dark, the necromancer (NE male human
commoner 4)
Skorma, captain of the guard (N male human warrior 4)
Odo Bristleback, the mayor-innkeeper (CN male
human natural wereboar barbarian 2)
trading post for occasional river traffic and infrequent overland travelers
following the river trail to and from the Coast Road. The Ferry is the
last convenient place for downriver traffic to make a safe landing, so
although the settlement is small and the river traffic is infrequent, barges
and keelboats do arrive here from time to time, offloading cargoes bound
for the Coast Road. This last leg of the journey overland to the Coast
Road is quite dangerous, and requires guards; escorting one of these small
caravans is a possible side adventure for the player characters to undertake
if they choose to do so.
The settlement itself is little more than the inn, a smithy, a merchant
trader, and a ferryboat for those who desire to cross the river. Nevertheless,
Zelkors Ferry is a place of comfort and safety compared to the hungry
wilderness that surrounds it on all sides. The area in and around Zelkors
Ferry is shown on Maps Environs of Zelkors Ferry and Zelkors
Ferry.
Dont go down the well! (True; but that particular well is a long
way from the Mouth of Dooms entrance to Rappan Athuk).
The Mouth of Doom, which leads into the dungeons of Rappan
Athuk, can be found to the south of Zelkors Ferry. (True)
They say that if you go adventuring in the Mouth of Doom, beware
the hand. (True).
There are one or two places under the Mouth of Doom where
the air is bad; dont sleep in those places if you want to wake up
again. (True).
An adventurer went into the Mouth of Doom a year ago with a lucky
gemstone sewn into the heel of his boot. He never came back. I
guess the gem wasnt so lucky after all. (True).
A band of gnolls has been lurking around to the south of the Ferry
for the last several weeks. If youre headed south, better watch out
for them. (True).
Bristleback buys bearskins and panther skins for 50 gp, and wolf
pelts for 20 each. If you bring back a whole bear, the meats worth
10 gp to you as well. Wild boars arent worth anything to you,
though. (True).
A couple of levels underneath the Mouth of Doom there is a long
passagemiles longthat connects up with the main levels of
Rappan Athuk. (True).
Zelkor was a powerful wizard who led the army of Light into
Rappan Athuk to attack the high priests of Orcus. They say that he
didnt die, and one day hell return. (Partly True).
The Mouth of Doom is cursed: anyone who enters it will become
weaker and weaker over the course of ten days. (False).
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rolled on the table are passengers on the riverboat. If you wish to keep
some kind of running tally of the Ferrys transient population, assume that
each group (or individual, if solitary) plans to stay at the ferry for 1d10
days. This lets you track the departures as well as the arrivals. Obviously,
the actions of the characters might cause a group or an individual to delay
departure for a while if they are waiting for employmentor planning to
kill the characters and take their gold.
Map Key
1. Zelkors Ferry
This is a small trading post and fortified inn, surrounded by an ancient
and crumbling stone curtain wall with wooden guard-towers that were
clearly built in later years for added defense. The gates of the fort are closed
and manned by two bowmen who scrutinize the adventurers closely, but
since most visitors to Zelkors Ferry are armed and dangerous-looking
they are unlikely to bar the party from entering unless the characters do or
say something extremely stupid. Ten kobold skulls have been nailed to the
gate as a mild warning to would-be attackers.
Travelers
1
2
3
4
5
6
7
8
9
10
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Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats Alertness, Dodge, Improved Initiative, Weapon Focus
(longspear)
Skills Handle Animal +4, Intimidate +4, Perception +4, Sense
Motive +2
Languages Common
Gear studded leather armor, buckler, longspear, short
sword, light crossbow, 20 bolts, 1d12 gp, 2d12 sp, 3d12 cp.
MERCHANT
XP 600
Male or female human expert 4
N Medium humanoid (human)
Init +1; Perception +4
0105
06
0709
1000
CR 1
CR 2
Speed 30 ft.
Melee dagger +2 (1d41/1920)
Ranged light crossbow +3 (1d8/1920)
When there is an arrival at the Ferry, the Travelers table should be used
to determine who or what has arrived, although this step should be skipped
if new arrivals are not important to the partys current activities. New
arrivals do not generally need to be detailed unless the party is trying to
hire non-player characters or to find missions other than an expedition into
Rappan Athuk. Roll on the Travelers Table to determine who arrives; if
the arrival is one of the three keelboats that dock at the Ferry, the travelers
Str 8, Dex 10, Con 11, Int 12, Wis 11, Cha 13
Base Atk +3; CMB +2; CMD 11
Feats Alertness, Skill Focus (Appraise), Skill Focus (Sense
Motive)
Skills Appraise +11, Bluff +8, Diplomacy +8, Handle Animal
+8, Linguistics +8, Perception +9, Profession (merchant) +7,
Sense Motive +12
Languages Common, Dwarven, Elven, Gnome, Goblin,
Halfling
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Outlaws: Outlaws are simply peasants who are on the run from the law.
They are tolerated at the Ferry as long as they do not appear dangerous,
and if a patrol appears while outlaws are present, the citizens of the Ferry
hide the outlaws until the patrol has left. Outlaws can be hired, although
they are less reliable than mercenaries.
CR 3
CR 1/3
Speed 30 ft.
Melee improvised club +1 (1d4+1)
Ranged sling 1 (1d3+1)
COMMONER OUTLAWS
XP 135
Male and female human commoner 1
N Medium humanoid (human)
Init +0; Perception +3
CR 2
CR 1
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Speed 30 ft.
Melee longspear +4 (1d8+1/x3), or longsword +3 (1d8+1/19
20)
Ranged light crossbow +3 (1d8/1920)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Speed 30 ft.
Melee mwk dagger +1 (1d41/1920)
Ranged touch +5 (by spell)
Special Attacks hand of the apprentice (+4, 6/day)
Spells Prepared (CL 3rd)
2ndmirror image, summon monster II
1stcharm person (DC 14), sleep (DC 14), unseen servant
0 (at will)arcane mark, light, resistance, prestidigitation
Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 14
Feats Improved Initiative, Quick-Draw, Run, Weapon Focus
(longspear)
Skills Intimidate +5, Perception +4, Sense Motive +2
Languages Common
Gear studded leather armor, buckler, longspear, longsword,
light crossbow, 20 bolts, 2d12 gp.
Str 8, Dex 13, Con 12, Int 17, Wis 11, Cha 14
Base Atk +1; CMB +0; CMD 11
Feats Craft Wondrous Item, Scribe ScrollB, Self-Sufficient, Skill
Focus (Knowledge [arcana])
Skills Appraise +8, Craft (alchemy) +9, Heal +5, Knowledge
(arcana) +9, Knowledge (engineering) +8, Knowledge
(history) +7, Knowledge (local) +7, Knowledge (nature) +7,
Profession (sage) +5, Spellcraft +9, Survival +0
Languages Common, Goblin, Gnome, Orc
SQ arcane bond (wand of silent image)
Combat Gear scroll of magic circle against chaos, wand
of silent image (50 charges), wand of sleep (12 charges);
Other Gear masterwork dagger, travelers outfit, notebooks,
spellbook
KNIGHT
XP 800
Male or female human fighter 4
LN Medium humanoid (human)
Init +6; Perception +5
CR 3
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Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12
Base Atk +4; CMB +7; CMD 19
Feats Improved Initiative, Mounted Combat, Ride-By Attack,
Spirited Charge, Weapon Focus (lance), Weapon Focus
(longsword)
Skills Handle Animal +8, Perception +5, Ride +10
Languages Common
SQ armor training 1
Gear chainmail, heavy wood shield, lance, longsword, 2d10 gp,
40+2d10 sp.
WARHORSE
XP 600
N Large animal
Init +4; Senses low-light vision; Perception +8
CR 2
Keelboats
There are three keelboats that carry almost all of the trade upriver to and
from Zelkors Ferry: the Yellow Dagger, the Lucky Oak, and the Brawler.
Str 14, Dex 15, Con 13, Int 11, Wis 8, Cha 13
Base Atk +3; CMB +5; CMD 17
Feats Iron Will, Point-Blank Shot, Precise ShotB, Quick-DrawB,
Weapon Focus (longbow)
Skills Bluff +3, Perception +1, Profession (sailor) +4, Swim +7
Languages Common
SQ armor training 1
Gear masterwork chain shirt, masterwork longsword,
masterwork composite longbow [+2 Str], 20 arrows
ORIK
XP 600
Male human rogue 3
NE Medium humanoid (human)
Init +1; Perception +7
CR 2
Trained for Combat (Ex) The warhorse treats its hoof attacks
as primary attacks. It knows the tricks attack, come, defend,
down, guard, and heel.
MERCENARIES
XP 400
hp 19 (see Footmen, above)
Speed 30 ft.
Melee mwk longsword +6 (1d8+3/1920)
Ranged mwk composite longbow [+2 Str] +8 (1d8+2/x3)
CR 2
Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Athletic, Dodge, Skill Focus (Acrobatics)
Skills Acrobatics +10, Bluff +5, Climb +10, Intimidate +5,
Knowledge (local) +6, Perception +7, Profession (sailor) +7,
Stealth +7, Swim +10
Languages Common
SQ rogue talents (ledge walker), trapfinding (+1)
Gear leather armor, masterwork buckler, masterwork hand
crossbow, 20 bolts, short sword
SAILORS (3)
XP 200
Male human expert 1/warrior 1
N Medium humanoid
Init +1; Perception +4
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RAMAKIN, LYNX
CR 2
XP 600
hp 13 (Frog God Games The Tome of Horrors Complete, Lynx)
The Brawler
The Brawler is a very large keelboat that transports heavy cargo such as
ale, sheep, and even cows. It has a large crew of 10 sailors, and is captained
by the owner, Beoric the Whale. Cargos on the Brawler generally run
approximately 1d6 x 200 gp worth of trade goods, of various types.
CR 3
GUARD
XP 400
Male human fighter 2
N Medium humanoid (human)
Init +5; Perception +4
CR 4
hp 42 (5d10+10)
Fort +6; Ref +1; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk battleaxe +10 (1d8+4/3)
Ranged+1 composite longbow [+4 Str] +7 (1d8+8/3)
Special Attacks weapon training (bows +1)
Str 18, Dex 10, Con 14, Int 13, Wis 8, Cha 12
Base Atk +5; CMB +9; CMD 19
Feats Deadly AimB, Iron Will, Persuasive, Point-Blank Shot,
Precise ShotB, Weapon Focus (composite longbow),
Weapon Specialization (composite longbow)B
Skills Craft (carpentry) +9, Intimidate +11, Profession (sailor)
+7, Sense Motive +4, Swim +12
Languages Aquan, Common
SQ armor training 1
Gear +1 studded leather armor, masterwork battleaxe, +1
composite longbow [+4 Str], 15 arrows, spyglass, 3d12 gp
Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 21
Feats Dodge, Improved InitiativeB, MobilityB, Point-Blank
Shot, Precise ShotB, Weapon Focus (cutlass), Weapon
Specialization (cutlass)
Skills Bluff +4, Perception +5, Profession (sailor) +8, Swim +9
Languages Common
SQ armor training 1
Gear chain shirt, cutlass (treat as short sword), shortbow, 20
arrows, 3d6 gp
SAILORS (3)
XP 200
hp 13 (see the Yellow Dagger, above)
CR 1/2
CR 1
SAILORS (10)
XP 200
hp 13 (see the Yellow Dagger, above)
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B. The Stable
The stable is a part of the inn; anyone wishing to keep horses here
can do so by talking to Odo Bristleback, the innkeeper. The daily charge
for keeping a horse or mule in the stable is 1 sp. From time to time Odo
may also have a horse or a mule for sale, although these are far from
thoroughbred quality. Odo almost always has a mule for sale, has a 65%
chance to actually have two mules rather than just one, and has a 50%
chance to have 1d3 riding horses available for the right price. Obviously,
replacement animals do not just appear magically in Odos stable; if the
party buys his stock and needs more, it takes at least a week before any
more would be traded here.
IGOR AND VORT, STABLEHANDS
XP 400
Male human commoner 4
N(E) Medium humanoid (human)
Init +1; Perception +5
CR 2
D. Barracks
This building is the residence for Odos guards, whom he has handpicked over several years from traveling mercenaries and adventurers who
stopped here and were willing to stay. They are a loyal and experienced
group of veterans.
ODOS GUARDS (5)
XP 400
Male human warrior 3
LN Medium humanoid (human)
Init +1; Perception +1
CR 1
Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 15
Feats Toughness, Weapon Focus (shortbow), Weapon Focus
(spear)
Skills Handle Animal +5, Intimidate +5, Ride +7
Languages Common
Gear leather armor, spear, short bow, 20 arrows, long knife
(treat as dagger), woolen tunic, trousers
Speed 30 ft.
Melee club +4 (1d3+2)
Str 13, Dex 12, Con 12, Int 6, Wis 13, Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Skill Focus (Handle Animal), Skill Focus (Profession)
Skills Handle Animal +8, Knowledge (local) +2, Perception
+5, Profession (stablehand) +10
Gear leather armor, club, 3d4 cp
CR 1/2
GUARD DOGS (2)
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Dog, Riding)
C. Blacksmith
Big Morgan is a blacksmith who rents this building from Odo and
makes his living by repairing wagons, shoeing horses, and producing
simple iron tools for the wayfarers who stop at the inn.
Morgans wife Deslena (Commoner 1; hp 3) makes the sturdy pottery
dishes used in the area as well as bottles and jugs in various sizes that she
sells at the Trading Post. Her kiln is built into the other side of the forge.
BIG MORGAN
XP 400
Male human expert 2/warrior 1
LE Medium humanoid (human)
Init +1; Perception +7
CR 1
CAPTAIN SKORMA
XP 600
Male human warrior 4
N Medium humanoid (human)
Init +2; Perception 1
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Speed 20 ft.
Melee warhammer +6 (1d8+3/3)
Ranged longbow +3 (1d8/3)
Str 17, Dex 12, Con 15, Int 10, Wis 13, Cha 9
Base Atk +2; CMB +5; CMD 16
Feats Skill Focus (Craft [blacksmithing]), Skill Focus (Profession
[blacksmith]), Weapon Focus (warhammer)
The trading post is run by Rasmus Pye, who buys, sells, and barters
anything that comes his way down the river, up the trail, or out of the
dungeon. The only thing he doesnt sell is horses, since his landlord
owns the stables. Rasmus is a wizard of minor abilities, and his ability
to cast sleep spells was a nasty surprise for the last group of kobolds that
attempted to storm the walls.
Most normal supplies, even including armor, can be purchased here at
normal prices.
Pye is ably assisted by his wife Meregan (Commoner 1; hp 3) who also
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sews and does some light leatherwork. Common clothing items available
at the trading post may have been made by her, and she will make custom
items at 20% above the usual cost. The Pyes have a twelve-year-old son,
Verestin (Commoner 1; hp 2).
RASMUS PYE
XP 600
Male human expert 2/wizard 2
N Medium humanoid (human)
Init +1; Perception +7
CR 2
F. The Necromancer
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His physic has a 20% chance to fail, and a 1% chance to kill the patient
outright.
Brewing Potions: Ulman can brew healing concoctions that restore 1d4
hit points. The potion must not be taken more than once in a 24 hour
period, for the second draught is a deadly overdose (DC 25 Fortitude
negates). He charges 250 gp for one of these draughts.
Raising the Dead: Ulman charges 3,000 gp to attempt this difficult
task, and has a 20% chance to fail in some way (see below). If he fails,
he weakens and is unable to do anything but lie abed for a period of one
month thereafter. If three gems worth 250 gp or more each are used in the
procedure, the chance of failure drops to 10%. Failure results are listed on
the table below:
1
2
3
4
5
6
CR 5
WRAITH
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)
ULMAN DARK, THE NECROMANCER
XP 600
Male human commoner 4
N(E) Medium humanoid (human)
Init +1; Perception +3
CR 2
Speed 30 ft.
Melee unarmed strike 3 (1d31)
G. The Ferry
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Str 8, Dex 12, Con 12, Int 16, Wis 13, Cha 8
Base Atk +2; CMB +1; CMD 12
Feats Master Alchemist, Skill Focus (Knowledge [arcana]),
Skill Focus (Profession [necromantic scholar])
Skills Craft (alchemy) +12, Knowledge (arcana) +10,
Perception +8, Profession (necromantic scholar) +11
SQ necromantic healing (see above)
The Ferry itself is no more than a wooden dock jutting out over the
water, with a stone building where Gutmark the Ferryman makes his
home. It costs 2 gp per person (and 1 gp per animal) to be ferried across
the water on Gutmarks boat. Travelers are so infrequent that ferrying
passengers is only an occasional task for Gutmark; he makes his living by
fishing in the river (usually within sight of the dock).
His wife Adebrin (Commoner 1; hp 3) smokes the fish and makes other
smoked meats and salted foods.
KANNDRA DARK
XP 800
Female human ranger 4
LN(E) Medium humanoid (human)
Init +4; Perception +8
CR 3
CR 1/4
Speed 30 ft.
Melee club +1 (1d4+1)
Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 9
Base Atk +0; CMB +1; CMD 11
Feats Skill Focus (Profession) x2
Skills Profession (ferryman) +7, Profession (fisherman) +7,
Swim +1
Languages Common
Gear leather armor, club, fishing pole, 1d4 sp
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H. Gemcutter
15
67
89
10
4. Demon Statue
A statue overlooks the river here; it is worn and weathered, but its
demonic shape, with bat wings and rams horns, can still be discerned.
The statues outstretched arm points to the southwest. There is nothing
magical or unusual about the statue.
1
24
5
67
8
9
10
5. Ford
KALGOR
XP 800
Male dwarf expert 5
NG Medium humanoid (dwarf)
Init 1; Senses darkvision 60 ft.; Perception +6
The river can be forded safely here, but the gnolls at Area 6 keep a lookout
watching the ford, and the adventurers are likely to be spotted (see Area 6).
CR 3
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Treasure: Each of the gnolls carries a belt pouch containing 1d100 sp.
Speed 20 ft.
Melee unarmed strike +4 (1d3+1)
Str 13, Dex 8, Con 16, Int 16, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 13
Feats Master Craftsman (Craft), Skill Focus (Craft), Skill Focus
(Profession)
Skills Appraise +8, Bluff +5, Climb +5, Craft (gemcutting)
+15, Diplomacy +4, Intimidate +5, Perception +6, Profession
(merchant) +7, Sense Motive +6, Sleight of Hand +4, Survival +5
Languages Common, Dwarven, Giant, Goblin, Orc
SQ greed, hardy, hatred, slow and steady, stability,
stonecunning
Gear Masterwork gemcutting tools
1d4 deer
1 black bear
1 panther
1d6 wolves
No animals present
DEER
CR 1/4
XP 100
hp 11 (Frog God Games The Tome of Horrors Complete,
Deer)
BLACK BEAR
XP 800
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
CR 3
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Fort +6; Ref +7; Will +2
9. Large Forest
Speed 40 ft.
Melee 2 claws +6 (1d4+3 plus grab), bite +6 (1d4+3)
The bear that lives in this location has bright scarlet hair, and is
considerably larger than most forest-dwelling bears. It is quite fearless,
and stalks and attacks anyone who is following the river through the
woods, even if the group is quite large.
Str 17, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +6 (+10 to grapple); CMD 19 (23 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +6, Survival +5, Swim +12; Racial Modifiers
+4 Swim
PANTHER
CR 3
XP 800
hp 19 (Frog God Games The Tome of Horrors Complete,
Lion, Mountain)
WOLF
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Wolf)
CR 1
Treasure: Bearskins and panther skins can be sold at Zelkors Ferry for
50 gp; wolfskins can be sold for 20 gp each. The complete carcass of a
bear is worth an additional 10 gp for the meat.
8. Weird Woods of
Yorgala the Ogress (CR 3)
Toward the middle of these woods, the trees begin to get darker and
stranger, some of them having octopus-like suckers on their trunks and
branches, others almost seem to have malevolent faces in the pattern of
their bark. Moving through this area becomes more and more difficult
the trees and the underbrush almost seem to be getting in the way of the
characters passage deliberately. Moreover, and perhaps most disturbing,
the forest becomes darker than it ought to be. By the time the characters
reach the center, if they go so far, they need to be carrying light sources
in order to see.
At the center of the woods there is a stone cottage with a garden fenced
around with human bones and skulls. This is the abode of the female ogre
Yorgala. She is a normal ogre, but thinner and a bit less feral than most
male ogres. If she succeeds in capturing any humans with the sleep spell,
she cooks one of them for dinner (determine randomly) and sells the rest
to the gnolls (Area 6) as slaves, after tattooing a mystical marking on the
palms of their hands. The tattoos detect as magical, and their effect is to
weaken a person inside the ogresss grove. Anyone entering the grove
with one of these tattoos must make a DC 15 Fortitude save or make all
attacks and damage rolls at 1 due to a strange weakness. The gnolls most
likely sell the captured party members to the people in Zelkors Ferry at
a price of 100 gp each. After the characters are ransomed in this way, the
people at the Ferry definitely expect to be reimbursed for their expense.
YORGALA THE OGRESS
CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre, with
the following changes; add Spell-Like Abilities 1/daysleep
[CL 4th])
Deep in the trees there is a small hut in a state of disrepair and neglect.
The wooden walls are rotting, and the thatched roof is green with moss.
The hut is the lair of the lone worg who killed the original inhabitants.
WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)
CR 2
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This dungeon level stinks. Literally. Between the dung monster, the
latrines, the rats and the ghast, the entire level is full of foul air. Make
this clear to the characters upon entering this level as you require them to
make the Fortitude saves described in Continuous Effects in the sidebar.
The map of this level is shown in Map RA1.
Level 1
Difficulty Level: 3
Entrances: Hallway from ground level Area G8.
Exits: Stairs to Level 2; River to Level 9; Rat tunnel to
Level 2 and to G3 on the Ground Level.
Wandering Monsters: Check once per 30 minutes on
1d20:
1
2
3
4
520
GHOUL
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
GREEN SLIME
CR 4
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazards)
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 ft. 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
metals hardness but not that of wood. It does not harm stone.
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DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
WERERATS
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
GELATINOUS CUBE
CR 3
XP 800
hp 50 (Pathfinder Roleplaying Game Bestiary, Gelatinous
Cube)
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Broken candelabras and a worm-ridden red carpet have been left long
ago by the undertaker in this viewing room. There is a wooden casket in
the center of the room that has had its once decorative silver trim rudely
pried off. There is nothing of interest in this room. The casket is empty.
PIT TRAP
CR 2
XP 600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset automatic
Effect 20 ft. deep pit (2d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10 ft. square area)
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As the PCs enter the room, the smell of waste is overpowering. Three holes
in the ground are regularly spaced in a line along one side of this room. They
are latrines, as is obvious from the smell. One of them has a toilet seat of white
stone, which appears to be very clean, installed over the hole.
This seat is in fact one of the strangest denizens of Rappan Athuk.
Called the dung monster by those who have encountered it, this
creature was once a killer mimic. When it devoured an archmage with
a staff of the magiwho had stopped in response to the second highest
callingthe energies released from the destruction of the staff caused its
bizarre mutation. Though the dung monster is primarily found in its toilet
form in this room, it is also frequently encountered wandering the halls
of this level in its other forma disgusting bubbling mass of vile feces
and gurgling fluids. There is basically no way to kill it. Rumor has it a
party once trapped it in a block of stone, but it somehow escaped. No
matter what trick the party comes up with to contain the monster, it always
somehow regrows or escapes within a few days.
Dungie is slow, but cannot be killed. This monster should be played not
as a death-dealer, but instead as a nuisance. He is not really interested in
killing the PCs, but thrives on eating their weapons and shields. If they
persist in attacking him for a long period of time, so be it. He eats them.
The experience points awarded for this encounter should depend on how
the PCs handle the encounter, and is left to the discretion of the GM.
MUTATED KILLER MIMIC (THE DUNG MONSTER)
CR 10
XP 9,600
NE Large aberration (shapechanger) (Pathfinder
Roleplaying Game Bestiary, Mimic)
Init +1; Senses blindsight 90 ft., darkvision 60 ft.; Perception +20
AC 18, touch 10, flat-footed 18 (+1 Dex, +8 natural, 1 size)
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Beneath each of the holes in the floor is an 8 ft. x 8 ft. chamber. Two are
mostly empty, containing only a concentrated mass of waste.
Treasure: Latrine number 3, the one covered by the monster in his toilet
guise, contains the remains of some of his victims. Halflings, gnomes or
small elves may descend into the latrine. The person descending must
succeed on a DC 26 Fortitude save or suffer the effects as per a stinking
cloud spell. They must attempt subsequent Fortitude saves every two
minutes they remain in the latrine. In the latrine under all the dung,
requiring a detect magic spell to locate, are the following: 417 gp in a
bag of holding of the smallest size, a +3 dagger and an efreeti bottle that
escaped destruction when the Dung Monster consumed their owners. The
person coming out of the latrine has a Charisma of 1 for reaction purposes
until thoroughly cleansed and the party never surprises any monster with
the scent special quality. Check for wandering monsters at twice the
normal frequency until the person is cleansed.
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GHAST
CR 2
XP 600
hp 17 (Pathfinder Roleplaying Game Bestiary, Ghoul, with
the following changes; add +2 on all rolls [including damage
rolls] and special ability DCs; AC 18, touch 14, flat-footed 14
[+4 Dex, +4 natural]; CMD 18)
Treasure: In a small chest are 200 cp, 600 gold-covered lead coins. In
a secret compartment in the lid of the chest (DC 20 Perception) is a scroll
of three arcane spells: jump, stinking cloud, and ventriloquism (CL 4th).
CR 2
CR 2
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Speed 30 ft.
Melee rapier +4 (1d6+2/1820), bite 1 (1d4+1 plus disease)
Ranged shortbow +4 (1d6/ x3)
Special Attacks sneak attack +1d6
Str 15, Dex 16, Con 14, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats DodgeB, Weapon Finesse
Skills Acrobatics +8, Bluff +2, Climb +7, Escape Artist +8,
Knowledge (dungeoneering) +7, Knowledge (local) +7,
Intimidate +2, Perception +7, Sense Motive +7, Sleight of
Hand +8, Stealth +8, Swim +7
Languages Common, Goblin, Orc
SQ change shape (human, hybrid, and dire rat; polymorph),
rogue talents (fast stealth), lycanthropic empathy (rats and
dire rats), trapfinding (+1)
Combat Gear pouch with 3 doses of dust of sneezing and
choking; Other Gear rapier, shortbow, 20 arrows, cloak of
elvenkind
Disease (Ex) Filth fever: Biteinjury; save Fort DC 13; onset
1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.
JARVIK THE WERERAT (HUMAN FORM)
XP 600
Male human natural wererat fighter 2 (Pathfinder
Roleplaying Game Bestiary, Lycanthrope, Wererat)
CR 2
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CR 2
Str 15, Dex 12, Con 14, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Toughness, Weapon Focus (rapier)B
Skills Climb +6, Handle Animal +4, Intimidate +4, Stealth +2,
Survival +2
Languages Common, Goblin
SQ change shape (human, hybrid, and dire rat; polymorph),
lycanthropic empathy (rats and dire rats)
Gear rapier, shortbow, 20 arrows, 2 gems (25 gp each), 3d12
cp, 2d6 sp, 1d8 gp
Disease (Ex) Filth fever: Biteinjury; save Fort DC 13; onset
1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.
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Speed 30 ft.
Melee rapier +6 (1d6+3 plus poison/1820), bite +1 (1d4+1
plus disease and curse of lycanthropy)
Ranged shortbow +2 (1d6 plus poison/x3)
Special Attacks curse of lycanthropy (DC 15)
Str 17, Dex 11, Con 20, Int 12, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 15
Feats Improved Initiative, Lightning ReflexesB, Power AttackB,
Weapon FocusB
Skills Climb +6, Craft (carpentry) +5, Handle Animal +5,
Perception +3, Swim +7
Languages Common, Goblin
SQ change shape (human, hybrid, and dire rat; polymorph),
lycanthropic empathy (rats and dire rats)
Combat Gear rapier coated with purple worm poison, 2
doses of purple worm poison, 4 arrows coated with purple
worm poison; Other Gear shortbow, 20 arrows
Speed 30 ft.
Melee rapier +4 (1d6+2/1820), 1 bite (1d4+1 plus disease
and curse of lycanthropy)
Ranged shortbow +2 (1d6/ x3)
Special Attacks curse of lycanthropy (DC 15)
CR 1/3
DIRE RATS (20)
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
Tactics: Fiilaar assumes hybrid form after passing over the rubble. She
takes up a position with the archers in the small cubbyholes overlooking
the passage and continues to call out as if in peril to draw the party across
the rubble. When the party crosses the pile of rubble, she throws one of
her pouches of dust of sneezing and choking in an attempt to incapacitate
the party. The wererat archers then rain their poisoned arrows down on
the party. Jarvick, to prove his love for Fiilaar (an emotion which, as a
rat, she does not understand), tries to impress her by demonstrating his
hatred for humans by attacking them with his poisoned sword after the
dust of sneezing and choking settles. The wererats scurry away through
the various rat tunnels to their lair at 113 if the battle turns against them.
Encounter Modification: If the party is low level, this ambush will
destroy them. In that instance, the wererats simply spy on the party and
follow along behind them, hoping to loot their corpses when they meet
their untimely end in the dungeon. Fiilaar and Jarvik are intelligent enough
not to waste their dust and poison arrows on obviously weak parties. If
the party is low level but has a large number of humans, Fiilaar has the
wererats attack with normal arrows, saving their poisoned arrows and her
dust for more deserving targets, allowing the 20 dire rats to attack. Her
hatred for humans prevents her from allowing them to pass unharmed.
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of metal, they have 143 gp, 901 sp, 2,929 cp. They also have a scroll of
1 arcane spell: antimagic field (leftover from the corpse of the wizard
consumed by the dung monster), and goggles of minute seeing which the
wererats have mistaken for simple gems.
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When the minions of Orcus were driven into the caves that became
Rappan Athuk long ago, some of their rearguard, led by a powerful if
insane warrior named Duke Aerim, entered the complex through this
secondary access way. The Duke subsequently turned on his allies and was
brought down by assassins, and the vault where he was buried eventually
became the Bloodways (see Level 9D).
To protect this alternate point of entry, which leads deep into the
dungeon complex, the priests of Orcus erected a dark temple on the surface
(see Wilderness Area 3 for details), and installed a gauntlet of guardians
and deathtraps beneath it. Because of its obscure location in a dell north
of the more famous entrance, relatively few bands of adventurers have
come this way into Rappan Athukand of those that have, very few ever
returned. However, in recent times, the adventurer Corondel, responsible
for slaying a green dragon some years past in the Forest of Hope, led
a band of adventurers into the Temple of Final Sacrament and returned,
hollow-eyed, muttering about strange guardian creatures that devoured
his party one by one.
Adventurers may discover this alternate entrance in one of several
ways: they may come upon the nearby community of the Fethine on
the surface (see Wilderness Area 2), who can inform them of it; they
may meet Corondel, or discover a journal or the like from him or one
of his men, that pinpoints its location; they may stumble upon it in their
ramblings; they may hear of it from local bandits or brigands; or they
may even enter it from below, through Level 9D. However they enter, the
Temple is harsh and unrelenting, and is not for the inexperienced delver.
The area is shown on Map RA1A.
Level 1A
Difficulty Level: 10
Entrances: Passage to surface in 1A1.
Exits: Passage to Level 9D in Area 1A15.
Wandering Monsters: None.
Detection: The entire temple radiates moderate
enchantment magic if checked for.
Shielding: None.
Continuous Effects: The interior of the Temple is
shrouded with perpetual gloom that limits all vision to
40 ft.; this is not a darkness effect, but a direct assault
on the visual senses of those within the temple. The
area within 40 ft. still seems to crawl with twitching
shadows, and all Perception checks suffer a 4
circumstance penalty.
Standard Features: The Temple is constructed of black
marble three feet thick, built into the native limestone.
Ceiling height beneath the temple is 18 ft. The shrines
doors are constructed of black marble four inches
thick, with the following attributes unless otherwise
noted: hardness 8, 60 hp, Break DC 28 if locked.
Unless locked, all doors open smoothly and silently on
hidden hinges built within the stonework.
1A1. Exterior
Beneath a black stone temple on the surface (see Wilderness Area 3),
a 20 ft. wide passage slants down into darkness, descending 50 ft. to an
intersection at Area 1A2. Close inspection of the floor inside the temple
reveals numerous scratch marks, as if bladed weapons had been drawn
across the stone repeatedly, particularly on the ramp. Splinters of bone
also litter the floor.
1A2. Skin:
The First Guardian (CR 12)
The 20 ft. wide passage from the surface temple comes to a T-intersection,
with passages leading off left and right into the darkness, each continuing
to descend in either direction at a 20 degree slope. The wall at the end of
the passage is carved with a depiction of humanoids being flayed alive
by bladed instruments; somehow, despite the unrelieved darkness of the
stone and the shadowy nature of the Temple, the details of this carving
stand out quite clearly. This section of carved wall is an illusion. Those
searching the wall are allowed a DC 20 Will save to discern its true nature.
Beyond the false wall is a 20 ft. square area holding the first guardian of
the Temple: a bone crawler.
The characters may have already encountered this beast previously if
they attended the feast of the Fethine. If so, it will not have healed damage
to its armor. Within the 20 ft. lair is a small collection of items looted from
previous explorers.
BONE CRAWLER
XP 19,200
N Huge aberration
Init +3; Senses blindsight 60 ft.; Perception +15
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At the 20 ft. mark of this passage, the ceiling of the passage is set with
an invisible magical sensor that detects body heat of creatures passing
beneath it. When body heat of a creature of at least Medium size (or two
Small creatures) passes beneath it, it triggers a trap. The entire passage
suddenly slams downward to an 80-degree angle, flinging those within it
forward to the corridors end, which now opens into a 30 ft. deep shaft
lined with barbed steel spikes at the base. If the trap is somehow not
tripped, the passage simply slopes downward gently for 70 ft. and then
ends.
To make matters worse, a mordnaissant lurks within a small alcove at
the base of the pit.
CR 10
SLIDE AND PIT TRAP
XP 9,600
Type mechanical; Perception DC 28; Disable Device DC 30
Trigger proximity (alarm); Reset automatic (1 hour)
Effect 110 ft. deep pit (up to 11d6 falling damage); pit spikes
(Atk +10 melee, 1d4 barbed spikes per target for 1d4+5
damage each; a DC 15 Heal check is needed to remove
one or the victim suffers an additional 1d4+5 damage as
the hooked blade is ripped free); DC 20 Reflex avoids (only
if within 10 ft. of the edge); multiple targets (all targets in
passage when trap activates)
CR 7
MORDNAISSANT
XP 3,200
NE Tiny undead (see Appendix A)
Init +6; Senses darkvision 60 ft., lifesense; Perception +18
AC 20, touch 20, flat-footed 18 (+6 deflection, +2 Dex, +2
size,)
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hp 94 (9d8+54)
Fort +9; Ref +5; Will +10
Defensive Abilities channel resistance +2, shield of agony;
Immune undead traits
coming into contact with the liquid is potentially infected with the disease
slimy doom; roll a DC 14 Fortitude save secretly for each.
Slimy Doom: save Fort DC 14; onset 1 day; frequency 1/day;
effect 1d4 Con damage, and second Fort save or 1 point of
the damage is Con drain instead; cure 2 consecutive saves.
1A4. Bile:
The Second Guardian (CR 6)
After descending 60 ft., the rightward passage ends at a stone door.
Beyond it is a foul-smelling, 20 ft. wide hallway filled with greenishblack liquid 3 ft. deep. A series of narrow walkways 10 inches wide run
just above the liquids surface, leading to a door to the left of the entry
(going to Area 14A, see below); and to a set of double doors at the far
end of the passage, 90 ft. away. Walking upon these walkways requires a
DC 10 Acrobatics check each round to avoid falling into the water.
The air within this hall is incredibly foul, with an acrid, rotted smell.
Those breathing it for more than a minute must make a DC 15 Fortitude
save or become nauseated for as long as they are within the room and for
1d4+1 rounds after leaving.
The liquid is an acidic broth that is harmful to anyone entering it,
inflicting 1d6 points of acid damage per round. In addition, anyone
The two exit doors are both traps. If the door at 14A is opened,
the entire door and frame immediately swivels around its center point,
knocking victims into the chamber beyond which is empty of all but the 3
ft. thick layer of polluted water. The door immediately locks in place, and
does not unlock until disabled or a full day has passed.
If someone attempts to open the double doors at the far end of the hall,
the walkways in the hall immediately sink into the water, immersing
anyone standing upon them. The walkways rise one minute after they
sink, and the trap resets. The double doors open out only an inch, no more;
tearing them from the wall reveals only blank stone.
The northern wall near the end of the hall is an illusory wall, opening
into Area 1A5. The fleshy creature beyond is likely to attack at an
opportune moment, perhaps when a PC has been knocked into the water
or one of the traps has been triggered.
SWIVELING DOOR TRAP
CR 3
XP 800
Type mechanical; Perception DC 28; Disable Device DC 28
Trigger touch; Reset automatic (1 day)
Effect knock those in front of the door into the chamber
beyond; DC 20 Reflex save avoids
SINKING WALKWAY TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 28; Disable Device DC 28
Trigger location; Reset automatic (1 minute)
Effect walkways descend into floor, immersing those upon
them into the fluids coating the chamber; DC 20 Reflex save
only if within 10 ft. of a known and accessible exit
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1A5. Flesh:
The Third Guardian (CR 9)
The room beyond the illusory wall is the home of a huge black creature
formed of slime, with the embedded remains of past victims within it. This
undead ooze attacks anyone who challenges it in its lair, and may exit the
room to attack those struggling in Area 1A4. The discarded bones of the
ebon oozes victims are harvested by the bone crawler to repair its armor.
The ebon ooze has no treasure.
EBON OOZE
XP 2,400
NE Huge ooze (see Appendix A)
Init +2; Senses blindsight 60 ft.; Perception +2
CR 6
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mother dies in the room; her womb continues to expand, and eventually
a mordnaissant bursts free. These creatures feel an instinctive urge to
descend, and pass through the heart of the Temple into the Bloodways,
where they may be encountered.
The door progressing further into the complex is hidden behind several
layers of rotting tapestries, requiring a DC 15 Perception check to locate.
The door opens outward into a set of stairs that descend to Area 1A8.
CR 7
INEXORABLE LUST MOLD
XP 3,200
Type infestation; save Will DC 20
onset Immediate; frequency 1/30 minutes (or 1/minute
outside chamber)
effect intense need to copulate, 1 Con damage per 10
minutes spent doing so; see text
1A7. Seed:
The Fourth Guardian (CR 7)
This room is bedecked in a manner suitable for the most opulent of
pleasure houses. Satin drapes line the walls, the floor is layered thickly
with carpeting, and dozens of pillows of all sizes litter the carpets in
comfortable mounds. Braziers burn fragrant oils that warm the chamber
and fill it with a scent of sandalwood and balsam. A hookah rests
comfortably near the center of the room. Lighting is provided by the
braziers, and by ornate brass lanterns hanging from hooks in the ceiling
that glow with warm flame.
This is nearly all an illusion. The actual contents of the room are similar,
but in much worse shape: the lanterns are ancient and corroded; the carpets
rotted and filled with rat dung, the pillows moth-eaten, and the air cold.
Several corpses also lie amid the cushions, concealed by the illusion. The
light however is real, coming from continual flame spells cast within the
lanterns. The scent is also real, and poses the rooms true danger.
Anyone entering the room must make a DC 20 Will save or succumb to
the scents intoxicating effect. Those who make their save are immune to
its effects for a day. It generates a feeling of pleasurable lassitude coupled
with heightened lust. This prompts those affected to copulate again and
again, exhausting themselves. Once they begin, victims sustain 1 point of
Constitution damage per ten minutes spent in this vigorous pursuit. When
their Constitution drops to 1 point, they become too weak to continue,
though the drive remains; victims typically die of thirst or starvation even
while they continue to feel the need to mate.
Additional Will saves are allowed for failed victims once every 30
minutes for as long as they remain within the room, or once per minute if
they are removed from the chamber. The scent is produced by a specially
bred form of magical mold infesting the cushions and carpet, and a
thorough cleansing of the room with fire (at least 20 points of damage to
all surfaces) eliminates the mold and the threat.
The bodies lying amid the cushions have been looted by past adventurers,
and bear only tattered robes or ancient, non-magical armor that is in too
poor of shape to function. Horribly, due to a necromantic taint on the
room, infants created through this chambers powers do not die if the
1A8. Bones:
The Fifth Guardian (CR 12)
The base of the stairs open out onto a large, shadow-shrouded cavern
filled with toadstools and fungus of all types. Strange, fluted chirping
noises issue from the darkness deeper in the cavern, but no fauna can be
seen on inspection. These sounds come from the three strange creatures
known as bonesuckers that make their home here, and move to attack
anyone passing through the room. At first glance they resemble toadstools
ten ft. in height, with rubbery trunks and tentacles sprouting from their
crown. The trunk is actually composed of five sturdy tentacles with which
they can move around. They attack by grappling with their upper tentacles,
inserting the tip into their victims flesh, and liquefying and sucking out
the bones. Enemies killed by this attack reanimate within the Temple as
meat puppets 24 hours after dying.
At any given time, one of the three is resting and digesting a meal, while
the other two are active. The room also holds 8 human meat puppets, the
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1A9. Mind:
The Sixth Guardian (CR 9)
The southwestern portion of the fungus caverns is carpeted with a
luxurious black moss which includes several patches of memory moss
in the eastern cave. Anyone coming within 60 ft. is immediately targeted.
There are four patches; each targets a different individual each round. The
effects of multiple patches targeting the same creature are not cumulative
(that is, only one save per round is needed for a particular PC).
Should a patch of moss successfully feed on an individuals memories,
it goes quiescent for 24 hours. If the afflicted individual should eat that
patch of moss, they regain their lost memories. Should another creature
eat that patch of moss, they instead gain the memories absorbed by
the moss, including any spells prepared, though casting any requires a
successful caster level check (DC 10 + spell level). Any memories gained
from another creature fade after 24 hours, including spells. Anyone eating
a patch of memory moss must succeed on a DC 13 Fortitude save; if
they fail, they are nauseated for 1d6 minutes and suffer 1d4 points of
Constitution damage.
At the southern end of the western cave is a stone door with a lock. The
key to this lock is in the hand of a corpse lying at the end of an offshoot
passage in the southeast corner of the eastern cave. The body also bears
three sunrods, a pouch holding 40 gp and four bloodstones worth 50 gp
each, a masterwork dagger, and a ring of protection +1.
MEMORY MOSS (4)
CR 5
XP 1,200 (Frog God Games The Tome of Horrors Complete,
Hazards)
Type infestation; save Will DC 16
onset Immediate; frequency 1/round
effect lose all memories of last 24 hours, including prepared
spells prepared within the last 24 hours; those affected are
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1A11. Breath:
The Seventh Guardian (CR 8)
Those passing through the doorway find themselves in a 30 ft. long hall
that ends at an oval archway. This archway is inscribed with curving lines
that suggest the movement of wind. The chamber beyond is surfaced with
polished white marble, and has a 30 ft. high ceiling. The archway bears
a moderate conjuration enchantment if detected for, and the trap in the
room beyond is triggered if the archway is passed through or if the magic
is dispelled, unless a command phrase (garrald negg) is first uttered.
When triggered, a stone panel concealing the western alcove slides
away. This alcove is nearly filled with a thick slab of granite 20 ft. tall,
leaving only a six-inch gap between it and the walls. Resting atop this slab
on a small red velvet cushion is a glass bottle six inches in diameter. The
alcove is protected from entry by a forcecage, with bars of force set with
half inch gaps between them.
The bottle is highly magical, as it draws air into itself and devours it.
As soon as the stone panel slides up, all air in the room is drawn into the
bottle and the stone door to the north slams closed and is sealed in place by
the vacuum. If it has been jammed open previously, air from the complex
beyond is pulled into this room, creating a constant gust of wind effect (CL
12th) forcing windblown objects against the forcecage.
If the door slams shut, everyone breathing within the room must
immediately hold their breath or begin to suffocate (see the Pathfinder
Roleplaying Game Core Rulebook, Environment, Suffocation, for rules
on suffocation). To escape, they have several options. They can attempt to
force the northern door open, requiring a DC 25 Strength check; they can
attempt a DC 28 Disable Device roll on the sliding stone partition, though
this requires the disabler to move to the ceiling 30 ft. up, as the mechanism
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can only be accessed there. If they can find the triggering mechanism for it
(DC 25 Perception), they can raise the stone block in the southeast corner,
allowing access further into the complex, though this does not stop the air
from being sucked away. They could also attempt to stopper the bottle or
shatter it; the bottle has AC 15 (5 Dex, +4 size, +6 deflection), hardness
5, 10 hit points, and a body diameter of six inches, and the mouth diameter
is one inch. Remember, the gaps between bars are only one half inch wide.
If the bottle is removed from its alcove it explodes in a blast of air,
inflicting 3d6 points of slashing damage to all within 30 ft. from the glass
fragments. A new bottle reforms inside the alcove in 1d3 days.
BREATHSTEALING TRAP
CR 8
XP 4,800
Type magical; Perception DC 28; Disable Device DC 28
Trigger proximity (alarm); Reset automatic (1 day)
Effect seal chamber and remove all air, causing suffocation;
see text
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Speed 30 ft.
Melee 2 claws +14 (1d8+4)
Special Attacks arcane bloodline arcana, teleporting burst
Spell-Like Abilities (CL 8th)
3/dayquickened dimension door
Spells Known (CL 8th; ranged touch +14)
4th (4/day)enervation
3rd (6/day)dispel magicB, ray of exhaustion (DC 19), slow
(DC 18)
2nd (7/day)hideous laughter (DC 17), invisibilityB, scorching
ray, see invisibility
1st (8/day)identifyB, magic missile, ray of enfeeblement
(DC 17), shield, silent image, unseen servant
0 (at will)daze (DC 15), detect magic, mage hand,
mending, open/close, ray of frost, read magic, resistance
Bloodline Arcane
Str 19, Dex 16, Con , Int 15, Wis 18, Cha 21
Base Atk +10; CMB +14; CMD 34
Feats Alertness, Combat CastingB, Defensive Combat
Training, Dodge, Eschew MaterialsB, Extend Spell, Improved
Initiative, Lightning Reflexes, Skill Focus (Perception), Spell
Focus (necromancy), Weapon Focus (ray)
Skills Bluff +12, Diplomacy +10, Intimidate +12, Knowledge
(arcana) +10, Knowledge (dungeoneering) +10, Knowledge
(history) +10, Knowledge (religion) +10, Perception +26,
Sense Motive +21, Spellcraft +15, Stealth +10
Languages Abyssal, Common, Draconic, Goblin
SQ arcane bond (amulet), metamagic adept
Gear Aaphia wears a magical amulet that allows its wearer
to cast inflict serious wounds (3d8+15, CL 15th, 3/day) on
its wearer as a swift action; she uses this heal damage to
herself. The amulet also serves as her bonded object (see
below). Further, the face of the amulet serves as the key to
the vault door she guards.
weighs 2,500 pounds. It loses all its magic if removed from this room. In a
compartment on the inside left arm of the throne (DC 15 Perception check
to locate) there is a stash of four vials of unholy water and a platinum urn
(worth 5000 gp) holding the ashes of Aaphias long-dead lover.
Development: It is possible for characters to enter into a discussion
with Aaphia. As long as they do not threaten her or attempt to pass into
the Shaft (Area 1A15), she does not attack, and may return conversation
with a successful Diplomacy check. Her initial attitude is unfriendly, or
indifferent if she believes she is dealing with followers of Orcus.
Aaphia was once a sorceress of some repute who fell in love with a man
named Deggin Tar. Deggin, a charming mercenary, ended up working for
the forces of Orcus. When he fell in battle, she took up his cause, lashing
out at those who defeated him. Now, centuries later, she serves them still,
locked in eternal devotion to the memory of her dead love.
The steel vault door is massive, with a large spoked wheel at its center,
and at the center of this a disc-shaped keyhole. The door opens when the
face of Aaphias amulet is set into the hole and turned counterclockwise,
and the wheel then spun clockwise. The door and the walls surrounding
Area 1A15 have been enchanted to prevent entry by ethereal means,
though a gaseous creature could seep into the room beyond.
Steel Vault Door: 2 ft. thick; hardness 10; hp 720; Disable
Device DC 50; Break DC 50.
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Level 1B:
The Abandoned Bastion
The ceiling of this large chamber is quite high, rising thirty feet above the
floor. The shape of it causes footsteps to echo faintly in the heights of the room as
the characters move into the area. The western part of the ceiling is carved with
interlocking bas-reliefs of demons and skulls, but the stone over the rest of the
room is undecorated, as if the work had never been completed. The floor is strewn
with chunks of stone and rubble, centering on a U-shaped structure near the center
of the room, a low wall about one foot in height. From what the characters can tell,
the wall was once considerably taller, but has been broken apart.
Level 1B
This deep alcove is empty, and the floor is deeply coated in a layer of
undisturbed dust.
Difficulty Level: 46
Entrances: Tunnel from Ground Level Area 11
Exits: Tunnel to Level 5A, The Prison of Time in Area
1B7; Stairs to Level 10B in Area 1B21
Wandering Monsters: Roll every 30 minutes on a d20
12
34
56
720
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If anyone steps into this deep alcove, the entire alcove suddenly fills
with mist, so thickly that the characters inside are not visible at all. The
character must make a DC 15 Reflex save or be swept into the alcove by
the force of the magic that forms the mists. The mist itself is a ghostly
otherworld in which the character wanders for 10 minutes before the mist
clears and the corridor is once again visible. While the character is inside
the mist, one of six possibilities occurs:
PIT TRAP
CR 1/2
XP 200
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10 ft. square area)
CR 1/2
STRIGE
XP 200
hp5 (Pathfinder Roleplaying Game Bestiary, Stirge)
1
2
3
4
5
6
Find an amulet floating in the mist (when worn, this amulet grants
+1 to hit for the next 3 attacks, then turns into mist)
Find a giant gray spider in the mist (one round of combat will take
place, then the spider disappears)
Find a skeleton in the mist (normal skeleton, not animated)
Find a ghostly eyeball floating in the mist (it watches the character,
but does nothing and cannot be attacked)
Find a bottle of liquid. It is either poison (50% chance) or a potion
of gaseous form that lasts 1d6+6 x 10 min. (50% chance)
The character encounters a terrifying presence inside the mist that
cannot later be described or clearly remembered. The characters
hair turns white, and he or she has a very strong sensation that
something very horrible has just drawn slightly closer to the world.*
*The sensation that something very horrible has drawn closer to the world
is absolutely correct. This is a progressively dangerous encounter. If a second
character enters the mist and the result of the die roll is again a 6, the second
character must make a DC 15 Will save or permanently lose 1 hit point. A
third character with this encounter must make a DC 10 Fortitude save or die.
GIANT GRAY SPIDER
CR 1
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider, Giant)
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CR 2
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CR 4
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SMOKE MEPHIT
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Mephit,
Dust, with the following changes: Immune fire; Fast Healing:
works only in smoky environments; Breath Weapon: cone of
fire that deals 2d4 points of fire damage; Spell-Like Abilities
burning hands 1/day, solid smoke [as solid fog], 1/day)
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level 1b
1B14. Storeroom
The walls of this room are lined with rotting wooden shelves; it
was obviously once the storage room for the adjacent kitchen. Almost
everything in the room has rotted away with age; scraps of molding burlap
and piles of dust indicate where sacks and food have decayed into bits.
The glass bottles that must once have stood upon shelves have fallen to
the floor where most of them lie in broken shards. There are only five
unbroken bottles in the entire room. Oddly, there is a shiny meat cleaver
lying near one of the walls, apparently unaffected by the passage of time.
Three of the intact glass bottles contain nothing but dust, the dried
remains of whatever liquid they once held. The fourth bottle contains
whiskey that has aged to consummate perfection; it is worth as much as
500 gp to a connoisseur. The fifth intact bottle is made of thick glass and
has an ornate metal stopper; it was clearly designed to be sturdy, which
is why it survived a fall from the shelf. This bottle contains a yellowish
liquid: it is a potion of flying. The meat cleaver is an enchanted weapon,
treated as a +1 short sword.
CR 5
Gray OOZE
CR 4
XP 1,200
hp 50 (Pathfinder Roleplaying Game Bestiary, Gray Ooze)
The floor of this room has clearly been tampered with. It appears that all
of the flagstones in the floor have been pried out and then replaced; some
of them are higher than others, and most of them are tilted or lie unevenly.
In addition, the floor has been divided with lines of blue paint into squares
(and half squares) ten feet across. Three metal bowls are mounted at the
middle of the south wall, one above the other. They appear to be sconces
for holding short candles, but there are no candles in them.
It is difficult, especially in bad light, to notice that the candle sconces
are actually mounted on metal rods that can rotate, so the first warning
about this trap is likely when the first mistake is made. However, if the
party has a flying familiar, or someone levitates over to the bowls, or some
other way is found to inspect the trap, it is clear that the bowls are filled
with liquid and that something in the wall can cause the bowls to turn
over, dumping their contents into the bowl below.
The goblins have rigged this room with the sort of bizarre, complex trap
that goblins enjoy making. After digging up the flagstones, they installed a
system of metal pressure plates, rods, and gears underneath the floor, then
put the flagstones back. In order to avoid tripping the mechanisms beneath
the floor, anyone walking through the room must follow a particular path,
putting weight on only one square at a time and doing so in the proper
order. If the wrong square is pressed, a gear in the wall turns to dump the
contents of the top bowl into the one beneath it. At the second mistake,
the mixed contents are dumped in turn into the bottom bowl, creating an
explosion of poisonous gas through the entire room.
Because the apparatus under the floor is quite crude (although
ingenious), a fair amount of weight has to be placed on the pressure plates
before the click that turns a bowl over. It is possible, if the players try
putting only a little weight at a time onto a square, that they are able to see
the bowl begin to turn, and stop putting pressure onto the plate quickly
enough to avoid having the bowl turn far enough to dump its contents. The
diagram shows the order in which the squares must be crossed in order
to avoid turning over the bowls.
Treasure: The gray ooze has no treasure in this room, but its presence
has prevented any treasure-seekers or scavengers from pillaging the
treasure of Room 1B14.
Obviously, if the characters are able to get to the bowls and make sure
the contents do not mix, the trap is completely disarmed and the floor can
be crossed any way at all without danger.
1B12. Refectory
This room appears to have once been a dining area, for the remains of
three long tables can still be identified, although the wood is rotted and
the tables have collapsed to the floor. Tattered and faded tapestries still
hang from rusted bars on the walls, and a few broken earthenware plates
lie around on the flagstones. The only sign of life in the room is a fireplace
in the northern wall; a fire burns merrily inside it.
The fireplace is an illusion, although it is a powerful one that produces both
light and warmth. Passing a hand through the illusionary fire does not inflict
damage, and makes it clear that this is nothing more than a magical phenomenon.
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WORG
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)
Treasure: Each goblin carries 1d10 gp; each hobgoblin carries 1d20
gp. The worg carries no treasure.
GOBLIN GAS
Type poison (inhaled); save Fortitude DC 14
frequency 1/round for 8 rounds
initial effect unconsciousness; secondary effect 1d3 Con
damage; cure 1 save
CR 2
CR 2
Treasure: Each goblin carries 1d10 gp; each hobgoblin carries 1d20
gp. The worg carries no treasure.
CR 1/3
GOBLINS (5)
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Goblin)
Treasure: Each goblin carries 1d10 gp in a belt pouch
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Total Mobilization
When the Goblin Headquarters is alerted to a threat, there is a
general plan that all the goblins and worgs are supposed to follow
when the great bell is rung. Obviously not all of the goblins will
necessarily still be alive by the time the headquarters is warned,
but the survivors respond according to the plan unless they realize
that they are completely outmatched.
1) One of the goblins from Room 1B20 dashes to get the
worgs that live in Room 1B5. All of the worgs except Okahaal
immediately heads for Room 1B21; Okahaal waits until the
goblin helps him into his armor, which takes one turn, and then he
and the goblin follow the other worgs.
2) All of the hobgoblins, goblins, and worgs from Rooms 1B
17, 1B18 and 1B19 converge in Room 1B20, then enter Room
1B21 to see what is happening. The only exception to this may
happen in the case of an alarm being sounded in Room 1B18
this causes the goblins in Room 1B19 to send a worg running
through Room 1B17, and if this happens the goblins from 1B17
follow the worg rather than heading directly to Room 1B20.
3) Any goblins that have assembled in Room 1B21 then try
to stay together, responding according to what they know about
the assault and sending scouts ahead of the main force to find the
attackers.
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Near the top of the stair, on the northern wall, a large bell hangs from
an iron mounting, with a hammer hanging from a chain beside it. If the
goblins ring this bell, it can be heard through the rest of the complex,
and it alerts the other goblins in the area (see Total Mobilization,
below).
The goblin forces in the room are led by War Leader Jang, a massive
hobgoblin. Jangs pet goblin witch-doctor, Harmek, provides good
luck to the raiders (but little in the way of spell power). Perhaps the most
dangerous inhabitant of the room is Kerberus the three-headed ogre, who
for some reason is fanatically loyal to Jang. In fact, Jang has learned to be
quiet and calm when speaking to anyone, because if Jang yells, Kerberus
kills whomever he yells at. Jangs calm, measured tone of voice, even
when in combat, can be disconcerting to those who are familiar with
ordinary hobgoblin leaders.
If the goblins are clearly being defeated, they flee down the stairs
toward the Goblin-City of Greznek, leaving Kerberus to delay any
pursuit. Once safely in Greznek, they have no interest in gaining a
reputation as losers and cowards. For this reason, they tell no one that
they were defeated in combat, and sound no alarm about the partys
presence in the dungeon.
WAR LEADER JANG
CR 3
XP 800
Male hobgoblin barbarian 4 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
NE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +7
AC 14, touch 11, flat-footed 11 (+3 armor, +2 Dex, +1
Dodge,2 rage)
hp 48 (4d12+24)
Fort +10; Ref +3; Will +1
Defensive Abilities trap sense +1, uncanny dodge
GOBLINS (20)
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Goblin)
HOBGOBLINS (5)
CR 1/2
XP 200
hp 17 (Pathfinder Roleplaying Game Bestiary, Hobgoblin)
WORGS (2)
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)
CR 2
KERBERUS
CR 5
XP 800
CE Large humanoid (giant) (Pathfinder Roleplaying Game
Bestiary, Ogre)
Init 1; Senses darkvision 60 ft., low-light vision; Perception +7
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Str 20, Dex 15, Con 22, Int 8, Wis 10, Cha 12
Base Atk +4; CMB +9; CMD 20
Feats Dodge, Weapon Focus (halberd)
Skills Acrobatics +6 (+10 Jump), Climb +9, Intimidate +8,
Perception +7, Ride +6, Stealth +10, Survival +5, Swim +10;
Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ fast movement
Gear masterwork studded leather, +1 halberd
Speed 30 ft.
Melee light mace +3 (1d6+1)
Spells Prepared (CL 5th; ranged touch +1)
2ndscorching ray (x2)
Str 12, Dex 8, Con 11, Int 10, Wis 16, Cha 14
Base Atk +2, CMB +3, CMD 12
Feats Skill Focus (Knowledge [local]), Skill Focus (Survival),
Toughness
Skills Handle Animal +7, Heal +7, Knowledge (local) +7,
Perception +8, Spellcraft +6, Stealth +3, Survival +12; Racial
Modifiers +4 Stealth
Languages Common, Goblin
Gear light mace, shamanic totems and fetishes
Speed 40 ft.
Melee +1 halberd +11 (1d10+8)
Special Attacks rage (14 rounds/day), rage power
(intimidating glare), rage power (roused anger)
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Level 1C:
The Mouth of Doom
Level 1C
Difficulty Level: 12
Entrances and Exits: Stairs to Level 2B at Room 1C33,
shafts to Level 2B at 1C17and 1C23, stairs to Level
3C at Room 1C26, Zelkors Ferry map Area 11.
Wandering Monsters: Roll on the table below every 30
minutes
1
2
3
4
5
620
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1d4 skeletons
1d6 kobolds
1d2 zombies
2d4 giant rats
1d6 bandits or 1d4 giant ants (50% chance of
each, see Area 1C14)
No Encounter
GIANT RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
SKELETONS
CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Skeleton)
KOBOLDS
CR 1/4
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Skeleton)
ZOMBIES
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
GIANT ANTS
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)
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is a carving of a goats face, with curling horns, narrowed eyes and small
fangs visible at the corners of its mouth. The door at the back of this
alcove is fake, and anyone stepping into the alcove without probing the
floor first has an unpleasant surprise. A trapdoor in the floor opens when
weight is placed onto it, dropping any victims into a ten-foot deep pit.
PIT TRAP
CR 1/2
XP 200
Type mechanical; Perception DC 20; Disable Device DC 20
This room contains a very rusted, iron fire-pit that is set beneath a small
hole in the ceiling. This was originally a small kitchen; the hole leads to
the surface and is well-ventilated, but it is too small to serve as an exit
from the dungeon.
B. Eastern Door. There is a skull carved into the stone over the top
of this alcove. The door has normal chances to open, but when it does,
the unoiled hinges make a loud, metallic squeal. Check immediately for
wandering monsters.
C. Southern Door. There is a pentacle carved in the stone over the top
of this alcove. The door has the normal chances to be opened.
D. Trapped False Door. There is a carving of a hand over the top of
this alcove. As with Alcove A, the door on the far side of the alcove is
false, and there is a covered pit trap in the floor. Unlike the pit trap in
Alcove A, there is a secret door in the western wall of the pit, leading
to a low-ceilinged tunnel (four feet high). The tunnel, as shown on the
map, proceeds roughly westward, crossing underneath one of the other
corridors, and then rises a short flight of steps into a normal corridor (Area
1C27).
PIT TRAP
CR 1/2
XP 200
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10 ft. square area)
E. Portcullis Trap. There is a wolfs head carved into the stone above
this alcove. The floor of the alcove is a very sensitive pressure plate.
After a persons weight has pushed it down by stepping onto it, when it
rises again (because no one is still standing on it) a portcullis of iron bars
drop from the ceiling and lock, blocking passage through the alcove and
trapping the characters on the far side if they walked all the way through.
CR 2
FALLING PORTCULLIS
XP 600
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger location; Reset manual
Effect falling portcullis (6d6 damage); DC 10 Reflex avoids
Note: The portcullis is not designed to harm the party, just
separate them. Once the trap has been sprung, a DC 25
Strength check can lift the portcullis.
F. Northern Door. Nothing is carved into the stone above this alcove,
but when the characters approach the alcove within about ten feet or so,
a magic mouth forms in the stone and speaks: You stand at the threshold
of the Rappan Athuk, the Dungeon of Graves. Turn back, trespassers, for
you will find nothing but your death in these dark halls. After delivering
its message, the mouth disappears once again into the stone.
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GIANT CENTIPEDES
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Centipede,
Giant, Sewer)
Treasure: The centipedes do not have any treasure in this room,
although their presence has prevented adventurers from discovering the
treasure in Room 1C6.
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1d2 points of damage from a torch or other fire source to kill the tissue
that is transforming to slime.
The ceiling of this room is already under stress from the weight of
the green slime resting on it, which is the reason why there are enough
cracks to allow the dripping. If the alchemical bomb in Room 1C
11 explodes in that room, the shockwave causes the ceiling here to
become entirely unstable. Within 2d6+3 rounds, the ceiling collapses,
killing anyone inside the room. It is impossible for characters to escape
from Room 1C11 without breaking through a wall into one of the
surrounding corridors, and the air supply in Room 1C11 runs out in 1
hour. Hopefully, the party brought a tool such as a shovel or pick that can
be used to get out quickly.
GREEN SLIME
CR 4
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazards)
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 ft. 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 metals
hardness but not that of wood. It does not harm stone.
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This room was built long ago to conceal a small cache of treasure, and
the green slime in Room 10 has kept anyone from ever finding the secret
door that conceals it. There are three treasure chests in the room. Each one
is locked (DC 20 Disable Device to open).
Chest #1: Poison needle trap on latch; contains 220 gp
Chest #2: If the chest is hit hard, it explodes for 2d10 hit points of
damage; it contains a highly unstable alchemical bomb and nothing else.
If the chest explodes in this room, then Room 10 becomes unstable (see
description of Room 10).
Chest #3: Contains a scroll of fly and a potion of cure light wounds.
POISON NEEDLE TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none
Effect Atk +10 ranged (poison needle; 1 plus poison)
DEATHBLADE POISON
Type poison (injury); save Fortitude DC 20
frequency 1/round for 6 rounds
effect 1d3 Con damage; cure 2 consecutive saves
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level 1c
This large room contains three rows of pillars running north to south,
leading to two deep bronze fire pits that stand against the south wall. Each
fire pit contains a wide bronze bowl ten feet across, and these are both
blazing with eerie green flames that rise ten feet into the air, throwing
emerald sparks toward the chambers arching thirty-foot high ceiling.
Both bowls are decorated with leering gargoyle heads around the rims,
and have two massive handles at the sides. The pillars in the room are also
carved with a multitude of small gargoyles. Although the fire-bowls are
magical, they are immensely heavy, weighing many tons apiece.
This room is the lair of a giant fire cobra, identical to a normal giant
cobra but immune to fire. It sleeps coiled in the pleasant warmth of the
blazing magical fire, but if anyone approaches the fire pit, it slithers out
like lightning to attack.
CR 1/2
This room contains several bedrolls, a table made from a plank of wood
placed over a pair of dilapidated old barrels, and six rickety stools.
This room is the main bandit hideout, the remnants of a much larger
band that no longer uses the dungeons as a base of operations. The small
troop includes 3 human bandits, 4 orc warriors, and their leader, Tall
Jack Ratt.
BANDITS (3)
XP 200
hp 11 (see Area 1C14)
CR 1/2
ORCS (4)
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Orc)
CR 1/3
CR 2
Speed 30 ft.
Melee rapier +3 (1d6/1820) or dagger +3 (1d4/1920)
Ranged shortbow +3 (1d6/x3)
Special Attacks brutal beating, frightening, rogue talent
(slow reactions), sneak attack +2d6
Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Disable
Device +4, Escape Artist +5, Intimidate +5, Knowledge
(local) +4, Perception +6, Sleight of Hand +6, Stealth +6
Languages Common
Gear leather armor, rapier, dagger, shortbow, 40 arrows,
1d4 sp, 2d4 cp.
Treasure: The bandits have, of course, accumulated some spoils by
robbing merchants on the surface, although as a small band they have not
been wildly successful. In addition to their weapons, the chainmail worn
by Tall Jack, the bandits have a total of 175 gold pieces stashed away in
one of the barrels that support the table.
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Treasure: The zombies were placed in this room long ago to protect
a stone sarcophagus. The bandits have left it alone, preferring to keep
the zombies as gatekeepers rather than killing them just to find out the
contents of the stone coffin. The coffin contains a ghoul that wears a
necklace worth 1,000 gp. The ghoul does not awaken immediately; if the
party opens the sarcophagus, treat the ghoul as having been surprised.
The floor of this room is scattered with what are obviously stirge
skeletons, most of them old and yellowed. Large nests made of mud and
bone fragments have been built on the walls near the ceiling, sticking to
the stone like wasp nests.
This room contains a total of 15 stirges; they are more likely to be
encountered in Room 17 than here, since they fly from here into that room
to attack. In the southeastern corner of the room there is an old murder
hole that has been bashed inward to form a larger gap; the hole is now one
foot by two feet, and stirges fly out as described in Room 17.
There are twenty stirge nests in this room, although the mated pairs of
stirges occupy only 8 of these. The other 12 nests are dusty and crumbling.
GHOUL
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
STIRGES (15)
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
Treasure: Four of the nests contain some shiny treasure that attracted
the stirges attention: these are a necklace of small jade beads (100 gp),
a shiny silver piece, a shiny silver mirror (200 gp), and a glittering little
diamond (350 gp)
ZOMBIES (4)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
A. The Pool of Terror: Anyone coming within five feet of this pool
flees in a state of magical terror (fear) for 3 rounds (no save).
B. The Pool of Descent: The water in this pool is illusionary, concealing
a shaft down into the darkness. Iron rungs are set into the stones to serve
as a ladder which leads all the way down to Room 2B20 in the Demons
Gullet. One of the rungs is rusted almost all the way through, so each
person using the ladder has a 1 in 6 chance to fall if checking the rungs and
a 3 in 6 chance to fall if not checking. Anyone below the falling person
must make a DC 20 Reflex save to avoid falling also. The rung is almost
at the bottom of the ladder, so the fall is only 20 ft. (2d6), but it still has a
good chance to kill a low-level character.
C. The Pool of Detection: Any magic item dunked into this pool glows
with a faint reddish light. The pools supply of divination magic is not
unlimited; each time it detects a magic item, the pool has a 1 in 10 chance
to run out of magic and it functions no more thereafter.
D. The Pool of Prodigious Fortune: Anyone drinking the water of
this pool gains a +2 on all saves and attack rolls for a period of 24 hours.
Drinking from the pool a second time has no result; after the first sip the
character becomes immune to the pools magic.
E. The Pool of Poison: The water of this pool is poisonous; it still
radiates a very, very faint aura of magic. In addition to possibly killing
anyone who drinks of it, the pools water causes the drinker to shrink in
height by one inch. The effect does not last more than 30 seconds.
POISON WELL-WATER
CR 2
XP 600
Type poison (ingested); save Fortitude DC 18
onset 10 minutes; frequency 1/minute for 6 minutes
effect 1d6 Dex damage, creatures reduced to 0 Dexterity
suffocate; cure 2 consecutive saves
This room is empty. At one time it contained a trap; one of the stones
directly in front of the door is a pressure plate, and if someone steps on it
there is a sudden very strong draft of air through the room. The draft has
a 1 in 20 chance to blow out any open flames (such as a torch) but has no
other effect.
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Opening the door of this room activates a dart trap on the far wall; 4
darts launch, each one inflicting 1d4 points of damage each. The room is
the lair of 10 giant rats.
DIRE RATS (10)
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
MULTI-DART TRAP
CR 2
XP 600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +10 ranged (1d4) (1d4); multiple targets (all
targets in the doorway)
Treasure: Along with a vast quantity of nesting material (mainly
scraps of cloth) there is some treasure in the room. Searching through the
rubbish uncovers 20 gp, 100 sp, 231 cp, a silver necklace (25 gp), a fork
(worthless), and a bottle containing half of a (now spoiled) potion.
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Major Combinations:
111
123
222
333
444
456
555
661
662
663
664
665
666
For all other results, any money in the altar bowl disappears, and there is
no further effect.
VROCK
CR 9
XP 6,400
hp 112 (Pathfinder Roleplaying Game Bestiary, Demon,
Vrock)
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Speed 30 ft.
Melee longsword +5 (1d8+2/1920)
Ranged longbow +2 (1d8/3)
Str 15, Dex 11, Con 12, Int 10, Wis 5, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Point-Blank Shot, Weapon Focus (longsword)
Skills Climb +3, Perception 1, Swim +5
Languages Common
Gear chain shirt, light steel shield, longsword, longbow, 20
arrows
GELATINOUS CUBE
CR 3
XP 800
hp 50 (Pathfinder Roleplaying Game Bestiary, Gelatinous
Cube)
Gelver is a bit evasive about how he has survived in the dungeons for
almost a month; he ate his companions rather than trying to find the exit by
himself. The adventuring equipment in the room includes five backpacks,
20 iron spikes, 4 spears, a longbow, 3 lanterns (no oil remains), 2 sets of
leather armor, a suit of chainmail, a wizards robe, a holy symbol, and a
crowbar.
The immediately obvious features of this room are the stone stairs
leading downward and the huge statue against the western wall. The
statue is a ten-foot tall carving of a human skeleton with each hand resting
on the head of a stone wolf. It stands upon a stone dais five feet tall. The
stone dais is almost completely hollow, although it has a support pillar in
the middle to support the weight of the statue; there is a secret door in
the southern side of the dais, allowing entry into this small chamber under
the statue, and a second secret door inside the chamber allows entry into
Room 1C12.
This room is the lair of several (relatively small) giant leeches. There
is one leech in the chamber underneath the statue, three that lurk on the
ceiling of the stairs down, four that are stuck to the ceiling until they
choose to drop down, and one that is stuck to the inside of the eastern door.
There is a pair of boots and a metal gauntlet lying in front of the door
to this room. Note that the party is almost certain to encounter the rooms
trap before actually entering. The floor directly in front of the door, the
door and its handle, and the floor and walls of the room itself are all coated
with an extremely adhesive alchemical glue. Anything touching the glue
sticks to it with an essentially unbreakable bond. After the glue has been
holding something for 3d6 x 10 min., it deteriorates and gives way to the
slightest pull. The glue can be washed off with lantern oil, but no other
liquid affects it. Note that the gauntlet and the boots outside the room are
now immune to the glue, since they have already been affected once.
CR 2
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STICKY-ROOM TRAP
CR 2
XP 800
Type mechanical; Perception DC 12; Disable Device DC
Trigger touch; Reset none
Effect touching any surface (see above room description;
unbreakable bond, Break DC 35; removed with lantern oil or
after 3d6 x 10 min
If the characters look into the room, they see a treasure chest on the
northern wall across from the door, and a skeletons hand lying on the
floor just next to the door, cut off at the wrist. The treasure chest is not
glued to the floor any more, but it is bolted in place. It contains 500 gp
and 1 silver piece.
The walls of this room are made of mortared stones, but fossilized
human skeletons poke out from it to varying degrees. In one place, a
skeletal stone hand pokes out from the wall, in another place the skull
and ribcage of a stone skeleton protrudes from the wall along with one
arm holding a sword in its hand, and in a third place the entire left side of
the fossilized skeleton is visible, with the right side embedded in the wall.
There is nothing magical about the skeletons; whatever bizarre event
happened here, it happened a long time ago. The sword is not magical, and
cannot be removed from the skeletons stone hand without breaking the
stone with a hammer or some other sturdy implement.
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This level is the home of the madman, Marthek, and Ambro the ogre.
Marthek was placed on this level by the evil priests on Level 4. All evil
creatures on this level leave him in peace. The level has poor ventilation
and smells of smoke and ogre urine. If any characters are wounded and
left on this level, Marthek eats them within two days. The map of this
level is shown in Map RA2.
Speed 30 ft.
Melee +1 dagger +11 (1d3+1/1920)
Ranged shortbow +10 (1d4/x3)
Special Attacks sneak attack +3d6
Str 11, Dex 20, Con 14, Int 12, Wis 8, Cha 8
Base Atk +4; CMB +8; CMD 18
Feats Agile Maneuvers, Improved Initiative, Stealthy,
Weapon FinesseB
Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +6,
Disable Device +14, Escape Artist +10, Perception +8, Ride
+9, Sense Motive +8, Sleight of Hand +14, Stealth +22, Swim
+9; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talents (fast stealth), rogue talents (finesse rogue),
rogue talents (slow reactions), trapfinding (+3)
Combat Gear 2 potions of cure light wounds; Other Gear +1
studded leather, +1 dagger, shortbow, 40 arrows thieves
tools, 1d4 sp, 2d4 cp
Level 2
Difficulty Level: 6
Entrances: Stairs from Level 1, Room 112.
Exits: Stairs to Level 3 from Room 27; Tunnels to the
surface from Rooms 210 and 220; Tunnel to Level 4
from Room 220.
Wandering Monsters: Check once per 30 minutes on
1d20:
1
2
3
4
5
6
7
820
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GOBLIN SCOUT
CR 3
XP 800
Male or female goblin rogue 4 (Pathfinder Roleplaying
Game Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +9
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
WERERATS
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
GOBLIN LEADER
CR 5
XP 1,600
Male or female goblin rogue 6 (Pathfinder Roleplaying
Game Bestiary, Goblin)
LE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +8
Speed 30 ft.
Melee mwk dagger +10 (1d3+1/1920)
Ranged mwk shortbow +10 (1d4/x3)
Special Attacks sneak attack +2d6
Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Alertness, Weapon FinesseB
Skills Acrobatics +12, Bluff +6, Climb +6, Disable Device +12,
Escape Artist +10, Perception +9, Ride +9, Sense Motive +9,
Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ rogue talents (fast stealth), rogue talents (finesse rogue),
trapfinding (+2)
Combat Gear potion of cure light wounds, potion of
invisibility; Other Gear masterwork studded leather,
masterwork dagger, masterwork shortbow, 40 arrows, 1d4
sp, 2d4 cp
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21. Entrance
The air here is foul and eight giant rat corpses lay about, apparently torn
apart by some wild animal. Blood spatterings cover the entire area.
The north door has been scratched and hacked with a handaxe that is
still embedded in it (DC 16 Strength check to remove). The key is in the
lock to the north door and it unlocks the other three doors in this room as
well. Otherwise they require and DC 15 Disable Device check. A loose tile
in the floor at x (DC 10 Perception to notice) hides a secret compartment
containing stagnant water and the bones of a small animal. This is one of
Martheks secret food hiding places. He forgot about this one.
This room contains a huge stone coffin and the moldering corpse of
a small humanoid next to it. The stone coffin itself contains the skeletal
remains of a human female clad in rusty chainmail. A sword lies over her
in a rusted scabbard, as does a rotted wooden shield.
If the body or any of the items in the coffin are disturbed, rot grubs
attack. If the body next to the coffin is disturbed, more rot grubs attack.
The corpse appears to be that of a halfling or gnome.
CR 4
ROT GRUBS
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazards)
Type infestation; save Fortitude DC 17
onset immediate; frequency 1/round
effect 1d2 Con damage per grub
Rot grubs are nauseating parasites that feed on flesh and
nest in corpses. Generally, a handful of the grubs infest a
single corpse at a time, and a DC 15 Perception check is
enough to notice and avoid the grubs. Otherwise, 1d6 grubs
swiftly burst from the carcass to burrow into the creature,
which can attempt a DC 15 Reflex save to avoid the grubs
(but only if the creature is aware of the grubs presence).
Any amount of damage reduction is enough to provide
immunity to infestation.
Once rot grubs have infested a living body, they burrow
toward the hosts heart, brain, and other key internal organs,
eventually causing death. On the first round of infestation,
applying flame to the point of entry can kill the grubs and
save the host, but this inflicts 1d6 points of fire damage to
the victim. Cutting the grubs out also works, but the longer
the grubs remain in a host, the more damage this method
does. Cutting them out requires a slashing weapon and a
DC 20 Heal check, and inflicts 1d6 points of damage per
round that the host has been infested. If the Heal check is
successful, one grub is removed. Remove disease kills any
rot grubs in or on a host.
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Treasure: The body next to the coffin has 120 gp in a rotting pouch
inside of a rotting pack. None of the items on the corpse in the coffin are
salvageable.
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level 2
CR 5
The outside door to this room has an excellent quality lock (DC 25
Disable Device to open). From within, the door may not be broken down
without magical aid (such as a knock spell). There are 16 dire rats here.
They have low hit points due to starvation. If any characters are taken
prisoner by Marthek, this is where he stores them until he decides to eat
them or forgets about them. A knife sticks out of the back of the door,
with the gnawed remains of a human arm attached to it. Marthek is still
wondering what happened to that human thief he captured.
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CR 4
GREEN SLIME
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazards)
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 ft. square of green slime deals 1d6 points of
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The secret door to this room can be detected rather easily because it
is noticeably cold (DC 15 Perception). It opens by pulling outwards. This
room seems to radiate cold. A silver sphere rotates slowly in midair in the
center of the room. Characters in the room can feel the heat from their
bodies being slowly drawn into it.
Inside the room it is exceedingly cold due to the presence of a permanent
freezing sphere, as the spell, which hangs in midair. It cannot be moved.
Needless to say, the room makes an excellent meat locker.
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level 2
Str 22, Dex 16, Con , Int 13, Wis 14, Cha 18
Base Atk +11; CMB +17; CMD 30
Feats Cleave, Combat Reflexes, Critical Focus, Improved
Critical (greatsword), Improved Initiative, Lightning Reflexes,
Power AttackB, Weapon Focus (greatsword)
Skills Climb +12, Diplomacy +12, Intimidate +14, Knowledge
(religion) +14, Linguistics +2, Perception +15, Ride +11, Sense
Motive +8, Spellcraft +9, Stealth +13, Survival +3; Racial
Modifiers +8 Intimidate, +6 Perception, +6 Sense Motive
Languages Abyssal, Celestial, Common
SQ fiendish boon (2/day, 10 minutes, +2 bonus), find target
Gear +2 unholy wounding greatsword, jeweled crown worth
250 gp (skeleton warriors circlet)
Like many of the pursuing army of Light, Saracek joined the legions of
evil in worship of Orcus. When he converted, he became an antipaladin
skeletal warrior. He retains these abilities in death. His utter corruption
gives him abilities beyond those of normal skeletal undead. Saracek was
the guardian of this level prior to Marthek.
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There are 3 female dire rats here with 33 babies (hp 1 each), which do
not attack. The rat tunnel here leads to Level 1, but is too small for even a
halfling or a gnome to crawl into.
DIRE RATS (3)
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
Treasure: In the nest are 66 cp and a blood-covered childs doll with 2
pp sewn into the hem.
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level 2
CR 3
Treasure: Each of the normal ogres possesses 3d12 gp and 4d10 sp.
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The secret door from the corridor that leads to this series of rooms is
not difficult to spot (DC 10 Perception to locate) and opens by being pulled
towards the opener. As the secret door opens, the PCs smell a horrible
stench, as if it were a hot summer day following a battle. Chattering can be
heard from down the corridor and see bits of bone and flesh litter the way.
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Level 2A:
The Teleportal Maze
This room is a shadowy place filled with spiderwebs and the unpleasant
feeling that unspeakably evil things have been done here. The stones
of the wall are securely mortared into place, and the stones themselves
have been painted black, although so long ago that it has begun to chip
and peel slightly the black flakes are all over the floor. If the party is
arriving from 3C15, they materialize on the northern teleportal disk. This
room contains two large iron disks five feet in diameter, set into a circle
of mortared stones about a foot tall. On the top surface of each disk is the
image of an arrow, cut deeply into the iron. Around the circumference of
the disk there are four handles, as if the disk is intended to be lifted up.
The disks are teleportation devices, as the party likely discovers. When the
arrow is directed to one of the appropriate directions, and sufficient weight is
placed onto the disk itself (200 pounds), the weight on the disk is teleported
to the location indicated by the arrow. As the arrow might suggest, the disk is
designed to operate like a dial, pointing to more than one possible target for
the teleportation. Dialing it around is a formidable task, for it must be lifted
upward before it turns. When it reaches one of the grooves that indicate a
teleportation target, the disk clanks down into place at the new position.
North Teleporter: This disk has only one point where it can rest in
its groove (pointing north and leading to Room 3A15). It can be dialed
around like the other teleporters; but it turns without clicking down, until
it returns to the northern position and drops back into place. It may be used
to teleport in between this level and 3A15 in the Pools of Pestilence as
described in the descriptive text box for this level.
South Teleporter: The first position (where the dial initially rests)
points southwest (to Room 2A2). The other positions into which the
disk can be slotted are: south (to Room 2A4), southeast (toward Room
2A3) and east (to Room 2A9A). The teleporter to Room 2A2 causes
the characters to materialize on the northern teleporter of that room, into
the spider webs.
Level 2A
Difficulty Level:
Entrances and Exits: One-way teleportal exit to G-1;
two-way teleportal between 2A1 and 3C-15.
Wandering Monsters: Roll on the table below once
per hour
0110
1120
2130
3100
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GHOUL
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
Two giant spiders have filled this room with webs, concentrating on
the teleporters. Anyone teleporting into this room must immediately make
a DC 15 Reflex save or become caught in the spider webs that have been
spun from floor to ceiling over and around the teleportal.
There are two large floor-dials in this room, identical to the ones in
2A1 other than the number and direction of the stations where the dial
clanks down into place.
North Teleporter (all arrivals): The north teleporter only points north,
and goes to Room 2A1 only. It can be turned like the other teleporters
in this level, but turns all the way around without clicking down until it
reaches the northern position again.
South Teleporter: The south teleporter can only be pointed in two
directions: southeast (to Room 2A4) or due south (to Room 2A7).
GIANT SPIDERS (2)
CR 1
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider, Giant)
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Treasure: The corpses of two bugbears lie in the eastern portion of the
room, entirely drained of blood but not dead for more than a week. Both
wear chainmail of dismal quality, but one of the bodies wears a belt pouch
with four diamonds in it (400 gp each) and the others pouch contains
112 gp.
who they are and what they were doing in the dungeon. This is a natural result
of having been transformed to stone, and cannot be undone except perhaps
by the use of some very powerful magic. The gear personally held by the
petrified adventurers is all turned to stone; however, the gold within the stone
chest held between the two baggage-carriers is not. If the stone chest itself is
broken open, 519 gp simply spills out onto the floor. Returning these stalwart
adventurers back to flesh is equivalent to overcoming a CR 9 challenge.
There are two teleporters in the room, one in the northwest and one in
the southeast.
Northwest Teleporter: This teleporter can only be pointed to the
southeast (Room 2A8).
Southeast Teleporter (all arrivals): This teleporter can also only be
pointed to the southeast, but it leads to Room 2A12. There is no way to
backtrack northward from this room; neither of the teleporters allows a
return journey to Room 2A2.
Other than the two teleporter-dials in this room (one in the north, one in
the south) this room is empty.
North Teleporter (all arrivals): The northern teleporter points only to
the west (Room 2A5).
South Teleporter: The south teleporter points only to the south (Room
2A11)
The Nexus Room has four corridors branching from it: one of them a
dead end, one of them leading to a door (Room 2A10), and the other two
leading to sites into which characters may be teleported, but where there
is no teleporter-dial (these are noted as A and B). It is only possible to
leave this area (other than by using spells or other such resources) via the
teleporter in Room 2A10.
This room contains ten statues, each of them extremely lifelike. Three
are humans dressed in leather armor, and carrying spears and backpacks
(male and female warrior 3). Four of them appear to be peasants (male and
female commoner 2): two of these are right next to each other, carrying a
stone treasure chest between them by the handles. The eighth statue is that
of a mule, carrying saddlebags. The ninth statue is of a man dressed in a
wizards robe and wearing a pointed hat (male human diviner 6), and the
tenth statue is a minstrel carrying a mandolin (male elf bard 5).
This is a party of adventurers that was turned to stone elsewhere in the
dungeon. The statues were brought here as decorations by the ogre who once
inhabited this room, but who was later killed and eaten during the course of
his wanderings through the other levels. If the adventurers are turned back
from stone into flesh, it is found that they have entirely lost all memory of
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This room is crawling with dire rats, and the walls contain many ratholes, although none of them are large enough for a character to enter.
There is one teleporter-disk in the middle of the room, which points to the
west (Room 2A6) or to the southwest (Room 2A11).
There are 25 normal dire rats and 4 monstrously huge ones in the
room. An additional 1d3 dire rats (normal, not monstrously huge) enter
the room every second melee round after any combat begins.
DIRE RATS (25)
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
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CR 1/2
HYDRA
CR 4
XP 1,200
hp 47 (Pathfinder Roleplaying Game Bestiary, Hydra)
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Level 2B:
The Demons Gullet
The Demons Gullet is the second level of the Mouth of Doom, the
largest outlying region of Rappan Athuk outside the central levels. The
Gullet is a large level in terms of the numbers of chambers and the length
of its branching corridors; the corridors may be the reason that the level
took on the Gullet nickname at some time in the unknown past. The
Demons Gullet shares the general characteristics of the rest of this remote
entrance to the main dungeons: it is not currently controlled by any single
power, and its denizens are not usually as dangerous as those competing
for control and survival in the deadlier main levels of Rappan Athuk.
Since rulership of the Mouth of Doom levels has changed hands (claws?)
much more than in the more stable central levels, the Mouth of Doom
regions have a layering of strange architectural and magical features left
over from countless subterranean battles, marking of territorial borders,
dark cult-worship, and the other mysterious purposes for which these farflung dungeons have been used over the centuries.
The halls of the Demons Gullet, being deeper underground than the
first level of the Mouth of Doom, are somewhat more plagued with stirges
and dungeon vermin, as reflected in the wandering monster tables. The
level is shown on Map RA2B.
Level 2B
Difficulty Level: 13
Entrances and Exits: Stairs to 1C: The Mouth of Doom
at 2B1, shafts to level 1C at Rooms 2B20 and 2B38,
and stairs to Level 3C: The Fountain of Pestilence from
2B23.
Wandering Monsters: Roll on the table below every 30
minutes
1 1d6 skeletons (see Area 2B29)
2 1d6 stirges
3 1d4 zombies
4
2d4 giant rats
5 1d4 giant ants
620 No Encounter
GIANT RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
GIANT ANTS
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)
2B1. Stairs Up
These stairs lead upward from this level to Level 1C: The Mouth of
Doom. The stairs are trapped and can turn into a chute; see the description
of Room 1C33.
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The Taunting Gate: 1 in. thick iron; hardness 10; hp 30; Break
DC 24; Disable Device DC 25.
STIRGES (15)
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
ZOMBIES
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
The western alcove in this room is filled with a large stone statue of a
man in armor riding a dragon. The mans helmet (or possibly his head;
it isnt clear) is in the shape of a demonic-looking mountain goat with
large curved horns. He carries a heavy mace in his left hand, and bears a
shield with the device of a bat. There is a large, oval-shaped pool of water
directly in front of the statue, apparently intended as a reflecting pool. The
water in the pool is green and stagnant, covered in algae.
If anyone touches the water in the pool, either directly or by using a tool
of some kind, the stone bat on the statues shield animates and detaches
itself from the statue, flying to the attack. Once it is killed, the fragments
of broken stone begin to skitter and bounce across the floor, back toward
the statue, where they eventually put themselves together again on the
shield exactly as before. It is clear from the speed at which the fragments
move that it will take an hour or so for the process to complete itself. No
further experience is gained from killing the bat more than once.
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STONE BAT
CR 2
XP 600
N Small construct (Pathfinder Roleplaying Game Bestiary,
Animated Object)
Init +2; Senses darkvision 60, low-light vision; Perception5
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 31 (3d10+10); regeneration 1
Fort +1; Ref +3; Will4
Defensive Abilities hardness 5; Immune construct traits
Treasure: Each of the gnolls carries 1d10 gp in a belt pouch, and under
one of the flagstones in the room they keep a somewhat larger treasure; a
small wooden box containing five 100 gp gems (sapphires).
This room is the second den inhabited by a gnoll band that lairs in this
part of the dungeon (the rest of the band sleeps in Room 2B6). The room
is filthy and smells of rotting meat, a smell that probably rises from the
uncured hides the gnolls use as bedrolls.
The secret door noted in this chamber is identical to that in Room
2B4, a metal grate in the stone wall that appears to be for the purpose of
ventilation. The passageway in between the two rooms is obscured by a
permanent darkness spell, making it impossible to see any light shining
all the way through the passageway itself. Because of these grates, sound
travels easily between this room, Room 2B4, and Room 2B6; combat
in any of the rooms draws reinforcements in response to the noise.
GNOLLS (6)
XP 400
hp 11 (Pathfinder Roleplaying Game Bestiary, Gnoll)
CR 1
Treasure: Each of the gnolls carries 1d10 gp in a belt pouch, and one
of the bedrolls has 300 gp sewn into it (heavy enough that if the bedroll is
even lifted, the extra weight is apparent).
HYENAS (2)
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Hyena)
CR 1
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Effect Atk +20 ranged (dart, 1d3; If anyone peers into the cell
through the barred window, the dart is aimed to specifically
hit the target; if the door is opened without casting a
shadow through the little grille, the dart most likely misses (+1
ranged) and simply sticks into the door as it opens.)
YAZA MONGRO
XP 600
Male human disciple of Orcus 3 (see Appendix B)
CE Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +6
CR 2
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Str 15, Dex 11, Con 12, Int 13, Wis 17, Cha 12
Base Atk +3; CMB +5; CMD 15
Feats Alignment Channel, Command UndeadB, Extra
Channel, Lightning ReflexesB
Skills Knowledge (planes) +7, Knowledge (religion) +9,
Perception +6, Spellcraft +7
Languages Abyssal, Common
SQ aura, undead lords proxy, variant channeler
Gear chainmail, +1 light mace, spell component pouch,
unholy symbol of Orcus
* Pathfinder Roleplaying Game Advanced Players Guide
Treasure: In addition to Yazas +1 light mace, his locked wooden chest
contains 3 potions of cure light wounds and 200 gp, the gold stored in a
nicely embroidered bag (10 gp).
There is a short, squat pillar in the middle of this room, standing five
feet tall and three feet in diameter. Eyes, a nose, and a mouth have been
carved into it to form a primitive face. When anyone enters the room, it
shoots out a jet of steam, to a maximum of three times per day. Regardless
of the nature of the steam, a character hit by it (Atk +10) must make a DC
15 Fortitude save or suffer one of the following effects (roll 1d4):
1
2
3
4
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Short flights of steps lead down into this corridor, which is ten feet
lower than the rest of the corridors in this dungeon level. The floor of the
corridor is dark and slick with water, but the corridor is not dangerous.
Water drips from the ceiling of this room, which is filled with
mushrooms and fungi of many kinds and colors. The room is the home
of 3 shriekers, and when the door is opened they immediately begin their
shrill screaming. The sound automatically causes wandering monsters to
appear in 1d2 turns, and the number of monsters indicated by the table is
doubled. If the shriekers continue to shriek for more than 4 more melee
rounds, add another wandering monster encounter to arrive in 1d2 turns.
SHRIEKERS (3)
CR
XP (Pathfinder Roleplaying Game Bestiary, Hazards)
This human-sized purple mushroom emits a piercing sound
that lasts for 1d3 rounds whenever there is movement or
a light source within 10 ft. This shriek makes it impossible to
hear any other sound within 50 ft. The sound attracts nearby
creatures that are disposed to investigate it. Some creatures
that live near shriekers learn that this noise means there is
food or an intruder nearby.
Treasure: Among the fungus growth in the room, the characters can
find two skeletons. One of these wears a tattered robe and carries a scroll
of web, fly, and invisibility along with a normal quarterstaff and a lantern.
The second skeleton wears full plate (normal), holds a longsword (normal)
in its bony hand, and has a belt pouch with 127 gp and a 250 gp gem.
There are also 3 gp, 248 sp, and 621 cp scattered about under mushrooms
and lichen. Many of these coins are badly crusted with clinging fungus
growths and strange-colored patinas.
Once three people have stepped into this room, the floor begins sinking
rapidly (10 ft. per round) until it has reached a depth 60 ft. below its
original level. From the ceiling, a luminescent yellow gas begins to drift
downward from three vents; the gas is poisonous if inhaled, is much
heavier than air, and does not begin to spread out until it hits the floor. The
gas fills the entire chamber up to the level of the door, far above. The floor
returns to its normal position after 24 hours.
POISON GAS ROOM
CR 10
XP 9,600
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger touch; Reset automatic
Effect poison gas; never miss
Speed 30 ft.
Melee bite +15 (1d8+15)
Str 30, Dex 6, Con, Int, Wis 1, Cha 1
Base Atk +7 CMB +19 CMD 27
Sleep Vulnerability (Su) The Dam-Thing automatically fails
any save against a sleep spell. It is the preferred method of
bypassing the guardian.
Immune to Weapon Damage (Ex) The Dam-Thing is immune
to all physical weapons. It can be harmed only by spells,
spell-like effects, or spells that create weapons i.e. blade
barrier, spiritual weapon, etc.
NOTE: The Dam-Thing is an exceptionally powerful guardian for
parties of this level, and it is very possible the entire party will be killed if
they do not possess the sleep spell (or think to use it). The GM is encouraged
to let the party escape this area if they realize they are overmatched (or if
they keep fighting against bad odds, let them fall gloriously!). The DamThing does not pursue beyond this room.
TOXIC FUMES
Type poison (inhaled); save Fort DC 14;
frequency 1/round while in area
effect 1d4 Con damage; cure 2 consecutive saves)
Treasure: On the far side of the room across the water there is a black
stone in the wall, with a bronze handle set into it. The stone is actually the
front of a stone drawer that can be pulled out by the handle. The drawer
contains a scroll of hide from undead, a potion of invisibility, a silver
dagger (50 gp), three +1 arrows, and a gem worth 100 gp.
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The north wall of this room is a mosaic that depicts the characters
themselves moving inside the room, as if it were a mirror. The south wall
is painted, and the painting, like the mosaic, depicts the characters. The
pictures in the mosaic and in the painting move as the characters move
about in the room. The north-wall mosaic shows a treasure chest sitting on
the floor against the south wall (directly on top of the invisible stairs)this
is the only feature that is not a precise reflection of reality. The reflected
treasure chest does not exist; it is simply a feature of the magical picture.
The painting on the south wall also shows something that does not
appear to reflect reality. It does not show the treasure chest depicted in the
mosaic, but it does show the invisible stairs. The stairs are real (leading
down to Level 3C, Room 3C23). Anyone who steps onto the stairs in an
effort to get to the illusory treasure chest must succeed on a DC 10 Reflex
save or fall down the stairs. (no damage, except perhaps to ones pride)
Neither the mosaic nor the painting poses any risk to the characters, but
they offer no reward, either.
CR 1
Treasure: There are two large cocoons in the room, which contain
thousands of tiny spiders that run away into cracks in the walls if the
cocoons are cut open. There is no treasure in the room.
CR 1
BLACK SKELETON
CR 5
XP 1,600
hp 45 (Frog God Games The Tome of Horrors Complete,
Skeleton, Black)
CR 1/3
SKELETONS (2)
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Skeleton)
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(see details under Grant Wish, below). The statue grants up to two wishes
per day.
If any person returns to the Statue and was ever involved either in an
attack on the statue or was present when a wish was made, the statue
does not grant any wishes or animate in any way while that person is in
the room. A person may only receive the blessings of the Statue on
a single visit, although a target may be raised and gain experience on
that visit.
STATUE OF WISHES
CR 5
XP 1,600
N Large construct
Init1 Senses darkvision 60, low-light vision; Perception 5
AC 14, touch 8, flat-footed 14 (1 Dex, +6 natural, 1 size)
hp 52 (4d10+30 size)
Fort +1, Ref +0, Will 4
Defensive Abilities hardness 10; Immune construct traits,
non-magical missiles
Speed 0 ft. (cannot move)
Melee +0 (no physical attack)
Special Attacks consume wisher
Spell-Like Abilities (CL 20th; concentration cannot be
disrupted)
1/roundmagic missile (5 missiles)
Str , Dex , Con , Int , Wis 1, Cha 1
Base Atk +4 CMB +11 CMD 20 (cannot be sundered or
tripped)
SQ grant wish
Grant Wish (Su) The Statue of Wishes may grant either
a raise dead effect or an experience bonus to anyone
standing in the target circle. There is a 20% chance
of failure, however, for the spirit inhabiting the statue
is somewhat capricious. Failure is automatic if a wish
is made for anything other than reawakening or
experience. If a wish attempt for reawakening is made,
any single dead person on the flagstone is raised from
the dead (CL 20th). If a wish is made for experience, one
person on the flagstone gains enough experience points
to gain the next level of experience. Note that if a wish
is made for reawakening and there is no dead person
on the flagstone, it is as if no wish had been made (i.e.,
there is no failure result and the statue is willing to allow
another attempt at a wish). If the wish fails, however, the
statue opens its mouth and the person who made the
wish is magically pulled into the statues mouth, which
then closes (see Consume Wisher).
Consume Wisher (Su) Anytime the Statue of Wishes fails to
grant a wishers request, whether from a poor wish or the
capricious nature of the statue, the target is drawn into
the statues open mouth and trapped within the statue.
Once the moth closes, the target is completely sealed
inside the stone statue (there are no air gaps). The target
dies by suffocation within 1d6 hours if not rescued (see the
Pathfinder Roleplaying Game Core Rulebook, Environment,
Suffocation, for more details). Rescuing a person who is
trapped in the statue requires killing the statue.
Immune (Ex) The Statue of Wishes is immune to all nonmagical missile attacks.
The statue is immune to non-magic missile weapons, and although it
cannot attack physically it can launch bolts of magical force once per
round. If the statue is killed, it breaks apart and anyone inside is freed.
Although it does not affect combat, the statue regenerates 1 hit point per
day, so if a later party of adventurers enters the room several days later, the
statue will have re-formed itself.
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Level 3:
Beware of Purple Worms!
Level 3
Difficulty Level: 8
Entrances: Stairs from Level 2
Exits: Stairs to Level 4 from Room 310; River to Levels
3A and 6A.
Wandering Monsters: Check once per 30 minutes on
1d20:
1
2
3
4
5
6
7
820
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UNDEAD OOZE
CR 6
XP 2,400
hp 27 (Frog God Games The Tome of Horrors Complete,
Ooze, Undead)
The tunnel opens into a huge cavern, with dozens of rat tunnels along
the walls and ceiling. The roof of the cave is too high to see, and bats
swarm about in torchlight. The way is rocky, and the PCs hear running
water in the cave, somewhere out in the distance. In glowing green letters
above the tunnel exit is inscribed, Beware of Purple Worms! Spiegel the
Arch Mage.
If the characters are using light here, immediately make a check for a
wandering monster. Monsters have grown used to light meaning dinner
time.
GOBLIN LEADER
CR 4
XP 1,200
Male or female goblin rogue 5 (Pathfinder Roleplaying
Game Bestiary, Goblin)
This cavern is huge and filled with all types of fungi. Rats clatter along
the walls. Several large piles of dung lie about, left by an enormous
creature. An underground river roars with sound, winding its way through
the cavern and then down deeper into the earth.
This cavern is filled with stalactites and stalagmites, but surprisingly
no piercers. The stream goes 100 yards before splitting into a right and
left passage. The right passage leads to Level 6A. The left leads to Level
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3A, room 3A7. The left fork of the river, after flowing through Level
3A, rejoins the right fork before the river enters Level 6A. This area is
fungus-filled. 20% of the fungus is edible while 10% is poisonous. A DC
20 Knowledge (dungeoneering or nature) or Survival check allows PCs
to determine which are edible. (Gnomes and other underground creatures
gain a +2 bonus to their checks.) There is a 12 on 1d20 chance that there
is a purple worm here waiting for the party. If not, roll for a wandering
monster every 10 minutes, unless the characters stay within 5 ft. of the
walls of the room. Traveling in this manner does not trigger a wandering
monster. If combat with a worm takes more than 10 rounds, there is a
18 on 1d20 chance of attracting 1d2 gugs per additional ten rounds of
combat, as they are drawn to the sound of the worms. In addition to the
worms, allow a straight 12 on 1d20 chance per 10 minutes of 2d6 dire
rats attacking the party, and a 1 on 1d20 chance of 1d3 trolls being here
as well.
POISONOUS FUNGUS
Type poison, ingested; save Fortitude DC 16
onset 10 min; frequency 1/min for 5 min
effect 2d6 Con; cure 1 save
TROLL
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 5
GUG
CR 10
XP 9,600
hp 127 (Pathfinder Roleplaying Game Bestiary2, Gug)
Treasure: The purple worms leave non-digestible castings around
the cavern (a total of 2d10 such castings), which can be found with a
DC 8 Perception check. These give a clue as to the type of creature that
lives here. They contain various twisted remains of weapons, armor, and
equipment. If dug through, there is a chance to find a valuable object. A
successful DC 12 Perception check reveals 1d6 of the following items
per casting searched: 0135% 3d6 cp; 3655% 3d6 sp; 5675% 2d6 gp;
7685% 1d6 gems; 8699% a fully intact non-magical Medium or smaller
item resistant to acid, such as a dagger, mace or lantern; 00% 1 magic
small shield or a Medium or smaller lesser magic weapon (no greater than
+1 in power).
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
PURPLE WORM
CR 12
XP 19,200
hp 200 (Pathfinder Roleplaying Game Bestiary, Purple Worm)
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All rooms marked 34 are empty. The GM should spice each of these
rooms up with the presence of a random non-magical item or furnishing,
or randomly roll a wandering monster check each time a room labeled
34 is entered.
CR 9
CR 12
34. Empty
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35A. Entryway
This is the set-up room. There are no occupants in this room, only
figures from a programmed image and veil illusions to make the party
believe the encounter in the next room is real.
The particular contents of the programmed image in this room depend
on the various schemes of Scramge, outlined above. Under option #1
(cleric and werewolves), there are religious signs, blood spatterings, a
broken mace with a magic aura spell on it, used scroll paper and a dead
body dressed for a raise dead spell. Under option #2 (man tortured by
orcs), there are trappings of an orc barracks, a pot of vile stew, chains
and manacles on the wall, a tray of torture devices, etc. Under option #3
(oracle with maidens), there are silk curtains and plush pillows, various
tomes, fine food and music. Scramges illusions require a DC 25 Will save
to disbelieve unless they are simply ignored.
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The world seems to spin before your eyes. Dazzling lights flash
from all corners, blinding you. With a hiss and a roar, (name a cleric
PC) disappears. Across the room, he reappears in front of a huge
demon, fully nine feet tall, with the head of a vulture, huge bat
wings, talons like razors, and flames licking from his goat legs!
The (werewolves, maidens, orcs) turn towards you and attack, their
forms mutating to that of a half jackal, half man.
Tactics: Scramge is in here under his guise as determined above. His
trap is an evil one: he uses a free action to put a veil of a vrock demon
over the partys cleric (DC 25 Will save). He then covers himself with
a major image of being the partys cleric as a standard action. To pierce
his disguise, the PCs must succeed on an opposed Perception check vs.
Scramges Disguise check of +34. He acts as if he is being attacked by
the demon. His helpers drop their illusory disguises and attack the party.
Scramges plan is to goad the party into attacking and killing their own
cleric. If the party does not have a cleric, he uses the same tactic on the
partys wizard. If there is no wizard, he does this to the paladin. Note that
Scramges illusions also include audio illusions, so any warnings shouted
by the real cleric are covered by Scramges illusions (he makes them very,
very noisy), sounding only like demon growls.
During the second round of combat, Scramge uses his illusion powers
as a free action to have the demon appear to slay him with multiple critical
hit attacks. Scramge (as the character) appears to die. The characters can
make a DC 25 Will save at this point to disbelieve the illusion. Scramge
then casts greater invisibility (silently). He creates a permanent image of
the dead cleric on the floor during the third round. He uses his next action
to cast confusion on the fourth round. Scramge picks the next member of
the party he wants to kill and veils any remaining jackalweres to look like
the PCs. He then makes the next party member into a demon and he
takes the place of that party member. Scramge repeats this trick until all
of the party is dead. Each time Scramge switches targets like this the party
gets a DC 25 Will save to disbelieve the illusion.
Str 14, Dex 19, Con 20, Int 18, Wis 17, Cha 24
Base Atk +16; CMB +18; CMD 33
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB,
Greater Spell Focus (illusion), Improved Initiative, Silent Spell,
Spell Focus (illusion), Uncanny Concentration
Skills Bluff +30, Diplomacy +26, Disguise +34 (+44 with alter
self), Intimidate +26, Knowledge (arcana) +20, Perception
+26, Perform (oratory) +26, Sense Motive +26, Spellcraft +20,
Stealth +23; Racial Modifiers +4 Bluff, +8 Disguise
Languages Abyssal, Common, Elven, Ignan, Infernal, Terran;
permanent tongues
SQ change shape (any humanoid, alter self), Samrata status
Gear jade dust (worth 800 gp)
Samrata Status (Su) Scramges advanced power and life
experiences have bolstered his damage reduction and spell
resistance to heights rarely attained by other members of his
race.
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Running the Encounter: When the demon attacks, use the attack
and damage numbers for the character covered by the demon illusion.
Any time there is a change in the illusion, the Will save is DC 25. It is
unlikely that at first the party realizes illusions are present. More likely,
they slaughter one or more of their own. Any time a character interacts
with a pure illusion (such as trying to heal or give first aid to the illusion
of the dead cleric) that character gets to make a Will save because of
the physical interaction with the illusion (see the Pathfinder Roleplaying
Game Core Rulebook, Magic, Illusion).
If Scramges illusions are ever disbelieved, he casts mirror image on
himself and flees. If Scramge takes over 45 points of damage, he teleports
to Room D and disappears through his mirror (see below). Note: It is
critical while playing this encounter that the GM not give away the fact
that illusory forces are at work. Make rolls in secret or ahead of time so
that characters are not given undeserved hints that illusions are involved.
CR 16
SCRAMGE
XP 76,800
Male rakshasa samrata (Pathfinder Roleplaying Game
Bestiary 3, Rakshasa, Maharaja)
LE Medium outsider (native, shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +26
AC 26, touch 15, flat-footed 21 (+4 Dex, +1 dodge, +11
natural)
hp 176 (16d10+80)
Fort +10; Ref +14; Will +13
DR 20/good and piercing; SR 35
Speed 40 ft.
Melee 2 claws +18 (1d4+2) and bite +18 (1d6+2)
Special Attacks detect thoughts (DC 18)
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CR 2
Numerous bodies hang from meat hooks, and a vast pile of treasure
lies in the corner of the room. There are tapestries, coins and three large
chests: one of wood and two of bronze.
This is Scramges pantry. It contains the corpses of the last party
unlucky enough to encounter him. There are: eight fighters, one cleric,
and two thieves all of levels three to six if they are raised, and equipped
with reasonable non-magical armor and weapons.
Escape: The beasts greatest treasure is on the ceiling and if the battle is
going poorly, he escapes through it to the Nine Hells. This great item is a
mirror of mental prowess. Any who follow may be considered lost, unless
they can cast plane shift.
Treasure: Three large chests, one made of wood and two of bronze, sit
in the north corner of the room. All three are trapped. In addition to the
chests there are 24,917 sp and 3,833 gp in a large pile.
The wood chest contains: 12,000 cp, 8,000 sp, 6,000 gp, 1,200 pp, 13
gems (100 gp each) and 9 pieces of jewelry (100 gp each) and a silver over
teakwood box (Break DC 25; worth 1,200 gp) sealed with an arcane lock,
containing a strange green, glowing gem. Inside the gem is an imprisoned
faerie dragon named Snaggletooth. He accompanies whoever frees him
for life and remains very loyal as long as his freer is of good alignment.
Freeing him requires a legend lore or commune spell to determine the
freeing command word. The Oracle in Room 37 can also reveal the
command word.
Hidden inside a secret compartment in the lid of the wooden chest
(DC 25 Perception) is a +1 heavy wooden shield of rust monster scales.
Any attack with a metal weapon against the holder of the shield that misses
by 2 or less means the weapon is treated as having struck a rust monster.
If the holder of the shield ever fumbles (rolls a natural 1 in combat), his
or her weapon accidentally strikes the shield and is subject to the same
effect.
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level 3
CR 12
obscuring mist
0 (at will)bleed (DC 14), detect magic, detect poison,
guidance
D Domain spell Domain Undead*
Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Command Undead, Extra Channel, Weapon Focus
(heavy mace)
Skills Heal +8, Knowledge (arcana) +4, Knowledge (planes)
+5, Knowledge (religion) +7, Linguistics +4, Perception +5,
Spellcraft +5
Languages Abyssal, Common, Orc
SQ aura, undead lords proxy, variant channeler
Combat Gear 2 potions of cure serious wounds, potion of
invisibility; Other Gear+1 breastplate, masterwork heavy steel
shield, masterwork heavy mace, cloak of resistance +1, spell
component pouch, unholy symbol of Orcus, 18 gp
* Pathfinder Roleplaying Game Advanced Players Guide
ACOLYTES (3)
CR 2
XP 600
Male orc disciple of Orcus 3 (Pathfinder Roleplaying Game
Bestiary, Orc, see Appendix B)
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +6
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 23 each (3d8+3 plus 3)
Fort +4; Ref +1; Will +6
Defensive Abilities orc ferocity
Weaknesses light sensitivity
Speed 20 ft.
Melee mwk light mace +5 (1d6+2)
Special Attacks channel negative energy (DC 10, 2d6, 4/
day), deaths kiss (1 round, 2/day)
Spells Prepared (CL 3rd)
2ndaid, darkness, ghoul touchD (DC 15)
1stcause fearD (DC 14), endure elements, magic weapon,
summon monster I
0 (at will)create water, detect magic, read magic, virtue
D Domain spell Domain Undead*
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Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Alignment Channel, Command UndeadB, Extra
Channel
Skills Knowledge (planes) +6, Knowledge (religion) +6,
Perception +6, Spellcraft +6
Languages Abyssal, Common, Orc
SQ aura, undead lords proxy, variant channeler
Combat Gear 2 potions of cure light wounds, potion of
entropic shield, potion of longstrider, wand of inflict light
wounds (50 charges); Other Gear masterwork scale mail,
masterwork heavy wooden shield, masterwork light mace,
38 gp
*Pathfinder Roleplaying Game Advanced Players Guide
Note: If the party dresses in robes taken from these priests and acolytes
they gain +7 to Disguise checks if they try to impersonate clerics of Orcus.
Successful rolls allow them to travel most areas unmolested except for
areas containing undead, which can detect good on the party members.
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THE ORACLE
XP 1,600
NE Tiny outsider (evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +5
CR 5
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It appears that a gold piece is lying on the floor at this location. When
picked up, it pulls the string to which it is attached, firing 6 arrowsthree
from each side of the angled wall. Divide the attacks evenly for all in the area.
ARROW TRAP
CR 4
XP 1,200
Type mechanical; Perception DC 18; Disable Device DC 18
Trigger proximately; Reset manual
Effect Atk +10 ranged (1d6 [x6]/x3, arrow; range 60 ft.)
The door here is a one-way door. It can be passed freely heading west;
but returning east the door is enchanted with an arcane lock (CL 20th),
making return passage difficult without the use of magic. The door itself
is made of stone (2 feet thick; hardness 8; hp 360; Break DC 45).
This room is empty, but includes a secret door set in the floor (DC 20
Perception to find; unlocked) beyond which is a ladder set into the wall
leading down to area B, below.
This room contains frescoes depicting a young elf. At the end of the
room is a stone table on top of which is the corpse of an elf warrior
maiden in chainmail. For some reason, this tomb has resisted the powers
of Orcus to convert those buried here to his undead servants. Aside from
the masterwork longsword and masterwork chainmail on the body, there
is nothing of interest in the room. Good characters looting this tomb
automatically suffer 1 negative level. They can make a DC 20 Will save
the following day to remove the negative level. Returning the looted grave
goods to the tomb also removes the negative level. Paladins are more
harshly punished for looting this room; they receive 1 permanent negative
level that can only be removed if they return the grave goods and atone for
the act (either by performing a good deed as determined by the GM or by
having a good cleric cast atonement on him). This room is not subject to
wandering monsters and is a safe haven for the party to rest.
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This pit is 20 ft. deep, locking, and filled 10 ft. deep with water. Once sprung
it immediately locks and can only be opened by a successful Strength check
(DC 27 from the inside, DC 20 from the outside) or by destroying the stone lid
(6 in. thickness; hardness 8; hp 80; Break DC 35). The room floods full of water
to the top of the pit in 4 rounds. As if drowning werent bad enough, this pit also
contains a black skeleton. The skeleton does not chase characters out of the pit.
Characters are at a disadvantage fighting the black skeleton in the water (see
the Pathfinder Roleplaying Game Core Rulebook, Environment, Underwater
Combat). The black skeleton is unaffected by the water. The chest on the far
side of the room is empty and was left there to draw persons over the pit trap.
FLOODING ROOM TRAP
CR 6
XP 1,200
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger proximity; Reset automatic
Effect 20 ft. deep pit with 10 ft. of water (no damage, but
room floods in 4 rounds; see the Pathfinder Roleplaying
Game Core Rulebook, Environment, Drowning); DC 20
Reflex avoids; multiple targets (all targets in a 10-ft.-square
area)
BLACK SKELETON
CR 5
XP 1,600
hp 45 (Frog God Games The Tome of Horrors Complete,
Skeleton, Black)
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There is a reason why adventurers say Dont go down the Well. The
main inhabitant of this level is Zelkor, the once-good wizard who led the
army of light against the fleeing priests of Orcus long ago. He has become
a spectre (not a lich, as the rumors say) and he is extremely powerful. An
aura of fear, darkness and dread lies over the whole level. See Continuous
Effects in the sidebar. The map of this level is shown in Map RA3A.
GAS SPORE
CR 4
XP 1,200 (Frog God Games, The Tome of Horrors Complete,
Hazards)
From a distance greater than 10 ft., the gas spore is
likely to be mistaken for a different orb-shaped monster
(Perception check DC 30 to notice the difference). The gas
spore is not related to that creature, but uses its mimicry to
lure would-be victims to their doom. The gas spore has a fly
speed of 10 ft. with average maneuverability.
When a gas spore contacts a living creature (or a living
creature touches a gas spore unarmed or with natural
attacks), it injects poisonous rhizomes into the foe if that
opponent fails a DC 15 Fortitude save. Each day thereafter,
an infected creature must succeed on a Fortitude save (DC
12, +1 per additional day) or take 1d6 points of Constitution
damage. (Constitution damage continues until the victim
dies or the rhizomes are destroyed.) At Constitution 0, a
victim dies and 2d4 gas spores emerge from its body. A
remove disease spell cast on an affected creature before
it dies destroys the rhizomes and prevents any further
Constitution damage.
If a gas spore is struck for a single point of damage (by
a weapon, natural attack, spell, or effect), it explodes in a
violent blast of gas that deals 6d6 points of damage to all
creatures within a 30 ft. radius. A successful DC 15 Reflex
save reduces the damage by half.
GAS SPORE
Type infestation; save Fortitude DC 15
onset 1 day; frequency 1/day
effect 1d6 Con damage
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
UNDEAD OOZE
CR 6
XP 2,400
hp 27 (Frog God Games The Tome of Horrors Complete,
Ooze, Undead)
WIGHT
CR 3
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
Level 3A
Difficulty Level: 9
Entrances: Shaft down from the Well, Area G4 on
the Ground Level; River from Level 3.
Exits: River to 6A; stairs down from Room 3A9 to level
4A; passage beyond the cliff in Room 3A4 to Level
7A. Buried entrance to Level 3B in Area 3A1.
Wandering Monsters: Check once per 30 minutes on 1d20:
1
2
3
4
5
6
7
820
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armor and crouch as they travel, until they reach the area marked A, at
which time the passage opens to a normal 8 feet high. The east passage
opens up to normal height once the fork between Areas 3A2 and 3A3.
Buried ten feet beneath the silt and refuse at the bottom of a pool is
a great, valve-like circular hatch eight feet in diameter made of solid
mithral, enchanted with a permanent nondetection effect (CL 29th). The
hatch bears an etching of a circle three feet in diameter at its center. Within
the circle, a triangle has been etched, and where its three points touch the
circle there are slots in the metal, about 1/8 inch wide and 1 inch long.
This portal bars the way into Level 3B, and is protected by powerful
wards that prevent it from being damaged or bypassed magically. The
only way past is by finding three daggers lost somewhere in Rappan
Athuk. The daggers must be inserted, one to a slot, in order for the hatch
to unseal see Level 3B if this occurs for details as to the consequences.
Each of the slots is in effect a lock, and could be picked, with a DC 35
Disable Device check. Further, each lock must be picked simultaneously
for the door to open.
The daggers are made of a mithral alloy, and each has a different colored
gemstone set in its pommel: a ruby, a sapphire, and a topaz, respectively.
The exact location of these daggers is left for the GM to determine, but
bear in mind that the level beyond is intended for 18th+ level characters.
The Oracle of Level 3, Area 37 knows the location of each blade, in
case the PCs have not found them on their own. However, the Oracle is
forbidden to speak of what lies beyond this hatch.
Side Tunnels: Small sized characters can enter either of the two tunnels
without penalty. Medium characters must remove all but light armor to
pass through the tunnels. Tower shields do not fit through the openings.
The west tunnel remains small, requiring Medium creatures to stay in light
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Numerous side caverns branch off from this cave, making the shape of
a twisted claw. The room has a large central column. Water drips from the
stalactite-covered ceiling. Faint scraping sounds emanate from the cave
roof. This is a large cavern with stalactites, stalagmites and 8 piercers of
two to four feet in length. They drop 2 rounds after the party enters the
room.
This passage opens into a very large cavern with hundreds of stalactites,
though few stalagmites. The sound of running water comes from off in
the distance. Eyes seem to watch the PCs as their torches reflect off of the
rooms walls. Several rats scurry by, and one pair of eyes seem to glow
green of their own accord, though the creature remains hidden. A DC 10
Perception check reveals a purring sound, like a cat.
This room is a large cavern. It contains a cliff ledge that drops 90 ft. into
30 ft. of water. The cavern itself is filled with stalactites, but contains no
piercers. Numerous small caves and tunnels line the walls. Some of these
interconnect, and allow the tangtals and rats that inhabit this room to nest.
PIERCERS (8)
CR 1
XP 100 (Frog God Games, The Tome of Horrors Complete,
Hazards)
Piercers resemble 1 ft. long stalactites and are found
underground in caves and caverns hanging from the ceiling
waiting for living creatures to pass underneath.
Those viewing a piercer must make a DC 20 Perception
check to discern its true nature; else it is overlooked and
mistaken for a normal stalactite. Piercers gather in clusters of
up to 20 creatures.
When a living creature stands in a square directly below
a piercer, it drops and attempts to impale the unsuspecting
foe. The creature can make a DC 15 Reflex save to avoid
the piercers attack. If the save fails, the target sustains
1d6 points of piercing damage. If the save succeeds, the
piercer misses its target and may not attack again until it
climbs back into position. (Piercers move 5 ft. per round). A
piercer on the ground is easily dispatched, though touching
or attacking it unarmed or with natural weapons causes it
to secrete an acid that deals 1d4 points of acid damage to
the opponent each time one of its attacks hits.
Piercers can grow to a length of 6 ft. Those of 2 to 4 ft. in
length are CR 1 and deal 2d6 points of damage if they hit a
foe. Their acid deals 1d6 points of acid damage. Those of 5
to 6 ft. in length are CR 2 and deal 3d6 points of damage if
they hit. Their acid deals 1d6 points of acid damage. The DC
to avoid a piercers attack is 15, regardless of its size.
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Treasure: Near the secret door in the third finger, is the corpse of a
human. In his backpack are 3 oil flasks, 2 vials of holy water, some rotten
food, a 60 ft. length of silk rope, masterwork thieves tools in a puzzle box
(DC 30 Disable Device check to open) and a sack with 36 gp. On his left
hand, which lays a few feet from the body, is a ring of swimming.
Secret Door: The secret door can be found with a DC 28 Perception
check and, once found, opens easily by pushing a hidden stone that works
a counter-weight mechanism. Locating the hidden stone requires another
DC 28 Perception check. Thus, the characters must first find the secret
door and then they must find the secret opening stone.
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Within the room are 8 tangtals (of a strange, hairless, subterranean species)
that inhabit the upper portion of the room, and feed on the hundreds of
normal rats that move about the cliff. The tangtals lurk in the shadows and
wait until the party is near the ledge before they attack, hoping to strike
from the flank of a surprised party.
TANGTALS (8)
CR 3
XP 800
hp 22 (Frog God Games The Tome of Horrors Complete,
Tangtal)
Treasure: Some strange fungus grows in the northeast corner of
the cavern, which has the ability to give a humanoid creature that eats
it darkvision for 4 hours per use. It can be found and harvested with a
successful DC 25 Survival check (DC 20 for dwarves, gnomes, and other
subterranean races). There is enough fungus for 16 uses.
The Cliff: The cliff edge itself is dotted with iron spikes, gnawed ropes
and a pair of skeletons picked clean by the rats. The rats attack anything
attempting to climb the cliff face. 2d6 normal rats attack each climbing
PC while they are on a rope or climbing the cliff. Any rope has a 14 on
1d20 chance per round of being chewed through by the attacking rats.
It takes 6 rounds to descend the cliff on a rope and 18 rounds to ascend.
NORMAL RATS
CR 1/4
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Familiar, Rat)
The Bottom of the Cliff: At the bottom of the cliff is a 30 ft. deep
pool of stagnant water. 30 ft. away from the cliff, across the water, is a
sandy beach with a door, beyond which is a passage leading to level 7A.
Anyone in the water has 4 rounds to cross it before a black pudding
attacks, unless they are dropped in the water in which case this time is
cut in half. Falling from over 20 ft. means they are attacked immediately.
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BLACK PUDDING
XP 3,200
hp 105 (see the Pathfinder Roleplaying Game Bestiary,
Black Pudding)
Treasure: Among a pile of bones in the southeast corner of the pool is
the treasure. It consists of a gold plated helmet worth 250 gp, a silver ring
worth 10 gp, a jeweled belt worth 400 gp, and a silver masterwork dagger
in a platinum sheath worth 800 gp.
Treasure: Three totally drained bodies lie near the door on the south
side of the room, leading to Area 3A6. The first is a dwarf in chainmail
with a pack containing: 6 goblin scalps, 11 torches, 2 oil flasks and a case
made of iron containing a giant-slaying arrow. His axe is on his belt, and a
shattered short bow lies next to him. The second body is a human dressed
in leather armor with a bandoleer of 6 daggers and a pack containing a
bullseye lantern and 8 candles, 3 large sacks, and 20 feet of silken rope.
He wears boots of the elvenkind. The last figure is a human dressed in
robes, wearing a pack containing 12 sheets of paper, 2 vials of ink and
a scroll of explosive runes. His purse contains 11 gp, a 100 gp pearl and
other assorted spell components for first and second level spells.
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This cavern is huge. Running water can be heard nearby. As the PCs
enter, they see a cut symmetrical pool of water, with a river running in
one side and out the other. The cavern walls reflect a myriad of iridescent
colors, dancing off of the walls in their torchlight. Across the pool to the
south, where the river enters the pool, are two large blue stone platforms,
fully 8 ft. tall and 12 ft. long. Corpses rest on them.
This room is composed of dark stone interwoven with psychedelically
colored pegmatite mineral deposits. The minerals are quite worthless
(only 20 sp per ton) though they are rather interesting, as reflected light
glimmers with rainbow hues. The swimming pool is 20 ft. deep in the base
of the T and 40 ft. deep in the top of the T.
The river flows into this room from Level 3, room 32. The current in
the river and the pool is very strong, requiring a DC 20 Swim check to
swim 5 ft. against the current. Swimming in the pool or river for more than
1 minute requires a DC 15 Fortitude save for each additional minute of
swimming (in addition to the Swim check). Any character failing this save
begins to drown and is washed downstream. Anyone washed downstream
must succeed on a DC 25 Fortitude save or be knocked out by the rocky
course of the river and drown. Heavy armor subtracts 5 from the roll. This
stream joins up with the other branch of the river from Level 3 and then
opens up on level 6A some 20 minutes later.
Across the river, near the pool entrance, are the two stone platforms
made of blue streaked black stone upon which rest two perfectly preserved
bodies of old men with long white hair and beards. Once the room is
entered, both bodies begin spewing forth black vaporous mists from their
mouths. These vaporous mists are 2 wraiths. Because of the evil of the
level, both wraiths have an additional +2 channel resistance.
WRAITHS (2)
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith, with
the following changes: add Defensive Abilities channel
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resistance +4 [total] )
Cliff to Doom: The cliff in the southwest corner of the room drops
down 40 ft. at a 70-degree angle (DC 15 Climb). At the bottom of the cliff
are large chunks of rock that appear to be solid gold. This is not the case,
however, as each chunk is normal rock that has somehow been affected
as if by a permanent image spell (DC 22). The party could literally spend
weeks hauling all this fools gold out as it weighs approximately 14 tons
in total. Zelkor sends his iron golems to attack anyone spending over one
day in this area.
Secret Door: The secret door at the bottom of the cliff is difficult to
find (DC 30 Perception). Once found, it is locked (DC 30 Disable Device).
Opening the secret door triggers a silent alarm spell in Room 3A8.
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Once the secret door is opened and the party enters the room, read the
following text:
The walls and ceiling are a glossy black stone. At the far end of
the room, white stone stairs lead down into a lowered area. You
cannot see the floor of the lowered area from where you stand. Four
12 ft. tall iron statues of warriors in armor carrying large swords
stand guard in the four corners of the roomtwo in the upper level
and two in the lower portion of the room. The statues are very well
made and appear almost alive. The two statues furthest away from
you appear somewhat rusty, though the two nearest show no signs
of wear. You feel a darkness taking hold of your very soul as the
two statues near you exhale a greenish gas.
This area is the lair of Zelkor, who was once a good-aligned archmage
of some renown. During his quest to drive the evil from this place, he was
captured by the evil priests, tortured and eventually slain by Nodroj the
spectre once he agreed to worship of Orcus. He retains some of his powers
(he is a 9-HD spectre with the bonus feats and spellcasting ability of a
wizard of 11th level), though his alignment has irrevocably shifted to evil.
Zelkor very much enjoys his new life, taking wicked glee in using his new
evil powers. Read this encounter very carefully before you attempt to run
this portion of the adventure.
All of the walls, ceiling and floors of this room are glossy black, except
for the stairs leading down to the crypt which are white in color. The two
iron statues closest to the entrance are iron golems. These monsters attack
as soon as the party enters the room. They radiate magic even before they
animate. The other two statues are identical but non-animating. Even
worse, once the golems breathe, Zelkor begins his attack.
Tactics: The golems breathe and attack. Zelkor is highly intelligent
and does not materialize in spectre form unless his other attacks fail. He
magic jars the strongest looking fighter in the party. Avoidance of this
possession requires a DC 25 Will save. Note that if a save is made, that
person is thereafter immune to possession from Zelkors magic jar spell.
Zelkor commands his golems to attack any person who saves against his
magic jar. If successful in taking control of someone, Zelkor uses them
to attack spellcasters in the party. When the first possessed body dies, he
uses his next action to possess another body. One of his favorite tactics
is to possess a person and make them stand in front of the golems and
inhale deeplysubjecting them to the gas and letting the golems destroy
them. He tries to kill each character in turn and then returns to his jar for
another attempt. Only if the party reaches his crystal box and opens it
(which is nearly impossible due to the number of traps on the boxes) does
he materialize and attack as a spectre. Since Zelkors golems are healed by
fire, Zelkor enjoys casting a wall of fire around the party and the golems
so that his golems can move into and out of the wall to be healed as they
require. Zelkor also casts fireballs at the partyhealing his golems and
damaging the party at the same time. He may also cast cloudkill at the
party since his golems are immune. It should be nearly impossible for any
but the highest level party to defeat Zelkor.
CR 13
IRON GOLEMS (2)
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem,
Iron)
ZELKOR
CR 11
XP 12,800
CE Medium undead (incorporeal) (Pathfinder Roleplaying
Game Bestiary, Spectre)
Init +7; Senses darkvision 60 ft.; Perception +13
Aura unnatural aura (30 ft.)
AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 67 (9d8+27)
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CLOUDKILL TRAP
CR 6
XP 2,400
Type magic; Perception DC 31; Disable Device DC 31
His spell books contain all of his prepared spells plus: summon monster
I-VI, teleport, charm monster, arcane eye, stoneskin, tongues, fireball, fly,
phantom steed, sepia snake sigil, fog cloud, deeper darkness, glitterdust,
spectral hand, bulls strength, knock, alarm, dancing lights, detect undead,
friends, gaze reflection, mount, spook, obscuring mist, unseen servant,
arcane mark and read magic.
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WYVERN POISON
Type injury; save DC 17 Fortitude
frequency 1/rd. for 6 rds.
effect 1d4 Con; cure 2 saves)
CR 9
As the PCs break through the surface of the water and they see six
tattooed men gathered around in a circle. They seem to be upset about
something. Their eyes, mouths and even ears have been sewn shut. All
anyone can hear now is the mumbled sound of their speech. They seem to
be saying one word over and over, brains braaaaaaains
The creatures are 6 juju zombies. These tortured creatures were
warriors of light who refused to join the army of evil. Their mouths and
eyes were sewn closed by evil priests while they were alive and then
sacrificed to Orcus. Against their will, they are now evil undead creatures.
They attack without hesitation, their tortured consciences suffering with
every evil act their bodies commit. They pursue creatures throughout the
dungeon, and can climb walls with amazing ability, often dropping from
above.
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Languages Common
SQ armor training 1
Gear chainmail, longsword
level 3a
Exits from this room: The pool of water leads back to Room 3A5;
The door on the west wall is ajar and leads to stairs down to Level 4A is
ajar; the door on the east wall leading to Room 3A10 is locked (DC 25
Disable Device to open).
3A10. Gatehouse
Four doors stand suspended in this room 2 ft. off the floor, apparently
unsupported. All of these doors are magical portals. The northeast portal
leads to a small grove 5 miles from Fairhill (see the Necromancer
Games product The Crucible of Freya) and is one-way. The northwest
portal leads to an oasis between the two statues of the Hyperborean gods,
approximately 400 miles to the south in the southern desertthis gate is
two-way (and can be used as a means of transport to a future Frog God
Games productThe Sword of Air). The southeast door is a one-way gate
to the Upper Temple of Orcus on Level 4, Area 41. This portal is a good
means of launching a surprise attack on the evil temple on that level. The
southwest door leads to level 6AThe Lair of the Spider Queen, Area
6A4.
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Level 3B:
Down the Well
Dungeon Level
Background
This lost vault was created millennia ago. At that time two great powers
were at war. One group lived by the sword and axe, overwhelming their
foes with countless numbers, and believing in rule through strength and
merit. Their symbol was the bloody sword. The other group was much
smaller, and believed in a unified principle of body, mind and soul at
harmony with one another. They had great magic at their command,
including sorcerous access to druidic magic in a manner long lost since
that time. Their symbol, a triangle within a circle, symbolized their core
belief in a three-fold harmony.
In their war, both sides marshaled weapons of great destructive force;
many of these have been lost, but some still remain, whispered in legend
or preserved as artifacts and relics of unknown or mistaken provenance.
One of these, long lost to scholars and bards alike, is a terrible creation
of the followers of the three-fold path. Using their abilities to command
nature, magic, and the body, they bred a fearsome living juggernaut of
destruction, one which would make the tarrasque of later years seem
tame by comparison. This creature they housed in a vault hidden in the
extensive network of caves that would eventually become Rappan Athuk.
They placed guardians over the beast, and also housed several other lesser,
but still terrible weapons to be used in their war as final options if things
went against them.
Their primary creation, known only as the Ravager, they placed in
hibernation in a stasis field, to be preserved against the day when it
would be needed. And there it has remained, guarded by a gauntlet of
traps and undead servitors, from that day to this, sleeping restlessly
through the ages.
The arrival of the followers of Orcus did not initially disturb the
vault. It was concealed well enough that they did not even realize it was
there. However, as Orcus power waxed strong within the dungeon, his
dark thoughts brushed against the defenses of the vault, and ultimately
invaded them in the form of a hairline crack of jet black stone that has
served to weaken the wards in place around the Ravager. His touch has
tainted those wards, disturbing the Ravagers rest, and tainting its nature.
It also upset the stasis field, so that although the Ravager continued to
sleep, it grew pregnant, giving birth to spawn slowly over the years even
as it slumbered.
At the behest of their demon-god, the priests of Orcus mounted an
expedition to penetrate the vault and loot it. None of them returned, but
their master discovered enough to disturb even hima weapon of such
great potency that it could ravage the face of the planet, but also one that
he could not control, and which might be turned against him.
The raid by the Orcus priests did have one unforeseen consequence.
One of the spawn of the Ravager was awakened in the battle outside their
crypt, and won free of the wards. Clawing through the surviving intruders,
it fled through the dungeon, warding or fighting through traps placed to
slow its parent, and ultimately won free into Rappan Athuk. There it
clawed its way up out of the well, and began a spree of wanton destruction
that lasted several years until it was put down by an adventurer named
Mailliw Catspar and his band.
After defeating it, the doughty warrior tracked it back to Rappan Athuk,
and noting the claw marks in the shaft of the well (which are still present
to this day) left by the beast he defeated, he and his comrades descended
into the dungeon, entered the vaultand were never seen again.
Since then, the Ravager has slept restlessly within its wards; its dreams
have been disturbed by dark and bloody visions of destruction fueled by
the taint of Orcus, and it is only a matter of time before it awakens, to
emerge and unleash a swath of destruction so vast that the world will be
forever changed, or lost.
The ancient people who first bred the Ravager were aware of the danger
it presented should it escape, and emplaced a number of safeguards to
prevent this. First, they entrusted a custodian named Amurru to watch
over the vault and the wards, and they granted him the assistance of
many powerful spellcasters to aid him. They also emplaced weapons
that might be used against the Ravager, should it awaken uncontrolled,
and built means within the vault to slow the Ravagers progress should
it be freed, and allow anyone within the complex time to escape and
prepare to defeat it.
In the years that passed, Amurru and his comrades died, yet lived on
in undeath, sworn to their charge for so long as it remained in their care.
Eventually they lost contact with their people on the surface. Fearing
that all memory of the vault would be lost, Amurru entrusted one of
their number, the sorcerer Obares Sin, to leave the dungeon but remain
forever nearby, to provide information on the vault to those who seek it.
Injunctions were placed upon him and he was set loose; he dwells today as
the Oracle in Rappan Athuk, having rested there so long he has forgotten
his own name.
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The vault entrance is located in Area 3A1, buried beneath ten feet of
silt at the bottom of a pool of water, directly beneath the well entrance
on the surface. The door itself can only be opened when three keys are
inserted and turned simultaneously. These three keys resemble daggers
made of some unknown mithral alloy, and are capped with a colored gem
in their pommels: a star sapphire, a star ruby, and an oriental topaz (also
known as a yellow star sapphire). In addition to their function as keys
and wards within the vault, each dagger is a +3 magical weapon with
an additional property: wounding (red gem), spell storing (blue gem),
and ghost touch (yellow gem). Finally, so long as the Ravager remains
imprisoned and the vault sealed, the daggers are effectively indestructible.
Level 3B
Difficulty Level: 20+
Detections: The crystal-laced stone radiates intense
magic of all schools. Otherwise, there are no uniform
magic auras blanketing the complex.
Shielding: Protected by magic vs. scrying and
teleportation into and out of complex (CL 30th); this
protection is imbued within the stonework lining the
complex walls. Teleportation and scrying within the
complex works normally, so long as one does not
attempt to penetrate through the warded stone.
Construction: Walls, floor, ceiling built of dark gray
limestone lined with veins of red, blue, and yellow
crystalline deposits that give it a glittery rainbow look;
this stonework is sometimes hidden beneath a surface
faade, but is always there. The stone has hardness
10 and requires 60 points of damage to breach a 5
ft. section. Should it be breached, those within can
leave the shielded areas and teleport out normally.
The stone repairs itself at the rate of 1 hp per 5 ft.
section per round, so a 5 ft. diameter hole takes 6
minutes to fully repair.
The magic of the stone gradually leaches air from
the surrounding area, eventually turning the entire
complex into a vacuum. This is an intentional part
of its design. When the vault door is opened and air
floods in, it triggers the first trap (see Area 3B1 below),
and activates many of the other traps deeper within
the complex.
Should the vault door be sealed, the air within the
vault once again thins until it has become an airless
void, a process that takes approximately a week.
Doors: The complex holds two major types of door:
vault doors, and secret doors built of the magic stone
described above. The vault doors are composed of
a magically hardened alloy similar to mithral, giving
them hardness 30, 250 hp, Break DC 50, immunity to
all spell-like and supernatural effects, 100% energy
resistance, and immunity to rust. Further, while the
regenerating stonework of the complex remains
viable, the vault doors repair damage at the rate of 1
hit point per minute.
The stone secret doors have hardness 10; 60 hp; DC
25 Perception to locate one, unless otherwise noted,
and they are arcane locked at CL 18th; Break DC 30.
The anti-scrying properties of the rock prevents them
from being detected magically by detect secret door
spells and effects.
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some have been damaged. Other items were looted, but after the previous
intruders met their doom deeper in the vault, Amurru restored them to
their rightful place in this chamber.
Access to 3B6 is blocked by another vault door, set with a wheel.
The door can be opened by simply turning the wheel one full rotation
clockwise. Like the hatch at 3B1, the area beyond this door is a vacuum,
so once the door is opened, it slams into the room beyond, sucking those
in this hall into the room beyond if they fail a Strength check to grab
something solid and hold on. Characters with any wisdom rope themselves
together and tie themselves down before opening it.
VAULT DOOR SUCTION TRAP
CR 16
XP 9,600
Type mechanical; Perception* DC N/A; Disable Device* DC
N/A
Trigger touch (when vault door is opened); Reset manual
timed (door closed 1 week)
Effect sucks all in room into the violet energy field in the area
beyond (DC 20 Strength check avoids if something can
be used as an anchor, those sucked through take 10d10
damage); multiple targets (all targets in the room)
*Note This trap cannot be found or disabled, for it depends
upon the airlessness of the area beyond for its effect.
secret trapdoor which leads down beneath the vault and into the area
beyond. Note that with the wall of force up, line of effect prevents spells
such as detect secret doors from indicating its presence.
The body is that of an ancient warrior of the three-fold path. His spirit
has long departed, and the body warded against speak with dead effects.
Secret Door: The secret door is difficult to find (DC 35 Perception).
Once found, it is locked (DC 30 Disable Device).
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CR 11
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30 Perception to find the controls), the bands start to spin, and the device
causes insanity (as the confusion spell) in all animals and vermin in a
100 ft. radius spread. Every round the device remains active, the radius
increases by 10 ft., until it covers a 1/2 mile radius. This device was
created to inflict panic in enemy cavalry, or to turn nature against their
foes. It was seldom employed because, to be most effective, it would have
to be placed in the midst of enemy troops, and they did not want to run
the risk of their enemies getting a hold of it and turning it against them.
+3 shield)
hp 17 (2d8+8)
Fort +4; Ref +4; Will +7
Defensive Abilities arrow deflection, channel resistance +2;
Resist fire 20
Speed 20 ft.
Melee +4 keen longsword +8 (1d8+7/1720), or +2 unholy
morningstar +6 (1d8+5 plus 2d6 to good opponents), or bite
+5 (1d6+3 plus disease and paralysis) and 2 claws +5 (1d6+3
plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 15, elves are not
immune to this effect)
Str 17, Dex 19, Con , Int 17, Wis 18, Cha 18
Base Atk +1; CMB +4; CMD 18
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Intimidate +9, Perception +9,
Sense Motive +9, Stealth +7, Swim +3
Languages Common
Combat Gear potion of invisibility, potion of heroism; Other
Gear+3 breast plate of improved energy resistance (fire)
fashioned from the scales of a red dragon (included
above), +2 buckler of arrow deflection (included above), +4
keen longsword, +2 unholy morningstar, rotted robes, a holy
symbol of Orcus
Disease (Su) Ghoul Fever: Biteinjury; 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 that 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.
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Tactics: Claw and gnaw until destroyed, a task that probably wont take
the PCs very long.
Treasure: In the room are a suit of masterwork chainmail, a heavy
steel shield, four empty vials, a broken lantern, and a largely empty
backpack. These once belonged to the ghast, but he cast them aside when
he raided the other body. The body of Mailliw carries a +5 longspear and
standardif ancientadventuring gear. Neither body carries any rations.
Development: Because the level, when sealed, provides no exit for
disembodied spirits, the soul of Mailliw lingers still in this chamber,
bound in eternal slumber. Within 1d4 minutes of the chamber being
entered, however, Mailliw manifests as a ghost, asking to have his remains
returned to the surface and buried in state. He gladly informs them of what
little he knows he made it only as far as Area 3B13 before being
teleported here, but he could tell them about why he sought and found the
complex in the first place. He cares little of his bodys possessions after
all this time, and gladly surrenders them to the party without fuss if they
desire them.
Good-aligned PCs should be awarded 1,000 XP each if they take his
body and bury it as requested.
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where it meets the ceiling reveals that it passes through a crack in the
wood, and is not simply tied off. The thread leads up to a counterbalanced
mechanism that was activated when the complex was first entered. Should
the thread gain or lose even an ounce of weight (if the key were to be
grabbed or the thread cut, for example), a two-ton metal grille festooned
with downward-pointing spikes slams down on anyone in the chamber.
CR 16
Tactics: The stone treants remain immobile until intruders have reached
the center of the chamber; then they close in from all sides, trampling
where possible, and then seek to hem them in and pulverize them with
flailing limbs.
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A great statue of an angelic being stands here at the head of a 3040 ft.
diameter cavern, wings outspread, wearing armor, and with sword raised
on high. Strangely, the statue faces down the cavern away from the PCs as
they enter. The walls of the cavern have been smoothed, and carved with
images of oversized human warriors marching in the same direction. At
the far end of the cavern rests another vault door, opened by turning the
wheel at its center 10 times counterclockwise.
The great statue is a masterfully crafted greater stone golem, though
it only activates if the Ravager itself comes into vieweven standing
still for direct attacks from lesser creatures. However, hidden amid the
carved images in the walls are 20 hasted stone golems, and which move
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that what lies beyond is something they should not meddle with. He does
not answer any questions as to what it might be.
The only things that prevent Amurru and his minions from attacking
are if the PCs retreat, or reveal they are here because they believe that the
thing he guards shall soon be freed. The ancient guardian is aware of this
fact, and it has been troubling him for centuries. With a supreme effort at
Diplomacy (vs. DC 31), they might persuade Amurru to let ONE character
pass, to inspect the vault beyond in his presence, while the others remain
under guard by his minions.
Unfortunately, the damage done by Orcuss influence is irreparable,
even should he fall. It is only a matter of time before the barriers fail and
the Ravager awakens, and even before then more of his offspring might
work their way free.
Amurru has no direct control over the guardians of the Chambers of
the Three Aspects, though he can tell them that the artifacts contained
therein may help them defeat the Ravager. He also informs them of the
utility of the dagger keys used to access this level.
Should Amurru and his cohorts be slain, they reform within 24 hours,
so long as the barrier surrounding the Ravager is in place. The defenders
in this chamber are also resistant to turning: turn/rebuke attempts last for
only one round, and they cannot be destroyed or controlled.
AMURRU CR 23
XP 819,200
LN Medium undead
Init +7; Senses blindsight 120 ft., darkvision 60 ft., true seeing
60 ft.; Perception +33
AC 39, touch 18, flat-footed 35 (+11 armor, +4 deflection, +3
Dex, +1 dodge, +10 natural)
hp 252 (24d8+144)
Fort +20; Ref +15; Will +28
Defensive Abilities channel resistance +4; DR 10/; Immune
undead traits; Resist acid 10, fire 10, sonic 10
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Speed 20 ft.
Melee +5 defending light mace +30/+25/+20/+15 (1d6+12)
Special Attacks teleport other (50 ft. radius, Will DC 29)
Spells Prepared (CL 18th; melee touch +25, ranged touch
+21)
9thmeteor swarm (DC 29), time stop, wish
8thsilent still greater dispel magic, greater spell immunity,
mass inflict critical wounds (DC 28), power word stun
7thdeflection, quickened displacement, mass inflict serious
wounds (DC 27), summon natures ally VII
6thantilife shell, greater dispel magic, harm (DC 26) (x3),
mass bulls strength
5thcone of cold (DC 25), greater command (DC 25) (x2),
spell resistance, wall of stone, waves of fatigue
4thblack tentacles, crushing despair (DC 24), fire shield,
freedom of movement, greater invisibility, inflict critical
wounds (DC 24)
3rddeeper darkness, fireball (DC 23) (x2), haste, heroism,
magic circle against chaos
2ndcalm emotions (DC 22), desecrate, glitterdust (DC 22),
hold person (DC 22), invisibility, mirror image, silence (DC 22)
1stburning hands (DC 21), magic missile (x2), obscuring
mist, sanctuary, ray of enfeeblement (DC 21), shield
0detect magic, message, prestidigitation, read magic
Str 24, Dex 16, Con , Int 18, Wis 30, Cha 22
Base Atk +18; CMB +25; CMD 40
Feats Ability Focus (teleport other), Alertness, Combat
Casting, Craft Wondrous Item, Dodge, Eschew Materials,
Great Fortitude, Improved Initiative, Mobility, Quicken Spell,
Scribe ScrollB, Silent Spell, Still Spell
Skills Bluff +22, Diplomacy +22, Intimidate +25, Knowledge
(arcana) +23, Knowledge (history) +20, Knowledge (nature)
+20, Knowledge (religion) +23, Linguistics +20, Perception
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Tactics: Amurru starts by using his teleport other ability on PCs while
the mummies move to intercept. He then hastes the mummies, and while
they engage any intruders he hammers them with the highest-level spells
in his arsenal. He uses his time stop spell if seriously wounded to gather
strength and summon allies, using his wish as a last-ditch means of
defense.
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CR 18
Tactics: The nightcrawler waits until victims are halfway across the
ledge, then moves up and starts biting and swallowing. It is large enough
to reach them from the bottom of the pit where it dwells.
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Intelligence check, roll 1d4 to determine which of the four exit points
they arrive at. If they attempt to reach a specific exit point, the Intelligence
DC to escape the maze increases to 24.
Characters who are roped together or join hands can stick together; in
this case, only the person at the front of the line needs to make these checks.
An antimagic field allows one to easily bypass this effect.
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Wand of dispel magic, CL 10th, 23 charges.
2
Wand of magic missile, CL 9th, 15 charges.
3 3 scrolls of greater dispel magic, CL 15th.
4
Feather token (whip).
5
Pipes of great pain, as pipes of pain (see sidebar) but
DC 16 Will save.
6
+1 vorpal longsword (+23 melee [1d8+8/1920], severs
head on natural 20 that confirms as a critical hit).
7
Wand of fireball, CL 10th, 11 charges; DC 16 Reflex
save half.
8 Huge +3 shocking burst falchion (+25 melee
[2d8+10/1820], plus 1d6 electrical, plus 1d10 electrical
on confirmed critical).
9
Figurine of wondrous power (marble elephant);
bag of tricks (tan). Used in that order.
10
Scroll of prestidigitation, CL 18th; scroll of dictum,
CL 18th. Used in that order.
11
Beads of force (x3), DC 18 Reflex avoids entrapment.
12
+1 life-drinker greataxe (+23 melee [1d12+8/x3], bestows
2 negative levels on target when it deals damage; DC 18
Fort save to avoid losing character levels 24 hours later).
13 3 scrolls of summon monster VI, CL 13th.
14
Slammed by mundane objects (+22 melee [2d8+7]).
15 2 scrolls of summon monster VII, CL 15th.
16
Rod of wonder, CL 10th, 43 charges.
17
Rod of cancellation, DC 25 Will negates.
18
Scroll of mass hold monster, CL 18th, DC 26 Will save
negates, scroll of horrid wilting, CL 18th, DC 25 Fort save
half, scroll of summon monster IX, CL 18th. Used in that
order.
19
+2 seeking flaming repeating heavy crossbow, with
20 +1 keen wounding bolts (+26 ranged [1d10+2 plus
1d6 fire plus 1 Con damage/1720]).
20
+3 keen nine lives stealer scimitar (+25 melee
[1d6+10/1520], on critical, foe must make DC 22 Fort
save or die; 3 charges remaining).
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Tactics: In the first round, the acid, tanglefoot bags, and thunderstones
all fly at the interlopers. Meanwhile, the rooms remaining components
come together to form the amalgamation. Thereafter, the construct attacks
until destroyed.
Treasure: The library books weigh a total of 100 pounds, and could fetch
up to 100,000 gp to interested collectors. The lab setup is worth 10,000
gp. In addition, the racks and shelves hold 25,000 gp in rare components
for spells and magic item creation, all in hermetically-sealed jars. There
are also 10 flasks of acid, 4 tanglefoot bags, 8 thunderstones, 14 flasks of
alchemists fire, and 8 vials of holy water. Finally, a large collection of
scrolls and items are present, all usable by the amalgamation. Note that
all of the save DCs have been adjusted by +2 for the amalgamations Item
Use ability. Once the amalgamation is defeated, any unused items have a
70% chance of having been destroyed during the battle.
Pipes of Pain
Aura faint enchantment and evocation; CL 6th
Slot none; 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 ft. 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 bestow
curse spell).
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CONSTRUCTION
Requirements Craft Wondrous Item, creator must
have the bardic music class feature, sound burst;
Cost 6,000 gp
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Speed 50 ft.
Melee bite +40 (3d6+12/x3), 2 claws +40 (1d12+12/1520)
Space 15 ft.; Reach 15 ft.
Str 34, Dex 20, Con 24, Int 5, Wis 25, Cha 18
Base Atk +30; CMB +43 (+45 to bull rush); CMD 58 (60 vs. bull rush)
Feats Awesome Blow, Cleave, Combat Reflexes, Critical
Focus, Great Fortitude, Greater Vital Strike, Improved Bull
Rush, Improved Critical (claw), Improved Vital Strike, Iron
Will, Power Attack, Staggering Critical, Stunning Critical,
Toughness, Vital Strike
Skills Perception +40
SQ form-shifting
RAVAGER SPAWN (FLIER FORM)
CR 20
XP 307,200
N Huge magical beast
Init +8; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +18
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Effect
Nonliving objects can pass through
Can transport through via teleportation or magic
Can use scrying magics to see through (by
placing a magic sensor inside)
Spell effects can pass through
Creatures and objects may pass through, spells,
magic items, etc. cannot
Incorporeal creatures may pass through
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Eye Rays (Su) Two dozen of the eyes can each produce a
magical ray each round, with each eye emulating a spell
from among the list of spells below (CL 27th). The save DCs,
where applicable, are 16 + spell level. A gibbering orb has
no directional limitations on where it can point its eye rays,
because the eyes orbiting around its body drift and float
wherever needed. However, a gibbering orb can never aim
more than five rays at any single target, due to limitations of
aiming. All rays have a range of 150 ft. Each of these effects
functions as a ray, regardless of the normal parameters of
the spell it resembles. That is, each is usable against a single
target and requires a ranged touch attack. The eye rays
are: cone of cold, disintegrate, dominate monster, energy
drain, feeblemind, finger of death, flesh to stone, greater
dispel magic, harm, hold monster, horrid wilting, implosion,
inflict critical wounds, lightning bolt, magic missile, mages
disjunction, irresistible dance, baleful polymorph, power
word blind, power word kill, power word stun, prismatic
spray, slay living, and temporal stasis.
Flight (Ex) The gibbering orbs body is naturally buoyant.
This buoyancy allows it to fly as the spell, as a free action, at
a speed of 20 ft. This buoyancy also grants it a permanent
feather fall effect with personal range.
Gibbering (Su) The cacophony of speech emanating from
the scores of mouths that make up the orb forces all within
60 ft. of the creature to succeed at a DC 29 Will save each
round or suffer the effects of an insanity spell.
Steal Spell/Steal Spell-Like Ability (Su) When a creature dies
by being swallowed whole (or when a creature killed by
the gibbering orb in some other fashion is eaten by it), the
gibbering orb absorbs the creatures known spells, prepared
spells, and spell-like abilities. The orb can use any two of
those abilities per round as a free action. Each originates
from an eye that is not producing an eye ray (see above)
that round. Stolen spells and spell-like abilities are lost after
24 hours.
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A gibbering orbs natural weapons are treated as epic for the purpose of
overcoming damage reduction.
The gibbering orb has the ability to bite its foes by extending a
pseudopod with one of its mouths protruding from the end. The orb can
extend four of these at any one foe, or a total of twelve in any given round.
At the same time, the legions of eyes have the ability to cast a host of
spells at a rapid rate.
Tactics: The gibbering orb unleashes its eye rays at anyone intruding,
using its most lethal effects against the wielder of the blue-hilted dagger.
It uses its mages disjunction effect if confronted with a sizeable group of
heavily equipped foes.
Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22
Base Atk +20; CMB +33 (+37 to grapple); CMD 55 (cant be
tripped)
Feats Bleeding Critical, Critical Focus, Die Hard, Endurance,
Flyby Attack, Greater Vital Strike, Improved Initiative,
Improved Critical (bite), Improved Iron Will, Improved
Vital Strike, Iron Will, Vital Strike, Weapon Focus (eye ray),
Weapon Focus (bite)
Skills Acrobatics +42, Bluff +33, Diplomacy +33, Escape Artist
+42, Fly +42, Heal +34, Intimidate +36, Knowledge (arcana)
+45, Knowledge (dungeoneering) +42, Knowledge (history)
+42, Knowledge (local) +42, Knowledge (planes) +45,
Linguistics +42, Perception +41, Sense Motive +34, Spellcraft
+45 , Stealth +34, Survival +37, Use Magic Device +33;
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throw).
A shatter spell deals 1d6 points of damage per two caster
levels (maximum 10d6), with no saving throw.
Rejuvenation (Su) A destroyed demilich reforms in 2d6 days.
To permanently destroy a demilich, holy water must be
poured over its remains within the area of a hallow spell.
To complete the destruction, holy word or dispel evil must
be cast. If the caster succeeds at a caster level check with
a DC equal to 10 + the demilichs Hit Dice, the demilich is
permanently destroyed.
Telekinetic Storm (Su) As a special use of its telekinesis
spell-like ability, a demilich can churn up its treasure, dust,
bones, and other loose debris in the area into a whirling
storm about its skull. The storm obscures vision as a fog
cloud within a 20 ft. spread centered on the demilichs skull.
Creatures within the storm take 12d6 points of damage
per round on the demilichs turn (Reflex DC 20 for half
damage). The demilich can maintain the storm indefinitely
by concentrating.
Torpor (Ex) A demilich takes no actions against intruders
unless its remains or treasure are disturbed.
Unholy Grace (Su) A demilich gains a bonus on saves and a
profane bonus to AC equal to its Charisma modifier.
Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore
a demilichs damage reduction.
Tactics: Tactics for a demilich should not tax your brain too hard.
Suffice to say liberal application of devour soul should suffice.
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level 3b
Str 40, Dex 24, Con 46, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +54; CMD 71 (75 vs. trip)
Feats Cleave, Combat Reflexes, Critical Focus, Great
Cleave, Great Fortitude, Improved Critical (bite), Improved
Critical (claw), Improved Natural Armor (x4), Improved
Natural Attack (bite), Improved Natural Attack (claw),
Improved Vital Strike, Iron Will, Power Attack, Toughness,
Vital Strike
Skills Perception +45
SQ form-shifting
THE RAVAGER (BRAWLER FORM)
CR 30
XP 9,830,400
N Gargantuan magical beast
Init +7; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +45
AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, 4 size)
hp 612 (35d10+385 plus 35); regeneration 20 (epic-level
weapons and artifacts), vampiric healing
Fort +32; Ref +26; Will +20
Defensive Abilities magic disruption (14 on d20); DR 30/
epic; Immune energy drain; Resist death, energy 20
Speed 70 ft.
Melee bite +51 (3d8+20/x3), 2 claws +51 (3d8+20/1520)
Space 20 ft.; Reach 20 ft.
Special Attacks trample (3d8+30, DC 45)
Str 50, Dex 24, Con 32, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +59; CMD 76
Feats Awesome Blow, Cleave, Combat Reflexes, Critical
Focus, Great Cleave, Great Fortitude, Improved Critical
(claw), Improved Natural Armor (x4), Improved Natural
Attack (claw) (x2), Improved Sunder, Iron Will, Power Attack,
Toughness, Vital Strike
Skills Perception +45
SQ form-shifting
CR 30
THE RAVAGER (FLIER FORM)
XP 9,830,400
N Gargantuan magical beast
Init +14; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +45
AC 52, touch 20, flat-footed 38 (+14 Dex, +32 natural, 4 size)
hp 612 (35d10+385 plus 35); regeneration 20 (epic-level
weapons and artifacts), vampiric healing
Fort +34; Ref +33; Will +20
Defensive Abilities magic disruption (14 on d20); DR 30/
epic; Immune energy drain; Resist death, energy 20
Speed 20 ft., fly 140 ft. (good)
Melee bite +46 (6d8+15/x3), 2 claws +46 (2d8+15/1820)
Space 20 ft.; Reach 15 ft.
Str 40, Dex 38, Con 32, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +54; CMD 78
Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack,
Great Cleave, Great Fortitude, Hover, Improved Natural
Attack (bite) (x2), Improved Natural Armor (x4), Improved
Vital Strike, Iron Will, Power Attack, SnatchB, Toughness, Vital
Strike
Skills Perception +45
SQ form-shifting
CR 20
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Level 3C
Difficulty Level: 35
Entrances and Exits: Stairs to Level 1C at 3C1, Stairs to
Level 2B at 3C23, Stairs to Level 4B at 3C28.
Wandering Monsters: Roll on the table below every 30
minutes
1
2
34
5
610
1120
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THE PESTILENCE
Type disease, contact; save Base DC 16 Fortitude, but
see specific areas
onset 1 minute; frequency 1/hour
effect lose 1 hp; cure
Anyone infected begins losing hit points at a rate
of one per hour until death. A save is allowed each
hour to avoid the hit point loss for that hour, but
the process continues afterwards. Magical healing
increases the victims hit points, but the progress
of the disease continues after the curing. Remove
disease completely removes the disease and returns
the victim back to health, although it does not restore
the lost hit points. If the victim dies from the course
of the disease, the body rises as a plague zombie in
1d4+1 rounds. A sprinkling of holy water or a remove
disease spell cast on the body prevents this from
happening. The save DC is Charisma-based.
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anyone touching the spellcaster is brought along. Note that not all of the
portals work the same way for a return journey back into this room.
The walls of this room are decorated with painted murals of men and
women in white robes ministering to the sick and the injured. In addition to
the pictures of healing, there is also one large figure wearing a white robe and
surrounded with what appears to be a painted golden aura. The significance of
the large figure is unclear, but it is likely either a deity or a hero of some kind.
All of the murals in the room have been badly defaced; the left hand of each
healer has been painted over with black paint, and there are long scratches
across all of the figures. The scratches are not in the pattern of claw-marks;
they look like deliberate vandalism done with tools or weapons. Beneath the
picture of the large figure, there are words written in blood, in some strange
language. This is an Abyssal dialect that can be deciphered by a DC 30
Linguistics check, or the use of a comprehend languages spell AND a DC 15
Linguistics check, reading Heal this if you can, upstart meddlers!
Location A is a series of traps; two covered, but not locking pit traps
with a portcullis trap between them. The pits do not fill the entire corridor;
there is a two-foot walkway on the north side of each one. The walkways
have a pressure plate midway across. Once anyone has stepped onto the
pressure plate, the portcullis drops after a delay of one minute. This is
enough time for an entire party to get past the portcullis if they are moving
in a single group; if there is a scout in the front of the party it might be
possible for the scout to be trapped on the other side of the portcullis
before the rest of the group arrives.
PITS AND PORTCULLIS TRAP
CR 2
XP 600
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Two 20 ft. deep pits (2d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10 ft. square area)
Location B is the entrance to the Chambers of Isolation. The corridor
stops at a dead end wall, but the wall is decorated with the bas-relief
carving of a left hand. The carving is a teleport device, but it can only
be activated by the touch of a person who is capable of casting spells (it
does not differentiate between arcane and divine; any type of spellcasting
is sufficient. A DC 30 Use Magic Device check to emulate spellcasting
ability also works).
When a spellcaster touches the carving, that character and anyone in
physical contact with the character is teleported into Room 3C4. The
teleportation is not instantaneous, and the characters are able to perceive
that they are in a state of limbo for 4 seconds before they arrive in front of
teleportal A in Room 3C4.
CR 3
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3C8. Teleportal
The hallway terminates here at a wall with one of the left-hand bas relief
carvings. The carving is a one-way teleportal to Room 3C4 (carving B).
It can only be activated by the touch of a spell caster, and the transit time
is seven seconds.
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3C11. Bedroom
This room contains a shattered wooden bedframe, a chest that has been
broken open, and a small table that is still in good condition. There is
nothing of interest in the room.
This room contains a fireplace and a long, sturdy wooden table that
appears to have stood the test of time quite well. Iron cooking implements
are hung from hooks on the wall. One of these, a now-rusted carving
knife, lies on the floor next to a very large, blackish-red stain. It looks as
if a person must have died there, based on the size of the bloodstain, but
there is no body.
This room contains three banquet-sized tables and a number of chairs, all
of which have been shattered almost beyond recognition. Broken crockery
is scattered all across the floor. Directly across from the entryway, there
is a bas-relief carving in the wall, depicting a fat, leering face with goat
horns.
In a single large nest of wood scraps, ripped cloth, and other rubbish
in a corner are 2 plague zombies, 1 monstrously huge dire rat, and 12
normal dire rats. The plague zombies are both missing their left hands,
and are both wearing tattered white robes. The monstrously huge rat and
each of the giant rats is diseased.
This room was obviously once a storeroom, for it contains rotted bags
of grain, jugs of soured wine (vinegar, at this point), and several broken
barrels. A giant spider lurks behind a pile of broken barrels, and attacks if
the party enters the room to survey the contents. It is a jumping spider, not
a web-spinner, so there are no unusual spider webs in the room to signal
its presence.
DART TRAP
CR 1/2
XP 200
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none
Effect Atk +10 ranged (dart; 1d3)
3C14. Kitchen
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GIANT SPIDER
CR 1
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider, Giant)
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CR 2
PESTILENZI DEMON
XP 800
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +9
Str 22, Dex 13, Con 20, Int 2, Wis 13, Cha 4
Base Atk +3; CMB +10; CMD 21 (25 vs. trip)
Feats Ability Focus (Filth Fever), Skill Focus (Perception)
Skills Climb +10, Perception +9, Stealth +2, Swim +10
CR 3
Str 11, Dex 18, Con 14, Int 9, Wis 15, Cha 12
Base Atk +4; CMB +3; CMD 17
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +8, Fly +21, Knowledge (planes) +6, Perception +9,
Stealth +15
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Treasure: None.
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3C25. Surgery
This room contains what appears to be an operating table of some kind,
although the wood is rotten and the table looks like it would collapse at
the slightest touch. There is a stone counter built into one of the walls that
has several now-rusted surgical instruments set out upon it.
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The cabinet: The cabinet contains 3 blue scrolls (cure light wounds) and
1 red scroll (remove disease). It is trapped with a poison needle.
DRAINING CONTACT POISON
XP 400
Type poison (contact); save Fortitude DC 16
frequency 1/round for 6 rounds
effect 1 Str drain; cure 1 save
CR 1
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The growing lumps of matter can be attacked while they are forming,
but the attacks do only half damage since the Fountain is still feeding the
growing creatures during that time.
Note: Plague zombies that are turned during this combat flee to the
Fountain and remain within it; the effect of the turning is removed by the
Fountain after 1 round.
Round 1 4 Pestilenzi demons begin forming
Round 2 Pestilenzi demons continue forming
Round 3 Pestilenzi demons are fully formed and can attack. Fountain
begins forming 2 plague zombies.
Round 4 Plague zombies continue forming
Round 5 Plague zombies are fully formed and can attack
Round 6 Fountain calls 20 giant rats, which do not arrive yet
Round 7 20 giant rats arrive to join the combat
Round 8 5 giant centipedes crawl from the Fountain to attack
Round 9 Fountain begins forming 2 pestilenzi demons, and 5 giant
centipedes crawl from the Fountain to attack
Round 10 Pestilenzi demons continue forming
Round 11 Pestilenzi demons are fully formed and can attack.
After these 11 rounds, the Fountain temporarily exhausts its resources,
and there is a break of 10 minutes during which the Fountain is not able to
create or summon more monsters. After this time has elapsed, the Fountain
has the ability to begin the process over again, with the one exception
described below under Treasure.
The Fountain cannot be killed or damaged except in one way: If
the necklace of hands is removed from the statue and thrown into the
Fountain, the Fountain begins to recede and eventually disappears within
a month. A party that manages to defeat the Fountain in this way receives
experience points equal to defeating a CR 10 creature.
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PESTILENZI DEMONS
XP 800
hp 30 (see Area 3C22)
level 3c
CR 3
PLAGUE ZOMBIES
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
Variant)
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
GIANT CENTIPEDES
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Centipede,
Giant)
Treasure: Each of the pestilenzi demons summoned by the fountain
was created from the diseased substance of the pool itself, and the pool
uses gems to create the demons eyes. The six pestilenzi demons created
by the Fountain during its first 11 rounds of combat each have gemstone
eyes worth 500 gp each. Subsequent demons (if the party remains in the
room long enough for the Fountain to regain its power) do not have eyes,
and therefore have the blinded condition.
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WIGHT
CR 3
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
Level 4
Difficulty Level: 7, 10 if the evil temple is assaulted
Entrances: Stairs from Level 3
Exits: Stairs to Level 5; rat tunnel to Level 6A
Wandering Monsters: Check once every 30 minutes in
cavern areas only on 1d20:
12
3
45
5
67
820
DIRE RAT
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
STIRGE
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
This level houses the first of three evil temples dedicated to the foul
lord of the undead, Orcus secreted within the catacombs of Rappan
Athuk. Several priests, a demon, and a powerful spectre named Nadroj,
guard this temple. A party might believe that this is the true temple of
Orcus and fooled into believing that, should the temple be destroyed, the
party has negated the primary force empowering these evil halls.
GMs should play the priests and other temple guardians as if they
were the GMs own characters. This major encounter area within these
catacombs should not be an easy quest nor softened for the meek. As
they encounter extraordinary danger, several PCs may die. The survivors
sense of accomplishment must be high, once the priests are defeated, or
they may miss the point that this is but one of three temples and that
greater challenges await discovery!
This levels other denizens include a lair of ogres and an otyugh
(unassociated with the temple). The map of this level is shown in Map
RA4.
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41. Entrance
These stairs descend from Level 3. They are neither trapped nor
dangerous in any way.
42. Empty
Bones and junk litter all rooms and caverns marked 42. GMs should
spice up each of these rooms with 2d4 randomly rolled items from the
Dungeon Dressing table in Frog God Games Tome of Adventure Design,
Book Three, Dungeon Dressing. GMs should also roll a wandering
monster check each time characters enter a room labeled 42.
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side of the room, an arcane locked secret door (CL 11th) provides access
to the upper temple area. The door opens by sliding down from above the
water line, stopping about 4 ft. off the ground. Opening this door triggers
an alarm in Area 48, permitting the priests therein to prepare for the
party.
ARCANE LOCKED AND TRAPPED SECRET DOOR
XP 600
Type magic; Perception DC 20; Disable Device DC 20
CR 2
from the area. Each attempt to re-enter the area requires a save. Max hides
and waits until the PCs have fully explored the room and encountered
no hazards. He lurks under three feet of offal near the tunnel to the east
and grabs the last person in line, as the PCs move into the tunnel, trying
to create a bottleneck. Max negotiates with the PCs, speaking a broken
version of Common. If the GM feels up to some creative role playing,
Max might befriend the PCs if they in turn bring him gifts.
CR 4
MAX THE OTYUGH
XP 1,200
Male variant otyugh (Pathfinder Roleplaying Game Bestiary,
Otyugh)
N Large aberration
Init +1; Senses darkvision 60 ft., scent; Perception +13
The priests in Room 49 designed this trap to slay the unwary. The
trap consists of a rotating stone block triggered to drop a stone portcullis
and simultaneously release a black pudding. Nothing happens here until
something triggers the trap in Area 45, thus releasing the pudding. The
pudding completely fills the hallway and slowly moves down the corridor
toward Area 45, attacking trapped victims. There is no way to detect
the stone block portion of this trap, but characters inspecting the ceiling
might, with a successful DC 20 Perception check detect the portcullis
(which blocks the passageway).
Speed 20 ft.
Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2
plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2)
CR 3
STONE PORTCULLIS TRAP
XP 800
Type mechanical; Perception DC 20; Disable Device (DC
30 Strength check to lift gate [2 in. thick, hardness 8, hp 60
per bar])
Trigger location; Reset manual
Effect stone block (Atk +10 melee, 3d6, DC 20 Reflex to
avoid); multiple targets (all underneath the portcullis)
BLACK PUDDING
XP 3,200
hp 105 (Pathfinder Roleplaying Game Bestiary, Black
Pudding)
CR 7
Str 18, Dex 13, Con 17, Int 10, Wis 15, Cha 4
Base Atk +4; CMB +9 (+13 to grapple); CMD 20 (21 vs. trip)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Appraise +3, Perception +13, Sense Motive +4, Stealth
+6 (+14 in lair), Survival +11, Swim +10; Racial Modifiers +8
Stealth in lair
Languages Common
Disease (Ex): Filth fever: Biteinjury; save Fortitude DC 16;
onset 1d3 days; frequency 1/day; effect 1d3 Dex damage
and 1d3 Con damage; cure 2 consecutive saves. The save
DC is Constitution-based.
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OGRE (8)
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)
CR 3
The air in this room smells terrible; slimy dung rots in piles, and rotten
corpses are heaped everywhere. This is the lair of Max, a surprisingly
intelligent otyugh. Any living creature that enters Maxs lair must succeed
on a DC 12 Fortitude save or be nauseated, puking until they are removed
Tactics: If they surprise the PCs, the ogres throw spears and charge,
trying to bottleneck the PCs in the entrance tunnel. Though not too bright,
the ogres are smart enough to attack witchy-humans (i.e., spellcasters),
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if they can get at them, and concentrate their attacks on specific opponents
instead of pairing off with individual combatants.
XP 4,800
Type magical; Perception DC 28; Disable Device DC 28
Chest #4
CR 1
SCYTHING BLADE TRAP
XP 400
Type mechanical; Perception DC 21; Disable Device DC 20
Trigger touch; Reset automatic
Effect Atk +8 melee (1d8/x3)
Chest #5
POISON NEEDLE TRAP
CR 5
XP 1,600
Type mechanical; Perception DC 22; Disable Device DC 20
Trigger touch; Reset repair
Effect Atk +8 ranged (1 plus deathblade poison)
Chest #6
MIND FOG TRAP
CR 10
XP 9,600
Type magical; Perception DC 31; Disable Device DC 31
Trigger touch; Reset automatic
Effect spell effect (mind fog, DC 19 Will save negates)
Door
FEEBLEMIND TRAP
CR 11
XP 12,800
Type magical; Perception DC 31; Disable Device DC 31
Trigger touch; Reset automatic
Effect spell effect (feeblemind, DC 19 Will save negates);
multiple targets (all targets in a 20 ft. sphere)
Shrines of Power
The unholy shrines in this dungeon, of which this is the first,
provide power to the demon prince, Orcus, and his avatar, the
Master. To cleanse the area of evil, PCs must destroy and
consecrate each unholy shrine. Additionally, destroying the
unholy shrines weakens Orcus avatar, making it possible for a
high-level party to defeat him on Level 15. For each shrine the PCs
manage to cleanse, the Master gains 2 effective negative levels. In
addition, if one shrine is cleansed, the Master loses the use of his
9th level spells. If 2 shrines are cleansed, the Master loses all his
summoning spell-like abilities. If all 3 shrines are brought low, the
Master is reduced to the following: DR 15/cold iron and good, SR
36, all At will Spell-Like Abilities are usable 1/day, and he loses
the use of all Domain and Class Spell-Like Abilities.
Chest #1
POISON GAS TRAP
CR 6
XP 2,400
Type mechanical; Perception DC 21; Disable Device DC 25
Trigger touch; Reset repair
Effect poison (burnt othur fumes; DC 18 Fortitude); multiple
targets (all targets in a 20 ft. radius sphere)
Chest #2
LIGHTNING BLAST TRAP
CR 8
XP 4,800
Type magical; Perception DC 28; Disable Device DC 28
Trigger touch; Reset automatic
Effect spell effect (lightning bolt, 5d6 electricity damage, DC
13 Reflex save for half damage)
Chest #3
GLOBE OF COLD TRAP
CR 8
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doors are opened, the real fun begins PCs face Zehn, an evil high
priest; five of his underpriests; a dozen acolytes; Nargarshapan the
vrock and Nadroj the spectre. Remember: A dispel good effect is always
active in this area!
GM Note: The teleportal from Level 3A, Area 3A10, deposits PCs
in this area.
STONE PORTCULLIS TRAP
CR 1
XP 400
Type mechanical; Perception DC 20; Disable Device ;
Trigger location; Reset manual
Effect stone block (Atk +10 melee, 3d6, DC 20 Reflex to
avoid); multiple targets (all underneath the portcullis; DC 30
Strength check to lift gate (2 in. thick; hardness 8; hp 60 per
bar)
STONE DOUBLE DOORS 3 in. thick; hardness 8; hp 75; Break
DC 30
GLYPH OF WARDING TRAP
CR 6
XP 2,400
Type magical; Perception DC 28; Disable Device DC 28
Trigger touch; Reset none
Effect (glyph of warding, all non-evil creatures passing
through the portal, bestow curse [6 Wis], DC 17 Will save
avoids)
The room itself, shaped like a six-pointed star, features a fiery pit of
smoky lava at its center. Over this pit, a series of four staircases ascend
to a central platform, 30 ft. above the lava. Immersion in the lava deals
10d10 points of fire damage per round, no save allowed. Contact with the
liquid causes 6d6 points of fire damage per round (DC 20 Reflex save for
half damage). The rooms final noteworthy feature is a statue of the demon
prince, Orcus.
Zehn, a high priest of Orcus, and several attendants oversee this
shrine. The demon prince has bequeathed Zehn a pair of assistants to aid
in the temples defense: Nargarshapan, a vrock, and Nadroj, a spectre
(formerly a wizard/merchant favored by Orcus, and thus allowed to retain
his knowledge of spells) whose tomb is located on Level 6A. Several,
if not all PCs may perish in an attempt to destroy this den of evil. Wise
and well versed in combat, the priests never surrender or parley. Anyone
captured alive is either immediately killed or sacrificed to Orcus after
the battle. Combat like this is the stuff of which legends are made. GMs
should play these NPCs with all their guile and skill. If their PCs finally
defeat them, GMs should buy their players a drink and pat them on the
back; they have done well.
ZEHN
CR 7
XP 3,200
Male human cleric disciple of Orcus 5/zealot of Orcus 3 (see
Appendix B)
CE Medium humanoid (human)
Init +0; Senses darkvision 90 ft., see in magical darkness;
Perception +4
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 57 (8d8+9 plus 8)
Fort +9; Ref +2; Will +12
Defensive Abilities deaths embrace, undead mind; Immune
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fear; SR 21
Speed 20 ft.
Melee+1 heavy mace +9(1d8+3)
Special Attacks channel negative energy (4/day, DC 15,
4d6), deaths kiss (2 rounds, 7/day)
Spells Prepared (CL 7th; ranged touch +5)
4thcure critical wounds (DC 19), enervationD, freedom of
movement (DC 18)
3rdanimate deadD, prayer, speak with dead (DC 18), wind
wall
2ndghoul touchD (DC 17), hold person (DC 16), shard of
chaos (DC 16), silence (DC 16), spiritual weapon
1stbane (DC 16), cause fearD (DC 16), cure light wounds
(DC 16) (x2), doom (DC 16), protection from good (DC 15)
0bleed (DC 15), light, read magic, resistance
D Domain spell Domain Undead*
Str 14, Dex 10, Con 13, Int 12, Wis 19, Cha 8
Base Atk +5; CMB +7; CMD 17
Feats Combat Casting, Command UndeadB, Great
Fortitude, Iron Will, LeadershipB, Spell Focus (necromancy),
Weapon Focus (mace)
Skills Heal +15, Knowledge (arcana) +12, Knowledge (the
planes) +12, Knowledge (religion) +12, Spellcraft +9
Languages Abyssal, Common
SQ undead lords proxy, variant channeler
Combat Gear potion of cure serious wounds, ring of
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NARGARSHAPAN
CR 9
XP 6,400
hp 112 (Pathfinder Roleplaying Game Bestiary, Demon,
Vrock)
Speed 20 ft.
Melee +1 unholy heavy mace +8 (1d8+3)
Special Attacks channel negative energy (3/day, DC 14,
3d6), deaths kiss (7/day, 3 rounds)
Spells Prepared (CL 5th; ranged touch +2)
3rdanimate deadD, bestow curse (DC 18), dispel magic
2ndbulls strength (DC 16), dread bolt* (DC 17), ghoul
touchD (DC 17), silence (DC 16)
1stbane (DC 16), bless, cause fearD (DC 16), doom (DC
16), hide from undead (DC 16),
At willbleed (DC 15), create water, guidance, resistance
D Domain spell Domain Undead**
Str 14, Dex 8, Con 13, Int 10, Wis 18, Cha 12
Base Atk +3; CMB +5; CMD 14
Feats Command UndeadB, Iron Will, Power Attack, Spell
Focus (necromancy), Weapon Focus (heavy mace)
Skills Heal +12, Knowledge (arcana) +4, Knowledge (history)
+6, Knowledge (planes) +5, Knowledge (religion) +9,
Linguistics +4, Spellcraft +7
Languages Abyssal, Common
SQ undead lords proxy, variant channeler
Gear masterwork chainmail, heavy steel shield, +1 unholy
heavy mace, iron unholy symbol of Orcus
* Pathfinder Roleplaying Game Ultimate Magic
** Pathfinder Roleplaying Game Advanced Players Guide
ACOLYTE OF ORCUS (12)
Male human disciple of Orcus 3 (see Appendix B)
CE Medium humanoid (human)
Init 1; Senses darkvision 60 ft.; Perception +2
CR 2
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Tactics: The priests use fairly simple tactics: Zehn casts prayer, freedom
of movement and wind wall then moves PCs into the lava using his ring of
telekinesis. The acolytes cast bane, doom and protection from good then
wade into melee, relying on their gods protection. The priests actions
parallel that of the acolytes, but they also cast bulls strength and bless
before joining combat. When the opportunity presents itself, each priest
uses his channel negative energy ability or his silence or dread bolt spell.
As befits their nature, the higher-level priests let the acolytes bear the
brunt of combat (e.g., melee with PC fighters). Nargarshapan immediately
attempts to summon in another vrock, casts mirror image and heroism on
itself, then teleports into battle, screeching once when in range of several
PCs and shooting spores as often as possible. If either vrock is slain, Zehn
calls Nadroj from Area 410, casts deeper darkness on the area around
the base of the staircase and uses hold person spells on the PC who has
inflicted the most damage Nadroj arrives in 1d3+1 rounds and tries to kill
the held PC before using his own spells, beginning with mirror image, or
engaging mobile foes. Finally, Zehn enters combat, using unholy blight
at the first opportunity. None of Orcus minions retreats or gives quarter.
Priests sacrifice defeated PCs immediately following combat, tossing their
bodies into the lava pit. With great delight, Nadroj turns paladin characters
into spectres.
Treasure: Other than the priests respective treasures, as listed above,
a pair of gigantic fire opals function as eyes in Orcus statue (each worth
25,000 gp). The altar service (pure gold) is worth 3,000 gp if melted down
and sold as bullion (the melting process eradicates the bloodstains).
A secret door leads to Area 410, and a normal door leads to Level 5.
Secret Door (2 in.; hardness 5; hp 20; Break DC 20; Perception DC 20;
Disable Device DC 20)
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The Upper Caverns
Level 4A
travel hunched over. Medium sized creatures suffer a 2 to all rolls under
these circumstances and cannot use their Dexterity to aid their AC. It is
clear that two of the rat tunnels (those leading to Areas 4A2 and 4A3)
are slightly enlarged and are traveled by creatures other than rats.
The far northwest spur of the cavern lairs masses of centipedes.
CR 4
CENTIPEDE SWARM (3)
XP 1,200
hp 31 (Pathfinder Roleplaying Game Bestiary, Centipede
Swarm)
Treasure: In the lair are the corpses of three half-eaten goblins. All of
them are wearing Small banded armor and all of their equipment is gone,
except for one +2 dagger in a sheath near one of the goblins necks.
The River: The river leads to Level 9A after one mile of relatively easy
swimming. The river is deep but not particularly fast moving and there is
a ceiling with an air space the entire length of the river. Requires a DC 8
Swim check to swim the river.
1
1d2 basilisks (see Area 4A2)
2
1d3 centipede swarms (see Area 4A1)
3
1d3 rust monsters (see Area 4A3C)
4
2d6 stirges
5
1d6 piercers (see Area 4A3D)
6
4d6 dire rats (see Area 4A3F)
7 The undead ooze (see Area 4A3A)
8
1 fiendish wolf (80%, see Area 4A3F) or
Shekahn the vampire (20%, see Area 4A4B)
920 No encounter
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BASILISK
CR 5
XP 1,600
hp 52 (Pathfinder Roleplaying Game Bestiary, Basilisk)
A. Fungus Cave
STIRGE
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
Large quantities of fungus of all sorts grows out in this cave. Giant
mushrooms fully eight feet high tower above. Bright colors red, yellow
and purple shine in torchlight. Water drips from the ceiling, and the
humidity in the air seems to drown the torches as they burn. It seems to be
very warm in here, maybe too warm. This cavern is a large fungus filled
place with various non-harmful (20% edible) fungi covering the walls and
floor.
B. Statuary
This cavern is as wet and fungus filled as the last. About 60 ft. ahead,
is a creature about 4 feet tall, standing immobile between two large
mushrooms, his axe poised to throw!
This cavern is also fungus-filled. It is in all respects the same as A
above. The only difference is that there is a statue of a dwarf, axe poised
to throw, facing the entrance from A.
Treasure: The dwarfs equipment is still intact, though made of stone:
chainmail, +2 ring of resistance (as a cloak of resistance), 3 hand axes, a
purse with 6 gp and 23 cp, and two days of iron rations in his backpack.
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CR 4
BASILISK
CR 5
XP 1,600
hp 52 (Pathfinder Roleplaying Game Bestiary, Basilisk)
4A3. Caverns
These caverns are uphill from the Area 2 caverns, somewhat drier and
less full of fungus. The floors (except in D) are less cluttered with rubble,
and movement is increased to three quarters normal. Full movement or
running requires a DC 14 Reflex save or the character falls and takes 1d3
subdual damage.
Speed 20 ft.
Melee mwk dwarven waraxe +9 (1d10+4/x3)
Ranged mwk throwing axe +10 (1d6+3)
Special Attacks hatred, weapon training (axes +1)
Str 14, Dex 10, Con 14, Int 9, Wis 13, Cha 6
Base Atk +5; CMB +7; CMD 17 (21 vs. bull rush and trip)
Feats Blind-Fight, Distance Thrower**, Point-Blank ShotB, Quick
DrawB, Steel Soul*, Weapon Focus (throwing axe)B
Skills Appraise 1 (+1 for gemstones and metals), Climb +2,
Craft (weapons) +5, Heal +1, Knowledge (engineering) +4,
Perception +3 (+5 vs. unusual stonework), Sense Motive +1,
Survival +5, Swim 2
Languages Common, Dwarven
SQ armor training 1, greed, stonecunning
Gear see Treasure
*Pathfinder Roleplaying Game Advanced Players Guide
**Pathfinder Roleplaying Game Ultimate Combat
The rubble in this cavern is less intensive than before. The cave seems
somewhat drier, though little trickles of water run through low spots in
the floor and down into an abysmal sinkhole in the center of the cave.
This room contains a large sinkhole that drops down 50 ft. It is the normal
home of an undead ooze. It has no treasure.
UNDEAD OOZE
CR 6
XP 2,400
hp 27 (Frog God Games The Tome of Horrors Complete,
Ooze, Undead)
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This room contains less fungus than the other rooms. Amidst the
mold are a series of beautifully sculpted stone statues. They all appear
incredibly lifelike, as if carved by one of the great dwarven artists of the
last age. The detail is incredible!
This room lacks much of the fungus of Rooms A and B, but it does
contain a large sinkhole that goes down 40 feet and contains a tunnel at
the bottom that leads to Level 7A. Sixteen stone statues stand in various
positions around the room. There are 9 humans, 6 dwarves, and a scantilyclad elven female. 1d3 basilisks are always here.
BASILISK
CR 5
XP 1,600
hp 52 (Pathfinder Roleplaying Game Bestiary, Basilisk)
Treasure: If revived, all of these adventurers offer to serve their
liberators. Each of the nine humans is 3rd level (all fighters) except
number 3 who is a cleric of Thyr. Fighter number 6 has a large sack with
2,000 gp in it; number 9 has 6 small gems (25 gp each) in his purse. They
all have standard dungeon equipment.
All of the dwarves except number 3 are the same as the humans.
The third dwarf is a fighter 4 and wears +1 full plate. The elf is a
wizard 4. She also has a scroll of break enchantment (CL 9th) hidden
in her staff.
This room is nearly devoid of fungus. There are 1d4+2 basilisks here,
up to a maximum of 11 basilisks on this level. If a number of wandering
basilisks have been killed, the number encountered here may need to be
reduced so that no more than 11 are encountered on this level. A large
numbers of stone animals (bats, rats, etc.) fill the room, but no humans
ever made it this far.
Wind seems to be blowing down this long, narrow cave lots of it.
One can barely hear the voices of his comrades with the noise. The stream
can be crossed easily at its shallowest point which is three feet deep.
Getting within 20 ft. of the river disrupts any spells that require material
spell components if they could be blown out of the casters hand. The
river is 20 ft. wide at the point where it must be crossed to reach the lair
of the wraith.
In the northern end of the room across the river is the lair of the wraith.
His gravesite is marked with an X. His coffin lies buried under 4 ft. of
sand. The wraith emerges from his casket through the sand in incorporeal
form 3 rounds after the party sets foot on the northern shore.
WRAITH
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)
Treasure: The wraiths coffin lies buried in the sand and in it (under the
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bones) lies a suit of solid bronze +1 plate mail studded with 12 sapphires
(100 gp each) and a necklace of fireballs (type II).
Swimming Downstream: Anyone swimming down river must roll a
DC 15 Swim check or begin to drown. Survivors and bodies are washed
out into Level 9A in approximately 20 minutes.
CR 3
Piles of rubble indicate that the ceiling has recently caved in. Large
stalactites cover the intact ceiling areas, and weird lichens seem to make
the room glow with an unearthly light. This room contains a great deal of
rubble, and movement is down to one quarter normal. Over the horseshoeshaped pile there are 3 large piercers that drop on unsuspecting PCs who
do not make a DC 20 Perception check. These particular piercers have
20 hp.
LARGE PIERCERS (3)
CR 1
XP 400 (Frog God Games, The Tome of Horrors Complete,
Hazards)
Piercers resemble 1 ft. long stalactites and are found
underground in caves and caverns hanging from the ceiling
waiting for living creatures to pass underneath.
Those viewing a piercer must make a DC 20 Perception
check to discern its true nature; else it is overlooked and
mistaken for a normal stalactite. Piercers gather in clusters of
up to 20 creatures.
When a living creature stands in a square directly below
a piercer, it drops and attempts to impale the unsuspecting
foe. The creature can make a DC 15 Reflex save to avoid
the piercers attack. If the save fails, the target sustains 1d6
points of piercing damage. If the save succeeds, the piercer
misses its target and may not attack again until it climbs
back into position. (Piercers move 5 feet per round). A
piercer on the ground is easily dispatched, though touching
or attacking it unarmed or with natural weapons causes it
to secrete an acid that deals 1d4 points of acid damage to
the opponent each time one of its attacks hits.
Piercers can grow to a length of 6 feet. Those of 2 to 4
feet in length are CR 1 and deal 2d6 points of damage if
they hit a foe. Their acid deals 1d6 points of acid damage.
Those of 5 to 6 feet in length are CR 2 and deal 3d6 points
of damage if they hit. Their acid deals 1d6 points of acid
damage. The DC to avoid a piercers attack is 15, regardless
of its size.
Treasure: At the end of the northeast rat tunnel is the corpse of a dire rat
with a human finger in its maw. On this finger is a ring of mind shielding.
Exits from this cavern: The northwest tunnel comes out in the bottom
of a 50 ft. sinkhole. If ascended (DC 14 Climb check) there is a tunnel
leading to Level 6A.
As the PCs descend into the tunnel, they notice that the downhill slope
(DC 5 Perception check), and that the water flow leads down the hill. The
temperature seems to raise a few degrees, and fungus covers the floors
and walls. At the entrance to the grand cavern, gypsum flowers and calcite
crystals grow everywhere.
Traps: Several traps have been placed in this room. The first is a
large patch of yellow mold that has been placed directly in front of the
tunnel. It can only be noticed by the lead character on a successful DC 15
Perception check.
YELLOW MOLD
CR 6
XP 2,400 (Pathfinder Roleplaying Game Bestiary, Hazards)
If disturbed, a 5 ft. square of this mold bursts forth with
a cloud of poisonous spores. All within 10 ft. of the mold
must make a DC 15 Fortitude save or take 1d3 points of
Constitution damage. Another DC 15 Fortitude save is
required once per round for the next 5 rounds, to avoid
taking 1d3 points of Constitution damage each round. A
successful Fortitude save ends this effect. Fire destroys yellow
mold, and sunlight renders it dormant.
SPIKED PIT TRAP
CR 3
Type mechanical; Perception DC 21; Disable Device DC 20
Trigger location; Reset manual
Effect 20 ft. deep pit (2d6 falling damage); pit spikes (Atk +10
melee, 1d4 spikes per target for 1d4+2 damage each); DC
20 Reflex avoids; multiple targets (first target in each of two
adjacent 5 ft. squares)
There is a trip wire also across the tunnel leading to 3F which dumps
the front character on his face and makes a clang.
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There are 6 goblins trapped here who came up from Level 12A via
Level 7A and are afraid to go back due to their fear of the basilisks. They
fight only if the party refuses to negotiate. If the party tries to parley, the
goblins can be persuaded to leave in peace if they are assured that the
basilisks are gone.
Tactics: These goblins are wise and cunning, and are only trapped here
as a result of a bad encounter with the basilisks. Gurran has one scroll
with which to save a comrade, but is currently in search of a safer way
out. The goblins are very prepared for the PCs if any of the alarm traps
were triggered. The goblins have already cast the underlined spells in their
spell lists, and unless the party negotiates immediately, they attack with
summoned monsters (including 3 giant centipedes from the giant vermin
spell, a fiendish dire rat, 2 fiendish wolves and a fiendish dire lion)
as well as a magical barrage, including Zagros scroll of blade barrier.
Gurran is the leader, and uses his Diplomacy skill to negotiate safe passage
if the party makes the first move. He is far more concerned with escape
than with fighting a well-armed group.
Their basic battle tactics include artillery spells and backstabs. Org acts
as a bodyguard for Gurran, and none of the goblins seek melee (except
from flanking). Ostler sneaks in and use his lions to attack from behind,
saving his potion of invisibility for an escape. Zim is very dangerous,
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ORG
CR 4
XP 1,200
Male goblin fighter 5 (Pathfinder Roleplaying Game Bestiary,
Goblin)
LE Small humanoid (goblinoid)
Init +8; Senses darkvision 60 ft. Perception +7
AC 24, touch 16, flat-footed 19 (+6 armor, +4 Dex, +1 dodge,
+2 shield, +1 size)
hp 40 (5d10+5 plus 5)
Fort +5, Ref +5, Will +1 (+2 vs. fear)
Defensive Abilities bravery+1
Speed 30 ft.
Melee mwk battleaxe +11 (1d6+6/x3)
Special Attacks weapon training (axes +1)
Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 6
Base Atk +5; CMB +6; CMD 21
Feats Alertness, Athletic, Dodge, Improved InitiativeB,
Weapon Focus (battleaxe) B, Weapon Specialization
(battleaxe) B
Skills Acrobatics +0, Appraise +2, Bluff 1, Climb +7,
Diplomacy 1, Heal +1, Intimidate 1, Perception +7, Ride +3,
Sense Motive +5, Stealth +11, Swim +3
Languages Common, Goblin
SQ armor training 1
Combat Gear potion of gaseous form; Other Gear
breastplate, heavy wooden shield, masterwork battleaxe,
ring of sustenance, 22 gp, key to large box
OSTLER
CR 6
XP 2,400
Male goblin rogue 7 (Pathfinder Roleplaying Game Bestiary,
Goblin)
LE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +12
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Str 11, Dex 14, Con 12, Int 17, Wis 8, Cha 12
Base Atk +4; CMB +3; CMD 15
Feats Brew Potion, Combat Casting, Iron Will, Scribe ScrollB,
Silent Spell, Spell MasteryB (color spray, fire shield), Spell
Mastery (cloudkill, displacement, greater invisibility)
Skills Acrobatics +2, Appraise +3, Bluff 1, Craft (alchemy)
+15, Diplomacy +5, Disguise +2, Escape Artist +11, Intimidate
+2, Knowledge (arcana) +15, Knowledge (dungeoneering)
+7, Knowledge (engineering) +7, Knowledge (local) +7,
Knowledge (nature) +7, Knowledge (planes) +7, Perception
+8, Ride +6, Sense Motive +2, Spellcraft +15, Stealth +11,
Swim +1
Languages Common, Draconic, Goblin, Orc
SQ arcane bond (toad named Wart), metamagic mastery
(1/day)
Combat Gear scroll (haste, forcecage, phase door, stone
to flesh), wand of lightning bolt (22 charges); Other Gear
bracers of armor +5, dagger, ring of minor fire resistance,
spellbook (all spells above plus all level 0 spells, cloudkill,
displacement, fire shield, mind fog, spider climb, suggestion,
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ZAGROS
CR 6
XP 2,400
Female goblin cleric of Orcus 7 (Pathfinder Roleplaying
Game Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 120 ft.; Perception +11
AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 size)
hp 52 (7d8+14)
Fort +7; Ref +4; Will +10
Speed 20 ft.
Melee+1 heavy mace +9 (1d6+2)
Special Attacks channel negative energy (1/day, DC 11, 4d6)
Domain Spell-Like Abilities
6/daybleeding touch, touch of evil
Spells Prepared (CL 7th; ranged touch +7)
4thgiant vermin, unholy blightD (DC 17)
3rdanimate deadD, deeper darkness, prayer, summon
monster III
2nddeath knellD(DC 15), death knell (DC 15), hold person
(DC 15), silence (DC 15), spiritual weapon
1stprotection from goodD (DC 14), cause fear (DC 14) (x2),
cure light wounds (DC 14) (x3)
0bleed (DC 13), guidance (DC 13), resistance (DC 13),
stabilize
D Domain spell Domains Death, Evil
Str 12, Dex 14, Con 14, Int 12, Wis 16, Cha 6
Base Atk +5; CMB +5; CMD 17
Feats Deepsight*, Iron Will, Warrior Priest**, Weapon Focus
(heavy mace)
Skills Acrobatics 1, Appraise +2, Bluff 1, Climb 3, Diplomacy
1, Disguise 1, Escape Artist 1, Heal +14, Intimidate 1,
Knowledge (religion) +12, Perception +11, Ride +6, Sense
Motive +4, Spellcraft +12, Stealth +7, Survival +4, Swim 3
Languages Common, Goblin
Combat Gear scroll (blade barrier, dispel magic, summon
monster VII); Other Gear breastplate, +1 heavy mace, boots
of speed, unholy symbol, spell component pouch, 125 gp
*Pathfinder Roleplaying Game Advanced Players Guide
** Pathfinder Roleplaying Game Ultimate Magic
The secret door leading to the cave of the lovers is a small lead-lined
metal door no more than 2-feet-wide, set high up on the cave wall and
disguised with an illusion to appear a part of the surrounding cave wall.
This door is held by an arcane lock (CL 11th), and can be bypassed by normal
means. It provides access to the lair of the evil lovers. The door opens by pulling
out. Note that the lead lining of the room is apparent to any who look closely at
the walls or door itself (DC 12 Perception check). In addition, the door has been
enchanted to open at the mental command of either of the lovers.
ILLUSION-COVERED ARCANE LOCKED SECRET DOOR
CR 11
XP 12,800
Type magic; Perception DC 30; Disable Device DC 30
Trigger visual; Reset automatic
Effect spell effect (illusory wall); locked door (2 in., hardness
10, hp 60, Break DC 30; Disable Device DC 32)
ZIM
CR 6
XP 2,400
Male goblin fighter 4/rogue 3 (Pathfinder Roleplaying Game
Bestiary, Goblin)
LE Small humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +10
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
Hp 46 (4d10+3d8)
Fort +6; Ref +8; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1, evasion, trap sense +1
Melee+3 short sword +15/+10 (1d4+7/1920) and short sword
+13/+7 (1d4+3/1920)
Special Attacks rogue talent (finesse rogue), sneak attack +2d6
Str 14, Dex 18, Con 13, Int 12,Wis 10, Cha 6
Base Atk +6; CMB +9; CMD 23
Feats Agile Maneuvers, Athletic, Improved Initiative,
Improved TwoWeapon FightingB, TwoWeapon Fighting,
Weapon FinesseB, Weapon Focus (short sword)B, Weapon
Specialization (short sword)B
Skills Acrobatics +14, Appraise +1, Bluff +2, Climb +8,
Diplomacy 2, Disguise +1, Escape Artist +13, Intimidate 2,
Perception +10, Ride +8, Sense Motive +7, Sleight of Hand
+14, Stealth +16, Survival +4, Swim +17
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Chaos Diamond
Aura strong varied; CL 19th
Slot ; Price 361,000 gp; Weight 1 lb.
DESCRIPTION
This lustrous gemstone is uncut and about the size of a
human fist. The gem grants its possessor the following
powers:
Cloak of chaos
Lesser confusion
Magic circle against law
Word of chaos
Each power is usable 1d4 times per day. This is rolled
for each power individually and the character does
not know the result.
A non-chaotic character who possesses a chaos
diamond gains one negative level. Although this
level never results in actual level loss, it remains as
long as the diamond is in the characters possession
and cannot be overcome in any way (including
restoration spells).
CONSTRUCTION
Requirements Craft Wondrous Item, cloak of chaos,
lesser confusion, magic circle against law, word of
chaos; Cost 180,500 gp
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Beyond the secret door lies a circular cavern about 60 ft. in diameter. The
walls and ceiling of the cave glow with a strange light. As you look around,
you notice that the entire ceiling is decorated like a moonlit night. The moon
is full and the stars seem to twinkle and gleam as if you were really outside
at night. In the center of the cavern is a gurgling fountain, with a statue of
a beautiful woman holding two pitchers pouring forth water. Several small
birds can be seen nesting in a solitary tree a few yards from the fountain. An
inscription on the fountain (in Celestial) reads as follows:
Princess of stone,
Freed with a kiss,
Curse can be broken,
If love does exist
This room has been enchanted with a permanent illusion to depict
the outside during a full moon. The statue is, of course, Corinaria, the
succubus. The tree and the birds are bats clinging to an illusion covered
stone pillar. One of the bats is Shekahn, the vampire. These monsters
possess three powerful magic items, a chaos diamond (Corinaria), a rust
bag of tricks (Shekahn), and a chime of interruption (Shekahn) that they
use during combat.
The inscription is intended to trick PCs into kissing the statue to free the
princess. When this is done, Corinaria materializes (as if turning from
stone to flesh). Obviously, the person kissing the statue is immediately
(though unknowingly) subjected to Corinarias energy drain ability. This
inscription may provide the opportunity to drain several levels from the
PCs. Once the party figures out something is wrong, the pair attacks. Only
after the pair is slain or driven off can the walls be searched. On the wall
opposite the secret entrance is a small, 2-inch diameter hole, noticeable
with a DC 30 Perception check. This hole leads back three feet into
another chamber (Room C). Since neither the vampire with his gaseous
form ability or the succubus with ethereal jaunt need a large entrance to
get to their bedroom, the PCs will need to dig through three feet of stone
(hardness 8, hp 540) to gain access to the final room.
CORINARIA THE SUCCUBUS
CR 7
XP 3,200
hp 84 (Pathfinder Roleplaying Game Bestiary, Demon,
Succubus)
SHEKAHN
CR 9
XP 6,400
Male human vampire fighter 8 (Pathfinder Roleplaying
Game Bestiary, Vampire)
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +19
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge,
+6 natural)
hp 92 (8d10+32 plus 16); fast healing 5
Fort +12; Ref +10; Will +7 (+9 vs. fear)
Defensive Abilities bravery +2, channel resistance +4; DR 10/
magic and silver
Immune undead traits; Resist cold 10, electricity 10
Weakness vampire weaknesses
Melee+3 halberd +21/+16 (1d10+16/1920/x3) and slam +10
(1d4+3 plus energy drain)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 18), energy drain (2 levels, DC 18),
weapon training (pole arms +1)
Str 24, Dex 18, Con , Int 14, Wis 12, Cha 18
Base Atk +8; CMB +15 (+17 to grapple); CMD 30 (32 vs.
grapple)
Feats AlertnessB, Combat ReflexesB, DodgeB, Greater
Weapon Focus (halberd), Improved Critical (halberd),
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Treasure: The magic items are the couples only treasure in this room,
which they probably take with them. Their remaining treasure is found in
Room C.
The small hole leads to another chamber. The room itself is 20 ft.
square, and is adorned with lavish tapestries and fine rugs. In the center of
the room is a large stone block.
This room serves as the tomb of Shekahn and the nuptial crypt of the
lovers. The stone block, which is actually a coffin (requiring a DC 23
Strength check to open) is made of 2 parts a lid and a base. The pair
hide inside the stone block.
Tactics: If Shekahn was slain or if the two are followed into this room,
Corinaria attempts to summon a babau demon once the PCs enter this
chamber. If her attempt fails, she fights to death rather than abandon her lover.
Treasure: The rugs and tapestries are worth 12,000 gp if removed from
the dungeon. They weigh 1,100 pounds, so this may prove difficult. Inside
the crypt is the remaining treasure. A suit of +3 full plate, a +3 halberd
(currently equipped by Shekahn), a cloak of resistance +2 (also currently
equipped by Shekahn), and 1,400 gp are inside. There is also a substantial
quantity of vampire dirt from Shekahns homeland.
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Level 4B:
The Gut
Level 4B
Difficulty Level: 67
Entrances and Exits: Northwest Entry from/to Level
3C at 4B1, Southeast Entries to Level 2 (north of
Room 210) and Level 4 (Room 47).
Wandering Monsters: Roll on the table below once
per six hours.
0110
1120
2130
3100
C. The Weird Plantation. Distance to the Last One Inn (B) is 15 miles;
distance to The Gates of Gloom (F) is 10 miles.
D. The River-Drippings. Distance to the Last One Inn (B) is 18 miles;
distance to the Rune-Caverns (E) is 10 miles; distance to the Gates of
Gloom is 20 miles.
E. The Rune-Caverns. Distance to the River-Drippings is 10 miles;
distance to the Rappan Athuk Undercrypt levels is 9 miles (leads to b).
F. The Gates of Gloom. Distance to the Weird Plantation (C) is 10 miles;
distance to the Rappan Athuk Undercrypt levels is 14 miles (leads to 4-7).
Traveling through the Gut will generally be at a speed of 10 miles per
day unless the party is mounted or flying. In such cases, a speed of 15 or
20 miles per day, respectively, can be achieved. The areas of the Gut are
shown on Maps RA4B, Part 1 and 2.
ZOMBIES
CR 1/2
XP 200
hp 12 (Pathfinder Roleplaying Game Bestiary, Zombie)
ZOMBIE WARHORSE
CR 1
XP 400
NE Large undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init +1; Senses darkvision 60 ft.; Perception +0
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CR 3
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The north wall of this chamber has an inscription carved on it. A dwarf
will be able to tell that the inscription was carved within the last fifty
years or so, while the construction around it is much older. The inscription
reads: Thou art entering the Hospices of the Healers. Do so with no
hostile intent, and thou art welcome here.
The south wall of the chamber also has an inscription, although this
one is in goblin and is almost as old as the surrounding construction. This
second inscription reads: Anyone letting horses piss on the floor in here
will be flogged to death.
A third inscription is carved over the eastern door, in the common
tongue. It reads simply, The Gut.
This corridor stretches as far as the eye can see into the gloom. It has
a high, arched ceiling that rises thirty feet above the center-point of the
hall. The flagstone floor is worn by the passage of what must have been
thousands of travelers over the centuries, and a sluggish, cold draft of
air from down the corridor indicates that ventilation shafts are still in
operation somewhere in the deeps.
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CR 1
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level 4b
This room (which may be legitimately rented from Urovok the RoachMan in Room 4B7 above) is furnished with a comfortable double bed,
a table, a sofa, and a fireplace. The fireplace has no chimney, but the
hearth seems to burn with an illusionary fire. The only apparently nonfunctional decoration in the room is a painted wooden totem pole that fills
the northwest corner from floor to ceiling. From floor to ceiling, the heads
depicted on the totem pole are as follows: human, goblin, eagle, dwarf,
raven, and roach. The illusion in the fireplace will reveal itself as magical
if a detect magic spell is employed in the room, but none of the rooms
other features are enchanted.
The totem pole is a pipe that allows poison gas to be released from
Urovoks bedroom (4B10) into this room. A mechanism slides the eyes
of all the carvings downward, allowing the poison to escape through the
eye-holes. Searching the totem pole carefully (DC 25 Perception check)
may disclose that the eyes can be shifted down, but will not indicate
anything other than the fact that the pole is hollow. The poison gas may
be noticed by an alert guard in the room (DC 25 Perception check), but if
it is not noticed it will cause death if a saving throw fails. A songbird or
other small creature will succumb to the poison more quickly than humans
and their ilk.
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Str 20, Dex 18, Con 16, Int 12, Wis 12, Cha 10
Base Atk +6; CMB +11 (+15 to grapple); CMD 25
Feats Intimidating ProwessB, Persuasive, Skill Focus (Bluff),
Weapon Focus (claw)
Skills Acrobatics +14, Bluff +12, Climb+15, Diplomacy +6,
Disable Device +12, Disguise +16, Intimidate +15, Knowledge
(local) +6, Perception +10, Profession (innkeeper) +7, Sense
Motive +9, Sleight of Hand +17, Stealth +18; Racial Modifiers
+2 Acrobatics, +2 Climb, +8 Disguise, +4 Sleight of Hand, +6
Stealth
Languages Common, Goblin, Mongrelman
SQ mongrelman body parts (giant cockroach pincers
[as crabman], goblin eyes, halfling lower torso), rogue
talents (honeyed words), rogue talent (strong impression),
trapfinding (+3)
*Pathfinder Roleplaying Game Advanced Players Guide
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level 4b
CR 4
person spell except that the plantoid must touch the target
and it functions on any Medium humanoid or monstrous
humanoid. Control lasts for as long as the plantoid maintains
contact. The victim also gets another saving throw to
resist as described under the dominate person spell, and
once every 4 hours after control is initiated. The save DC is
Charisma-based.
Create Servitor (Ex) Anyone who remains controlled by a
plantoid for more than 24 hours becomes a plantoid servitor,
all human reason irrevocably lost. A plantoid can only
control and transform a single creature or servitor at a time.
PLANTOID SERVITORS
XP 600 (See Appendix A)
N Medium plant
Init +0; Senses low-light vision; Perception +4
CR 2
568926
Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +2 (+6 grapple); CMD 14 (cant be
tripped)
Feats Dodge, Mobility, Weapon Focus (tendrils)
Skills Fly +17, Knowledge (planes) +6, Perception +11, Stealth +7
Languages Plantoid
SQ alien plant
Alien Plant (Ex): Plantoids are extradimensional fungi, and
have the same class skills as aberrations.
Moss Tendrils (Ex) A plantoid lashes out with several mossy
tendrils when it attacks, gaining a +1 bonus on its grapple
check for each tendril that hit its opponent.
Control (Ex) The tendrils of a plantoid inject a mindcontrolling substance, which it injects as a free action as
part of its grapple check. Anyone touched by the mossy
tendrils must succeed on a DC 15 Will save or fall under
control of the plantoid. This otherwise acts like the dominate
This room rises to an egg-like dome in the ceiling, and it is filled with
an eerie humming noise. A slimy moss (the source of the humming noise)
covers the otherwise featureless walls and floor of the chamber. Six glowing
blue flowers seem to grow directly from the stone walls; two of them are in
easy reach, and the others are at heights of 20 f.t (2), 30 ft., and 40 ft.
There are 4 plantoids in this room, minus the 1 or 2 that are (or were) in
Room 4B11. There are 5 plantoid servitors here regardless of how many
were in 4B11. Anyone entering the room will immediately be attacked.
PLANTOIDS (4)
XP 1,200 (see above)
hp 32
CR 4
CR 2
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Treasure: The glowing blue flowers are the same type as those in
Room 4B11, but these are fully matured and are worth 2,000 gp each.
D. The River-Drippings
E. The Rune-Caverns
The walls of this vast natural cavern are entirely covered with billions
of runic symbols carved into the rock. The entire cavern radiates magic
with such intensity that if a detect magic spell is cast in the area, everyone
in the cavern will be blinded for 1d6 minutes and suffer 1 hp of nonlethal damage. Remaining in the cavern for more than ten minutes (other
than moving straight through) causes mild disorientation, and searching
through the cavern for more than 20 minutes requires a DC 15 Will save or
the character will become lost. If there is no one to lead a lost adventurer
out (for example, if the characters are all lost but stick together), the
character(s) will reach one of the exits in 1d10 minutes (there are 6
possible exits from the cavern: roll randomly on 1d6). If the characters
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risk the consequences and search the cavern, they have a chance of finding
interesting things: there is a 1 in 6 chance per turn of searching to discover
one of the following (mark off when found):
1 A bag of 1d100 gp
2 A +1 bastard sword
3 A mummified Viking warrior (normal, with normal equipment)
4 A potion of flying (CL 7th)
5 A ruby worth 1d6 x100 gp
6 A silver mirror (300 gp)
This small cavern is empty, with the exception of some bats and a light
covering of bat guano on the floor.
Some normal bats cause a rustling noise at the cavern ceiling if the
adventurers bring light with them into the cavern, but the chamber is
otherwise devoid of interest.
This wide spot in the tunnel has a rather grisly decoration; five human
skeletons are spiked to the wall with long iron shafts that have been driven
through the ribcages into the limestone rock.
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over to the wall and stand there immobile. Characters standing against the
wall are unable to speak or move until or unless the Spiker is slain.
The Spiker will fight anyone who succeeds at the saving throw, using
the hammer and spike simultaneously to make two attacks in a round. If at
any time there is only one character left alive, and the character kills the
Spiker, the character is subjected to the Spikers curse.
THE SPIKER
CR 4
XP 1,200
Male tiefling fighter 5 (Pathfinder Roleplaying Game Bestiary,
Tiefling, Pathfinder Roleplaying Game Advanced Players
Guide, Two-Weapon Warrior)
CE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 47 (5d10+10 plus 5)
Fort +6; Ref +4; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1, defensive flurry, Spikers curse;
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee heavy hammer +7 (1d8+5/x3) and 3 ft. iron spike +7
(1d6+1)
Special Attacks gaze (DC 15), twin blades
Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 6
Base Atk +5; CMB +8; CMD 22
Feats Catch Off-GuardB, Dodge, Two-Weapon FightingB,
Weapon Focus (spike), Weapon Focus (warhammer),
Weapon Specialization (warhammer)B
Skills Acrobatics +8, Bluff +0, Intimidate +1, Perception +6,
Stealth +11; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Goblin
Gear spiked leather armor, heavy hammer (treat as
warhammer), 4 3ft. iron spikes.
Defensive Flurry (Ex): At 3rd level, when a two-weapon
warrior makes a full attack with both weapons, he gains
a +1 dodge bonus to AC against melee attacks until the
beginning of his next turn. This bonus increases by +1 every
four levels after 3rd. This ability replaces armor training 1 and
2.
Gaze (Ex): Anyone meeting the gaze of the Spiker must
immediately make a DC 15 Will save or walk to the nearest
wall or stable surface and stand there immobile. Characters
standing against the wall are unable to speak or move until
or unless the Spiker is slain. A successful save grants immunity
to the gaze effect for one hour.
Twin Blades (Ex): At 5th level, a two-weapon warrior gains
a +1 bonus on attack and damage rolls when making a full
attack with two weapons or a double weapon. This bonus
increases by +1 for every four levels after 5th. This ability
replaces weapon training 1.
Spikers Curse (Su): If at any time there is only one character
left alive in a Spikers presence, and the character kills the
Spiker, the character must immediately make a DC 20 Will
save or become the new Spiker.
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This level serves as the research laboratory of the evil wizard, Banth.
Banth, a transmuter, specializes in alchemical, magical, and surgical
mutations. Unlike Rappan Athuks other denizens, Banth was never
good-aligned, but is and always has been evil to the core. His dedication
to evil earned the priests favor. From their temple on Level 4, the priests
have worked with and protected him, even though he worships not
Orcus but another god of death. The priests approve of his work; through
various demonic consultations, Orcus has commanded his priests to aid
Banth. To this end, Zehn (Orcuss high priest on Level 4) has established
a guard of zombies and wights to protect Banth. Banth also commands
a flesh golem.
One other area of this level may interest PCs: giant bees have built a
hive here. After the party slays all the bees, they may discover a quick
route to the surface. The map of this level is shown in Map RA5.
Level 5
Difficulty Level: 9
Entrances: Stairs from Level 4; bee tunnel from the
surface
Exits: Stairs to Level 6; ladder to Level 14 (see Area 510)
Wandering Monsters: Check once every 30 minutes
on 1d20:
13
45
6
7
820
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Detections: None.
Shielding: None.
Continuous Effects: Due to this levels proximity to the
Chapel of Orcus (Level 14), all creatures on this level
gain channel resistance +4 against positive energy
effects.
Standard Features: Unless otherwise noted, all doors
on this level are locked and constructed of ironreinforced wood (2 in. thick; hardness 5; hp 20; DC 18
Break, DC 20 Disable Device).
Stairs from the evil temple on Level 4 lead into these crypts. It is
surprisingly cold here. Frosty breath plumes from each PCs mouth and
nostrils. The stairs deposit the party in a large room containing several
tombs. Some appear to be have been opened and desecrated others
seem intact. A single door on the left wall offers a possible exit. Familiarlooking tunnels suggest that rats dine here.
Two rounds after the PCs enter the room, 5 wights burst from the crypts
those marked with an X and attack. PCs disguised as Orcus
priests must succeed on a DC 25 Bluff check to convince the wights to
return to their respective resting places; a PC with 5 or more ranks in
Knowledge (religion) receives a +2 synergy bonus to the Bluff check. Due
to the levels overall proximity to the Chapel of Orcus (Level 14), turning
rolls are at 4. These wights have no treasure; the priests of Level 4 long
ago looted the tombs.
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
WIGHTS (5)
CR 3
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
ACOLYTE OF ORCUS
Male human disciple of Orcus 3 (see Appendix B)
CE Medium humanoid (human)
Init1; Senses darkvision 60 ft.; Perception +2
CR 2
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52. Empty
Crypts, bones, and useless junk litter all areas marked 52. GMs should
spice up each of these rooms with 2d4 randomly rolled items (from Frog
God Games The Tome of Adventure Design, Book Three, Dungeon
Dressing). GMs should also roll a wandering monster check each time a
PC enters an area labeled 52; a 1 to 6 on 1d20 indicates the presence
of 1d6 wights.
CR 2
Str 18, Dex 16, Con , Int 15, Wis 17, Cha 17
Base Atk +3; CMB +7; CMD 18
Feats Blind-Fight, Skill Focus (Perception), Toughness
Skills Climb +6, Intimidate +11, Knowledge (religion) +10,
Perception +14, Spellcraft +10, Stealth +13; Racial Modifier
+8 Stealth
Languages Common
SQ create spawn
Gear full plate armor
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attack clerics and paladins first. They fight until slain (again).
Treasure: The barrow wights crypt contains a gold crown worth 5,000
gp, 2,300 sp and a garnet-studded ivory drinking horn worth 500 gp.
BANTH
XP 12,800
Male human transmuter 12
NE Medium humanoid (human)
Init +6; Perception +7
CR 11
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Tactics Look out! The birds move about randomly, attacking anything
within easy reach. Left alone, they retreat into the dungeon, searching for
food.
FLESH GOLEM
CR 7
XP 3,200
hp 79 (Pathfinder Roleplaying Game Bestiary. Golem,
Flesh)
Tactics If the golem enters the fray in Room 56A, it follows its
programming to throw people into the pit. If it enters the fray in Room
56B or is encountered outside of the lair, the golem fights normally,
using fewer tactics than even the zombies.
HUGE FIRE ELEMENTAL
CR 7
XP 3,200
hp 85 (Pathfinder Roleplaying Game Bestiary, Elemental,
Fire, Huge)
Tactics It attacks the closest creature, besides Banth, within range.
KUPRA
XP 1,200
Female human transmuter 4
LN Medium humanoid (human)
Init +2; Perception +2
CR 3
CR 4
568935
Str 15, Dex 13, Con 12, Int 10, Wis 17, Cha 8
Base Atk +3; CMB +7; CMD 24
Feats Blind-Fight, Deflect ArrowsB, Dodge, Mobility, Run,
Scorpion StyleB, Improved Unarmed StrikeB, Stunning FistB
Skills Acrobatics +9 (+14 to jump), Climb +10, Diplomacy
+4, Escape Artist +9, Heal +3, Perception +11, Ride +1, Sense
Motive +3, Stealth +9, Survival +3, Swim +2
Languages Common
SQ fast movement, high jump, ki defense, ki pool (8),
maneuver training
Gear monks robe, worry stone, 3 cubes of mundane incense
Tactics: Socrates avoids the birds but joins the PCs to destroy the bad
guys. He joins the party afterwards if it is of similar ethos.
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Area 58 is easy to find; whatever lies beyond emits a loud buzzing noise.
Remember that, due to the proximity of the Chapel of Orcus (Level 14),
turning rolls are at 4.
Speed 20 ft.
Melee halberd +3 (1d10+3/x3) or slam +3 (1d6+3)
CR 2
This room contains six cages that hold Banths twisted animal
experiments. The first cage, for example, contains two, small, horribly
mutated monkeyseach has five arms and wears a sad expression. Four
of the remaining cages contain warped crossbreeds of monkeys, rats,
wolves, spiders and humans. The resultant creatures are unidentifiable, but
harmless and beyond saving; they will remain caged until they die. After
years of torture at Banths hand, they cower in fear when approached. The
central cage, however, holds a female dire tiger; she is nursing a pair of
newborn cubs. Neither the mother nor her cubs have yet endured Banths
tampering.
All of the cages are locked, requiring successful DC 20 Disable Device
checks to gain access. Keys hang on the south wall, near the door. When
the cages holding the twisted experiments are opened, the creatures flee
and hide. They die within days, even if nursed in some way by the PCs.
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The door to Area 56D is arcane locked (CL 11th). The other door (to
56E) is unlocked.
Brazier of Commanding
Fire Elementals
DESCRIPTION
Decorated in flame motifs and intricate filigree,
this deep-sided brass container holds burning
coals. When a fire is lit in the brazier and the proper
summoning words are spoken (1 full round), a Large
fire elemental appears under the command of the
speaker, functioning as a summon monster VI spell. If
brimstone or alchemists fire is added, the elemental
is Huge instead of large, and the brazier works as a
summon monster VII spell. Only one elemental can
be summoned at a time. A new elemental requires
a new fire, which cannot be lit until after the first
elemental disappears (or is dispelled, dismissed, or
slain).
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster
VII; Cost 50,000 gp
Treasure: Inside the desk are 220 pp, 3,200 gp and 6 potion bottles
(potion of cure serious wounds, cursed elixir of baleful polymorph
[imbiber selects the animal but the effect never wears off], elixir of hiding,
elixir of polymorph, potion of flying, potion of gaseous form). The brazier
is a brazier of commanding fire elementals. The bookshelves contain
Banths spellbooks and his journal. Banths journal has various treatises
on engineering mutations and several very useful pieces of information
namely, seven rumors (from the list provided in the Introduction) and a
full discussion of the mithral gates on Level 9A of Rappan Athuk. Banth
believes (correctly) that the mithral gates demarcate the final resting place
of Akbeth. He discovered that she was transformed to stone by a curse of
Hecate, but had a magic ring that allowed her to assume the powers of
the new form. Banths journal also mentions the healing properties of the
bees honey, which can be found in Room 59.
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tastes delicious but has no curative effects. The honey loses its potency
a day after its removal from the hive. Up to 6 doses per day can be
collected without disturbing the bees. The bees attack if additional doses
are collected. They fight until slain; if more than 6 bees die, the remainder
quit making honey and leave the dungeon.
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CR 1
Treasure: These bees make a magical, healing honey. This honey cures
1d8 hit points and can cure poison (as a neutralize poison spell cast by a
10th level bard) but only if applied topically. If consumed, the honey
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Level 5A:
The Prison of Time
History
In dimensions far removed from those known to humankind, an ancient
race known as the Thelaroi inhabited the Changing City of Raath. These
beings resemble humans but are unrelated and alien to them, being sorcerers
of great power with influence over time, dimensions, and demons. In eons
past there was a fierce contention among two factions of the Thelaroi, the
Dark and the Grey. Both sides employed demons and terrible necromancy
in the battle for control of Raath, and the Grey Thelaroi were ultimately
defeated. The Dark Thelaroi banished their surviving enemies to distant
dimensions, binding them into prisons where time was held immobile in
an endless stasis.
This level is known as the Prison of Time because it contains a magical
dome that holds captive four of the Grey Thelaroi exiled from Raath in
the distant past (as time is measured on the Material Plane). The ability of
this race to bind and control demons was considered an extreme threat by
the priests of Orcus when they discovered this area, and the known entry
(from Level 1A: The Bastion) was sealed off.
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Level 5A
Difficulty Level: 9
Entrances and Exits: Passage upward to Level 1B,
Lava-river tunnel down to Level 8B.
Wandering Monsters: Roll on the table below once
per hour
0110
1120
2130
3150
5100
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this turn there is a 90% chance that 1d4 more fire crabs enter the area. Roll
to see if these are of the 1 HD or the 3 HD variety (50-50 chance). The
treasure consists of 50 gp, 200 sp, a garnet (25 gp), a crushed tin trumpet
(worthless), a silver necklace (50 gp) and a sapphire (250 gp).
CR 1/2
The ceiling of this cavern undulates with the shape of the same strange
magma-stalactites as those found in Room 5. These are normal and are not
dangerous. A skeleton lies on the floor near the eastern wall of the cavern,
dressed in moldering rags and holding a broken dagger. An unfortunate
soul used it to scratch a message on the wall before he finally died.
The message scratched into the wall reads as follows: And so the
Thelaroi were divided between those of deep evil and those who remained
aloof from the enticements of the demons they summoned as servants. In
the ever-changing city of Raath a great battle was fought by magic, with
each side employing their demon servitors in vast battalions, and the Grey
Thelaroi were vanquished by the Dark Thelaroi. The necromancers and
demon-worshippers of Raath banished and imprisoned them in far and
strange dimensions, held in durance vile by chains of time itself.
These are the skeletal remains of a prisoner named Otho, who escaped
from the goblins after he was taken in a raid, making his way down to
this level of the dungeon, but without food or water. He was driven mad
by voices in his head (the telepathic communications of the Thelaroi in
Area 18) and as he drew close to death he tried to record some of what
the voices told him.
CR 2
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The fire giant Rjodrun fishes in the lava flow for the strange firefish
that swim in it. If the party gets an opportunity to watch him unawares,
they eventually have the chance to see him make his way to Room 18
(taking a path through Rooms 7, 9, and 10) where he lies down at the
edge of the lava and dips his hands into it, grabbing firefish directly from
the molten rock when they swim close enough to his long grasp. The giant
completely ignores the bugs in Room 9 and the time-echoes in Room 10.
When Rjodrun goes fishing, he leaves his treasure chest behind but takes
his bag with him. If he returns to find that the chest has been tampered
with, of course, he begins searching the entire level to find out who has
dared to invade his lair.
RJODRUN THE FIRE GIANT
CR 10
XP 9,600
hp 142 (Pathfinder Roleplaying Game Bestiary, Giant, Fire)
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was once a candlestick with small gems inlaid into it (500 gp), a small
levitating rock (does nothing but hang in place, but is still worth 100 gp as
a curiosity), a rusted iron belt buckle, a box of 20 agates (10 gp each), and
a quantity of giant-sized toenail clippings.
5A10. Time-Echoes
At first glance, the characters spot strange, intermittent movements in
this cavern. It appears that every few seconds a tall, human-like figure
materializes and then disappears mid-motion. If the characters watch
this for a while, they find that it is not the same individual each time:
at least ten different individuals appear to flash into being for a moment
and then disappear. One seems to be holding an hourglass, one is holding
a complex, glowing staff, and the others hold various different items at
different times. This is the cave chamber in which the various magical
parts of the Prison of Time were constructed before they were finally
assembled in Area 18. The time-magic employed here has left behind
several echoes, momentary blips in the normal progression of time that
reveal split-second views of the activity which took place in the room in
the distant past when the prison was being built. No useful information
is imparted by these images since they are very brief. However, if the
characters experiment in the right way, they might be startled to learn that
the images are not mere hallucinations; the echoes are actual flesh and
blood reality that impinges into the chamber through time itself.
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This cavern is empty, but it has one interesting feature; anyone walking
across it notices that the floor seems to be warmer in some places than it
is in others. This is simply due to different thicknesses of the rock layer
over a small magma pool, and poses no dangers or opportunities to the
characters.
This cavern is empty, although a multitude of fine, curling scratchmarks on the floor and lower walls of the cavern indicates that fire crabs
often come here. There is a 1% chance that the characters coincidentally
happen to enter this cavern during mating-time, in which case there are
100 of the Small fire crabs and 25 of the Medium fire crabs present, all
engaged in mating dances or copulation. They ignore the characters unless
they are disturbed, but if the party attacks, they swarm into combat as an
inexorable (and probably lethal) tide of claws and carapaces.
5A12. Demon-Statues
This cavern is the lair of a massive fire lizard, distant kin to the true
dragons. It is an irascible beast, and pursues any intruders to the death.
FIRE LIZARD
CR 8
XP 4,800
hp 105 (Frog God Games The Tome of Horrors Complete,
Lizard, Fire)
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Treasure: The fire lizard has accumulated a fair amount of treasure
over the years, which it keeps in a neat pile beside a warm depression in
the cavern floor where it sleeps. The treasure includes 1,858 gp, 14,732
sp, 110,952 cp, a ruby (500 gp), a jeweled smoking-pipe (300 gp), a scroll
of fireball, a scroll of invisibility, a potion of cure moderate wounds, and a
potion of energy resistance (fire).
5A19. Exit to 8B
The lava river continues to meander its way down this tunnel, which
descends steeply into the depths of Rappan Athuks lower levels. The
tunnel eventually enters Area 8B1 in Level 8B: The Steam Jungle.
Treasure: The magmoid itself does not keep treasure, but there are two
piles of ash on the western beach (once adventurers) each of which has
some unburned equipment scattered around. The first ash-pile has a shield
beside it that somehow survived the fiery blast (because its a +1 heavy
steel shield), and the second ash-pile has a hat sitting on top of it (this is
just one of those complete flukesthe hat is normal).
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Level 5B:
Aladdins Lament
The entrance to these caverns is hidden by an illusion that can be detected only by a detect magic spell. The caves themselves connect to the
lower dungeon through a nearly impassable tunnel. The series of caves
contains a short and deadly series of puzzles, traps and monsters put in
place to guard three objects; a cursed efreeti bottle, a flask of curses and
a djinni bottle (exactly as a ring of djinni calling). This area is shown on
Map RA5B.
Level 5B
Difficulty Level: 7
Entrances: Tunnel to Level 4A.
Exits: None.
Wandering Monsters: None.
Detections: Magic on the illusory wall at the entrance,
the pool in area 5B2, and the fountain.
Shielding: The fountain is immune to magic in all forms
except the riddle as prescribed.
Standard Features: The floors and ceilings are covered
with stalagmites and stalactites. Walls, columns
and other features on this level are dry. Climbing
all features requires a DC 10 Climb check unless
otherwise noted. The secret doors located on this
level (6 in. thick stone; hardness 8; hp 90; Break 28)
require a DC 20 Perception check to discover.
levers in Area 5B11 are pulled. Once they are pulled, a bottle appears on
the platform. If the bottle is taken while water is clear, it is just an empty
bottle. If the water is dyed using sand from Areas 5B3, 5B8 or 5B10,
the following effects take place:
1. If the water is colored black from the sand in Area 5B3, an earth
elemental forms from the ground in front of the fountain and attacks.
2. If the water is colored red from the sand in Area 5B8, a cursed
efreeti bottle appears (summoned efreeti appears and attacks the opener).
3. If the water is colored blue from the sand in Area 5B10, a flask of
curses appears.
4. If the water is dyed purple from combining the sand from Areas
5B8 and 5B10, a djinni bottle appears (and the noble djinni contained
within grants 3 wishes, or serves the owner for a year and a day, but not
both).
Inscribed around the base of the fountain is the following riddle:
There are four brothers in this world that were all born together. The
first runs and never wearies. The second eats and never is full. The third
drinks and is never thirsty. The fourth sings a song that is never good. His
song is a royal tune, but the kings wish must be fulfilled for the master to
become the servant. One must master the elements to find the king.
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This of course references the royal color purple, and is again hinted at
in the paintings in Area 5B7. A clever party will solve the riddles and
gain a major magic item. Solving the riddle and gaining the djinni bottle
is equivalent to defeating a CR 8 encounter.
CR 9
GREATER EARTH ELEMENTAL
XP 6,400
hp 136 (Pathfinder Roleplaying Game Bestiary, Elemental,
Earth)
ENRAGED EFREETI
CR 8
XP 4,800
hp 140 (Pathfinder Roleplaying Game Bestiary, Genie,
Efreeti)
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damage to all within the room; no save). The real problem is the room
itself. The entire floor of the room is a water-filled passage covered with
highly flammable oil. The oil floats on top of 4 ft. of water, and is covered
with a fine layer of sand. Anyone stepping on the sandy ground falls into
the 6 ft. deep (2 ft. of oil, 4 ft. of water) filled pit that makes up this hallway. If ignited, the fire engulfs the entire room in 2 rounds, doing 10d6
damage to all within, and 20d6 to any standing in the oil each round, as
well as sucking away all the oxygen within the room, and for 100 ft. up the
hallway (DC 15 Fortitude save each round of fall unconscious and begin
to suffocate, see the Pathfinder Roleplaying Game Core Rulebook, Environment, Suffocation, for more info on suffocation). The fire burns for
30 minutes.
The only safe way through the room is by swimming under the oil. At
the far end of the pit are three underwater tunnels. Two are marked with
demon faces, and lead on a winding path for 200 ft. (likely drowning any
that take these, hence eternal life, see the Pathfinder Roleplaying Game
Core Rulebook, Environment, Water Dangers, for more info on drowning) to dead ends. The third is unmarked, and leads 180 ft. to a small cave
entrance at Area 5B4.
The bridge consists of 5 ft. panels of colored stone in the colors of the
rainbow, plus a gold section in the middle. Hence, the panels run RedOrange-Yellow-Gold-Green-Blue-Indigo-Violet, with two panels of each
color. Written at the edge of the bridge is the following:
The greedy shall not pass
The gold sections of the bridge are illusory, and stepping on one causes
a fall into the slime pit. If these sections are skipped (jumped over), the
bridge can be easily crossed. Successfully bypassing the bridge is equivalent to overcoming a CR 4 encounter.
Successfully bypassing the room and making it to Area 5B4 is equivalent to overcoming a CR 15 encounter.
GREEN SLIME
CR 4
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazard)
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 ft. 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 metals hardness but not
that of wood. It does not harm stone.
This hallway is covered by brick walls and flooring with red, grey and
tan bricks spaced randomly. Hundreds of wide gaps between the bricks
seem to be filled with rusty metal and blades of various sorts. The gaps run
at all angles from the floor and side walls, and it would be impossible to
avoid all of them at any particular place in the room. Anyone should realize that these are large scything blade traps. Cryptic writing on the floor
reads Only the swift may pass the hewer of souls.
Thirty feet into the room, the entire floor is one big pressure plate. It
is nearly impossible to detect or disarm this plate, as it sits 4 ft. under the
rest of the floor. If a weight over 40 pounds is placed on it, the trap is set
off and a cascading effect of scything blades begins as a chain reaction,
completely filling the room with hundreds of slicing rusty blades. These
blades do 2d100 points of damage to anyone caught in them for each 10
ft. section that they pass through (the hallway is 120 ft. long). Each round,
a thirtyfoot section activates, starting at the entrance and proceeding to
the full 120 ft. length (round 1, 030 ft., round 2, 3060 ft., round 3 6090
ft., round 4 90120 ft.). The only way to avoid being sliced to pieces is to
RUN through the room, staying ahead of that section of blades. Alternatively, the room could be flown through or the walls could be climbed
(DC 15 Climb check) to bypass the pressure plate. Disarming the blades is
impractical (there are several hundred and all would need to be disabled).
IMMOLATION-ROOM TRAP
CR 15
XP 3,200
Type mechanical; Perception DC 20; Disable Device DC 25
Trigger touch; Reset repair
Effect flaming oil pit (10d6 fire damage in room, 20d6 if in oil
pit); never miss; multiple targets (all targets in 40 ft. by 100 ft.
room)
Look to the center to test ones faithonly the faithful shall pass.
The trick is that this is all an illusion (CL 20th, DC 30 Will save disbelieves). There is no chasm, and there are no crocodiles. The easiest way
across is for someone to realize that crocodiles dont live in caves far
under the earth, and to just walk across. The illusion cannot be dispelled.
Only by blindly walking forward can the chasm be crossed. Once crossed,
characters can retrieve their grappling hooks, spikes etc., and a flying
character realizes that he is in fact flying. Successfully bypassing the illusion is equivalent to overcoming a CR 5 encounter.
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Level 6:
The Maze
CR 1
DIRE RAT
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
MINOTAUR
CR 4
XP 1,200
hp 45 (Pathfinder Roleplaying Game Bestiary, Minotaur)
WERERAT
CR 2
XP 600
hp 20 (Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
STIRGE
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
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Difficulty Level: 8
Entrances: Stairs from Level 5
Exits: Stairs to Level 8; river channel to Level 10A; secret
aquatic passage to Level 7. One of the maze sections
(randomly determined) leads to Level 8A.
Wandering Monsters: Check once every hour on 1d20:
1
2
3
4
5
6
7
8
9
1020
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INTELLECT DEVOURER
CR 8
XP 4,800
hp 58 (Pathfinder Roleplaying Game Bestiary, Intellect
Devourer)
Attacking rats have a 20% (14 on 1d20) chance per round of chewing
through a rope. Wandering monsters are either at the top or base of the
cliff (i.e., a 50% chance). A fireball or other large, spectacular magical
effect causes the rats to scatter.
HELL HOUND
CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Hell Hound)
RATS (100+)
CR 1/4
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Familiar, Rat)
The portcullis from Level 5 closes itself after 2 turns. PCs returning to
Level 5 must move it again.
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passing through what they deemed a natural barrier (the white corridor).
Orcus priests placed a curse on Kors remains (they were afraid to tamper
with the titans body), turning his corpse into a slave of evil. The writings
on the statuesthe legend of Ereg Tal and Korare written in an archaic
form of Celestial. A character who speaks Celestial must succeed on a DC
20 Linguistics check to decipher them, as follows:
Stone by stone and crafted by my hands
The tomb of Ereg Tal here stands
Til the end of time may be
Shall his goodness shine on thee.
Chiseled by the hands of Kor the Storm
Liegeman of Ereg Tal in peace and war
For to entomb his masters bones
And thus to build eternal home.
Know ye who stand before the portal
Ereg was Titan, but not immortal
The Lord of Death did strike the blow
That laid my Mighty Master low.
Mortally wounded was Ereg Tal
The King I loved the most of all
And so I bore him to this cave
And from the stone carved our two graves.
About his blessed neck I placed
The Golden Torc, in life given free,
As Symbol of my fealty
So I sealed it in the sepulcher with he.
To the end stand I the honor guard
Til life empties from my mortal gourd
Know all that Ereg Tal was the beloved Master to Kor
Faithful Servant to His Lord.
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Treasure: The crypt lid has properties identical to that in Area 67.
The crypt contains a storm giants bones and several items of interest.
He wears a +2 breastplate. A belt of titan strength +8 (as a belt of giant
strength) girds Kors pelvis. The crypt also contains a mattock of the titans
(wielded by Kor) and an iron horn of Valhalla.
water. The entrance to Area 612 is 5 ft. below the waters surface and PC
must succeed on a DC 20 Perception check to notice it. The water pools at
the base of a 25 ft. cliff that they must succeed on a DC 15 Climb check to
safely scale. Climbers are attacked by more will-o-wisps once they reach
Area 612 (see below). PCs that can fly or water walk may fare better.
A wide chasm, 100 ft. deep, splits this cavern in half. Torchlight reflects
off water at the bottom of the chasm. On the other side of the chasm, four
tunnel openings lead out of the cavern. The chasms width ranges between
20 and 80 ft. The chasms sides are tough to climb, requiring a successful
DC 20 Climb check. The far tunnel opens onto stairs that lead to Level 8,
while the other three tunnels are dead ends.
WILL-O-WISP
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
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they become invisible and then bump the PCs in. Anyone bumped must
succeed on a Reflex save with a DC equal to 12 + the damage done or fall
40 ft. (damage 4d6) to the pits bottom. The wisps then only attack those
who try to escape, preferring that their victims slowly starve to death.
This cavern ends abruptly. A small pool ripples gently at its center.
Six feet below the waters surface, PCs can see a 5-ft.-diameter opening.
This opening leads to a 30 ft. tunnel, which constitutes the one-and-only
entrance to Level 7 (Hell).
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Speed 30 ft.
Melee mwk dagger +7 (1d3+1/1920)
Ranged mwk dagger +10 (1d3+1/1920)
Special Attacks intense spells (+4 damage)
Green with orange spots, this mushroom radiates necromantic magic. It is very poisonous. Five doses of this fungus can be collected. Growth
time is 1 year per dose from spores.
MAGICAL POISONOUS FUNGUS
CR 3
XP 800
Type poison, ingested; save Fortitude DC 25 onset 1 minute; frequency 1/minute for 6 minutes effect 1d6 Con damage; cure 2 consecutive saves
Purple and glowing in the dark (20 ft. radius), this mushroom also radiates faint necromantic magic. It acts as a dose of restorative ointment if
taken internally. Six doses of this fungus can be collected. Growth time is 2 years per dose from spores.
Though this mushroom is brown and smells terrible, it counts as a full weeks rations if ingested. Thirty-six doses of this fungus can be
harvested. Growth time is 200 days per dose from spores.
Blue with white spots, this mushroomradiating a faint aura of necromancyacts as a bane to undead; a cleric who eats the mushroom treats
his cleric levels as being 6 higher for any use of the channel energy ability for 3d6 rounds. Non-clerics who eat these mushrooms gain the Turn
Undead feat and can turn undead as a 6th-level cleric. for 3d6 rounds. (They do not get the ability to perform a healing burst or any other feature
of the channel energy class ability, however). Only three doses of this fungus can be gathered. Growth time is 1 year per dose from spores.
Orange with violet spots, this mushroom radiates a faint aura of abjuration. If eaten, it provides complete immunity to psionics for 30 minutes.
Six doses of this fungus grow here. Growth time is 5 years per dose from spores. (If you do not use psionics in your game the mushroom instead
renders the eater immune to mind-affecting effects for 30 minutes.)
This is the famous mushroom of youth described in the legends of Rappan Athuk. The sole, living sample of this mushroom is red with yellow
spots. Its reputation is somewhat misleading. The fungus real effect changes the age of anyone who ingests it from 80 to +20 years. Roll
1d10080, and add that sum to the ingesting PCs age. If the result is negative, the person grows younger by the negative amount. If the result
is positive, the PC ages by that amount and suffers any related aging effects. Any PC brought to zero years or less immediately disappears;
no save. The PC may not be restored in any fashion short of a wish or miracle, which brings the character back to the point in time just before
she ate the mushroom. If the mushroom ages a PC, excess years can be removed by a restoration spell. Growth time is 100 years per dose from
spores.
The river leads to a small path under Areas 610 and 11, which eventually leads to Level 10A. The river does not connect with Areas 610 and 611.
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Goblin)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +6
AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge,
+1 shield, +1 size)
hp 18 (3d8+3 plus 2)
Fort +2; Ref +5; Will +1
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee short sword +2 (1d41/1920)
Ranged mwk shortbow +6 (1d4x3)
Special Attacks sneak attack +2d6
Str 9, Dex 15, Con 12, Int 13, Wis 11, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Dodge, Mobility
Skills Acrobatics +8, Appraise +7, Bluff +5, Climb +6, Disable
Device +7, Escape Artist +8, Perception +6, Ride +6, Sleight
of Hand +8, Stealth +16; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, goblin,
SQ rogue talent (fast stealth), trap finding (+1)
Gear masterwork studded leather armor, buckler, short
sword, masterwork shortbow, 20 arrows, dagger, mining tools,
thieves tools, 1d4 sp, 1d4 cp (also, see Treasure below)
Str 13, Dex 19, Con 15, Int 18, Wis 14, Cha 13
Base Atk +4; CMB +4; CMD 19
Feats Combat Casting, Dodge, Improved Initiative, Iron Will,
Scribe ScrollB, Spell Focus (evocation), Spell MasteryB
Skills Appraise +14, Craft (alchemy) +14, Diplomacy +10,
Escape Artist +13, Knowledge (arcana) +16, Ride +8,
Spellcraft +16, Stealth +19; Racial Modifiers +4 Ride, +4
Stealth
Languages Common, Draconic, Goblin, Terran,
Undercommon
SQ arcane bond (rat familiar)
Combat Gear wand of ice storm (11 charges, CL 8th), scroll
of freedom of movement, scroll of maze, scroll of transmute
rock to mud; Other Gear bracers of armor +2, 2 masterwork
daggers, pipes of the sewers, spellbook, spell component
pouch, robes, 19 gp.
GOBLIN LEADERS (4)
CR 4
XP 1,200
Goblin rogue 5 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +8
AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge,
+1 shield, +1 size)
hp 31 (5d8+5 plus 4)
Fort +2; Ref +7; Will +1
Defensive Abilities evasion, rogue talent (Weapon Focus),
trap sense +1, uncanny dodge
Speed 30 ft.
Melee mwk short sword +6 (1d4/1920)
Ranged mwk shortbow +8 (1d4/x3)
Special Attacks sneak attack +3d6
Str 10, Dex 16, Con 12, Int 13, Wis 11, Cha 10
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Improved Initiative, Mobility, Weapon Focus
(short sword)B
Skills Acrobatics +11, Appraise +9, Bluff +8, Climb +11,
Disable Device +11, Escape Artist +11, Perception +8, Ride
+12, Sleight of Hand +11, Stealth +19; Racial Modifiers +4
Ride, +4 Stealth
Languages Common, goblin,
SQ trap finding, rogue talent (trap spotter)
Gear masterwork studded leather armor, buckler,
masterwork short sword, masterwork shortbow, 20 arrows,
dagger, mining tools, thieves tools, 2d4 sp, 2d4 cp
Tactics: After Area 617s trap is sprung, Ubar summons rats using his
pipes. He uses his transmute rock to mud scroll to collapse the entryway
into the cavern. The wizard casts invisibility on two of the goblin leaders
and greater invisibility on himself. He conjures a fire elemental to engage
the PCs, holding his other spells and his wand in reserve. The goblin
leaders attempt sneak attacks, while the remaining goblins shoot arrows at
the PCs. All goblins flee if attacked with melee weapons. All goblins have
cover until approached within 10 ft. They are spread out (more than 20 ft.
apart) to avoid area-effect spells and grenade-like missiles.
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Level 6A
Difficulty Level: 10
Entrances: Rat tunnels from Level 4 and 4A; river tunnel
from Level 3
Exits: Stairs to Level 8; river channel to Level 10A
Wandering Monsters: Encounters in caves 6A1 through
6A5 are limited to spiders or wererats.
When in those areas, check once every 15 minutes on
1d20, with 13 resulting in 2d6 giant spiders, 46 resulting
in 2d4 wererats and 720 resulting in no encounter. In all
other areas of Level 6A, check once per hour on 1d20:
1
2
3
4
5
6
7
8
9
1020
POISONOUS FUNGUS
Type poison, ingested; save Fortitude DC 16
onset 10 minutes; frequency 1/minute for 6 minutes
effect 1d3 Con damage; cure 2 consecutive saves
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RATS
CR 1/4
XP 100
hp 4 (Pathfinder Roleplaying Game Bestiary, Familiar, Rat)
DIRE RAT
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
TROLL
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 5
STIRGE
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
GOBLIN LEADER
CR 5
XP 1,600
Male or female goblin rogue 6 (Pathfinder Roleplaying
Game Bestiary, Goblin)
LE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +8
AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
hp 48 (6d8+18)
Fort +4; Ref +10; Will +1
Defensive Abilities evasion, rogue talent (finesse rogue),
rogue talent (slow reactions), trap sense +2, uncanny
dodge
Speed 30 ft.
Melee +1 dagger +11 (1d3+1/1920)
Ranged shortbow +10 (1d4/x3)
Special Attacks sneak attack +3d6
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Str 11, Dex 20, Con 14, Int 12, Wis 8, Cha 8
Base Atk +4; CMB +8; CMD 18
Feats Agile Maneuvers, Improved Initiative, Stealthy,
Weapon FinesseB
Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +6,
Disable Device +14, Escape Artist +9, Perception +8, Ride +9,
Sense Motive +9, Sleight of Hand +14, Stealth +24, Swim +6;
Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talent (fast stealth), trapfinding +3
Combat Gear 2 potions of cure light wounds; Other Gear +1
studded leather, +1 dagger, shortbow, 40 arrows, thieves
tools, 1d4 sp, 2d4 cp
GOBLIN SCOUT
CR 3
XP 800
Male or female goblin rogue 4 (Pathfinder Roleplaying
Game Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 29 each (4d8+8)
Fort +2; Ref +9; Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
Speed 30 ft.
Melee mwk dagger +10 (1d3+1/1920)
Ranged mwk shortbow +10 (1d4/x3)
Special Attacks rogue talents (finesse rogue), sneak attack
+2d6
Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18
CR 1/4
PIERCER
XP 100 (Frog God Games, The Tome of Horrors Complete,
Hazards)
Piercers resemble 1 ft. long stalactites and are found
underground in caves and caverns hanging from the ceiling
waiting for living creatures to pass underneath.
Those viewing a piercer must make a DC 20 Perception
check to discern its true nature; else it is overlooked and
mistaken for a normal stalactite. Piercers gather in clusters of
up to 20 creatures.
When a living creature stands in a square directly below
a piercer, it drops and attempts to impale the unsuspecting
foe. The creature can make a DC 15 Reflex save to avoid
the piercers attack. If the save fails, the target sustains 1d6
points of piercing damage. If the save succeeds, the piercer
misses its target and may not attack again until it climbs
back into position. (Piercers move 5 feet per round). A
piercer on the ground is easily dispatched, though touching
or attacking it unarmed or with natural weapons causes it
to secrete an acid that deals 1d4 points of acid damage to
the opponent each time one of its attacks hits.
Piercers can grow to a length of 6 feet. Those of 2 to 4
feet in length are CR 1 and deal 2d6 points of damage if
they hit a foe. Their acid deals 1d6 points of acid damage.
Those of 5 to 6 feet in length are CR 2 and deal 3d6 points
of damage if they hit. Their acid deals 1d6 points of acid
damage. The DC to avoid a piercers attack is 15, regardless
of its size.
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The occasional piece of junk or debris litters those areas marked 6A2.
GMs should spice up each of these areas with random items or garbage
such as torch stubs, bones, unidentifiable stains, cobwebs, clothing and
pieces of wood. GMs should also roll a wandering monster check each
time PCs enter areas designated 6A2.
Tactics: A spider shoots its web, bites its opponent until he drops
and then cocoons him. Webbed opponents are left alone until all other
opponents are subdued.
This bridge, made of woven spider silk, connects Area 6A4 with
6A5 and is suspended 80 ft. above the cavern floor. Dead stirges and bats
decorate the web bridges sticky exterior. The bridge is defended by 12
giant spiders. These spiders hide on and above the bridge (receiving a +6
circumstance bonus on their Stealth checks) until the PCs arrive. Any PC
flying or levitating near them is webbed and reeled in. Again, these spiders
have no treasure. The bridge itself has 30 hp, has been treated with fireresistant oil (fire resistance 5) and owes its damage resistance (10/magic
and slashing) to the retrievers masterful spinning.
GIANT SPIDERS (12)
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider,
Giant)
CR 1
Tactics: Any creature of less than Huge size can be partially webbed
and pulled to the bridge. Each spider can make a ranged touch attack at
+2, using its spinner to snare a creature with a strand of silk. Each silk
strand has 6 hp and fire resistance 5. Multiple spiders can attack the same
opponent; to avoid being drawn to the bridge area and attacked, a victim
must make an opposed Strength check against the attached spidersthe
spiders aid each other in making the Strength check (see the Aid Another
rules in the Pathfinder Roleplaying Game Core Rulebook, Skills).
Anyone drawn onto the bridge must make a DC 20 Escape Artist check
or a DC 26 Strength check to avoid being stuck to the bridge. Once in
combat, the spiders shoot webs, bite webbed opponents until they fall
and wrap them in webs. Any webbed opponents are left alone until all
opponents are subdued.
CR 11
Str 10, Dex 18, Con 15, Int 19, Wis 15, Cha 17
Base Atk +6; CMB +6; CMD 21
Feats Alertness, Combat Casting, Dodge, Greater Spell
Focus (enchantment), Improved Initiative, Quicken SpellB,
Scribe ScrollB, Spell Focus (enchantment)B, Spell MasteryB,
Weapon Finesse
Skills Appraise +19, Climb +11, Craft (alchemy) +19,
Knowledge (arcana) +19, Knowledge (religion) +19,
Perception +18, Sense Motive +18, Spellcraft +19
Languages Abyssal, Aklo, Common, Draconic,
Undercommon
SQ arcane bond (spider), metamagic mastery (3/day)
Combat Gear 2 doses of oil of etherealness; Other Gear+2
dagger, cloak of arachnidia, ring of evasion (included
above), ring of spell turning, spellbook, spell component
pouch, robes
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WERERATS (8)
CR 2
XP 800
hp 18 (Pathfinder Roleplaying Game Bestiary, Lycanthrope,
Wererat)
Tactics: Aldeth prepares for combat by casting displacement,
greater invisibility, protection from arrows, resistance, see invisibility,
and shield on herself. She casts haste on herself and her servitors and
remains hidden while the wererats and spiders attack. She does not haste
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the retriever. The wererats mutate and attack spellcasters and rogues,
while the spiders attack the closest PCs. Aldeth and Boris focus on
fightersshe with her spells, he with his eye rays, as described in Area
6A5 below. During the first combat round, Aldeth casts slow on the
party, followed by confusion. She then uses her other enchantment spells
to confuse and bewilder the PCs. If discovered and attacked directly,
Aldeth uses her evasion ability to run to Area 6A4, protecting her flank
with a solid fog or wall of force. As a final resort, she uses a potion to
become ethereal and escape. The wererats and spiders fight to the death.
Boris acts as described below.
Treasure: Aldeths lavish quarters are appointed with silks and
tapestries of extraordinary craftsmanship, altogether worth over 30,000
gp in the markets of any large city. Much of it spider silk, it is very soft
but strong. A set of stone shelves (along Area 6A4s back wall) house
stacks of Aldeths spellbooks. These books contain all the spells that she
has prepared, as well as four extra spells of each level from 1 through 5,
two of level 6 and two of level 7, as well as a 9th level wish spell. All other
treasures and items are worn by Aldeth.
Each wererat also carries 2 gems worth 25 gp each, 3d12 cp, 2d6 sp,
and 1d8 gp.
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Secret Wooden Compartment: 2 in. thick; hardness 5; hp 20;
Perception DC 30; Break DC 20.
CR 8
CR 8
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Any troll severely harmed by fire or acid dives into the river and swims to
Level 10A, returning later to exact his revenge!
Treasure: These trolls have acquired quite a hoard. Their hunting has
been very successful, and they have developed a good trade relationship
with the goblin miners on Level 8. In addition to their personal magic
items, they own a large pile of gold ore (weighing 35,000 gp but worth
12,250 gp). At the end of a buried chain on the west coast of the island
is a locked iron box. This chain can be found by digging through the
sandy soil or by PCs searching the shoreline and succeeding on a DC 30
Perception check. Inside the iron box are 14 alexandrite gems (each worth
500 gp) and a wand of ice storm (22 charges, CL 12th).
Locked Iron Box: 1 in. thick; hardness 10; hp 15; Break DC 26;
Disable Device DC 22.
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Level 7:
The Gates of Hell
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GELATINOUS CUBE
CR 3
XP 800
Hp 50 (Pathfinder Roleplaying Game Bestiary, Gelatinous
Cube)
Level 7
1
23
4
520
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
1 gelatinous cube
2d6 dire rats
1d2 encephalon gorgers and 1d4 hell hounds
(see Area 77 and 710)
No encounter
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REVIRAX
XP 76,800
Giant abyssal three-headed hell hound
LE Huge outsider (evil, fire, lawful, native) (Pathfinder
Roleplaying Game Bestiary, Hell Hound)
Init +5; Senses darkvision 60 ft., scent; Perception +36
CR 16
75. Teleportals
The six areas designated 75A through 5F are teleportals and can be
used to move about the dungeon level. Stepping into any of these areas
activates the teleportation, sending the PC (or PCs, if more step through
simultaneously) to another designated teleportal area. In some cases, the
teleportals destination varies depending upon the direction from which
PCs enter the room.
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Objects thrown into the room are teleported as soon as they cross
the rooms threshold. Stretching an arm or a leg into the room does not
activate the teleportal, but if half a PCs body crosses the threshold (e.g.,
while flying) or if his foot touches the floor, he is instantly teleported.
Only the PC actually stepping into the room is teleported; therefore, PCs
linked together by a rope do not teleport simultaneously.
Once teleported, a PC may leave the new teleportal area by any
available exit without reactivating the teleport. Re-entering the room,
however, activates the teleportal. The following list provides each
teleportals destination area, based on the direction entered:
Speed 30 ft.
Melee 2 claws +19 (1d6+1 plus grab)
Special Attacks channel negative energy (DC 21, 6d6, 9/
day), deaths kiss (5 rounds, 9/day), mindfeed, touch of
darkness (11/day, DC 21)
Spells Prepared (CL 11th; ranged touch +19)
6thcreate undeadD, harm (DC 22), mass bears
endurance
5thflame strike (DC 21), mass cure light wounds, shout (DC
21), slay livingD (DC 21)
4thenervationD (DC 20), death ward, poison (DC 20),
unholy blight (DC 20) (x2)
3rdanimate deadD, bestow curse (DC 19), dispel magic,
invisibility purge, magic circle against good, prayer
2ndcure moderate wounds, darkness, death knell (DC 18),
ghoul touchD (DC 18), hold person (DC 18), resist energy,
sound burst (DC 18)
1stbane (DC 17) (x4), cause fearD (DC 17), entropic shield,
shield of faith
0 (at will)detect magic, guidance, read magic, resistance
D Domain spell Domain Undead*
Str 12, Dex 18, Con 16, Int 19, Wis 22, Cha 19
Base Atk +15; CMB +16 (+20 to grapple); CMD 33
Feats Channel Smite, Combat Casting, Command UndeadB,
Dodge, Extra Channel, Improved Channel, Improved
Initiative, Lightning Reflexes, Mobility, Selective Channeling,
Skill Focus (Perception), Weapon Finesse
Skills Bluff +14, Diplomacy +17, Escape Artist +12, Intimidate
+17, Knowledge (arcana) +17, Knowledge (dungeoneering)
+12, Knowledge (local) +18, Knowledge (planes) +22,
Knowledge (religion) +22, Perception +30, Sense Motive +24,
Spellcraft +22, Stealth +19, Survival +18; Racial Modifiers all
Knowledge skills are class skills
Languages Abyssal, Aklo, Common, Draconic, Encephalon
Gorger, Ignan
SQ adrenal surge, undead creation mastery, undead lords
proxy, variant channeler
Combat Gear wand of searing light (CL 10th, 15 charges);
Other Gear ring of protection +2, holy symbol, gold torque
(1,000 gp)
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Should the PCs press the panels in the correct order, the top of the
pedestal slides aside revealing a small depression within which the ring
is set.
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DC 22 half)
Str 25, Dex 15, Con 23, Int 10, Wis 14, Cha 10
Base Atk +8; CMB +16; CMD 28 (32 vs. trip)
Feats Ability Focus (breath weapon), Improved Initiative, Iron
Will, Run
Skills Acrobatics +13, Intimidate +11, Perception +13, Sense
Motive +13, Stealth +10, Survival +13; Racial Modifiers +5
Stealth
Languages Infernal (cannot speak)
When PCs enter the painted circle, three magic mouths appear, one on
each of the northern, eastern, and southern pillars. In clockwise order,
the mouths say the following: Give of your life (north). Give of your
heart (east). Give of your mind (south). Once the last magic mouth has
spoken, a glowing-red, one-foot-diameter circle replaces each mouth on
the pillars. The red circles remain on the pillars until PCs either vacate the
room or remove the key from the western pillar. Any PC placing his right
hand on any of the glowing red circles loses, respectively, one level of
experience (as per energy drain; north), one point of permanent Wisdom
(east), or one point of permanent Intelligence (south). These losses have
no saving throw.
Once a PC has made the necessary sacrifice, a bright yellow light
flashes from the western pillar, and the key to the secret door in Area 78
appears, resting perfectly in the relief. PCs may remove the key without
difficulty.
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Speed 30 ft.
Melee 2 claws +10 (1d6+1 plus grab)
Special Attacks karmic tempest, mindfeed
Str 12, Dex 16, Con 14, Int 21, Wis 15, Cha 20
Base Atk +7; CMB +8 (+12 to grapple); CMD 26
Feats Dodge, Improved Initiative, Mobility, Skill Focus
(Perception), Weapon Finesse
Skills Bluff +15, Diplomacy +10, Escape Artist +11, Intimidate
+18, Knowledge (arcana) +13, Knowledge (dungeoneering)
+13, Knowledge (local) +18, Knowledge (nature) +13,
Knowledge (planes) +18, Knowledge (religion) +18,
Perception +21, Stealth +11; Racial Modifiers all Knowledge
skills are class skills
Languages Abyssal, Aklo, Common, Encephalon Gorger,
Undercommon; telepathy 100 ft.
SQ adrenal surge
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Str 18, Dex 19, Con 17, Int 5, Wis 14, Cha 4
Base Atk +8; CMB +12; CMD 26
Feats Alertness, Combat ReflexesB, Lightning Reflexes, Skill
Focus (Perception), Toughness, Weapon Focus (battleaxe)B,
Weapon Specialization (battleaxe)B
Skills Acrobatics +16, Climb +26, Perception +12, Sense
Motive +4, Stealth +8 (+12 in caverns), Survival +7, Swim +8;
Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16
Climb
Languages Undercommon
SQ armor training 1, expert climber
Gear +1 studded leather, +1 battleaxe
Expert Climber (Ex) A morlock can cling to cave walls
and even ceilings as long as the surface has hand- and
footholds. In effect, a morlock is treated as constantly being
under a nonmagical version of the spell spider climb, save
that it cannot cling to smooth surfaces. This ability doubles
the normal +8 racial bonus to Climb checks normally
afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make
a single attack during a jump. It can make this attack at any
point along the course of the leapthe start, the end, or
while in mid-air. While jumping, a morlock does not provoke
attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters
every day of their lives, and as such are quite adept at
swarming foes. Up to two morlocks can share the same
square at the same time. If two morlocks in the same square
attack the same foe, they are considered to be flanking
that foe as if they were in two opposite squares.
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To fully destroy the Overmind, PCs must secure it, in its entirety, in a
solid-gold vessel forged in a hallowed smithy. The Overmind must then be
transported to a hallowed church, where a cleric of no less than 15th level
can destroy it with a holy word. Should the PCs accomplish this, award
them experience for defeating a CR 18 monster. Removing the Overmind
from the pool by any other means fails; it automatically teleports itself
back to its basin after five rounds. A PC who makes a successful DC
40 Knowledge (dungeoneering) check has picked up this information
somewhere previously and knows the necessary steps.
However, casting a holy word spell on the Overmind while it rests
within its chamber temporarily suppresses all its abilities for 10 rounds
long enough to locate the treasure hidden within it. Finding the treasure
requires a successful DC 25 Perception check to search.
Finally, the Overmind enhances all encephalon gorgers within 100 ft.
of it as follows. First, it grants a +4 enhancement bonus to Charisma and
a +4 deflection bonus to armor class. The Overmind allows telepathic
communication between itself and all encephalon gorgers within this area.
Finally, the Overmind grants a special karmic tempest special attack. This
attack is a supernatural ability that emits a cone of psychic energy out to a
range of 45 ft. All creatures (other than encephalon gorgers, morlocks, and
the Overmind) in the area must make a DC 20 Will save or be stunned for
2d4 rounds. This ability is a mind-affecting effect, and is the equivalent
of a 5th level spell for the purposes of immunities. These bonuses do not
affect the CR of the encephalon gorgers, as its included in the CR for
defeating the Overmind. These bonuses are included in the stat block
above.
Defeating the Overmind is equivalent to defeating a CR 15 creature.
Treasure: PCs discover, at the bottom of the Overmind, a silver
strongbox inlaid with diamonds (1,500 gp value) containing 5,000 pp;
a major ring of spell storing currently holding invisibility, fireball and
magic jar (CL 12th each); an amulet of natural armor +5 and a wand of
cure moderate wounds (CL 7th, 35 charges).
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Level 7A:
The Hall of Kazleth,
The Phase Minotaur King
Largely an extension of the primary maze on Level 6though the
two are not connectedthis level combines a large, minotaur-inhabited
maze and a goblin outpost from which surface raids are staged. Kazleth,
a powerful minotaurblessed by the evil gods and cursed by the good
gods to interesting magical effectrules this level. Finally, though quite
difficult to locate, a well-hidden crypt (Area 7A9) poses a greater danger
than does anything else on this level. The map of this level is shown in
Map RA7A.
CR 1/3
DIRE RATS
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
CR 1/8
NORMAL RATS
XP 50
hp 2 (Pathfinder Roleplaying Game Bestiary, Familiar, Rat)
Level 7A
Difficulty Level: 10
Entrances: Tunnel from Level 4A, room 4AC; door from
Level 3A, room 3A4
Exits: Stairs to Level 9A; stairs to Level 10
Wandering Monsters: Check once every 60 minutes on 1d20:
1
23
46
7
8
920
Detections: None.
Shielding: None.
Standard Features: Confusion gas suffuses all maze
sections and is unavoidably inhaled by every breathing
creature. No save is allowed. Minotaurs enjoy immunity
to its effects, however. This gas causes a loss of sense
of direction. GMs should randomly reverse the PCs
directions every few turns within a maze. GMs have
few opportunities to intentionally mislead PCs in such
a malicious way! The confusion gas permeates every
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with his huge axe until he has lost 75% of his hit points, at which time
he withdraws to let his servitors bear the brunt of the fighting, stepping in
only when he can best avoid counterattacks. Kazleth also fights until slain
though with more cunning and tactical ability than that of his servitors.
Str 26, Dex 12, Con 24, Int 7, Wis 12, Cha 12
Base Atk +18; CMB +27; CMD 38
Feats Cleave, Critical Focus, Dazzling DisplayB, Great
Fortitude, Greater Bull RushB, Greater Weapon Focus
(greataxe)B, Improved Bull Rush, Improved Critical
(greataxe)B, Improved InitiativeB, Iron Will, Lightning Reflexes,
Power Attack, Skill Focus (Perception), Vital StrikeB, Weapon
Focus (greataxe), Weapon Specialization (greataxe)B
Skills Intimidate +17, Perception +12, Stealth +2, Survival +9;
Racial Modifiers +4 Perception, +4 Survival
Languages Giant
SQ armor training 3
Gear +2 chainmail, +1 vorpal greataxe, cloak of resistance
+1, ornate golden crown (1,500 gp), 1,000 gp worth of small
gems, 230 gp
Ethereal Ambush (Ex) A phase creature that attacks foes
on the Material Plane in a surprise round can take a full
round of actions if it begins the combat by phasing into the
Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) A phase creature can shift from the
Ethereal to the Material Plane as a free action, and shift back
again as a move action (or during a move action). The ability
is otherwise identical with ethereal jaunt (caster level 15th).
Natural Cunning (Ex) Although minotaurs are not especially
intelligent, they possess innate cunning and logical ability. This
gives them immunity to maze spells and prevents them from
ever becoming lost. Further, they are never caught flat-footed.
Tactics: These vicious minotaurs fight to the death. Their primary tactic
is to phase out then reappear a few yards away from their adversary to use
their powerful charge attack. They fight normally for one round, and then
repeat the process. Typically, they move behind a victim or to his flank,
thus avoiding shields and catching opponents flat-footed. Kazleth attacks
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Str 12, Dex 20, Con 14, Int 12, Wis 10, Cha 6
Base Atk +6; CMB +6; CMD 21
Feats Improved Initiative, Iron Will, Point-Blank Shot, TwoWeapon Fighting, Weapon FinesseB
Skills Acrobatics +16, Bluff +9, Climb +12, Disable Device +18,
Knowledge (dungeoneering) +12, Perception +11, Ride +9,
Sense Motive +11, Stealth +24, Survival +4, Swim +8; Racial
Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talents (fast stealth), trapfinding (+4)
Combat Gear 3 potions of invisibility; Other Gear +2 leather
armor, short sword, shortbow, 20 arrows, dagger of venom,
pouch with 22 pp.
CR 7
OSWALD
XP 3,200
Male goblin cleric of Orcus 8 (Pathfinder Roleplaying Game
Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +3
AC 20, touch 11, flat-footed 20 (+7 armor, +2 Dex, +1 size)
hp 55 (8d8+16)
Fort +8; Ref +6; Will +9
Speed 20 ft.
Melee heavy mace +8/+3 (1d6)
Ranged light crossbow +9 (1d6/1920)
Special Attacks channel negative energy (DC 14, 4d6, 5/
day), destructive smite (+4, 6/day), destructive aura (+4, 8
rounds/day), scythe of evil (4 rounds, 1/day)
Domain Spell-Like Abilities
6/daytouch of evil
Spells Prepared (CL 8th; ranged touch +8)
4thdivine power, freedom of movement, unholy blightD (DC 17)
3rdcontagion (DC 16), cure serious wounds, invisibility
purge, magic circle against goodD, stone shape
2ndbears endurance, bulls strength, hold person (DC 15),
shatterD (DC 15), silence
1stbane (DC 14), cure light wounds (x2), doom (DC 14),
entropic shield, protection from goodD
0 (at will)detect magic, light, read magic, resistance
D Domain spell Domains Evil, Destruction
Str 11, Dex 14, Con 14, Int 8, Wis 17, Cha 10
Base Atk +6; CMB +5; CMD 17
Feats Extend Spell, Extra Channel, Lightning Reflexes,
Weapon Focus (heavy mace)
Skills Heal +9, Knowledge (religion) +7, Ride +3, Spellcraft
+10, Stealth +7; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
Combat Gear 2 potions of cure moderate wounds, scroll of
bestow curse, slay living, greater restoration (CL 14th);
Other Gear +1 breastplate, heavy mace, light crossbow,
holy symbol, spell component pouch, 20 bolts, 25 gp
GOBLIN LEADERS (3)
CR 5
XP 1,600
Male or female goblin rogue 6 (Pathfinder Roleplaying
Game Bestiary, Goblin)
LE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +8
AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
hp 48 (6d8+12 plus 6)
Str 11, Dex 20, Con 14, Int 12, Wis 8, Cha 8
Base Atk +4; CMB +8; CMD 18
Feats Agile Maneuvers, Improved Initiative, Stealthy,
Weapon FinesseB
Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +6,
Disable Device +17, Escape Artist +7, Perception +8, Ride +9,
Sense Motive +8, Sleight of Hand +14, Stealth +24, Swim +6;
Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talents (fast stealth), trapfinding (+3)
Combat Gear 2 potions of cure light wounds; Other Gear +1
studded leather, +1 dagger, shortbow, 40 arrows, thieves
tools, 1d4 sp, 2d4 cp
CR 3
GOBLIN SCOUT (8)
XP 800
Male or female goblin rogue 4 (Pathfinder Roleplaying
Game Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 29 each (4d8+4 plus 4)
Fort +2; Ref +9; Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
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Speed 30 ft.
Melee mwk dagger +10 (1d3+1/1920)
Ranged mwk shortbow +10 (1d4/x3)
Special Attacks rogue talent (finesse rogue), sneak attack +2d6
Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Alertness, Weapon FinesseB
Skills Acrobatics +12, Bluff +7, Climb +6, Disable Device +12,
Escape Artist +10, Perception +9, Ride +9, Sense Motive +9,
Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ rogue talents (fast stealth), trapfinding (+2)
Combat Gear potion of cure light wounds, potion of invisibility;
Other Gear masterwork studded leather, masterwork dagger,
masterwork shortbow, 40 arrows, 1d4 sp, 2d4 cp
Tactics: The four highest-level rogues sneak up on one PC and position
their daggers at his throat and other vital areas, taking that PC hostage. If the
remaining PCs stop to negotiate, Oswald advances and offers the party a deal.
If the PCs can bring him Kazleths head, the goblins release their hostage and
both sides can go in peace. If the party refuses or attacks the goblins, the hostage
suffers a full round of sneak attacks from Shana and three rogue goblins before
initiative is rolled! They try to finish off the victim while Oswald casts doom
then hold person, targeting fighter types. The lower-level rogues focus their
missile fire on mages, closing for combat only if the most powerful melee
combatant is held. Goblins attacked by an armored fighter flee. If the PCs slay
Oswald and Shana, the troupe scatters, fleeing into the maze.
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CR 4
WATER WEIRD (3)
XP 1,200
CE Large outsider (elemental, water) (see Appendix A)
Init +6; Senses darkvision 60 ft.; Perception +12
CR 10
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Tactics for the crimson death: The crimson death waits in silence
(using its Stealth skill) until the PCs open the crypts. It attacks from the
rear, avoiding armored individuals if possible. It attempts to kill one or
two people before retreating into the river. If wounded for over half its
hit points, it continues its attack only if it has not yet claimed a victim;
otherwise it retreats as described above.
Tactics for the water weirds: These creatures act as if they are water
until all of the crypts are opened. They attack in unison and fight until
slain. Note that, due to the grounds saturated state, they fight as though
they were in water (see their Water Mastery special quality).
Treasure: Most of the sorcerers treasures have rotted. A PC succeeding on
a DC 25 Perception check to search in the second tomb finds, under several
inches of silt, a bracelet of friends, 435 gp, and 3 gems (each worth 100 gp).
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CR 1/8
CR 1/2
STIRGES
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
81. Entrance
The stairs from Level 6 descend into a small cavern. Dozens of rat
tunnels dot the walls, running as high as the ceiling. Stalactites and
stalagmites grow toward one another, from the roof and floor of the
cavern, respectively, in vast numbers. If the PCs are using light, check
immediately for a wandering monster. PCs hear running water nearby
time to learn how to deal with the river!
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Level 8
Difficulty Level: 9
Entrances: Stairs from Level 6; river tunnel from Level 6A
Exits: Stairs to Level 10A
Wandering Monsters: Note: There are only 5 manticores
and 1 eye of the deep on this level, but effectively
endless quantities of the other monsters. If the PCs
slay Gundar and manticores, treat the results for these
monsters on the following table as no encounter.
Check once every hour on 1d20:
1
2
3
4
5
6
7
8
9
1020
Poisonous Fungus
Type poison, ingested; save Fortitude DC 16
onset 10 minutes; frequency 1/minute for 6 minutes
effect 1d3 Con damage; cure 2 consecutive saves
The River and Swimming: Unless PCs have some way
to avoid swimming (e.g., flying, water walking), they
encounter difficulties navigating this level. For instance,
all down-gradient movement (north of Area 84) willis
a lethal, one-way trip. The channel near Area 8-12 runs
swift and deep, and no human could possibly swim
against his current (DC 40 Swim check). Conversely, PCs
can wade through the Level 6A entrance area (to the
east) until reaching Area 810. Also, PCs can easily swim
(DC 10 Swim check) across the wide, slow-current pool
between Areas 810, 84, and 83. The area past Area
83, to the north, requires DC 22 Swim checks. If PCs swim
downstream, off the mapped area, they are doomed
(unless they can breathe water), as the river flows
through a subterranean sluice and does not resurface.
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The occasional piece of junk or debris litters those caves marked 82.
GMs should spice up each of these rooms with random items or garbage
such as torch stubs, bones, unidentifiable stains, cobwebs, clothing and
pieces of wood. Also, roll a wandering monster check each time PCs
enter a cave labeled 82. In one of the caves (GMs choice), a DC 25
Perception check uncovers verse (composed by the famous bard, Gaylon
Swordsinger) scratched onto the caverns wall. The poem, translated from
Elven, reads as follows:
The white sand of this broad, clean beach reflects torchlight. Numerous
cave openings pockmark the east wall of the cliff that towers above the
beach. Small footprints, like scratches in the sand, cover the area. As soon
as anyone sets foot on the beach, dozens of giant scorpions stream out of
the caves.
This beach area, surrounded by caves, forms the nest of 48 cave
scorpions. These blind, albino vermin, drawn here by Area 815s
resident, protect his brides resting place (Area 89). Fine swimmers (see
below), the scorpions can traverse the water except in Area 812. They
attack until slain and pursue swimmers. After 3d6 scorpions immediately
launch the attack, 1d6 more scorpions join the fray every 10 rounds until
all are slain. The scorpions add dead PCs to their larder, devouring them
in 1 day.
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a maximum of 48. Several goblin bodies clutter the nest, as do the corpses
of a long-dead party of adventurers. Carefully searching the remains (DC 25
Perception) reveals intact mundane equipment for a party of 5: two fighters
in plate, a priest of Ra in masterwork chainmail, a rogue in leather armor
and a wizard in robes. All wood, paper and other soft material are useless.
The wizards skull still bears a minor crown of blasting.
GUNDAR
CR 13
XP 25,600
Advanced variant eye of the deep (Frog God Games The
Tome of Horrors Complete, Eye of the Deep)
CE Large aberration
Init +7; Senses all-around vision, darkvision 60 ft.; Perception +26
Suspended 10 ft. above the beach areas that bracket the swift channel,
three ropes, tied through iron pitons driven into the cliffs, comprise a
makeshift bridge. Goblin miners, intending to cross over to Area 83,
established this crossing but abandoned it when the scorpions killed several
workers. The ropes and fixing pointsall fully intactremain quite sturdy.
Best of all, being on the bridge puts PCs beyond the scorpions reach.
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MANTICORES (5)
CR 5
XP 1,600
hp 57 (Pathfinder Roleplaying Game Bestiary, Manticore)
Tactics: The manticores swoop in and shoot tail spikes. They do not
join combat until all but one volley of spikes are exhausted. Then they land
and attack. If three are slain and the remaining manticores are wounded
over 50%, the survivors fly to Area 814 and retreat into the vast cavern
at Level 10A, returning in two days time.
Speed 30 ft.
Melee short sword +2 (1d41/1920)
Ranged mwk shortbow +6 (1d4/x3)
Special Attacks sneak attack +2d6
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Str 9, Dex 15, Con 12, Int 13, Wis 11, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Dodge, Mobility
Skills Acrobatics +8, Appraise +7, Bluff +5, Climb +5, Disable
Device +7, Escape Artist +8, Perception +6, Ride +6, Sleight
of Hand +8, Stealth +16; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, goblin,
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undead traits; SR 21
Weaknesses vulnerability to fire
Speed 15 ft.
Melee slam +21 (2d8+13 plus mummy rot)
Special Attacks exhale insects (as insect swarm, usable
once every 4 rounds), mummy rot (DC 19)
Spell-like Abilities (CL 15th)
2/daysymbol of fear (DC 18), symbol of pain (DC 17),
symbol of stunning (DC 19)
1/daysummon (level 4, 1d4 giant scorpions in 1d6 rounds,
100 %)
Str 28, Dex 12, Con , Int 8, Wis 17, Cha 14
Base Atk +11; CMB +20; CMD 31
Feats Alertness, Cleave, Great Fortitude, Improved Natural
Attack (slam), Lightning Reflexes, Power Attack, Toughness,
Weapon Focus (slam)
Skills Intimidate +20, Perception +25, Sense Motive +5,
Stealth +14
Languages Common
Combat Gear rod of rulership (65 minutes); Other
Gear masterwork full plate, pale lavender ioun stone,
incandescent blue ioun stone, pink ioun stone
Tactics: King Goov, very upset that his rest has been disturbed, attempts
to kill all intruders. He begins by using his rod of rulership, following
with a symbol of stunning and symbol of pain. After King Goov summons
giant scorpions, he wades into melee. If sorely pressed, he summons his
concubine, Yokim, from Area 89 (she arrives in 1d6 rounds), calling her
name in a bellowing voice with a strange and unidentifiable accent.
Treasure: Other than Goovs personal items, his coffin, made of
solid stone and weighing 4,500 lb., is worth 20,000 gp. But getting it
to the surface may prove an impossible task. Goovs triangular crown,
ostentatiously gaudy and worth 2,000 gp, might fetch 3,000 gp if melted
downthe pure gold is more valuable than the horrid item created from
it!
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CR 5
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Languages Giant
SQ amphibeous
Tactics: Excellent swimmers, these trolls do not fear the swift channel
of Area 812. They typically grab their opponents and either throw them
into the river or jump in while grappling them. The latter can be done
successfully on an opposed Strength check, but only if the trolls are within
15 ft. of shore. This strategy prevents the use of fire against them and
simultaneously allows them an opportunity to drown their victims, as it is
unlikely that PCs can hold their breath as long as a troll can (amphibious
nature). The trolls can swim to Area 84 without a Swim check. After
dispatching their first set of victims, the trolls return to their lair by
swimming past Area 810, wading to the southeast corner of the map and
slingshotting back to Area 812 (and 816). This circuitous route takes
about 20 minutes. Once they return, the trolls grab 3 additional victims
and repeat the process. Corpses are left in the shallows south of Area
810, in about 3 ft. of water. When all the PCs have either died or run
away, the trolls then loot the bodies, feasting all the while.
Treasure: These trolls have acquired quite a hoard. Successful hunters,
they have also developed a good trade relationship with the goblin miners.
Treasure is liberally strewn around their lair in three separate piles:
Pile 1 contains the following: 14,000 gp of fine-grade gold ore
(weighing 28,000 gp); 6 gemsa fire opal (worth 1,000 gp), a jet (100
gp), a red spinel (100 gp), a piece of amber (100 gp), a bloodstone (50 gp)
and a moss agate (worth 10 gp); and a +1 keen silver dwarven waraxe,
with garnet studs and gold wire set in the pommel (worth 2,000 gp extra).
Pile 2 contains the following: 8,000 gp worth of ore (weighing 16,000
gp); a jade jewelry box decorated with carved serpents worth 500 gp and
containing a pearl necklace worth 2,000 gp, an uncut star sapphire worth
5,000 gp and a periapt of proof against poison; a suit of masterwork
plate mail; and a small bag of holding (250-pound, 30-cubic-foot limits)
containing a robe of scintillating colors and a set of cursed boots of
dancing.
Pile 3 contains the following: 4,400 gp worth of ore (weighing 8,800
gp), a scroll of 3 divine spells (dispel evil, heal and righteous might, CL
9th), a scroll of 5 arcane spells (lesser geas, minor image, water breathing,
web and vision, CL 14th) and a locked (DC 22 Disable Device), trapped
box containing a +2 manual of gainful exercise).
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Locked Iron Box: 1 in. thick; hardness 10; hp 15; Break DC 26;
Disable Device DC 22
CR 4
POISON NEEDLE TRAP
XP 1,200
Type mechanical; Perception DC 22; Disable Device DC 20
Trigger touch; Reset manual
Effect Atk +8 ranged (1 plus sassone leaf residue poison)
Sassone Leaf Residue
Type poison, contact; save Fortitude DC 16
onset 1 minute; frequency 1 min./6 minutes
initial effect 2d12 hit points damage; secondary effect 1
Con damage; cure 1 save
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Level 8A:
The Tomb of the Beacon
History
Three centuries ago, when Zelkor led his army of light to Rappan Athuk in
pursuit of the followers of Orcus, he had a powerful lieutenant at his side, the
Praetor Auris Veng. Not only was this cleric/sorcerer a formidable spellcaster
in his own right, but he controlled an artifact created through a combination of
his efforts and divine assistance, called the Auren Beacon. This device was of
great service in the fight against undead, for it could project sunlight into dark
crypts and dungeons, severely weakening or destroying them.
The priests of Orcus decided to set a trap for him. They prepared a
shielded crypt in an obscure area of Rappan Athuk, lured him there with
the rumor of a powerful undead nemesis, and sealed it off with magic and
a curse that prevented his escape passing the barrier would deactivate
an enchantment laid upon him that was keeping him from dying. He
was presumed dead by his allies, and the followers of Orcus, having
successfully contained him, left him to die alone.
Some years after being imprisoned, a group of unlikely creatures resembling
airborne jellyfish known as flumphs paid Veng a visit. Over time he developed
a means of nonverbal communication with them. He also taught their leader
the rudiments of tapping into sorcerous power. Though Veng has long since
passed away, the flumphs continue to use his tomb as their home.
Five years ago, a gibbering abomination named Xulux took up residence
here. At first, Xulux regarded the flumphs as no threat, and boldly tried
to seize their lair for his own. After being rendered magically impotent
by the antimagic field, stunned by a deluge of flumph sprays, and then
swarmed, spiked, and injected with acid, he learned to hate and fear them.
He tried snacking on them when they left their protected lair, but repeated
sniping with a maximized wand of magic missiles (see Area 4 for details)
taught him to leave them well enough alone.
About a year ago, a small group of blood orchids moved into some
caves behind the waterfall. These strange creatures kept to themselves at
first, but as they grew in numbers they became increasingly aggressive,
until now they pose a major threat to the flumphs, as they are faster, and
have many damaging tentacle attacks the antimagic field cannot block.
Xulux would normally have scoured these from the cavern, but he hopes
that if they destroy the flumphs, he can annihilate the blood orchids and
finally gain access to the tomb.
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Level 8A
Difficulty Level: 10
Entrances and Exits: Passage to maze sections in Level
6; underwater passage to Level 13A; tunnel to ceiling of
Level 10A; shaft to Under Realms.
Wandering Monsters: Check once every two hours on
1d20:
13
45
6
7
8
920
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The Inhabitants
The cavern is the home of several groups of beings:
Flumphs: These creatures are the dominant species in the cavern;
they nest in the tomb at the top of the cavern (Area 4). They are greatly
concerned about the blood orchids, and have an uneasy detente with
Xulux.
The flumph community numbers 36 standard flumphs, 6 flumph hunters,
5 flumph protectors, a master hunter, and the leader. Any flumphs killed
should be subtracted from those totals; common flumphs are replaced
at the rate of one per week; it takes six months per class level to train
replacements in the leadership cadre.
FLUMPHS (36)
CR 1
XP 400
hp 9 (Frog God Games The Tome of Horrors Complete,
Flumph)
FLUMPH HUNTERS (6)
CR 3
XP 800
Flumph ranger 2 (Frog God Games The Tome of Horrors
Complete, Flumph)
LG Small aberration
Init +9; Senses darkvision 60 ft., low-light vision; Perception +9
AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)
hp 29 (2d8+2d10+8 plus 1)
Fort +5; Ref +8; Will +5
Resist acid 10
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +10 (1d4+1 plus acid injection)
Special Attacks acid injection, favored enemy (vermin),
stench spray (DC 14, 1d6 rounds, every 1d4 rounds)
Str 12, Dex 21, Con 15, Int 12, Wis 14, Cha 8
Base Atk +5; CMB +5; CMD 20
Feats Alertness, EnduranceB, Eschew MaterialsB, Far ShotB,
Improved Initiative, Weapon Finesse
Skills Diplomacy +5, Fly +20, Knowledge (dungeoneering)
+10, Perception +13, Sense Motive +10, Stealth +18, Survival
+11
SQ favored terrain (underground), track, wild empathy +3
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Str 12, Dex 21, Con 15, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +3; CMD 18
Feats Far ShotB, Improved Initiative, Weapon Finesse,
Weapon Focus (sting)
Skills Diplomacy +3, Fly +20, Knowledge (dungeoneering)
+8, Perception +9, Sense Motive +4, Stealth +16, Survival +9
SQ track, wild empathy +1
1stmagic fang
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At some point, the party may try communicating with the flumphs.
Although they do not speak Common, they do understand it to some degree,
as well as a smattering of Goblin and Undercommon. They can gesture
and move in response to queries to indicate their understanding (e.g.,
bobbing up and down for yes, and moving side-to-side for no). PCs can
attempt a DC 15 Intelligence check to understand a simple message from
the flumphs, though the GM is encouraged to act out this communication
with the players. The Protectors and Leader can also communicate by
scribing words into sand or a soft surface with their tentacles, but they
are unlikely to expose themselves to possible harm unless they feel it
necessary, and the PCs have established their good intentions.
To warn PCs away from the antimagic field, they may try physically
blocking travelers, pantomiming falling, etc., working in tandem to build
their messages. Have fun with this.
If the PCs do manage to establish communication with the flumphs, a
representative may be brought before the flumph leader. This person must
weigh less than 200 pounds; 10 flumphs then grab a hold of the emissary
and carry him or her up through the antimagic fields and into Area 4, to
speak with the flumph leader. Further information on negotiating with the
flumph leader areis given in the Development section of Area 4D.
FLUMPH LEADER
CR 6
XP 2,400
Flumph sorcerer 6 (Frog God Games The Tome of Horrors
Complete, Flumph)
LG Small aberration
Init +6; Senses darkvision 60 ft., low-light vision; Perception
+14
AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +4
natural, +1 size)
hp 43 (2d8+6d6+8 plus 5)
Fort +3; Ref +4; Will +12
Resist acid 10
Aamazd the Roper: This cunning roper lives in the upper part of
the cavern (Area 1), and feeds off vermin, incautious flumphs, and any
adventurers who wander into the cavern.
Xulux: This paranoid gibbering abomination nests in an area off the
main cave (Area 6A). He is quick to attack and difficult to negotiate with,
but flees if he takes much damage.
Rats: Numerous regular and dire rats can be found throughout the
cavern; they are not included on the wandering monster table because they
are so easily found. They leave PCs alone unless cornered or attacked,
and so arent worth any experience points on their own. They feast on
the fungus and insects, and are a major source of food for the caverns
intelligent species.
Albino cave spiders: These small but nasty spiders lurk among the
toadstools and dine chiefly on rats, but they attack anything living that
comes within their reach. The other cave inhabitants are wary of them, and
always keep a lookout for them.
Str 10, Dex 14, Con 13, Int 12, Wis 18, Cha 16
Base Atk +4; CMB +3; CMD 16
Feats Combat Casting, Dodge, Eschew MaterialsB, Improved
Initiative, Weapon Finesse
Skills Diplomacy +9, Fly +17, Knowledge (arcana) +10,
Perception +14, Sense Motive +9, Stealth +11
CR 1/2
ALBINO CAVE SPIDER
XP 200
N Tiny vermin (see Appendix A)
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
+4
Aura info
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2; Ref +4; Will +0
Immune vermin traits
Speed 20 ft., climb 10 ft.
Melee bite +6 (1d33 plus poison)
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CR 12
AAMAZD THE ROPER
XP 19,200
hp 162 (Pathfinder Roleplaying Game Bestiary, Roper)
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wary of strangers, and seek to avoid combat if possible, retreating into the
domed area if threatened.
The flumphs are aware of the effects of the magical rune circles, and
warn off any approaching adventurers who do not threaten them; see the
sidebar for full statistics and further notes on roleplaying these strange
creatures. They only attack directly if attacked themselves, or if they
suspect the intruders intentions are hostile. They also attack anyone
trying to enter Area 4 without their permission.
Tactics: If the flumphs are attacked, they release their spray of
nauseating liquid and move away toward the ceiling, beyond the runic
circle. There they gather and wait for pursuers. All flumphs save the
Protector blast anything making it past the ward with their nauseating
sprays, and follow this up with flanking attacks. If battle takes place for
more than two rounds, two of the flumph Protectors from Area 4 appear
and assist with spells (only targeting those who are above the lower
barrier). The Protectors do not cast any defensive spells before arriving to
avoid triggering the upper ward. If reduced to one third of their numbers,
they retreat again up through the 10 ft. opening and seal off the entryway
(see Area 4A).
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strong enough to hold the enchantment; this rod is worth 5,000 gp when
the wand is exhausted, although it cannot be re-enchanted thanks to the
special nature of the crystal. The second is a wand of mirror image (22
charges, CL 8th). The arcane scrolls (color spray, daylight [x2] flaming
sphere, and fireball; CL 8th). The flumphs have no monetary treasure.
SQ telepathic link
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Str 15, Dex 14, Con 14, Int 13, Wis 16, Cha 18
Base Atk +7; CMB +10 (+14 to grapple); CMD 22
Feats Combat Casting, Eschew MaterialsB, Extend Spell,
Improved Initiative, Iron Will, Lightning Reflexes, Weapon
Focus (tentacle)
Skills Fly +9, Intimidate +13, Knowledge (arcana) +12,
Knowledge (dungeoneering) +11, Perception +21, Spellcraft
+10, Stealth +9; Racial Modifiers +4 Perception
SQ telepathic link
All-Around Vision (Ex) A blood orchid sees in all directions at
once. It cannot be flanked.
Blood Drain (Ex) On a successful grapple check with two or
more tentacles against a single foe a blood orchid can pull
the grappled creature to the mouth on its underside as a
free action that does not provoke an attack of opportunity.
The mouth latches on and drains blood from the victim.
Each round it maintains its grapple, the blood orchid
automatically deals 1d4 points of bite damage and 1 point
of Constitution damage as it drains its victims blood.
Poison (Ex) Tentacleinjury; save Fort DC 17; frequency 1/
round for 4 rounds; effect unconsciousness; cure 1 save.
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This is a 10 ft. wide, 15 ft. tall cave mouth opening into a passage that
slopes up at a 45 degree angle to Area B. There is always 1 blood orchid
on lookout here just inside the cave mouth. It drifts down upon any other
creatures that enter, hoping to gain surprise.
8A5B. Intersection
(CR varies, 5 or 7)
At this point the passage levels off and divides. To the south it continues
ascending at a 60 degree inclination, while to the northeast it is level until
it passes one of the caverns marked C, at which point it rises again at a 60
degree angle. There is a 25% chance 12 blood orchids lurk here. They
attack using standard tactics.
Str 23, Dex 13, Con 18, Int 13, Wis 16, Cha 20
Base Atk +8; CMB +15 (+19 to grapple); CMD 26
Feats Arcane Strike, Combat CastingB, Dodge, Eschew
MaterialsB, Extend Spell, Improved Initiative, Iron Will,
Lightning Reflexes, Weapon Focus (tentacle)
Skills Fly +7, Intimidate +14, Knowledge (arcana) +14,
Knowledge (dungeoneering) +11, Perception +22, Spellcraft
+12, Stealth +8; Racial Modifiers +4 Perception
SQ telepathic link
Gear ring of protection +2
All-Around Vision (Ex) A blood orchid sees in all directions at
once. It cannot be flanked.
Blood Drain (Ex) On a successful grapple check with two or
more tentacles against a single foe a blood orchid can pull
the grappled creature to the mouth on its underside as a
free action that does not provoke an attack of opportunity.
The mouth latches on and drains blood from the victim.
Each round it maintains its grapple, the blood orchid
automatically deals 1d4 points of bite damage and 1 point
of Constitution damage as it drains its victims blood.
Poison (Ex) Tentacleinjury; save Fort DC 21; frequency 1/
round for 4 rounds; effect unconsciousness; cure 1 save.
Spells: The blood orchid savant replaces its bloodline bonus
spells with the following: cure light wounds (3rd), cure
moderate wounds (5th), cure serious wounds (7th). Also,
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This large cave has several stony pillars, and is nearly bisected in one
point by a deep crevasse. To the north, it narrows at a drop-off, then opens
into the grand savants lair. The cavern is also the home of the clans 2
savants, who are always here unless out on a specific mission. There are
also always 3 or more common blood orchids here.
Tactics: The savants and grand savant start casting defensive spells at
the first sign of trouble. Once intruders are spotted, they switch to offensive
spells. The regular blood orchids hover near the ceiling, and attempt to drop
on anyone who approaches the spellcasters. Nonflying PCs who get grappled
might get dragged to the 60 ft. deep pit and dropped there, or may be deposited
in the grand savants lair, where they are subjected to 12 tentacle attacks.
Treasure: The treasure for the blood orchid lair is located beneath the
mound of half-digested remains underneath it. It consists of: 2,097 sp,
4,430 gp, 197 pp, five gems (tourmalines worth 500 gp each), a dented
jeweled scepter worth 1,000 gp, a large non-magical adamantine shield, a
+2 light mace, and a cursed flask of curses (which identifies as a decanter
of endless water).
To one side of the main passage a pit opens up, descending into
darkness, much like others along the pathway. If Xulux is in his lair and
awake, he is allowed an opposed Perception check to hear any travelers.
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SQ deathless
level 8a
Xulux flees if his hit points are reduced to 50% or less. As he goes, he
collects his treasure chest and the key.
Treasure: Half buried among the debris of Xuluxs nest is a small (1
1/2 ft. x 3/4 ft. x 3/4 ft.) chest made of teak with gold fittings, and bearing
a fine lock that is trapped with a poison needle. The chest itself radiates
magic if such is detected for. The key for the chest is concealed in a rock
crevice 15 ft. upslope behind the nest. Note that breaking the chest open
destroys its magic and all items inside.
The chest itself is a variant of a handy haversack. Its main compartment
can hold up to 80 pounds or 8 cubic ft. of material, and the inside of the
lid holds two secret compartments (DC 20 Perception to notice), each of
which can hold 2 cubic ft. or 20 pounds of weight. Remember that dire
consequences result if it is placed inside another extradimensional space.
The overall weight of the chest is 10 pounds, empty or full.
Currently the chest holds in its main compartment 86 pp, 103 gp, and
48 sp, along with an onyx statuette of a dog (non-magical, worth 1,000 gp)
and a rope of climbing. One of the secret compartments holds three gems
(a pair of small rubies worth 500 gp each, and a water opal worth 1,000
gp), and the other compartment holds a small wooden box (6 inches x 3
inches x 1 inch) closed with a simple latch, which holds six lozenges in
its padded interior. When placed in ones mouth, each of these magic pills
produces a different potion effect. There are three white lozenges (cure
serious wounds), a black lozenge (feather fall), a gray lozenge (neutralize
poison), and a translucent aqua lozenge (water breathing). Xulux got
these off of a drow he charmed and later ate some time ago in the Under
Realms. They are water soluble, so immersing them in water ruins them.
Locked Teakwood Chest: 1.5 in. thick; hardness 5; hp 15
Break DC 23; Disable Device DC 30
CR 5
POISON NEEDLE TRAP
XP 1,600
Type mechanical; Perception DC 22; Disable Device DC 20
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Up the slope behind the gibbering abominations nest, nestled on a
flat ledge, is a shrieker that Xulux brought in with telekinesis from the
Under Realms, to serve as a warning system in case flying creatures try to
approach from the escape shaft. It sounds off as soon as any movement or
light comes within ten feet of it.
SHRIEKER
CR
XP (Pathfinder Roleplaying Game Bestiary, Hazards)
This human-sized purple mushroom emits a piercing sound
that lasts for 1d3 rounds whenever there is movement or
a light source within 10 ft. This shriek makes it impossible to
hear any other sound within 50 ft. The sound attracts nearby
creatures that are disposed to investigate it. Some creatures
that live near shriekers learn that this noise means there is
food or an intruder nearby.
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On the other side of the shrieker, the sloping passage meets another
vertical shaft. This shaft descends 60 ft. before opening out into the main
cavern. Xulux uses this as his front door when he goes off to hunt, and
as a means of escape from intruders approaching from Area 8A6B1.
8A7A. Lake
This large lake is quite shallow, ranging from one to four feet deep
almost everywhere. Wading through it is very difficult because the lake
bed is composed of a series of convoluted ridges, spines, holes, and
loose mounds of rubble. Those wading move at quarter speed, and still
must make a DC 15 Acrobatics check every minute to avoid slipping and
falling. Where the waterfall meets the lake it is about 12 ft. deep, though
there is a pile of rubble beneath the falling water itself. The lake is the
home of some small fish and crayfish, but no large or dangerous species.
At the bottom of the lake near its center, an underwater shaft drains the
lake. This shaft eventually feeds into the river flowing through Level 13A,
Area 13A13.
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Level 8B:
The Steam Jungles
This is the middle level of the most volcanic area in the dungeons, the
levels from the Prison of Time down to the Lava Pit. The lava river that
originates in the Prison of Time runs through this level, which is an area
where subterranean water sources interact with molten rock to create a
huge quantity of steam and condensation in a hot area, which in turn gives
rise to some very unusual underground life forms. In many respects, this
area is a small subterranean jungle. The area is seldom traveled by the
other denizens of the dungeon, since it has been sealed at the top by the
priests of Orcus, and can only be accessed at the bottom by risking the
lava and salamanders in Level 10. The area is shown on Map RA8B.
Level 8B
This is a huge growth of mango trees, laden with ripe fruit. The roots
of the trees have broken up the stone beneath them, tunneling deep to
obtain needed minerals. Moving through the forest restricts visibility
to 10 ft. inside the forest at location A there is a large stone idol. Roots
and vines have twined around it so that for a moment it appears to be
covered in snakes. The statue is that of a peaceful-looking woman, very
fat, with a mysterious smile. The inside of the statue is hollowed out,
and the space within is the lair of three small, green mice. Other than the
strange coloration, they are normal rodents.
GIANT CENTIPEDES
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Centipedes,
Giant)
OCHRE JELLY
CR 5
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Ochre Jelly)
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8B5. Monkey-Carvings
This cavern is empty, but pictures and lines have been scratched all
over the rock floor. The only recognizable symbols are a crescent shape
with some sort of stem at one end, and various crude images of the palmtype trees that the characters have seen on this level of the dungeon. The
rest of the scratching is made up of long curving lines, spirals, and a few
circles. This was a sacred cavern for the semi-intelligent monkeys that
once swarmed in this jungle, but these became extinct over a century
ago when the palm trees were affected by a disease that kept them from
producing bananas (the pictures of crescents with a stem). The only
monkeys to survive were those that ate the others, and eventually grew
into an entirely different ape-like speciesthe carnivorous apes in Areas
8B10 and 8B11.
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0105 1d4 cp, ten feathers, two pieces of mummified monkey dung*,
and a stone eyeball (worthless).
0610 1d10 gp, a bat skeleton, a scrap of cloth, and 1 piece of
mummified monkey dung*
1115 1d10 sp, a feather, an iron nail, a shiny piece of glass, and a
sticky glob of something
1620 2d6 gp, a mummified banana, a piece of chalk, and the finger of
a leather glove
2125 2d10 sp, a rusted and unidentifiable piece of iron, three feathers
tied together with a piece of string, and a piece of mummified
monkey dung*.
2630 1d10 cp, a dried piece of palm-leaf wrapping a piece of semi
precious stone (worth 1d20 gp)
3135 A fish skeleton and 1d3 pieces of mummified monkey dung*
3640 A bone needle, a chipped flint knife, and a piece of palm-leaf
wrapped around a shiny (but worthless) rock
4145 2d6 gp, 1d20 sp, 1d100 cp, a chipped piece of flint, and 1d10
mummified pieces of monkey dung*
4650 1d4 gp, 1d6 sp, a nest of (normal) spiders, and 1 piece of
mummified monkey dung*
5155 1d4 scraps of tree bark
5660 1d4 coconuts (rotted and dried out), a fish skeleton, a string of
wooden beads, and a bone scraper
6165 1 gem worth 2d6 x5 gp, 1d10 sp, and a piece of tree bark with
indecipherable symbols scratched on it (comprehend languages
or a DC 20 Linguistics check would indicate that it says,
Banana, banana, flint knife, climbing is happiness,
Thongo has lice.
6670 1d8 gp, 2d10 sp, 1d6 semi-precious stones worth 1d6 gp each, 1
piece of mummified monkey dung*, 1d6 desiccated beetles
7175 1d6 cp, a tuft of fur, and 1 turtle shell
7680 1d4 gp, a monkey skull, and a leather rattle
8185 1d20 sp, 1d4 monkey teeth, and 1d3 pieces of
dried monkey dung*
8690 1d6 semi-precious stones worth 1 gp each, some blue dust
wrapped in a dried banana peel, and 1 piece of
dried monkey dung*
9195 1d10 gp and 1d20 worthless (but pretty) rocks
9600 1d20 cp, a dried scarab beetle, and a banana of holding (found
only once).
*There is a reason why the (now extinct) semi-intelligent monkeys
who lived on this level stored their dung in these niches. Over time, the
sulfur and mineral content in the dung becomes mildly explosive. The
dung-pieces can be thrown (or used as sling bullets) to inflict 1d6 points
of explosive damage, along with a puff of foul-smelling smoke and a
momentary glow of light. If the characters remove the pieces of monkeydung from the niches while collecting materials rather than simply leaving
them, there is a good chance that at some point one of the pieces willis
dropped to the floor and explodes harmlessly.
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+10
Banana of Holding
DESCRIPTION
This dried and leathery banana peel is stitched up the
sides, with an opening at the top about the diameter
of a coin. Only something small enough to fit through
the opening can be placed into the banana of
holding, because if the side-stitching is torn the items
magic will be lost. The banana holds a maximum of
40 pounds of such small items, and always weighs the
same as a banana peel. It is also quite slippery, as
most banana peels are.
Str 23, Dex 19, Con 20, Int 7, Wis 16, Cha 14
Base Atk +6; CMB +13; CMD 27
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Acrobatics +8, Climb +18, Intimidate +10, Perception
+10, Stealth +4
Languages Common
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest;
Cost 300 gp
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STIRGES (20)
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
Treasure: The remains of various victims lie directly below the
stirge nests against the caverns southeastern wall. There are six skeletal
remains, carrying the following: 6 rusted lanterns, 2 rotted scrolls, 3 rusted
swords, one pointy hat (red plaid), a set of thiefs tools (rusted), a pair
of boots with a mouse skeleton inside, 10,222 cp, 416 sp, 817 gp, and a
wand of fireballs (16 charges remaining, CL 7th). The mouse skeleton is
magical; if worn as an amulet it grants a +1 to all saves. It is very fragile,
which is why its original owner kept it in a boot. Its presence causes the
boot to emanate faint magic, and if someone shoves a foot into the boot
they crush the magic skeleton.
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the flowing river of fire. A pentacle has been carved into the stone floor
of the promontory, and at each of the five points of the pentacle there is a
large, blue gem.
The promontory was once solidly grounded, but the flow of lava
around it has slowly been melting away the supporting rock, and it is
now extremely unstable. Any person walking to the pentacle has a 1%
chance per minute to cause the entire promontory to collapse into the river
of fire below. This chance is cumulative for each additional person on
the promontory (i.e., two people have a 2% chance per minute for the
promontory to collapse). The chance does not increase per round.
Prying the gems out from the points of the pentacle takes time: five
minutes per gem if using a dagger or other ill-suited tool, three minutes if
using a pickaxe or crowbar. Each gem is worth 100 gp. Note that (fairly
obviously) a person who is flying or levitating over the promontory does
not add to the risk of a collapse.
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This level contains the second of three power centers for the evil temple
of Orcus in the dungeon of Rappan Athuk. Just as Zehn rules Level 4 with
an iron hand, so does Gudmund rule this level. If the PCs are to have any
hope of expunging the evil forces of this place, they must first succeed
in the destruction of this temple. Gudmund keeps a stable of servant
creatures near the temple. Minotaurs haunt the maze area, and a large pack
of leucrottas are kept fed and happy in the caves. A herd of gorgons lives
Level 9
Difficulty Level: 12
Entrances: Stairs to Levels 7A, 10, and 11A from Area
91. River from Level 1.
Exits: Stairs to Levels 7A, 10, and 11A from Area 91.
Wandering Monsters: Check once every hour on
1d20:
1
2
3
45
6
7
89
1020
in yet another area. Worse encounters are hidden in the temple as well. A
map of this level is depicted in Map RA9.
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
GOBLIN FIGHTERS
CR 2
XP 600
Male goblin fighter 3 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 19, touch 15, flat-footed 15 (+3 armor, +3 Dex, +1 dodge,
+1 shield, +1 size)
hp 21 (3d10+3 plus 2)
Fort +4; Ref +4; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk handaxe +6 (1d6+1/x3) or dagger +5
(1d4+1/1920)
Ranged mwk shortbow +9 (1d8+1/x3) or javelin +7 (1d6+1)
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Str 13, Dex 16, Con 12, Int 10, Wis 11, Cha 6
Base Atk +3; CMB +3; CMD 17
Feats Alertness, Dodge B, Improved Initiative, Weapon Focus
(shortbow)B
Skills Perception +5, Ride +11, Sense Motive +2, Stealth +15,
Swim +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Gear masterwork studded leather armor, light wooden
shield, masterwork handaxe, masterwork shortbow, 10 +1
arrows, 3 javelins, dagger, 20 gp.
GOBLIN LEADER
CR 5
XP 1,200
Male goblin fighter 6 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +6
AC 20, touch 15, flat-footed 16 (+3 armor, +3 Dex, +1 dodge,
+2 shield, +1 size)
hp 44 (6d10+6 plus 5)
Fort +6; Ref +5; Will +2 (+4 vs. fear)
Defensive Abilities bravery +2
Speed 30 ft.
Melee +1 short sword +13/+8 (1d4+6/1920)
Ranged mwk heavy crossbow +12 (1d8+1/x3)
Special Attacks weapon training (light blades +1)
Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
Base Atk +6; CMB +7; CMD 21
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VROCK
CR 9
XP 6,400
hp 112 (Pathfinder Roleplaying Game Bestiary, Demon,
Vrock)
CR 4
MINOTAURS (12)
XP 1,200
hp 45 (Pathfinder Roleplaying Game Bestiary, Minotaur)
PIERCER
CR 1/4
XP 100 (Frog God Games, The Tome of Horrors Complete,
Hazards)
Piercers resemble 1-foot long stalactites and are found
underground in caves and caverns hanging from the ceiling
waiting for living creatures to pass underneath.
Those viewing a piercer must make a DC 20 Perception
check to discern its true nature; else it is overlooked and
mistaken for a normal stalactite. Piercers gather in clusters of
up to 20 creatures.
When a living creature stands in a square directly below
a piercer, it drops and attempts to impale the unsuspecting
foe. The creature can make a DC 15 Reflex save to avoid
the piercers attack. If the save fails, the target sustains 1d6
points of piercing damage. If the save succeeds, the piercer
misses its target and may not attack again until it climbs
back into position. (Piercers move 5 feet per round). A
piercer on the ground is easily dispatched, though touching
or attacking it unarmed or with natural weapons causes it
to secrete an acid that deals 1d4 points of acid damage to
the opponent each time one of its attacks hits.
Piercers can grow to a length of 6 feet. Those of 2 to 4
feet in length are CR 1 and deal 2d6 points of damage if
they hit a foe. Their acid deals 1d6 points of acid damage.
Those of 5 to 6 feet in length are CR 2 and deal 3d6 points
of damage if they hit. Their acid deals 1d6 points of acid
damage. The DC to avoid a piercers attack is 15, regardless
of its size.
91. Entrance
This area is used as a base camp for the minotaurs that serve Gudmund.
At all times, 12 minotaurs are present in this area, and a total of 24 are
present on this level. Any not here are assumed to be wandering the maze
(Area 96) or elsewhere. There is a large iron bar across the door to the
tunnel complex at Area 97. This is to keep the gorgons shut in, as the
minotaurs fear them. Strewn about the room are small piles of rubbish that
double as the minotaurs beds (24 separate piles).
Tactics: The minotaurs are too chaotic to formulate any real battle plan.
They are relentless foes, however, and track anyone fleeing as long as one
side or the other is alive. They fear wizards, and anyone who can be seen
casting spells is preferentially targeted. Any non-spellcasters captured are
eaten. Captured spellcasters are tossed into the gorgon area beyond the
north door (it is bad luck to eat a wizard).
Treasure: Three of the piles have some items of interest. Pile #14 has
1,400 gp in a large locked leather sack. The lock is of fine quality (DC 25
Disable Device). Pile #19 has hidden in a pile of feces a +3 short sword
of speed in a lead sheath (detect magic cannot find it). This sword may be
found on a DC 25 Perception check. Pile #23 contains a small statue of
pure adamantine. The statue is of a young man kneeling beside two lions;
it is worth 2,500 gp and weighs 2.5 pounds.
This small room contains stairs leading down to Levels 10 and 11A,
and up to Level 7A.
Tactics: These beasts hit and run, avoiding heavily armored opponents
until all others have been dealt with. The pack attacks in two groups of
three, with each group dedicating all of its attacks on one individual until
he falls. If seriously wounded (75% or more of hit points), a leucrotta flees
and hides, avoiding further conflict if possible.
The occasional piece of junk or debris litters those areas marked 92.
GMs should also roll a wandering monster check each time PCs enter
areas designated 92.
This area is a total time-waster and was built to distract invaders while
the priests gather their forces to fight them. Hidden throughout the maze
are a series of undetectable glyphs of warding that do not harm anyone,
but instead trigger an alarm in Area 99. Once the alarm is triggered,
Gudmund releases the gorgons from Area 97 into the maze. These beasts
track by scent until they find the PCs. Wandering the maze at any given
time are 6 minotaurs, who feel at home here. There is a 50% chance per
10 minutes of encountering such a wandering group. Once they are slain,
no further encounters with minotaurs occur in the maze.
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MINOTAURS (6)
CR 4
XP 1,200
hp 45 (Pathfinder Roleplaying Game Bestiary, Minotaur)
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Tactics: The minotaurs are too chaotic to formulate any real battle plan.
They are relentless foes, however, and track anyone fleeing as long as one
side or the other is alive. They fear wizards, and anyone who can be seen
casting spells is preferentially targeted. Any non-spellcasters captured are
eaten. Captured spellcasters are tossed into the gorgon area.
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20 ft. of the altar. Around the altar is inscribed a pentagram. This pentagram
radiates a permanent unhallow and magic circle against good aura within 120
ft. Remember as well, the entire temple area radiates a dispel good effect. In
order to destroy this shrine, the PCs must not only deface the temple, but must
also destroy the globe, known as the Sphere of Souls.
Like the Upper Temple, an evil priest and his minions guard this shrine.
Gudmund, a high priest of Orcus, and several attendants oversee this
shrine. The demon prince has bequeathed Gudmund an assistant to aid
in the temples defense: Geelzabigth, a glabrezu demon. Gudmund has
also created a clay golem to protect him. Several if not all PCs may
perish in an attempt to destroy this den of evil. Wise and well versed in
combat, the priests never surrender or parley. Anyone captured alive is
either immediately killed or sacrificed to Orcus after the battle. Combat
such as this is the stuff of which legends are made. GMs should play these
NPCs with all their guile and skill.
Magical Protections: The temple is under the effects of permanent
unhallow and dispel good spells. All these spells are as if cast by an 18thlevel caster.
CR 11
GUDMUND
XP 12,800
Male human disciple of Orcus 12 (see Appendix B)
CE Medium humanoid (human)
Init +3; Senses darkvision 90 ft., see in magical darkness;
Perception +12
AC 26, touch 11, flat-footed 26 (+11 armor, +1 Dex, +4 shield)
hp 93 (12d8+28 plus 11)
Fort +11 (+15 vs. petrification); Ref +8; Will +14
Defensive Abilities deaths embrace
Speed 20 ft., (30 ft. base)
Melee +2 heavy mace +15/+10 (1d8+5)
Special Attacks channel negative energy (4/day, 6d6, DC
17), deaths kiss (6 rounds, 8/day), touch of darkness (12/
day, DC 20)
Spells Prepared (CL 12th; ranged touch +12)
6thblade barrier (DC 21), create undeadD, heal
5thdispel good, greater command (DC 20), slay livingD
(DC 20), spell resistance, summon monster V
4thcure critical wounds (x2), enervationD (DC 19), freedom
of movement, death ward
3rdanimate deadD, deeper darkness, invisibility purge,
magic circle against good, protection from energy, wind
wall
2ndaid, death knell, ghoul touchD (DC 17), hold person
(DC 17), silence, spiritual weapon
1stbane (DC 16), bless, cause fearD, cure light wounds x3,
obscuring mist
0 (at will)detect magic, light, resistance, vigor
D Domain spell Domain Undead*
Str 14, Dex 17, Con 14, Int 13, Wis 21, Cha 13
Base Atk +9; CMB +11; CMD 24
Feats Alertness, Brew Potion, Combat Casting, Command
UndeadB, Enlarge Spell, Leadership, Scribe Scroll, Weapon
Focus (heavy mace)
Skills Craft (alchemy) +17, Knowledge (religion) +17,
Perception +12, Profession (alchemist) +17, Sense Motive +7,
Spellcraft +17
Languages Abyssal, Common
SQ undead creation mastery, undead lords proxy, variant
channeler
Combat Gear potion of cure serious wounds, potion of
invisibility, scrolls of harm, heal and word of recall (CL 10th);
Other Gear +2 heavy mace, +3 breastplate, +2 heavy
steel shield, mask of the skull, amulet of protection from
petrification (+4 vs. petrification, included above), magic
CR 5
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Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Command UndeadB, Extra Channel, Iron Will,
Toughness, Weapon Focus (heavy mace)
Skills Heal +8, Knowledge (arcana) +4, Knowledge (planes)
+6, Knowledge (religion) +9, Linguistics +5, Perception +6,
Spellcraft +6 [3 ranks, +3 class, +0 Int]
Languages Abyssal, Common, Orc
SQ undead lords proxy, variant channeler
Combat Gear 2 potions of cure serious wounds, potion of
invisibility; Other Gear +1 breastplate, masterwork heavy
steel shield, mwk heavy mace, cloak of resistance +1, spell
component pouch, unholy symbol of Orcus, 18 gp
* Pathfinder Roleplaying Game Advanced Players Guide
ACOLYTES (12)
XP 600
Male human disciple of Orcus 3 (see Appendix B)
CE Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +6
CR 2
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Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Alignment Channel, Command UndeadB, Extra
Channel, Lightning Reflexes
Skills Knowledge (planes) +7, Knowledge (religion) +7,
Perception +6, Spellcraft +7
Languages Abyssal, Common
SQ aura, undead lords proxy, variant channeler
Combat Gear 2 potions of cure light wounds, potion of
entropic shield, potion of longstrider, wand of inflict light
wounds (50 charges); Other Gear masterwork scale mail,
masterwork heavy wooden shield, masterwork light mace,
unholy symbol of Orcus, spell component pouch, 38 gp
* Pathfinder Roleplaying Game Advanced Players Guide
Tactics: The priests use fairly simple tactics. Gudmund casts blade
barrier, death ward, prayer, freedom of movement, and wind wall, then
uses his mask of the skull. He then casts additional spells as seen fit by
the GM, aiding his demon and clay golem servitors to slay anyone still
standing. He uses the blur and protection from good areas for any closein combat he is forced to join, saving his 12d6 death touch for a final
moment. If all else fails, he casts word of recall to Area 910 and prepare
for a final stand at that location, after healing himself.
The acolytes cast bane, doom, and protection from good, then wade into
melee, relying on their gods protection. The priests actions parallel that
of the acolytes, but they also cast bulls strength and bless before joining
combat, as well as animate dead, creating 5 skeletons each from the bones
in Area 911 (total of 30 skeletons). When the opportunity presents itself,
each priest uses his bleeding touch ability or his silence or hold person
spell. As befits their chaotic-evil nature, the higher-level priests let the
acolytes bear the brunt of combat (e.g., melee with PC fighters). The
glabrezu immediately uses its summon ability to attempt to bring in 1d2
vrocks. It casts mirror image, followed by confusion and reverse gravity.
It uses its teleport ability to stay away from fighter types, using its burning
hands, chaos hammer, and unholy blight spell-like abilities until forced
to fight hand-to-hand. The clay golem and skeletons simply bash the
closest opponent. None of Orcus minions retreats or gives quarter. Priests
sacrifice charmed PCs immediately following combat.
Shrines of Power
The unholy shrines in this dungeon, of which this is the second,
provide power to the demon prince, Orcus, and his avatar, the
Master. To cleanse the area of evil, PCs must destroy and
consecrate each unholy shrine. Additionally, destroying the
unholy shrines weakens Orcus avatar, making it possible for a
high-level party to defeat him on Level 15. For each shrine the PCs
manage to cleanse, the Master gains 2 effective negative levels. In
addition, if one shrine is cleansed, the Master loses the use of his
9th level spells. If 2 shrines are cleansed, the Master loses all his
summoning spell-like abilities. If all 3 shrines are brought low, the
Master is reduced to the following: DR 15/cold iron and good, SR
36, all At will Spell-Like Abilities are usable 1/day, and he loses
the use of all Domain and Class Spell-Like Abilities.
Note that to access the Chapel of Orcus (Level 14), the PCs
must obtain the magical key held by Gudmund. No other means of
opening the door at Area 511 is available.
This is Gudmunds room, as well as the treasure room for this temple.
It is where his word of recall spell returns him should he have need. The
room is lavishly furnished and adorned with tapestries, golden idols
encrusted with gems, and various magical trophies taken from dead
adventurers. Three large chests sit along the south wall, locked with finely
crafted locks. Each is trapped.
Chest No. 1
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Chest No. 2
CR 6
Chest No. 3
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This room is literally piled wall to wall with bones and rotting bodies,
all sacrificed to the evil lord of the dead. Nothing of value remains, as
the bodies were searched prior to disposal here. This room is used as a
resource for animating skeletons to serve in the evil temple.
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Level 9A
Difficulty Level: 12
Entrances: Stairs from Level 7A, river tunnel from Level
4A
Exits: Stairs to Level 12A from room 9A9; rivers to Level
10A; mithral gates to Level 11. Area 9A5 leads to
Level 9D.
Wandering Monsters: Check once every hour on
1d20:
1
2
3
4
5
6
7
8
9
1020
1 purple worm
1 gug (see Area 94)
3d6 dire rats
1d3 trolls (see Area 95)
A company of goblin troops 4d4 goblin
fighters accompanied by 1d4 goblin leaders
1d6 gargoyles (see Area 91)
1 will-o-wisp (see Area 98)
2d6 stirges
1d3 piercers
No encounter
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Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +6
level 9a
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30; SR 37
Speed 30 ft.
Melee +2 vorpal greatsword +34/+29/+24/+19 (2d6+14 plus
poison/1920)
Special Attacks aura of sin, aura of vengeance, breath of
unlife, channel negative energy (8/day, 7d6, DC 22), create
spawn, cruelties (shaken, staggered, frightened, blinded),
smite good (5/day, +5 attack, +14 damage), touch of
corruption (12/day, 7d6, DC 22)
Spell-like Abilities (CL 20th)
At willdetect good, detect magic, see invisibility, wall of
ice (DC 19)
3/dayfiendish boon (summon monster VII, advanced
vrock)
2/daydispel magic
1/dayfireball (DC 18), power word kill, summon monster I
(fiendish only), symbol of pain (DC 20), symbol of fear (DC
21), summon (level 9, 4d10 dretches, 1d4 shadow demons or
1d4 hezrous 100% or 1 glabrezu, 1 marilith, 1 nalfeshnee or 1
vrock 75%)
Spells Prepared (CL 14th; ranged touch +27)
4thdispel good (DC 19), slay living (DC 19)
3rdbestow curse (DC 18), dispel magic
2ndbulls strength, desecrate, scare (DC 17)
1stbane (DC 16), death knell (x2), doom (DC 16),
protection from law
Str 26, Dex 18, Con 22, Int 18, Wis 21, Cha 20
Base Atk +23; CMB +31 (+33 to sunder); CMD 46 (48 vs.
sunder)
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Deserachs Chest
DRETCHES
CR 2
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary, Demon,
Dretch)
Tactics: Before the PCs arrive, Navarre gates in a glabrezu to help him,
with a 75% chance of success. Once PCs enter the tomb area, he seals the
entrance using his wall of ice ability. He then casts power word kill on
any obvious spellcaster, and coordinates an attack with his demon ally. If
not immediately engaged, he casts symbol of pain. If surrounded, he casts
fireball on his position (for 20d6 damage!), trusting his spell resistance
and ring to protect him. He then lays hands on himself if wounded, or on
the closest fighter-type. The glabrezu attempts to summon 4d10 dretches
with a 50% chance of success; casts mirror image followed by power
word stun, reverse gravity, and confusion; then attacks. The dretches
attack as a swarm.
Treasure: Only after defeating the monsters may PCs search the lair.
Navarre himself wields a poisoned +2 vorpal greatsword and wears +3
full plate. He also has a greater ring of elemental resistance (fire/30).
PCs discover three large chests in addition to the tomb. The chests hold
coins and gems as described below. In chest #3s secret compartment, the
PCs discover a magic chest containing a terrible monster and a valuable
treasure horde. Navarres corrupter, Deserach the mage (now a demilich)
placed her soul and her treasure within this chest and trusted the chest to
Navarres keeping. The chests command word can be obtained by legend
lore, limited wish or wish or miracle; it is a musical sequence of notes that
CR 6
DESCRIPTION
This chest resembles an iron chest except reliefs of
powerful magic symbols and images depicting the
lich-mage Deserach cover the outside. The magic
used to create the item makes it almost impossible
to open by means other than with a cipher created
when the chest is created. The lid cannot be opened
by either breaking it or the Disable Device skill. The
chest has a hardness of 100 and 10 hp.
CONSTRUCTION
Requirements Craft Wondrous Item, arcane lock,
secret chest, limited wish; Cost 12,500
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A ring of protection +4
A darkskull.
Bracers of quickness (see SIDE BOX)
The skull of Deserach the demilich. [Oops! Thats not treasure!]
5thbaneful polymorph (DC 28), cloud kill (DC 28), cone of cold
(DC 30), dominate person (DC 28) (x2), teleport, wall of force
4thblack tentacles (DC 27), confusion (DC 27), dimension
door, fire shield, greater invisibility, ice storm (DC 29), lesser
globe of invulnerability
3rdclairaudience/clairvoyance, dispel magic, fireball (x2) (DC
28), lightning bolt (DC 28), slow (DC 26), stinking cloud (DC 26)
2ndblur, darkness (x2), scorching ray (x2), touch of idiocy (x2)
1stcharm person (DC 24), magic missile, obscuring mist,
protection from good, ray of enfeeblement (DC 24), shield,
sleep (DC 24), unseen servant
0detect magic, mage hand, open close, read magic
Bracers of Quickness
Aura moderate transmutation; CL 8th
Slot wrists; Price 25,000; Weight 1 lb.
DESCRIPTION
These items appear to be leather arm guards. They
reinforce the wearers reaction time and speed,
granting him a +4 bonus to initiative and +10 ft. to his
base speed. Both bracers must be worn for the magic
to be effective.
Str 10, Dex 25, Con , Int 36, Wis 28, Cha 28
Base Atk +12; CMB +17; CMD +50
Feats Ability Focus (devour soul), Defensive Combat Training,
Dodge, Empower SpellB, Eschew MaterialsB, Flyby AttackB,
Greater Spell Focus (evocation), Greater Spell Focus
(necromancy),Improved Initiative, Iron Will, Lightning Reflexes,
Maximize SpellB, Mobility, Quicken Spell-like Ability (summon
monster)B, Scribe ScrollB, Silent SpellB, Skill Focus (Knowledge
[arcana]), Skill Focus (Spellcraft), Spell Focus (evocation), Spell
Focus (necromancy), Spell Penetration, Still SpellB, Toughness
Skills Bluff +34, Diplomacy +34, Intimidate +34, Fly +47,
Knowledge (arcana) +46, Knowledge (dungeoneering) +41,
Knowledge (history) +41, Knowledge (local) +21, Knowledge
(nature) +41, Knowledge (planes) +41, Knowledge (religion)
+41, Linguistics +41, Perception +38, Sense Motive +41,
Spellcraft +52, Stealth +40, Use Magic Device +42
Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal
SQ arcane bond (none current), arcane servant, detect
expertise, epic crafter, metamagic enhancement (3
levels), overcome school restriction, perfect automatic still
spell, phylactery transference, selective targets, shaped
area, spellcasting master, spell echo
CONSTRUCTION
Requirements Craft Wondrous Item, cats grace,
expeditious retreat; Cost 12,500
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CR 13
TWELVE-HEADED PYROHYDRA
XP 25,600
CE Huge magical beast (fire) (Pathfinder Roleplaying Game
Bestiary, Hydra)
Init +5; Senses darkvision 60 ft., low-light vision; Perception
+18
AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, 2 size)
hp 126 (12d10+60); fast healing 12
Fort +13; Ref +11; Will +7
Immune fire
Weaknesses vulnerability to cold
Speed 20 ft., swim 20 ft.
Melee 12 bites +15 (2d6+4)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (each head, 15 ft. cone,
3d6 fire damage, Reflex 21 half, useable every 1d4 rounds),
pounce
Str 18, Dex 12, Con 20, Int 2, Wis 12, Cha 9
Base Atk +12; CMB +18; CMD 29 (cant be tripped)
Feats Combat Reflexes, Iron Will, Lighting Reflexes, Improved
Initiative, Improved Natural Attack (bite), Weapon Focus
(bite)
Skills Perception +18, Swim +12; Racial Modifiers +2
Perception
SQ hydra traits, regenerate head
Note: Being a pyrohydra, the creature enjoys fire immunity. Thus, acid
is the only way to permanently cauterize its severed necks making a jug
of alchemy (see below) invaluable.
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GUGS (4)
CR 10
XP 9,600
hp 127 (Pathfinder Roleplaying Game Bestiary 2, Gug)
Worshipping Hecate
This caves floor has collapsed, creating a 60 ft. deep sinkhole. One
tunnel along the side of the sinkhole leads to Area 9D28. Its walls are
steep but not sheer. Muddy, giant-size footprints cover several rocks on
the slope. At the bottom of the sinkhole, the PCs see a 10 ft. diameter cave
entrance, from which emanates grunting noises and a terrible smell, like
rotting fish.
In this cave are 16 trolls, who guard this cavernous level for the goblin
priests on Level 12A, while another 24 trolls roam the levels caves and
warrens. Once 40 trolls are slain, no more are found on this level. For each
round PCs spend near this area, there is a 40% chance (1 to 4 on 1d10) that
2d3 trolls either exit or return to the cave. Those trolls leaving the cave
head off in a random direction if they do not detect the PCs.
The caves 200 ft. diameter interior has various obstacles (e.g.,
columns, boulders, stalactites) that divide it into numerous interconnected
chambers. The trolls bivouac in these chambers and attack all who enter
the cave or sinkhole area.
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TROLLS (40)
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
level 9a
CR 5
Tactics: Charge! Otherwise, the trolls avoid fire and run if seriously
burned by fire or acid (over 70% damage).
Treasure: In the far north end of the cave, small pile of refuse contains
bones and twisted pieces of metal. Hidden under over 400 pounds of
disgusting filth is a long-lost jug of alchemy, requiring a DC 20 Perception
check to notice after a search.
Jug of Alchemy
Aura moderate transmutation; CL 10th
Slot wrists; Price 33,000; Weight 4 lbs.
background.
The male umbral dragon inspects the visitors to determine if they
are friend (goblins) or food (anyone else). Unless they are disguised as
goblins, the PCs get some bad news. The dragon attacks immediately,
and his mate joins him 1d6 rounds after the battle begins. These dragons
serve the goblin priests on Level 12 as the guardians at the goblin citys
gate. They are not quested like the gargoyles in Area 9A1, but they are
fed well and supplied with treasure by the goblins, to whom the dragons
are fairly loyal.
Tactics: The umbral dragons initially breathe on as many opponents as
they can. They then cast ray of exhaustion against a fighter PC and engage
opponents in melee. The female flies over the PCs and attacks from the rear,
using her snatch ability; the male holds the front. If severely wounded, the
dragons retreat into their cave. If the male is killed, the female retreats into
the nest to guard the eggs, where she gains a +4 circumstance bonus on all
rolls. If the female is killed, the male goes berserk, fighting until slain, using
only breath and melee attacks (abandoning his spells) with a +4 morale bonus.
DESCRIPTION
This magical jug can pour forth various liquids on
command. The quantity depends on the liquid
summoned. The jug can pour only one kind of liquid,
with up to seven decantations of that liquid, on any
given day. Possible liquids and their respective daily
maximum quantities are as follows:
Ammonia, 1 quart
Aqua regia, 8 ounces (a powerful acid causing 2d6
acid damage per ounce on a direct hit)
Beer, 4 gallons
Chlorine, 1 ounce
Cyanide, 0.5 ounces
Fresh water, 8 gallons
Oil, 1 pint
Pure alcohol, 4 ounces
Salt water, 16 gallons
Vinegar, 2 gallons
Wine, 1 gallon
CONSTRUCTION
Requirements Craft Wondrous Item, minor creation,
creator must have at 10 ranks in Craft (alchemy);
Cost 16,500
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Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Base Atk +19; CMB +30; CMD 40 (44 vs. trip)
Feats Critical Focus, Hover, Improved Critical (bite),
Improved Initiative, Improved Vital Strike, Multiattack, Power
Attack, Skill Focus (stealth), Snatch, Vital Strike
Skills Bluff +27, Diplomacy +27, Fly +14, Knowledge (arcana,
local, planes) +27, Perception +27, Sense Motive +27, Stealth
+20, Survival +27
Languages Abyssal, Common, Draconic, Dwarven, Goblin,
Undercommon
SQ ghost bane, umbral scion
Ghost Bane (Su) A young or older umbral dragons physical
attacks deal damage to incorporeal creatures normally.
Umbral Scion (Ex) Umbral dragons have negative energy
affinity and are immune to energy drain and death effects.
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Treasure: The umbral dragons maintain their horde in the far reaches
of the cavern, having constructed their 60 ft. diameter, bowl-shaped nest
from the bones of hundreds of creatures, ranging from human to giant,
atop carefully placed objects. The nests edges are 10 ft. high (DC 15
Climb check). Piled within the nest are the following items:
Three umbral dragon eggs (to hatch in 1 month)
Two suits of full plate armor
One masterwork composite longbow (+4 Str)
Twelve flasks of holy water
22,000 gp and 167,000 sp
Twelve gems (100 gp azurite; 500 gp garnet; 1,000 gp topaz;
1,000 gp emerald; six 100 gp red spinels; 5,000 gp blue diamond and
10,000 gp ruby)
One fire opal pendant on a gold chain (1,750 gp)
One platinum cup set with rubies (5,000 gp)
One silver bracelet with diamonds (1,000 gp)
220 pieces of cheap jewelry, semiprecious gems and so on worth an
average of 10 gp per item
One +3 shield of lightning resistance (20)
One arcane scroll of antimagic field (CL 18th) in a platinum tube (300 gp)
One ring of djinni summoning
One rod of lordly might
Note: Some items may require a large amount of time to locate. The
magic ring, in particular, can only be found (using detect magic) 5% of
the time per 10 minutes of searching. In addition to all this loot, the pile
contains numerous less-valuable, mundane objects (such as weapons,
armor and packs).
Wandering monsters approach eight hours after the dragons are slain.
Each hour after the first eight that PCs spend here draws a wandering
monster at double normal probability.
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WILL-O-WISP (3)
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
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This level begins the subplot involving the evil wizard Agamemnon.
Agamemnon was a servant of Hecate, and servitor of Akbeth, long before
the rise of Orcus in the dungeon. He built as his tomb an imprisoning
gate that lets intruders in but not out. Only by traversing the entirety of
Agamemnons Well (Levels 9B and 9C), can an adventuring party escape
Level 9B
Difficulty Level: 10
Entrances: Secret staircase from Level 10A. This
staircase is located beyond the waterfall near the
center of the great cavern.
Exits: Whirlpool to Level 9C.
Wandering Monsters: Check once every 12 hours on
1d20:
12
3
45
5
6
720
and return to the lands above. In order to escape, the PCs must retrieve
the sword of Agamemnon, known as Butcher, which is kept in his tomb
on Level 9C.
The passage from Level 9B to 9C may be this areas most treacherous
feature. It consists of a whirlpool covered in an antimagic field that must
be crossed with boats or by swimming. Any lost to the center of the pool
are dead and gone. A map of this level is depicted in Map RA9B. The
whirlpool is shown on Map RA9C.
CRAZED GOBLIN SCOUT
CR 3
XP 800
Male or female crazed goblin rogue 4 (Pathfinder
Roleplaying Game Bestiary, Goblin, see Appendix A)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception 5
AC 19, touch 17, flat-footed 13 (+2 armor, +5 Dex, +1 dodge,
+1 size)
hp 29 (4d8+4 plus 4)
Fort +2; Ref +9; Will 4
Defensive Abilities evasion, trap sense +1, uncanny dodge;
Immune mind-affecting effects
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Speed 30 ft.
Melee handaxe +5 (1d4+1/x3) and bite +0 (1d3 plus disease)
Special Attacks disease, rogue talent (surprise attack),
sneak attack +2d6
Str 12, Dex 20, Con 13, Int 10, Wis 0, Cha 4
Base Atk +3; CMB +7; CMD 19
Feats Agile Maneuvers, Dodge
Skills Acrobatics +12, Climb +8, Disable Device +10, Escape
Artist +12, Ride +13, Sleight of Hand +12, Stealth +20, Swim
+8; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ insane, rogue talent (ledge walker), trapfinding (+2)
Combat Gear leather armor, handaxe; Other Gear ear
trophies
Disease (Ex) BiteInjury (filth fever); save Fort DC 12; onset
1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves.
Insane (Ex) A crazed creatures mind is shattered. A
crazed creature no longer desires magical trinkets such as
weapons, armor, or wondrous items. Instead, it seeks only
to take trophies from those it kills, such as teeth or ears. It
leaves behind anything of actual value. Typically, a crazed
creature possesses one weapon and ratty leather or hide
armor.
CR 1/3
DIRE RATS
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
STIRGES
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
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level 9b
9B1. Entrance
These stairs descend from Level 10A. They are neither trapped nor
dangerous in any way. Once the bottom is reached, a plain looking door is
present. Once opened, this door causes the stone above to seal while creating
an antimagic field in the stairwell. There is no save, nor can the device be
bypassed. The door radiates strange magic both divine and arcane (thanks
to Hecate). The PCs arrive at the room listed as 9B1 on the map.
9B2. Empty
Bones and junk litter all rooms and caverns marked 9B2. GMs should
also roll a wandering monster check each time characters enter a room
labeled 9B2.
CR 6
569027
Note: When not raging, the barbarians statistics are AC 15, touch 11, flatfooted 14; hp 79; Melee greatsword +10/+5 (2d6+3/1920), bite +4 (1d6+1
plus disease); Str 14, Con 17; CMB +9, CMD 20; Climb +9, Swim +9
Secret Door: The secret door to Area 9B17 is a trap door in the floor.
It is easy (DC 8 Perception check) to find, as the crazed men who inhabit
this room (they are not good about keeping it closed) use it for passage.
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level 9b
Tactics: Nargallamar attacks using his spore cloud every 3rd round
as a free action if any targets are in range. He casts mirror image, then
screeches and attacks.
CR 7
569028
CR 6
Tactics: The golems fight until slain, but do not pursue south of the
river crossing.
Arcane Locked Iron Door: 2 in. thick; hardness 10; hp 60; Break DC
38, Disable Device (impossible).
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The crazed inhabitants of this area have not yet discovered this secret
door. Beyond the door is a small chamber containing an undisturbed
library. Bookshelves line the walls, and comfortable yet moldy furniture is
scattered about. Most of the 700 books present, while valuable (average 20
gp each), are mundane. Two are of interest and require a DC 28 Perception
check to locate via searching or a detect magic spell to find. The first is a
tome of understanding +4 while the other is a cursed vacuous grimoire.
Beyond the secret door in Area 9B19 is a small cavern, dripping with
water and covered in stalactites and stalagmites. In the center of the room
is a swirling pool of black water, smelly and foul. Ten feet down is a
hidden tunnel leading to Area 9B21. No light source can penetrate the
water of the pool, and only careful feeling (while underwater) allows the
door to Area 9B21 to be discovered.
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Treasure: Three suits of rusty but usable plate mail are here, as are 5
longswords, a greatsword, a +3 composite longbow (Str +2), a medallion
of thought projection, 4 packs containing 2,200 lbs. of gold ore (worth
1,100 gp), 3 jars of alchemists fire, 2 vials of holy water, a large steel
shield, 3 large wooden shields, and a book of elven poetry worth 15 gp.
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CR 6
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level 9b
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Entrance to Level 9C: The entrance to Level 9C lies across the cavern,
in an area of still water some 300 ft. away.
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Level 9C
Difficulty Level: 12
Entrances: Whirlpool from Level 9B.
Exits: None.
Wandering Monsters: Check once every 12 hours on
1d20:
12
3
45
5
6
720
Detections: None.
Shielding: The entire level is shielded as is Level 9B,
and no means of magical transport such as teleport,
dimension door, plane shift, ethereal jaunt, and
so forth functions. In addition, no spells or powers
involving extra-planar contact, such as summoning or
commune, operate on this level.
Continuous Effects: The entire level radiates soft light
(equal to a light spell). This level, like Level 9B, causes
the loss of 1 permanent Wisdom point per day spent
here, no save.
Standard Features: Unless otherwise noted, all doors
on this level are made of locked, iron-reinforced
wood (2 in. thick; hardness 5; hp 20; Break DC 18,
Disable Device DC 20). All secret doors are made of
stone (2 in. thick; hardness 8; hp 30; Perception DC 20;
Break DC 22, Disable Device DC 20).
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This level is the final resting place of the great wizard Agamemnon and
holds the key to escaping from the Well. Having passed the whirlpool, the
party now confronts the wizard in the form of a vampire. In order to gain
their freedom, the PCs must defeat him and obtain his sword. A map of
this level is depicted in Map RA9C.
9C1. Entrance
The sandy shore at the opposite side of the whirlpool is safe for landing.
The observant (DC 12 Perception check) can see a few footprints. These
footprints look like bare human feet and can be tracked to Area 9C2,
where they disappear.
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level 9c
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This huge hall depicts the major life events of the great wizard prior
to his turn to evil. There are scenes of Agamemnon fighting dragons,
summoning angels, fighting demons, slaying evil priests, and so on all
over the walls and ceiling of this room. The workmanship of the painter
(Agamemnon himself) is astounding. The room is otherwise featureless,
save for a round pedestal 30 ft. across, upon which sits a large pyramid of
opaque black obsidian.
This room lies at the bottom of a 40 ft. spiral staircase. Muddy water
3 ft. deep covers the entirety of the room. A stairwell leading up to
Area 9C8 lies at the south side of the room. In the muddy water are
several hundred leeches. Each round spent in the water draws attack by
2d6 normal leeches per person. These nasties cause no pain when they
attack, and armor does nothing to protect an individual. Unless the PCs
inspect themselves after exiting the water, they take 1 point of temporary
Constitution damage each 10 minutes per 6 leeches attached. Anyone
bitten by leeches must make a DC 15 Fortitude save or contract filth fever.
Leeches may be safely removed by heat or spell. Pulling them off ends
the Constitution damage, but it causes the Fortitude save to suffer a 5
penalty.
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level 9c
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This room contains 12 empty sarcophagi, tops torn off and piles of
silver and cheap jewelry strewn about. Four rounds after the PCs enter the
room, a strong breeze blows through it. This wind seems to stir up dust in
the shape of twelve forms. Two rounds later, each dust form materializes
and creates a total of 12 mummies, which all attack! They fight until
slain. These are the remains of servants of Agamemnon, bound here
for all eternity to serve him after death. They attack and follow the PCs
mercilessly until all are killed.
MUMMIES (12)
CR 5
XP 1,600
hp 60 (Pathfinder Roleplaying Game Bestiary, Mummy)
Treasure: There are 14,000 sp strewn about the room, as well as 1,500
gp worth of semi-precious stone jewelry.
There is a great treasure hidden inside a stone block. Four inches inside
the outer covering of stone is a solid gold ingot weighing 200 pounds. The
stone must be physically chopped away to reveal the gold, and there is
no obvious way to detect it. Magical detection must be able to penetrate
the outer rock coating. It is highly unlikely that this is ever actually
discovered. The stone has hardness 8, and takes 20 hp to uncover a glint
of metal. It takes 300 points of damage to free the gold completely from
the rock.
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CR 10
Unsurprisingly, the golden amulet from Area 9C10 fits snugly inside.
When it is placed within the depression, the center 20 ft. of the circle begin
to rise, reaching the ceiling in 2 rounds. At this point, a phase door opens
on the north side of the room and out steps Agamemnon, bearing a long,
green sword. Agamemnon briefly taunts the intruders and then unleashes
their doom upon them. He fights until slain to protect his immortality.
Exception: If a high priestess of Hecate is present, Agamemnon may
be reasoned with, only if he is immediately commanded to cease and
desist, and only if he is not attacked. In this case, he does not surrender
Butcher to the PCs, but instead escorts them to Area 9C3 and open the
door to let them out.
AGAMEMNON
CR 18
XP 153,600
Male human vampire diviner 17 (Pathfinder Roleplaying
Game Bestiary, Vampire)
NE Medium undead (augmented human)
Init +17; Senses darkvision 60 ft.; Perception +30
AC 32, touch 22, flat-footed 26 (+4 armor, +5 Dex, +1 dodge,
+2 insight, +4 luck, +6 natural)
hp 215 (17d6+119 plus 34); fast healing 5
Fort +12; Ref +14; Will +12
Defensive Abilities channel resistance +4, moment of
prescience; DR 10/magic and silver; Immune undead traits;
Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Speed 30 ft.
Melee Butcher +17/+12 (1d8+9/1920) and slam +9
(1d4+2/1920 plus energy drain)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 27), energy drain (2 levels, DC 25)
Diviner Spell-Like Abilities
12/daydiviners fortune (+8)
Spells Prepared (CL 17th; melee touch +13, ranged touch
+13)
9thforesightB, meteor swarm (DC 28), wail of the banshee
(DC 28)
8thclenched fist (DC 27), horrid wilting (DC 27), incendiary
cloud (DC 27), moment of prescienceB
7thfinger of death (DC 26) (x2), forcecage (DC 26),
greater scryingB (DC 26), limited wish
6thchain lightning (DC 25), circle of death (DC 25),
greater dispel magic, repulsion (DC 25), transformation, true
seeingB
5thbaleful polymorph (DC 24), cloudkill (DC 23), cone of
cold (DC 24), mages faithful hound, prying eyesB, telekinesis
(DC 24), waves of fatigue
4tharcane eyeB, bestow curse (DC 23), black tentacles,
fear (DC 23), locate creature, resilient sphere (DC 23), solid
fog
3rdarcane sightB, blink, fly, haste, lightning bolt (DC 22), ray
of exhaustion, stinking cloud (DC 22)
2ndacid arrow, detect thoughtsB (DC 21), glitterdust (DC
21), extended mage armor, scorching ray, see invisibility,
web (DC 21)
1stchill touch (DC 20) (x2), feather fall, grease (DC 20),
magic missile, ray of enfeeblement, true strikeB, unseen
servant
0 (at will)detect magic, flare, light, ray of frost, read magic
Already cast
Arcane School divination Opposition Schools enchantment,
illusion
Str 20, Dex 21, Con , Int 29, Wis 14, Cha 24
Base Atk +8; CMB +13 (+15 to trip); CMD 35 (37 vs. trip)
Feats Ability Focus (dominate), AlertnessB, Arcane Strike,
Brew Potion, Combat Expertise, Combat ReflexesB,
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Tactics: This should not be too hard. Agamemnon casts spells until
engaged, then fights using his slam attacks until he spawns 12 new
vampires. If finally cornered, he casts haste and transformation and fights
using Butcher and his slam attacks until slain.
Minor Artifact
Agememnons Sword, Butcher
Aura moderate abjuration; CL 20th
Slot none; Weight 4 lbs.
DESCRIPTION
Butcher is a sword of immense power, given to
Agamemnon by the goddess of magic herself. Only
a non-good person may wield Butcher. It confers a +4
enhancement bonus to attack and damage rolls, as
well as a +4 luck bonus to AC and CMD. In addition,
it acts as a permanent lesser globe of invulnerability
for the wielder only. Finally, it is the key to escape from
this level of the dungeon.
DESTRUCTION
If removed from this level, the Butcher loses all powers
and magical power.
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Level 9D:
The Bloodways
Beneath the Temple of Final Sacrament, at the bottom of the great shaft
at its center, a passage leads off, slanting downwards deeper underground.
This leads into the heart of the fallen Duke Aerims domain the mist
choked halls of the Bloodways. Maps of this level are depicted in Map
RA9D.
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Bloodways Flowchart
1
2 3
4
5
2. Fresco Room #1
3. Chaos Den
4. Looted Crypt
5. Mimics Crypt
6. Fresco Room #2
8. Corrupted Pool
9. Abandoned Lair 1. Entry
10. Healing Spring
11. The Floodgate
13. Fresco Room #3
5. Mimics Crypt
14. Goblin Outpost
15. River Crossing
16. The Chute and the Pit
11. The Floodgate
7. Charred Room
18. Pause and Reflect
19. Abandoned Throne
20. Talon of Orcus
22. Goblins and
24. Fresco Room #4 17. The Throne of Minos 23. Orcuss Hall
25. Water, Water
Bloodwraith
Everywhere
6
7. Charred Room
12. Obligatory
Chess Room
17. The Throne of
Minos
21. Red Vortex
22. Goblins and
Bloodwraith
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level 9d
ft. from the top is a pressure plate that causes a boulder to fall from the
ceiling at the top of the stairs and roll down them. Exploring where the
boulder came from reveals a shaft to a chamber holding more boulders,
along with shafts to trapdoors in other passageways.
A passage opens out on the side of a cavern wall, with a drop-off to
the left or right. It might also arc through the middle of the chamber in
a natural or constructed bridge or archway always a good place for a
random encounter check.
A series of 15-foot-diameter circular chambers with passages
leading to other identical chambers; each time one is entered, characters
experience a sense of vertigo, and are no longer sure which passage they
just came from.
Some smoothed natural passages floored in blood-red sand or silt,
with the sound of water flowing in the distance; as they travel, characters
may come across enigmatic footprints left in the sand by shadow hunter
snakes, the Fire Hawks, or wandering monsters of the Bloodways.
A 20-foot-wide hallway lined with graceful fluted pillars; the walls of
the hall are carved with demonic and skeletal faces that leer out at the PCs
from the shadows cast by the pillars.
A tangle of interconnected natural passages, with a path marked
through them in chalk; this could lead to the next encounter area, to the
hungry maw of a random monster, or in circles.
A natural passage with a low ceiling that continues to get lower as
the party continues, until they are all worming along on their bellies. An
unstable ceiling or ominous noises in the distance should serve to heighten
the claustrophobia.
A half-flooded passage; the surface of the water is agitated by strange
currents and ripples, as of unseen creatures moving beneath.
Level 9D
Difficulty Level: 10
Entrances: Passage from Level 1A in Area 9D1; passage
from Level 9A in Area 9D28.
Exits: Connections to Levels 10B and 10C at Areas 9D14
and 20, respectively. Waterways lead into Under Realms.
Wandering Monsters: See the separate Wandering
Monsters section, below.
Detection: Divination spells reveal a general aura of
necromantic and enchantment magic, and a dim but
pervasive evil aura.
Shielding: All attempts to teleport to a location within the
Bloodways without a definite fixed point automatically
results in a false destination result, depositing the victim
at some random location in the maze. Teleportation out
of the Bloodways is not impeded. Scrying spells do not
penetrate the Bloodways from outside, though once one
is within the Bloodmists, they function normally.
Continuous Effects: The Bloodways are saturated with
a mild confusion effect that causes corridor lengths to
subtly distort, skews sense of direction, and fosters errors
in mapping.
Standard Features: While the tunnels lacing the Bloodways
are highly variable in width and height, rooms within
the complex are 15 ft. high unless noted otherwise. The
stone in the corridors was partially smoothed and dressed
long ago when the maze was initially constructed, so
some passages are fully finished, while others have never
been touched by mallet or chisel. There are numerous
branches, stairwells, and empty mist-choked galleries. The
passages are also subject to a direction confusion effect
as mentioned above, which makes reliable mapping
impossible, even magically. The walls have a tendency to
shift, to the dismay of those relying on string or dropped
pebbles to retrace their steps. Shifting stonework occurs
regularly, and dwarves and others with stonecunning
should receive rolls to detect these. They are triggered
randomly, or sometimes by the opening of doors, and
have no independent triggering mechanism unless the
GM wishes to provide one.
Doors: The doors in the maze are made from unadorned
granite slabs, unless described otherwise. They have a
hardness of 8 and 60 hit points. They have a base Break
DC 28 value. Each door has gaps at the top and bottom
one inch high between the door itself and the floor and
ceiling, sufficient to allow gaseous creatures and most
oozes to pass through.
In addition, each door has holes in the top and bottom
between the gaps, into which steel bars extend when an
accompanying door to a particular room is opened, thus
preventing more than one door to be open at once. This
mechanism is not difficult to spot, but is hard to disable
DC 18 Perception with the door closed, DC 12 with it
open; DC 30 Disable Device to prevent activation. When
all exterior doors to a room are closed, none of the bars
are extended. Catching the sound of the bars retracting
or extending from other doors in the room requires a
successful DC 15 Perception check. Assuming the stone
door is dismantled, the bars have hardness 10 and 30 hit
points each. Tiny creatures can fit between them; Small
creatures require at least one bar to be removed to
pass, Medium creatures require two, and Large creatures
require three. There are a total of six steel bars that
extend from both the top and bottom, meeting in the
middle of the doorway.
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Wandering Monsters
Roll or select from the table below once an hour, or when you grow
bored.
Wandering Monsters
Die Roll Result
0103 Blood Golem (24)
0406 Crimson Jelly (24)
0708 Devouring Mist (12)
0911 Gelatinous Cube (1)
1213 Invisible Stalker (3)
1419 Meat Puppet (human) (812)
2022 Meat Puppet (otyugh) (34)
2325 Shadow Hunter (13)
2627 Mordnaissant (23)
2830 Vampire Spawn (812)
3133 Will-o-Wisp (4)
3436 Goblin Patrol
3739 Priest of Orcus Patrol
4044 Pit in the floor
4548 Signs of battle
4953 Strange noises
5456 Teleporter
5700 No encounter
New Feat
CR 10
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CR 8
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MORASK
XP 6,400
hp 65 (see the introduction to Level 10B)
GOBLIN LIEUTENANT
XP 1,200
hp 32 (see the introduction to Level 10B)
level 9d
CR 9
CR 4
CR 12
CR 4
CR 2
Pit in the Floor: The pit traps in the Bloodways usually open into
drops of 1060 ft.; the lids are hinged and designed to swing shut and
automatically reset after being triggered. The GM may wish to place
a wandering monster or minor treasure and remains at the bottom,
particularly of the deeper pits. There may also be passages opening off
from the bottom, or the pit may empty into a chute that leads to another
corridor elsewhere in the complex. The pit trap is CR 2 for falls of 1040
ft., and CR 3 for falls of 5060 ft. Treasure: roll 1d20: 18 = 2d100 gp in
treasure, 9 = random minor magic item; 1020 = no treasure.
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CR 2 or 3
PIT TRAP
XP 600 or 800
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset automatic reset
Effect 1060 ft.-deep pit (1d6 to 6d6 falling damage); DC 15
Reflex avoids
Signs of Battle: Bloodstains, possibly dried, on the walls, floor, and/or
ceiling; body parts or even whole corpses of creatures. The bodies are too
fragmented for raising or speaking with the dead to work. Treasure: roll
1d20: 14 = 2d100 gp in treasure, 5 = random minor magic item; 620 = no
treasure. There is a 10% chance any magic item found is actually cursed.
Strange Noises: A distant screaming or howling; sounds of battle that stop
quickly; the rasping of scales on stone; the sound of footfalls following the
party that stop and do not resume. This is intended to keep the PCs guessing.
Teleporter: Walking through an opening, stepping on a section of floor,
part of a stair, etc. teleports the person triggering it to some other location
in the Bloodways. Roll a Reflex save for each PC in the marching order to
determine who passes through it (first one who fails does). You may wish
to check for a wandering monster at the other end of the teleport, especially
if the others in the group dont immediately follow. Teleportation is almost
always one-way. Some teleporter traps are only active at certain times,
while others change their destination from time to time.
TELEPORTER TRAP
XP
Type magic; Perception DC 34; Disable Device DC 34
CR 0
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The shaft from Level 1A drops several hundred feet then opens into
a passage which slopes down. Reddish mist starts to coil at the feet of
the adventurers as they continue. After traveling 500 ft., the passageway
opens up into a large, red mist-filled cavern, with many passages branching
off from the cave. Most of the passage mouths look unremarkable, but
carvings of people being tortured and bled are chiseled into the stone
around the passage through which the PCs enter.
This cave marks the start of the Bloodways. It does not matter down
which passage the party travels, as all lead into the maze. If they somehow
make their way back here, the exit passage is at least clearly marked, so
they may flee if they wish.
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This is the first of four chambers decorated with frescoes. Each depicts
a scene from the history of this dungeon, particularly as it relates to the
followers of Orcus. The stone door opens into a cross-shaped room with a
door at the end of each arm. The floor is tiled with a mosaic of black and
gray tiles, clearly visible as the red mist is very thin here. At the inward
corners of the cross, there is a concave alcove in each corner; these areas
seem to be decorated with some sort of fresco, though detail is impossible
to make out due to the accumulation of dust and grime upon them.
The curved sections of this chamber hold frescoes depicting the settling
of the Bloodways by the original followers of Orcus. There are depictions
of cult members descending into a dungeon complex with another army
in pursuit. The Orcus forces are depicted as noble and vibrant even after
all this time, with the demon princes holy symbol prominently displayed
on banners. The figures of those that hunt them look misshapen, hard
and cruel. In the rearguard of the fleeing army, a figure in blood red is
displayed in each fresco, cutting down pursuers who come too close.
CR 12
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The floors, walls, and vaulted ceiling of this circular room look heavily
charred, like the area was the site of a massive conflagration. A faint odor
of charcoal and cooked flesh still lingers in the air. The chamber is free
of mist, except for that which swirls in when any of the doors are opened.
The stench of burned flesh increases slightly as PCs explore the
room, kicking up ash and bits of bone. Those studying the ground notice
numerous unidentifiable tracks throughout the chamber, with the heaviest
concentrations going from one door to another.
DESCRIPTION
This piece of jewelry is a platinum or gold chain
festooned with tiny charms, objects that bear a
resemblance to mundane items. When a charm
is pulled from the bracelet, it transforms into a
permanent, non-magical object. As long as at least
one charm remains on the bracelet, it regenerates
one charm per day. Removing a random charm is a
swift action; removing a specific one is a move action
that does not provoke an attack of opportunity. Either
action requires a free hand to pluck loose the charm.
Bracelets come with six charms maximum, and
always regenerate the same charms they had when
they were first created. Possible charms include: a tiny
mug (produces a frosty mug of decent quality ale), a
scroll (produces a blank parchment scroll, a vial of ink,
and a quill pen), a lantern (produces a lit standard
lantern filled with lamp oil), a ladder (produces a 15
foot long wooden ladder), a coil of rope (produces
a 50 foot length of rope with a grappling hook
attached to one end), and a dagger (produces
a steel dagger). The GM is free to improvise items,
but they should have a market value of less than 25
gp, should not be masterwork, and should not be
magical.
The passageway opens onto a small cave coated with a thick layer of
yellow-tinged ooze. A headless skeleton lies half-immersed within this
foulness, and the glint of coin can be made out amid the foul-smelling
slime as well. The red mist saturates the air in a thin haze.
This chamber was once the lair of a colony of mustard jellies, recently
slain by a band of adventurers. One of their number fell to the jellies, and
it is his remains which now recline within the mustard jelly residue. The
remaining coins scattered beneath the dead jellies are the leftover coins
the adventurers did not bother taking, and which other creatures have been
unwilling to go fishing for: 1,063 cp and 5 sp.
A thorough search (DC 20 Perception) turns up one other item: buried
beneath the slime and jammed into a crack is a magical charm bracelet
(see sidebar). The bracelet is wedged in tightly, requiring a successful
DC 25 Disable Device check or some excavation to dislodge without
damaging it. Any loud digging doubles the frequency of wandering
encounter checks.
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate, shrink
item; Cost 5,000 gp
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of the river, the area is fairly free of the bloodmist, so visibility is good.
The door is part of a trap. Actually, there is nothing unusual about the
door itself; it even has gaps at the top and bottom similar to the other stone
doors. However, behind the door is an area that holds an offshoot of the
river, and when opened, the door lets loose a deluge of water which may
well sweep characters into the river itself.
Those who end up in the river are sucked beneath the south wall and
swept into the area immediately downstream, getting buffeted for 2d6
points of damage in the process. A DC 20 Swim check reduces this
damage by half. The river then widens and slows, and it is not difficult to
catch oneself and climb ashore with a DC 10 Swim check. If a PC fails
the Swim check, however, he has one final chance to grasp the edge of
the cavern ceiling before being swept beneath it, with a DC 12 Strength
check. If this check is failed the river carries him off to the river crossing
(Area 9D15) after five minutes.
Once the door has opened and the initial flood passed, the passageway
beyond can be accessed. This leads up a slippery shaft into a smaller
chamber, where an offshoot of one of the rivers gushes from a crack in the
wall. Another passageway to the south leads off, returning to the river near
the southern landing area. With the door open, the water flow is diverted
from this passageway, and it may be traversed fairly safely.
The southern landing is inhabited by 3 crimson jellies (same stats as
ochre jellies, but with a blood-red coloration), which enjoy snacking on
people who get caught by the door trap. Party members separated from the
rest of the group by the trap may find themselves in dire straits.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . false.
. . . . . . . . . . . . . . true line . . . . . . . . . . . . . .
follow . . . . . . . . . . . . not . . . . . . . . . . . .
Every minute the PCs are in the room there is a cumulative 5% chance
that a priest of Orcus from the Talon of Orcus responds to a chime and
scries out this room. Though they may be watched, the observers do not
interfere in any way with what occurs in this room. (Actually, they place
bets on how the party handles the puzzle.)
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Inflict serious
wound
(Fort half)
Deafness
(Fort neg.)
5d8 acid
damage
(Ref half)
Teleport to
start location
1d4+1 Cha
damage
Curse: 4 to
all rolls
(Will neg.)
1d4+1 Dex
damage
(Fort neg.)
No effect
Curse: 50% no
action
(Will neg.)
Receive 1
negative level
Skin color
becomes
ebon black
5d8 acid
damage
(Ref half)
Silence*
(Will neg.)
Blindness
(Fort neg.)
No effect
1d4+1 Cha
damage
(Will neg.)
5d8 sonic
damage
(Ref half)
1d4+1 Dex
damage
(Fort neg.)
Comatose
slumber ##
(Will neg.)
5d8 fire
damage
(Ref half)
PRIZE/ Harm
1d4+1 Wis
damage
(Will neg.)
Teleport to
start
1d4+1 Int
damage
(Will neg.)
Permanent
slow effect
(Will neg.)
Mummy rot
(Fort neg.)
Unholy insight
@@
Speak in
gibberish
(Will neg.)
Inflict serious
wounds
(Fort half)
5d8 cold
damage
(Ref half)
1d4+1 Str
damage
(Fort neg.)
Limb goes
numb**
(Fort neg.)
5d8 electric
damage
(Ref half)
1d4+1 Int
damage
(Will neg.)
5 magic
missiles
(victim only)
No effect
1d4+1 Str
damage
(Fort neg.)
Curse: 50% no
action
(Will neg.)
Silence*
(Will neg.)
No effect
Abyssal
chanting @
(Will neg.)
Speak in
gibberish
(Will neg.)
Receive 1
negative level
5d8 sonic
damage
(Ref half)
Emotion: calm
# (Will neg.)
5d8 cold
damage
(Ref half)
1d4+1 Wis
damage
(Will neg.)
Blindness
(Fort neg.)
Area dispel
magic
Deafness (Fort
neg.)
Limb goes
numb**
(Fort neg.)
1d4+1 Con
damage
(Fort neg.)
Mummy rot
(Fort neg.)
Curse: 4 to
all rolls
5 magic
missiles
(victim only)
1d4+1 Con
damage
(Fort neg.)
5d8 fire
damage
(Ref half)
Permanent
slow effect
(Will neg.)
Strobe light
glow***
(Ref neg.)
Area dispel
magic
5d8 electric
damage
(Ref half)
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* Silence: One foot radius around victims; permanent until dispelled. Otherwise acts as a silence spell.
** Limb goes numb: One random arm or leg becomes senseless and useless. Effect removable by a successful break enchantment or remove
curse.
*** Strobe light glow: Bodies of all effected emit a bright, flashing light illuminating a 30-foot radius.
Until this effect is removed, all wandering monster encounters happen at double frequency, and Stealth attempts to hide automatically fail.
@ Abyssal chanting: Dire chanting in Abyssal, reciting psalms to Orcus, follows victim wherever he goes. This gives foes a +10 circumstance
bonus to Perception checks to hear the person, and the victim must make a Concentration check whenever casting spells to avoid disruption,
unless the caster is a worshipper of Orcus. Orcus followers actually gain the effects of protection from good for as long as the effect is active. A
successful break enchantment or remove curse ends the effect.
@@ Unholy insight: Gain insight into the next puzzle or dilemma (information determined by GM, but should be equivalent to a divination
spell in quality, with no chance of failure). This knowledge comes at a price good creatures who gain the insight are confused for 1d4+1
rounds; neutral creatures are stunned 1d4+1 rounds, and evil creatures suffer no adverse effect. These penalties apply when the insight is gained.
The insight cannot be used for this encounter area.
# Calmness: While under the effect of the calming emotion, the victim receives a +4 bonus on saves against all other spells and effects that
generate emotional reactions (fear, rage, etc.); however, the victim cannot use emotion-induced special abilities, most notably barbarian raging.
## Comatose slumber: This sleep lasts indefinitely until dispelled. If the victim is damaged, he is allowed a Will save with a base DC of 24
minus the damage inflicted.
PRIZE: Whoever steps on this square first gains a permanent +1 inherent bonus to all ability scores. This is a one-time benefit; after it has
been triggered, if it is activated again it produces a harm effect, no save.
sucked into the area above the newly formed black squares at the end of
the round. More importantly, while this transfer is taking place, all glyphs
on the board are deactivated, and tiles can be freely moved across without
marking them off against the tile count.
Sixteen tiles triggered: All blood-red tiles turn white in a transformation
taking one round. At the end of this, the board should look like a mirror
image of its first appearance when the PCs entered the room. The count
also resets at this point.
Ad hoc XP adjustment:
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This is the third of four chambers decorated with frescoes. Each depicts
a scene from the history of this dungeon, particularly as it relates to the
Cult of Orcus.
The curved corners of this chamber hold frescoes depicting shadowy
forces building and consecrating tombs, digging graves, chiseling
tombstones, and interring creatures (people who saw the previous two
frescoed areas recognize many of the figures being buried as members
of the pursuing army). There are no traps or guardian beasts in this room,
though the GM is free to roll a wandering encounter check just the same.
The passageway leads into Level 10B: The Goblin Outpost. To progress
further through the Bloodways on the flowchart requires passing through
that level and exiting back into the Bloodways by another passageway.
This river crossing should be located at a low point within the Bloodways.
Be sure to have characters descend before arriving at this point.
The mists of nearby passages move forward, flowing out onto an
underground river. The water is wide and deep and dark, with crimson
mist dancing over its surface. Characters with sufficient light or visual
capabilities may be able to make out the opposite shore 25 ft. away. It is
up to them to determine how to cross the water. Those who fall in run the
risk of being swept southward into a submerged passage, which flows into
the Under Realms after leaving the Bloodways.
Searching the opposite shore with a successful DC 15 Perception check
reveals a grappling hook embedded in the stone near the southern end
of the shore, at the waterline. Attached to the hook is a rope of climbing,
which is currently submerged. It was abandoned by a group of adventurers
some years back when they were being pursued by a trio of devouring
mists, and did not have time to retrieve it.
This round room is dank, with moss growing on the floor, and trailers
of slimy fungus dangling from the ceiling, dripping water. The red mist
trails through the room in thin streamers, like the fingers of a hungry beast.
The chamber is normally unlit, but if examined without light sources,
millions of glowworms can be seen festooning the walls and ceiling,
giving the place the feeling of an observatory.
The entire floor of this room is the lid to a pit trap; it is triggered if more
than 500 pounds of weight is applied to the floor. Because of the moss on
the floor, it is especially difficult to detect. However, there are a couple
telltale signs to its presence: there are no clumps of larger fungi on the
ground, the water dripping from the ceiling is not pooling up anywhere;
and a successful DC 25 Perception check or DC 20 Survival check reveals
that there are no obvious footprints of creatures in the room, but there are
a few scuffed areas. For each of these facts the PCs discover, subtract 5
569054
CR 4
ROT GRUBS
XP 1,200 (Frog God Games, Tome of Horrors Complete,
Hazards, Rot Grub)
Type infestation; save Fortitude DC 17; onset Immediate;
frequency 1/round; effect 1d2 Con damage per grub
ADVANCED VARIANT OTYUGHS
CR 6
XP 2,400
CE Large aberration (Pathfinder Roleplaying Game Bestiary,
Otyughs)
Init +2; Senses darkvision 60 ft., scent; Perception +13
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, 1 size)
hp 90, 88, 70 (9d8+36 plus 9)
Fort +7; Ref +5; Will +9
Immune disease, infestation
Speed 20 ft.
Melee bite +11 (1d8+6 plus disease), 2 tentacles +10 (1d6+3
plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
Special Attacks constrict (tentacle, 1d6+3), stunning rend
Str 22, Dex 14, Con 18, Int 4, Wis 17, Cha 10
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Base Atk +6; CMB +13 (+17 to grapple); CMD 25 (27 vs. trip)
Feats Ability Focus (stunning rend), Multiattack, Skill Focus
(Perception), Toughness, Weapon Focus (tentacle)
Skills Perception +13, Stealth +6 (+14 in lair); Racial Modifiers
+8 Stealth in lair
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CR 2
statue, but rather its reflection, and can only be seen in the mirrors.
Due to the peculiar enchantments of this figure, it cannot be attacked
directly; doing so strikes only air. Instead, a person must look into the
mirrors and fight it while keeping his eyes fixed on the creatures reflection;
only then shall his weapons strike home. Attacking in this fashion incurs
a 4 circumstance penalty to attack rolls and a 2 penalty to armor class.
Further, the reaper reflection gets concealment the further away from the
mirrors one is: 20% if 10 ft. away, 30% if 15 ft., and 40% if 20 ft. or more
away. The bone reaper reflection cannot leave the room.
The statue is surrounded by a solid, permanent forcecage. If this barrier
is somehow bypassed and the statue within damaged, the reflected statue
is likewise damaged. However, if all the mirrors in the room are destroyed,
removed, or covered, the reaper becomes unable to attack the PCs, though
it is not destroyed. Creatures that are invisible or otherwise do not reflect
cannot be struck by the bone reaper, since they have no reflections for
it to attack. Shattering the mirrors does not stop it, as it can still attack
reflections viewed in the shards.
Examination of the mirrors reveals them to be non-magical. Each one
has hardness 1 and 5 hit points.
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(Sublevel 9DIV)
The passageway leads into Level 10C: The Talon of Orcus. To progress
further through the Bloodways on the flowchart requires passing through
that level and exiting back into the Bloodways by another passageway.
DESCRIPTION
This looks like a normal human or humanoid tooth.
When placed in the socket of a freshly-removed tooth,
it grafts itself in place, and assumes a form in harmony
with the teeth around it. Thereafter, whenever the
creature with the tooth bites down upon it (a free
action), it provides one minute of breathable air,
protecting against vacuum, drowning, and poisonous
fumes for the duration. Once the tooth has been
activated, or when it is first emplaced, it requires one
hour to charge itself before it can function again.
As the PCs draw near this cavern they hear a distant roaring sound, as
of high winds or a waterfall, and the mist around them starts flowing in
a breeze in the same direction they are traveling. 100 ft. further on the
passageway opens into a large cavern.
The roaring sound resolves into a whirl of red vapor, propelled
into a swirling cone in a funnel-shaped chamber. The mist is being
drawn around and downward to a dark, narrow opening far beneath.
Openings of other passages from this chamber beckon, accessed by
a network of one foot wide ledges that web the walls of the cave.
The wind plucks at garments and gear, tugging anyone near the edge
toward the dark abyss, and the sound of the wind seems to echo with
mocking laughter.
This funnel-shaped cave has a domed ceiling, and is 80 ft. wide near
the ceiling, narrowing down to a diameter of only 8 feet at the base, 100
ft. from the ceiling. A total of 12 passages open into the room, accessed
by ledges. Without the wind, land-bound folk need to make a DC 5 Climb
check or DC 15 Acrobatics check to traverse the ledges safely, with
failure resulting in a fall of 1060 feet before landing on another ledge,
or disappearing through the opening at the bottom. With the gusty wind,
add +4 to the DC of these checks. The wind remains as long as the rooms
occupant is alive to move them.
The winds in this cave are propelled by a greater air elemental named
Shreee, of particularly malicious disposition, who enjoys tormenting
fleshy mortals before disposing of them. If addressed in Auran, Shreee
responds to their inquiries, but fully intends to play with and kill its new
toys no matter what is discussed.
While it dwells in this chamber the elemental is able to remain in
whirlwind form indefinitely, thanks to special enchantments placed upon
the cavern.
Passages opening out from this chamber lead to other parts of the
Bloodways. Those falling through the bottom shaft fall 100 feet before
landing on a pile of rocks and debris in the middle of a small cavern with
other exits; the cave around the debris pile is covered with a 2-foot-deep
layer of foul water.
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CONSTRUCTION
Requirements Craft Wondrous Item, water breathing;
Cost 7,500 gp
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arising. In this room, 8 bone warriors stand within the upright sarcophagi near
the doors; 6 sword wights lie in the sarcophagi surrounding the centermost
one, which holds the remains of Duke Aerim, the Bloodwraith.
BONE WARRIORS (8)
CR 5
XP 1,600
Bloody skeleton fighter 4 (Pathfinder Roleplaying Game
Bestiary, Skeleton, Variant Skeleton)
N Medium undead
Init +6; Senses darkvision 60 ft.; Perception+0
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural,
+2 shield)
hp 45 (1d8+4d10+10 plus 4); fast healing 2
Fort +6; Ref +3; Will +3
Defensive Abilities channel resistance +4, deathless; DR 5/
bludgeoning; Immune undead traits
Speed 20 ft. (base 30 ft.)
Melee mwk falcata +8 (1d8+4/1920/x3) or mwk dwarven
waraxe +8 (1d10+4/x3)
Str 15, Dex 14, Con , Int , Wis 10, Cha 14
Base Atk +4; CMB +6; CMD 18
Feats Exotic Weapon Proficiency (falcata or dwarven
waraxe)B, Improved InitiativeB, Weapon Focus (falcata
or dwarven waraxe)B, Weapon Specialization (falcata or
dwarven waraxe)B
SQ fighters legacy
Gear chainmail, heavy steel shield, half wield masterwork
falcatas, and the rest wield masterwork dwarven waraxes,
all but one has a golden circlet set with a ruby (250 gp)
CR 6
CR 10
DUKE AERIM, THE BLOODWRAITH
XP 9,600
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., lifesense; Perception +21
Aura unnatural aura (30 ft.)
AC 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
hp 130 (12d8+72)
Fort +10; Ref +7; Will +12
Defensive Abilities channel resistance +4, incorporeal,
rejuvenation; Immune undead traits
Weaknesses sunlight powerlessness
Speed fly 60 ft. (good)
Melee incorporeal touch +12 (1d6 negative energy plus 1d6
Con drain plus 1d6 bleed)
Special Attacks create devouring mist, create spawn,
malevolence, object teleportation
Str , Dex 16, Con , Int 14, Wis 14, Cha 22
Base Atk +9; CMB +12; CMD 31
Feats Ability Focus (Constitution drain), Alertness, Blind-Fight,
Combat Reflexes, Improved Initiative, Iron Will
Skills Diplomacy +18, Fly +22, Intimidate +21, Knowledge
(religion) +11, Perception +21, Sense Motive +15, Stealth +18
Languages Abyssal, Celestial, Common
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Tactics: In the first round of being awakened, the Bloodwraith leaves its
enclosure and attacks the nearest living creature, while the other undead use full
round actions to open their containers and arise. The next round, the undead begin
their assault, not stopping until everyone in the room is slain.
Treasure: The outlying sarcophagi contain nothing of value beyond the items
carried by their tenants, but the central sarcophagus is another story. It is magically
trapped with a curse that affects anyone opening the sarcophagus, or assisting in
its opening (see below).
Within the sarcophagus lie the remains of the Bloodwraith, which bear the
following: a robe fashioned of cloth-of-gold (cloak of resistance +4), a golden
circlet about its brow that functions as a headband of mental prowess, granting a
+4 enhancement bonus to Wisdom and Charisma, a +2 ghost touch greatsword,
and a suit of +1 mithral full plate armor of spell resistance (SR 18). These items
are clad on the physical remains of Duke Aerim, once a human 15th level fighter
centuries ago.
Development: The Bloodwraith may be defeated, but it manifests 2d4 days
later until its essence is purged from its remains and all of its gear. This means
that if Duke Aerims sarcophagus is looted, the characters have to deal with the
Bloodwraith again and again until laid to rest (see sidebar).
BESTOW CURSE TRAP
XP 6,400
Type magical; Perception DC 34; Disable Device DC 34
CR 9
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investigation of the pool reveals that it descends into cool blue darkness.
With a successful DC 12 Perception check, viewers notice a stone box
with a closed, locked lid protruding from the wall at the back of the pool,
about two feet beneath the surface. But before they can do anything about
this, they are attacked! The top of the pool is actually Agoragia, a greater
water elemental that monitors the flow of water through the room. It
attacks anyone who comes within five feet of it, probably with surprise
(DC 30 Perception check to spot without magical assistance). When it
does so, it no longer controls the flow of the water from the pool, releasing
a geyser of water that shoots to the ceiling.
This release also eases pressure off a trigger mechanism 60 ft. down
the shaft, causing the stone doors to close unless previously blocked open.
In addition, steel bars extrude from the floor and ceiling in the doorways,
entering shafts in the top and bottom of each door. Once activated, the
only way to reverse this is to either wait for the trap to run its course or
else descend 60 ft. into the shaft, find the trigger (DC 15 Perception),
and then attempt to disable it (DC 20 Disable Device). Alternately, the
characters can try to smash through the doors (hardness 8; 60 hp; Break
DC 28). If the stone doors are smashed or if they had been previously
spiked, the characters must still penetrate the steel bars blocking the
doorway (hardness 10; 30 hp; Break DC 30, for each bar).
Meanwhile, a trapdoor beneath the drainage grate closes when the
geyser begins, and the room starts to flood. The water level in the room
rises at the rate of 1 ft. per round until the chamber is entirely flooded (in
15 rounds). Of course, characters may be preoccupied the first few rounds
due to the rampaging elemental.
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This fifty foot square room has a door on the center of each wall.
Running diagonally along the floor from each corner of the room to its
opposite is a glowing line of runes, which causes the hip-deep fog in
the room to glow with a fiery light. The floor is otherwise smooth and
seamless.
The runes radiate strong enchantment and necromantic magic auras if
such are checked for, and throb ominously whenever a living creature
comes within five feet of them.
Despite the foul appearance of these rune lines, they are completely
harmless. Have anyone fooling with the runes or crossing over them roll
bogus Fortitude or Will saves, then make some secret notes like you are
recording the hidden results. If the party spends too much time poking
around in here, roll for wandering monsters.
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Tactics: Moigil casts mage armor on herself before leaving her lair; she
then lurks just below the grating (which can easily and silently be lifted
upwards on recessed hinges). When an opportune moment presents itself,
she starts casting spells augmented with the Silent Spell feat. She likes
using fear to thin a partys numbers, or confusion to distract them. She
follows with feeblemind on spellcasters and hold monster on fighter types
once she deems them sufficiently softened. If her presence is detected,
she fights until reduced to 30 hit points or less, and then retreats into her
lair. If pursued there, she continues to fight until dead.
Treasure: Within Moigils lair is her treasure: 870 gp, 1,623 sp, an
elixir of truth, a potion of detect thoughts, and a silver-chased ivory scroll
tube (value 100 gp) containing a scroll that has become waterlogged
and useless. There is also a dismembered hand wearing two rings a
plain platinum band (worth 50 gp), and a ring of counterspells, currently
uncharged.
9D28 Exit
(Sublevel 9DIII)
There is no detail map for this area. Eventually the Bloodways open
out into another natural cavern. Much like the entry, many similar-looking
corridors open into this chamber. The red mist fills the bottom three feet,
swirling around in a great pool that drains into a pit in the rooms center.
Beyond the pit, a set of stone stairs ascend eight feet to an opening on one
wall, which is surrounded by etchings of people being bled and tortured.
The passage beyond the lintel leads to a sinkhole in a great cavern (Area
9A5). The pit descends 80 ft. before opening into a swiftly-flowing
underground river. Those who fall in are swept back into the Bloodways
via an underwater floodway (Area 9D65).
569061
The following encounter areas are designed for use with the Bloodways
Sublevel Maps, though they can easily be cannibalized and used elsewhere
in the Bloodways using the flowchart method, or even placed in other
parts of Rappan Athuk.
This area is webbed with 10 ft. wide worked stone corridors, with
ceilings 15 ft. high. A couple of passages end in small, identical room
suites of unknown purpose. These halls are highly susceptible to moving
stone blocks and intermittent teleportation fields.
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This long passage is 20 ft. wide. Its walls are carved to resemble pillars
supporting an ornate ceiling, while the areas between these false pillars
depict a weathered but beautiful landscape. These images, a memorial to
Duke Aerim, are depictions of the landscape around his ancestral home,
long ago. No specific landmarks are shown, unless you choose otherwise.
(Sublevel 9DI)
This large natural cave has a ceiling up to 60 ft. high, and is filled with
stalagmites and stalactites. Water flows in from the west, enters a large central
basin, then flows out through a crudely carved channel into the north wall,
where it eventually curves around to Area 9D33. Because of its size and water
supply, it is frequently used as hunting grounds for creatures of the Bloodways
wandering monsters should be checked for at double the standard frequency.
9D33. Waterfall
(Sublevel 9DI)
free before going over. There is also a two foot wide crack in the south
wall that opens into a passage leading southward. Getting from one to the
other would require much skill and effort without magical aid.
West of the waterfall there is one other point where the ceiling of the
submerged river hits an air pocket. At this point, a bridge built long ago
arches over the flow, with passages exiting north and south.
Water from Area 9D32 flows into an open cavern where the water
eventually plunges over a precipice to Area 9D49. A ledge runs along
the north wall near the plunge, where those in the water might try to pull
Tangled passages like these are preferred hunting grounds for shadow
hunter snakes, which use the interconnecting corridors to surround prey and
come at it from different directions. There is a 50% chance 1d3 snakes inhabit
the warren, and if so, a 30% chance they have 1d6 hatchlings as well.
SHADOW HUNTER
XP 4,800
hp 76 (see Wandering Monsters, above)
CR 8
CR 2
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hp 22 (3d10+3)
Fort +4; Ref +4; Will +1
Defensive Abilities shadowblend
level 9d
9D38. Chasm
A great rift runs through all four sublevels of the Bloodways. Near the
top, a few ledges open out from it, revealing the yawning gulf below. On
Sublevel 9DII, a natural stone bridge connects two of these levels. On
Sublevel 9DIII, the majority of the chasm ends where it connects with
the Purple Worm Complex (Area 9D50), though a final fissure continues
deeper into the nest on Sublevel 9DIV. The total height, top to bottom,
of this chasm is roughly 350 ft. Feel free to stock the chamber with flightcapable wandering creatures, like dire bats or devouring mists.
The warren near the center of Sublevel 9DIV is larger than the others,
and contains 3 shadow hunters and 1d4+6 hatchlings, which live in the
northern cave.
SHADOW HUNTERS (3)
XP 4,800
hp 76 (see Wandering Monsters, above)
CR 8
CR 2
9D40. Geodes
(Sublevels 9DI and II)
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(Sublevel 9DI)
9D36. Cavein
(Sublevel 9DI)
The earth collapsed here long ago, bisecting a once larger cavern. The
blockage is impassible without serious earth-moving efforts, and even
then there is a significant risk of further collapse.
9D37. Teleporter
(Sublevel 9DI)
This cavern was dammed to the north by priests of Orcus, and now
contains a vast quantity of blood-red liquid condensed bloodmist.
The liquid spills through channels atop the dam and into Area 9D54 on
Sublevel 9DIII. Several nearby chambers were carved out for monitoring
of the dam and reservoir, but these have been abandoned and stripped of
contents long ago. A ledge to the south on Sublevel 9DI provides one of
the few access points to the Forgotten Tombs (Area 9D56).
Stairs have been carved into two passages that spiral downwards from
the top of the complex to the bottom. The inward spiral moves down
counterclockwise, while the outer spiral travels downward in the opposite
direction. Interestingly, there is no direct connection between the two
staircases.
This 20 ft. wide corridor traverses much of the northern half of Sublevel
9DII. The floor is coated with a two-inch-deep layer of blood-red liquid
(condensed bloodmist), which imposes a 2 circumstance penalty on Stealth
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checks to move quietly through it, as well as serving to conceal a pit trap
at an intersection to the northeast, that drops 60 ft. to Sublevel 9DIII. The
Grand Halls are also filled with a large concentration of moving stone walls
that seal and unseal sections, so while the halls themselves cover a large
area, PCs may only be able to explore one segment at any time.
PIT TRAP
CR 4
XP 1,200
Type mechanical; Perception DC 22; Disable Device DC 22
Trigger location; Reset automatic
Effect 60 ft. deep pit (6d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 20 ft. square area)
held in check only by a set of rusty iron rods. In the floor 20 ft. west of the
trapdoor in the floor to the east (the trapdoor is marked on the map with an
X) triggers this fiendish device. Those in the hall hear a rumbling sound,
of stone rolling on stone, coming from the west and getting louder! This
is actually an illusion, designed to encourage victims to flee eastward, and
fall through the now active pit trap.
The pit plunges down two sublevels (120 ft.) to Sublevel 9DIV. To
make matters worse, there is a pressure plate in the floor at the base of
the pit that causes a boulder to come rocketing through a side passage
on Sublevel 9DIII (from Area 9D53), right onto the heads of anyone
unlucky enough to fall through the pit! The GM may wish to locate some
valuables from past victims at the bottom of the pit, though if he is feeling
particularly cruel, he may put a devouring mist down there as well, ready
to feed on the carcasses of anyone who falls prey to this deathtrap.
PIT TRAP
CR 8
XP 4,800
Type mechanical; Perception DC 22; Disable Device DC 22
(Sublevel 9DII)
This cavern is not particularly notable, except for a small stream that seeps
out of the rocks in the ceiling, flows along a channel on the northern wall, and
empties through a hole in the floor, dumping the water eventually in a pool in
Area 9D50A. Noises of the purple worms that live down there might drift
up through this hole, and heard by the attentive (DC 15 Perception check).
This large hall has the symbol of Orcus carved into the floor at its
center. It is impossible to get from one end of the hall to the other without
traversing it. The symbol radiates evil and magic if checked, and has the
following effects: devout followers of Orcus are blessed; good-aligned
beings must make a DC 18 Will save or be struck by a doom effect that
lasts 12 hours. The CL for the effect is 18th. Award good PCs who deface
the symbol a suitable XP bonus.
Water flows from Area 9D33, over a waterfall, and into a large
chamber. At the center of the chamber is a massive stalagmite 20 ft. in
diameter at its base, and stretching up 35 ft. Water from above strikes the
stalagmite dead center, and flows around it into the chamber below, where
it swirls and foams violently, then travels through a passage westward,
bound for Sublevel 9DIV. Anyone falling from above risks impalement
on the stalagmite (4d10 damage, plus 1d10 damage every additional
round until dead and ripped apart, or a DC 15 Strength check is made
to pull oneself free). Those who escape impalement still must deal with
the falling damage (6d6) and the high risk of drowning in the turbulent
waters. Several passages slope upward from the chamber floor, leading to
other parts of the complex.
(Sublevel 9DII)
This one-foot wide passage worms between two larger corridors. Small
creatures may get stuck within it, and Medium or larger creatures cannot
pass through without serious risk of getting stuck. Details of how likely
this occurs are left to the sadism of the GM.
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These long corridors are decorated with bas reliefs depicting humans
locked in mortal combat with other humans, demons, and stranger
monsters; in general, the demons and their allies are depicted as winning.
Two small chambers to the north, flanking the entrance to Area 9D22,
are lined with small stone sarcophagi, each stuffed with a moldering
corpse. Ceiling height is 20 ft. in the passages and chambers.
This circular chamber holds a half dozen smooth stone boulders 8 ft. in
diameter, set in a massive stone bin over a switching mechanism at the center
of the room. When a trap is activated, the mechanism swivels, and directs a
boulder down the appropriate passage. The swiveling mechanism broke long
ago, however, so now all boulders travel northeast, to Area 9D48. The
southwest passage slopes down to a cave-in that occurred long ago, while the
eastern passage curves around to a ceiling panel at Area9D53A; though the
trap there no longer functions, a PC who gains access to this forgotten part of
the dungeon may still make use of it in their explorations. Because the chamber
sees so little use, roll wandering encounters at one third the usual frequency.
Blood liquid from the reservoir in Area 41 flows through a passage into a large
chamber where it is churned up into a mist and dispersed throughout the complex
via a powerful magical effect. This effect has very unfortunate consequences
on other items brought in as well. Anything entering the cavern is subject to a
disintegrate effect, cast at 18th level, with a DC 20 Fortitude save to resist.
Disintegrated matter is actually spread throughout the complex, where it joins the
existing gore and debris that grants the Bloodways its pleasant ambiance.
This small section of the Bloodways is the home of a large nest of dire
rats, which have inexplicably managed to survive in the face of everhungry devouring mists and other creatures. Over 60 of the beasts dwell
in these caves. A passage leading northeast of the breeding cave ends in a
cave-in, where it once attached to one of the boulder room traps.
DIRE RATS (60)
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
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CR 17
MARILITH
XP 102,400
hp 264 (Pathfinder Roleplaying Game Bestiary, Demon,
Marilith)
NALFESHNEE (2)
CR 14
XP 38,400
hp 203 (Pathfinder Roleplaying Game Bestiary, Demon,
Nalfeshnee)
These three rooms are all identical (two located at the north end of the
level, one in the middle of the eastern end); they are 20 ft. deep and 30 ft.
wide, and featureless. However, at random intervals every 1d20 rounds,
all within are teleported to one of the other two chambers. This teleport
produces no discernible phenomena, so victims only begin to suspect
what happened if they happened to be detecting for magic at the time it
occurs, or once they leave the chamber and continue to explore.
(Sublevel 9DIII)
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Water from the water pillar chamber (Area 9D49) flows westward
and downward at a slant, eventually emptying into a roughly 40 by 80
ft. cavern, with a whirlpool at the southwest end. Anything entering the
whirlpool is sucked down to Area 9D65, taking 6d6 points of falling
damage in the process.
Long ago, a stone golem was teleported into this chamber through
a magical mishap from the Talon of Orcus (Level 10C). They have
never found it, and in the absence of orders, the golem continues with
its last instructions: to fight anyone not wearing vestments of the Orcus
priesthood, and obey the orders of anyone wearing such vestments until
instructed otherwise. In the unlikely case that a PC wears such garments,
and can find a way to get the golem out of this isolated region, they could
take the golem along with them as a useful ally, at least until it receives
orders to the contrary from a legitimate Orcus priest!
STONE GOLEM
CR 11
XP 12,800
hp 107 (Pathfinder Roleplaying Game Bestiary, Golem,
Stone)
(Sublevel 9DIV)
A large colony of pallid white toadstools sprout from the rocky floor in this
large cavern. Dire rats can occasionally be found here, along with more deadly
creatures hunting them. Double the frequency of wandering encounters.
This 40 ft. tall, 80 ft. diameter chamber was once considered for use as
a fighting pit for goblins before the complex became the tomb of Duke
Aerim. A gallery for spectators 30 ft. deep runs along the eastern wall, 10
ft. above the pit floor.
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9D64. Waterfalls
(Sublevel 9DIV)
(Sublevel 9DIV)
Two streams merge in a natural cave; the one from the west falls over a
20 ft. drop, while the smaller stream from the north drops 40 ft. Water then
flows southward and back underground.
9D65. Sluice
9D69A. Upstream
(Sublevel 9DIV)
(Sublevel 9DIV)
Three submerged streams empty into this arm of the lake; ledges to the
northeast and southwest overlook the area, each 15 ft. above the surface
of the water. The current flows southwest, over a waterfall that drops 15
ft., with a massive stone dividing the falls into two smaller offshoots. Past
this, the lake flows to Area9D69B, with the only other opening being a
small, sandy beach to the northeast.
(Sublevel 9DIV)
(Sublevel 9DIV)
This immense cavern has a ceiling 30-60 ft. high, and a depth of up to
80 ft. Several massive pillars help support the ceiling, and a lone rocky
island (Area 9D70) provides footing in the lake. There is an opening
to the north leading to Area969D, and one in the southwest leading to
Area9D69C. Water exits this cavern through Area9D69C and through
a submerged passage to the southwest, which leads out of the Bloodways
and into deeper caverns beneath the earth.
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(Sublevel 9DIV)
CR 7
A long arm of the lake travels westward, with a single opening on the
southern wall set 30 ft. above the water level. Eventually the lake comes to
another waterfall, this one only 8 ft. high, and thence into a pool at the edge
of the purple worm caverns (Area 9D50). From this final point, a vertical
shaft at the bottom of the lake drains water downward into deeper caverns
beyond Rappan Athuk. There is one additional passage leading off here, to
the south of the waterfall, on a low, rocky ledge. Swimmers heading for the
falls can make an easy DC 10 Swim check to end up here instead.
(Sublevel 9DIV)
(Sublevel 9DIV)
Tucked away off the shadow hunters largest lair is a 50 ft. diameter
cavern with a strange obelisk of pale blue crystal at its center. The crystal
has hardness 10 and 100 hit points. The exact meaning of this obelisk is
left to the GM, though here are a few suggestions:
The crystal has grown from a gem set in a major magic item; if the
crystal is shattered, the item can be retrieved, though it needs repair work
equal to 1/4 its market value to be rendered functional.
The crystal marks the final resting place of a fallen druid with close
ties to the plane of Earth; damaging or breaking the crystal summons 2
elder earth elementals to defend the grave.
The obelisk is actually a mutated crystalline roper, with all the stats
of a standard roper save that it has DR 10/bludgeoning and magic, 100
hp, and CR 13; shards of the ropers body can be sold for up to 15,000 gp.
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Level 10:
The Lava Pit
Level 10
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative
Skills Ride +10, Stealth +15, Swim +4; Racial Modifiers +4 Ride,
+4 Stealth
Languages Goblin
Gear leather armor, light wooden shield, handaxe, dagger,
2 javelins, shortbow, 20 arrows, 3d4 sp, 2d4 cp.
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Speed 30 ft.
Melee dagger +9 (1d3/1920)
Ranged shortbow +10 (1d4/x3)
Special Attacks rogue talents (finesse rogue), rogue talents
(weapon training), sneak attack (+3d6)
Detections: None.
Shielding: None.
Continuous Effects: Most of this level radiates severe
heat (Areas 108, 10, 11, 13, 14, and 17 radiate
extreme heat (see the Pathfinder Roleplaying Game
Core Rulebook, Environment, Heat Dangers, for
additional information). Area 104 is uncomfortably
cold, but not dangerously so.
Standard Features: Unless otherwise noted, all doors
on this level are locked and made of iron (2 in. thick;
hardness 10; hp 60; Break DC 28, Disable Device
DC 20). All secret doors are made of iron (2 in. thick;
hardness 10; hp 60; Break DC 28, Disable Device DC
20, Perception DC 20).
Str 10, Dex 20, Con 14, Int 13, Wis 8, Cha 8
Base Atk +3; CMB +2; CMD 18
Feats Dodge, Mobility, Point-Blank Shot, Weapon FinesseB,
Weapon Focus (shortbow)B
Skills Acrobatics +13, Appraise +9, Bluff +7, Climb +8, Disable
Device +13, Escape Artist +13, Knowledge (dungeoneering)
+8, Perception +7, Ride +10, Stealth +21; Racial Modifiers +4
Ride, +4 Stealth
Languages Common, Goblin
SQ trapfinding (+2)
Gear masterwork studded leather armor, shortbow, 40
arrows, dagger, mining tools, thieves tools, 2d4 sp, 2d4 cp
GOBLIN WARRIOR
CR 1/2
XP 200
Male goblin warrior 2 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception 1
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield,
+1 size)
Speed 30 ft.
Melee handaxe +3 (1d4/x3) or dagger +3 (1d3/1920)
Ranged javelin +5 (1d4) or shortbow +5 (1d4/x3)
GOBLIN LEADER
CR 4
XP 1,200
Male or Female goblin rogue 5 (Pathfinder Roleplaying
Game Bestiary, Goblin)
NE Small humanoid (goblin)
Init +5; Senses darkvision 60 ft.; Perception +7
Difficulty Level: 12
Entrances: Stairs from Levels 7A and 9.
Exits: Stairs to Level 13A.
Wandering Monsters: Check once every 12 hours on
1d20:
12
3
45
5
720
hp 15 (2d10+2 plus 2)
Fort +4; Ref +2; Will 1
LAVA CHILD
CR 3
XP 800
hp 22 (Frog God Games The Tome of Horrors Complete,
Lava Child)
ACOLYTES OF ORCUS
CR 2
XP 600
Male orc disciple of Orcus 3 (Pathfinder Roleplaying Game
Bestiary, Orc, see Appendix B)
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This hallway is initially open from the north to the south. If a character
makes a careful examination of the floor and succeeds at a DC 30
Perception check, they discover scrapings and detects the shifting wall.
The wall cannot be triggered nor prevented from triggering in this room. If
any of the pit traps (see Areas 106 and 108) are triggered, the corridor
shifts, closing off the northern exit. It remains closed off for 2 weeks, then
resets.
CR 6
Piles of human and humanoid bones, charred and blackened from the
heat, are piled knee-deep all over the room. There is nothing of value
or interest here. All souls once found in the bones have been devoured
(through demonic sacrifice). Hence, speak with dead and other like spells
automatically fail.
Magma: Anyone falling or being pushed into the magma takes 20d6
points of fire damage per round immersed, continuing to take fire damage
for 2 rounds after being removed. Anything flammable coming within 5 ft.
of the magma must succeed on a DC 15 item Fortitude save or be ruined
(ignite, melt, boil away, etc.).
Gate to the Plane of Fire: In this cavern, 40 ft. under the magma surface
is a gate to the Plane of Fire. If the GM desires the PCs to adventure there,
this access point is available; however, no details are provided here.
This room and this room alone is not affected by the heat of this level.
Behind the secret door, fixed in midair, is a permanent freezing sphere.
This was placed here so that priests of Orcus could move through this level
without dying from the heat during their travels from Level 9. It is far too
cold to sleep here; however, spending a few minutes in this room can allow
a minute for minute prevention of the heat effects for up to 5 minutes.
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This small cavern radiates heat as does the rest of the level. Attracted to
the heat are 6 thoqqua, who burrow periodically into the magma to keep
warm. They are relatively mindless vermin and fight until slain. They
have no treasure.
THOQQUA (6)
CR 2
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary 2, Thoqqua)
This carved and beautiful bridge spans the cavern and passes over the
magma pit detailed in Area 7. It appears to be made of solid gold (it
is). The bridge is magically enchanted to resist all forms of fire and heat,
and it cannot be melted by anything short of divine power. The bridge
weighs over 200,000 pounds and is worth millions of gold pieces. Anyone
taking it away draws the enmity of the ruler of the Plane of Fire. This huge
treasure, thus, is for show only. It is unlikely that the PCs are capable of
moving this bridge.
This pit trap is similar to those from Areas 106 and 8. Instead of
being a damaging trap, it simply opens into a slide that deposits the
victims into Area 13A2 on Level 13A, the Goblin Barracks, where the
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dozens of gems, and other pretties. The only catch is that all of this
material is superheated. If placed in any flammable container the
material must succeed on a DC 22 item Fortitude save or ignite (or
melt). Likewise, handling any of the material deals 1d6 points of
fire damage to any exposed flesh it touches each round. This effect
is treated as magical fire, so unseen servants and other summoned
helpers not immune to fire are damaged as well. The treasure cannot
be cooled while it remains on this level. If any material is actually
taken out of the room, 2 efreeti guards are called forth from the Plane
of Fire to slay the intruders.
EFREET (2)
XP 4,800
hp 95 (Pathfinder Roleplaying Game Bestiary, Genie,
Efreeti)
CR 8
Tactics: The efreeti first call for help from Area 107 and then
commence their attacks. The efreeti create walls of fire in front of the
treasure, and then use pyrotechnics to blind all within the area of effect
with the smoke. One then wades into melee with a spellcaster, while the
other summons aid from the numerous salamanders on this level.
Treasure: This room contains a total of 28,000 sp; 11,000 gp; and 76 gems
of various shapes, sizes, and makes worth approximately 140,000 gp.
CR 6
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Str 24, Dex 12, Con 22, Int 14, Wis 15, Cha 13
Base Atk +15; CMB +23; CMD 34 (cant be tripped)
Feats Cleave, Great Cleave, Improved Iron Will, Iron Will,
Power Attack, Skill Focus (Perception), Skill Focus (Craft
[weaponsmithing]), Vital Strike
Skills Acrobatics +19, Bluff +19, Craft (weaponsmithing) +30,
Intimidate +19, Knowledge (planes) +20, Perception +26,
Sense Motive +20, Stealth +15; Racial Modifiers +4 Craft
(armorsmithing, blacksmithing, and weaponsmithing)
Languages Common, Ignan
Gear +3 longspear
Heat (Ex) A noble salamander generates so much heat
that its mere touch deals an additional 1d8 points of fire
damage. A salamanders metallic weapons also conduct
this heat.
Secret Door: There is a stone secret door leading to/from
Area 1014; 2 in. thick; hardness 10; hp 60; Break DC 28,
Disable Device DC 20, Perception DC 30.
CR 8
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Str 24, Dex 16, Con 24, Int 12, Wis 18, Cha 26
Base Atk +23; CMB +31 (+35 to grapple); CMD 48 (cant be
tripped)
Feats Alertness, Cleave, Deceitful, DodgeB, Empower Spell,
Eschew MaterialsB, Extend Spell, Great Cleave, Greater
Spell Focus (evocation), Improved Initiative, Iron Will,
Lightning ReflexesB, Power Attack, Quicken Spell, Skill Focus
(Perception), Skill Focus (Craft [weaponsmithing]), Spell
Focus (evocation), Vital Strike, Weapon Focus (longspear)
Skills Acrobatics +22, Bluff +35, Craft (weaponsmithing)
+29, Disguise +10, Intimidate +28, Knowledge (planes) +24,
Perception +33, Sense Motive +26, Spellcraft +25, Stealth
+18; Racial Modifiers +4 Craft (armorsmithing, blacksmithing,
weaponsmithing)
Languages Common, Ignan
SQ bloodline arcana, elemental movement
Gear lesser rod of maximize spell,+3 longspear, ring of
protection +2, headband of alluring charisma +4, dusty
rose ioun stone, platinum chain with star burst ruby pendant
(1,500 gp)
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CR 10
Tactics: The salamanders fight to the death. Every morning, Irtuk casts
an extended mage armor on himself followed by moment of prescience.
If the group hears the gong from the outer room, Irtuk casts shield and
protection from energy (cold). The priests cast death ward and spell
resistance. All of these spells are included in the stat block above. If
theres still time, Irtuk casts see invisibility and the priests cast bless.
These second effects are not included above.
When combat begins, Irtuk opens by targeting a melee-oriented target
with dominate person, hoping to add one more meat shield. The priests
cast shatter on the melee weapons. If opponents seem to prefer to engage
in melee combat, Irtuk casts haste to improve his groups abilities. If a
single target seems to rely heavily on spellcasting (especially somebody
who appears to be a wizard or sorcerer), Irtuk moves in (using Acrobatics
if necessary,) and casts anti-magic field and engages that target in melee
combat.
The priests choose their spells wisely, covering further buffs for their
group with deadly targeted spells such as slay living.
The elite salamanders simply attack, trying to keep the PCs away from
the spellcasters until they are ready to join the fray.
Str 22, Dex 12, Con 24, Int 16, Wis 20, Cha 18
Base Atk +22; CMB +29 (+33 to grapple); CMD 42 (cant be
tripped)
Feats Bleeding Critical, Cleave, Critical Focus, Great Cleave,
Improved Initiative, Iron Will, Power Attack, Selective
Channeling, Skill Focus (Perception), Skill Focus (Craft
[weaponsmithing]), Toughness, Vital Strike, Weapon Focus
(longspear)
Skills Acrobatics +22, Bluff +22, Craft (weaponsmithing)
+31, Diplomacy +24, Intimidate +22, Knowledge (arcana)
+21, Knowledge (planes) +21, Knowledge (religion) +21,
Perception +29, Sense Motive +23, Spellcraft +26, Stealth
+20; Racial Modifiers +4 Craft (armorsmithing, blacksmithing,
weaponsmithing)
Languages Common, Ignan
SQ aura
Gear +3 longspear, ring of protection +2, cloak of resistance +2
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Level 10A:
The Great Cavern
CR 6
WILL-O-WISP
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
CR 5
CR 1
GHOUL
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
STIRGE
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
XORN
XP 2,400
hp 66 (Pathfinder Roleplaying Game Bestiary, Xorn)
TROLL
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 6
Level 10A
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GARGOYLE
CR 4
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary, Gargoyle)
Difficulty Level: 12
Entrances: River channel from Levels 6, 6A, 9A; stairs from
Level 8.
Exits: Tar pit ladder to Level 12; river to Level 12; secret
passage to Level 9B; river passage to surface
(Area 10).
Wandering Monsters: Wandering monsters are a constant
threat in the Great Cavern. Roll every 30 minutes on 1d20
and consult the following chart. If combat occurs in the
open that is, not behind a closed door or in a side
cave the GM should roll again on the same chart after
five rounds of combat to see if the noise attracts other
creatures.
1
2
36
7
8
9
10
11
12
1320
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Treasure: 2,600 gp; a silver box inlaid with gems worth 2,000 gp;
3 gold cat figurines with diamond eyes worth 750 gp each.
CR 11
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Tactics: Villix attempts to attack intruders as they are making their way into
the chasm. He is quite vicious and uses his blindness, inflict moderate wounds,
and ray of enfeeblement rays first. If possible, of course, Villix positions himself
so that all six rays can be used simultaneously. If Villix is reduced to half his hit
points, he attempts to flee. If unable to flee, he bargains for his life, offering the
Treasure in exchange for quarter. If no quarter is given, he fights to the death.
CATERPRISMS (12)
CR 6
XP 2,400
hp 57 (Frog God Games The Tome of Horrors Complete,
Caterprism)
CR 6
The river, 8 to 15 ft. deep at this point, flows through a channel cut
between mountainous rock formations. The rock formations rise 30 to
40 ft. into the darkness, and the western formations have steep ledges
dropping 15 ft. The chasm is 200 ft. deep, and its walls are smooth and
damp. A successful DC 20 Climb check is required to navigate these cliffs.
Stone Bridge and Illusion: There is a well-made stone bridge that
spans the chasm; however, a 5 ft. wide portion in the middle of the bridge
is actually illusory. Anyone unfortunate enough to fall through this section
of the bridge drops 200 ft. to the river below, suffering 20d6 points of
falling damage. Like the spell illusory wall, the nature of the floor
becomes apparent once the PCs interact with it, though they continue to
see the illusion unless they succeed at a DC 17 Will save.
As the PCs near Area 10A4A they notice a caterprism pacing back and
forth in front of a cave entrance. The caterprism attacks anyone who approaches
within 30 ft., but ignores anyone who keeps their distance and takes no hostile
action. The caterprisms are wary of Villix (as are most of the other denizens of
this level), and so do not guard the two cave entrances near his chasm.
CATERPRISM
CR 6
XP 2,400
hp 57 (Frog God Games The Tome of Horrors Complete,
Caterprism)
Lair: The lair itself is a huge cavern with 40 ft. high ceilings. Two
rock formations one 35 ft. tall, the other 20 ft. tall and a 40 ft. deep
sinkhole dominate the center of the cave. Anyone falling into the sinkhole
suffers 3d6 points of falling damage.
Inside the cave are a total of 13 caterprisms, including the one
stationed at the door at Area 10A4A. They are scattered throughout:
one caterprism at B, four at C, four at D, and three at E. If attacked, the
caterprisms let out a high keening sound that alerts the other caterprisms
that intruders have entered the cave. Once the alarm has been given,
reinforcements arrive in 4 to 8 rounds, depending on how far they are
from the sight of the combat.
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GARGOYLES (30)
CR 4
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary, Gargoyle)
Treasure: A character that succeeds on a DC 12 Perception check finds,
squeezed between a pile of rocks in the northwest, the body of a human
priest of a NG sun god. The gargoyles have not gotten around to eating
this poor fellow, though they will soon. He wears a suit of masterwork
plate mail, has a masterwork heavy steel shield, a +1 morningstar, and,
in his backpack, a small wooden box. The box is locked, and requires a
successful DC 20 Disable Device check to get into. It contains 110 gp and
a potion of protection from energy (fire) (CL 5th).
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Secret Doors: There are, in fact, two secret doors (2 in. thick;
hardness 8; hp 40; DC 22 Break, DC 25 Disable Device, DC
28 Perception). Both are very hard to detect, locked, and
trapped (see below).
SECRET DOOR A, POISON GAS EXPLOSION
CR 5
XP 2,400
Type mechanical; Perception DC 25; Disable Device DC 25
CR 4
PLETHOR
CR 19
XP 102,400
Male mummy cleric of Orcus 15 (Pathfinder Roleplaying
Game Bestiary, Mummy)
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +26
Aura despair (27 ft., paralyzed for 1d4 rounds, Will DC 27
negates)
AC 27, touch 11, flat-footed 26 (+5 armor, +1 Dex, +11
natural)
hp 218 (23d8+115)
Fort +17; Ref +12; Will +25
DR 5/; Immune undead traits
Weaknesses vulnerability to fire
Speed 20 ft.
Melee+2 keen shock shortspear +26/+21/+16/+11 (1d6+12
plus 1d6 electricity/1920) or slam +25 (1d8+10 plus mummy
rot)
Special Attacks channel negative energy (9/day, DC 21,
8d6), destructive aura (+7, 9/day), destructive smite (+7, 15
rounds/day), disease (mummy rot, DC 25)
Domain Spell-Like Abilities (CL 15th; melee touch +24)
9/daybleeding touch
Spells Prepared (CL 15th; melee touch +24, ranged touch
+18)
8thearthquakeD, stormbolts* (DC 24)
7thblasphemy (DC 23), destruction (DC 23), disintegrateD
(DC 23)
6thbanishment (DC 22), blade barrier (DC 22), greater
dispel magic, harmD (DC 22), summon monster VI
5thgreater command (DC 21), insect plague, shoutD (DC
21), slay living (DC 21), spell resistance, summon monster V
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CR 2
CR 4
Speed 20 ft.
Melee slam +5 (1d4)
Special Attacks spore cloud
A deep fissure continuously issues forth a hot mist. The rift is 30 ft.
deep and gives way to a heated underground river. Those falling into the
rift take 3d6 points of falling damage, plus an additional 1d6 points of
fire damage every round they remain in the water. Climbing out of the rift
requires a successful DC 18 Climb check.
Str 10, Dex 13, Con 17, Int 9, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 15
Feats Agile Maneuvers, Iron Will, Skill Focus (Perception),
Weapon FinesseB
Skills Perception +12, Stealth +5
Spore Cloud (Ex) Once per round as a standard action,
a fungus man can release a cloud of noxious spores. All
living creatures within 5 ft. must make a DC 16 Fortitude
save or become nauseated for 1d4+1 rounds. The save DC
is Constitution-based. This is a poison effect, and once a
creature successfully saves it is immune to the spore cloud of
that particular fungus man for 24 hours.
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be inclined to swim or bathe in the waters of Glop Lake, they are likely
(75%) to be attacked by 24 giant gars that hunt these waters. As blood
fills the waters, another gar arrives every six rounds after the first blow is
landed.
GIANT GAR
XP 2,400
hp 73 (Pathfinder Roleplaying Game Bestiary 2, Gar,
Giant)
CR 6
10A18. Waterfall
A loud waterfall tumbles over a high cliff (30 ft., DC 15 Climb check).
PCs caught beneath the churn of the fall must succeed at a DC 15 Swim
check or be pinned beneath the water. A PC pinned beneath the water may
make an additional Swim check every round, although the DC increases
by 1 every 2 rounds. A narrow ledge runs behind the waterfall. It is smooth
and extremely slippery, and a PC must succeed at a DC 15 Acrobatics
check to traverse it. A failed Acrobatics check prevents movement for that
round; a failed check by 5 or more means the PC falls into the surging
waterfall. The wall of the cliff behind the waterfall is likewise smooth.
Two Secret Doors: A stone secret door (2 in. thick; hardness
8; hp 40; DC 22 Break, DC 20 Disable Device, DC 25
Perception) that is extremely well hidden and arcane
locked (CL 19th) leads to a narrow set of stairs that wind
down to the south. Another secret door, which is somewhat
easier to find (DC 20 Perception), is present on the other side
of the waterfall. It leads to Level 9B.
The Tomb
doors to the crypt swing open, the lich, covered in dust and cobwebs, rises
from the sarcophagus and says, Who sent you?
Slavish, an 18th-level Sorcerer-Lich, is entombed here behind the
falls. Slavish though a lich is not a friend of Orcus. Slavish is just
powerful enough that Orcus takes this rivalry reasonably serious. Slavish
knows this, and does not want to test the deitys patience. Thus, he remains
hidden here surrounded by his fortune, safe, for the moment, from Orcus
considerable wrath.
SLAVISH
CR 20
XP 307,200
Male lich sorcerer 19 (Pathfinder Roleplaying Game Bestiary,
Lich)
LE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +32
Aura fear aura (60 ft., DC 29)
AC 34, touch 18, flat-footed 30 (+4 armor, +4 deflection, +4
Dex, +8 natural, +4 shield)
hp 240 (19d6+152 plus 19)
Fort +14; Ref +12; Will +15
Defensive Abilities +4 vs. poison, channel resistance +4,
moment of prescience, rejuvenation; DR 15/bludgeoning
and magic; Immune cold, electricity, undead traits;
Resist fire 10
Speed 30 ft.
Melee touch +13/+8 (1d8+9 plus paralyzing touch)
Special Attacks paralyzing touch (DC 27)
Bloodline Spell-Like Abilities (CL 19th; melee touch +13)
11/daycorrupting touch (9 rounds)
2/dayhellfire (19d6 fire, DC 27)
Spells Known (CL 19th; melee touch +13, ranged touch +13)
9th (4/day)dominate monster (DC 27), meteor swarm (DC
27), time stop
8th (7/day)moment of prescience, polar ray, power word
stun, sunburst (DC 26)
7th (7/day)greater teleport, prismatic spray (DC 25),
sequester (DC 25), spell turning
6th (7/day)chain lightning (DC 24), flesh to stone (DC 24),
planar binding (devils/fiendish only), summon monster VI
5th (7/day)baleful polymorph (DC 23), dominate person
(DC 23), feeblemind (DC 23), mind fog (DC 23), summon
monster V
4th (8/day)charm monster (DC 22), enervation, lesser
globe of invulnerability, phantasmal killer, stone shape
3rd (8/day)fireball (DC 21), fly, haste, hold person (DC 21),
suggestion (DC 21)
2nd (8/day)acid arrow, detect thoughts, fog cloud, resist
energy, scorching ray, touch of idiocy
1st (8/day)alarm, mage armor, magic missile, protection
from good, ray of enfeeblement, shield
0 (at will)acid splash, dancing lights (DC 18), detect
magic, ghost sound (DC 18), light, mage hand, message,
read magic, touch of fatigue
Bloodline Infernal
Already cast
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Str 10, Dex 18, Con , Int 15, Wis 14, Cha 27
Base Atk +9; CMB +9; CMD 27
Feats Ability Focus (fear aura), Combat Casting, Craft Staff,
Craft Wand, Craft Wondrous Item, Eschew MaterialsB, Extend
SpellB, Improved Initiative, Iron WillB, Lightning Reflexes,
Quicken Spell, Skill Focus (Perception), Spell PenetrationB,
Toughness, Weapon Finesse
Skills Bluff +21, Diplomacy +21, Fly +17, Intimidate +21,
Knowledge (arcana) +24, Perception +32, Sense Motive +10,
Spellcraft +24, Stealth +22, Use Magic Device +27; Racial
Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
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Staff of Harming
DESCRIPTION
This black, iron staff, the antithesis of a staff of healing,
allows the user the following spells:
contagion (1 charge)
inflict serious wounds (1 charge)
blindness/deafness (1 charge)
CONSTRUCTION
Requirements Craft Staff, blindness/deafness,
contagion, inflict serious wounds; Cost 10,800 gp.
Major Artifact
Demonbane
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DESTRUCTION
The sword melts into gold upon delivering the killing
blow to Orcus; otherwise, there is no way to destroy
Demonbane.
Once in the possession of a lawful-aligned PC, the
sword urges its wielder toward that end. It knows
Orcus is near and can guide the PC by letting
him know if he is getting closer or further away from
the Demon Prince. If the wielder does not proceed
directly toward Orcus, Demonbane asks (it speaks
Common and Draconic) to be handed over to a
more dedicated warrior. If this fails, it attempts to
control the PC (DC 27 Will save resists). A controlled
PC follows Demonbanes directions and is allowed an
additional saving throw every 24 hours.
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GOBLIN LEADER
CR 5
XP 1,600
Male goblin rogue 6 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +8
AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge,
+1 size)
hp 48 (6d8+12 plus 6)
Fort +4; Ref +10; Will +1
Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee mwk light pick +11 (1d3/x4)
Ranged mwk light crossbow +11 (1d6/1920)
Special Attacks rogue talents (bleeding attack), rogue
talents (finesse rogue), sneak attack +3d6
Str 10, Dex 20, Con 14, Int 13, Wis 8, Cha 8
Base Atk +4; CMB +3; CMD 19
Feats Dodge, Mobility, Point-Blank Shot, Weapon FinesseB
Skills Acrobatics +14, Appraise +10, Bluff +8, Climb +9,
Disable Device +14, Escape Artist +14, Knowledge
(dungeoneering) +9, Perception +8, Ride +10, Stealth +22;
Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talents (ledge walker), trapfinding (+3)
Combat Gear 3 potions of cure moderate wounds, 2 potions
of cats grace; Other Gear masterwork studded leather,
masterwork light pick, masterwork light crossbow, 20 bolts,
thieves tools, 3 flasks of oil, brass key, 3d8 gp
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Yet another goblin tribe mines this hillside. This vein is quite large
200 ft. deep and 40 ft. wide, with two branches, both 30 ft. wide and
60 ft. long and lucrative. These goblins are understandably paranoid
about attack and are therefore appropriately armed and prepared for
combat. Although all the goblin miners are digging in the vein, their melee
weapons are always at their side and their missile weapons are never far
off. Furthermore, the entrance to the mine is guarded by 2 tough goblin
guards, who sound the alarm if intruders are spotted.
Speed 30 ft.
Melee mwk light mace +8 (1d4)
Special Attacks sneak attack +2d6
MINERS (30)
XP 600
hp 26 (see Area 10A22)
CR 2
Str 11, Dex 19, Con 14, Int 8, Wis 12, Cha 8
Base Atk +2; CMB +1; CMD 15
Feats Athletic, Weapon Finesse
LEADERS (3)
XP 1,600
hp 48 (see Area 10A22)
CR 5
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GUARDS (2)
CR 4
XP 1,200
Male goblin fighter 5 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +1
AC 22, touch 14, flat-footed 19 (+8 armor, +3 Dex, +1 size)
hp 47 each (5d10+10)
Fort +6; Ref +6; Will +4 (+5 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee +1 dagger +13 (1d3+2/1920) or mwk short sword +14
(1d4+3/1920)
Ranged javelin +12 (1d4 plus poison)
Special Attacks weapon training (light blades +1)
Str 11, Dex 20, Con 14, Int 8, Wis 12, Cha 8
Base Atk +5; CMB +4; CMD 19
Feats Iron Will, Quick Draw, Weapon FinesseB, Weapon
Focus (short sword)B, Weapon Focus (javelin), Weapon
Specialization (short sword)B
Skills Climb +2, Knowledge (dungeoneering) +3, Ride +6,
Stealth +10, Survival +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Combat Gear potion of cure serious wounds, 3 poisoned
javelins, 4 flasks of oil; Other Gear +2 chainmail, +1 dagger,
masterwork short sword, 1d8 gp
Hidden at the bottom of the tar pit is a secret channel leading to Level
12, Area 1223. Should the PCs be inclined to dive into the tar, they suffer
the following effects: 1/2 normal swim movement; 1d4 heat damage per
round and zero visibility. The mephits, of course, suffer none of these
effects. Magic, such as freedom of movement, water breathing, endure,
resist, or protection from energy (fire) and true seeing can all help while
within the tar. Finding the channel requires a successful DC 35 Perception
check due to lack of visibility. Once discovered, it is a quarter mile swim
to Level 12, with no chance for breathing. Obviously, only PCs endowed
with water breathing and protection from energy (fire) have any hope
of successfully completing this journey.
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The Curse
to 1/2 normal in most areas. Ninety percent of the ants are workers who
ignore the PCs unless attacked. The remainder are soldier ants, who attack
immediately and give off a burst of pheromones that attracts an additional
2d6 soldiers within 3 rounds. There is a 25% chance every minute the PCs
are in the anthill that 12 soldier ants are encountered.
Fighting in the anthill is a little difficult. PCs using two-handed slashing
or bludgeoning weapons suffer a 4 circumstance penalty to attack rolls
and a 2 circumstance penalty to damage rolls. PCs using one-handed
slashing or bludgeoning weapons suffer a 2 circumstance penalty to
attack rolls and a 1 circumstance penalty to damage rolls. Light weapons,
ranged weapons, and piercing weapons suffer no penalties.
The ant colony connects with Area 10A30. If the GM wishes, he may
draw a rough map of the passages and chambers, or, if he prefers, simply
let the PCs wander and fight until he decides they come across the passage
to Area 10A30.
GIANT WORKER ANTS
CR 1
XP 400
hp 17 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)
GIANT SOLDIER ANTS
CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, Ant, Giant)
Treasure: In their wanderings, the worker ants have picked up a
number of small magical items. Once it was determined these could
not be used to further the colony, they were discarded. There is a 10%
chance every 10 minutes the PCs are in the colony that they come
across something valuable (DC 15 Perception check). If so, roll on the
following chart:
13
46
7
8
910
1114
1516
17
18
19
20
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Feats ToughnessB
Skills Climb +14, Perception +7, Survival +5; Racial Modifiers
+4 Perception, +4 Survival
CR 4
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GORGONS (3)
CR 8
XP 4,800
hp 100 (Pathfinder Roleplaying Game Bestiary, Gorgon)
Hecates Curse: Anyone setting foot on the island is afflicted with
a terrible curse. Within two weeks, a cursed PC begins to have trouble
remembering simple things: what day it is, if he ate breakfast, where he
left his coin purse. Soon, however, it gets worse. The cursed victim can
remember little beyond his own name, and that only on a good day. A GM
who doesnt mind a little bookkeeping can simulate this curse by decreasing
all of the cursed characters skills by 1 rank every other day. The character
suffers a 1 penalty on attack rolls per week as he forgets how to fight. A
GM who wants to be particularly cruel can start removing 1 feat per week
as well, or reduce a casters spell-casting ability by 1 level per week. Only
a remove curse cast by someone other than a similarly cursed spell caster
restores the victims memory. Note: priestesses of Hecate do not cure this
curse. Likewise, priestesses of Hecate are not affected by the curse.
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Down this gently sloping side tunnel lies the lair of 3 will-o-wisps.
PCs lured into this dark crevasse by the lamp-like glow of these foul
creatures are attacked immediately.
WILL-O-WISPS (3)
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
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Level 10B:
The Goblin Outpost
GOBLIN SCOUT
CR 2
XP 600
Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +6
Level 10B
Difficulty Level: 12
Entrances: Passages from Level 9D in Area 10B1;
staircase to surface in Area 10B8.
Exits: Passage to Levels 10C and 12A in Area 10B14.
Wandering Monsters: There are no wandering
monsters within the outpost so long as the goblins
maintain a presence here. If they are eradicated,
then standard wandering monsters from neighboring
levels may be encountered except for undead,
unless one of the symbols in Area 10B1 has been
effaced or dispelled. Eventually however the outpost
is repopulated by Greznek, due to its key location in
Rappan Athuk.
Detection: None.
Shielding: None, save for the glyphs at Area 10B1
which ward out undead.
Continuous Effects: None.
Standard Features: Unless noted otherwise, all doors
are of wood and are unlocked but can be barred
(hardness 5, hp 20, Break DC 20). The entire area is
unlit, except where indicated. Areas 10B4, 5, 6, 7,
8, and 13 all have 8 ft. high ceilings; Areas 10B9, 10,
11, and 14 have 12 ft. high ceilings. All construction is
of magically hollowed out limestone that has been
finished with tools.
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Str 8, Dex 14, Con 11, Int 10, Wis 11, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Dodge, Mobility
Skills Acrobatics +7, Appraise +5, Climb +5, Disable Device
+7, Escape Artist +6, Knowledge (dungeoneering) +6,
Perception +6, Sleight of Hand +8, Stealth +15, Swim +3
Languages Goblin
SQ rogue talent (trap spotter), trapfinding (+1)
Gear studded leather armor, shortbow, 40 arrows, handaxe,
dagger, thieves tools, 1d4 sp, 1d4 cp.
GOBLIN LIEUTENANT
CR 4
XP 1,200
Male goblin rogue 5 (Pathfinder Roleplaying Game Bestiary,
Goblin, Pathfinder Roleplaying Game Advanced Players
Guide, Scout)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
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GOBLIN BERSERKER
CR 3
XP 800
Male goblin barbarian 2/rogue 2 (Pathfinder Roleplaying
Game Bestiary, Goblin, Pathfinder Roleplaying Game
Ultimate Combat, Wild Rager)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
AC 15, touch 11, flat-footed 13 (+3 armor, +2 Dex, +1 shield,
+1 size)
hp 44 (2d8+2d12+8)
Fort +8; Ref +5; Will +3
Defensive Abilities evasion
Speed 40 ft.
Melee mwk heavy pick +10 (1d4+5/x4)
Ranged javelin +6 (1d4+5)
Special Attacks rogue talent (bleeding attack), rage power
(reckless abandon)*, sneak attack +1d6, uncontrolled rage
(9 rounds/day), wild fighting
Str 20, Dex 14, Con 21, Int 8, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 19
Feats Power Attack, Unit Training (new feat)
Skills Acrobatics +9, Climb +9, Disable Device +6, Intimidate
+6, Perception +8, Stealth +16, Survival +7
Languages Goblin
SQ fast movement, trapfinding (+1)
New Feat
Unit Training (Teamwork)
Even in the fiercest heat of battle, you can tell the
comrades you have trained with from your enemies.
Prerequisites: Wild Rager barbarian archetype
(Pathfinder Roleplaying Game Ultimate Combat).
Benefit: When fighting uncontrolled after failing a Will
save from the Uncontrolled Rage ability, or anytime
you are subject to the confusion spell or similar effects,
you can still distinguish others you have trained with
and who also have this teamwork feat as allies, and
are not required to attack them.
Normal: Creatures under the effects of a confusion
spell or the Uncontrolled Rage barbarian ability may
be required to attack the creature nearest to them,
be it friend or foe.
Special: Note that the ally must not only also have
this teamwork feat, but must also have undergone
a significant amount of time training and fighting
alongside you to gain this benefit, left to the GMs
discretion. Teamwork feats were introduced in the
Pathfinder Roleplaying Game Advanced Players
Guide.
CR 2
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Str 19, Dex 11, Con 16, Int 12, Wis 18, Cha 13
Base Atk +4; CMB +8; CMD 18
Feats Combat Casting, Command UndeadB, Selective
Channeling, Weapon Focus (morningstar)
Skills Appraise +5, Heal +9, Intimidate +6, Knowledge
(arcana) +6, Knowledge (religion) +10, Knowledge (planes)
+5, Linguistics +2, Perception +5, Spellcraft +5
Languages Abyssal, Common, Goblin, Orc
SQ undead lords proxy, variant channeler
Combat Gear wand of cure light wounds (18 charges), 2
potions of lesser restoration, 2 scrolls of neutralize poison (CL
7th), scroll of bears endurance, remove paralysis, and resist
elements (CL 5th), scroll of animate dead, enthrall, and
obscuring mist (CL 5th); OtherGear+1 unholy morningstar,
masterwork chainmail, heavy steel shield, belt of giant
strength +2, holy symbol of Orcus, prayer book, spell
component pouch, 18 pp, 43 gp, sapphire (150 gp, platinum
ring (worth 50 gp), fine black robe emblazoned with the
symbol of Orcus, iron key to door of Area 10B5, and a small
gold key to the door at Area 10C6C.
* Pathfinder Roleplaying Game Advanced Players Guide
OOLARG
CR 7
XP 3,200
Male goblin barbarian 4/rogue 4 (Pathfinder Roleplaying
Game Bestiary, Goblin, Pathfinder Roleplaying Game
Ultimate Combat, Wild Rager, Pathfinder Roleplaying
Game Advanced Players Guide, Thug)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +13
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MORASK
CR 9
XP 6,400
Male goblin rogue 10 (Pathfinder Roleplaying Game
Bestiary, Goblin, Pathfinder Roleplaying Game Advanced
Players Guide, Sniper)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +14
Speed 40 ft.
Melee 1 keen heavy pick +16/+11 (1d4+7 plus 2d6 when
charging /1920 x4)
Ranged javelin +9 (1d4+6)
Special Attacks rogue talent (bleeding attack), brutal
beating (2 rounds), frightening, rage power (reckless
abandon), sneak attack +2d6, uncontrolled rage (16
rounds/day, DC 15), wild fighting
Str 22, Dex 13, Con 26, Int 10, Wis 14, Cha 13
Base Atk +7; CMB +12; CMD 23
Feats Dazzling Display, Intimidating ProwessB, Power Attack,
Unit Training (new feat), Weapon Focus (heavy pick)
Skills Acrobatics +11 (+16 jumping), Climb +16, Intimidate
+18, Perception +13, Stealth +19, Survival +13
Languages Goblin
SQ fast movement, rogue talent (strong impression)*
Combat Gear 3 potions of cure serious wounds, potion of bulls
strength; Other Gear rhino hide armor, masterwork buckler,
+1 keen heavy pick, 3 javelins, ring of jumping, belt of mighty
constitution +4, 23 pp, 36 gp, mithral baton of office worth 500 gp.
Base Statistics When not raging, Oolargs stats are AC 19,
touch 12, flat-footed 18; hp 100; Fort +11, Will +4; Melee +1
keen heavy pick +14/+9 (1d4+6 plus 2d6 when charging
/1920/x4); Ranged javelin +9 (1d4+4); Str 18, Con 22; CMB
+10; CMD 21; Climb +16, Intimidate +16
*Pathfinder Roleplaying Game Advanced Players Guide
KAMLYSS
CR 7
XP 3,200
Male goblin rogue 8 (Pathfinder Roleplaying Game Bestiary,
Goblin, Pathfinder Roleplaying Game Advanced Players
Guide, Scout, Sniper)
LE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +12
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Troop Layout
Although individual areas are described below, attention should be paid
to the overall layout of the complex and the general tactics the goblins
employ. The goblins run the complex in three eight-hour shifts.
Usually there are 14 goblin scouts on duty at any time, with 14 more
sleeping in Area 10B2, and the last 14 carousing in Area 10B9, or
wandering through the complex. Those on duty are stationed as follows:
three at each of the entrances to the Bloodways (Area 10B2 and 10B
3), with two on the battlements and one behind each gate; three in Area
10B8, with a view throughout the complex; and two in Area 10B13,
guarding the connecting passage to Levels 10C and 12A.
There are normally three goblin lieutenants on duty at a time as well,
with one on the battlements (Area 10B2), one wandering between Areas
10B7, 8, 9, and 13, and one that could be anywhere in the complex.
The priest and acolytes keep to their room in Area 10B5, though they may
be found leading services or administering punishment elsewhere in the outpost.
Oolarg and his berserkers have taken over Area 10B10, and about half
can be found there or in Area 10B9 at any time, with the rest wandering
throughout the outpost.
Morask often leads patrols of 7 lieutenants into the Bloodways to keep
an eye on things there. There is a 30% chance such a patrol is taking place
when the outpost is first assaulted.
Tactics
If an assault occurs, one goblin sounds the alarm while those remaining
attempt to stall their aggressors. Mesifin Styx and his acolytes respond
1d3 rounds after an alarm has been sounded, Oolarg and his band take 2d6
rounds to organize and move out, the goblins in Area 10B9 take 1d4+1
rounds to ready themselves, and the sleeping goblins in Area 10B4 take
1d8+2 rounds, though they do not take the time to put on armor.
If given time to position themselves, Oolarg and his berserkers attempt
to attack intruders directly, while the scouts stay back and provide missile
support. They also make sure that each of the other points of entry into
the lair has a pair of alert goblins standing by in case of a flanking attack.
The goblin berserkers traditional melee tactic is to fly into a rage and
charge. In subsequent rounds, they then use Acrobatics to move into
flanking positions; their subsequent Power Attacks depend on how good
their opponents defenses are. Oolarg initially uses his Dazzling Display
feat to demoralize opponents, and then goes into a rage and charges into
battle using his rhino hide armor to advantage.
When Mesifin is alerted to trouble, he and his acolytes survey the threat
and cast whatever buff and protective spells they deem appropriate. Mesifin
stays back and casts prayer, doom, or magic circle against good, followed
by command, blindness/deafness, or hold person. When foes come close
enough to engage in melee, he seeks to flank with goblin rogues if he can,
and entrusts previously cast spells to shield him from harm.
Morask and Kamlyss, assuming both are present, move to the source of
the disturbance and use their stealth abilities and magic items to make as
many sneak attacks as they can, preferably sniping with their bows.
Reinforcements
PCs may engage in a preliminary assault, and then come back later
for additional attacks on the outpost. This is fine, but the goblins receive
reinforcements at regular intervals to shore up their numbers, so long as the
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10B7. Bunker
10B2. Battlements
This room is accessed by a stout, iron-reinforced door, and its walls are
riddled with arrow slits. The door has no lock, but can be triple-barred
from the inside. In the southwest corner a set of spiral stairs lead up and
down, to Areas 10B8 and 10B9, respectively. Arrows are located in
small bins along the walls of the hall, and additional weapons stand in
small racks against the walls in several places. When the outpost is not
on alert, the sounds of merriment can be heard drifting up from the stairs
below.
In case of an assault, the goblins retreat to this chamber and try to bar
and hold the door as long as they can, while comrades use the arrow slits
to riddle opponents with holes.
Behind the 12-foot-high wall, a ledge 5 ft. wide and 10 ft. above the
courtyard runs around the interior periphery of the wall. Where this
connects with rooftops it opens out into a larger area where troops can
marshal. A trapdoor in the northwest corner opens into stairs in Area
10B4.
Goblins are positioned as described in the tactics section on this wall.
In addition to them, the area over each gate is stocked with the following
items: 3 replacement shortbows, 120 arrows in six quivers, 6 flasks of
alchemists fire, 5 tanglefoot bags, and 3 thunderstones.
10B4. Barracks
The goblin scouts normally maintain their bedrolls here; the entire
place is infested with fleas, lice, and the ripe stench of unwashed goblin.
With Oolargs arrival, the goblin lieutenants who normally live in Area
10B10 have been forced to relocate here. There is no significant wealth
to be had. In the northwest corner, a set of stairs ascends to a trapdoor that
leads to the battlements.
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This area sees constant use by goblins in the outpost; there are a number
of tables, fires with pots, and piles of rubbish and dubious refuse piled
around the room. Goblins here gamble, brawl, engage in contests of arms,
and perform other such activities to unwind. A thorough search through
the refuse would take some time, and would turn up approximately 50 gp
worth of valuables.
Spiral stairs enter the room in the middle of the western wall from Area
10B7 above, and continue down to Area 10B13 below. In addition,
there are two of wooden doors: one leads to Area 10B10, where the
goblin lieutenants normally live (currently occupied by Oolarg and his
berserkers); the other wooden door is locked, and opens into Morasks
personal quarters (Area 10B11).
Kamlyss is most often found here, keeping an eye on things and trying
to calm down any confrontations between his scouts and the berserkers
led by Oolarg. In addition, 2d6 scouts and 1d4 lieutenants lounge here at
any given time unless an alarm has been called out.
Locked wooden door: hardness 5, hp 20, Break DC 25;
Disable Device DC 20.
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This chamber is set aside for Morask, leader of the outpost. The door
is kept locked. The room itself holds a bed, a large, locked chest, a small
table and chair, and a cabinet holding several handcasks of dwarven ale.
In the southern part of the western wall there is also a secret door,
accessed by pressing a pair of stones in the wall just north of it. This
goes into a small closet where the outposts funds and most valuable
equipment are kept. To guard the treasury, a somewhat wimpy mohrg
has been placed within; it leaps out and attacks anyone in the room unless
the secret door is knocked upon thrice before opening it. (This mohrg was
deemed substandard by the Orcus priests who created, and agreed to have
it serve here rather than simply discarding it; it has the same stats as a
regular mohrg but significantly fewer hit points.)
The spiral stairs end in this room, located some 30 ft. below the
common room (Area 10B9). This room contains a 2 ft. diameter well
that descends a further 50 ft. to an underground stream, a small cart 8 ft.
long and 4 ft. wide, and a stout, iron-reinforced door that can be barred
from either side. There is also a lever in this room that collapses a 40 ft.
section of passage in Area 10B14.
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Level 10C:
The Talon of Orcus
Level 10C
Difficulty Level: 12
Entrances: Passages from Level 9D in Area 10C1.
Exits: Passage to Levels 10B and 12A in Area 10C2.
Wandering Monsters: There are no wandering
monsters within the talon so long as the clerics
of Orcus control it. Should the regular staff be
eradicated, and not replaced, use the encounter
tables for Level 9D: The Bloodways, with the exception
that no undead are encountered unless the wards in
Area 10C1 have been disrupted.
Detection: None, thanks to a continuous nondetection effect (see below).
Shielding: None, save for the glyphs at Area 10C1
which ward out undead.
Continuous Effects: The entire area is protected by an
unhallow effect, coupled with a nondetection spell.
Standard Features: Unless noted otherwise, all doors
are of stone and are lockable (hardness 6, hp 40,
Break DC 25). All priests and acolytes possess keys as
listed in the various area descriptions and stat blocks.
The Talon has been hollowed out from the native
limestone with both magic and tools. Ceiling height
is 15 ft. throughout, except in Areas 10C2, 3, and 9,
where it rises to 20 ft.
Str 14, Dex 12, Con 14, Int 13, Wis 16, Cha 13
Base Atk +2; CMB +4; CMD 15
Feats Combat CastingB, Command UndeadB, Selective
Channeling, Weapon Focus (heavy mace)
Skills Heal +9, Intimidate +2, Knowledge (religion) +7,
Perception +6, Spellcraft +6
Languages Common, Goblin
SQ undead lords proxy, variant channeler
Combat Gear 3 vials unholy water; Other Gear chainmail,
light steel shield, heavy mace, holy symbol of Orcus, lantern,
3 flasks oil, flint and steel, iron key to door of Area 10C5.
* Pathfinder Roleplaying Game Advanced Players Guide
PRIEST OF ORCUS (12)
XP 1,200
Male human disciple of Orcus 5 (see Appendix B)
CE Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +6
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Inhabitants
ACOLYTE OF ORCUS (20)
XP 800
Male human disciple of Orcus 3 (see Appendix B)
CE Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +6
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Dacris
Aura strong necromancy; CL 20th
Slot none; Price 128,318 gp; Weight 10 lbs.
DESCRIPTION
Dacris is a +2 unholy dark energy scythe. It functions
like a brilliant energy weapon, bypassing nonliving
matter, but it has a blade of smoking, inky darkness
instead. Dacris is also imbued with two special
blessings by Orcus: first, once per day when its owner
calls it, it teleports to his hand, no matter where it is;
second, it grants the wielder the ability to use word of
recall once per day. The use of word of recall may be
preset to activate if a specific circumstance occurs,
such as death or permanent incapacitation, similar to
the contingency spell. Hesperix currently has it set to
transport him to the altar at Area 10C3 should he be
slain or incapacitated.
HESPERIX
CR 12
XP 19,200
Male human disciple of Orcus 13 (see Appendix B)
CE Medium humanoid (human)
Init +0; Senses darkvision 90 ft., see in magical darkness;
Perception +12
AC 20, touch 10, flat-footed 20 (+8 armor, +2 natural)
hp 125 (13d8+39 plus 26)
Fort +11; Ref +4; Will +12
Speed 20 ft. (30 ft. base)
Melee Dacris +15/+10 (2d4+8 plus 2d6 vs. good/1920/x4)
Special Attacks channel energy (7/day, 7d6, DC 18),
deaths kiss (6 rounds, 7/day), touch of darkness (13/day,
DC 19)
Spells Prepared (CL 13th; melee touch +12, ranged touch +9)
7thdestructionD (DC 21), mass inflict serious wounds (DC 21)
6thcreate undeadD, greater dispel magic, harm (DC 20)
5thflame strike (DC 19), greater command (DC 19),
righteous might, slay livingD (DC 19)
4thair walk, divine power, enervationD, freedom of
movement, poison (DC 18), restoration
3rdanimate deadD, bestow curse (DC 17), blindness/
deafness (DC 17), prayer, protection from energy, speak
with dead (DC 17)
2ndbulls strength, ghoul touchD (DC 16), hold person (DC
16), owls wisdom, silence (DC 16), sound burst (DC 21)
1stbane (DC 15), command (DC 15), detect undead,
doomD (DC 15), protection from good, sanctuary (DC 15)
0 (at will)detect magic, guidance, light, resistance
D Domain spell Domain Undead*
Str 16, Dex 10, Con 16, Int 14, Wis 18, Cha 14
Base Atk +9; CMB +12; CMD 22
Feats Combat CastingB, Command UndeadB (DC 18),
Extra Channel, Improved Critical (scythe), Martial Weapon
Proficiency (scythe), Power Attack, Selective Channeling,
Toughness, Weapon Focus (scythe)
Skills Appraise +6, Diplomacy +8, Heal +17, Intimidate +5,
Knowledge (arcana) +7, Knowledge (dungeoneering)
+3, Knowledge (engineering) +3, Knowledge (history)
+15, Knowledge (religion) +18, Knowledge (planes) +10,
Perception +12, Sense Motive +8, Spellcraft +13
Languages Abyssal, Common, Goblin
SQ undead creation mastery, undead lords proxy, variant
channeler
Combat Gear 5 vials unholy water, scroll of greater dispel
magic, harm, and antilife shell (CL 13th); Other Gear +2
chainmail, amulet of natural armor +2, Dacris (see below),
holy symbol of Orcus, 75 gp, 3 pp, platinum ring (worth 50
gp), ornate iron key to Area 10C9, finely worked copper
key to Area 10C15, fine black robe emblazoned with the
symbol of Orcus.
* Pathfinder Roleplaying Game Advanced Players Guide
CONSTRUCTION
Requirements Craft Magic Arms and Armor, circle of
death, limited wish, unholy blight; Cost 64,318 gp
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of Orcus is carved into the stone. This symbol blocks entry by the
bloodmist and prevents any undead not accompanied by a priest of Orcus
from passing it. Non-intelligent undead get no save against this effect;
intelligent undead are allowed a DC 21 Will save to overcome the effect,
but most do not bother trying unless they are pursuing prey. This effect is
at CL 15th.
The walls of the hall are decorated in frescoes, similar in style to the
frescoes seen in the various Fresco Rooms of the Bloodways, but in much
better repair. They depict undead of all types cowering before shadowy
men wielding holy symbols of Orcus. Three wall sconces line each wall,
though they are empty, and the hall is unlit.
These corridors lead directly into the Bloodways. The priests of
Orcus only use them when conducting expeditions into the Bloodways
(maybe only once every two to three weeks), and they are otherwise
largely unused.
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Str 25, Dex 10, Con 10, Int 2, Wis 11, Cha 1
Base Atk +9; CMB +17; CMD 27
Feats Great Fortitude, Improved Initiative, Lightning Reflexes,
Skill Focus (Perception), Toughness, Weapon Focus (slam)
Skills Perception +21
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 golems 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 or other
sources). For these blood golems, this maximum is 96 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 originals
hit points. In other words, if one of these advanced blood
golems should reach 96 hit points, it splits into two blood
golems with 48 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 save to reduce this damage
by half.
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10C8. Storeroom
THE SEER
XP 19,200
Male human diviner 13
LE Medium humanoid (human)
Init +8; Perception +15
This 20 ft. square room is lined with shelves, and a cluster of barrels
stands in the northwest corner. The shelves contain jars and crates of food,
construction and maintenance equipment, 28 flasks of lamp oil, 4 extra
lamps, and any other mundane supplies you may wish to include here. In
the center of the southern wall stands a half-finished stone statue of what
appears to be a skeletal figure, being carved from red marble.
CR 12
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Str 11, Dex 15, Con 13, Int 24, Wis 14, Cha 19
Base Atk +6; CMB +6; CMD 25
Feats Craft Wondrous ItemB, Defensive Combat Training,
Great Fortitude, Improved InitiativeB, Quicken SpellB, Scribe
ScrollB, Silent Spell, Spell Focus (divination), Spell Mastery
(detect scrying, dimension door, dispel magic, magic missile,
scrying), Spell Penetration, Toughness
Skills Bluff +9, Craft (alchemy) +13, Diplomacy +8, Fly +18,
Knowledge (arcana) +23, Knowledge (dungeoneering)
+19, Knowledge (history) +17, Knowledge (planes) +20,
Perception +15, Sense Motive +15, Spellcraft +23
Languages Abyssal, Common, Draconic, Elven, Goblin,
Infernal
SQ contingency, forewarned, scrying adept
Combat Gear scroll of forcecage, scroll of legend lore,
scroll of analyze dweomer, scroll of wall of force, scroll of
dismissal (DC 17), scroll of improved invisibility, 2 scrolls of
greater dispel magic, scroll of baleful polymorph (DC 17),
scroll of remove curse, scroll of teleport (all scrolls CL 13th),
potion of cure critical wounds; Other Gear adamantine
dagger, headband of spiritual focus, cloak of resistance +3,
two magical copper rings (moderate abjuration aura) that
are tied to the Orcus statues in Area 10C9, wizards robes
(worth 100 gp), spell component pouch, three 1,500 gp
diamonds (for limited wish), long, thin golden key to secret
door in Area 10C10.
Contingency: If struck by a melee or ranged attack for more
than 5 points of damage, stoneskin on self.
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CONSTRUCTION
Requirements Craft Wondrous Item, eagles
splendor, foxs cunning, must possess the Uncanny
Concentration feat; Cost 18,500 gp
The mummified bodies are simply corpses, not undead. The gems can be
pried from their eyes; each is a black opal worth 50 gp, and there are 12 in all.
In the northwest corner of the room there is a cunningly concealed
secret door that leads to the Seers personal quarters. Note that because
of the nondetection effect (CL 13th), magical means of finding the door
frequently do not function. The secret door is locked but untrapped, and
only the Seer has the key.
Secret Door: hardness 7, hp 60; Perception DC 30; Break DC
35; Disable Device DC 30. This door is also arcane locked by
the Seer; the Break DC drops to 25 if this effect is dispelled.
Speed 30 ft.
Melee unarmed strike 1 (1d31 nonlethal)
Diviner Spell-Like Abilities
1/daydiviners fortune
Spells Prepared (CL 1st)
1stcomprehend languages (x2), identify
0 (at will)detect magic, light, read magic
Arcane School divination Opposition Schools evocation,
illusion
Str 9, Dex 15, Con 10, Int 17, Wis 17, Cha 13
Base Atk +0; CMB 1; CMD 11
Feats Improved InitiativeB, Scribe ScrollB, Toughness
Skills Bluff +2, Craft (alchemy) +7, Knowledge (arcana) +7,
Perception +4, Sense Motive +4, Spellcraft +7
Languages Abyssal, Common, Draconic, Elven
SQ forewarned
ZATALYA
XP 200
Female human diviner 1
N Medium humanoid (human)
Init +7; Perception +4
hp 10 (1d6 plus 4)
Fort +0; Ref +2; Will +5
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10C12. Vestry
Accessed from the western wall of the torture chamber, this room holds
religious paraphernalia, including incense, ceremonial knives, candles,
candleholders, and similar regalia. A locked ironbound door to the north
opens into the prison block; the steel keys to this door and the cells beyond
are attached to a key ring hanging from a hook just east of the door.
Iron-bound Wood Door: hardness 5, hp 25, Break DC 25,
Disable Device DC 25.
10C13. Prison
(CR varies, 0 or 4-plus)
This prison block is rank with the stench of voided bowels and despair.
There are a total of nine cells. The first eight are 10 ft. square stone rooms
accessed by locked iron doors; the ninth is used for special prisoners, and
is 20 ft. square with a steel door.
Iron Doors to cells 10C13ah: hardness 10, hp 60, Break DC
28, Disable Device DC 22.
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CR 11
GOBLIN SCOUT
CR 2
XP 600
Male goblin rogue 3 (Pathfinder Roleplaying Game Bestiary,
Goblin)
CN Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +6
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10C13i: Unlike the other cells, this one is currently furnished with a
hard wooden bed covered with a thin straw mattress and a blanket. Lying
tied and gagged on the bed is a brown-skinned half-elf who appears asleep
or possibly dead.
This man is Setiathet, a priest of the evil god Set. He has traveled
from a far land, hoping to set up contact and possibly an alliance with
the church of Orcus; unfortunately for him, the priests of Orcus had little
desire for an alliance with some distant power, and so he was imprisoned.
However, they have not yet started an interrogation by torture, as they
wish to flush out any hidden allies that Setiathet may have. In point of
fact, Setiathet is operating alone, and faces a grim death at the hands of
the priests of Orcus if fate does not intervene.
Although he is evil, he does his best to cut a deal with any rescuers,
promising to assist them in dealing with the temple of Orcus if need be
in exchange for his freedom and he sticks to the letter of any bargains
he agrees to. He is only too happy to proselytize his faith if there are any
sympathetic people in the group who share a similar world view as he.
SETIATHET
XP 4,800
Male half-elf cleric 9
LE Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7
Aura destructive aura (30 ft. radius, 9 rounds/day)
CR 8
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The room also holds 4 black skeletons, lined up along the north
wall, each bearing a pair of forward-curved daggers across its body in
a ceremonial posture. They attack anyone not wearing an Orcus priests
robe, and otherwise obey only the direct orders of Hesperix.
CR 5
BLACK SKELETONS (4)
XP 1,600
hp 45 (Frog God Games Tome of Horrors Complete,
Skeleton, Black, with the following changes; add Melee 2
mwk kukri +11 [1d4/1820], remove 2 short swords; add Feats
Weapon Focus [kukri])
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This level contains the final resting place of Akbeth, high priestess of
Hecate, who offended her goddess and was transformed into a statue of
magical metal, known to the dwarves as living rock. The passage to this
area is through the mithral gates from Level 9A, leading from the river
to a huge waterfall and finally into a vast underground lake. The area is
filled with vermin, as well as the odd troll that gets washed down some
uncharted waterway (they cannot be drowned permanently). A nest of
phase spiders finds good hunting here as well. The principle inhabitant
of this level is a young neothelid, who feeds on the local vermin. Only
one adventuring party ever found its way into these caves, and it never
left. The remains of these individuals make up the only treasure present
here, except the statue of Akbeth herself, of course. A map of this level is
depicted in Map RA11.
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
STIRGES
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
111. Entrance
This area leads from the mithral gates (Level 9A, Area 9A3). It
consists of a deep, swiftly flowing river leading to Area 113. Swimming
the river requires a DC 25 Swim check to avoid being swept over the falls.
Level 11
Difficulty Level: 9
Entrances: Waterfall from Level 9A.
Exits: Underwater passage to Level 10A, passage to
surface in Area 118C.
Wandering Monsters: Check once every hour on
1d20:
These caves contain little of interest: a rat skull here, a beetle carcass
there, etc. A check for wandering monsters should be made each time an
area marked 112 is entered.
12
3
45
5
6
7
820
Detections: None.
Shielding: None.
Continuous Effects: None.
Standard Features: Because the ground is slippery
and uneven, each round of melee or running requires
a DC 5 Acrobatics check. Failure means the PC falls
down. Monsters, more familiar with the terrain, enjoy
normal movement. Climbing the wet and slippery
walls, columns, and other cavern features requires a
DC 15 Climb check unless otherwise noted. Fungus
encrusts most surfaces on this level; 20% of the fungus
is edible, while 10% is poisonous. A DC 20 Knowledge
(dungeoneering or nature) or Survival check allows
PCs to determine which are edible. (Gnomes and
other underground creatures gain a +2 bonus to their
checks.)
Poisonous Fungus
Type poison, ingested; save Fortitude DC 16
onset 10 minutes; frequency 1/minute for 6 minutes
effect 1d3 Con damage; cure 2 consecutive saves
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Demonclaw
Aura moderate evocation (chaotic), faint
necromancy; CL 12th
Slot ; Price 412,350; Weight 8 lbs.
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DESCRIPTION
Demonclaw is a +3 anarchic lawful outsider bane
thundering greatsword. Demonclaw is a CN intelligent
weapon with Int 11, Wis 12, Cha 16, Ego 21; can
communicate by speech and telepathy; knows the
languages Abyssal and Common. Demonclaw is a
proud chaotic weapon, and as such either selects
or rejects a bearer based on their alignment (it only
accepts a chaotic bearer). The sword appears as a
greatsword made of rune encrusted superior quality
metal, with a hilt made from the hand of a demon,
withered and dried from age. It has the primary
powers of granting the wielder a spell turning ability
vs. lawful outsiders only; grants the bearer use of
the Improved Initiative feat; allows the bearer to
rage as a barbarian of equivalent level (no rage
powers gained), and has the extraordinary power
of true seeing (at will). Its special purpose is to slay
lawful outsiders, and each successful hit on a lawful
outsider reduces the creatures natural AC by 1
point permanently. The only drawback to wielding
Demonclaw is that once grasped, it bonds to the
left hand of the bearer and cannot be removed by
any means short of a limited wish, wish, or miracle.
It also compels (DC 21 Will save to avoid) the
bearer to attack immediately any lawful outsider he
encounters.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, blindness/
deafness, chaos hammer, protection from law, true
seeing; Cost 206,175 gp
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The statue stands nearly 6 ft. tall and is composed of ruby-red rock that
appears as a sort of rough gemstone material. This material resists in any
attempts to harm, enchant, or move (e.g., teleport) it. The statue is a perfect
image of a 30-ish woman, with long flowing hair and a well-proportioned
body. She wears long, flowing robes and has a holy symbol of Hecate dangling
from a fine chain around her neck. On her left hand is a large ring of gold set
with a huge (100,000 gp value) square cut emerald. The ring, seemingly, is
the only part of the statue not made of the strange rock. It is highly magical.
The statue itself is the once-living form of Akbeth, the high priestess
of Hecate. She was cursed by her goddess for some long-forgotten
transgression and polymorphed into this statue of living rock. This
material is effectively 100% magic resistant, and can only be cut by
adamantine slashing weapons with a +3 or greater enchantment. Anything
cutting this material must make a DC 22 Fortitude save or be destroyed
in the process. A new save must be made each round of cutting. The ring
is a highly magical ring, allowing the wearer to shapechange (CL 22nd)
once per day. Anyone attempting to cut the ring off the statue (requires
2 rounds of cutting) or to harm it in any other way must make a DC 30
Will save or be disintegrated. This last effect is a divine curse on any
that would disturb the priestess or the divine judgment laid upon her by
Hecate. Anyone removing the ring without suffering the harmful effects
should be granted experience equal to a CR 10 encounter.
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This cavern provides access to the remainder of this level. Long tunnels
lead from the lakeshore to caverns containing vermin and other denizens.
This nexus looks like the entrance into a maze, as it contains many exits.
Most of these are dead ends; however, three lead to areas of interest.
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attack. They have no treasure, though many hours could be spent searching
through their nests and webs, which contain only rat and beetle corpses.
Hidden behind all the nasty webbing and egg nests is a large boulder.
If this boulder is moved (DC 20 Strength check to move), a long, winding
tunnel may be found. This tunnel leads for about two miles, winding
endlessly, becoming thin and difficult to pass through, and even looking
like a dead end on several occasions. If the PCs are persistent and follow
it to its end, they find themselves outdoors in a small clearing in a woods,
a mile from the dungeon.
CR 5
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CR 5
Tactics: These trolls, unlike most of the denizens of this level, actually
employ a battle strategy when they fight. They fight until severely wounded,
then retreat into the pool at Area 1110C. The fish and the trolls have an uneasy
truce: it bites hard, yet it is afraid of them as well (and they taste terrible). The
CR 3
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CR 6
CR 3
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Level 11A
Difficulty Level: 15
Entrances: River tunnel from Level 7.
Exits: Huge iron gate to Level 12A.
Wandering Monsters: Check once every 12 hours on
1d20:
12
3
45
5
6
720
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Tactics: The ropers each select one victim and attack with all 6 strands,
hoping to incapacitate one person each before attacking again. Once a
victim falls (Strength 0), they abandon that victim and attack another.
Once all are drained of Strength, they drag each victim into their maws
and devour it. They are too slow to run away, so they fight to the death.
They do not pursue if the PCs flee, as they have no real hope of catching
anything that can run.
Detections: None.
Shielding: None.
Continuous Effects: None.
Standard Features: Unless otherwise noted, all doors
on this level are made of locked, iron-reinforced
wood (2 in. thick; hardness 5; hp 20; Break DC 18, DC
20 Disable Device). All secret doors are made of stone
(2 in. thick; hardness 8; hp 30; Break DC 22; DC 20
Disable Device; DC 20 Perception)
Treasure: Each roper has 4d10 pp and 3d6 100 gp gems in its gullet.
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
STIRGES
CR 1/2
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, Stirge)
TROLLS
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
CR 5
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level 11a
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GATE TRAP
XP 9,600
Type magic; Perception DC 34; Disable Device 34
CR 10
CR 10
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+6 natural)
hp 144 (12d6+72 plus 24); fast healing 5
Fort +12; Ref +11; Will +17
Defensive Abilities channel resistance +4; DR 10/magic and
silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Speed 30 ft.
Melee mwk dagger +11/+6 (1d4+4) or slam +10 (1d4+4 plus
energy drain)
Ranged mwk dagger +10 (1d4+4)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 22), energy drain (DC 22)
Spells Known (CL 12th; ranged touch +9)
6th (4/day)summon monster VI
5th (6/day)cone of cold (DC 22), overland flight, telekinesis
4th (7/day)charm monster (DC 20), dimension door, fear
(DC 20), lesser globe of invulnerability
3rd (7/day)dispel magic, fly, haste, hold person (DC 19),
lightning bolt (DC 20)
2nd (8/day)alter self, darkness, invisibility, mirror image,
spectral hand, web (DC 18)
1st (8/day)identify, mage armor, magic missile, ray of
enfeeblement (DC 17), shield, true strike
0 (at will)dancing lights, detect magic, disrupt undead,
ghost sound (DC 16), light, mage hand, prestidigitation, ray
of frost, read magic
Bloodline Arcane
Str 19, Dex 16, Con , Int 15, Wis 20, Cha 22
Base Atk +6; CMB +10; CMD 24
Feats AlertnessB, Combat ReflexesB, Combat CastingB, DodgeB,
Eschew MaterialsB, Improved InitiativeB, Iron Will, Lightning
ReflexesB, Mobility, Quickened Spell, Silent Spell, Skill Focus
(Spellcraft)B, Spell Focus (evocation), Spring Attack, ToughnessB
Skills Bluff +21, Craft (calligraphy) +11, Knowledge
(arcana) +17, Linguistics +4, Perception +27, Sense Motive
+19, Spellcraft +21, Stealth +23; Racial Modifiers +8 Bluff,
Perception, Sense Motive, Stealth
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ arcane bond (ring), change shape (dire bat or wolf,
beast shape II), gaseous form, metamagic adept, new
arcana, shadow less, spider climb
Gear bracers of armor +4, ring of spell turning, amulet of
resistance +2 (as a cloak), masterwork dagger
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MHAO
CR 8
XP 4,800
Male human vampire warrior 8 (Pathfinder Roleplaying
Game Bestiary, Vampire)
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +17
AC 30, touch 15, flat-footed 25 (+7 armor, +4 Dex, +1 dodge,
+8 natural)
hp 76 (8d10+24 plus 8); fast healing 5
Fort +9; Ref +8; Will +5
Defensive Abilities channel resistance +4; DR 10/magic and
silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
ITARA
CR 13
XP 25,600
Female human vampire sorcerer 12 (Pathfinder Roleplaying
Game Bestiary, Vampire)
CE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft.; Perception +27
Speed 30 ft.
Melee slam +14 (1d6+6 plus energy drain) or +3 shortspear
+17/+12 (1d6+9 /1920)
Ranged +3 shortspear +15 (1d6+9/1920)
Special Attacks blood drain, children of the night, create
spawn, dominate (DC 17), energy drain (DC 17)
Str 23, Dex 18, Con , Int 12, Wis 12, Cha 16
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The Glutton
CR 3
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed,
enervation, keen edge; Cost 39,875 gp
Str 14, Dex 15, Con , Int 13, Wis 18, Cha 18
Base Atk +1; CMB +2; CMD 15
Feats AlertnessB, Combat ReflexesB, DodgeB, FleetB, Improved
InitiativeB, Iron Will, Lightning ReflexesB, Skill Focus (Stealth),
ToughnessB
Skills Acrobatics +5, Bluff +15, Intimidate +5, Perception
+19, Sense Motive +14, Stealth +20; Racial Modifiers +8 Bluff,
Perception, Sense Motive, Stealth
Languages Common
SQ change shape (dire bat or wolf, beast shape II), gaseous
form, shadow less, spider climb
Gear amulet of natural armor +3, unhallowed doll (radiates
unhallow and desecrate spells in a 100 ft. radius)
General Tactics: The vampires are hungry and happy to be free. There
is no real bargaining with them, though Itara may pretend to call a truce
if she is the only one left, slowly using her spells and powers to confuse,
charm, and destroy the PCs. If any vampires are slain in their corporeal
form, they are forced into a sleep state in their crypts. Here they can be
destroyed as usual. Sadly, they have no hidden lair to return to and hide
if killed.
Grezell is a former warrior of great renown. He wears full plate armor
and normally fights with a longsword. If either Itara or Swoana are killed,
he becomes absolutely berserk, fighting at +4 to attack and damage but
with a 2 penalty to AC for the remainder of the combat. He appears as
a holy knight, wearing symbols of the god of justice and looking like
a paladin with blond hair, blue eyes, and an air of nobility about him.
Grezell immediately attacks the closest fighter, attempting to drain and
slay with reckless abandon.
Mhao was Grezells squire in life. He is far too mad with thirst to
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Alcove A.
This alcove contains the remains of the head male vampire, Grezell. In
addition to his personal magic items, there are 4 large pieces of jewelry
worth 2,800 gp total, as well as an iron bound +1 manual of gainful
exercise hidden in his coffin.
Alcove B.
Alcove C.
This alcove contains the remains of Itara, Grezells mate and lover. Itara
wears 12,000 gp of fine jewelry and leaves nothing in her coffin as she
attacks.
Alcove D.
This alcove contains the remains of Grezell and Itaras young daughter
vampire Swoana. Swoana has a teddy bear that is enchanted to radiate
unhallow and desecrate spells in a 100 ft. radius. There is no treasure in
her crypt.
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Level 12:
The Slave Pits
There may not be a more wretched and unfortunate place for a stranded
adventurer to end up than here. Indeed, death in battle would be preferable
to the future that awaits a slave of the powerful goblins that inhabit this
level. Perhaps slaves is a misnomer, however, as these prisoners are asked
to perform no labor; instead, they serve as guinea pigs in the goblins
diabolical experiments in torture, and, eventually, are sacrificed to Orcus
himself. The goblins and their human priests are interested in torturing
powerful creatures and so most of the slaves are captured adventurers
awaiting their ignominious end. The PCs themselves could conceivably
be brought to this level as slaves, particularly if they made dreadful
mistakes on Level 12A.
There are two very powerful slaves currently in captivity (see Areas
Level 12
Difficulty Level: 13
Entrances: Spiral staircase from Level 7; twisting tunnel
from Level 12A; tar pit ladder from Level 10A.
Exits: Stairs to Level 14.
Wandering Monsters: Check once every 30 minutes
on 1d20 in the following areas only: 121, 122, 127
through 1216, and 1218 through 1220.
12
34
5
6
720
1221M and 21R). Freeing one or both of these men might serve as a
quest for the PCs. A map of this level is depicted in Map RA12.
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Speed 30 ft.
Melee mwk longsword +19/+14 (2d6+11/1920), bite +11
(1d6+4) or bite +16 (1d8+8), 2 claws +16 (1d6+8)
Special Attacks weapon training (heavy blades +1)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+12)
Str 26, Dex 16, Con 27, Int 8, Wis 9, Cha 4
Base Atk +9; CMB +18; CMD 32
Feats Cleave, Great CleaveB, Improved Initiative,
Intimidating Prowess, Iron Will, Power Attack, Skill Focus
(Perception), Weapon Focus (longsword)B, Weapon
Specialization (longsword)B
Skills Intimidate +15, Perception +13
Languages Giant
SQ armor training 1
Gear chain shirt, heavy steel shield, masterwork longsword,
pouch with 100 pp
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Within the curved northern wall are set three statues of Orcus, each 2 ft.
high. The statues are secured on cylindrical axes that descend into the wall,
making removing them very difficult (DC 28 Strength check). Rotating the
statues is possible, however, and is, in fact, the only way to open the secret
door in the east (DC 20 Perception check to notice). If the leftmost statue is
turned to face west, the middle is turned to face north (that is, 90 degrees),
and the right is turned to face east, a clicking sound is heard and the secret
door may be opened. There is no other way to open this door aside from
powerful magic (e.g., disintegrate, transmute rock to mud and such spells).
THE EXECUTIONER
CR 9
XP 6,400
Male hobgoblin assassin 5/rogue 5 (Pathfinder Roleplaying
Game Bestiary, Hobgoblin)
CE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +17
AC 23, touch 17, flat-footed 18 (+6 armor, +2 deflection, +4
Dex, +1 dodge)
hp 59 (5d8+5d8+10 plus 4)
Fort +4 (+6 vs. poison); Ref +11; Will +3
Defensive Abilities evasion, improved uncanny dodge, trap
sense +1
Speed 30 ft.
Melee +2 keen rapier +12/+7 (1d6+4/1520)
Ranged +1 light crossbow +11 (1d8+1/1920)
Special Attacks death attack (DC 18), rogue talent
(bleeding attack), rogue talent (surprise attack), sneak
attack +6d6, surprise attack, true death
Str 14, Dex 19, Con 12, Int 16, Wis 10, Cha 11
Base Atk +6; CMB +8; CMD 25
Feats Alertness, Dodge, Improved Initiative, Mobility,
Weapon Finesse
Skills Acrobatics +12, Climb +10, Craft (alchemy) +11,
Diplomacy +13, Disguise +13, Escape Artist +17, Intimidate
+13, Perception +17, Sense Motive +10, Sleight of Hand +12,
Stealth +21, Use Magic Device +8; Racial Modifiers +4 Stealth
Languages Common, Dwarf, Goblin, Orc
SQ hidden weapons, poison use, trap finding (+2)
Combat Gear 20 adamantine bolts coated in poison; Gear
+3 studded leather armor, +2 keen rapier, +1 light crossbow,
ring of protection +2
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Claw of Orcus
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CONSTRUCTION
Requirements Craft Wondrous Item, bestow curse,
bulls strength, creator must be a worshipper of Orcus;
Cost 5,750 gp
Str 20, Dex 16, Con 14, Int 10, Wis 12, Cha 6
Base Atk +8; CMB +12; CMD 25
Feats Alertness, Cleave, Greater Weapon Focus
(greatsword)B, Improved InitiativeB, Iron Will, Lightning
Reflexes, Power AttackB, Weapon Focus (greatsword)B,
Weapon Specialization (greatsword)B
Skills Perception +11, Ride +9, Sense Motive +3, Stealth +17,
Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 2
Combat Gear 2 potion of bears endurance; Other Gear
+2 chainmail, +1 greatsword, 6 masterwork javelins, claw of
Orcus
Tactics: If the PCs attempt to enter the Sacrifice Chamber via Area
125, its occupants take the following actions:
First, if they are aware of the PCs before the portcullis is raised, the
Executioner fires his poisoned bolt, the Overseer casts lesser globe of
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CR 11
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have not yet disposed of. This poor man is stripped to the waist, his back
and legs horribly scarred from the lash. A speak with dead spell reveals
the following: his name is Clafford; he has been dead two days; he was
blindfolded when led from the slave pits to the torture chamber; there are
human priests somewhere nearby and the goblins obey them; there is at
least one powerful human slave he believes he is still alive.
This room is identical to Area 127 except that clerics and druids must
succeed at a DC 20 Will save or suffer 1d6+2 Constitution damage.
Stationed here at all times are 3 goblin guards. If the PCs enter via
Area 1214, one guard attempts to run for reinforcements from Area
1218; if the PCs enter via the door in the north, one guard attempts to run
for reinforcements from Area 1214 and Area 126.
GOBLIN GUARDS (3)
XP 1,600
hp 44 (see Area 124)
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CR 5
GOBLIN PRIEST
XP 6,400
Male goblin cleric of Orcus 10 (Pathfinder Roleplaying
Game Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +15
CR 9
Treasure: The footlockers (20 in all) contain the goblin guards personal
effects and a total of 5,700 gp. There is also a locked iron chest that belongs
to the priest (see chest and Trap below). The chest contains 3,800 gp, a gold
drinking cup worth 2,000 gp, and a necklace of adaptation.
Locked Iron Chest: hardness 5; hp 40; Break DC 25; Disable
Device DC 23.
GLYPH OF WARDING TRAP
XP 2,400
Type magic; Perception DC 28; Disable Device DC 28
CR 4
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Three out of the four slavers who oversee the slave pits are lounging
here playing cards around a circular wooden table. The room contains
only the table and chairs, and a small side table upon which rests a jug of
wine and four goblets (see treasure below).
SLAVERS (3)
XP 6,400
Male hobgoblin cleric of Orcus 5/fighter 5 (Pathfinder
Roleplaying Game Bestiary, Hobgoblin)
CE Medium humanoid (goblinoid)
CR 9
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Each cell door is made of iron and well locked. A Slaver, who patrols
this hall at all times, possesses a ring that holds the keys to each cell. All
prisoners are chained to the wall of their cells. The Slavers key ring also
holds the key to the chains.
SLAVER
CR 9
XP 6,400
hp 99 (see Area 1221A)
Cell Door: hardness 5; hp 60; DC 28 Break; DC 30 Disable
Device.
Tactics: If the patrolling Slaver is surprised in this area, he attempts to
cast bulls strength and protection from good before attacking.
If the PCs are thrown into the slave pits, each winds up in one of these
cells, chained to the wall.
This cell contains 3 encephalon gorgers, each at full hit points, even
after months of torture, due to their innate healing ability.
ENCEPHALON GORGERS (3)
CR 8
XP 4,800
hp 70 (Frog God Games The Tome of Horrors Complete,
Encephalon Gorger)
Development: Although encephalon gorgers would normally shun
or attempt to kill the PCs, they are smart enough to aid them for as
long as it takes for them to escape the Slave Pits. If the PCs make a
successful DC 20 Diplomacy check, they agree to help in the assault
on the temple (Area 1212A), although they flee this or any other
combat if their hit points are reduced to half. They know quite a bit
about the Under Realms and Rappan Athuk and are willing to trade this
knowledge for their freedom. If the PCs attack, of course, they defend
themselves as best they can.
GM Note: If the PCs slay the gorgers while they are still in their chains,
award no XP.
THIRIS
XP 800
Male elf fighter 4
LN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6
Within the room are four sturdy beds; four locked, iron trunks containing
the treasure; and a small iron statue of Orcus against the east wall.
Piled within this large, 15 ft. deep, L-shaped pit are the bodies of fallen
slaves. There are far too many to count, but the putrid stench attests to the
volume and longevity of the decay. PCs entering this area must succeed
at a DC 15 Fortitude save or become nauseous and suffer 1d6+3 Strength
damage. The nausea lasts for as long as the PCs remain in Area 1221C
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CR 3
Speed 30 ft.
Melee unarmed strike +6 (1d3+2)
Str 14, Dex 15, Con 8 (12), Int 11, Wis 11, Cha 13
Base Atk +4; CMB +6; CMD 18
Feats Improved InitiativeB, Point-Blank Shot, Power Attack,
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GABRIEL
XP 1,600
Male human cleric of the sun 6
NG Medium humanoid (human)
Init +0; Perception +3
CR 2
CR 5
Str 10, Dex 12, Con 10 (12), Int 15, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 11
Feats Brew Potion, Combat Casting, Scribe ScrollB
Skills Craft (alchemy) +10, Knowledge (arcana) +8,
Knowledge (nature) +7, Perception +7, Spellcraft +8; Racial
Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Gnome, Sylvan
SQ arcane bond (weasel), extended illusion, weapon
familiarity
ZILDJIN
XP 1,200
Male human wizard 5
CG Medium humanoid (human)
Init +2; Perception +6
Speed 30 ft.
Special Attacks hand of the apprentice (+5, 6/day)
Spells Prepared (CL 5th)
none
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level 12
CR 4
CR 9
Speed 40 ft.
Melee unarmed strike +11 (1d3+6)
Special Attacks rage (14 rounds/day), rage power (powerful blow)
Str 22, Dex 14, Con 18, Int 8, Wis 9, Cha 8
Base Atk +5; CMB +11; CMD 24
Feats Dodge, Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +10, Climb +13, Intimidate +5, Survival +7;
Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, rage power (renewed vigor)
Base Statistics When not raging, Barthums stats are AC 13,
touch 13, flat-footed 12; hp 51; Fort +6; Will +0; Speed 40 ft.;
Melee unarmed strike +9 (1d3+4); Str 18, Con 14; CMB +9;
CMD 22
Development: If the PCs can furnish Barthum with a weapon
(preferably a greataxe) and armor, this half-orc gladly helps them in the
attack on the temple.
SILAS BARENS
XP 1,200
Male human expert 6
NG Medium humanoid (human)
Init +0; Perception +11
Speed 30 ft.
Special Attacks hand of the apprentice (+10, 8/day)
Spells Prepared (CL 10th; ranged touch +7)
5thcone of cold (DC 20) (x2), summon monster V
4thdimension door (x2), hypnotic pattern (DC 19) (x2)
3rddispel magic (x2), fireball (DC 18) (x2)
2ndacid arrow (x5)
1stmage armor, magic missile (x5)
0 (at will)none
Str 10, Dex 14, Con 10 (12), Int 20, Wis 13, Cha 9
Base Atk +5; CMB +5; CMD 18
Feats Alertness, Brew Potion, Combat CastingB, Dodge,
Scribe ScrollB, Silent Spell, Spell Mastery (x2)B, Toughness
Skills Craft (alchemy) +18, Diplomacy +5, Knowledge
(arcana) +18, Knowledge (dungeoneering) +18, Knowledge
(planes) +18, Linguistics +18, Perception +15, Sense Motive
+7, Spellcraft +18, Stealth +12
Languages Aklo, Common, Celestial, Draconic, Elven, Giant,
Ignan, Undercommon
SQ arcane bond (familiar [owl]), metamagic mastery
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Speed 30 ft.
Melee unarmed strike +4 (1d3)
Str 10, Dex 11, Con 6 (10), Int 14, Wis 11, Cha 10
Base Atk +4; CMB +4; CMD 14
Feats Alertness, Persuasive, Skill Focus (Appraise), Skill Focus
(Profession [diamond merchant])B
Skills Appraise +14, Bluff +6, Craft (jewelry) +11, Diplomacy
+4, Disable Device +4, Handle Animal +4, Knowledge
(geography) +11, Knowledge (history) +6, Knowledge
(local) +11, Knowledge (nature) +6, Knowledge (nobility)
+11, Linguistics +6, Perception +11, Profession (diamond
merchant) +14, Ride +9, Sense Motive +11
Languages Common, Dwarf, Halfling, Terran
CRAVEN
XP 800
Male human rogue 4
CN Medium humanoid (human)
Init +7; Perception +7
CR 3
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3/dayprestidigitation
Str 12, Dex 16, Con 11 (13), Int 14, Wis 11, Cha 8
Base Atk +3; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Weapon FinesseB
Skills Acrobatics +10, Appraise +9, Bluff +6, Climb +9, Disable
Device +10, Disguise +6, Escape Artist +10, Knowledge
(local) +9, Linguistics +6, Perception +7, Sleight of Hand +10,
Stealth +10, Swim +8
Languages Common, Dwarf, Goblin, Orc
SQ rogue talent (fast stealth), rogue talent (minor magic),
trapfinding (+2)
Development: Even fully healed and equipped with a rapier and armor,
Craven is unwilling to aid in the assault; he knows he is in over his head,
and he is a bit of a coward any way.
1221O: Commoners
This cell contains common slaves.
SLAVES (8)
XP 100
hp 1 (noncombative commoner 1)
CR 1/4
CR 1/2
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Obviously, if the PCs kill the Slavers and get their hands on the keys
to the doors and chains, they have a crowd of tired, hungry men and
possibly encephalon gorgers on their hands. As noted above, some are
willing eager, even to join in the assault against the occupants of
this level. One strategy the PCs might pursue is to store the weaker
freed slaves somewhere relatively safe and clear out the rest of the level
with the stronger NPCs. This is probably the best strategy. The slaves
are weak, however, and in some cases frightened, wishing to be brought
to the surface as quickly as possible. A slave that is freed and brought
successfully to the surface world is worth half his CR in experience points
with a minimum of 100 XP. If the PCs merely free the slaves and leave
them to their own devices i.e., let them try and escape Rappan Athuk
on their own not only should the GM not award any experience, it is
advised that good-aligned PCs suffer a loss of 100 XP per slave allowed
to fend for himself in the Dungeon of Graves. As a cruel alternative, the
GM may turn slaves freed in this manner into undead and send them at the
party requiring PCs to confront their mistake face-to-face.
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is flanked by two thick stone pillars carved with images of demons, dying
virgins, decapitated kings, impaled paladins, and so on. Standing beside the
bed is a stone golem, which animates and attacks anyone other than a priest
of Orcus who enters the room. Both doors to this chamber are locked.
STONE GOLEM
CR 11
XP 12,800
hp 145 (Pathfinder Roleplaying Game Bestiary, Golem,
Stone)
Treasure: Hidden in a secret compartment in the nightstand (DC 23
Perception) is a black velvet bag containing 100 pearls worth 100 gp
each. In addition a secret compartment in the desk, discoverable with a
successful DC 20 Perception check, contains a scroll inscribed with five
divine spells, all at CL 16th: antimagic field, destruction, earthquake,
repulsion, and resurrection.
Lastly, beneath the bed is a secret trap door discoverable on a
successful DC 20 Perception check. Under the trap door is a narrow
depression containing Sir Kingslys sword: a +2 holy longsword. The
sword was taken and hidden here after Kingsly was imprisoned. The priest
is searching for a way to destroy it and is contemplating throwing it into
the lava pits on Level 10.
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CR 13
CR 11
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Priest Tactics
If the priests are aware that the PCs are on their way (if they have been
spotted in Area 1217, for instance), then, if possible, they cast all their
defensive spells first and wait for the PCs to arrive before summoning the
monsters.
It is possible the priests could be made aware of disturbances outside
the temple and Area 1217. For the most part, the monsters in the slave
pits do not bother the priests unless absolutely necessary. If the PCs attack
the slave pits, do significant damage, and then retreat to rest and regain
spells, the priests summon a balor (see below), whom they put on guard
in Area 121.
If necessary, while they are in their temple the priests have the unique
ability to summon a balor to aid them. This balor is a gift directly from
Orcus, and the summoned demon obeys the priests faithfully until
discharged, although he does not remain at their beck and call for more
than three days. The priests are wary not to overuse this privilege and,
whether they wish to or not, they cannot summon the balor more than
once a month. To perform this ritual, three of the five priests must join
hands beside the statue of Orcus, then the trio begins a series of chants and
prayers that lasts five minutes. At the end of this ritual, the balor arrives.
CR 20
BALOR
XP 307,200
hp 400 (Pathfinder Roleplaying Game Bestiary, Demon,
Balor)
Stairs to Level 14
Within the left leg of the statue of Orcus is a secret compartment (DC
25 Perception) that contains a small lever. If pulled, the lever opens a
trapdoor behind the statue, revealing a set of spiral stairs descending far
into the darkness.
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Level 12A:
Greznek
The goblin city this chapter details is unusual for The Dungeon
of Graves in that it is not necessarily a dangerous place for the PCs to
explore. In fact, depending upon how the PCs decide to deal with the
locals, it could serve as a place to rest, prepare spells, and even trade in
some hard-won treasures. Should the PCs grow hostile, however, Greznek,
like all of Rappan Athuk, quickly becomes inhospitable and deadly. This
is a roleplaying level. If the PCs take the time to get to know the natives,
they may learn of a curse that has befallen the city. A pyrohydra, sent by
the goddess Hecate, has taken up residence in the northernmost cavern.
Slaying this beast endears the PCs to the goblin clerics and the citizenry
of Greznek A map of this level is depicted in Map RA12A.
OGRES (10)
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)
CR 3
FIRE GIANT
CR 10
XP 9,600
hp 148 (Pathfinder Roleplaying Game Bestiary, Giant, Fire);
with 4 human slaves (3 Fighter 1 and a Rogue 1; hp 12, 10,
10, and 6 respectively; but all with only 2 hp currently)
HOBGOBLIN
CR 1/2
XP 200
hp 11 (Pathfinder Roleplaying Game Bestiary, Hobgoblin)
Running Greznek
The main consideration when running this level at least the southern
half is that it is a city, and that its residents assume that if PCs are in
the city then they were meant to be there. While the PCs probably receive
Level 12A
Difficulty Level: 12
Entrances/Exits: Stairs from Level 9A; entrances to Under
Realms in Areas 12A1 and 12A32; winding tunnel to
Level 12 (Area 12A22A). A tunnel leads to Levels 10B
and 13A from Area 12A12. A Locked Mithral door leads
to Level 11A.
Wandering Monsters: In the southern part of the city (Areas
12A1 to 12A20), goblins are so ubiquitous as to not
even be counted as wandering monsters (see side box).
Assume that, unless a keyed area states otherwise, there
are always at least 6 normal goblins within earshot of the
PCs. The wandering monsters for the southern city, then,
are unique NPC goblins, higher-level goblins, or creatures
present in addition to the low-level goblins. Roll once
every 30 minutes on 1d20 in the southern half of the city.
1
2
3
4
5
67
8
920
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Common Goblins
This cave contains hundreds of common goblins, most carrying
short swords or javelins. Their stats are as follows:
GOBLINS
XP 135
Male and Female goblin warrior 1 (Pathfinder
Roleplaying Game Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception 1
Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 5th
Minor Items 3d4 items; Medium Items 1d6 items; Major Items
CR 1/3
Goblin Thugs
These ruffians may decide to challenge the PCs, even if the city is
generally friendly toward the characters, since challenging foreigners
is a sign of strength.
Speed 30 ft.
Melee short sword +2 (1d4/1920)
Ranged javelin +4 (1d4)
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers
+4 Ride, +4 Stealth
Languages Goblin
some sideways glances or overhear muttered insults, the locals should
merely be considered unfriendly. Those PCs attempting to improve upon
a goblins attitude with a Diplomacy check receive an added +4 to their
roll if they speak goblin.
The above assumes, however, that the PCs are human, halfling, or halforc. Elves, half-elves, gnomes, or dwarves are automatically considered
a threat to the citizens of Greznek. Only a successful DC 25 Diplomacy
or Bluff check by a human, halfling, or half-orc can convince a patrol or
guard that the aforementioned PCs can be trusted. Clerics of any good
religion who display their holy symbols are likewise considered a threat
and no amount of diplomacy or bluffing can convince a patrol that a good
cleric can be trusted.
Of course, should the PCs successfully make their way into Greznek,
there is no guarantee that some brave or hot-headed gang of goblins might
not decide to pick a fight, nor that a goblin patrol might not decide to
single the PCs out and give them a hard time. By and large, most of the
locals, even a patrol of guards, do not pose much of a threat to the PCs. Yet
should the PCs kill a large number of goblins even in self-defense
they are in risk of turning the city hostile (see If Things Go Wrong for
details). The following groups could pose problems for the PCs:
GREZNEK
NE small town (see the Pathfinder Roleplaying Games Game
Mastery Guide, Settlements)
Corruption 1; Crime 1; Economy +0; Law +1; Lore +3;
Society 2
Qualities insular, racially intolerant (non-goblinoids)
Danger +0
Government magical
Population 500+ goblinoids, 100+ other assorted humanoids
and monstrous humanoids
Notable NPCs
Lothum, the hermit (NE male goblin rogue 3)
Droog, the circle-fighter (CE male ogre fighter 5)
Knoob Chimneybuckles, the sorcerer (CE male goblin
sorcerer 6)
Speed 30 ft.
Melee morningstar +3 (1d6/1920)
Ranged javelin +5 (1d4) or light crossbow +5 (1d6)
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative
Skills Ride +10, Stealth +15, Swim +4; Racial Modifiers +4 Ride,
+4 Stealth
Languages Goblin
Gear leather armor, light wooden shield, morning star, 2
javelins or light crossbow, 20 bolts, 3d4 sp, 4d4 cp.
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Goblin Patrols
Str 13, Dex 16, Con 12, Int 10, Wis 11, Cha 6
Base Atk +3; CMB +3; CMD 17
Feats Alertness, DodgeB, Improved Initiative, Weapon Focus
(morningstar) B
Skills Perception +5, Ride +11, Sense Motive +2, Stealth +15,
Swim +5; Racial Modifiers +4 Ride, +4 Stealth
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Languages Goblin
SQ armor training 1
Gear masterwork studded leather armor, light wooden
shield, masterwork morningstar, masterwork heavy
crossbow, 10 +1 bolts, 20 gp.
level 12a
GOBLIN LEADER
CR 5
XP 1,200
Male goblin fighter 6 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +6
Points
NPC Attitude
Less than 5 Hostile
5 to 14 Unfriendly
15 to 24 Indifferent
25 to 39 Friendly
40+ Helpful
Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
Base Atk +6; CMB +7; CMD 21
Feats Dodge, Point-Blank ShotB, Improved Initiative, Weapon
Finesse, Weapon Focus (crossbow), Weapon Focus (short
sword)B, Weapon Specialization (short sword)B
Skills Perception +6, Ride +11, Stealth +18, Swim +6; Racial
Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Combat Gear potion of cure moderate wounds; Other Gear
masterwork studded leather armor, +1 light steel shield, +1
short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp.
WORGS (6)
XP 400
hp 26 (Pathfinder Roleplaying Game Bestiary, Worg)
If Things Go Wrong
CR 2
When the PCs enter Greznek assuming they are in human or demihuman form the citys residents and patrols are considered unfriendly.
A number of factors, however, can change this attitude for better or for
worse. PCs score points for different actions, and these accumulated points
determine the locals general attitude toward them. See Influencing the
Goblins, in the side box. The PCs have 10 points when they enter the city.
If the goblins attitude improves to indifferent, then the PCs are treated as
if they were goblins themselves which is nothing to be sought after, but
better still than where they started. Should the goblins attitude improve
to friendly, the PCs are bought rounds in drinking establishments, given
advice, perhaps offered a daughter as a wife. Finally, if the goblins are
helpful, then the PCs are treated like heroes and all but handed a key to
the city. If, on the other hand, the goblins become hostile, then the PCs are
marked targets. In general, the low-level goblins do not attempt to harass
the PCs in fact, they avoid them. Word travels fast through the city,
however, and unless the PCs are in hiding, two patrols seek out the PCs
with the intention of killing them or bringing them to the slave pits (via
Area 12A22A). If these goblins fail, three patrols search the PCs out. If
these fail, the clerics are sent for. Depending on the severity of the PCs
actions and the perceived threat they pose, the clerics either round up the
hobgoblins from Area 12A24 or summon the glabrezu and awaken the
Titan Cyclops (see below for details).
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and foreigners, and all the residents of Greznek gather here to solve
problems or, more likely, receive instructions from Tribitz.
Typically, there are approximately 125 goblins circulating within this
cave, 30 to 40 of whom are merchants. In addition, there are 25 to 50
foreigners, made up primarily of orcs, goblinoids, giants, and ogres.
There is a 25% chance that 1d3 drow are present, a 15% chance for the
same number of derro or duergar, and a 5% chance for a band of humans,
typically (80%) necromancers or clerics of Orcus.
Barter here is done in Undercommon or Goblin, though some (10%) of
the merchants speak common (though see above). Most goods from the
Pathfinder Roleplaying Game Core Rulebook equipment list are for sale
here, though at a 2050% markup (even more for foreigners, meaning
non-goblins). PCs are free to sell their wares as well, although unless they
succeed at a DC 20 Diplomacy check, they typically receive only 40% of
the listed value instead of the customary 50%. Fresh fruit and vegetables,
good wine, livestock, and items made entirely of wood are either not for
sale at all (90%) or available at exorbitant prices (+200300%). Should
the PCs possess any of the above items, they could, with a successful DC
25 Diplomacy check, receive upwards of 150% of the items listed value.
Also for sale are such goblin treats as dried human head, dogs liver, cat
eyes, xorn tongue, rat teeth necklaces, mouse stew, bat wing berets, and
so on. The GM is free to invent whatever prices he or she wishes for these
items, should the PCs express an interest.
The area is guarded by 2 goblin patrols (see Running Greznek,
above) at all times. At the first sign of significant trouble, the guards in
Areas 12A3A, 12A3B, and 12A3E also bolt their doors (+10 to Break
DC) and come running.
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A number of points of interest are within the cave, all of which are
described below.
CR 4
CR 5
In this corner of the cave, a raised stone dais looks out over three rows
of stone benches. Whenever Tribitz wishes to address the goblins of
Greznek, he does so from this vantage point. During business hours,
this area remains more or less ignored, although some goblin children can
be found scampering between the benches. The dais, however, remains
conspicuously unoccupied. Anyone seen mounting the dais is asked to
leave it immediately by the patrol. Failure to obey this command results
in the use of force by the patrol and an immediate loss of 10 points on the
Influencing the Goblins chart, above.
3F. Fissures
Throughout the cave, a number of long, narrow fissures issue forth hot,
dimly glowing steam. These crevasses are between 2 and 3 ft. wide and 10
to 15 ft. deep. The source of the steam is a heated underground lake that
roils and steams beneath the cave. Anyone unfortunate enough to fall or
be cast into a fissure suffers 2d6 points of falling damage, and 1d6 points
of fire damage each round spent in the super-heated waters. Climbing out
is possible; doing so requires a successful DC 25 Climb check due to
the wetness of the stone. Anyone climbing the wall takes 1d6 points of
nonlethal damage per round spent in the crevasse.
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Speed 30 ft.
Melee dagger +2 (1d31)
Special Attacks sneak attack +2d6
Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 9
Base Atk +2; CMB +0; CMD 12
Feats Alertness, Skill Focus (Stealth)
Skills Acrobatics +8, Bluff +5, Climb +5, Diplomacy +5,
Escape Artist +8, Knowledge (local) +7, Perception +8, Sense
Motive +2, Sleight of Hand +8, Stealth +19; Racial Modifiers
+4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talent (fast stealth), trapfinding (+1)
Gear leather armor, dagger, ring of water walking, 14 gp.
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Swimming the narrow channel from the river to the pool requires a
successful DC 20 Swim check. Yet should the chamber be entered via the
pool, as before, all paladins and good-aligned clerics must succeed at a
Will save or gain one negative level.
CR 1/3
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so the PCs are likely to garner a number of curious looks and perhaps a
comment or two but nothing more.
The goblins have learned it is wisest to keep their valuables with them
at all times. Thus, they sleep with their coins in their pockets, and their
weapons on their belts.
GOBLINS
XP 135
hp 5 (see the Common Goblins SIDE BOX)
CR 1/3
This well-respected sorcerer lives alone with his 2 dire wolf pets.
There is a 50% chance that Knoob is in his living quarters; otherwise,
he can be found in Area 12A3 selling potions (usually, bulls strength).
The cave contains a small cot, a locked chest with his belongings (see
treasure, below), and a small table with his potion-making supplies. There
is nothing else of value here.
If the PCs seek to act as diplomats rather than murderers, they might
attempt to talk to Knoob about Lothum. Sadly, Knoob has no recollection
of the half-goblin. Who? he croaks. Luthum? Lobum? Oh, Lothum.
Never heard of him. What does he want, a potion? Well, tell him he has
to pay like everyone else. If the PCs explain that Lothum feels Knoob is
responsible for his exile, the sorcerer merely shakes his head.
Although Knoob lives alone, the passageways adjacent to his cave are
well traveled. Sounds of combat here attract the attention of nearby goblins
who immediately alert the patrol. Knoob, of course, protects himself as
best he can if the PCs attempt to carry out Lothums paranoid scheme.
Knoob makes a decent living selling potions. If the PCs visit him, he
assumes they are prospective buyers and immediately begins quoting them
prices: disguise self (CL 1st), 50 gp; bulls strength (CL 3rd), 150 gp. At the
moment Knoob only has three potions of bulls strength. If the PCs would
like either more potions of bulls strength or disguise self, the goblin requires
a 50% down payment and, of course, time to prepare the potions.
CR 5
KNOOB CHIMNEYBUCKLES
XP 1,600
Male goblin sorcerer 6 (Pathfinder Roleplaying Game
Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +8
CR 2
CR 2
CR 3
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Treasure (in chest): 250 pp; 3 potions of bulls strength (CL 5th), 3
potions of cure serious wounds (CL 10th).
Chest: hardness 2; hp 20; Break DC 18; Disable Device DC 20.
CR 4
CR 4
The chamber contains two pools of water, one larger, one smaller, and a
small table, upon which is laid a single gold amulet. Donning the amulet
(see Area 12A38, below) and fully immersing oneself in the larger pool
teleports the wearer to Area 12A15. Entering the smaller pool wearing
the amulet or entering the larger pool without the amulet does nothing.
Only one person may be teleported at a time; holding hands with or
climbing on the back of the person wearing the does not work.
daggers, silver bowls, and so forth. Nothing is magical. In all, there are
350 works of art and 470 pieces of jewelry. The GM should roll d100 for
the gp value of any given item.
A PC wishing to leave the treasure vault must possess the amulet from
Area 12A38. If the wearer of the amulet proceeds down the narrow
passage to Area 12A16C, and there, at its terminus, intones the name
of the Orcus, he is instantly teleported to the small pool of water in Area
12A14. Aside from a greater teleport, miracle, wish, or similar magic,
there is no way to leave the Treasure Vault without the amulet.
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RINGMASTER
CR 4
XP 1,200
Male hobgoblin fighter 5 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
CE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +8
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 51 (5d10+15 plus 9)
Fort +7; Ref +4; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee +1 heavy flail +11 (1d10+8/1920)
Ranged dagger +8 (1d4+3/1920)
Special Attacks weapon training 1 (flails +1)
Str 16, Dex 17, Con 16, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +8; CMD 22
Feats Alertness, DodgeB, Improved Initiative, Toughness,
Weapon Focus (heavy flail)B, Weapon Specialization (heavy
flail)B
Skills Perception +8, Sense Motive +3, Stealth +15; Racial
Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 1
Gear masterwork chain shirt, +1 heavy flail, dagger, 125 gp
The bodies of two to five losers can be found here at any one time, one
to three of which are dead; the rest are seriously wounded.
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These large, jagged caves are home to Grimb, a goblin ranger, and his
3 dire tiger pets. There is a 25% chance that Grimb and one of his tigers
are out hunting, that is, scouring the Under Realms for food derro, orcs,
driders, hell hounds, and so on for the tigers. Grimb and his pets are
given high status in Greznek, though the reclusive goblin rarely makes use
of it; in fact, he shuns all contact with other goblins, greatly preferring the
company of his tigers. Should the city come under attack, however, Grimb
and the dire tigers join the defense, presenting an awesome foursome. The
clerics have been trying to convince Grimb to take his tigers and assault
the hydra in Area 12A32, but thus far they have been unsuccessful.
Strangers, aside from clerics, are absolutely not permitted here. Grimb
gives intruders a brief warning, and then sics the tigers on them. If Grimb
is out of the cave, the tigers attack without hesitation.
GRIMB
CR 7
XP 3,200
Male goblin ranger 8 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +4 (+8 underground); Senses darkvision 60 ft.; Perception
+15 (+19 underground)
Speed 30 ft.
Str 12, Dex 19, Con 13, Int 11, Wis 14, Cha 10
Base Atk +8; CMB +8; CMD 22
Feats Alertness, EnduranceB, Improved Two-Weapon
FightingB, Skill Focus (Survival), Two-Weapon FightingB,
Weapon Finesse, Weapon Focus (short sword)
Skills Climb +11, Handle Animal +11, Heal +13, Perception
+15 (+17 mountains, +19 underground), Ride +8, Sense
Motive +4, Stealth +22 (+24 mountains, +26 underground),
Survival +16 (+18 mountains, +21 underground); Racial
Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ favored terrain (underground +4, mountains +2), swift
tracker, track, wild empathy +8, woodland stride
Combat Gear 3 potions of cure moderate wounds; Other
Gear +2 chain shirt, +1 short sword, +1 dagger, +1 composite
longbow [+1 Str], 20 arrows, gloves of dexterity +2 (as a belt
of dexterity), spell component pouch
CR 8
DIRE TIGERS (3)
XP 4,800
hp 105 (Pathfinder Roleplaying Game Bestiary, Tiger, Dire)
CR 2
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CR 9
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This cave is guarded at all times by 1 goblin cleric and 8 goblin fighters.
The western edge of the chamber is open and faces out to the lake. Two
rowboats are tied to a stone dock that juts off this side of the cave. A 10 ft.
high natural rock platform stands in the southwestern portion of the cave.
Two rope ladders are hung on the north and east faces of the platform,
allowing for easy access to its top.
As stated above, unless the PCs are accompanied by a hobgoblin guard
from Area 12A20, attempts to cross the stepping stones or gain access to
this chamber in any way results in an immediate attack from its occupants.
Should the PCs have been sent this way to slay the hydra in Area 12A32,
then one of the guards directs them to Area 12A31.
Melee in this chamber gains the attention of the hobgoblins in Area
12A24, who join the combat in 13 rounds.
CR 7
GOBLIN CLERIC
XP 3,200
Male goblin cleric of Orcus 8 (Pathfinder Roleplaying Game
Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +15
Aura destructive aura (8 rounds/day, 30 ft.)
AC 21, touch 12, flat-footed 20 (+8 armor, +1 Dex, +1 shield,
+1 size)
hp 54 (8d8 plus 7)
Fort +8; Ref +3; Will +10
Defensive Abilities deaths embrace
Speed 20 ft., (30 ft. base)
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up positions at the entrance to the cave, at the northern end of the stepping
stones, and begin firing as well. The cleric casts bulls strength, divine
power, and entropic shield, then moves forward to join the goblins on
ground level. If the combat is joined in Area 12A22, the hobgoblins
from Area 12A24 arrive in 13 rounds.
GM Note: The secret door on the northern wall has been arcane locked
(Break DC 28) by Teran from Area 12A30. The goblins are not yet
aware of this.
This winding passage descends for about a quarter mile until terminating
at Level 12, Area 1224.
CR 3
GOBLIN GUARDS (8)
XP 600
Male goblin fighter 4 (Pathfinder Roleplaying Game Bestiary,
Goblin)
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +4
AC 21, touch 13, flat-footed 19 (+8 armor, +2 Dex, +1 size)
hp 29 (4d10+4 plus 3)
Fort +5; Ref +3; Will +1 (+2 vs. fear)
Defensive Abilities bravery +1
Speed 20 ft. (30 ft. base)
Melee mwk short sword +9 (1d4+4/1920) or mwk short sword
+7 (1d4+4/1920) and +1 dagger +7 (1d3+2/1920)
Ranged mwk javelin +8 (1d4+2 plus poison)
Str 14, Dex 15, Con 12, Int 10, Wis 11, Cha 6
Base Atk +4; CMB +4; CMD 16
Feats Improved Initiative, Two-Weapon FightingB, Weapon
Focus (dagger), Weapon Focus (short sword)B, Weapon
Specialization (short sword)B
Skills Perception +4, Ride +7, Stealth +13, Swim +3; Racial
Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Combat Gear 3 masterwork javelins coated in scorpion
venom, potion of cure serious wounds, 4 flasks of oil; Other
Gear +2 chainmail, masterwork short sword, +1 dagger,
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Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats DodgeB, Improved Initiative, Toughness, Weapon
Focus (longsword)B
Skills Perception +4, Stealth +10; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 1
Gear chain shirt, light wooden shield, masterwork longsword,
4 javelins, 15 gp.
HOBGOBLIN LIEUTENANTS (5)
XP 800
Male and Female hobgoblin fighter 4 (Pathfinder
Roleplaying Game Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +5
CR 3
PURBOK
CR 10
XP 9,600
Male hobgoblin fighter 8/cleric of Orcus 3 (Pathfinder
Roleplaying Game Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +17
AC 27, touch 12, flat-footed 25 (+11 armor, +1 Dex, +1
dodge, +4 shield)
hp 96 (8d10+3d8+22 plus 18)
Fort +10; Ref +7; Will +7 (+9 vs. fear)
Defensive Abilities bravery +2
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CR 6
Note: The secret door in the southern wall has been sealed with an
arcane lock spell (DC 28 Break) by Teran of Area 12A30.
Speed 20 ft.
Melee 2 slams +33 (4d8+14)
Ranged stalagmite +17 (2d6+14)
Space 15 ft.; Reach 15 ft.
Special Attacks slow (DC 24)
Str 38, Dex 7, Con , Int , Wis 11, Cha 1
Base Atk +21; CMB +37; CMD 45
Slow (Su) The slow ability of the titan cyclops statue includes
a +4 racial bonus
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FILTAU
CR 8
XP 4,800
Male drow fighter 9 (Pathfinder Roleplaying Game Bestiary,
Drow)
CE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Perception +3
AC 25, touch 14, flat-footed 21 (+7 armor, +3 Dex, +1 dodge,
+4 shield)
hp 57 (9d10 plus 8)
Fort +6, Ref +6, Will +6 (+8 vs. enchantment, fear)
Defensive Abilities bravery +2; Immune sleep; SR 15
Weaknesses light blindness
Speed 30 ft.
Melee +2 short sword +18/+13 (1d6+9/1720)
Ranged +1 hand crossbow +14 (1d4+2 plus poison/1920)
Special Attacks weapon training 2 (light blades +2,
crossbows +1)
Spell-like Abilities (CL 9th)
1/daydancing lights, darkness, faerie fire
Str 16, Dex 17, Con 10, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +12; CMD 26
Feats CleaveB, Dodge, Greater Weapon Focus (short sword)
B
, Improved Critical (short sword)B, Improved Initiative, Iron
Will, Point-Blank Shot, Power Attack, Weapon Focus (short
sword)B, Weapon Specialization (short sword)B
Skills Acrobatics +15, Climb +15, Perception +3; Racial
Modifiers +2 Perception
Languages Elven, Undercommon
SQ poison use
Gear +3 chain shirt, +3 buckler, +2 short sword, +1 hand
crossbow, 15 bolts, periapt of wound closure.
VERTEK
CR 8
XP 4,800
Male drow rogue 9 (Pathfinder Roleplaying Game Bestiary,
Drow)
LE Medium humanoid (elf)
Init +8; Senses darkvision 120 ft.; Perception +17
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 48 (9d8 plus 8)
Fort +3; Ref +10; Will +4 (+6 vs. enchantment)
Defensive Abilities evasion, improved uncanny dodge,
rogue talent (resiliency), trap sense +3; Immune sleep; SR 15
Weaknesses light blindness
Speed 30 ft.
CR 8
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Speed 30 ft.
Melee +2 keen dagger +5 (1d6+1/1720)
Ranged mwk hand crossbow +6 (1d4 plus poison/1920)
Special Attacks hand of the mage (+8, 7/day)
Spell-like Abilities (CL 9th)
1/daydancing lights, darkness, faerie fire
Spells Prepared (CL 9th; ranged touch +5)
5thcone of cold (DC 20)
4tharcane eye, rainbow pattern (DC 19), stoneskin, wall of
fire
3rddispel magic, fireball (DC 18), fly, ray of exhaustion
2ndacid arrow, bears endurance, invisibility, levitate,
mirror image
1stcharm person (DC 15), magic missile (x2), mage armor,
shield
0 (at will)detect magic, daze, read magic, resistance
Str 8, Dex 13, Con 10, Int 18, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 15
Feats Combat Casting, Craft WandB, Dodge, Quicken Spell,
Scribe ScrollB, Spell Focus (evocation), Toughness
Skills Appraise +12, Fly +8, Knowledge (arcana) +16,
Knowledge (dungeoneering) +16, Perception +12, Spellcraft
+16, Stealth +10; Racial Modifiers +2 Perception
Languages Draconic, Dwarf, Elven, Goblin, Undercommon
SQ arcane bond (ring), metamagic mastery (1/day), poison
use
Combat Gear wand of lightning bolt (27 charges), scroll of
magic missile (CL 5th), scroll of cats grace (CL 5th), scroll of
slow (CL 5th), 20 bolts coated in sleep poison; Other Gear
+2 keen dagger, ring of protection +2, masterwork hand
crossbow, spellbook, spell component pouch
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In the center of this room is a small (3 ft. high) bronze shrine of Orcus,
attended to by 4 goblin underpriests. If the ogres in Area 12A36
summon the clerics, two join the combat and the remaining cleric fetches
the goblin high priest in Area 12A38. The occupants of Area 12A38
quickly join the underpriests if the outer temple is attacked.
UNDERPRIESTS (4)
XP 3,200
hp 54 (see Area 12A22)
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Tribitz, the high priest, and 1 underpriest perform sacred rituals around
a massive replica of Orcus. This 12 ft. tall stone statue is carved with
incredible detail, and its eyes seem to follow one about the room. The statue
radiates evil, but, surprisingly, it is not animated. In fact, the only interesting
aspect of the statue is a secret compartment (DC 25 Perception check) in the
neck containing the magic amulet that grants exit from Area 12A16. The
door to Area 12A39 is locked, and Tribitz carries the key with him.
TRIBITZ
CR 11
XP 6,400
Male goblin cleric of Orcus 12 (Pathfinder Roleplaying
Game Bestiary, Goblin)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +21
Aura destructive aura (12 rounds/day, 30 ft.)
AC 25, touch 12, flat-footed 24 (+11 armor, +1 Dex, +2 shield,
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+1 size)
hp 77 (12d8 plus 23)
Fort +10; Ref +7; Will +13
Defensive Abilities deaths embrace
level 12a
the PCs, he thanks them for their offer but explains that this is a goblin
problem and should be solved by goblins.
Tribitz accepts the explanation that they are adventurers and would
like the opportunity to plunder the hydras treasure. If the PCs are able
to convince the high priest that they are worshipers of Orcus and that it is
their sacred duty to protect this holy city against an intruder, he requires
them to tithe 50% of the treasure to the temple.
CR 4
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Speed 30 ft.
Melee mwk scimitar +14/+9 (1d6/1820), bite +8 (1d6 plus
poison)
Ranged mwk longbow +14/+9 (1d8)
Special Attacks It was meant to be (1/day)
Bloodline Spell-like Abilities (CL 9th; melee touch +9)
9/daytouch of destiny
Spell-like Abilities (CL 9th)
At willdisguise self (DC 17), ventriloquism (DC 17)
1/dayblur, dominate person (DC 21), major image (DC
19), mass suggestion (DC 22), mirror image, suggestion (DC
19), teleport
Spells Known (CL 9th; ranged touch +9)
4th (5/day)dimension door
3rd (7/day)freedom of movement, haste, lightning bolt
(DC 20), protection from energy
2nd (8/day)acid arrow, blur, hypnotic pattern (DC 18),
levitate
1st (8/day)alarm, burning hands, charm person (DC 17),
magic missile, shield, true strike
0 (at will)daze (DC 16), dancing lights, detect magic,
detect poison, flare (DC 16), ghost sound (DC 16), read
magic, resistance
Bloodline Destined
Str 10, Dex 19, Con 19, Int 18, Wis 19, Cha 22
Base Atk +9; CMB +9; CMD 26
Feats Arcane StrikeB, Alertness, Dodge, Empower Spell,
Great Fortitude, Improved Initiative, Spell Focus (evocation),
Weapon Finesse
Skills Acrobatics +18, Appraise +16, Bluff +18, Disguise +11,
Escape Artist +18, Knowledge (arcana) +20, Knowledge
(dungeoneering) +18, Perception +24, Sense Motive +11,
Spellcraft +12, Use Magic Device +18; Racial Modifiers +8
Escape Artist, +4 Use Magic Device
Languages Aklo, Common, Draconic, Undercommon;
telepathy 100 ft.
Combat Gear wand of magic missile (CL 7th, 29 charges),
scroll of rainbow pattern (CL 7); Other Gear masterwork
scimitar, masterwork composite longbow, 20 arrows, amulet
of natural armor +2, ring of protection +2, gold necklaces
with 8 rubies worth 3,500 gp, pouch containing 200 pp.
Poison (Ex) Biteinjury; save Fort DC 21; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
Constitution-based.
THORILLITH
CR 10
XP 9.600
Male serpentfolk ranger 9 (Pathfinder Roleplaying Game
Bestiary 2, Serpentfolk)
NE Medium monstrous humanoid
Init +11 (+15 underground); Senses darkvision 60 ft., scent;
Perception +20 (+24 underground)
AC 26, touch 18, flat-footed 18 (+5 armor, +7 Dex, +1 dodge,
+3 natural)
hp 155 (5d10+9d10+70 plus 9)
Fort +14; Ref +17; Will +10
Defensive Abilities evasion; Immune mind-affecting effects,
paralysis, poison; SR 24
Speed 30 ft.
Melee +2 scimitar +21/+16/+11 (1d6+4/1820), bite +16
(1d6+1 plus poison) or +2 scimitar +21/+16/+11 (1d6+4/18
Str 14, Dex 25, Con 20, Int 16, Wis 17, Cha 14
Base Atk +14; CMB +16; CMD 34
Feats Blind-Fight, Dodge, EnduranceB, Great Fortitude,
Improved Initiative, Improved Two-Weapon FightingB,
Mobility, Spring Attack, Two-Weapon FightingB, Weapon
Finesse
Skills Acrobatics +21, Climb +14, Disguise +7, Escape Artist
+28, Knowledge (arcana) +8, Knowledge (dungeoneering)
+19, Knowledge (religion) +12, Perception +20, Sense Motive
+8, Spellcraft +15, Stealth +19, Survival +18, Use Magic
Device +14; Racial Modifiers +8 Escape Artist, +4 Use Magic
Device
Languages Aklo, Common, Draconic, Undercommon;
telepathy 100 ft.
SQ favored terrain (underground +4, jungle +2), swift tracker,
track, woodland stride
Gear +2 studded leather armor, +2 scimitar, +1 short sword,
+1 composite longbow [+2 Str], 20 masterwork arrows, holy
symbol, spell component pouch, pouch with 400 pp.
Poison (Ex) Biteinjury; save Fort DC 22; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
Constitution-based.
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PANDORAN
CR 10
XP 9.600
Male serpentfolk cleric 9 (Pathfinder Roleplaying Game
Bestiary 2, Serpentfolk)
NE Medium monstrous humanoid
Init +8; Senses darkvision 60 ft., scent; Perception +26
AC 26, touch 16, flat-footed 21 (+6 armor, +4 Dex, +1 dodge,
+5 natural)
hp 160 (5d10+9d8+70 plus 9)
Fort +14; Ref +11; Will +15
Defensive Abilities deaths embrace; Immune mindaffecting effects, paralysis, poison; SR 24
Speed 30 ft.
Melee +1 flaming scimitar +16/+11/+6 (1d6+2/1820 plus 1d6
fire), bite +10 (1d6 plus poison)
Ranged +1 composite longbow +16/+11/+6 (1d8+2)
Special Attacks channel negative energy (7/day, 5d6, DC
18), scythe of evil (1/day, 4 rounds)
Domain Spell-like Abilities (CL 9th; melee touch +12)
8/daybleeding touch, touch of evil
Spell-like Abilities (CL 9th)
At willdisguise self (DC 15), ventriloquism (DC 15)
1/dayblur, dominate person (DC 19), major image (DC
17), mass suggestion (DC 20), mirror image, suggestion (DC
17), teleport
Spells Prepared(CL 9th; melee touch +12, ranged touch +12)
5thgreater command (DC 20), flame strike, slay livingD (DC
20)
4thcure critical wounds, divine power, poison (DC 19),
unholy blightD (DC 19)
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the Unholy Lake. Steam flows swiftly over the precipice, forming a
waterfall that plummets onto jagged rocks below. A devout worshiper
of Orcus who submerges in the stream and is carried over the waterfall
is teleported to the Unholy Island (Area 12A45) before he strikes the
rocks below. Anyone else attempting this feat suffers 6d6 points of falling
damage when striking the rocks.
CR 3
ENHANCED HUMAN SKELETON (85)
XP 800
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Skeleton)
Init +6; Senses darkvision 60 ft.; Perception +0
At the east end of this circular island are three red pedestals, one large
and two smaller. Should Greznek come under attack, Tribitz and two of
his underpriests teleport themselves to this island, where they perform a
special summoning ritual. While standing atop the pedestals, the clerics
chant complex incantations for 10 rounds, after which 4 glabrezus appear
and defend the city to the death, and the Titan Cyclops awakens. These
demons have been sent by Orcus himself, and obey the high priest without
question.
To leave the island, the clerics leap into the pool of water in its center
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and are teleported to Area 12A43; the glabrezu know to do this as well.
Note: only demons and clerics of Orcus can teleport themselves from the
island in this manner.
GLABREZUS (4)
CR 13
XP 25,600
hp 186 (Pathfinder Roleplaying Game Bestiary, Demon,
Glabrezu)
Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats Alertness, DodgeB, Improved Initiative, Toughness,
Weapon Focus (longsword)B, Weapon Specialization
(longsword)B
Skills Perception +8, Sense Motive +3, Stealth +12; Racial
Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 1
Gear masterwork chain shirt, heavy steel shield, masterwork
longsword, 4 javelins, 20 gp
ELITE HOBGOBLIN GUARDS (4)
XP 3,200
hp 82 (see Area 12A20)
CR 7
CR 5
Tactics: The hobgoblins are alert. If intruders are spotted, the fighters
quickly form a battle line at the narrow entrance to the cave, while the
enforcers take up position behind to reinforce the fighters.
Treasure: Searching all the trunks and trash in the cave nets 3,450 gp
and 240 pp. The silver statue is worth 1,000 gp, but radiates powerful
chaos; however, if dispel chaos is cast upon it, the statue undergoes a
transformation: it quickly takes the shape of Hecate and grants the owner
one wish. Whoever cast dispel chaos is contacted telepathically by the
statue and told of this powerful boon. As well, if there are any lawfulor neutral-aligned (but not chaotic) clerics, wizards, or sorcerers in the
party, these PCs gain a +4 insight bonus to their Spellcraft checks while
in possession of the statue. Once transformed, the idol is worth 2,500 gp.
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Level 12B:
Tiamats Puzzle
Level 12B
SLITHERING TRACKER
CR 3
XP 800
hp 47 (Frog God Games The Tome of Horrors Complete,
Slithering Tracker)
Difficulty Level: 10
Entrances: Tunnel from Level 12A
Exits: Chute to Level 13C, Area 1 in Area 12B13.
Wandering Monsters: Check once per hour on 1d20:
1
2
3
4
5
6
7
8
920
MUSTARD JELLY
CR 7
XP 3,200
hp 105 (Frog God Games The Tome of Horrors Complete,
Jelly, Mustard)
PURPLE MOSS
CR 2
XP 600 (Frog God Games The Tome of Horrors Complete,
Hazards)
This plant is a distant cousin of yellow mold. It feeds on
moisture, so any area in which it grows is always extremely
dry. Purple moss emits a sweet smell to a range of 10 ft.
that has the same effect as a sleep spell (DC 12 Fortitude
save). A victim that falls asleep is quickly covered by
the moss. It takes 1 full round to cover a creature of
diminutive or smaller size and one additional round for
each size larger than Diminutive. A creature so covered
takes suffocation damage. Slain victims are digested in
1d2 hours by acidic secretions from the moss. Purple moss
can be destroyed by fire.
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WRAITH
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)
CR 6
CRIMSON BASILISK
XP 2,400
hp 68 (Frog God Games The Tome of Horrors Complete,
Basilisk, Crimson)
GREEN SLIME
CR 4
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazard)
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 ft. 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 metals hardness but not
that of wood. It does not harm stone.
DIRE RATS
CR 1/3
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
12B1. Entrance
Staircase leading from Level 12A, Area 12A3B.
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been chiseled into the shape of large, draconic scales. The bands are in
order from bottom to top chalky-colored limestone, green hornblende,
gritty bluestone, red jasper, and polished onyx.
When the room is entered, any open doors slam shut after 1 round (anyone standing in the doorway must make a DC 12 Reflex save to avoid
being struck by a slamming door or take 1d6 damage) and seal shut. They
cannot be opened for 1 round by any means, during which time the room
suddenly lurches and spins rapidly counterclockwise. After 1 round, the
room comes to a halt, but the doors have moved 1d3 positions counterclockwise from their starting positions. Once the room has come to a stop,
the doors can be opened as normal. If the room is left and then entered
again, the process repeats itself.
Trap: The colored bands of stone along the wall are trapped to channel
the energy of the type of dragon they represent. Touching one of the bands
deals 4d6 points of the appropriate energy damage (cold, acid, electricity, fire, and acid, respectively) per round of contact with no save. They
are easily avoided, except when the room begins to spin. When that occurs, everyone in the room must make a DC 15 Reflex save or be thrown
against the wall by centrifugal force. Anyone coming into contact with the
wall in this way touches 1d3 of the colored bands (roll d10 to determine:
12 white, 34 green, 56 blue, 78 red, 910 black; subtract 2 for each
size smaller than Medium).
DRAGON COLORS TRAP
CR 3
Type magical; Perception DC 15; Disable Device DC N/A
Trigger touch; Reset automatic
Effect energy damage (4d6 energy damage, no save);
multiple targets (all targets that touch the bands)
Around the turn towards Area 5, this corridor is painted in blacks and
grays to resemble an underground corridor descending into the unknown
depths. Painted stalactites and stalagmites along the walls give the appearance of many fanged maws waiting to devour anyone daring to make
their way down its length, and glowing pairs of inhuman eyes can be seen
peering from behind them. The figures of countless naked beings make
their way through this dank labyrinth under constant assault from unseen
shadowy things. A DC 20 Knowledge (religion) recognizes this as a depiction of the underworld where souls found wanting are sent before the
subterranean court of the dragon goddess Tiamat for judgment.
Anyone walking into the east-west portion of the corridor that leads
into Area 5 finds that the dank cold and airless claustrophobia become
all too real the hall chilled with the bitter cold of the underworld. This
functions exactly the same as 12B3A above, except the damage dealt is
cold damage rather than fire damage.
COLD TORMENT TRAP
CR 5
Type magical; Perception DC 18; Disable Device DC N/A
Trigger touch; Reset automatic
Effect cold damage (1d6 cold damage to 8d6 cold
damage, save allowed see Area 12B3A for description
of Fire torment Trap); multiple targets (all targets that enter
and/or progress through the corridor)
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This large room is empty except for the seven desiccated bodies that
lie, wrapped in gray robes, in a rough circle on the floor. Their feet all
point inward, and their empty eye sockets stare sightlessly at the ceiling
above where the faint remains of some runic inscription can just barely
be detected.
A group of adventuring clerics calling themselves the Gray Pilgrims
made it to this room in the dungeon. Here they all fell to a phantasmal
killer trap magically inscribed into the ceiling that has long since deteriorated to nothing (the faint runes). Some helpful dungeon denizen looted
their corpses and arranged them in their current position. No one has molested them since as two have now risen as 2 phasmas, translucent robed
figures sheathed in a pulsing white light. They arise when anyone enters
and immediately attack with their phantasmagoria ability.
CR 12
PHASMAS (2)
XP 19,200
hp 123 (Frog God Games The Tome of Horrors Complete,
Phasma)
Treasure: Though they have been looted, one still has a necklace of
ancient bronze coins strung together on a silver chain hidden in the heel of
a boot (DC 17 Perception to locate). It is worth 155 gp.
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He wears only a simple loin cloth of white silk. Atop his head is a golden
headdress cast with five dragon heads extending above it. The top of the
sarcophagus is covered by a single sheet of thick glass. Arrayed around
the edges of the sarcophagus and attached to its sides are the preserved
heads of five actual young dragons in colors of red, green, blue, black, and
white. These are all in sad shape, having lost many scales and more than a
small amount of the sand with which they have been filled.
The boy in the sarcophagus was once a powerful prophet of Tiamat and
was interred in this temple at some point in ages past. He now exists as a
greater mummy, sealed within his tomb. The spirits of his advisors were
then captured in the dragon heads as 5 wraiths to serve him in the afterlife
and protect his tomb.
WRAITHS (5)
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary Wraith)
CR 12
NAPHTHRA-TEP
XP 12,800
Male young mummy sorcerer 10 (Pathfinder Roleplaying
Game Bestiary, Mummy, Pathfinder Roleplaying Game
Bestiary, Monster Advancement, Young Creature)
LE Small undead
Init +7; Senses darkvision 60 ft.; Perception +17
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 19
negates)
AC 23, touch 15, flat-footed 19 (+3 Dex, +1 dodge, +8
natural, +1 size)
hp 161 (8d8+10d6+90)
Fort +10; Ref +10; Will +15
DR 5/; Immune undead traits; Resist acid 10, cold 10,
electricity 10, fire 10
Weaknesses vulnerability to fire
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Speed 20 ft.
Melee slam +15 (1d6+3 plus mummy rot) or 2 claws +13
(1d2+2)
Special Attacks bloodline arcana (+1 damage per die for
spells with acid, cold, electricity, or fire descriptor), breath
weapon 1/day (acid 30-foot cone, acid 60-foot line, cold
30-foot cone, electricity 60-foot line, fire 30-foot cone; 9d6;
Reflex DC 20 half), claws 8 rounds/day, mummy rot (DC 19)
Spells Known (CL 10th; melee touch +14, ranged touch +15)
5th (4/day)cone of cold (DC 20)
4th (6/day)confusion (DC 19), fear (DC 19)B, ice storm
3rd (7/day)dispel magic, flame arrow, flyB, lightning bolt
(DC 18)
2nd (7/day)arcane lock, command undead (DC 17),
glitterdust (DC 17), resist energyB, scorching ray
1st (8/day)burning hands (DC 16), mage armorB, magic
missile, obscuring mist, ray of enfeeblement, true strike
0 (at will)bleed (DC 15), dancing lights, daze (DC 15),
detect magic, message, open/close, read magic, touch of
fatigue
Bloodline Draconic (all)
Str 15, Dex 16, Con , Int 10, Wis 15, Cha 21
Base Atk +11; CMB +12; CMD 26
Feats Combat Casting, Dodge, Eschew MaterialsB, Improved
Initiative, Lightning Reflexes, Power Attack, Silent Spell (see
Tactics), Skill Focus (Fly)B, Skill Focus (Perception), Stealthy,
Still Spell (see Tactics), Weapon Focus (slam)
Skills Bluff +17, Escape Artist +5, Fly +19, Knowledge (religion)
+20, Perception +17, Spellcraft +11, Stealth +20
Languages Common
SQ bloodline power (all chromatic dragons)
Despair (Su): All creatures within a 30-foot radius that see
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CR 6
CR 12
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will require either the ability to pass through the green slime and survive
or the destruction of the accumulated patches. Area spells will only affect
the top layer patches within their area of effect, since the ones below are
shielded by the ones above. Each 5-foot by 5-foot patch is 6 inches thick.
GREEN SLIME
XP 1,200 (see Wandering Monsters, above)
CR 4
DESCRIPTION
This +3 short sword is only usable by a Small being.
It otherwise functions as a 2 cursed short sword for
anyone else (though it retains its other abilities and its
curse). This sword has a blade of a bluish metal with
nursery rhymes engraved on it. This sword has the
ability to cast locate object (for the Sword of Kings
and Queens only) 1/hour. It can cast light 1/day, and
can cast protection from evil and sanctuary, each
1/week. The wielder of this sword has a continuous
effect of feather fall and water walk while the sword
is drawn. It has an ego of 24 (never trust anyone over
30) and an intelligence of 12.
Like its parent sword, this sword initially carries a
curse. This curse can only be removed by a miracle,
wish or by the prescribed method. The effect of the
curse is two-fold. First, it causes fear on its wielder
whenever he enters combat (DC 20 Will save avoids).
Second, if the wielder saves, the sword falls out of
the characters hand every other round of combat,
quivering on the ground (the sword itself trembles with
fear). This curse can be lifted permanently by striking
it with the blade of the non-cursed parent sword
(spanking it).
Beyond the green tunnel is a small airless crypt. Here on a stone bier
rests Magerly, a lich necromancer interred here centuries ago who then
cultivated the green slime to protect the entrance to his lair. Since the
room is airless, unless the PCs destroyed the green slime and created a
way for air to flow here, they are considered to be suffocating every round
spent here. If an airway has been opened to this room, once the trapdoor is
opened, it will still take at least an hour before the chamber is sufficiently
oxygenated. Until then a DC 15 Fortitude save is required for any living
creatures in the chamber or they will become fatigued until receiving sufficient breathable air.
MAGERLY
CR 12
XP 19,200
hp 111 (Pathfinder Roleplaying Game Bestiary, Lich)
Tactics: Magerly is, of course, unaffected by the lack of air and attacks
as creatures attempt to enter through the trapdoor. He first attempts to
clear it out with a cloudkill and then, if he is able to cast down the length of
the tunnel, he will cast a maximized fireball towards the far end followed
by a quickened magic missile at any close threats. If engaged in melee he
adds fire shield (cold) to his mage armor already cast.
Magerlys phylactery is currently being held by the ogre mage on Level
13B, Area 4 as a trophy, though that creature has no idea what it actually is.
DESTRUCTION
The sword can only be destroyed by a wielder
simultaneously holding the non-cursed Sword of Kings
and Queens, and telling the Sword of Princes and
Princesses they wished the sword had never been
created.
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Level 12C:
Beetle-Juice?
These caverns are the home of a large number of vermin. There are
numerous connections with other caves and caverns within the dungeon,
and this level serves as a nexus point. One major encounter area (12C10
and 12C11) is significantly more dangerous than the rest of the level. The
level is shown on Map RA12C.
Level 12C
Difficulty Level: 7
Entrances: Tunnel from Level 0A6
Exits: Tunnel to river course (no path) on Level 12A,
Area12A36 from room Area 12C7; rift in the ceiling
to Level 6A, Area 6A1, south side, in Area 0A9,
chasm to level 13C in Area 12C5.
Wandering Monsters: Check once per hour on 1d20:
1
2
3
4
5
6
7
8
9
1020
DIRE RATS
CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, Rat, Dire)
CAVE LEECHES
CR 6
XP 2,400
hp 76 (Frog God Games The Tome of Horrors Complete,
Cave Leech)
CR 4
SLITHERING TRACKER
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary 2, Slithering
Tracker)
PURPLE MOSS
CR 2
XP 600 (Frog God Games The Tome of Horrors Complete,
Hazards)
This plant is a distant cousin of yellow mold. It feeds on
moisture, so any area in which it grows is always extremely
dry. Purple moss emits a sweet smell to a range of 10 ft. that
has the same effect as a sleep spell (DC 12 Fortitude save).
A victim that falls asleep is quickly covered by the moss. It
takes 1 full round to cover a creature of diminutive or smaller
size and one additional round for each size larger than
Diminutive. A creature so covered takes suffocation damage.
Slain victims are digested in 1d2 hours by acidic secretions
from the moss. Purple moss can be destroyed by fire.
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TUNNEL WORM
CR 7
XP 3,200
hp 112 (Frog God Games The Tome of Horrors Complete,
Tunnel Worm)
GREATER MEDUSA
CR 8
XP 4,800
hp 60 (Frog God Games The Tome of Horrors Complete,
Medusa, Greater)
PIERCERS
CR 1/4
XP 100 (Frog God Games The Tome of Horrors Complete,
Hazards)
Piercers resemble 1 ft. long stalactites and are found
underground in caves and caverns hanging from the ceiling
waiting for living creatures to pass underneath.
Those viewing a piercer must make a DC 20 Perception
check to discern its true nature; else it is overlooked and
mistaken for a normal stalactite. Piercers gather in clusters of
up to 20 creatures.
When a living creature stands in a square directly below
a piercer, it drops and attempts to impale the unsuspecting
foe. The creature can make a DC 15 Reflex save to avoid
the piercers attack. If the save fails, the target sustains
1d6 points of piercing damage. If the save succeeds, the
piercer misses its target and may not attack again until it
climbs back into position. (Piercers move 5 ft. per round). A
piercer on the ground is easily dispatched, though touching
or attacking it unarmed or with natural weapons causes it
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easily distracted by food thrown near them, and allow characters to pass if
they are busy eating (7 days of food per beetle distracts it for 2d6 rounds).
CR 4
GIANT STAG BEETLES (4)
XP 1,200
hp 45 (Pathfinder Roleplaying Game Bestiary, Beetle, Giant
Stag)
CR 8
GOLIATH STAG BEETLE
XP 4,800
hp 104 (Pathfinder Roleplaying Game Bestiary 2, Beetle,
Goliath Stag)
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Tactics: The cave leeches attack using their tentacles, keeping their
bodies inside the cracks and caves in which they live. Each focuses all its
attacks on one individual, trying to kill and pull into their cave a victim
each. They effectively have cover (+4 to AC) due to these tunnels, and
have learned over time that hunting in this way can be very easy and
successful.
Treasure: One thing about successful hunter monsters is that they
accumulate things. The holes in the ceiling are too small to enter by
any except an unarmored Small creature. Entering them requires a fly
or levitate spell (or a DC 20 Climb check). The tunnels are barely 2 ft.
in diameter, and any creature man sized or larger would be crushed on
entry. The tunnels (3 of them) lead back to a 20 ft. diameter cave and
the cave leeches nest. Inside the cave leech lair are the remains of an
entire adventuring party that was killed 3 months before. Six bodies can
be found. All are intact except that they have been completely drained of
blood and a little squished and broken from the journey in.
A human wizard 7. Wears robes, has a wand of fireballs (11 charges,
CL 6th) on his belt. A backpack containing a tinderbox, 8 flasks of lamp
oil (he dropped the lamp), 2 scrolls (CL 5th; levitate, magic mouth, arcane
lock), (CL 6th; fly, protection from arrows, slow), 50 ft. of rope, 2 weeks of
rations, 6 iron spikes and a mallet, and his spellbook (fifteen 1st and 2nd
level spells (each), five 3rd level spells and three 4th level spells).
A human fighter 8. Wears +2 full plate, has a +1 silver dagger on his
belt. His shield is broken. No main melee weapon (long since taken away
by a zombie on Level 13 after he dropped it) is present. His backpack was
torn open and empty, however 20 pp are sewn into his tan leather belt.
A human cleric 6. Wears plate armor, and has a light mace strapped to
his side. His shield is also broken. In his pouch are a silver holy symbol, 6
garlic cloves, 4 blocks of incense of meditation, and 3 vials of holy water
(and the shattered remains of 4 additional vials) and 2 potions of cure
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moderate wounds.
A dwarf fighter 6. Wears plate armor, and has a longsword on his belt.
His backpack contains a small sack of 200 gp, 6 torches, a tinderbox, 2
weeks of rations, a silver flask (worth 20 gp) of fine whiskey (1 pint). On
his left index finger is a ring of water walking.
An elf fighter 2/wizard 3. Wears robes, and has a quiver of arrows
on his back. Inside the quiver are 11 arrows, 3 +3 arrows, and one black
arrow of giant slaying. His belt pouch contains a potion of heroism, 16 gp
and 6 ounces of catnip.
A human rogue 8. Wears +2 leather armor, and has 5 daggers (and 6
dagger sheaths) strapped all over his body. His backpack contains 1 week
of rations, a wineskin, 2 pounds of soap, thieves tools, 50 ft. of rope, and
30 gp. His belt pouch contains a potion of enlarge person (CL 6th) and 20
sp. Hidden in a secret lead-lined compartment in his boot is a figurine of
wondrous power, a golden lion.
13
45
67
8
BEETLE SWARM
CR 1
XP 400
hp 10 (Pathfinder Roleplaying Game Bestiary, Spider
Swarm, with the following changes: Melee remove poison)
FIRE BEETLES
CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Beetle, Fire)
GIANT STAG BEETLES
CR 4
XP 1,200
hp 45 (Pathfinder Roleplaying Game Bestiary, Beetle, Giant
Stag)
GOLIATH STAG BEETLE
CR 8
XP 4,800
hp 104 (Pathfinder Roleplaying Game Bestiary 2, Beetle,
Goliath Stag)
If the players are smart, they can toss a bunch of food to one side and
quickly pass through as the beetles frenzy to grab it. Alternatively, paths
can be cleared using fire or some other area-affecting magic to deter the
beetles from attacking.
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tired of or are ugly (hence no dwarves remain). Encounters here are always
giant black widow spiders (13 on d6) or Ophidia (46 on d6). The medusa
always comes here at least once a day to check on her garden.
A large hole is the ceiling (120 ft. up, 60 ft. long and 40 ft. wide) leads
up to Area 6A1, south side of the cavern (to a huge sinkhole above on
Level 6A). Egress requires flight of some sort, as there is no way to climb
up. Occasionally spiders fall down, however.
All of the items present on the statues are currently made of stone and
cannot be retrieved without a stone to flesh spell or its equivalent, except
as noted. It is assumed that all potions etc. have spoiled, and that each
character statue has 2d4 mundane items of equipment. Notable statues
include the following:
A human fighter 7 wearing antique plate armor and bearing a heavy
steel shield (+3 shield if restored). The man has been a statue for 450
years, and is particularly heroic looking (Charisma 18).
A troll locked in combat with a human thief 9. The thief wears +1
leather armor and is armed with a short sword. His pack contains 200 gp.
Both creatures are released by a spell cast to restore them.
An elven fighter 3/wizard 5 shooting a +2 longbow.
A giant black widow spider
A medusa. The former pet of the greater medusa. This statue may lead
players to believe the threat has been stopped.
An elven fighter 5 wearing +1 elven chainmail.
A human cleric 6 with a +1 holy mace.
22 giant beetles of various sizes (see Area 12C6 above, no swarms).
A giant lizard
A human fighter 9 wearing full plate armor and carrying a heavy
steel shield. The sword on his belt was NOT turned to stone, and can be
removed by destroying the statue. The statue must be carefully examined
to find this sword, as dust and age have covered its exposed hilt (DC
35 Perception check to notice the sword is not stone). It radiates strong
magic. It is a questionably chaotic/evil act to destroy the statue to take this
sword as this forever destroys the man. If restored, the fighter gladly
gives up the sword to his rescuers (he is free of the curse at this point). The
sword is a minor artifact The Sword of Kings and Queens.
TROLL
XP 1,600
hp 63 (Pathfinder Roleplaying Game Bestiary, Troll)
Str 18, Dex 14, Con 14, Int 4, Wis 12, Cha 11
Base Atk +6; CMB +11 (+15 to grapple); CMD 23 (cant be
tripped)
Feats Improved Initiative, Toughness, Weapon Focus (claw)
Skills Climb +17, Perception +6, Stealth +11; Racial Modifiers
+8 Stealth
SQ superior climbing
Superior Climbing (Ex) A carrion claw need not make Climb
checks to traverse a vertical or horizontal surface (even
upside down). It retains its Dexterity bonus to Armor Class
while climbing, and opponents get no special bonus to their
attacks against it. It cannot, however, use the run action
while climbing.
Vulnerable to Magical Light (Ex) A carrion claw that is the
target of a spell with the light descriptor must succeed on a
Will save or be dazed for 1 round. The Will save DC is equal
to 10 + the spell level + the casters key ability.
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GREATER MEDUSA
CR 8
XP 4,800
hp 76 (Frog God Games The Tome of Horrors Complete,
Medusa, Greater)
Tactics: Ophidia is armed with a bow (poison arrows), and uses cover
to the best of her ability to avoid hand to hand combat. She tries to move
into position to petrify armored foes while using her poisoned arrows on
lightly armored foes. She is also armed with the Dragon Hook of Eathe,
a magical hook that she uses to trip foes or to climb up a column and out
of combat. Three such columns exist (30 ft. high with a flat top) that can
be climbed and used as a missile platform. If Ophidia is warned of the
characters approach, she begins the combat on top of the pillar closest to
the entrance.
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DESTRUCTION
The sword can only be destroyed by a wielder
simultaneously holding the non-cursed Sword of Kings
and Queens, and telling the Sword of Princes and
Princesses they wished the sword had never been
created.
(The Sword of Kings and Queens author
John Bentley Webb)
DESTRUCTION
The sword can only be destroyed by an aristocrat
melting it in lava.
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DESCRIPTION
This magical +1 grappling hook has a 50 ft. golden
rope attached. It can be used as a weapon (10 ft.
reach), dealing 1d6+1 damage if swung on a rope
as an attack. It can also be used to trip an opponent
if thrown. Should an opponent be tripped, the hooks
close tight around the creature hit (like a claw). The
hook itself is shaped like a dragons head with spines
forming the hooks. If used for climbing, it aids climbing
by pulling the climber up its 50 ft. of rope (+15 to all
Climb checks). If used for descent, two quick pulls
(perhaps an accident the first time), causes the
dragon hook to release its grip and fall, allowing its
owner to retrieve it.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects,
animate rope; Cost 3,500 gp
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Level 13:
The Portal of Darkness
This level provides access to the final encounter with the Master on
Level 15. No other point of access is available to PCs. While not extensive,
there are several key encounters found here, as well as several very nasty
traps. The party needs to dig deep into their moral and religious values if
they are to have any chance of defeating Orcus on this plane of existence.
Travel here is not for the weak-willed or weak-hearted, and only the
bravest and most powerful have any hope of survival. Once traversed,
they know that the end of their descent into Rappan Athuk, one way or
another, is imminent. A map of this level is depicted in Map RA13.
Level 13
Difficulty Level: 15
Entrances: Secret staircase from Level 7.
Exits: Magical portal to Level 15.
Wandering Monsters: None.
Detections: The entire area radiates magic, evil, and
chaos. No pinpointing of sources is possible on this
level.
Shielding: The entire level is shielded, and no means
of magical transport such as teleport, dimension
door, plane shift, ethereal jaunt, and so on functions,
though these spells can be used normally as long as
no walls or doors are bypassed. In addition, no divine
spells involving extra-planar contact of the higher
planes, such as summoning or commune, operate
on this level. Contact with the lower planes of Evil is
allowed, however, placing good-aligned PCs at a
distinct disadvantage.
Continuous Effects: No divine spells may be recovered
while resting on this level, due to the proximity to the
portal and Level 15. All divination spells register as
ambiguous due to the chaos aura of the place.
Standard Features: Unless otherwise noted, all doors
on this level are made of stone and locked (3 in.
thick; hardness 8, hp 35, Break DC 28, DC 20 Disable
Device). All secret doors are made of stone (3 in.
thick; hardness 8, hp 45, Break DC 22, DC 20 Disable
Device, DC 20 Perception).
Creature: Igni was a paladin who almost defeated the avatar of Orcus.
When Igni was defeated, Orcus concocted a particularly cruel undeath
for the man. The demon lord cursed Igni to his current ghost state but
also perverted all of Ignis abilities into those of an antipaladin. Under the
curse Igni is compelled to slay any who try to open the doors. Because the
change from paladin to antipaladin was involuntary Igni remains lawful
good, but cannot act on his alignment, further adding to his torture.
Two rounds after the PCs enter the room, the ghost of Ingi appears. He
attempts to converse with the PCs, begging them to leave this evil place.
He is forbidden to describe the area behind the gates, as well as the gates
themselves; he does not attack unless the party persists in trying to open
the gates. If the gates are touched in any way, Ingi attacks, sobbing and
apologizing all the while. He begins by using his frightful moan, followed by
three rounds of corrupting gaze. Then he attacks using his sword. If reduced to
half his hit points Igni uses channel negative energy to restore himself. He also
uses smite good against other paladins, further protecting himself from attack.
Remember, Igni is not evil and therefore not subject to smite evil.
Ignis antipaladin abilities are a potent mix with a ghosts abilities.
Opponents within his aura take significant penalties to save against his
frightful moan, corrupting gaze and cruelties. He can heal himself of
significant damage with negative energy.
He can be laid to rest only if the avatar of Orcus (on Level 15) is slain
on this plane.
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IGNI
CR 14
XP 38,400
Human ghost antipaladin of Orcus 12 (Pathfinder
Roleplaying Game Bestiary, Ghost, Pathfinder Roleplaying
Game Advanced Players Guide, Antipaladin)
LG Medium undead (augmented humanoid, incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +21
Aura cowardice (10 ft.), despair (10 ft.)
AC 29, touch 16, flat-footed 28 (+10 armor, +5 deflection, +1
Dex, +3 shield)
hp 154 (12d10+60 plus 12)
Fort +13; Ref +10; Will +14
Defensive Abilities channel resistance +4, incorporeal,
rejuvenation; Immune undead traits
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GLABREZUS (2)
CR 13
XP 25,600
hp 186 (Pathfinder Roleplaying Game Bestiary (Demon,
Glabrezu)
Tactics: Each glabrezu immediately uses its summon ability to attempt
to bring in 1d2 vrock demons. They cast mirror image, followed by
confusion (one) and reverse gravity (two). They use teleport to stay away
from fighter types, casting chaos hammer and unholy blight until forced
to fight hand-to-hand. The demons fight until slain.
Anyone crossing the room must choose to cross on the left, the right,
or on the centerline. Anyone who crosses the room on the red (war) side
is immediately faced in battle by themselves, equipped and with spells
prepared exactly the same. This effect is similar to a mirror of opposition.
Anyone who crosses on the white side (peace) is affected by a curse of
non-violence. A DC 40 Will save avoids the curse. Anyone so cursed
cannot do violence until the curse is removed. They are not immediately
aware of this situation, however, and should not be told anything other
than they feel at peace, with a sense of safety and contentment, until battle
begins. Anyone who crosses along the center path (the green metal) is
unaffected by the curses.
The double doors at the north end of the hall are typical for this level.
If anyone bleeds himself into one of the silver bowls and then coats his
naked body with his own blood, he may pass through the portal unharmed
(taking his equipment with him, if desired), and thus pass into Level 15,
Area 151, where the Master awaits. If the blood of another is used, or if
passage is attempted without a blood coating, the PC attempting to pass
is destroyed utterly as if by a sphere of annihilation. Blood loss inflicts
1d4 Constitution damage in order to generate sufficient quantities for the
coating.
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Level 13A:
The Goblin Barracks
This small level contains additional barracks for the goblins of Greznek.
Within it are a large number of low-level goblin warriors; a handful of
elite goblin fighters; Herzord, the Captain of the guard a ruthless halfhobgoblin with high ambitions; as well as his hobgoblin lieutenants.
The PCs may approach this level in one of two ways: hack-and-slash or
roleplaying. Obviously, they can simply attempt to storm the barracks
and let the goblin blood flow. On the other hand, Herzord has designs on
Greznek throne, and who better to carry off this coup dtat than the PCs?
A map of this level is depicted in Map RA13A.
Goblin Warriors
This level contains a large number of low-level goblin warriors.
GOBLIN WARRIOR
CR 1/2
XP 200
Male goblin warrior 2 (Pathfinder Roleplaying Game
Bestiary, Goblin)
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception 1
Level 13A
Difficulty Level: 12
Entrances: Chute from Level 10; from Level 12A.
Exits: None
Wandering Monsters: There are no wandering
monsters in the barracks, though goblin warriors are
common throughout (see side box).
Standard Features: Most of the rooms on this level
are made of cut stone. These areas have 12 f t. high
ceilings and smooth walls. The caves are roughhewn (DC 20 Climb) and the ceilings are 815 ft.
high. Because Herzord has only low-light vision and
not darkvision, all areas, except the caves, are lit by
everburning torches secured in sconces. All doors are
made of solid wood and are iron bound (2 in. thick;
hardness 5; hp 20; DC 25 Break). Secret doors require
a DC 20 Perception check to locate.
The River: This river is particularly swift, deep (15 ft.),
and cold. Anyone falling into the river must succeed
at a DC 20 Swim check or be swept downstream. The
river channel has only minimal headroom, and soon
after exiting the map there is none at all. A PC carried
that far can be presumed dead unless possessed of a
means to breathe under water.
Speed 30 ft.
Melee morningstar +3 (1d6/1920)
Ranged javelin +5 (1d4) or light crossbow +5 (1d6)
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative
Skills Ride +11, Stealth +15, Swim +4; Racial Modifiers
+4 Ride, +4 Stealth
Languages Goblin
Gear leather armor, light wooden shield, morning star,
2 javelins or light crossbow, 20 bolts, 3d4 sp, 4d4 cp.
guard readies his heavy crossbow and prepares to alert the guards in Area
13A4. If the creatures approaching the portcullis are not immediately
hostile, he waits to learn why they have come. The guard speaks Goblin
and Undercommon, but prefers Goblin (+2 to Bluff or Diplomacy checks if
spoken to in Goblin). If the PCs have disguised themselves as goblins and
have a reasonably plausible explanation as to why they need to enter the
barracks, they might be able to bluff their way through. PCs not disguised
as goblins face a harder time (5 circumstance penalty to Bluff checks),
but still might be able to convince the guard they have business here. If
they mention Herzord by name or that they have some business with the
captain, they receive a +8 or +4 circumstance bonus respectively to their
Bluff checks. Remember, however, that elves, gnomes, and dwarves are
not allowed into the barracks under any circumstances.
On the north side of the portcullis 1 elite guard stands watch at all times.
The winch and pulley for the portcullis are on the eastern wall just south
of the door to Area 13A4. At the sound of approaching footsteps, the
The chute from Level 10 empties out into this small cavern. A set of
stairs leads up to Area 13A1.
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Speed 30 ft.
Melee +1 short sword +12 (1d4+6/1920)
Ranged mwk heavy crossbow +10 (1d8+1/x3)
Special Attacks weapon training (light blades +1)
Str 14, Dex 16, Con 12, Int 10, Wis 11, Cha 6
Base Atk +5; CMB +6; CMD 20
Feats Dodge, Point-Blank Shot B, Improved Initiative,
Weapon Finesse, Weapon Focus (short sword) B, Weapon
Specialization (short sword) B
Skills Perception +5, Ride +11, Stealth +16, Swim +6; Racial
Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Combat Gear potion of cure moderate wounds; Other Gear
masterwork studded leather armor, +1 light steel shield, +1
short sword, masterwork heavy crossbow, 10 +1 bolts, 25 gp
This large room serves as a gathering place for the elite members of the
barracks. There are four long wooden tables, dozens of wooden chairs, and
a keg of ale and several pewter mugs on a wooden tale in the northeast.
Tactics: If the PCs are trying to storm the gates, the elite guard and the
two goblin fighters from Area 13A4 attempt to hold off the intruders with
their crossbows while they call for help from Area 13A5. The occupants
of Area 13A5 arrive in 1d4+1 rounds, but not before sending one of
their numbers to warn Herzord, his lieutenants, and the goblin warriors.
If the combat is going poorly, or if the intruders are capable powerful
ranged attacks, the goblins take up defensive positions in Area 13A5,
using over-turned tables as cover.
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Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 24
Feats Blind-FightB, Dodge, Greater Weapon Focus
(longsword)B, Improved Critical (longsword)B, Improved
Initiative, Lightning Reflexes, Toughness, Weapon Focus
(longsword)B, Weapon Specialization (longsword)B
Skills Climb +11, Perception +9, Stealth +12; Racial Modifiers
+4 Stealth
Languages Common, Goblin
SQ armor training 2
Combat Gear potion of bulls strength, potion of cure
moderate wounds; Other Gear +1 chain shirt, +1 heavy steel
shield, +1 longsword, masterwork composite longbow [+3
Str], 20 arrows, 100 gp.
GOBLIN FIGHTERS (8)
XP 600
hp 21 (see Area 13A4)
CR 2
CR 2
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Treasure: Most of the trunks contain only personal belongings and a spare
dagger here and there. One, however, has a false bottom (DC 15 Perception to
notice) and contains a gold necklace with a jade tiger pendant worth 1,000 gp.
13A9. Armory
This room houses 4 elite guards. There are four cots, four trunks, and a
table with four chairs. Currently 3 elite guards relax here. They are fully
armored, however, and can be ready for combat in three rounds. They are,
however, not particularly alert (5 on all Perception checks).
ELITE GOBLIN GUARDS (4)
XP 1,200
hp 36 (see Area 13A3)
CR 4
CR 7
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HERZORD
CR 11
XP 12,800
Male hobgoblin fighter 12 (Pathfinder Roleplaying Game
Bestiary, Hobgoblin)
LE Medium humanoid (goblinoid)
Init +6; Senses low-light vision; Perception +13
AC 23, touch 13, flat-footed 20 (+10 armor, +2 Dex, +1
dodge)
hp 130 (12d10+36 plus 23)
Fort +13; Ref +8; Will +7 (+10 vs. fear)
Defensive Abilities bravery +3
Speed 20 ft. (30 ft. base)
Melee +2 greatsword +22/+17/+12 (2d6+14/1720)
Ranged +1 composite longbow +16/+11/+6 (1d8+6/x3)
Special Attacks weapon training (heavy blades +2, bows +1)
Str 18, Dex 15, Con 16, Int 14, Wis 12, Cha 8
Base Atk +12; CMB +16; CMD 29
Feats Blind-FightB, CleaveB , Dodge, Greater Weapon Focus
(greatsword)B , Greater Weapon Specialization (greatsword)
B
, Improved Critical (greatsword)B, Improved Initiative,
Mobility, Power Attack, Spring Attack, Toughness, Weapon
Focus (greatsword)B , Weapon Specialization (greatsword)B
Skills Climb +17, Intimidate +14, Perception +13, Stealth +19;
Racial Modifiers +4 Stealth
Languages Common, Dwarven, Goblin, Undercommon
SQ armor training 3, goblinoid blood
Gear potion of bulls strength, 2 potion of cure serious
wounds, potion of invisibility; Other Gear +1 full plate, +2
greatsword, +1 composite longbow [+4 Str], 20 arrows, cloak
of resistance +2, key ring with four keys
Tactics: Herzord will not likely face the PCs on his own. Should this
occur, however, he fights ferociously, making full use of his potions
of bulls strength and cure serious wounds. If he is reduced to half his
hit points, he attempts to drink his potion of invisibility and escape. If
encountered with his troops, no goblin or hobgoblin flees the combat, no
matter how dire the odds, until Herzord himself is dead.
Development: As stated earlier, Herzord has ambitions to assume the
seat of power in Greznek He despises and distrusts Tribitz, and is himself
revered by most of the citizenry of the city. Unfortunately for Herzord,
his troops, including his lieutenants, do not share his distrust of Tribitz.
In fact, the high priest is viewed with a kind of divine awe by the goblins
in the barracks, which only incites Herzord further. It is well known that
the quickest way to taste Herzords whip is to sing Tribitzs praises within
earshot of the Captain.
Herzord would like to see Tribitz dead. If the high priest and several
of his underpriests were to meet an untimely end, Herzord would be the
natural successor to the throne of Greznek Since his troops are loyal to
Tribitz, he cannot do this himself. If, on the other hand, some adventurers
were to take on the job, he would be blameless and free to assume power.
Thus, if possible, Herzord (who speaks Common, Dwarven, Goblin, and
Undercommon) seeks to parlay with the PCs, assuming since they have
made it this deep into Rappan Athuk that they are quite powerful. This
exchange occurs in private, in Area 13A10. Herzord offers the PCs a
deal: for the head of Tribitz and his underpriests, he rewards them 1,000
pp and a staff of fire.
If the GM wishes, Tribitz might feel similarly toward Herzord.
Although the Captains might and authority are useful for maintaining
a ready fighting force, Tribitz senses Herzords treachery and knows that
he must strike first. Thus, Tribitz could hire the PCs to slay Herzord, for
which he would reward them with a pearl of power (4th level) and a pair
of +4 gloves of incredible dexterity (as a belt of the same name). Both
of these items would be in Area 12A16B, if Tribitz were interested in
offering this deal. Otherwise, the rooms contents would be as written.
CR 1/2
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13A15. Kitchen
The food for the entire barracks is prepared here by 6 common goblins
(hp 4 each, non-combatants). The room contains a large fireplace with
an enormous pot suspended over it, a wide wooden table for cutting and
chopping, and several cleavers and chefs knifes hung on the wall. These
goblins have absolutely no interest in fighting and cower in the corner if
they hear any trouble in Area 13A14.
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Level 13B:
The Dark River
This dungeon level contains a deep dark river that runs through territory
controlled by a tribe of hostile mites. The map for this level is depicted at
Map RA13B.
MITE
XP 200
hp 6 (see Area 3)
DOOMBAT
CR 4
XP 1,200
hp 42 (Frog God Games The Tome of Horrors Complete,
Bat, Doombat)
GIANT SPIDER
XP 400
hp 16 (Pathfinder Roleplaying Game Bestiary, Spider,
Giant)
PESTIE
XP 400
hp 7 (see Area 5)
CR 1
FUATH GREMLIN
XP 400
hp 7 (Pathfinder Roleplaying Game Bestiary 3, Gremlin, Fuath)
CR 1
CR 1/2
CR 1
Level 13B
Difficulty Level: 9
Entrances: River tunnel from Levels 10A and 13C.
Exits: River tunnel to a portion of the Under Realms called
the Cyclopean Deeps.
Wandering Monsters: Check once per hour on 1d20 (see
The Dark River below for water encounters):
1
2
3
4
5
6
7
8
920
1d4+1 doombats
2d4 pesties
1d4+2 mites riding giant spiders
1d6 fuath gremlins
1d6+2 giant spiders
1d3 monstrous crabs
2 gray oozes
Invisible spirit oni
No encounter
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gulper eel
1d4+1 monstrous crabs
3d4 fuath gremlins
No encounter
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MONSTROUS CRAB
XP 600
hp 19 (see Area 3)
level 13b
CR 2
GRAY OOZE
CR 4
XP 1,200
hp 50 (Pathfinder Roleplaying Game Bestiary, Gray Ooze)
SPIRIT ONI
CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary 3, Oni, Spirit)
GULPER EEL
XP 1,600
hp 60 (see Area 8)
CR 5
MONSTROUS CRAB
XP 600
hp 19 (see Area 3)
CR 2
FUATH GREMLIN
CR 1
XP 400
hp 7 (Pathfinder Roleplaying Game Bestiary 3, Gremlin, Fuath)
Tactics: The mites cast doom on the PCs while the crabs move forward
to attack. If the crabs are killed, the mites either retreat to Area 1 where
they make a stand and attempt to cause the PCs to set off the arrow traps
or retreat through the winding passage to Area 5 (see that area for details).
Treasure: Between them the mites have a total of 7 gp, mostly in copper coins. One of the crabs has a chunk of quartz crystal (25 gp) lodged
in its shell.
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The ceiling of the chamber is 40 ft. high and masked in shadow by the
proliferation of large stalactites. Many of these have been partially sawn
through, so that they hold on by only a small bit of stone. Any area effect
spells that deal energy damage (other than acid) is sufficient to cause the
stones in their area of effect to snap off and drop as massive deadfall
traps. Each such area can only be affected once before all of the stalactites in that area have been cleared. Once the trap has been activated, the
squares beneath it are considered difficult terrain.
CR 9
FALLING STALACTITE TRAP
Type mechanical; Perception DC 29; Disable Device DC N/A
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of dry, shifting substance (the ash from a cremated heart). This seemingly
fragile item is actually quite hardy, being the phylactery of the lich on
Level 12B, Area 12A that was located by the ogre mage in a small hollow
beneath the boulder that it sits upon. It has determined that the pouch is
magical and nigh indestructible but has not figured out its true purpose.
Searching around the boulder with a DC 23 Perception check locates
the same hollow and detects a second hollow below into which a small
iron chest has been wedged (left by the lich and unnoticed by the ogre
mage). The chest is unlocked and contains 4 tigers eye agates (1,000 gp
each), though one is actually a gem of brightness.
CR 1/2
down at the intersection between Areas 2 and 3. Each round somebody remains in this passage while the boulders are rolling, they must make a DC
17 Fortitude save or take 5d6 points of crushing damage and be knocked
prone. If knocked prone they must make an initiative roll against the mites
(their Initiative is +1) to stand up before the next wave of boulders arrives.
Prone characters take a 4 penalty on their Reflex saves.
While the PCs are dealing with the boulders, the pesties in Area 5
make sneak attacks through small holes in the floor against any PCs who
have fallen prone. Up to two pesties can attack a single prone character.
The holes are too small to make effective attacks back against the pesties
(though simply standing up prevents the pesties from being able to effectively attack either). If the secret entrance to the crawl tunnel is discovered, the pesties quickly retreat back to Area 5.
Tactics: When intruders enter here, if the mites and pesties have not
had warning, then they are sitting about throwing things at their centipedes armored back for sport, while it sits curled up snoozing. The cave
fishers remain on their ledges. If warning has been given, then 5 of the
mites ride atop the centipede flinging their darts. They carry bags of an
additional 20 darts each. The centipede is unhindered by the rubble on the
floor due to its immense size and many legs. The rest of the mites and the
pesties hide in their crawl spaces beneath the floor.
At many places in the room the floor has been weakened over the crawl
space so that the mites can remove supports (as a standard action) and
cause PCs to fall through into shallow spiked pits. Each round of combat
in which a PC moves to a new square, there is a 20% chance that it is
over such a pit. As long as any mites remain beneath the floor to activate
the trap, then the PC breaks through and potentially falls upon the spikes.
Any PC that fails his save and falls is considered prone in the pit and is
immediately swarmed by pesties that rush from their small burrows to
make sneak attacks. Up to 4 pesties attack a single PC in this manner to try
and finish him with flanking and sneak attacks. The mites remain hidden.
Once five such pits have been activated, the remaining mites come forth
from their tunnels to do battle alongside their allies. For creatures willing
to enter the crawl tunnels, consider them to have direct access under any
square in the room, though they are squeezing if larger than size Small as
mentioned above.
The cave fishers remain on their ledges throughout the battle attempting
to snare and devour individual PCs. If 15 total mites and pesties as well
as the centipede are killed, then the survivors attempt to climb up to these
ledges in order to make their last stand.
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CR 1
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Treasure: Spread out among the junk and recoverable with an hour
of careful sifting are a total of 32 gp, 117 sp, 833 cp, and a set of bronze
bangles (10 gp).
figure out how to use their pathetic minions to recover it. The GM should
feel free to give as much or as little detail on this map as he sees fit.
SPIRIT ONI (2)
CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary 3 Oni, Spirit)
CR 1
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The passages around this room are filled with noxious fumes. These are
the concentrated exhalations of the catoblepas that dwells in this poorly
ventilated room. This creature is exceedingly old and vile but has grown
lethargic with age. Its cave is a swamplike mud pit fed by a seep from the
river, in which all manner of fungi and molds grown in a fetid stew. The
creature lurks in this muck and rarely emerges, content to feed on this
swill rather than going to hunt. The passages within 20 ft. of this room
and the entire room itself is considered to be filled with a weaker form of
the creatures breath (DC 18; frequency 1/round per round of exposure;
effect 1d2 Con damage; cure 1 save) and requires a new save each round
that a creature remains within it. In addition, the catoblepass own breath
weapon requires a save as well, if it is used in combat. The ogre magi have
heard the creature moving its bulk around at times in the past but have not
worked up the courage to brave the poison gas and see what sort of beast
lives within it.
CATOBLEPAS
XP 19,200
hp 161 (Pathfinder Roleplaying Game Bestiary 2,
Catoblepas)
CR 12
Approaching this room allows the PCs to smell the sulfurous gas that
fills the halls in the vicinity of Area 11, though they suffer no harmful effects. See that area for more details.
This bare chamber is where the oni who have taken over the mite tribe
meet to make their plans in secret. It is guarded at all times by 2 spirit
oni that lurk in the shadows near the ceiling. Tacked to one wall is a crude
map of Level 5A. They have come to believe that a great treasure is hidden somewhere on that level with a dangerous guardian and are trying to
Hanging above the entrance to this chamber are three wind chimes: one
corroded copper, one rusted iron, and one tarnished silver. A wooden sign
hangs on the nearby wall and is so faded, it requires a DC 10 Perception
check to make out what it says (written in Infernal), The gift of stars and
teat of sow grants safe passage. Sound the chime before going within.
The correct chime to sound is the one made of iron, a metal known to be
found in both meteoritic deposits and smelted in the form of pig iron. See
Tactics below for the consequences of sounding a chime.
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A treasure was placed in this chamber long ago with a sepia snake (the
namesake of the infamous spell) set to guard it. However, after the catoblepas moved into Area 11 and flooded the surrounding chambers with
its noxious breath, nothing has come here since. The gas does not reach
this room, and the flying anaconda-like serpent has remained herein in a
somnolent state. The strange creature is wingless, and has two glowing
orbs for eyes. Its tail ends in a vicious stinger.
CR 10
SEPIA SNAKE
XP 9,600
hp 114 (Frog God Games The Tome of Horrors Complete,
Sepia Snake )
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Level 13C:
Zombieland
This level contains and evil artifact, the Zombiestone of Karsh. This artifact
causes any creature that is killed within 500 yards to re-animate as a zombie
creature. The closer to the stone, the greater the toughness of the zombie. Zombies near the stone are so tough in fact, that they must be physically hacked to
pieces or burned to destroy them. The area is shown on Map RA13C.
CR 1/3
PARTIAL ZOMBIE
XP 135
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init 1; Senses darkvision 60 ft.; Perception +0
AC 11, touch 9, flat-footed 11 (1 Dex, +2 natural)
hp 5 (2d8+3)
Fort +0; Ref 1; Will +3
Defensive Abilities channel resistance +4; DR 10/slashing
and DR 5/ (see Continuous Effects, above);
Speed 30 ft.
Melee slam +3 (1d6+3)
Str 14, Dex 8, Con , Int , Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 12
Feats Toughness
SQ staggered
ZOMBIE FIRE BEETLES
CR 1/2
XP 200
NE Small undead (Pathfinder Roleplaying Game Bestiary,
Beetle, Fire, Zombie)
Init 1; Senses darkvision 60 ft.; Perception +0
AC 12, touch 10, flat-footed 12 (1 Dex, +2 natural, +1 size)
Level 13C
Difficulty Level: 11
Entrances: Chasm in ceiling to Level 12C, area 12C5.
River tunnel from Level 10A. Tunnel from Level 0A, Area
0A11 in Area 13C9.
Exits: River tunnel to Level 13B, Area 13B1.
Wandering Monsters: Check once per hour on 1d20,
with zombies, consult distance to the Zombiestone to
determine damage resistance:
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Poisonous Fungus
Type poison, ingested; save Fortitude DC 16
onset 10 minutes; frequency 1/minute for 6 minutes
effect 1d3 Con damage; cure 2 consecutive saves
1
16 partially hacked apart human zombies
2
2d6 zombie fire beetles
3
3d6 zombie dire rats
4
1d2 Large troll zombies
5
1 slithering tracker (alive)
6
1 patch of green slime
7 1d6 violet fungi
8
1 Huge ogre spider zombie
9
1d3 piercers (alive)
1020 No encounter
Detections: Strong magic and extreme evil from Area
13C11. Strong divine magic from the statues and pool in
Area 13C10.
Shielding: Area 13C13 is shielded against all divination
magic.
Standard Features: The floors and ceilings are covered
with stalagmites and stalactites. Walls, columns and
other features on this level are dry. Climbing all features
requires a DC 10 Climb check unless otherwise noted.
Random fungus and dripping water are everywhere,
and a stench of decay permeates the air. This area is
fungus-filled. About 20% of the fungus is edible while
10% is poisonous. A DC 20 Knowledge (dungeoneering)
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level 13c
hp 12 (2d8+3)
Fort +0; Ref 1; Will +3
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits
Speed 30 ft., fly 30 ft. (clumsy)
Melee bite +3 (1d4+1) and slam +3 (1d4+1)
Str 12, Dex 9, Con , Int , Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 10 (18 vs. trip)
Feats Toughness
Skills Fly 3, Stealth +3
SQ staggered
GREEN SLIME
CR 4
XP 1,200 (Pathfinder Roleplaying Game Bestiary, Hazard)
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 ft. 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 metals hardness but not
that of wood. It does not harm stone.
CR 3
VIOLET FUNGI
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Violet Fungi)
CR 3
ZOMBIE TROLL
XP 800
NE Large undead (Pathfinder Roleplaying Game Bestiary,
Troll, Zombie)
Init +1; Senses darkvision 60 ft.; Perception +0
AC 18, touch 10, flat-footed 17 (+1 Dex, 1 size, +8 natural)
hp 43 (8d8+8)
Fort +2; Ref +3; Will +5
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead
traits
Speed 30 ft.
Melee bite +11 (1d8+6) and 2 claws +11 (1d6+6) and slam
+11 (1d8+9)
Space 10 ft.; Reach 10 ft.
Str 23, Dex 12, Con , Int , Wis 10, Cha 10
Base Atk +6; CMB +13; CMD 24
Feats Toughness
Skills Climb +6, Stealth 3
SQ staggered
CR 4
SLITHERING TRACKER
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary 2, Slithering
Tracker)
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13C3. Thriller!
(CR varies, up to 9)
This room contains a veritable army of 32 zombie-creatures. They attack anything that gets within 30 ft. of the room. There are a total of 14
dire rat zombies, 8 beetle zombies, an otyugh zombie, 7 human zombies, a basilisk zombie (scary, but its gaze does not work), and a troll
zombie. These zombies attack relentlessly, following the party until slain.
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CR 1/2
CR 1/2
ZOMBIE OTYUGH
CR 3
XP 800
NE Large undead (Pathfinder Roleplaying Game Bestiary,
Otyugh, Zombie)
Init 1; Senses darkvision 60 ft.; Perception +0
ZOMBIE WIZARD
CR 1/2
XP 200
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init +0; Senses darkvision 60 ft.; Perception +2
Speed 20 ft.
Melee bite +10 (1d8+5) and slam +10 (1d8+7) and 2
tentacles +5 (1d6+2)
Space 10 ft.; Reach 10 ft.
Speed 30 ft.
Melee quarterstaff +2 (1d6+1) or slam +1 (1d6+1)
ZOMBIES (4)
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
with the following changes: add Defensive Abilities
channel resistance +4; DR 10/slashing and DR 5/, and see
Continuous Effects)
ZOMBIE BASILISK
CR 3
XP 800
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Basilisk, Zombie)
Init 2; Senses darkvision 60 ft.; Perception +0
AC 18, touch 8, flat-footed 18 (2 Dex, +10 natural)
hp 50 (8d8+8)
Fort +2; Ref +0; Will +6
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits
Speed 20 ft.
Melee bite +10 (1d8+4) or slam +10 (1d8+6)
Str 18, Dex 6, Con , Int , Wis 10, Cha 10
Base Atk +6; CMB +10; CMD 18 (26 vs. trip)
Feats Toughness
Skills Stealth +2
SQ staggered
CR 1/2
ZOMBIE FIGHTER
XP 200
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init 1; Senses darkvision 60 ft; Perception +0
AC 21, touch 9, flat-footed 21 (+10 armor, 1 Dex, +2 natural)
hp 11 (2d8+3)
Fort +0, Ref 1, Will +3
Defensive Abilities channel resistance +4; DR 10/slashing and
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ZOMBIE ROGUE
CR 1/2
XP 200
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init +3; Senses darkvision 60 ft.; Perception +0
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 11 (2d8+3)
Fort +0; Ref +3; Will +3
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits
Speed 30 ft.
Melee slam +2 (1d6+1)
Str 12, Dex 16, Con , Int , Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Toughness
Skills Climb +1
SQ staggered
Combat Gear ring of spell storing (water breathing,
invisibility)
CR 3
ZOMBIE TROLL
XP 800
hp 43 (see Wandering Monsters, above with the following
changes: add Defensive Abilities channel resistance +4; DR
10/slashing and DR 5/, and see Continuous Effects)
Treasure: Three of the humanoid zombies still have useful gear (see
statistics above). These three are mostly intact, and appear more freshly
made than the rest.
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ZOMBIE BEHIR
CR 4
XP 1,200
NE Huge undead (Pathfinder Roleplaying Game Bestiary,
Behir, Zombie)
Init +0; Senses darkvision 60 ft.; Perception +0
AC 24, touch 8, flatfooted 24 (+16 natural, 2 size)
hp 73 (14d8+14)
Fort +4; Ref +4; Will +9
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits
Speed 40 ft., climb 20 ft.
Melee bite +15 (2d6+7) and 6 claw rakes +15 (1d4+7) and
slam +15 (2d6+10)
Space 15 ft.; Reach 10 ft.
Str 25, Dex 10, Con , Int , Wis 10, Cha 10
Base Atk +10; CMB +19 (+23 to grapple); CMD 29 (cant be tripped)
Feats Toughness
Skills Climb +15, Stealth 8
SQ staggered
ZOMBIE FIGHTER
CR 1/2
XP 200
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init 1; Senses darkvision 60 ft; Perception +0
AC 20, touch 9, flat-footed 20 (+9 armor, 1 Dex, +2 natural)
hp 11 (2d8+3)
Fort +0, Ref 1, Will +3
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead traits
Speed 20 ft. (30 ft. base)
Melee +1 halberd +4 (1d10+4/x3) or slam +3 (1d6+3)
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WIZARD ZOMBIE
CR 1/2
XP 200
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init +0; Senses darkvision 60 ft.; Perception +0
Phylactery of Thyr
Aura moderate necromancy [good]; CL 10th
Slot headband; Weight .; Price 2,000 gp (+1), 6,000
gp (+2), 12,000 gp (+3), 25,000 gp (+4), 50,000 gp (+5)
DESCRIPTION
This holy item allows divine spellcasters of Thyr to
increase their effective caster level (+1 to +5). It also
allows clerics and paladins to channel energy as a
phylactery of positive channeling (+1d6 to +5d6). Any
other good-aligned priest may use the phylactery as
a holy symbol, but only a worshipper of Thyr may gain
the magical benefits.
Speed 30 ft.
Melee slam +0 (1d6)
Str 10, Dex 11, Con , Int , Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Toughness
Skills Stealth +0
SQ staggered
Combat Gear wand of fireballs (CL 6th, 22 charges); Other
Gear +2 ring of protection, back pack, spellbook, ring of
protection from lycanthropy (see sidebox)
CONSTRUCTION
Requirements Craft Wondrous Item, creator muct be
a 10th level cleric of Thyr; Cost 1,000 gp (+1), 3,000 gp
(+2), 6,000 gp (+3), 12,500 gp (+4), 25,000 gp (+5)
DESCRIPTION
The fur-lined bracers of ape grant the wearer a climb
speed of 20 feet in forest or jungle areas. The wearer
gains a +4 racial bonus on all Climb checks, and it
can always choose to take 10, while climbing, even if
rushed or threatened.
DESCRIPTION
The delicate silver ring holds 3 moonstones (1,500
gp value as jewelry alone). In addition to its monetary
value, the ring grants the wearer immunity to all forms of
lycanthropy. Should the ring be placed on the finger of an
afflicted lycanthrope, the target is allowed an immediate
DC 25 Will save to throw off the effects of the curse. The ring
cannot remove lycanthropy from a natural lycanthrope.
CONSTRUCTION
Requirements Craft Wondrous Item, spider climb;
Cost 5,300 gp
DWARF ZOMBIE FIGHTER CR 1/2
XP 200
NE Medium undead (Pathfinder Roleplaying Game Bestiary,
Zombie)
Init 1; Senses darkvision 60 ft.; Perception +0
AC 20, touch 9, flat-footed 20 (+9 armor, 1 Dex, +2 natural)
hp 15 (2d8+3)
Fort +2, Ref 1, Will +2
Defensive Abilities channel resistance +4; DR 10/slashing and
DR 5/ (see Continuous Effects, above); Immune undead
traits
Speed 20 ft.
Melee +1 greataxe +5 (1d12+5/x3) and slam 1 (1d6+4)
Str 16, Dex 8, Con , Int , Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 13
Feats Toughness
Skills Acrobatics 7, Climb 3, Escape Artist 7, Stealth 7,
Swim 3
SQ staggered
Combat Gear potion of magic circle against evil (CL 10th);
Other Gear full plate armor, +1 greataxe, 6 torches, cask of
whiskey (11 gp)
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CONSTRUCTION
Requirements Craft Wondrous Item, remove curse;
Cost 13,500 gp
Treasure: All four of the adventurers carry their gear (detailed below). In
addition, the behir had a large treasure of gold and silver (unrefined). Gold ore
weighing 2,000 pounds (contains 11,000 gp of gold once refined) and 22,000
pounds (contains 220,000 sp of silver once refined) is piled in a mixed heap in
the far corner of the cavern. The dead humans carry the following:
1. Human fighter, full plate armor (slightly rusty), heavy steel shield
(on ground, not carried), belt pouch containing 12 gp, 23 sp, 3 vials of
holy water and an elixir of tumbling, wears boots of striding and leaping.
2. Human cleric, full plate armor (slightly rusty, his AC is 0), has a light
mace on his belt, wears bracers of the ape and a backpack containing 6
flasks of lamp oil, a tinderbox, a lead box containing 4 sticks of incense of
meditation, and wears a +2 phylactery of Thuir).
3. Dwarven fighter, full plate armor (slightly rusty), +1 greataxe, backpack containing a sack of 120 gp, a potion of magic circle against evil, 6
torches and a small cask of cheap whiskey (3 pints left) worth 11 gp.
4. Human wizard, robes covered with stars and moons (and blood),
wand of fireballs in a belt sheath, backpack containing his spellbook (contains 8 spells each of level 13, 4 level 4 and level 5 spells, and 2 level
6 spells), on this right hand is a +2 ring of protection, and on his left
hand is a silver ring set with three moonstones (a ring of protection from
lycanthropy).
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ZOMBIE PURPLE WORM
XP 4,800
NE Gargantuan undead (Pathfinder Roleplaying Game
Bestiary, Purple Worm, Zombie)
Init 3; Senses darkvision 60 ft.; Perception +0
Speed 30 ft.
Melee slam +2 (1d4)
Str 11, Dex 12, Con , Int , Wis 10, Cha 10
Base Atk +1; CMB +0; CMD 11
Feats Toughness
Skills Ride +5, Stealth +9
SQ staggered
CR 1/2
ZOMBIE FIRE BEETLES (9)
XP 200
hp 12 (see Wandering Monsters, above with the following
changes: add Defensive Abilities channel resistance +4;
DR 15/slashing and DR 10/, and see Continuous Effects)
CR 3
ZOMBIE TROLLS (7)
XP 800
hp 43 (see Wandering Monsters, above with the following
changes: add Defensive Abilities channel resistance +4;
DR 15/slashing and DR 10/, and see Continuous Effects)
CR 5
ZOMBIE DRAGON
XP 1,600
NE Large undead (water) (Pathfinder Roleplaying Game
Bestiary, Dragon, Black, Zombie)
Init +0; Senses darkvision 120 ft.; Perception +0
AC 30, touch 9, flat-footed 30 (+21 natural, 1 size)
hp 117 (16d8+16)
Fort +5; Ref +5; Will +10
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close to the Zombiestone, and thus absorb the first 8 hit points of damage
inflicted on them, as well as resist turning checks at +8 levels. A substantial rockfall blocks an 80 ft. long, 10 ft. wide tunnel to Area 13C9. The
tunnel is completely blocked and would take 4 man-weeks to clear with
picks and shovels.
Also in this cavern is a large patch of 10 violet fungi (in the western
spur of the room). The good news is that this is a way to easily dispose of
zombies, as they can be drawn close to the fungus and rotted away. The
fungus attacks the nearest creature, and zombies are not immune to its
effects. Clever characters note that moldering, inanimate carcasses of several zombie-creatures lie about these large mushrooms.
Getting past the fungi without getting attacked by 1d4 tendrils requires
a DC 20 Reflex save. Once bypassed, a 20 ft. safe area exists in the far
western spur of the room, where the fungi cannot reach. The zombies, of
course, pursue any living creatures wherever they goincluding through
the fungus patch. If all characters move to the safe zone, the zombies
politely file through the fungus patch to them, effectively committing suicide.
VIOLET FUNGI (10)
CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Violet Fungi)
CR 1/2
ZOMBIES (4)
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie,
with the following changes: add Defensive Abilities
channel resistance +4; DR 15/slashing and DR 10/, and see
Continuous Effects)
GOBLIN ZOMBIES (8)
XP 200
hp 11 (see Area 13C7)
CR 1/2
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No zombie-creature can enter this room, due to the power of the Temple
of the Elder Gods in Area 13C10. Likewise, anyone killed here is not
raised as a zombie.
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a small natural spring of bubbling water. This is an ancient temple of longdead cavemen, and the animal totems represent the gods they worshipped
(for additional information, see Rappan Athuk, the Lost Levels, coming
soon from Frog God Games). Other than a safe place to land, this temple
area is safe, as long as no desecration or other insulting behavior towards the
pool or statues is performed. The magic of the pool is divine in nature, and
anyone submerged in the pool is transported as follows:
1
Outside the dungeon, in the present time, near the
Mausoleum (Level 0)
27 To Level 11, Area 111, in the present time
813 To Level 10A, Area 10A1, in the present time
1415 To the seacoast near the entrance to Level 0A,
in the present time
1618 To the area near the Mausoleum, 20,000 years in the past
(no Mausoleum is present)
19
To this room, 20,000 years in the past (with cavemen present)
20
To another plane (of chaotic neutral alignment) in front of
these god totems, who then judge the characters, possibly
killing them, polymorphing them, or even rewarding them
(GMs discretion)
Focus: Perception
Skills Perception +12, Stealth 3, Swim +19; Racial Modifiers
+4 Swim
MASTODON
CR 9
XP 6,400
N Huge animal (Pathfinder Roleplaying Game Bestiary,
Elephant, Mastodon)
Init +1; Senses low-light vision, scent; Perception +24
If any desecrates the pool or the statues, each animates and attacks.
These animal totems animate as maximum hit point versions of their respective animal, with the added bonus of having resistance to magic spells
and to non-magical weapons.
Str 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
Base Atk +10; CMB +24 (+26 to bull rush); CMD 35 (37 vs. bull
rush, 39 vs. trip)
Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will,
Power Attack, Skill Focus (Perception), Weapon Focus (Gore)
Skills Perception +24, Stealth 7
SABRE-TOOTH TIGER
CR 8
XP 4,800
N Large animal (Pathfinder Roleplaying Game Bestiary,
Tiger, Dire)
Init +6; Senses low-light vision, scent; Perception +12
CR 6
WOOLY RHINOCEROUS
XP 2,400
N Large animal (Pathfinder Roleplaying Game Bestiary,
Rhinocerous, Wooly)
Init +0; Senses low-light vision, scent; Perception +15
Speed 40 ft.
Melee bite +18 (2d6+8) and 2 claws +18 (2d4+8)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d4+8)
Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +19 (+23 to grapple); CMD 31 (35 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill
Focus (Perception), Skill Focus (Stealth), Weapon Focus
(bite), Weapon Focus (claw)
Skills Acrobatics +6, Perception +12, Stealth +15, Swim +13;
Racial Modifiers +4 Acrobatics, +6 Stealth (+8 in tall grass)
CAVE BEAR
CR 7
XP 3,200
N Large animal (Pathfinder Roleplaying Game Bestiary,
Bear, Dire)
Init +5; Senses low-light vision, scent; Perception +12
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, 1 size)
hp 95 (10d8+50)
Fort +12; Ref +8; Will +6
Defensive Abilities 15/magic; SR 20
Speed 40 ft.
Melee bite +13 (1d8+7) and 2 claws +13 (1d6+7 plus grab)
Space 10 ft.; Reach 5 ft.
Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Base Atk +7; CMB +15 (+19 to grapple); CMD 26 (30 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Run, Skill
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Speed 30 ft.
Melee gore +14 (2d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d8+18), trample
(DC 23, 2d6+13)
Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
Feats Diehard, Endurance, Great Fortitude, Skill Focus
(Perception)
Skills Perception +15, Stealth 4
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VROCK ZOMBIE
CR 4
XP 1,200
NE Large undead (chaotic, demon, evil, extraplanar)
(Pathfinder Roleplaying Game Bestiary, Demon, Vrock,
Zombie)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, 1 size)
hp 71 (11d8+11)
Fort +3; Ref +4; Will +7
DR 15/; Immune channeled energy; see Continuous Effects,
above; Immune undead traits; SR 20
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +13 (1d8+6) and 2 claws +13 (2d6+6) and slam
+13 (1d8+9) and 2 talons +13 (1d6+6)
Space 10 ft.; Reach 10 ft.
Str 23, Dex 13, Con , Int , Wis 10, Cha 10
Base Atk +8; CMB +15; CMD 26
Feats Toughness
Skills Fly 1, Perception +8, Stealth 3
SQ staggered
Karsh was a high level priest in the service of Orcus who was slain when
he battled Zelkors army at the gates of this place. He was utterly destroyed
(disintegrated) during the battle, and all the secrets of his greatest creation
died with him. Forged from the blood of Orcus himself, and imbued with
the power that wrought, the Zombiestone was created for the armies of evil
to carry with them like an unholy Ark of the Covenant. The plan was to
create an unending supply of soldiers by animating the fallen on both sides
and creating nearly un-killable troops that would horrify the troops that laid
siege to this place. The only problem was that the undead created by the
stone were uncontrollable, even by the priests of Orcus. Once the dead began to walk, they attacked everyone, friend or foe, inflicting horrific losses
on the evil army as well. The battle commanders moved away from the
stone for fear of losing their still living troops, and it was not until some
months later that the stone was retrieved and brought here by Orcus priests.
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DESTRUCTION
A simple hammer and chisel coated in the blood of a
unicorn and wielded by an innocent child can crack
the stone, thereby killing the child (irrevocably and
forever) and destroying the stone.
it wouldnt be right. One should not always bother things one finds here,
and a warning should dissuade most from proceeding down this tunnel.
The wall of force was the first clue. Taking down the wall of force awakens
the sleeping liches, and they prepare for battle.
The two foot wide tunnel is carved with intricate detail with moving,
animated shapes of human skulls and shapes of dead and rotting bodies grinning in soundless screams and leering at any who pass. A terrible
sense of foreboding permeates the corridor. At the 60 ft. mark is the first
layer of a prismatic wall, with another layer every 10 ft. until the chamber
at Area 13C13 is reached.
The cavern at the end of the tunnel contains an elaborate crypt carved
of inlaid ivory, lapis, silver and gold inlays, almost completely covering
the walls, floor and ceiling of the chamber (total value 200,000 gp in materials). Two large sarcophagi stand on a raised dais in the center of the
chamber. Each coffin contains a lich.
DARIUS THE CLERIC-LICH
CR 21
XP 307,200
Male human lich cleric 20 (Pathfinder Roleplaying Game
Bestiary, Lich)
CE Medium undead (augmented humanoid)
Init 1; Senses darkvision 60 ft.; Perception +14
AC 31, touch 9, flat-footed 31 (+11 armor, 1 Dex, +5 natural,
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+6 shield)
hp 183 (20d8+80)
Fort +18; Ref +8; Will +21
Defensive Abilities deaths embrace; DR 15/; Immune
channeled energy (due to proximity to the Zombiestone),
cold, electricity, mind-affecting, polymorph, undead traits
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Str 12, Dex 15, Con , Int 17, Wis 15, Cha 19
Base Atk +10; CMB +11; CMD 28
Feats Allied Spellcaster, Arcane Blast, Combat Casting,
Echoing Spell, Eschew MaterialsB, Greater Spell Focus
(enchantment), Greater Spell Focus (necromancy),
Improved Counterspell, Improved Initiative, Intensified
Spell, Quicken Spell, Spell Focus (enchantment), Spell Focus
(necromancy), Spell Specialization (wail of the banshee),
Undead Master
Skills Appraise +12, Bluff +14, Diplomacy +12, Fly +20,
Intimidate +15, Knowledge (arcana) +26, Knowledge
(planes) +23, Linguistics +10, Perception +10, Sense Motive
+17, Spellcraft +26, Stealth +10
Languages Abyssal, Common, Draconic, Goblin
SQ arcane apotheosis, arcane bond (ring of spell turning),
school power (necromancy)
Combat Gear staff of power (10 charges); Other Gear +8
bracers of armor, ring of protection +5, ring of spell turning,
spell component pouch
*Pathfinder Roleplaying Game Advanced Players Guide
**Pathfinder Roleplaying Game Ultimate Magic
This lich pair has no desire to be disturbed in any way, and try to immediately slay any intruders. They also dont want to bother with any intruders, so anyone leaving the tunnel (empty handed, and without taking any
of the lichs things), are left alone. Before the exit stage right, the pair
shower down spells with an intention of destroying any who disturb them.
Tactics: Spells, spells and more spells. The sorcerer lich immediately
casts lightning bolt, fireball and cone of cold. He then uses whatever spell
the GM thinks has the best effect and kill the most PCs. The cleric-lich
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begins the combat with targeted dispel magic spells. He targets anyone
that gets near him with a destruction spell. It should not require a great
deal of imagination on the part of the GM to end this rapidly.
Treasure: Ok, just for fun. In addition to the 200,000 gp of inlay, the
pair have amassed 120,000 gp of various gems and jewelry.
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Level 14:
The Chapel of Orcus
This level contains the last of three power centers for the evil temple of
Orcus in the dungeon of Rappan Athuk. If the PCs are to have any hope
of expunging the evil forces of this place, they must first succeed in the
destruction of this place. The power of this final temple is far greater than
that of the two above. Note that this level may only be accessed by the
secret door on Level 5, and that that door may only be opened by the key
held by the high priest on Level 9. A map of this level is depicted in Map
RA14.
Level 14
The occasional piece of junk or debris litters those areas marked 142.
GMs should also roll a wandering monster check each time PCs enter
areas designated 142.
Difficulty Level: 15
Entrances: Staircase from Level 5, Area 511, and from
Level 12, Area 1225 (co-located entrance).
Exits: None.
Wandering Monsters: Check once every hour on 1d20:
1
2
3
45
6
720
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This steep drop from Level 5 seems to go on forever. The ladder
descends fully 90 ft. into a foul smelling black pit of a room, reeking of
decay and filth. As the ladder is descended, the air warms then suddenly
cools, as alternating currents of hot and cold air waft about. The tunnel
continues to Level 12.
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clue as to the opening of each seal. Written in fine lettering along the edges
of the room in silver script is the following:
The first is passed by the quick and disorderly, selfish in his own right
The second by the seer who has studied the books to pass the colors, yet
only through order and self may the colors be faded
The third may be broken asunder by the wildman in a rage. Only a good
man may succeed.
The fourth barrier may only be crossed by the unstudied mage. He
alone may pass the fires of hell with a mere touch of his hand.
The muse of no allegiance may sunder the fifth seal; only his harp may
quiet the waves of chaos
The sixth seal is broken by the humble hands of the willing servant of
his god and of humankind.
Only through slavery to his principles may a man break this seal
The last may be crossed by the blood of its creators servants
The Seals
Major Artifact
Thyrs Gavel
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forbiddance spell (CL 26th, affects all non-lawful good individuals from
touching it), is Thyrs Gavel (see the sidebar), a powerful artifact. Only
a lawful good individual may ever use the warhammer. Bofred has been
dead for many years, his soul happily at peace at the right hand of his god.
Speak with dead spells fail, though commune spells allow contact with
this great priest. If contacted, he warns the party of the Avatar of Orcus
present on Level 15, and also warns that only by praying to the fell god
may one enter into his abode and finally slay the demon on this plane (see
Level 13).
Parties recovering Thyrs Gavel should be awarded experience equal to
a CR 10 encounter.
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CR 21
MAPHISTAL
XP 409,600
hp 330 (Frog God Games The Tome of Horrors Complete,
Demon Lord, Maphistal)
WRAITHS (8)
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)
SHADOWS (12)
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)
WHARAZ
CR 9
XP 6,400
Male human disciple of Orcus 5/zealot of Orcus 5 (see
Appendix B)
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Shrines of Power
The unholy shrines in this dungeon, of which this is the last,
provide power to the demon prince, Orcus, and his avatar, the
Master. To cleanse the area of evil, PCs must destroy and
consecrate each unholy shrine. Additionally, destroying the
unholy shrines weakens Orcus avatar, making it possible for a
high-level party to defeat him on Level 15. For each shrine the PCs
manage to cleanse, the Master gains 2 effective negative levels. In
addition, if one shrine is cleansed, the Master loses the use of his
9th level spells. If 2 shrines are cleansed, the Master loses all his
summoning spell-like abilities. If all 3 shrines are brought low, the
Master is reduced to the following: DR 15/cold iron and good, SR
36, all At will Spell-Like Abilities are usable 1/day, and he loses
the use of all Domain and Class Spell-Like Abilities.
GERNALDRA
CR 9
XP 6,400
Female human disciple of Orcus 10 (see Appendix B)
CE Medium humanoid (human)
Init +6; Senses darkvision 90 ft., see in magical darkness;
Perception +7
AC 23, touch 12, flat-footed 22 (+9 armor, +1 deflection, +1
Dex, +2 shield)
hp 78 (10d8+20 plus 10)
Fort +9; Ref +5; Will +13
Defensive Abilities deaths embrace
Speed 20 ft. (30 ft. base)
Melee +1 flaming heavy mace +10/+5 (1d8+3 plus 1d6 fire)
Special Attacks channel negative energy (DC 17, 5d6, 5/
day), deaths kiss (5 rounds, 7/day), touch of darkness (10/
day, DC 19)
Spells Prepared (CL 10th; melee touch +9, ranged touch +9)
5thslay livingD (DC 19), spell resistance, true seeing
4thcure critical wounds, death ward, enervationD (DC 20),
freedom of movement
3rdanimate deadD, bestow curse (DC 17), deeper
darkness, dispel magic, prayer
2ndaid, death knell, ghoul touchD (DC 16), hold person
(DC 16) x2, silence
1stbane, cause fearD (DC 15), command (DC 15), cure
light wounds x2, divine favor
0 (at will)cure minor wounds, detect magic, light,
resistance
D Domain spell Domain Undead*
Str 14, Dex 14, Con 15, Int 11, Wis 18, Cha 15
Base Atk +7; CMB +9; CMD 22
Feats Blind-Fight, Combat Casting, Command UndeadB,
Improved Initiative, Improved Sunder, Iron WillB, Power
Attack
Skills Heal +8, Knowledge (arcana) +4, Knowledge (history)
+5, Knowledge (planes) +5, Knowledge (religion) +13,
Perception +8, Spellcraft +13
Languages Common
SQ undead lords proxy, variant channeler
Combat Gear potion of cure serious wounds; Other Gear
full plate, heavy steel shield, +1 flaming heavy mace, ring of
protection +1, spell component pouch, gold unholy symbol,
ruby ring (150 gp), 2 pp, 23 gp
* Pathfinder Roleplaying Game Advanced Players Guide
PRIESTS (5)
XP 1,600
Male human disciple of Orcus 6 (see Appendix B)
CE Medium humanoid (human)
Init 1; Senses darkvision 90 ft.; Perception +6
CR 5
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CR 17
MARILITHS (2)
XP 102,400
hp 264 (Pathfinder Roleplaying Game Bestiary, Demon,
Marilith with the following changes: replace the blade
barrier spell-like ability with cloudkill)
Tactics: All priests and demons summon creatures to delay and hamper
PCs, focusing on spellcasters. Maphistal avoids combat until all his
servitors are slain, summoning a balor as a last resort if it appears they
might lose. He uses blasphemy, power word stun, and other spells from
behind the illusory wall until he is discovered. The priests cast spells as
needed, using all their protective and enhancement spells before entering
combat if possible. The acolytes cast aid, darkness, and ghoul touch, then
wade into melee, relying on their gods protection. The priests actions
parallel that of the acolytes, but they also cast align weapon and bane
or prayer before joining combat, and animate dead (creating 5 skeletons
each from the bones ever present on this level, for a total of 20 skeletons).
When the opportunity presents itself, each priest uses his blindness or hold
person spells. As befits their chaotic evil nature, the higher-level priests
let the acolytes bear the brunt of combat (e.g., melee with PC fighters).
The mariliths use spells as well, but are careful with their cloudkill spells
to avoid slaying their own priests. They only use this spell if they can
position it to include only demons and undead in its area of effect. They
also may summon hezrous to assist in the combat. Only after the PCs are
all engaged do they enter combat. The wraiths and shadows simply attack
until slain. None of the creatures in this room offers quarter or retreats.
They all fight to the death. Remember, undead creatures cannot be turned
or rebuked in this room.
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The True Altar: At the end of the long hall is a 20 ft. by 20 ft. block
of solid onyx carved to contain a 2 ft. deep basin. This basin is 5 ft. in
diameter and is filled with hot, bubbling blood. Inscribed above the basin
is the following: Pure food for the great god. The only way that this
shrine may be destroyed is for a lawful good priest to cast purify food and
drink on the blood and then consecrate and hallow on the altar. If this is
done, Orcus avatar is weakened as described below (Shrines of Power).
Treasure: Other than the priests equipment, there is no real treasure
here. All magical items are sacrificed to Orcus or used by the priests.
Mundane items, if desired, may be found in relative abundance, though
most are worn and useless.
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Level 14A:
The Refugees of Tsar
Many, many years ago, the last great army of Tsar was locked in battle
with the goodly forces in the army of Light. Untold numbers fell on both
sides, and as the army of Light saw victory within their grasp, the fallen
soldiers on both sides began rising up to continue the warfare for the forces of Evil. Redoubling their efforts, bolstered by the fact that if they lost,
Good would be expunged from the earth and eventually from existence,
the army of Light summoned their full might and threw themselves at
the citadel of Tsar in an attempt to crush the evildoers once and for all.
The forces of light and Good brought all their power to bear, and it was
enough, for as the army of Light neared exhaustion, the last of the army
of Twilight fell in defeat.
But total victory was not to be had. The Grand Cornu, high priest of
Orcus in Tsar, had foreseen the fall of his army, and made arrangements
to transport his remaining forces to a place of safety and security, so that
he may rebuild, and plan a counterattack to destroy the holy warriors and
regain control of the surrounding areas. However, the Grand Cornus plan
was not without flaws
This level is the location where shattered remnants of the army of Tsar
ultimately retreated to after the fall of that great citadel (for more information on the city of Tsar, see Frog God Games Slumbering Tsar). This
level is depicted on Map RA14A.
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DEVOURER
CR 11
XP 12,800
hp 133 (Pathfinder Roleplaying Game Bestiary, Devourer)
Level 14A
NALFESHNEE DEMON
CR 14
XP 38,400
hp 203 (Pathfinder Roleplaying Game Bestiary, Demon,
Nalfeshnee)
Difficulty Level: 15
Entrances: Teleportal at 14A1A, ramp from surface
(Wilderness Area 28).
Exits: Promenade to Level 14; teleportal at Area 14A3
to level 14C1.
Wandering Monsters: In Areas 14A3, 14A4, and 14A
5 only; check once every 15 minutes on 1d20:
1
2
3
4
5
6
7
8
9
1020
WRAITH
CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, Wraith)
VAMPIRE
CR 9
XP 6,400
hp 102 (Pathfinder Roleplaying Game Bestiary, Vampire)
CR 3
SHADOW
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)
GHOST
CR 7
XP 3,200
hp 73 (Pathfinder Roleplaying Game Bestiary, Ghost)
LICH
CR 12
XP 19,200
hp 111 (Pathfinder Roleplaying Game Bestiary, Lich)
This cavernous area is the location the besieged army of Tsar retreated to
after the fall of that great edifice (for more information on the city of Tsar,
see Frog God Games Slumbering Tsar). Pitch black, foreboding, and vast
of proportion, the entire area appears to be built to withstand some monumental cataclysm. The ceiling soars some 100 ft. or better in the air. The air
is chill, with faint, conflicting reeks of rotting flesh, old blood, a dank musty
odor, and less identifiable scents. The dark stone walls and floor are oddly
pliable and strangely smooth (DC 25 Climb check), and seem to absorb
sound, making any that travel here feel even more insignificant. Should the
PCs use a non-magical light source, the dark stone drinks in the light, causing all mundane light sources to shed their radiance in half the normal radius. Magical light sources shed light to their full extents, but one step darker
(bright light is treated as normal light, normal light is treated as dim light).
The central teleportal (Area 14A1A) is the one-way arrival point from
Tsar (GMs discretion if this portal may be linked to other places in the
world) the army of Twilight used to establish their base here at Rappan
Athuk. The arrival point is surrounded by black stone pillars capped with
small bowls filled with some unknown substance which gives off a reddish steam emitting a ghastly red glow; these pillars light up a 40 ft. wide
path that leads directly to the Black Garrison (Area 14A214A2) across
an immense 60 ft. long, 50 ft. wide iron-bound oak drawbridge. The pillars stop at the edge of the drawbridge.
A massive sunken pit roughly 10 ft. deep surrounds the center of the
chamber. This depression (Area 14A1B) is the domain of the haunted
choir (Area 14A1B on Level 14A map). These poor souls, survivors of
the retreat but not their masters cruelty, have each offended one of the
clergy of Orcus in some way. The haunted choir, all mindless zombies
moaning in unison, fill the area with a dreadful dirge that causes any nonevil living being to make a DC 20 Will save or be stricken with fear for
1d6 minutes.
To the northwest (Area 14A1C) a 50-ft. wide ramp rises gently in a
vast spiral, corkscrewing its way to the surface (at Wilderness Area 28,
currently buried under 50 ft. of earth and stone). Originally planned as
the access route for the rebuilt army of Twilight, the Spiral to the Light
(Area 14A1C on Level 14A map) has since been abandoned, awaiting
the day when the dark hordes of Orcus are once again ready to rise from
the depths of Rappan Athuk to plague the world with a new age of darkness. While it can be accessed from the surface, it would take roughly 300
man-days of excavation to clear a 10 ft. passage through the debrisassuming it could even be found.
THE HAUNTED CHOIR (ZOMBIE HORDE) (2)
XP 38,400
NE Colossal undead (horde) (see Appendix A)
Init +0; Senses darkvision 60 ft.; Perception +0
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staircase to the roof of the building, which in turn has a staircase to the
battlements along the wall.
The building to the west (Area 14A2A) serves as the headquarters
of the Black Garrison. It has 3 stories, is much more elaborate than the
eastern barracks, and is designed with a decorative style reminiscent of
a nobles tomb. The first floor is the office of patrol captain Luther, a
dwarven vampire who controls the skeleton and zombie troops that patrol
the courtyard (Area 14A2) and makes certain nothing arriving at the
teleportal (Area 14A1A) gets by the drawbridge. The second floor is a
wide open floor plan; the inhabitant is a marilith demon known as Blayze.
She personally leads the elite black skeleton troops, deploying the archers
along the battlements before meeting with her infantry to repel anyone
in the courtyard. The third floor is a magnificently appointed greatroom,
with maps of the wilderness for miles in all directions adorning the walls.
Several tables show what look to be miniature scale troop movements
in unknown lands. This area is the domain of the garrison captain, Lord
Naphrathoth, the fallen empyreal, and former lieutenant to General
Nimrod (see Frog God Games Slumbering Tsar, ST 13, Area 408).
Turned at the battle of Tsar, and tasked to keep the back door into Rappan Athuk secure, Naphrathoth takes his station VERY serious. He would
rather die than lose this garrison position, and will fight any force to his
utter destruction.
NORMAL SKELETONS (100)
CR 1/3
XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary, Skeleton)
NORMAL ZOMBIES (50)
CR 1/2
XP 200
hp 12 (Pathfinder Roleplaying Game Bestiary, Zombie)
BLACK SKELETONS (50)
CR 5
XP 1,600
hp 45 (Frog God Games The Tome of Horrors Complete,
Black Skeleton)
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Base Statistics When not raging, Patrol Captain Luthers statistics are AC
31, touch 12, flat-footed 29; hp 138; Fort +11, Will +7; +2 frost, vicious
dwarven waraxe +29/+24/+19 (1d10+17 plus 3d6 acid/1920/x3), slam
+18 (1d4+4 plus 3d6 acid); devastating blast (8d6 acid, DC 17), undead
mastery (DC 17), Str 29, Cha 10; CMB 23, CMD 35; Skills Climb +7,
Intimidate +25, Swim +7
Graveknight Armor
In death, the graveknights life force lingers on in its armor, not
its corpse, in much the same way that a lichs essence is bound
within a phylactery. Unless every part of a graveknights armor is
ruined along with its body, a graveknight can rejuvenate after it is
destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 hit points, though armor with enhancements or made
of special materials proves more difficult to destroy. Merely breaking a graveknights armor does not destroy it; it must be ruined,
such as by being disintegrated, taken to the Positive Energy Plane,
or thrown into the heart of a volcano.
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BLAYZE
CR 17
XP 102,400
hp 264 (Pathfinder Roleplaying Game Bestiary, Demon,
Marilith)
LORD NAPHRATHOTH, FALLEN EMPYREAL COMMANDER CR 18
XP 153,600
Male deathleech corrupted empyreal angel (Frog God
Games The Tome of Horrors Complete, Angel, Empyreal,
Deathleech)
CE Large outsider (angel, extraplanar, good, lawful)
Init +8; Senses darkvision 60 ft., deathsight 60 ft., low-light
vision; Perception +28
Aura aura of death (DC 23), aura of evil (DC 25), protective
aura
AC 28, touch 14, flat-footed 23 (+5 Dex, +14 natural, 1 size;
+4 deflection vs. good)
hp 175 (13d10+78)
Fort +16 (+20 vs. poison); Ref +13; Will +8; +4 resistance vs.
good
DR 10/evil; Immune ability damage, ability drain, acid, cold,
death effects, evil spells, negative energy, petrification;
Resist electricity 10, fire 10; SR 26
Speed 40 ft., fly 70 ft. (good)
Melee +1 brilliant energy unholy greatsword +25/+20/+15
(2d6+17 plus 2d6 vs. good/1920 ) or 2 slams +23 (1d8+16
plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks death knell (CL 13th, 4/day), energy drain
(DC 23), greater death knell (DC 23, 1/month), unholy blast
(DC 21, 15d6 plus blindness)
Spell-Like Abilities (CL 13th; melee touch +24, ranged touch
+18)
Constantdetect good
At willaid, bestow curse (DC 20), contagion (DC 20),
continual flame, discern lies (DC 21), dispel magic, fear (DC
21), invisibility (self only), plane shift (DC 22), unholy blight
(DC 21)
5/dayinflict moderate wounds (DC 19)
3/dayblade barrier (DC 23), flame strike (DC 22), inflict
serious wounds (DC 20), scorching ray (3 rays)
1/dayharm (DC 22), slay living (DC 22)
Str 32, Dex 20, Con 22, Int 18, Wis 18, Cha 24
Base Atk +13; CMB +25; CMD 40
Feats Alertness, Blind-Fight, Cleave, Great Fortitude,
Improved Initiative, Power Attack, Weapon Focus
(greatsword)
Skills Diplomacy +23, Fly +23, Heal +20, Intimidate +20,
Knowledge (planes) +20, Knowledge (religion) +17,
Perception +28, Sense Motive +24, Stealth +17, Survival +20;
Racial Modifiers +4 Perception
Languages Abyssal, Celestial, Common, Draconic;
truespeech
Gear +1 brilliant energy unholy greatsword
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Corrupted!
As a special gift to the fallen angel, Orcus has granted him
unique abilities, twisting those abilities naturally possesses by his
race into ones more useful in his current calling. Naphrathoths
aura of goodness and radiant blast special abilities have been
twisted as described in his stat block. In addition, several changes
to his array of spell-like abilities were made, making him more
undead friendly.
Treasure: These troops care nothing for mundane treasure, and have
little beyond their weapons and armor. The headquarters furnishings could
fetch a combined total of 25,000 gp, with a total weight of 500 pounds.
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seen (really play up the obscenity of the decoration here). Small kiosks
litter the area, some for trading goods, some for selling slaves, body
parts, magic items, books, poisons or even less savory items; groups of
cowled figures gather together, hatching schemes and plots against their
fellow conspirators; and occasionally, lesser priests of Orcus have gathered throngs of observers to hear their litany. Vampires rub shoulders
with lichs; demons push past undead as if they didnt exist; monstrous
humanoids perform dark deals with underground aberrations. In all, the
place is too vast and the throng to varied to describe accurately; the GM
is free to determine the specifics the PCs may find here. This is a central
meeting and gathering place for the faithful of Orcus, and all manner of
undead, daemons, demons, humans, humanoids, and other less-easilydefined being wander this area.
Nearly any evil mundane item may be found here, and evil magic
items up to 20,000 gp may be acquired as well.
Located along the southwestern wall, part of the hideous mural depicts a great horned being with a gaping mouth. Anyone who draws to
within 10 ft. of the mural must make a DC 30 Will save or avoid the area
like the plague. The area is covered in layers of antipathy spells (CL
20th) warding away ALL creatures, fueled by the anima engine on Level
14C. The mouth is a teleportal to Level 14C, The Architects Workshop.
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Behind the altar, a massive stone pillar bears a great, horned human
skull nearly 20 ft. in diameter. Hellish light glows within the hollow pits of
its eyes, and it seems to stare directly at anyone who enters the chamber.
This pillar and skull is an accurate representation of the wand Orcus bears
as his personal symbol.
The cathedral is never empty. Shadows fill nearly all the nooks in the
ceiling, flickering in and out of sight as they please. As one of Orcuss
favored undead, they enjoy some freedom of action, although they tend to
stay close to the perimeter of the temple.
UNDERPRIESTS (6)
XP 1,600
Male human disciple of Orcus 6 (see Appendix B)
CE Medium humanoid (human)
Init 1; Senses darkvision 90 ft.; Perception +7
CR 5
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Str 14, Dex 8, Con 12, Int 10, Wis 18, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Command UndeadB, Extra Channel, Lightning
ReflexexB, Toughness, Weapon Focus (heavy mace)
Skills Knowledge (arcana) +4, Knowledge (planes) +6,
Knowledge (religion) +9, Linguistics +5, Perception +7,
Spellcraft +6
Languages Abyssal, Common, Orc
SQ undead lords proxy, variant channeler
Combat Gear 2 potions of cure serious wounds, potion of
invisibility; Other Gear +1 breastplate, masterwork heavy
steel shield, masterwork heavy mace, cloak of resistance +1,
spell component pouch, unholy symbol of Orcus, 18 gp
* Pathfinder Roleplaying Game Advanced Players Guide
ZOMBIES (20)
CR 1/2
XP 200
hp 12 (Pathfinder Roleplaying Game Bestiary, Zombie)
SHADOWS (40)
CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)
Treasure: All the gold appointments are highest quality, and worth a
kings ransom (various candelabra, vessels, dishes, goblets, tapestries, etc.
easily more than 200,000 gp). However, most have been bathed in evil for
centuries, and retain the taint of wickedness. Anyone removing treasure or
furnishings from this cathedral must make a DC 30 Will save or be subject
to a nightmare effect until the items are returned or destroyed. If the thieving party retains the items, all saves against the nightmare effect are made
at 10. If the items are given away or sold, the new owner gains the nightmare effect, and the save is at 5 (let the buyer beware!). If the items are
destroyed in a temple dedicated to a good deity, by a priest of at least 12th
level, the save drops to DC 20, and if successful stops the nightmare effect.
A blackened, filthy chalice along the first tier is actually a potent magical item. Pouring any liquid into it creates either holy or unholy water,
depending on the alignment of the bearer. One of the less gaudy necklaces
is a necklace of fireballs (type VI), with half of the damage fire and the
other half being divine energy, exactly like a flame strike spell. Two of the
daggers presented, one on the first tier and one on the second, are actually
+4 daggers of venom.
Upon the third tier, lying reverently on a pillow of blackest silk, sits
a small, non-descript piece of jewelry. Any good being approaching the
item is filled with dread, and unless a DC 25 Will save is made, the good
being does not approach closer than 5 ft. The item is a talisman of ultimate
evil.
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In the clergy of Orcus, there are many high priests, beings holding power, prestige, and above all, an affinity for death and destruction. These high
priests are often the most frightening and terrible forces of their particular
area, combining and leading divergent masses bent only on spreading evil
and atrocity. Taking down a high priest of Orcus and thwarting their plans
is often the goal of any adventuring group, whatever their partys moral
code. Evil fights evil, as well as everyone else. Only the strongest, smartest, and most ruthless reach the upper echelon of this clergy. And above all
these demented individuals, sits the Grand Cornu of Orcus, the supreme
authority of Orcuss will on the material plane. The level is shown on Map
RA14A.
his new and improved form. The archbishop is rarely far away from the
Grand Cornu, always offering advice and observing his actions.
As the Canon of Orcus in Tsar, Lorvius was allowed to feed his taste
for self-torture, mutilation, and other deviant acts. After his ascension to
Grand Cornu, his devotion to personal abuse was elevated to a new level.
Cornu Lorvius tests new concepts on victims in the Torturatorium (Area
14B2) before trying them out on himself, always seeking the next level
of devotion.
As an extremely busy man, Lorvius moves around this complex frequently. The Grand Cornu is either in the Torturatorium (110, Area 14B
2), the Library (1115, Area 14B5), the Lounge (16-17, Area 14B6),
here (18), or elsewhere in the complex (1920 on d20, GMs discretion
where).
The Grand Cornu is never alone while on this level; the Dark Archbishop, Pagonis, is always near him offering advice on how to avoid being assassinated, how to run the clergy, etc., much to the Grand Cornus
chagrin. Lorvius is extremely cautious about anyone meeting him on this
level (fear of assassinations) and never meets with outsiders without his
retinue of 4 spectre bodyguards he specifically created for the task and
never leaves his side.
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(DC 24), major curse (DC 24)*, righteous might, slay living
(DC 26) (x2)
4thaura of doom (DC 25)*, divine power, poison (DC 25),
spell immunity, spit venom (DC 23)*, terrible remorse (DC
23)*, unholy blightD (DC 25)
3rdanimate dead, blindness/deafness, blood biography
(DC 22)**, chain of perdition#, deadly juggernaut#, rageD,
searing light
2ndaugury, death knell (DC 21), death knell (DC 21),
enthrall (DC 21), lesser restoration, shatterD (DC 21), silence
(DC 21)
1stcommand (DC 20), comprehend languages,
deathwatch (x2), divine favor, doom (DC 20), protection
from goodD (DC 20), ray of sickening (DC 20)
0 (at will)bleed (DC 19), guidance, stabilize, virtue
D Domain spell Domains Destruction, Evil
Str 19, Dex 14, Con 23, Int 12, Wis 28, Cha 23
Base Atk +13; CMB +17; CMD 30
Feats Diehard, Divine Interference, Endurance,
Extra Channel, Great Fortitude, Greater Spell Focus
(necromancy), Leadership, Power Attack, Spell Focus
(necromancy), Toughness, Voice of the Sibyl
Skills Bluff +13, Diplomacy +16, Heal +20, Knowledge
(arcana) +12, Knowledge (planes) +12, Knowledge (religion)
Minor Artifact
The Crown of the Grand Cornu
Aura strongnecromancy; CL 20th
Slot none; Weight 3 lb.
DESCRIPTION
This impressive headpiece is the undisputed
symbol of the Grand Cornu. It is large and imposing,
composed of fluted iron and black opals, and is worth
100,000 gp for its materials and workmanship alone.
In addition to being a badge of office, the crown
acts as a headband of mental prowess, granting a
+6 enhancement bonus to the wearers Wisdom and
Charisma scores. However, it also bears a terrible
curse that strikes anyone who puts on the crown
without having been sworn in as the Grand Cornu
in an official ceremony in a major temple of Orcus.
Creatures that have the crown forced upon their
head gain a DC 30 Will save to avoid the curse; those
who willingly don the headpiece, however, receive
no save.
The crowns curse immediately turns the wearers
alignment to chaotic evil. The wearers skin turns a
darker shade, as if coated by a layer of shadows,
and the irises of the eyes turn a smoky, roiling black.
In addition to the alignment change, the wearer
becomes a devoted servant of Orcus, seeking to
further the demon lords cause in whatever way
possible. Likely this involves first disposing of any allies!
Removing or even destroying the helm does not lift
this curse; it can only be removed by a good-aligned
cleric of 16th level or higher.
ARCHBISHOP PAGONIS
XP 51,200
Male advanced fiendish greater shadow (Pathfinder
Roleplaying Game Bestiary, Shadow, Greater)
CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +31
CR 15
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DESTRUCTION
The crown may be destroyed by any cleric or paladin
of Muir or Thyr consecrating it in a temple of one of
those gods; otherwise it is indestructible.
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attached to the pillars; removing them destroys their magic. Each pillar bears a pair of hidden buttons concealed upon it (DC 30 Perception
checks to locate). One button activates and deactivates the scrying crystal; the other activates or deactivates an effect within each associated
chamber.
The six alcoves indicated on the map each holds a teleportal that transports any creature entering the alcove to the corresponding torture room.
These teleportals are one-way transports.
In addition to Doctor Tremble, there are always 4 kyton aides in the
room to help anyone with their observations and to try-out any room
they like. If any of the PCs are so unlucky as to be brought before the
Grand Cornu, he initially tries to determine the characters weaknesses
(with the aid of the doctor) and find a perfect torture for them. After a
torture area is determined, the PC is placed on the attuned teleportal and
shifted into the trap. Their reactions are then observed by anyone viewing
the attuned crystal in Area 14B2.
It is important to remember, the entire area is shielded (see Level
14B, Shielding), so no teleportation or planar travel is possible out of the
traps.
The various rooms are described below.
Level 14B
Difficulty Level: 17
Entrances: Stairs down from Level 14A at Area 14B1.
Exits: None
Wandering Monsters: None.
Detections: Strong evil and magic emanates from the
entire level.
Shielding: The entire level is shielded, and no means
of magical transport such as teleport, dimension
door, plane shift, ethereal jaunt, and so on functions
except in very specific areas (the teleportal at Area
14B3; the attuned teleportals in the Torturatorium
at Area 14B2). In addition, no divine spells involving
extraplanar contact of the non-Evil planes, such
as summoning or commune, operate on this level.
Contact with the lower planes of Evil is allowed (and
encouraged!), placing good-aligned PCs at a distinct
disadvantage. The entire level radiates unhallow and
invisibility purge, and the Grand Cornus private rooms
(Areas 58) provide him the effects of an unholy aura
while he is there. All permanent spells on this level
operate at CL 20th. The Grand Cornu alone is not
subject to the teleportation shielding, as he may use
word of recall as normal to return to his chambers.
Standard Features: Unless otherwise noted, all doors on
this level are made of locked, solid iron doors (2 in. thick;
hardness 10; hp 60; Break DC 28, Disable Device DC 30).
DOCTOR TREMBLE
CR 20
XP 307,200
Male interlocutor kyton expert 10 (Pathfinder Roleplaying
Game Bestiary 3, Kyton, Interlocuter)
LE Large outsider (evil, extraplanar, kyton, lawful)
Init +8; Senses darkvision 60 ft.; Perception +30
AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13
natural, 1 size)
hp 247 (14d10+10d8+120); regeneration 5 (good or silver
weapons, good spells, silver weapons)
Fort +17; Ref +13; Will +24
DR 10/good or silver; Immune cold; SR 23
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These stairs lead down from Level 14A. Each step is graven with foul
symbols, images, prayers to Orcus, and the like. If magic is checked for,
no auras are discerned other than those present throughout the level. This
is due to a magic aura spell (CL 20th) which masks the symbols of death
inscribed upon the third and the final steps of the staircase; both are triggered if a good-aligned creature passes over the step.
SYMBOL OF DEATH TRAP
CR 15
XP 51,200
Type magic; Perception DC 34; Disable Device DC 34
Trigger proximity; Reset none
Effect spell effect (symbol of death, CL 21st, DC 28 Fortitude
negates); multiple targets (up to 150 hit points of creatures in
a 60 ft. area)
Speed 40 ft.
Melee 4 claws +27 (1d8+7 plus bleed/1920)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d6), surgical strikes, unnerving gaze
(30 ft., DC 27)
Spell-Like Abilities (CL 14th; melee touch +28)
At willbleed (DC 15), plane shift (material to shadow
plane, self only) , stabilize
3/daycure serious wounds, restoration
1/daybreath of life
Str 24, Dex 19, Con 21, Int 25, Wis 22, Cha 20
Base Atk +21; CMB +29; CMD 44
Feats Bloody Assault, Cleave, Combat Reflexes, Crippling
Critical, Critical Focus, Dodge, Improved Initiative, Iron Will,
Lightning Reflexes, Lunge, Power Attack, Rending Claws
Skills Bluff +20, Diplomacy +20, Disable Device +20, Handle
Animal +10, Heal +23, Intimidate +30, Knowledge (arcana)
+25, Knowledge (dungeoneering) +17, Knowledge (local) +14,
Knowledge (nature) +20, Knowledge (planes) +30, Knowledge
(religion) +24, Linguistics +20, Perception +30, Profession
(torturer) +22, Sense Motive +30, Sleight of Hand +30, Spellcraft
+30, Stealth +17, Survival +30, Use Magic Device +29
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common,
Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Ignan,
Infernal, Orc, Sylvan, Terran, Undercommon, Yithian
Surgical Strikes (Ex) An interlocutors claws threaten a
critical hit on a roll of 19-20. On a successful critical hit, that
claw deals 2d6 bleed damage rather than 1d6.
Unnerving Gaze (Ex) A creature that succumbs to an
eremites unnerving gaze becomes staggered for 1 round
as it becomes convinced that it recognizes some of its own
body parts entangled in the interlocutors body.
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Area 14B2A, Bathophobia: Once the target is placed upon the teleportal, they are immediately transported into a room 20 ft. long and wide,
and 200 ft. deep. The receiving point of the teleportal is inscribed on the
ceiling of the room, and the target immediately begins to fall. At a distance of roughly 1 in. below the receiving teleportal, an antimagic field
(CL 30th) fills the room. As the target reaches the bottom, they notice
another outlined teleportal fast approaching. Again, roughly 1 inch above
the floor, the antimagic field stops, allowing the falling target to contact
the opposite teleportal, only to be transported back to the top of the room!
Not normally possible (without the use of the anima engine on Level
14C), the trap continues to cycle the target through as many revolutions
as necessary to eventually starve to death. Once the target has expired, the
antimagic field is suppressed by means of one of the hidden buttons on the
scrying crystal pillar attuned to this chamber (DC 25 Perception check to
find the button on the pillar), and the body is removed.
Area 14B2B, Demophobia (CR 14): Creatures placed upon the teleportal are transported into a room 30 ft. long, wide, and deep. The receiving point of the teleportal is again inscribed on the ceiling of the room,
and the target immediately falls to the floor (taking 2d6 points of damage).
One in. below the teleportal the entire room is covered by an antimagic
field (CL 30th). The stench of this room is so overwhelming the target
must make a DC 20 Fortitude save or become sickened. Except for a fivefoot diameter area directly beneath the teleportal, the floor of the chamber
is packed by a horrid mass of shambling, moaning zombies. The instant
the target lands, the zombies move forward with their grasping, rotted
hands, seeking to tear the new arrival limb from limb.
ZOMBIE HORDE
XP 38,400
hp 110 (see Appendix A)
CR 14
Area 14B2C, Aquaphobia: The teleportal accessing this area transports the target to a 20 ft. square room completely filled with water. The
target may attempt to hold its breath, but eventually beginswill begin to
drown (see the Pathfinder Roleplaying Game Core Rulebook, Environment, Drowning, for rules on drowning). Once the target has perished,
the water is drained away by means of a hidden scrying pillar button (see
142A, above) and refilled from some unseen source.
Area 14B2D, Achulophobia (CR 12): Similar to other areas, the teleporter transports the target to a location on the ceiling, dropping the target
to the floor 20 ft. below (for 1d6 points of damage). One inch below the
receiver location, an antimagic field (CL 30th) fills the room. This room
is quite large (40 ft. square) and unlit. It is the home of 24 shadows that
love nothing more than to add to their ranks. Any targets drained by the
shadows join their ranks in this room forever. The hidden button on the
scrying pillar associated with this area (see 142A, above) activates and
deactivates the antimagic field.
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CR 3
SHADOWS (24)
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, Shadow)
Area 14B2E, Autophobia: The teleporter transfers the target into a featureless room, well lit from an unseen source. However, by means of the button on the scrying pillar, a section of wall can slide open, revealing a mirror
of opposition. There is nowhere in the chamber to avoid being reflected by
the mirror. Any creature reflected within the mirror causes it to activate, producing an exact duplicate of the target, which emerges from the mirror and
attacks its double using the best tactics possible, and fights to the death. If the
reflection should win, it vanishes upon the death of its counterpart. However,
if the victim should survive, they might be released from the chamber and
tortured in some other fashionor the wall might be reactivated, causing another reflection to appear. The mirror has Hardness 8 and 30 hit points; those
viewing the fun in this chamber always close the wall back over the mirror after activating it. This moving wall section has Hardness 10 and 100 hit
points. It can be activated from within the room with a DC 30 Disable Device
or Break check, and then moved with a successful DC 20 Strength check.
Area 14B2F, Claustrophobia: This teleporter transfers the target to a 2
1/2 ft. wide by 2 1/2 ft. deep by 7 ft. tall space. The teleporter point is on an
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adamantine grate with 1 inch square spaces. Every minute the target is in the
space, the ceiling lowers 3 inches. For Medium targets, they are safe for approximately 8 to10 minutes. Depending on armor worn, items carried, etc. the
target runs out of space after this time. The ceiling can be slowed with a DC
35 Disable Device check, slowing the rate of decent to 1 inch per minute. The
target is eventually squeezed completely through the grate, and the ground
fluid and tissue is transported to other places in the dungeon. The hidden button on the scrying pillar (DC 25 Perception check to find the button on the
pillar) activates and deactivates the crushing walls. As this chamber is only
effective on Medium or smaller sized creatures, Lorvius is currently considering having an additional chamber created to hold larger victims.
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STONE GOLEM
CR 11
XP 12,800
hp 107 (Pathfinder Roleplaying Game Bestiary, Golem,
Stone. This stone golem originally fought with the army of
Light in the battle for Rappan Athuk, but was captured by
Lorvius and turned to the side of Evil. Though he has only
limited control over it, he finds it a very effective defense
against treacherous undead, for its slam attacks have been
enhanced with the ghost touch and undead bane weapon
special abilities. Its statistics are otherwise normal for a
stone golem. Lorvius can command it to emerge or return
to the floor (as a move action), and direct its movements
when no other creatures are around, but in the presence
of undead it always targets them first over any other threat.
It never attacks anyone wearing the crown of the Grand
Cornu, which could come as a surprise to Lorvius if it should
somehow be removed from his head!)
to kneel on the hard stone floor to relax while reading). Two of the journals are written in strange, twisted sigils (Daemonic), while three others
are written in Draconic, Aklo, and a third language of strange, serpentine
script (Yithian). All these journals and notes seem to reference something
known as the Pain Trade, although it is unclear what that is referring to.
Many of the parchments are notes trying to knit together bits and pieces of
the journals, but it is difficult to see if there is any success. Another of the
notes looks like a half-completed draft of some sort, written in the Common tongue, with many scrapes and revisions visible on it (see side box).
It is with the uttermost sense of [scraped off] satisfaction that
I chronicle the rise of Our Leader, the Grand Cornu Lorvius, the
High Atrociter, the Hand of Orcus, the Dark Archbishop.
Grand Cornu Lorvius began his rise to power in the far city
of Tsar, lo these many years ago. A [scraped off] man of humble
beginnings, his rise to the High Altar has come not from privilege
or station, but by the strict adherence to the doctrine of Orcus. The
Horned Father selected the High Atrociter many years ago, and
[scraped off] personally guided his growth and promotion through
the ranks of His clergy.
CR 8
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anyone enters the library, teleporting in. The current librarian, Ashfallen,
appears as a human-sized, cowled figure wearing a veiled face-wrap, his
only clearly visible body parts being the wickedly sharp claws extending
from his loose robes. Ashfallen is tasked with maintaining order here and
documenting the Grand Cornus rise to power. He is not immediately hostile, although he is quite surprised to find the PCs here alone. Ashfallen is
an ally of Glazerel on Level 14C, and possesses a warden ring, allowing
him to teleport or plane shift while on this level (Lorvius keeps Ashfallen
around for this reason; he still doesnt understand how the annalist can
perform this feat). If the PCs are able to manage a successful DC 30 Diplomacy score to make him friendly, Ashfallen may be a useful source of
information. Ashfallen has no loyalty to Lorvius, but uses his position to
gather information for himself and Glazerel. If the PCs manage to make
Ashfallen helpful (DC 40 Diplomacy check), he may even allow the PCs
draws from his deck of many things, if they are so inclined.
CR 18
ASHFALLEN
XP 153,600
Male denizen of Leng sorcerer 14 (Pathfinder Roleplaying
Game Bestiary 2, Denizen of Leng, Pathfinder Roleplaying
Game Advanced Players Guide, Sorcerer, Dreamspun)
CE Medium outsider (chaotic, evil, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +32
AC 31, touch 17, flat-footed 24 (+5 armor, +6 Dex, +1 dodge,
+9 natural)
hp 224 (10d10+14d6+120); planar fast healing 5
Fort +19, Ref +20, Will +20
Defensive Abilities no breath, unusual anatomy; Immune
poison, Resist cold 30, electricity 30; SR 19
Speed 40 ft.
Melee bite +23 (1d6+1 plus Dexterity drain), 2 claws +23
(1d4+1)
Special Attacks dreamshaper 1/day (DC 28), sneak attack
+5d6
Spell-Like Abilities (CL 10th)
Constanttongues
3/daydetect thoughts (DC 23), hypnotic pattern (DC 23),
levitate, minor image (DC 23)
1/daylocate object, plane shift (self only)
Bloodline Spell-Like Abilities (CL 14th)
14/daylullaby (DC 21)
Spells Known (CL 14th; melee touch +23, ranged touch +23)
7th (5/day)mass hold person (DC 28)
6th (7/day)eyebite (DC 27), legend lore, shadow walkB
5th (8/day)baleful polymorph (DC 26), dreamB, nightmare
(DC 26), teleport
4th (8/day)charm monster (DC 25), crushing despair (DC
25), dimension door, divinationB, greater invisibilty
3rd (9/day)arcane sight, deep slumberB (DC 24), dispel
magic, nondetection (DC 24), suggestion (DC 24)
2nd (9/day)alter self, auguryB, bears endurance, detect
thoughts (DC 23), glitterdust (DC 23), touch of idiocy
1st (9/day)anticipate peril* (DC 22), comprehend
languages, identify, magic missile, sleepB (DC 22), unseen
servant
0 (at will)arcane mark, detect magic, detect poison,
disrupt undead, light, mage hand, mending, open/close,
prestidigitation
Bloodline Dreamspun
Str 12, Dex 22, Con 21, Int 24, Wis 21, Cha 32
Base Atk +17; CMB +18; CMD 35
Feats Ability Focus (Dexterity drain), AlertnessB, Deceitful,
Dimensional Agility#, Dodge, Eschew MaterialsB, Greater
Spell Penetration, Improved Initiative, Magical Aptitude,
Persuasive, Skill Focus (Sense Motive)B, Skill Focus (Linguistics),
Spell Penetration, Weapon Finesse
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Str 15, Dex 19, Con 14, Int 12, Wis 12, Cha 20
Base Atk +12; CMB +14; CMD 28
Feats Alertness, Blind-Fight, Improved Initiative, Skill Focus
(Heal), Skill Focus (Profession [courtesean]), Skill Focus
(Profession [torturer]), Weapon Focus (chains)
Skills Acrobatics +17, Climb +15, Craft (blacksmith) +16,
Escape Artist +17, Heal +24, Intimidate +18, Perception +18,
Profession (courtesan) +20, Profession (torturer) +20, Sense
Motive +5, Sleight of Hand +17
Languages Abyssal, Common, Infernal
SQ chain armor
Gear Masterwork blacksmiths tools, courtiers outfit, healers
kit (10 uses), masterwork manacles
Chain Armor (Ex) The chains that adorn a kyton grant it a +4
armor bonus, but are not treated as armor for the purpose
of arcane spell failure, armor check penalties, maximum
Dexterity, weight, or proficiency.
Dancing Chains (Su) A kyton can control up to four chains
within 20 ft. as a standard action, making the chains dance
or move as it wishes. In addition, a kyton can increase these
chains length by up to 15 ft. and cause them to sprout
razor-edged barbs. These chains attack as effectively as the
kyton itself. If a chain is in another creatures possession, the
creature can attempt a DC 19 Will save to break the kytons
power over that chain. If the save is successful, the kyton
cannot attempt to control that particular chain again for
24 hours or until the chain leaves the creatures possession.
A kyton can climb chains it controls at its normal speed
without making Climb checks. The save DC is Charismabased.
Unnerving Gaze (Su) Range 30 ft., Will DC 19 negates. A
kyton can make its face resemble one of an opponents
departed loved ones or bitter enemies. Those who fail
their saves become shaken for 1d3 rounds. This is a mindaffecting fear effect. The save DC is Charisma-based
Treasure: The silks, golden furnishings, and tapestries are worth a
combined total of 35,000 gp, double that to a macabre collector. All the
items combined weigh 500 pounds.
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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.
level 14b
ADVANCED SPECTRE
CR 13
XP 25,600
LE Medium undead (incorporeal) (Pathfinder
Roleplaying Game Bestiary, Spectre,
Advanced)
Init +9; Senses darkvision 60 ft.; Perception +36
Aura unnatural aura (30 ft.)
AC 19, touch 17, flat-footed 14 (+2 deflection, +5
Dex, +2 natural)
hp 152 (18d8+72)
Fort +10, Ref +13, Will +18
Defensive Abilities incorporeal, channel
resistance +2
Weaknesses resurrection vulnerability, sunlight
powerlessness
Speed fly 80 ft. (perfect)
Melee incorporeal touch +18/+13 (1d8 plus
energy drain)
Special Attacks create spawn, energy drain (2
levels, DC 25)
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Grand Curse
School necromancy [curse]; Level cleric 8, sorcerer/
wizard 9
Casting Time 1 standard action or see below
Components V, S, DF
Range close (25 ft. +5 ft./2 levels)
Target or Area see below
Duration permanent
Saving Throw Will negates; Spell Resistance yes
You can use the grand curse to duplicate the effects
of major curse, except the DC to remove the curse is
equal to the save DC +10, or the grand curse can be
used to place a permanent curse on an area.
If used to place a curse on an area, the caster may
affect one 10 ft. by 10 ft. square per caster level.
The nature of the grand curse is decided by the
spellcaster upon conclusion of the ritual, which takes
1 hour to complete; any of the effects of bestow
curse may be placed upon the area, and any time
a target comes into contact with the area they are
subject to the curse. If another spell effect is desired,
the grand curse may duplicate any compulsion spell
of 4th level or less. The player should be creative with
the types of curses available, but should be in line
with the above restrictions.
Example: The grand curse used in Area 14B8 was
created with an elaborately worded suggestion spell.
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Feel free to place additional items here as you see fit, especially if they
are tied in with a quest or unexplored location elsewhere within Rappan
Athuk. For example, one of the dagger-keys unlocking the vault door that
seals Level 3B could have found its way into the vault.
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Level 14C:
The Architects Workshop
GM Note: This level is very sparsely described; only the most basic of
detail is given about the rooms and their inhabitants. This is not done to
pass off the work to the GM, but to allow for customized expansion appropriate to the individual campaign. Players reaching this level should be
considered seasoned, and their PCs are worthy of respect and challenge.
Each of the rooms gives a basic description of design intent, and a table for
some beginning encounters, but the GM is encouraged to tailor this level to
make it interesting and distinct for their own specific campaign.
The structure of Rappan Athuk (except for the natural caverns, which
were used as a basis for expansion) was created by one man, the halfdevil Glazerel. Known as the Architect, Glazerel is a master artist and
engineer known throughout the multiverse for his creations. The son of
Level 14C
Difficulty Level: 18+
Entrances: Teleportation mural on Level 14A, at
Area14A3.
Exits: None
Wandering Monsters: Check once every 90 minutes
on 1d20:
14
56
78
9
10
11
1213
14
1517
18
1920
Cheshimiboth, Armorer of the Hells, Glazerel took his place in the diabolic hierarchy early on. His mechanical aptitude was readily apparent,
and Lucifer himself ordered Glazerel the finest education the lower planes
had to offer. He excelled in creating new and unique devices for use in the
Hells, and eventually left the plane to seek out other projects and works.
One of his greatest projects was the creation of a vast apparatus designed
to draw the soul from a being and convert it to pure magical energy. The
anima engine, as the device is known, was instrumental in the creation
of Rappan Athuk, and in the powering of some of the odd effects in the
dungeon. There is no known limit to what the anima engine can do, and no
one knows the correct way to operate it besides Glazerel (a fail-safe when
dealing with Orcus; he remains useful).
Glazerel himself is often away from the level, conducting experiments
and creating even more astonishing things elsewhere, but he does come
back to this level often to check up on progress.
This area is shown on Map RA14C.
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level 14c
New Spell
Str 14, Dex 20, Con 20, Int 17, Wis 18, Cha 30
Base Atk +12; CMB +14; CMD 29
Feats Antagonize, Alertness, Combat Casting, Improved
Initiative, Iron Will, Lightning Reflexes, Persuasive, Skill Focus
(intimidate), Spell Penetration, Uncanny Concentration
Skills Bluff +23, Diplomacy +24, Fly +9, Heal +14, Intimidate
+29, Knowledge (planes) +13, Perception +19, Sense Motive
+19, Survival +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Gear wardtoken, warden ring
*Pathfinder Roleplaying Game Advanced Players Guide
**Pathfinder Roleplaying Game Ultimate Magic
already cast
Mages Evasion
BRASS GOLEM
CR 14
XP 38,400
hp 150 (Pathfinder Roleplaying Game Bestiary 3, Golem,
Brass)
GLAZEREL, THE ARCHITECT
XP 1,638,400
Male half-fiend loremaster 8/sorcerer 15 (Pathfinder
Roleplaying Game Bestiary, Half-Fiend)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +14
CR 25
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Bloodline Infernal
Str 12, Dex 12, Con 14, Int 24, Wis 21, Cha 32
Base Atk +11; CMB +12; CMD 29
Feats Combat Casting, Cooperative Crafting, Craft Rod,
Craft Staff, Craft Wondrous Item, Echoing Spell, Eschew
MaterialsB, Forge Ring, Improved Counterspell, Improved
Iron Will, Iron Will, Persistent Spell, Quicken Spell, Skill Focus
(Knowledge [arcana]), Skill Focus (Spellcraft), Skill Focus (Use
Magic Device)
Skills Appraise +11, Bluff +15, Craft (alchemy) +28,
Diplomacy +15, Intimidate +34, Knowledge (arcana) +40,
Knowledge (engineering) +35, Knowledge (planes) +33,
Linguistics +21, Perception +14, Sense Motive +28, Spellcraft
+35, Use Magic Device +49
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial,
Common, Daemonic, Draconic, Dwarven, Elven, Giant,
Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
SQ greater lore, on dark wings
Combat Gear 1 scroll of mages evasion (see side box);
Gear boots of teleportation, bracers of armor +8, brooch
of shielding, cloak of resistance +5, cube of force, gem of
seeing, headband of mental superiority +6, pearl of power
(9th level), ring of protection +5, greater warden ring (see
sidebar), wardtoken
Glazerels mages evasion takes place under the following base conditions: being reduced to 0 or less hit points; failing any hostile Will save;
failing any hostile Fortitude save; subject to magical silence for 1 round;
and his speaking the word Diabalaire. Under any of these conditions
Glazerel is instantly transported to his private demiplane safe zone,
where his retinue of servants may attend his recovery. The GM may
change these conditions to account for PC tactics. Glazerel should not be
defeated at this point.
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CONSTRUCTION
Requirements Forge Ring, limited wish; Cost 71,500 gp
(warden ring)
CR 16
Tactics: The lilin stays back and uses her fire spells to bolster the iron
golems. The golems simply go forth and crush!
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The central work area of this level, this area is secured by smooth metal
doors. There is no keyhole, handle or any other obvious means of entry
or opening the doors. The doors are opened with special wardtokens;
besides using the tokens, the door is magically warded (immune to knock
and any transmutation spells less than 8th level) and fortified to be nearimpregnable (hardness 15; hp 1,000; Break DC 35; Disable Device DC
50; the door self-repair all damage at the rate of 20 hp per round, returning
to their mirror-smoothness). Should the PC manage to find a wardtoken,
or some other means of entry, describe the following:
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DESTRUCTION
If Glazerel is ever placed in the anima engine, it ceases
to function.
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This workroom is quite spacious, roughly 100 ft. square, with a 60 ft.
ceiling. The area is dimly lit from unseen sources. There is a 14 chance
on a d20 that Glazerel is here working with the engine. He is not happy
intruders have breached this workroom. His first action is to ask, By
whos authority do you enter? This is simply to catch the PCs off-guard;
Glazerel cares not for anyone elses authority here! He initially throws a
few high-level spells at the PCs, to assess their strengths (as possible tools
later?). If an easy victory is possible, the Architect defeats the party, calls
for lilins take them away to be used later and gets back to work. If they
seem a challenge, Glazerel simply teleports away to come back after his
minions and security have driven the outsiders away. He does not fear for
the engine; he assumes the PCs incapable of harnessing its power.
If Glazerel is not here, there are 6 iron golems under the direction of a
single lilin sorceress guarding the structure.
IRON GOLEMS (6)
CR 13
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem,
Iron)
LILIN SORCERESS
XP 76,800
hp 158 (see Wandering Monsters, above)
CR 16
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per hour. Glazerel knows about the technology on the flying ship, and is
why he sealed the portal back to Level 14C.
The environment here, while beautiful, is harsh. The heat and humidity
are nearly overwhelming, and dehydration is a serious threat here, even
with the abundance of water everywhere (see the Pathfinder Roleplaying
Game Core Rulebook, Environment, Starvation and Thirst). If the GM
desires, in addition to environmental challenges and the frequent dinosaur
encounters, the PCs may run across new strains of diseases, exotic
poisonous plants, strange semi-intelligent fungi, etc.
ALLOSAURUS
CR 7
XP 25,600
hp 93 (Pathfinder Roleplaying Game Bestiary 2, Dinosaur,
Allosaurus)
ANKYLOSAURUS
CR 6
XP 2,400
hp 75 (Pathfinder Roleplaying Game Bestiary, Dinosaur,
Ankylosaurus)
BRACHIOSAURUS
CR 10
XP 9,600
hp 171 (Pathfinder Roleplaying Game Bestiary, Dinosaur,
Brachiosaurus)
DEINONYCHUS
CR 3
XP 800
hp 34 (Pathfinder Roleplaying Game Bestiary, Dinosaur,
Deinonychus)
DIMETRODON
CR 3
XP 800
hp 34 (Pathfinder Roleplaying Game Bestiary 3, Dinosaur,
Dimetrodon)
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Difficulty Level: 5 to 15
Demiplane Controller: Glazerel (absentee, no active
control)
Exits: The portal back to Level 14C does not open from
this side. Transporter in serpentfolk skyship (inactive
until power source found), can return the PCs to the
material plane. Weather events may transport large
areas to other random locations (GMs discretion; the
timing of these events is also random).
Detections: Moderate magic emanates from the
entire plane.
Shielding: The demiplane is shielded from divination
or magical transport such as teleport, dimension door,
plane shift, ethereal jaunt, and so on.
Wandering Monsters: Check once every 120 minutes
on 1d20:
13
410
1112
1314
1516
1720
IGUANODON
CR 6
XP 2,400
hp 76 (Pathfinder Roleplaying Game Bestiary 3, Dinosaur,
Iguanodon)
PACHYCEPHALOSAURUS
CR 4
XP 1,200
hp 37 (Pathfinder Roleplaying Game Bestiary 3, Dinosaur,
Pachycephalosaurus)
PARASAUROLOPHUS
CR 4
XP 1,200
hp 45 (Pathfinder Roleplaying Game Bestiary 2, Dinosaur,
Parasaurolophus)
CR 11
SPINOSAURUS
XP 12,800
hp 170 (Pathfinder Roleplaying Game Bestiary 3, Dinosaur,
Spinosaurus)
STEGOSAURUS
CR 7
XP 3,200
hp 90 (Pathfinder Roleplaying Game Bestiary, Dinosaur,
Stegosaurus)
TRICERATOPS
CR 8
XP 4,800
hp 119 (Pathfinder Roleplaying Game Bestiary, Dinosaur,
Triceratops)
TYRANNOSAURUS REX
CR 9
XP 6,400
hp 153 (Pathfinder Roleplaying Game Bestiary, Dinosaur,
Tyrannosaurus Rex)
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ARSINOITHERIUM
XP 3,200
hp 85 (Pathfinder Roleplaying Game Bestiary 2,
Megafauna, Arsinoitherium)
level 14c
CR 7
BALUCHITHERIUM
XP 4,800
hp 114 (Pathfinder Roleplaying Game Bestiary 3,
Megafauna, Baluchitherium)
CR 8
MEGALANIA
XP 3,200
hp 85 (Pathfinder Roleplaying Game Bestiary 3,
Megafauna, Megalania)
CR 7
MEGATHERIUM
XP 1,600
hp 59 (Pathfinder Roleplaying Game Bestiary 2,
Megafauna, Megatherium)
CR 5
CR 11
DEGENERATE SERPENTFOLK
XP 12,800
Male and female degenerate serpentfolk barbarian 8
(Pathfinder Roleplaying Game Bestiary 2, Serpentfolk)
N Medium monstrous humanoid
Init +1; Senses darkvision 60 ft., scent; Perception +11
SERPENTFOLK TECHNICIANS
CR 13
XP 25,600
Male serpentfolk expert 12 (Pathfinder Roleplaying Game
Bestiary 2, Serpentfolk)
N Medium monstrous humanoid
Init +9; Senses darkvision 60 ft., scent; Perception +21
Speed 45 ft.
Melee bite +16 (1d6+4 plus poison) and spear +21/+16/+11
(1d8+8/x3)
Special Attacks rage (40 rounds/day), rage power (lesser
beast totem, 2 claws, 1d6+6), rage power (quick reflexes),
rage power (roused anger)
Str 26, Dex 12, Con 22, Int 4, Wis 10, Cha 6
Base Atk +13; CMB +19; CMD 30
Feats Extra Rage (x3), Fleet, Iron Will, Outflank, Pack Attack
Skills Escape Artist +9, Perception +11, Survival +14
Languages Common; telepathy 100 ft.
SQ fast movement
Gear spear
Poison (Ex) Biteinjury; save Fort DC 21; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
Constitution-based.
Note: When not raging, the barbarians statistics are AC 18, touch 11,
flat-footed 17; hp 143; Melee bite+14 (1d6+3 plus poison) and spear
+19/+14/+9 (1d8+6/x3); Str 22, Con 18; CMB +19, CMD 30
These serpentfolk are not directly related to the serpentfolk technicians;
perhaps they are somehow distantly related, as man is to ape.
CR 8
LIZARDFOLK SAVAGES
XP 4,800
Male and female lizardfolk warrior 10 (Pathfinder Roleplaying
Game Bestiary, Lizardfolk)
N Medium humanoid (reptilian)
Init +1; Perception +5
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 130 (2d8+10d10+60)
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Str 8, Dex 20, Con 16, Int 23, Wis 14, Cha 16
Base Atk +14; CMB +19; CMD 26
Feats Agile Maneuvers, Great Fortitude, Improved Initiative,
Iron Will, Nimble Moves, Self-sufficient, Skill Focus (Knowledge
[engineering]), Skill Focus (Profession [engineer]), Weapon Finesse
Skills Acrobatics +7, Appraise +21, Climb +6, Craft
(alchemy) +15, Diplomacy +16, Disguise +8, Escape Artist
+15, Fly +2, Heal +17, Knowledge (arcana) +11, Knowledge
(dungeoneering) +21, Knowledge (engineering) +29,
Knowledge (geography) +16, Knowledge (local) +16,
Knowledge (nature) +16, Linguistics +19, Perception +21,
Ride +2, Sense Motive +19, Spellcraft +11, Stealth +11,
Survival +19, Swim +4, Use Magic Device +18
Languages Aklo, Common, Draconic, Undercommon;
telepathy 100 ft.
Combat Gear alchemical solvent, alchemists fire flask;
Other Gear portable alchemists lab, 3 empty scroll cases,
sextant, spyglass
Poison (Ex) Biteinjury; save Fort DC 20; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is
Constitution-based.
CR 20
COLOSSAL SPINOSAURUS
XP 307,200
N Colossal advanced animal (Pathfinder Roleplaying Game
Bestiary 3, Spinosaurus)
Init +8; Senses low-light vision, scent; Perception +32
AC 33, touch 9, flat-footed 27 (+6 Dex, +25 natural, 8 size)
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hp 435 (30d8+300)
Fort +27; Ref +25; Will +17
ceilings. Flesh and chunks of tissue are tossed away into corners, and the
entire hallway looks like an abattoir.
As the party absorbs the scene, they hear a distant, distorted voice come
from an indeterminate location, Paging Doctor Chance; Doctor Chance,
proceed to admitting; Doctor Chance, please proceed to admitting.
The PCs have many options at this point. Retreating back into Level
14C is not one of them. If the PCs advance further and continue down the
hallway, on each side of the hallway they see large doors (10 ft. tall, 5 ft.
wide) with small glass windows in them. Peering into the rooms offers a
variety of grisly scenes: humanoid forms secured to strange metal tables
with wheels (gurneys), covered in blankets with widening wet marks,
fluids dripping on the floor to pool; large cabinets with various drawers
(alchemical and medical supplies), with bloody handprints and ghastly
streaks of some unpleasant substance on them; darkened rooms that house
unseen creatures bumping and thrashing about. As the PCs observe the
interiors of the rooms, they hear the sounds of approaching footsteps, as
the doctor comes to admit new patients.
An experimental ward dealing with the manipulations of flesh, this
area is the home of Doctor Chance an eremite kyton that loves nothing
more than teasing new forms out of his subjects. Fascinated with ngathau
workmanship and a practitioner of their art, the doctor takes pride in
reconfiguring his patients and assembling them to his questionable
vision of perfection. Dr. Chance struck a deal with Glazerel to give the
devil information and research on his work, but even Glazerel became
disgusted with the doctors work, and trapped him and his staff here. The
kytons have discovered they may not leave this plane by any means (the
anima engine binds them here). The doctor has thus been experimenting
on patients in an attempt to find out how to manipulate a fleshy form to
bypass the wards and escape (no one said he was sane!)
The hallways of the hospital are a never-ending maze; there is no
escape to the outside. The PCs must find an exit in one of the ward
rooms, as the door back to Level 14C cannot be opened from this side
(this is a closed ward). There are additional portals and gates in some of
the rooms, but they have special activation requirements (blood, human
sacrifice, etc.). These gates may take the PCs back to their home, they may
take them to other lands tortured by the doctors influence, or they may
open up to the Plane of Agony itself.
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CR 12
KYTON ORDERLIES
XP 19,200
Male and female kyton expert 8 (Pathfinder Roleplaying
Game Bestiary, Kyton)
LE Medium outsider (evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft.; Perception +14
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4
natural)
hp 116 (8d10+8d8+32); regeneration 2 (good weapons and
spells, silver weapons)
Fort +10; Ref +12; Will +9
DR 5/good or silver; Immune cold; SR 17
Speed 30 ft.
Melee 4 chains +17 (2d4+2)
Special Attacks dancing chains (DC 18), unnerving gaze
(DC 18)
Str 15, Dex 18, Con 15, Int 23, Wis 13, Cha 10
Base Atk +14; CMB +16; CMD 30
Feats Alertness, Blind-Fight, Improved Initiative, Skill Focus
(Craft [sculpture]), Skill Focus (Heal), Skill Focus (Profession
[torturer]), Skill Focus (Use Magic Device), Weapon Focus
(chains)
Skills Acrobatics +15, Bluff +15, Climb +13, Craft (blacksmith)
+15, Craft (sculpture) +18, Diplomacy +10, Disable Device
+10, Escape Artist +15, Heal +21, Intimidate +11, Knowledge
(arcana) +20, Knowledge (engineering) +20, Knowledge
(planes) +20, Perception +14, Profession (butcher) +15,
Profession (engineer) +15, Profession (torturer) +21, Sense
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is Charisma-based.
INTERLOCUTER KYTON
CR 12
XP 19,200
hp 147 (Pathfinder Roleplaying Game Bestiary 3, Kyton,
Interlocuter)
NGATHAU PATIENT
CR 12
XP 19,200
hp 150 (Frog Gog Games The Tome of Horrors Complete,
Ngathau)
OGREKIN PATIENT
CR 2
XP 600
hp 25 (Pathfinder Roleplaying Game Bestiary, Ogrekin)
QUARENTINE PATIENT
CR 7
XP 3,200
hp 85 (Pathfinder Roleplaying Game Bestiary 2, Chaos
Beast)
CRAZED HUMAN PATIENT
XP 2,400
Male crazed human barbarian 7 (see Appendix A)
N Medium humanoid (human)
CR 6
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The area on the other side of this door is the grandest restaurant and
bar the PCs have ever encountered. As far as the PC can see are patrons
of every race, sitting around tables of all sizes, enjoying a quiet drink in a
booth, laughing, crying, shouting, kissing and a hundred other acts.
Dimly lit, various dancing lights and magical effects keep the place
from seeming too dark. The smell of roasted meats and freshly baked
bread instantly makes the mouth water. If this were not in the lower levels
of Rappan Athuk, one might think this the greatest place on earth!
A vastly long ebony bar is situated along one wall. Seemingly endless,
hundreds of patrons line its length. Exotic, beautiful members of both
sexes serve drinks and food to the seated patrons, but for spirits, one must
approach the bar. Behind the bar, a tall, robust blue-skinned man cleans
a wide glass with an impeccable white towel, gives the PCs a wry glance
and says, Whatll ya have?
This restaurant is Glazerels experiment in race relations and
manipulation. It is a completely neutral ground for anyone to meet with
anyone; there is a general sense of passivity here, and while fights do
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Str 25, Dex 14, Con 26, Int 10, Wis 26, Cha 6
Base Atk +14; CMB +26 (+34 to grapple); CMD 46 (52 vs.
grapple)
Feats Catch Off-Guard, Chokehold*, Deadly Finish*, Greater
GrappleB, Improved GrappleB, Improved Initiative, Improved
Unarmed StrikeB, Intimidating Prowess, Iron Will, Pinning
KnockoutB*, Power Attack, Rending Fury*, Stunning FistB,
Stunning PinB*, Toughness, Weapon Focus (claw)
Skills Acrobatics +15, Climb +11, Diplomacy +1, Disguise +8,
Escape Artist +15, Intimidate +28, Linguistics +1, Perception
+26, Sense Motive +27, Stealth 2
Languages Common, Giant
SQ AC Bonus +12, Fast Movement (+40), x Graceful
Grappler (Ex), Ki Defense (Su), Ki Pool (Su),
Combat Gear 3 potions of barkskin (+5), 3 potions of enlarge
person; Other Gear bracers of armor +6, headband of
inspired wisdom +6 (included above), belt of physical
perfection +2 (included above), cloak of resistance +4
(included above), dimensional shackles, manacles of
cooperation, boots of speed, figurine of wondrous power
(golden lions), hat of disguise, major ring of acid resistance
(included above), major ring of sonic resistance (included
above)
Break Free (Ex) At 5th level, a tetori adds his monk level
on combat maneuver or Escape Artist checks made to
escape a grapple. If a tetori fails a save against an effect
that causes him to become entangled, paralyzed, slowed,
or staggered, he may spend 1 point from his ki pool as an
immediate action to attempt a new save.
Counter-Grapple (Ex) At 4th level, a tetori wrestler may
make an attack of opportunity against a creature
attempting to grapple him. This ability does not allow the
tetori to make an attack of opportunity against a creature
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14C3D. Arachnophobia
Entering this dark, cavernous room, lit only with the ambient light of
the doorway, there is a sudden chill, which may or may not be from the
local temperature. Enormous webs hang from floor to ceiling. Draping
like decorations, the strands of webbing are as thick as a mans arm;
whatever spun these webs was big. After the initial observation, the
PCs notice what looks to be a tunnel leading away into darkness.
Fully 30 ft. in diameter, anyone possessing darkvision notices that the
sides of the tunnel teem with movement. Hundreds of insects, spiders,
scorpions and other unidentifiable crawlies skitter along much of the
surface of the tunnel. In the distance, a shout is heard, and the voice
sounded human!
This colossal tunnel complex is filled with insect and arachnid life,
most of gigantic proportions. The wandering monsters here are unusually
massive, with only the babies or particularly venomous varieties being
normal size. There is no natural light in these tunnels, and the temperature
is quite cool, but very dry.
The master of this area is Aleavix, a gharros demon who grew weary of
his demonic overlords instruction, so one day he slaughtered his lord and
took his treasure. He then struck out on his own, until he eventually met and
struck a deal with Glazerel. Aleavix was granted mastery of this demiplane
to breed and care for his beloved verminous children, cultivating them
to distil more and more powerful venoms, which he then trades back to
Glazerel. Aleavix is very protective of the insects here, considering them his
children, and will come for any intruders harming them.
Aleavix has recently discovered one of his giant spider breeds is
capable of producing a venom that affects demons and devils alike (a fact
he has not informed Glazerel about), but has not gathered a large supply.
If peaceful contact is somehow reached, he may be interested in selling
the venom to PCs.
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Aleavix
6 fiendish goliath spiders
2d8 giant emperor scorpions
1d4+1 tenebrous purple worms
Random vermin (roll on d20; 15 2d6 giant
soldier ants; 67 2 goliath stag beetles;
812 titan centipede; 1317 3d6 giant
solifugids; 1820 2d6 giant ticks)
minor insect life (non-combative bugs the
size of ones hand)
Str 43, Dex 13, Con 28, Int , Wis 10, Cha 2
Base Atk +10; CMB +34; CMD 45 (53 vs. trip)
Feats
Skills Climb +24, Stealth 15; Racial Modifiers +4 Perception
in webs, +4 Stealth in webs
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Speed 30 ft.
Melee +1 vorpal battle axe +32/+72/+22/+17 (1d8+12/x3)
and 2 stings +31 (1d8+16/1920 plus poison)
Special Attacks death attack (DC 22), quiet death, sneak
attack +3d6, true death (DC 21)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th; ranged touch +26)
At willdarkness, desecrate, detect good, detect magic,
mirror image, telekinesis (DC 21), greater teleport (self plus
50 pounds of objects only)
1/daysummon (level 6, 4d10 dretches, 1d4 vrocks, or 1d2
glabrezus 50%; or 1 gharros 20%)
Str 33, Dex 22, Con 30, Int 22, Wis 16, Cha 22
Base Atk +20; CMB +32; CMD 48 (56 vs. trip)
Feats Ability Focus (poison), Blind-Fight, Cleave, Great
Cleave, Greater Vital Strike, Improved Critical (sting),
Improved Initiative, Improved Vital Strike, Power Attack, Vital
Strike, Weapon Focus (sting)
Skills Acrobatics +20, Bluff +25, Climb +34, Diplomacy +20,
Disguise +18, Escape Artist +26, Intimidate +29, Knowledge
(planes) +26, Perception +30, Sense Motive +17, Spellcraft
+19, Stealth +19, Survival +26; Racial Modifiers +4 Perception
Languages Abyssal, Common, Draconic, Elven, Terran;
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Beyond the door to this area, what looks to be a vast empty space is
broken by nine vertical shafts of light in the distance, each of different
diameters surrounding a tenth, much smaller beam in the center. The
light beams are too bright to look directly at, but a quick glance discerns
the width of each beam varies from a few feet to two score or more. No
walls or ceiling is visible in the room; no floor can be made out, although
the footing is solid. The air is cool, with a slight ozone taste in the air,
reminding one of a fall night after a lightning storm.
Approaching the pillars of light (the nearest is 100 ft. away), forms
in the beams become visible. The closest beam is massive, easily thirty
feet in diameter; if the PCs approach, the brightness of the light actually
diminishes, and it is possible to make out a form in the light. Soon you
realize you are face to face with a dragon! And not just any dragon, an
immense, jet black specimen that turns its massive head to stare back at
the intruders.
Moving to investigate the other pillars, you recognize other figures in
the beams:
The creature closest to the entry portal is a sleek, black dragon, nearly
30 ft. tall, with jet-black scales and wings like curtains of utter darkness
(an ancient umbral dragon).
A spiny, serpentine creature roughly twice the height of a man, its
body is a colorful blend of red and orange tones, with a white underbelly
and ridges of black horns along its sides and back. Its head is draconic,
with a wide, toothed maw and eyes with slitted pupils that glitter with
intelligence. A crown formed from glowing runes of light floats above its
head (a keketar protean).
A six-armed creature formed from blue stone, its lower body is a series
of slowly spinning rings of metal. It hovers in the beam of light just off the
ground, and is roughly the size of a large ogre or small hill giant. Wings
with feathers like steel blades jut from its rocky back (a lhaksharut
inevitable).
A powerful bipedal humanoid standing nearly 40 ft. tall, wearing
ornate armor. Bony protrusions jut from his thick, muscular hide and
crown his massive head (an akvan div).
This humanoid creature is a strange blend of serpentine and draconic,
with great wings and sweeping horns. It is clothed in robes of flowing
white with glittering runes woven along the fringes, and stands nearly ten
feet tall (a draconal agathion).
This large cowled figure at first appears to be some sort of shadow
entity trapped by the beam, but on closer inspection, lights glitter within
its dark frame, as if it were not truly a creature at all, but a portal to the
night sky (a pelorma aeon).
This figure appears to be a normal human woman in modest clerical
robes, bearing a holy symbol of Muir (Sister Macry, human high priestess
of Muir).
This being floats in the light beam on a fluffy cushion. It appears
to be a man at first, dressed in the finest bejeweled silks, but on closer
inspection his hands bend backward, and flanking his face on either side
This room is one of Glazerels early attempts to funnel magical energy with
the aid of powerful and unique beings. Designed in conjunction with a mad
mage from another world, Glazerel eventually abandoned the experiment
after several failed attempts and the anima engine began to show promise.
Now more a storage facility or prison, the creatures contained herein have
been largely forgotten. Few come here from the outside, and the contained
creatures cannot leave of their own power. Due to the extremely dangerous
nature of the inhabitants, there are always 9 iron golems stationed here, just
in case any of the beams weaken and one of the captives escapes. The golems
do not attack anyone else in the area, unless attacked first.
How power was to be drained from the captured beings is not readily
apparent, but clever characters may be able to make the room function
again in a limited capacity. A PC with ranks in Use Magic Device is able
to stand in the central beam of light and concentrate on focusing power
from the surrounding prison beams. With a DC 40 Use Magic Device
check, the PC in the center beam draws energy directly from the prisoners;
power courses through his veins healing all wounds as well as curing any
disease and removing any toxin. With a DC 45 Use Magic Device check
the PC gains 1 effective level for 1 week. A DC 50 Use Magic Device
check gives the PC the ability to open the portal back to Level 14C for one
minute. Use of the beam is considered an Evil act, and any Good cleric
or paladin using the beam is such a fashion is immediately stripped of all
spellcasting and class abilities until he receives an atonement spell cast by
a 16th level cleric of Good alignment.
Note: Should any of the captives escape confinement, the focusing
power of the light beams is corrupted, and no longer functions. This is a
fail-safe designed by Glazerel; if a captive breaks out of its prison, it still
cannot escape the demiplane (in theory; these are powerful beings, and
may have other ways to escape! A GM should determine an alternate way
for the PC to escape the Siphon if he is feeling particularly generous!)
Sister Macry is a special prisoner; as the first being captured by Glazerel
many years ago, she understands what must be done to allow the PCs to
escape. She explains the use of the light beams in a rudimentary fashion,
and informs the PCs that one of them must stand in the central beam and
concentrate on opening the portal back to Level 14C. They must focus
on draining power form her beam only, and take all the power she can
offer (reducing the Use Magic Device check to DC 35). She does this
willingly, sacrificing herself so that good may return to the material plane.
This results in killing Sister Macry (and releases her soul, which bypasses
the anima engine, although the PCs wont know that!), but opening the
portal back to Level 14C. This should be a dramatic scene for the PCs;
they know what they have to do, but they must perform a heinous act
to do it. This is an excellent opportunity for roleplaying, and should be
rewarded thusly. Good-aligned PCs should have a major moral dilemma
on their hands, but suffer no ill effects if they go through with opening the
portal with Sister Macys blessing.
If the PCs open the portal, and Sister Macry is drained, the light beam
matrix fails, and the PCs have 1 minute to get out! The other light beams
flicker briefly; then all prisoners are released. Most of the former prisoners
begin fighting amongst themselves, but a few single out the PCs to vent
their wrath. Should any of the other prisoners escape out the portal, the
PCs may gain a powerful future adversary or ally (GMs discretion).
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CR 19
ANCIENT UMBRAL DRAGON
XP 204,800
hp 475 (Pathfinder Roleplaying Game Bestiary 2, Primal
Dragon, Umbral)
CR 17
KEKETAR PROTEAN
XP 102,400
hp 391 (Pathfinder Roleplaying Game Bestiary 2, Protean,
Keketar)
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LHAKSHARUT INEVITABLE
CR 20
XP 307,200
hp 436 (Pathfinder Roleplaying Game Bestiary 2, Inevitable,
Lhaksharut)
14C3F. DragonHolme
Difficulty Level: 16+
Demiplane Controller: Auriferous, gold dragon
ravener (present, active control)
Exits: Portal back to Level 14C functions from this side.
Rare minerals are gathered by Glazerel from the
stone giant miners.
Detections: Moderate magic emanates from the
entire plane.
Shielding: The demiplane is shielded from divination
magic.
Wandering Monsters: Check once every hour on
1d20:
AKVAN DIV
CR 20
XP 307,200
hp 480 (Pathfinder Roleplaying Game Bestiary 3, Div,
Akvan)
DRACONAL AGATHION
CR 20
XP 307,200
hp 432 (Pathfinder Roleplaying Game Bestiary 2, Draconel,
Agathion)
PELORMA AEON
CR 20
XP 307,200
hp 432 (Pathfinder Roleplaying Game Bestiary 2, Aeon,
Pelroma)
SISTER MACRY, HIGH PRIESTESS OF MUIR
XP 204,800
Female human cleric 20
LG Medium humanoid (human)
Init +0; Perception +7
18
910
1115
16
17
18
19
20
CR 19
Speed 30 ft.
Melee unarmed strike +16/+11/+6 (1d3+1)
Str 12, Dex 11, Con 14, Int 12, Wis 25, Cha 24
Base Atk +15; CMB +16; CMD 26
Feats Alignment Channel (good), Channeled Revival**,
Divine Interference*, Endurance, Great Fortitude, Improved
Great Fortitude, Iron Will, Sacred Summons*, Selective
Channeling, Skill Focus (Knowledge [religion]), Turn Undead
Skills Diplomacy +20, Heal +16, Knowledge (arcana)
+15, Knowledge (history) +15, Knowledge (nobility) +14,
Knowledge (planes) +16, Knowledge (religion) +30, Linguistics
+5, Profession (scribe) +11, Sense Motive +20, Spellcraft +12
Languages Celestial, Common
*Pathfinder Roleplaying Game Ultimate Magic
**Pathfinder Roleplaying Game Ultimate Combat
Due to the long-term and remote confinement, Sister Macry has lost
access to most of her class abilities and to spellcasting. This does not
diminish her resolve, but does greatly reduce her personal power.
CR 20
MAHARAJAH RAKSHASA
XP 307,200
hp 400 (Pathfinder Roleplaying Game Bestiary 3, Rakshasa,
Mahajarah)
ELYSIAN TITAN
CR 21
XP 409,600
hp 504 (Pathfinder Roleplaying Game Bestiary 2, Titan,
Elysian)
IRON GOLEMS (9)
CR 13
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem, Iron)
ROC
XP 6,400
hp 120 (Pathfinder Roleplaying Game Bestiary, Roc)
CR 9
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CAVE GIANT
CR 9
XP 6,400
hp 126 (Frog God Games The Tome of Horrors Complete,
Giant, Cave)
ETTIN
XP 2,400
hp 65 (Pathfinder Roleplaying Game Bestiary, Ettin)
CR 6
YRTHAK
CR 9
XP 6,400
hp 114 (Pathfinder Roleplaying Game Bestiary 2, Yrthak)
WYVERN
CR 6
XP 2,400
hp 73 (Pathfinder Roleplaying Game Bestiary, Wyvern)
Four iron golem guards and a lilin sorceress are posted near this
doorway. They do not interfere with anyone entering the portal form this
side; they attack anyone entering from the demiplane side who is not
wearing a wardtoken.
IRON GOLEMS (2)
CR 13
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem,
Iron)
LILIN SORCERESS
XP 76,800
hp 158 (see Wandering Monsters, above)
CR 16
When the party breaches this doorway, they are greeted with a blast of
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chilly mountain air. Entering a large cavern, observant PCs notice a cave
opening 100 yards distant. Approaching the cave mouth, the panorama
comes into full view.
Looking out over the landscape, they see a breathtaking sight. A vast
mountain range stretches as far as the horizon. Gigantic stone masses
compete for space, and not a patch of flat ground can be seen anywhere.
Towering spires reach for the heavens; bold and craggy precipices
dominate the skyline, many formed into cones bearing impossibly sharp
peaks. Between the herculean outcroppings, abyssal crevasses sink into
gloom. Travel in this land appears to be either by air, or on a slope of some
kind. Land travel looks difficult at best.
Lower down the slope bearing the cave entrance, there is an impressive
structure; a massive suspension bridge. A track down from the cave mouth
to one side of the bridge appears to be passable, if steep.
If the PCs descend the hundred or so feet to the bridge, allow them a DC
10 Climb check a few times (no more than three). Failure indicates a slide
of ten to fifteen feet, but causes no damage, just a good scare!
Viewing the bridge from a distance did not do its workmanship justice.
The ropes supporting the bridge are made up of individual strands as thick
as a mans waist; a dozen or so make up each of the four cables supporting
each side of the bridge. The ropes are anchored to the side of the mountain
under piles of boulders and slabs of rock.
The planks that form the walkway are split tree-trunks, each six to ten
feet in width. Close-set, the entire bridge looks more stable than many
roads you have seen. Considering the constant wind, the bridge does not
sway or even seem to notice the breeze. Whoever or whatever built this
structure, they wanted it to be sturdy.
Now that you have descended to the bridge, in the far distance, you can
just make out what looks like another bridge. Glancing below, deeper into
the abyssal crevasse, you can barely make out what might be another. It
seems there are people here interested in ground travel.
This land was developed to mine rare minerals and metals in a waystation between the material plane and the plane of earth. Not desiring
to enter that plane and deal with its denizens, Glazerel created his own
version. Forgoing the laws of physics, he shaped the mountains as he saw
fit, and seeded the land with giant servitors to mine the precious stones
he needed. While creating the connection to the plane of earth, a splinter
connection was formed tying into the plane of air (hence the great winds).
All in all, this is something of an inhospitable place if youre not native to
the planes of earth or air.
The demiplane became another prison when Glazerel decide to house
one of his experiments gone awry here. In an attempt to draw forth the
soul of an ancient gold dragon named Auriferous, the beast was instead
turned in to a ravener. Being unwilling to deal with the creature, Glazerel
placed it here.
Additional portals have opened in this land (possibly from the stone
giants, possibly just from the tenuous connections to the elemental
planes), as stone giant mining clans and cave giants have formed a kind
of society, and various avian monstrosities have found their way here over
the years. A few tribes of barbaric humans eke out an existence here, their
days being dominated by avoiding the spectrum of deadly predators that
come from any direction. The fear of sliding off the edge of a mountain
into the vast divides housing who-knows-what is a constant antagonist.
Denizens from the planes of earth and air come here to trade with
the giants, as there are minerals and metals here in unusual abundance
due to Glazerels tinkering with the laws of physics. All arrivals placate
Auriferous with magical treasures, as he considers minerals or coins
worthless (he has plenty!)
Auriferouss horde contains several items Glazerel is concerned about.
In addition to the golembane scarab Auriferous possesses, the half-devil
knows of three items he fears; 12 greater arrows of evil outsider slaying, a
+4 evil outsider bane greatsword, and a sphere of annihilation.
CR 22
AURIFEROUS
XP 614,400
Male ancient gold dragon ravener (Pathfinder Roleplaying
Game Bestiary 2, Ravener, Pathfinder Roleplaying Game
Bestiary, Dragon, Gold)
CE Gargantuan undead (dragon, fire)
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the duration.
Change Shape (Su)
A very young or older gold dragon can assume any animal
or humanoid form three times per day as if using polymorph.
Detect Gems (Sp)
A young or older gold dragon can detect gems three times
per day. This functions as locate object, but can only be
used to locate gemstones.
Divine Aid (Sp)
Once a week, a great wyrm gold dragon can call upon
celestial powers for aid. This functions as a miracle.
Fast Flight (Ex)
A young or older gold dragon is treated as one size
category larger when determining his fly speed.
Fire Aura (Su)
An old or older gold dragon is surrounded by an aura of
fire. All creatures within 5 ft. of the dragon take 1d6 points
of fire damage at the beginning of the dragons turn. An
ancient gold dragons aura extends to 10 ft. A great wyrms
damage increases to 2d6. The dragon can activate or
suppress this aura as a free action.
Luck (Sp)
Once per day an adult or older gold dragon can touch
a gem, usually one embedded in the dragons hide, and
enspell it to bring good luck. As long as the dragon carries
the gem, it and every good creature within a given radius
of it (10 ft. per age category) receives a +1 luck bonus on
all saving throws. If the dragon gives an enspelled gem
to another creature, only that bearer gets the bonus. The
effect lasts 1d3 hours plus 3 hours per age category of the
dragon. This ability is the equivalent of a 2nd-level spell.
Soul Ward (Su)
An intangible field of siphoned soul energy protects a
ravener from destruction. This ward has a maximum number
of hit points equal to twice the raveners Hit Dice, but starts
at half this amount. Whenever a ravener would be reduced
below 1 hit point, all damage in excess of that which would
reduce it to 1 hit point is instead dealt to its soul ward. If this
damage reduces the soul ward to fewer than 0 hit points,
the ravener is destroyed.
Soul Consumption (Su)
When a living creature within 30 ft. of a ravener dies, that
creatures soul is torn from its body and pulled into the
raveners maw if the dying creature fails a Will save (DC
equals the save DC of the raveners breath weapon). This
adds a number of hit points to the raveners soul ward equal
to the dead creatures Hit Dice. Creatures that have their
souls consumed in this way can only be brought back to life
through miracle, true resurrection, or wish.
Soul Magic (Sp)
A ravener retains the base creatures spellcasting capability,
adding three levels to the base creatures caster level. This
increases the number of spells known by the ravener, but the
ravener loses all spell slots. Instead, whenever the ravener
wishes to cast any one of its spells known, it consumes a
number of hit points from its soul ward equal to the spell slot
level necessary to cast the spell (including increased levels for
metamagic feats and so on). If the soul ward has insufficient
hit points, the ravener cannot cast that spell. Casting a spell
that reduces its soul ward to exactly 0 hit points does not
harm the ravener (though most are not comfortable without
this buffer of soul-energy and try to replenish it quickly).
Weakening Breath (Su)
Instead of a cone of fire, a gold dragon can breathe a
cone of weakening gas. Creatures within the cone must
succeed on a Fortitude save or take 1 point of Strength
damage per age category (Will save half).
*Pathfinder Roleplaying Game Ultimate Magic
#
Pathfinder Roleplaying Game Advanced Players Guide
On the plateau:
13 18 denizens of Leng
46 28 ghuls
7
1 moon-beast
810 1120 shining children
1113 312 shantak
14
1 mu spore
1516 25 Leng spiders
17
212 hounds of tindalos
1820 None
In the city
15
67
810
11
1216
1720
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1 worm that walks
212 yithians
212 hounds of tindalos
550 ghouls
1 zombie horde
Four iron golem guards and a lilin sorceress are posted near this
doorway. They do not interfere with anyone entering the portal form this
side; they attack anyone entering from the demiplane side who is not
wearing a wardtoken. Any of the native denizens of the demiplane are
swiftly repelled by the security forces on this side. Additional security
arrives in 3 rounds, if called for by the lilins.
CR 13
IRON GOLEMS (4)
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem,
Iron)
LILIN SORCERESS
XP 76,800
hp 158 (see Wandering Monsters, above)
CR 16
DENIZEN OF LENG
CR 8
XP 4,800
hp 95 (Pathfinder Roleplaying Game Bestiary 2, Denizen of
Leng)
GHUL
CR 5
XP 1,600
hp 51 (Pathfinder Roleplaying Game Bestiary 3, Ghul)
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MOON-BEAST
CR 11
XP 12,800
hp 133 (Pathfinder Roleplaying Game Bestiary 3, MoonBeast)
SHINING CHILD
CR 12
XP 4,800
hp 152 (Pathfinder Roleplaying Game Bestiary 2, Shining
Child)
SHANTAK
CR 8
XP 4,800
hp 104 (Pathfinder Roleplaying Game Bestiary 2, Shantak)
MU SPORE
XP 409,600
hp 418 (Pathfinder Roleplaying Game Bestiary 2, Mu
Spore)
CR 21
LENG SPIDER
CR 14
XP 38,400
hp 202 (Pathfinder Roleplaying Game Bestiary 2, Leng
Spider)
HOUND OF TINDALOS
CR 7
XP 3,200
hp 85 (Pathfinder Roleplaying Game Bestiary 2, Hound of
Tindalos)
JUJU ZOMBIE
XP 600
hp 15 (Pathfinder Roleplaying Game Bestiary 2, Juju
Zombie)
CR 2
CR 14
WORM THAT WALKS
XP 38,400
hp 113 (Pathfinder Roleplaying Game Bestiary 2, Worm That
Walks)
CR 9
YITHIANS
XP 6,400
hp 105 (Pathfinder Roleplaying Game Bestiary 3, Yithian)
fabric of space was opened, and this portion of the alternate universe was
drawn in. Horrible creatures from nightmare and dream live here amongst
disfigured humanoids and creatures beyond all mortal recognition. The
small structure a half mile from the entrance is a dwelling similar in
structure to a monastery, and is the home to a moon-beast lord, served by
his denizen of Leng servants, and assorted other beings held in slavery.
What the lords purpose for being here is, one cannot even fathom.
Trekking across the desolation, the PCs may encounter Leng spiders,
shining children, shantaks, a mu spore, a tribe of ghuls, a caravan of
denizens of Leng transporting slaves (of myriad races and forms) and
more.
As the party approaches the larger town (a journey of no more than
1 day), observant PCs notice that the moon never changes position, and
that time does not appear to flow the same as they are used to (this is
incorrect; time flows the same, but the moonscape and lighting conditions
never change). Upon reaching the city, they discover more examples of
alien architecture. Large, brick buildings are tightly packed, with narrow
alleyways slicing up the entire city. No broad streets are seen anywhere;
the widest passage is a mere 10 ft. at most. Slick cobblestones pave the
alleys, damp as if from a recent rainstorm. Sewer grates dot the alleys
at regular intervals, and odd chittering can be heard from their depths.
Ghouls, juju-zombies, worms that walk, and even more hideous
creatures roam the crossing streets, eager to feast on the new arrivals.
The PCs quickly realize the entire town is just a series of alleyways;
without climbing to the rooftop of a building and getting a better
perspective, they are essentially trapped in a maze. What greets them
at the top is far more unsettling. Looking out across the city, the PCs
estimate the town is formed as a five-mile-wide arc around the perimeter
of a dark lake, the buildings roughly a half-mile deep. The lake gives off a
terrible feel, as if it is the edge of infinity.
In one of the taller buildings lives the Amber Prince, a being of
immense magical power (GM to determine the Amber Princes abilities to
fit the campaign). The Prince wrested control of the plane from Glazerel,
and has designs to use this area as a staging ground for an assault on the
material plane. When the Prince becomes aware of the PCs presence, he
observes them to discover their motives, and lays plans on how to use his
new tools against Glazerel.
GHOUL
CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, Ghoul)
ZOMBIE HORDE
XP 38,400
hp 110 (see Appendix A)
CR 14
Cold desolation greets the PCs on the other side of this portal. A frigid
moon hangs over the entire landscape, casting an eerie luminescence to
the alien terrain. A gusting tempest blows across the wasted plateau, with
little in the way of shelter in sight. Rolling dunes and occasional gulleys
offer the only relief from the scouring wind. Rocky outcropping rise from
the sand, only to be swallowed up moments later.
Off in one direction, the PCs can vaguely make out what looks to be a
modest structure; a forlorn monastery, possibly here to provide shelter to
waylaid travelers approximately a half-mile in the distance. Hazy waves
blur accurate perception of the place, and the distance plays tricks on the
eye. One moment, the structure appears angular and right; in the next
moment is appears curved and misshapen, as if the place were made of
some kind of oozing, flexible surface.
In the opposite direction, a rising glow can be seen from what may be a
town, but the distance is difficult to judge. The rolling dunes confuse the
mind, and either structure may be a mirage.
This desolate area is an alternate material plane, reached when Glazerel
experimented with the anima engine and create demiplane. A tear in the
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35
68
911
1214
15
16
17
1820
1120 pixies
714 sprites
2 leprechauns
416 ogres
Any one fey creature (GMs discretion)
210 will-o-wisps
23 ghaele azata
Lady Elan (see below)
None.
Six iron golem guards and a lilin sorceress are posted near this
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side; they attack anyone entering from the demiplane side who is not
wearing a wardtoken. Any of the native denizens of the demiplane are
swiftly repelled by the security forces on this side. Additional security
arrives in 3 rounds, if called for by the lilins.
IRON GOLEMS (6)
CR 13
XP 25,600
hp 129 (Pathfinder Roleplaying Game Bestiary, Golem,
Iron)
LILIN SORCERESS
XP 76,800
hp 158 (see Wandering Monsters, above)
PIXIE
XP 1,200
hp 18 (Pathfinder Roleplaying Game Bestiary, Pixie)
CR 16
CR 4
SPRITE
CR 1/3
XP 135
hp 3 (Pathfinder Roleplaying Game Bestiary 3, Sprite)
LEPRCHAUN
XP 600
hp 18 (Pathfinder Roleplaying Game Bestiary 2,
Leprechaun)
CR 2
OGRE
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, Ogre)
CR 3
WILL-O-WISP
CR 6
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary, Will-o-Wisp)
This doorway opens onto a lush meadow with thick forest off in the
distance. A wide stone ring dominates the meadow. A large stone slab
lies in the center of the huge menhirs, giving a sense that whoever built
this scene meant it to last. Flickering lights dance in and out of the circle,
answered by similar lights on the edge of the forest. Who or what is
creating the light is unknown.
A large white stag emerges from the forest some distance away. It raises
its head, seemly in the partys direction. Staring for a moment, the stag
slowly shakes its head, as if in disapproval. It stares hard at the group for
another moment, then retreats back to the forest.
If the PCs enter the meadow, they discover the portal door is the center
of the grassy area. The meadow radiates out from the door some 300 yards
to reach the encircling forest. There does not appear to be any roads or
track through either the meadow or the forest.
Once around the side of the portal, the PCs see a mushroom circle, each
of the fungi the size of a humans chair. Perched atop the toadstool is a
gnomish-looking man, with a dark crimson cap. Several of his fellows sit
under the mushroom in a circle, playing some sort of game with sticks and
twigs. The fellow hops down from his seat and approaches the party. After
surveying them briefly he says, Nope, you aint supposed to be here.
Whatdya doin here? The little man waits sternly for a reply.
No matter what the PCs response, the redcap thug leaps to the attack.
His 11 brothers join in a soon as they see the scuffle commence.
CR 13
REDCAP THUGS (12)
XP 25,600
Male redcap rogue (thug) 8 (Pathfinder Roleplaying
Game Bestiary 2, Redcap, Pathfinder Roleplaying Game
Advanced Players Guide, Thug)
The redcaps are one faction in this fanciful land fighting to gain control
of the summerstone, a fey artifact thought to control the seasons and
grant dominion over the Seelie Court. All manner of fey creature may
be encountered in this land, and although none of them may leave by the
portal door, there are faerie rings than can take a traveler to even more
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CE Small fey
Init +11; Senses low-light vision; Perception +21
GHAELE AZATA
CR 13
XP 25,600
hp 136 (Pathfinder Roleplaying Game Bestiary, Azata,
Ghaele)
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fanciful and remote lands. Should the PCs make an ally, and aid that
faction in the war for the summerstone, it is possible the PCs may be able
to found their own faerie kingdom!
When Glazerel first created this demiplane and populated it with
fey (to learn the secrets of their specific brand of magic), he did not
count on the pathetic faeries usurping control of the land! A constant
struggle between fey and evil alike has ensued since, with alternate
routes and portals to the demiplane being created by the inhabitants.
Strangely enough, the pathetic faeries have created some powerful
effects here, many of which Glazerel is unaware of (and unprepared
for). Should the faerie realm become united, they could be a threat to
Glazerels base.
Lady Elan, a druidess nymph is the controller of this area. Although
she is able to manipulate the lands, she is loath to do so, feeling it is
unnatural (considering it was entirely created by magic). Lady Elan
is completely neutral regarding each faction living here, and does
not interfere with their struggles. She alone knows the location of the
summerstone, and does not reveal it to anyone, for fear they will use it to
overthrow the realm. Lady Elan may show an interest in the PCs, perhaps
trying to forge an alliance to destroy Glazerel or sunder his hold over the
demiplane completely.
LADY ELAN
CR 20
XP 307,200
Female nymph druid 14 (Pathfinder Roleplaying Game
Bestiary, Nymph)
N Medium fey
Init +5; Senses low-light vision; Perception +17
Aura blinding beauty (DC 30)
AC 25, touch 25, flat-footed 19 (+9 deflection, +5 Dex, +1
dodge)
hp 186 (14d8+8d6+88)
Fort +24; Ref +24; Will +30
Defensive Abilities resist natures lure, unearthly grace; DR
10/cold iron; Immune poison
Speed 30 ft., swim 20 ft.
Melee unarmed strike +19/+14/+9 (1d3)
Special Attacks stunning glance (DC 30)
Spell-Like Abilities (CL 14th)
At willa thousand faces (alter self)
14/daylightning lord
9/daystorm burst
1/daydimension door
Spells Prepared (CL 21st; melee touch +14, ranged touch
+19):
9 (4/day)foresight, mass cure critical wounds, polar
midnight (DC 25)*, shapechange, storm of vengeance (DC
25)
8 (4/day)euphoric tranquility#, frightful aspect (DC 24)**,
reverse gravity, stormbolts (DC 24)#, whirlwind (DC 24)
7 (4/day)control weather, creeping doom (DC 23),
sunbeam (DC 23), true seeing, wind walk
6 (5/day)antilife shell, control winds, greater dispel magic,
sirocco (DC 22)#, stone tell, tar pool (DC 22)**
5 (5/day)atonement, awaken, death ward, ice storm,
stoneskin, wall of thorns
4 (5/day)air walk, ball lightning (DC 20)#, reincarnate,
scrying (DC 20), sleet storm, true form (DC 20)#
3 (5/day)burst of nettles (DC 19)*, call lightning (DC 19),
dominate animal (DC 19), neutralize poison, plant growth,
speak with plants
2 (6/day)animal messenger, barkskin, feast of ashes (DC
18 #, fog cloud, heat metal (DC 18), resist energy, share
language
1 (6/day)calm animals (DC 17), entangle (DC 17),
longstrider, magic fang, obscuring mist, remove sickness*,
speak with animals
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Level 15:
The Den of the Master
This level is the final page of adventure within the halls of Rappan Athuk.
In 25 years of GMing and playtesting, it has never been reached, let alone
conquered. This level should be treated as the epic finale of many years of
play. It is neither forgiving nor fair. Here in this small pocket plane, connected
to both the Material Plane and the Abyss itself, the party encounters the
avatar of a demon prince with its full powers and many servants. This level
is incredibly dangerous, and no one may survive travel here even without
encountering Orcus himself. Remember, this is not a computer roleplaying
game. There are no cheat codes to kill Orcus. The PCs are not supposed
to win. If they have survived this far, they are powerful and foolhardy. Yet
Orcus avatar should prove more than a match for them. This is the end.
Good luck! A map of this level is depicted in Map RA15.
Level 15
Difficulty Level: All But Impossible (20+)
Entrances: Teleport from Level 13.
Exits: None.
Wandering Monsters: None.
Detections: The entire area radiates magic, evil, and
chaos. No pinpointing of sources is possible on this
level.
Shielding: The entire level is shielded, and no means
of magical transport such as teleport, dimension
door, ethereal jaunt, and so forth functions at all,
though this does not apply to demons! Magical flight
and levitation likewise do not function in any form.
The only exception is the druidic wild shape ability,
as this ability is attuned to nature and thus functions
normally.
Continuous Effects: No divine spells may be recovered
while resting on this level. All divination spells register
as ambiguous due to the chaos aura of the place.
The entire area acts as if unhallow and dispel good
spells are constantly in effect.
Standard Features: All floors are made of smooth,
seamless stone. All walls drop off into the Abyss.
Anyone falling off a wall to the maze below is lost
forever. No ceiling can be seen, as the entire level
exists in an alternate plane. All is shadowy, with vision
limited to half normal distances.
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WIGHTS
CR 3
XP 800
hp 26 (Pathfinder Roleplaying Game Bestiary, Wight)
ZOMBIES
CR 1/2
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, Zombie)
ATIYA ISEUL, WITHERED HAND OF ORCUS
CR 20
XP 307,200
Female human soulless witch 20 (Pathfinder Roleplaying
Game Advanced Players Guide, see Appendix B,
Templates)
N Medium humanoid (human)
Init +2; Senses darkvision 60 ft. true seeing; Perception +22
AC 19, touch 14, flat-footed 17 (+3 armor, +2 deflection, +2
Dex, +2 natural)
hp 98 (20d6+20)
Fort +9; Ref +10; Will +16
Defensive Abilities hex (ward, +4 ); Immune critical hits,
disease, fear, poison, positive and negative energy, soul
magic; Resist fire 10
Weaknesses soulless
Speed 30 ft.
Melee+1 throwing sickle +10/+5 (1d6)
Ranged+1 throwing sickle +13 (1d6)
Special Attacks abyssal stare (DC 27), hex (agony, 20
rounds, DC 27), hex (cackle), hex (eternal slumber, DC 27),
hex (evil eye, 4, DC 27), hex (misfortune, 3 rounds, DC 27),
hex (slumber, DC 27), hex (waxen image, 7 uses, DC 27)
Spell-like Abilities (CL 20th)
At willfeather fall
1/dayfly (20 minutes/day), levitate
Spells Prepared (CL 20th; melee touch +9, ranged touch +12)
9thmass hold monster (DC 28), power word, kill, wail of the
banshee (DC 28) (x2)
8th irresistible dance (DC 27), prediction of failure (DC 25),
stormbolts (DC 25), summon monster VIII
7thchain lightning (DC 24) (x3), power word blind, waves
of exhaustion
6thcircle of death (DC 25), cloak of dreams (DC 25),
plague storm (DC 25), slay living (DC 25), true seeing (DC
23)
5thbreak enchantment (+15) (x2), suffocation (DC 23) (x2),
summon monster V
4th confusion (DC 23), enervation (x2), inflict serious
wounds (DC 23), rest eternal
3rddeep slumber (DC 22), lightning bolt (DC 20) (x2),
loathsome veil (DC 20), sands of time, speak with dead (DC
22)
2nddeath knell (DC 21), frost fall (DC 19), inflict moderate
wounds (DC 21), scare (DC 21), touch of idiocy (x2)
1stburning hands (DC 18), deathwatch, decompose
corpse (DC 20), ear-piercing scream (DC 18), fumbletongue
(DC 20), sleep (DC 20)
0bleed (DC 19), daze (DC 19), putrefy food and drink (DC
17), touch of fatigue (DC 19)
Patron Death
Already cast
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Str 8, Dex 14, Con 13, Int 24, Wis 14, Cha 20
Base Atk +10; CMB +9; CMD 23
Feats Ability Focus (abyssal stare)B, Brew Potion, Combat
Casting, Extra Hex, Greater Spell Focus (enchantment),
Greater Spell Focus (necromancy), Improved Familiar, Spell
Focus (enchantment), Spell Focus (necromancy), Split Hex*,
Split Major Hex*, Uncanny Concentration*
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Skills Bluff +9, Craft (alchemy) +24, Fly +24, Heal +19,
Intimidate +26, Knowledge (arcana) +27, Knowledge
(nature) +24, Knowledge (planes) +24, Knowledge (religion)
+21, Perception +22, Sense Motive +19, Spellcraft +24,
Stealth +22, Swim +3, Use Magic Device +27; Racial Modifier
+4 Intimidate
Languages Aboleth, Abyssal, Aklo, Common, Daemonic,
Dark folk, Infernal
SQ bound soul, deliver touch spell, divine exclusion, familiar
(quasit named Calogera), empathic link, fortune (3 rounds),
hex (flight), hex (major healing [cure critical wounds]), hex
(retribution, 7 rounds, DC 27), scry on familiar, share spells,
speak with animals, speak with familiar, vessel of Orcus
Combat Gear scroll of enlarge person, scroll of polar
midnight*, potion of chill touch, 2 potions of cure light
wounds, potion of mask dweomer; Other Gear bracers of
armor +3, +1 throwing sickle, tiara (treat as a headband)
of mental prowess +4, cloak of resistance +2, hand of the
mage, hat of disguise, ioun stone (pale lavender ellipsoid),
ring of minor fire resistance, ring of protection +2, spell
component pouch
CR
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Speed 90 ft.
Melee corrosive unarmed strike +22/+17/+12 (2d8+9 plus 1d6
acid plus constrict or grab)
Special Attacks abyssal stare (DC 22), constrict (2d8+9),
counter-grapple, stunning fist (blind, deafen, fatigue, sicken,
stagger, stun, DC 21, 18/day), quivering palm (DC 21, 1/day)
Str 24, Dex 14, Con 14, Int 10, Wis 15, Cha 12
Base Atk +13; CMB +25 (+33 to grapple); CMD 41 (49 vs.
grapple)
Feats Ability Focus (abyssal stare)B, BackbreakerB *, Boar
Ferocity*, Boar Style*, Body Shield*, ChokeholdB *, Crushing
EmbraceB *, Dazzling Display (grapple), Deadly Finish*,
Greater GrappleB, Improved GrappleB, Improved Unarmed
StrikeB, Intimidating Prowess, Pinning Rend*, Rapid Grappler*,
Stunning FistB, Twin LockB *, Toughness, Weapon Focus
(grapple) B Skills Acrobatics +23, Climb +28, Escape Artist
+23 (+41 to escape grapple), Intimidate +31, Knowledge
(religion) +6, Perception +10, Stealth +10, Swim +15; Racial
Modifiers +4 Intimidate
Languages Common
SQ bound soul, break free (+18), divine exclusion, graceful
grappler, inescapable grasp, ki strike (adamantine, lawful,
magic), ki pool (11 points), maneuver training, vessel of
Orcus
Combat Gear potion of barkskin +2, potion of blur, 2 potions
of cure light wounds; Other Gear +2 corrosive** amulet of
mighty fists, belt of giant strength +4, winged boots, ring of
protection +3, masterwork manacles
Abyssal Stare (Su) As a standard action a soulless creature
can stare into the eyes of another living being within 30 ft.
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Speed 30 ft.
Melee unarmed strike +7 (1d31)
Special Attacks abyssal stare (DC 32)
Spell-Like Abilities (CL 18th; ranged touch +12)
Constantdetect magic, unseen servant (100 ft. range)
At willdancing lights, faerie fire, feather fall, levitate, reality
wrinkle (15 rounds/day)
1/daydivine favor, dispel magic, spatial tear, suggestion
(DC 24)
14/dayprotoplasm
Spells Known (CL 18th; melee touch +7, ranged touch +12)
9th (4/day)mages disjunction
8th (6/day)polymorph any object (DC 31), power word,
stun
7th (8/day)greater polymorph (DC 30)B, power word blind,
reverse gravity (DC 30), spell turning
6th (8/day)antimagic field, disintegrate (DC 29)B, greater
dispel magic, major curse (DC 27)**
5th (8/day)baleful polymorph (DC 28), break
enchantment, major creationB, telekinesis (DC 28), wall of
force
4th (8/day)acid pit (DC 25)*, black tentacles (DC 25),
confusion (DC 25) B, greater invisibility, stoneskin
3rd (9/day)dispel magic, displacement, gaseous formB,
protection from energy, vampiric touch
2nd (9/day)alter self, blurB, eagles splendor, see invisibility,
spectral hand, touch of idiocy
1st (9/day)entropic shieldB, grease, mage armor, magic
missile, protection from good, shield
0 (at will)arcane mark, bleed (DC 19), daze (DC 17),
detect magic, mage hand, mending, open/close,
resistance, touch of fatigue (DC 19)
Bloodline Protean*
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Str 8, Dex 18, Con 12, Int 14, Wis 10, Cha 32
Base Atk +8; CMB +7; CMD 24
Feats Ability Focus (abyssal stare)B, Combat Casting,
Enlarge SpellB, Eschew MaterialsB, Extend Spell, Greater Spell
Focus (abjuration), Greater Spell Focus (transmutation),
Scribe ScrollB, Skill Focus (Knowledge [arcana]), Skill
Focus (Spellcraft), Spell Focus (abjuration), Spell Focus
(transmutation)B, Spell Penetration
Skills Bluff +19, Fly +11, Intimidate +23, Knowledge (arcana)
+25, Knowledge (nature) +6, Knowledge (planes) +10,
Knowledge (religion) +6, Linguistics +6, Perception +7, Sense
Motive +5, Spellcraft +25, Stealth +8, Use Magic Device +34;
Racial Modifier +4 Intimidate
Languages Abyssal, Common, Elf, Undercommon
SQ arcane servant, augmented ability (Void has cast
wish to raise his Charisma 1 point), bloodline arcana (+4
to dispel transmutation or creation spells, not included
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THE MASTER
CR 35
XP 52,480,000
CE Huge outsider (chaotic, demon, evil, extraplanar) (Frog
God Games The Tome of Horrors Complete, Demon Lord,
Orcus)
Init +10; Senses darkvision 60 ft., life sight 40 ft. (20 rounds),
true seeing; Perception +65
Aura destructive aura (30 ft., +7 damage, 15 rounds); fear
(60 ft., Will DC 44, CL 35th), unholy aura (DC 30)
AC 55, touch 35, flat-footed 49 (+6 Dex, +9 insight, +20
natural, +12 profane , 2 size)
hp 742 (45d10+495); fast healing 5
Fort +37; Ref +21; Will +35
Defensive Abilities deaths embrace; DR 25/cold iron and
good; Immune electricity, poison; Resist acid 10, cold 10, fire
10; SR 46
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touch +51)
9thenergy drain (DC 28)(x2), meteor swarm (DC 28), soul
bind (DC 28), wail of the banshee (DC 28), wish
8thcreate greater undead, horrid wilting (DC 27)( x3), iron
body, polar ray
7thcontrol weather, finger of death (DC 26)(x2), limited
wish, spell turning, waves of exhaustion
6thacid fog, circle of death (DC 25, x2), create undead
(x2), eyebite (DC 25)
5thblight (DC 24), cloudkill (DC 24, x2), cone of cold (DC
24), magic jar (DC 24), symbol of pain (DC 24), waves of
fatigue
4thanimate dead, bestow curse (DC 23), enervation (x2),
ice storm, shout (DC 23), wall of fire
3rdgaseous form, gentle repose, halt undead (DC 22),
haste, ray of exhaustion (DC 22, x2), vampiric touch
2ndfalse life, flaming sphere (DC 21), ghoul touch (DC 21),
gust of wind (DC 21), scare (DC 21), scorching ray, spectral
hand
1stcause fear (DC 20), chill touch (DC 20), grease (DC 20),
hold portal, obscuring mist, ray of enfeeblement (x3)
0 (at will)acid splash, arcane mark, dancing lights, disrupt
undead, touch of fatigue (DC 19)
Str 38, Dex 22, Con 33, Int 28, Wis 28, Cha 34
Base Atk +45; CMB +61; CMD 98
Poison (Ex)
Stinginjury; save Fort DC 43; onset immediate; frequency
1/round for 10 rounds; effect 2d6 Constitution; cure 3
consecutive saves. The save DC is Constitution-based.
*Pathfinder Roleplaying Game Ultimate Magic
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level 15
The room itself is huge, fully 200 ft. in diameter, with an evil, pulsating
altar of the demon lord in its center, carved of entwined bones and in the
shape of a throne. The throne itself seems to scream and writhe as if in
pain.
Treasure is heaped about in piles, and the bones of previous victims are
liberally strewn among piles of weapons, armor, and gold.
Consequences: Now the fight begins! If the PCs lose, their souls are
devoured and they are forever dead. If, on the other hand, they win, Orcus
is banished from the Material Plane for 666 years. The GM should take
care with this, as all priests of Orcus lose their ability to cast spells of
7th to 9th level for 666 years! This event has a dramatic effect on global
politics and power struggles. Who is kidding whom, though, Orcus will
destroy them all!
Magical Protections: The den is under the effects of unhallow and
dispel good spells. The altar radiates an unholy aura, as does Orcus
himself. This affect is not calculated into his stats above.
Special Note to the GM: If the PCs are to have any chance, they must
have destroyed the evil temples on Levels 4, 9, and 14. If they have not,
the avatar has his full powers and is absolutely unbeatable. For each shrine
destroyed, the demon prince is weakened, and his ability to hold mortal
form and fight the PCs is diminished. As you will note, only if all three
shrines were destroyed is there really any hope of the PCs ridding the
planet of this evil god.
Tactics: Orcus spends 2 rounds taunting the PCs. The minions attack
immediately. The tactics used are too variable to list; however, it is
unlikely that the more powerful minions simply dash into combat. The
undead are merely canon-fodder, and are not expected to last long. They
position themselves in the way, so charging PCs are nullified. Khurshid
moves to grapple any spellcasters; Void, after casting an extended greater
invisibility, seeks to counterspell or dispel any spells the PCs use to buff
themselves (Orcus is not overly concerned with any spells affecting him).
Atiya generally annoys the entire party, and tries to pick off the priests of
the party (whom she despises), or anyone hovering around the edges of
combat. She uses hexes and evocations to soften the group and distract
from the main goal. All demons summon additional help as their first
action, then use their spells and abilities to aid the melee troops before
finally closing with the PCs. Orcus prefers to summon shadows, as he can
summon a large number of them (30 at once!) and they are unturnable and
can gang up on his enemies and drain Strength. If pressed, he summons a
balor or mariliths, though he is loath to do so. Finally, the Master wades
into combat, dealing death with every swing. The other minions aid him as
necessary, but all are wary not to rob the Master of his kills.
GM Note: The above tactics are suggestions. If the PCs have made it
this far, they are powerful adversaries, and Orcus takes them somewhat
seriously (although the end result is never in doubt in his mind). When PCs
enter this level, Orcus immediately knows it, and has been watching them
and their tactics for some time. Adjust any tactics you deem necessary to
make the fight as one-sided as possible. This is not supposed to be a wellbalanced encounter; this is a battle with the heart of chaos and evil itself,
spare no enemies and take no prisoners!
Treasure: If you are reading this, ask yourself did I give this away
too easily? If the answer is no, well then, its time to reward the PCs
and realize you are kidding yourself. Orcus lair contains a vast hoard.
In addition to the wand of Orcus, it contains the following: 2,500,000
gp in various coins; 1,200,000 gp worth of gemstones of various shapes,
sorts, and sizes; 200,000 gp worth of objects of art and jewelry of various
sorts and sizes; a suit of +5 full plate of etherealness; a staff of the magi;
the Axe of the Dwarvish Lords (another extraordinarily powerful major
artifact; how Orcus got it is another story); a book of infinite spells; 12
randomly determined +1 to +3 weapons and armor, no special abilities; an
apparatus of the crab; and a teleportation circle, which allows transport
back to the Portal of Darkness, Level 13, Area 134. The circle cannot
be moved. It is positioned at the far end of the den, behind the main altar.
Good luck getting to it with Orcus around!
Experience: It is left to the individual GM to award experience for this
encounter as there are too many variables. Needless to say, encountering
Orcus, even if the PCs flee through the teleportation circle, should be
worth enough experience to gain a level.
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Appendix A:
New Monsters
CR 2
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Environment underground
Organization solitary or nest (220)
Treasure standard
Str 14, Dex 12, Con 14, Int , Wis 10, Cha 2
Base Atk +2; CMB +4 (+8 to grapple); CMD 15
Skills Perception +4, Swim +10; Racial Modifiers +4
Perception
Animal, Elemental
At various places in the planes, rifts of special tears appear and allow
the mundane creatures of one plane to intermix with the creatures of other
planes. On these occasions, it is most often not the terrible beasts such
as demons or angels that pour through, but much less powerful (but not
harmless) creatures mirroring the beasts of the natural realm.
These are just a few of the possible creatures available, but they should
be a good starting point to create other elemental animals.
FIRE CRAB, SMALL
XP 200
N Tiny vermin (fire)
CR 1/2
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Immune fire
Weaknesses vulnerability to cold
Amalgamation
A large collection of items rises up, forming into a swirling chaos that is
the body of this being. The items move about throughout its bulk, somehow
not touching one another in their mad dance.
The amalgamation is a special creation used by certain ancient
spellcasters to defend their hordes and treasure vaultsfor even should
the guardian fall, most of the items being guarded would be destroyed,
and hence not fall into enemy hands.
The creature is composed of a large number of magical and mundane
items, and it can use any of them to attack. Because of its magical nature,
the amalgamation can even wield magic items such as wands without
penalty.
The amalgamation resembles a vortex or cloud of items 20 ft. in
diameter, swirling within a shimmering field of energy. The precise
appearance of the construct depends on the items that comprise its bulk.
AMALGAMATION
CR 20
XP 307,200
N Gargantuan Construct
Init +9; Senses blindsight 100 ft., darkvision 60 ft., low-light
vision; Perception +5
AC 25, touch 25, flat-footed 16 (+10 deflection, +9 Dex, 4
size)
hp 225 (30d10+60)
Fort +10; Ref +19; Will +15
DR 10/; Immune construct traits, magic
Speed 10 ft., fly 50 ft. (perfect)
Melee varies +33 (damage by weapon)
Ranged varies +35 (damage by weapon)
Space 20 ft.; Reach 15 ft.
Special Attacks multiple attacks, swarm attack (10d6)
Str 24, Dex 28, Con , Int , Wis 20, Cha 1
Base Atk +30; CMB +41; CMD 60
SQ item use
Environment underground
Organization solitary
Treasure standard (varies with individual Amalgamation)
Item Use (Su)The amalgamation can use any of the items
contained within its bulk. When activating magic items, it is
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Blood Orchid
This beast has three downward curving petals of flesh with a dark,
pebbly outer hide and a pallid whitish underside. The petals end with
split tip, and converge at the blood orchids center. On its underside at the
center dangle a swarm of writhing pallid tentacles: 16 manipulator arms
and eight thinner tendrils with red eyes at the ends. At the center of these
tentacles is a sphincter-shaped mouth at the end of a flexible trunk one
foot long and six inches in diameter. At the apex of the creature there is
another cluster of eye tendrils.
Blood orchids are territorial, xenophobic, and possessive. They rarely
form alliances with other creatures, as their alien mindset keeps them from
forming any common ground. They regard other races as aberrant and not
to be trusted, even other lawful creatures.
Communication for blood orchids is through a means of empathy/
telepathy. They have no sense of hearing, which helps render them
immune to sonic effects.
The blood orchid can close its outer petals downward and rest on the
ground, where it resembles a rocky nodule or fungus of some kind.
Blood orchids occasionally develop sorcerous talents, and transform
into savants. When their abilities have reached a certain level, they can
evolve into a grand savant. Normally each colony of blood orchids is led
by a single grand savant, and another cannot evolve while one is present.
Typically, a blood orchid savant ready to become a grand savant leaves
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the colony with a few followers, and set out to establish a new brood
elsewhere.
BLOOD ORCHID
CR 5
XP 1,600
LE Large aberration
Init +5; Senses all-around vision, darkvision 60 ft.; Perception
+15
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, 1 size)
hp 52 (7d8+21)
Fort +5; Ref +5; Will +8
Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10
Str 15, Dex 14, Con 14, Int 13, Wis 16, Cha 18
Base Atk +7; CMB +10 (+14 to grapple); CMD 22
Feats Combat Casting, Eschew MaterialsB, Extend Spell,
Improved Initiative, Iron Will, Lightning Reflexes, Weapon
Focus (tentacle)
Skills Fly +9, Intimidate +13, Knowledge (arcana) +12,
Knowledge (dungeoneering) +11, Perception +21, Spellcraft
+10, Stealth +9; Racial Modifiers +4 Perception
SQ telepathic link
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has sustained. Some bone crawlers have been known to seek out crypts
and graveyards, exhuming bodies for their bones.
Str 23, Dex 13, Con 18, Int 13, Wis 16, Cha 20
Base Atk +8; CMB +15 (+19 to grapple); CMD 26
Feats Arcane Strike, Combat CastingB, Dodge, Eschew
MaterialsB, Extend Spell, Improved Initiative, Iron Will,
Lightning Reflexes, Weapon Focus (tentacle)
Skills Fly +7, Intimidate +14, Knowledge (arcana) +14,
Knowledge (dungeoneering) +11, Perception +22, Spellcraft
+12, Stealth +8; Racial Modifiers +4 Perception
SQ telepathic link
Gear ring of protection +2
All-Around Vision (Ex) A blood orchid sees in all directions at
once. It cannot be flanked.
Blood Drain (Ex) On a successful grapple check with two or
more tentacles against a single foe a blood orchid can pull
the grappled creature to the mouth on its underside as a
free action that does not provoke an attack of opportunity.
The mouth latches on and drains blood from the victim.
Each round it maintains its grapple, the blood orchid
automatically deals 1d4 points of bite damage and 1 point
of Constitution damage as it drains its victims blood.
Poison (Ex) Tentacleinjury; save Fort DC 21; frequency 1/
round for 4 rounds; effect unconsciousness; cure 1 save.
Spells: The blood orchid savant replaces its bloodline bonus
spells with the following: cure light wounds (3rd), cure
moderate wounds (5th), cure serious wounds (7th). Also,
blood orchid savants do not cast spells in the same way
most creatures do. Their spells require no verbal or material
components to be cast, though somatic components
(tentacle writhing) is still required.
Telepathic Bond (Ex) Blood orchids communicate through
a non-magical telepathic bond. They can sense emotions
in other blood orchids at a distance of 100 ft. or less, and
emotions in other creatures at a range of five feet. They
can communicate mentally with each other through full
telepathy at a distance of 20 ft. or less, and can share
knowledge very rapidly when touching each other.
Bone Crawler
Unarmored, the bone crawler is a fleshy disc-shaped lump
approximately six ft. in diameter, with a slightly concave top. The bottom
curves downward, and ends with a circular mouth at its nadir. From the
central mass sprout several dozen tentacles, each specialized to perform
different functions: stubby muscular ones provide movement, thin graceful
tendrils are tipped with sensory organs, and the long, limber whipfronds
are used as a means of attack and manipulation. The flesh of a bone
crawler ranges from olive green to slate grey to jet black.
When it is encased in bone armor, the bone crawler appears much
different. When still, it resembles a 15 ft. diameter mound of bones, piled
haphazardly together. A canny observer may note fleshy tendrils or roots
webbed through the mass. Once it begins to move, the armored crawler
is a whirling nightmare of interlocked bones forming a 15 ft. diameter
central mass, with bony tentacles extending out from it in all directions.
The bone crawler is an unusual aberration that girds itself with
hardened bones, fused together and manipulated by lenticular limbs called
whipfronds, to serve as both a weapon and a defense.
Bone crawlers exist by attacking and killing just about anything they
can come to grips with. They feast upon the flesh of their enemies, then
integrate the bones of their prey into their armor, repairing any damage it
BONE CRAWLER
XP 19,200
N Huge aberration
Init +3; Senses blindsight 60 ft.; Perception +15
CR 12
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Carrion Claw
This insect-like horror has six large, spear-like legs and a poison bite.
It crawls about on hundreds of legs, using its six spears to impale victims
which it then bites. It resembles a centipede. Its body is covered with tiny
hair-like barbs that allow this creature to grapple a man sized or smaller
opponent.
Carrion claws have a preferential taste for elf flesh, and seek to attack
and eat elves before other opponents. It does not like halfling flesh, and
kills, but does not devour, halflings. The creature can climb any surface,
even hanging upside down from the ceiling if desired. The carrion claw is
terrified of and hates magical light.
CR 6
CARRION CLAW
XP 2,400
NE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, 1 size)
hp 51 (6d10+12 plus 6)
Fort +7; Ref +7; Will +3
Weaknesses light sensitivity, vulnerable to magical light
Speed 40 ft., climb 40 ft.
Melee 6 claws +10 (1d6+4 plus grab), bite +9 (1d3+4 plus
paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks hatred of elves (+1 to hit and damage),
paralysis (1d4 hours, DC 15)
Str 18, Dex 14, Con 14, Int 4, Wis 12, Cha 11
Base Atk +6; CMB +11 (+15 to grapple); CMD 23 (cant be
tripped)
Feats Improved Initiative, Toughness, Weapon Focus (claw)
Skills Climb +17, Perception +6, Stealth +11; Racial Modifiers
+8 Stealth
SQ superior climbing
Environment underground or temperate forest
Organization solitary, gang (25) or fist (530)
Treasure incidental
Crimson Death
Seemingly made of red vapor, the crimson mist is an outstanding stealth
hunter. The crimson death is vaguely humanoid in appearance, with arms,
torso and a head being discernible. The creature has no distinct facial
features, other than 2 glowing points where eyes should be.
A crimson death attacks from ambush, usually hiding in naturally
occurring fog and waiting for potential prey to wander close. Often times,
a crimson death uses sound (imitating cries for help, for example) in an
attempt to lure a victim into its grasp.
CRIMSON DEATH
XP 9,600
NE Medium aberration
Init +8; Senses darkvision 60 ft.; Perception +29
CR 10
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Defender Globe
This small glowing orb radiates light similar to that of a lantern. Small
filaments of electrical energy dance across its illuminated surface.
This small outsider is bound by spellcasters using the summon monster
III or lesser planar binding spells, serving for up to 1 day per caster level.
Using more powerful incantations can bind the globes for longer periods
(GMs discretion). They can understand, but not speak, any language
spoken by their summoner. The summoned globes can understand simple
orders, and carries out their last order until destroyed or dismissed.
DEFENDER GLOBE
XP 800
N Small outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +8
CR 3
CR 3
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PESTILENZI DEMON
XP 800
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +9
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Devouring Mist
Environment any
Organization solitary
Treasure incidental
Awareness (Ex) A defender globe cannot be surprised or
flanked.
Defensive Aura (Ex) A defender globe adds its Charisma
bonus to its AC and CMD as a deflection bonus.
Flight (Su) A defender globe can cease or resume flight
as a free action. The ability is supernatural, so it becomes
ineffective in an antimagic field, and the defender globe
loses its ability to fly for as long as the antimagic effect persists.
Demon, Pestilenzi
These putrid creatures reek of decay and rot. Appearing as small
cherubs covered in sores and weeping wounds, the small stature of these
demons belies their danger and destructive potential.
Pestilenzi demons are hideous, hateful creatures born to spread disease
and dismay. These little beasts spread contagion where ever they go,
always seeking to have their work carry on without them. The pestilenzi
This drifting nightmare resembles a cloud of dark red vapor about 10 ft.
in diameter.
Spawned of the dreams of the Bloodwraith, devouring mists are undead
composed of equal parts blood and malice, wedded together by negative
energy. They drift the halls of the Bloodways, looking for living prey to
feed on and torment. When they strike, they surround their enemies and
draw their blood from their bodies.
Devouring mists are possessed of a malicious cunning. They are quite
capable of blending into the mists of the Bloodways so as to take their prey
unaware. They may also follow creatures for a time and attack when they
are distracted or preoccupied. A devouring mist may even stalk its prey over
hours or even days, striking again and again, in effect milking them of blood.
DEVOURING MIST
XP 9,600
NE Large undead (swarm)
Init +4; Senses darkvision 60 ft.; Perception +26
CR 10
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Environment underground
Organization solitary
Treasure standard
Negative Energy Affinity (Ex) An ebon ooze is healed by
negative energy attacks, and harmed by positive energy,
as if it were undead.
Slimy Doom (Ex) Slaminjury; save Fort DC 21; onset 1
day; frequency 1 day; effect 1d4 Con damage; cure 2
consecutive saves.
Ebon Ooze
This is a jet-black, loathsome mass in a roughly spherical shape that
slithers forward with a wet slurping sound.
The ebon ooze is a cousin of the black pudding. It has an affinity for
negative energy, and tends to dwell in locations near undead and evil
priests. Unlike most oozes, an ebon ooze is intelligent, and takes great
pleasure in stalking and devouring living creatures. Although it is not
harmed by sunlight, the ebon ooze finds it painful, and usually takes
shelter in a dark, shady location if outdoors during the day.
Ebon oozes are ambush predators, using terrain to their advantage to
conceal itself until prey draws near. If it feels it clearly outmatches its
prey, an ebon ooze may choose to forego grabbing and killing it outright,
instead stalking and toying with it. However, when facing a clearly
superior opponent, the ebon ooze is not afraid to retreat, and generally
tries to have some means of escape should a fight go against it, such as a
deep, narrow crevice or the bottom of a deep pool.
EBON OOZE
XP 2,400
NE Huge ooze
Init +2; Senses blindsight 60 ft.; Perception +2
CR 6
Fungus Man
These small, non-aggressive plant-men appear to be mobile toadstools,
with brightly colored caps, stubby arms and thick, trunk-like legs. They do
not speak, but they hold up their hands in a sign of peace or supplication.
Fungus men are an extremely peaceful and easy-going race of intelligent
plants. They are bipedal, in a squat, humanoid fashion. The fungus men
are sexless, and reproduce by means of spore clouds. They lack the
appendages for fine manipulation of objects, but are quite dexterous in
their own way. The fungus men are fiercely loyal to their fungus man king,
and attack immediately if it is threatened.
FUNGUS MAN
XP 600
N Small plant
Init +2; Senses low-light vision; Perception +9
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CR 2
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CR 4
Str 18, Dex 16, Con 25, Int 10, Wis 6, Cha 19
Base Atk +9; CMB +14 (+18 to grapple); CMD 27 (cant be
tripped)
Feats Combat Reflexes, EnduranceB, Great Fortitude,
Improved Critical (bite), Improved Initiative, Iron Will,
Lightning Reflexes, Toughness, Weapon Focus (bite)
Skills Climb +12, Fly +9, Knowledge (dungeoneering) +9,
Perception +18, Spellcraft +12, Stealth +15, Survival +10;
Racial Modifiers +4 Perception
Languages Aklo
SQ deathless
Gibbering Abomination
A horrifying expanse of fused faces and parts of faces, the gibbering abomination is the result of foul arcane experiments studying the creation of chimerical creatures. It bears a close superficial resemblance to a gibbering mouther
or lesser gibbering orb, and may be mistaken for one of those, but they are no
true relation. Instead, the gibbering abomination has been cobbled together
from the faces and organs of dozens of humanoid creatures; its innards are a
bizarre tangle of brains, hearts, and other organs. The gibbering abomination
is in constant pain as a result of the process that created it, haunted by halfremembered memories from the creatures it was composed from.
Gibbering abominations have clear memories of the experiments and
procedures they suffered in their formation, and value nothing more than
their own personal freedom. Beyond that, their constant anguish has given
them a hateful attitude toward other creatures.
GIBBERING ABOMINATION
CR 13
XP 25,600
CE Large aberration
Init +7; Senses all-around vision, darkvision 60 ft., tremorsense
60 ft.; Perception +18
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, 1 size)
hp 162 (13d8+91 plus 13); fast healing 3
Fort +13; Ref +8; Will +8
Defensive Abilities amorphous; DR 10/bludgeoning; Immune
critical hits, nausea, pain, precision damage, sickening;
Resist electricity 10, sonic 10
Speed 10 ft., climb 10 ft.
Melee 6 bites +13 (1d8+4 plus grab /1920)
Space 10 ft.; Reach 5 ft.
Special Attacks arcane frenzy, blood drain, disruptive
cacophony
Spell-like Abilities (CL 13th; ranged touch +12)
At willblur, confusion (single target only, DC 18), daze
monster (no HD limit, DC 16), dispel magic, enfeeblement
(as ray but no ranged attack required, DC 15), fear (single
target only DC 18), freedom of movement, freezing ray (as
scorching ray but cold damage) overland flight, telekinesis
(325 pounds max, DC 19)
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Gibbering Orb
These great masses of floating amorphous flesh appear to be covered in
bloodshot, weeping eyes and disgustingly vile mouths. The gibbering orb
is a pulsing mass of sickly greyish-green flesh, roughly 20 ft. in diameter.
The orb distends and undulates as it flies, seeming to spasm through the
air rather than fly. The creature does not seem to have a top or bottom, nor
does it have any form of appendages for handling objects.
These great harbingers of insanity and chaos are fortunately very rare
indeed. Locked away by whatever powers preserve order and sanity, the
gibbering orbs occasionally make their way to the civilized world to satiate
its ravenous hunger for sentient beings. While the gibbering orb looks
like a mass of chaotic, insanely impossible flesh, it is a clever and very
intelligent adversary. If any being is so foolish as to attack a gibbering orb,
it hurls itself at its foes with complete abandon, somehow making tactical
decisions despite its completely random approach to destruction.
GIBBERING ORB
XP 3,276,800
CE Huge aberration
Init +16; Senses darkvision 60 ft.; Perception +37
CR 27
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CR 11
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Eye Rays (Su) Six of the eyes can each produce a magical ray each
round, with each eye emulating a spell from among the list of spells below
as if cast by a 14th-level caster. The save DCs, where applicable, are 16
+ spell level. A gibbering orb has no directional limitations on where it
can point its eye rays, because the eyes orbiting around its body drift and
float wherever needed. However, a gibbering orb can never aim more than
three rays at any single target, due to limitations of aiming. All rays have a
range of 80 feet. Each of these effects functions as a ray, regardless of the
normal parameters of the spell it resembles. That is, each is usable against
a single target and requires a ranged touch attack.
A lesser gibbering orb can have up to 6 eye rays, each based on a 03rd
level cleric or sorcerer spell. The rays can be determined by the GM or
rolled randomly on the table below.
Roll
1
2
3
4
5
6
7
8
9
10
Eye Ray
acid arrow
blindness/deafness
chill touch
color spray
daze monster
dispel magic
flaming sphere
glitterdust
grease
hypnotism
Roll
11
12
13
14
15
16
17
18
19
20
Eye Ray
hypnotic pattern
inflict light wounds
inflict moderate wounds
magic missile
ray of enfeeblement
ray of frost
shatter
sleep
slow
touch of fatigue
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Horde, Zombie
A stumbling crush of moaning, reaching bodies comes towards you.
Empty eyes seek you out, each staggering footstep bringing the deathless
mass closer. Straining to grasp you, this group of zombies are so tightly
packed together it seems to be a single mass of undead, flailing limbs.
Zombies are one of the most used and abused of the mindless undead.
Singly, a zombie may be dealt with by experienced adventurers. When
gathered together in a horde, these mindless creatures are a terror to
behold. Packed together as tightly as they are, they appear as one solid
mass of decaying flesh and sinuous limbs.
The flailing nature of the zombie hordes limbs allow the throng to
grasp and tear at opponents, dealing rend damage in addition to their base
attack. Any time the horde is in an opponents square, the target risks
being completely overrun by the horde
If the horde takes enough individual damage to break it up, up to a
dozen of the creatures continue on their rampage of destruction, until
finally they too must be slain.
ZOMBIE HORDE
CR 14
XP 38,400
NE Colossal undead (horde)
Init +0; Senses darkvision 60 ft.; Perception +0
AC 13, touch 2, flat-footed 13 (+11 natural, 16 size)
hp 110 (20d8 plus 20)
Fort +6; Ref +6; Will +12
Defensive Abilities half damage from piercing weapons; DR
10/slashing; Immune undead traits
Speed 30 ft.
Melee horde attack (6d6)
Space 30 ft.; Reach 5 ft.
Special Attacks feral rage, rend (+3d6)
Mordnaissant
Floating before you is a horrid, shriveled human fetus nested within a
translucent sphere of dark energy. Its jet-black eyes glitter with intensity
as it twitches and spasms slightly, as if in great pain.
Occasionally when a gravid woman dies violently in a place infused
with unholy or negative energies, the unborn child within her does not
perish, but instead continues to grow, vitalized by dark power, until it
is capable of clawing its way free from its dead mother. This horrible
creature, known as a mordnaissant, lives an existence of eternal pain,
loneliness and suffering, relived only by its ability to inflict harm on those
around it. Mordnaissants avoid bright light if they can, though they suffer
no ill effects from it.
MORDNAISSANT
CR 7
XP 3,200
NE Tiny undead
Init +6; Senses darkvision 60 ft., lifesense; Perception +18
AC 20, touch 20, flat-footed 18 (+6 deflection, +2 Dex, +2
size,)
hp 94 (9d8+54)
Fort +9; Ref +5; Will +10
Defensive Abilities channel resistance +2, shield of agony;
Immune undead traits
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options are: whip the flesh (as inflict moderate wounds, 2d8+9
damage), whip the mind (1d4 points of Intelligence damage),
or whip the soul (stun 1d4+1 rounds). A critical hit doubles the
damage rolled or the duration, in the case of whip the soul.
Lifesense (Su) A mordnaissant notices and locates living
creatures within 60 ft., just as if it possessed the blindsight
ability.
Pain Wail (Su) As a swift action, the mordnaissant can
produce a terrible wailing sound that reflects the pain
it experiences every moment of its existence. All living
creatures within 20 ft. must make a DC 20 Will save or be
dazed for one round. For every 20 points of damage the
mordnaissant takes, the save DC increases by +1.
Shield of Agony (Su) A mordnaissant harnesses the pain of
its existence to shield it. It adds its Charisma modifier as a
deflection bonus to its AC and CMD.
Plantoid
This creature is a floating sphere of moss with several red eyes that
are randomly spaced over the surface of the sphere, looking out through
eyelid-like gaps.
Plantoids are creatures from another dimension or plane of existence,
occasionally summoned forth into the Material Plane. The eyes are not
magical, but the long strands of moss trailing after the plantoid have a very
dangerous ability to enslave anyone caught within them. The soft, mossy
consistency of plantoids makes these creatures immune to blunt weapons.
The plantoids can snap their mossy beards out like whips, attempting to
touch a potential victim.
PLANTOID
XP 1,200
N Medium plant (extraplanar)
Init +1; Senses low-light vision; Perception +11
CR 4
Plantoid Servitor
These shambling humanoids resemble green-skinned zombies with
glowing red eyes, their heads draped with moss.
Plantoid servitors are humans (and their ilk) who have fallen prey to a
plantoid. It is possible for a plantoid servitor to operate independently of
a plantoid, in which case the eyes will not glow. Plantoid servitors acting
independently from one of the plantoid masters are capable of following
only the simplest of instructions, such as attack anyone entering this
room, and the plantoid is not able to give further instructions until it can
once again gain physical contact with the plantoid servitor.
Plantoid servitors drop any held equipment when they are first
dominated, but retain any worn gear such as armor, backpacks, capes,
rings, and so on. At the GMs discretion, a plantoid servitor may still be
wearingand gaining the full benefit ofany special worn gear or magic
items it possessed in its previous life.
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CR 2
Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +2 (+6 grapple); CMD 14 (cant be
tripped)
Feats Dodge, Mobility, Weapon Focus (tendrils)
Skills Fly +17, Knowledge (planes) +6, Perception +11, Stealth
+7
Languages Plantoid
SQ alien plant
Plantoid King
It is rumored that plantoid Kings exist, with 10 HD and a
limited immunity to both spells (SR 11+CR) and non-magic
weapons (DR 5 magic).
PLANTOID SERVITOR
XP 600
N Medium plant
Init +0; Senses low-light vision; Perception +4
Environment any
Organization group (18 plus one servitor per plantoid)
Treasure none
Speed 40 ft.
Melee 2 slams +4 (1d4+2 plus grab)
Special Attacks grab and bite (melee +4, 1d3+2 plus
poison), poison
Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 1
Base Atk +2; CMB +4 (+8 grapple); CMD 14
Feats Endurance, Die HardB, Toughness
Skills Perception +4, Stealth +5
Combat Gear special (see description)
Environment any
Organization solitary, gang (25)
Treasure special (see description)
Grab and Bite (Ex) A plantoid servitor that succeeds on a
grapple check can make a bite attack against its opponent
as an immediate action. This attack uses the plantoid
servitors full attack bonus and deals 1d3+2 damage.
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Ravager
The Ravager has three possible forms, and corresponding descriptions:
The Crawler: This enormous creature stands 18 ft. high at the shoulders
and has a body 30 ft. long. Its body is long and narrow, with eight stubby
legs ending in ebon claws the size of large falchions. Its mouth is filled
with sharp black teeth, and its eyes are jet-black orbs the size of dinner
platters, set
above a delicate muzzle like that of a bulldog. The body is hairless,
covered with a thick, leathery crimson hide.
The Brawler: Towering 35 ft. high is a massive, apelike creature,
resting on two sets of powerfully muscled legs. A third set of arms, thick
and corded with muscle, bulges out from its massive shoulders, ending
with massive black claws. The mouth is filled with jagged black teeth, and
glistening black
eyes are set over a wide muzzle. Its skin is deep red, somewhat lighter
on the underbelly.
The Flier: With a crack and boom, this creature spreads a pair of
great leathery wings over 50 ft. in span. Its body is lean and covered with
rippling muscle beneath a thick, leathery crimson hide. Its claws and teeth
are black, as are its eyes.
The Ravager was created eons ago by a primeval race of beings who
believed in the unity of three forces: body, mind, and spirit. In their
ongoing war with another race of savages, they created several weapons
of terrible power. The greatest of these is the living beast known only as
the Ravager.
This beast was given incredible vitality, and the power to manipulate its
own body to assume a form most advantageous to it: a crawling weasellike form that can burrow, a hulking apelike humanoid form with greater
reach and strength, and a winged form to allow it greater mobility and
agility.
After being used once or twice on the battlefield, those who created it
realized its awesome danger and contained it in the strongest prison they
could devise, suspended in time until it would once again be needed.
However, due to the subsequent influence of Orcus near the vault where
the Ravager was contained, the wards were damaged, and a taint of evil
infected its quarantine. This has resulted in it reproducing asexually, and
has granted the ravager an astonishing capacity for growth. For every
week that it lives, it permanently gains 1 hit die. There is no known limit
to how far this advancement can go before it either devastates the planet it
lives on or collapses under its own weight.
CR 30
THE RAVAGER (CRAWLER FORM)
XP 9,830,400
N Gargantuan magical beast
Init +7; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +45
AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, 4 size)
hp 857 (35d10+630 plus 35); regeneration 20 (epic-level
weapons and artifacts), vampiric healing
Fort +39, Ref +26, Will +20
Defensive Abilities magic disruption (14 on d20); DR 30/
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Speed 70 ft.
Melee bite +51 (3d8+20/x3), 2 claws +51 (3d8+20/1520)
Space 20 ft.; Reach 20 ft.
Special Attacks trample (3d8+30, DC 45)
Str 50, Dex 24, Con 32, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +59; CMD 76
Feats Awesome Blow, Cleave, Combat Reflexes, Critical
Focus, Great Cleave, Great Fortitude, Improved Critical
(claw), Improved Natural Armor (x4), Improved Natural
Attack (claw) (x2), Improved Sunder, Iron Will, Power Attack,
Toughness, Vital Strike
Skills Perception +45
SQ form-shifting
Environment any
Organization solitary
Treasure none
CR 30
THE RAVAGER (FLIER FORM)
XP 9,830,400
N Gargantuan magical beast
Init +14; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +45
AC 52, touch 20, flat-footed 38 (+14 Dex, +32 natural, 4 size)
hp 612 (35d10+385 plus 35); regeneration 20 (epic-level
weapons and artifacts), vampiric healing
Fort +34; Ref +33; Will +20
Defensive Abilities magic disruption (14 on d20); DR 30/
epic; Immune energy drain; Resist death, energy 20
Speed 20 ft., fly 140 ft. (good)
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Str 40, Dex 38, Con 32, Int 6, Wis 25, Cha 24
Base Atk +35; CMB +54; CMD 78
Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack,
Great Cleave, Great Fortitude, Hover, Improved Natural
Attack (bite) (x2), Improved Natural Armor (x4), Improved Vital
Strike, Iron Will, Power Attack, SnatchB, Toughness, Vital Strike
Skills Perception +45
SQ form-shifting
Environment any
Organization solitary
Treasure none
Death Resistance (Ex) The Ravager possesses an innate
resistance to effects that would kill or permanently
incapacitate it, including petrification and imprisonment.
Against such effects it is considered to automatically make
any required saving throws.
Energy Resistance (Ex) The Ravager possesses energy
resistance against all forms of energy attack (fire, cold,
electricity, acid, and sonic).
Form-Shifting (Ex) The Ravager can physically alter its
physiology to take on one of the three listed forms: the
crawler, the brawler, or the flier. Doing so takes one minute,
and during this period it cannot take any other actions,
though it is not considered helpless.
Magic Disruption (Su) Every time the Ravager comes into
contact with a spell or spell-like or supernatural effect, there
is a chance as indicated above that the magic does not
affect it. In the case of ongoing effects, a new check is
made each round.
Regeneration (Ex) The Ravager and its brood treat all
damage as subdual, except damage from epic-level
weapons and artifacts.
Trample (Ex) The Ravager gains its vampiric healing ability
on this damage where appropriate. The Ravager does not
have this ability in its flier form. Instead, it gains Snatch as a
bonus feat.
Vampiric Healing (Su) Whenever the Ravager hits with
a melee attack, it is healed hit points equal to half the
damage it inflicts on its opponent. This ability cannot heal it
above its natural maximum hit points. This ability extends to
its trample special attack, where applicable.
CR 20
RAVAGER SPAWN (CRAWLER FORM)
XP 307,200
N Huge magical beast
Init +5; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +40
AC 40, touch 13, flat-footed 35 (+5 Dex, +27 natural, 2 size)
hp 495 (30d10+300 plus 30); regeneration 5 (epic-level
weapons and artifacts), vampiric healing
Fort +29; Ref +22; Will +19
Defensive Abilities magic disruption (1 on d20); DR 15/epic;
Immune energy drain; Resist death, energy 5
Environment any
Organization solitary or brood (28)
Treasure none
RAVAGER SPAWN (BRAWLER FORM)
CR 20
XP 307,200
N Huge magical beast
Init +5; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +26
AC 37, touch 13, flat-footed 32 (+5 Dex, +24 natural, 2 size)
hp 405 (30d10+210 plus 30); regeneration 5 (epic-level
weapons and artifacts), vampiric healing
Fort +26; Ref +22; Will +19
Defensive Abilities magic disruption (1 on d20); DR 15/epic;
Immune energy drain; Resist death, energy 5
Speed 50 ft.
Melee bite +40 (3d6+12/x3), 2 claws +40 (1d12+12/1520)
Space 15 ft.; Reach 15 ft.
Str 34, Dex 20, Con 24, Int 5, Wis 25, Cha 18
Base Atk +30; CMB +43 (+45 to bull rush); CMD 58 (60 vs. bull
rush)
Feats Awesome Blow, Cleave, Combat Reflexes, Critical
Focus, Great Fortitude, Greater Vital Strike, Improved Bull
Rush, Improved Critical (claw), Improved Vital Strike, Iron
Will, Power Attack, Staggering Critical, Stunning Critical,
Toughness, Vital Strike
Skills Perception +40
SQ form-shifting
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Organization solitary or brood (28)
Treasure none
CR 20
RAVAGER SPAWN (FLIER FORM)
XP 307,200
N Huge magical beast
Init +8; Senses darkvision 120 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +18
AC 40, touch 16, flat-footed 32 (+8 Dex, +24 natural, 2 size)
hp 405 (30d10+210 plus 30); regeneration 5 (epic-level
weapons and artifacts), vampiric healing
Fort +25; Ref +27; Will +19
Defensive Abilities magic disruption (1 on d20); DR 15/epic;
Immune energy drain; Resist death, energy 5
Speed 20 ft., fly 100 ft. (good)
Melee bite +37 (3d6+9/x3), 2 claws +37 (1d12+9/1820)
Space 15 ft.; Reach 10 ft.
Str 28, Dex 26, Con 24, Int 5, Wis 25, Cha 18
Base Atk +30; CMB +41; CMD 59
Feats Cleave, Combat Reflexes, Critical Focus, Endurance,
Flyby Attack, Great Fortitude, Hover, Iron Will, Lightning
Reflexes, Lunge, Power Attack, Skill Focus (Fly), Snatch,
Toughness, Wingover
Skills Fly +22, Perception +18
SQ form-shifting
Environment any
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Shadow Hunter
The shadow hunter is a great, dark serpent that dwells in deep caverns
beneath the earth, where it hunts dark elves and other Medium to Large
sized creatures. An adult specimen is over 40 ft. long and nearly 5 ft. thick
in its midsection. In bright light it can be seen to be covered with nonreflective black scales, and its underbelly is the dark red of clotted blood.
Shadow hunters have the supernatural ability to blend in with shadows,
both to protect themselves and to stalk and ambush prey. Unlike normal
snakes, shadow hunters often work in groups of two or three to corner
prey in passages.
Shadow hunters generally prefer to hunt in networks of twisting
passages that allow them to move around their intended prey, or even
approach it from multiple directions. They are particularly fond of elf
flesh, but eats any Small to Large creature as long as it is living, organic,
and animal-based (i.e., not a plant or fungus). When they attack, they
prefer to strike and envenom their prey, holding on and chewing the
poison into their opponent until it stops struggling. If there is more than
one foe present, they do not try to grab their prey, preferring to strike at
those that threaten it, retreating if need be to return later to consume their
hopefully dead prey.
SHADOW HUNTER
XP 4,800
N Huge magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent,
tremorsense 60 ft.; Perception +12
CR 8
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Environment underground
Organization solitary, pair, trio, or nest (13 adults and 58
hatchlings)
Treasure standard
Shadowblend (Su) In areas of dim and no light, shadow
hunters gain improved concealment; there is a 40% miss
chance when attacking one in such conditions.
Poison (Ex) Biteinjury; save Fort DC 20; frequency 1/
round for 6 rounds; effect 1d4 Constitution damage; cure 2
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CR 2
Stone Treant
This creature looks much like an animated sculpture of a tree. It has
a thick, corrugated hide of bark like stone, with many thick branches. It
travels along on clusters of humping and twining stone roots. It possesses
no discernible face.
The stone treant is a variant of the treant native to the Plane of Earth.
They are very rare even there, located in isolated pockets in the plane where
they tend groves of crystals and natural gem outcroppings. Knowledge of
their existence has been all but lost, as has the ritual of summoning and
binding them into service.
A stone treant stands 2030 ft. tall, with a trunk about 4 ft. in diameter.
It weighs close to 10,000 pounds.
Stone treants are intelligent, and speak Terran. They generally do not
bother to communicate with non-earth elemental beings, however.
STONE TREANT
XP 76,800
N Huge outsider (earth, elemental, native)
Init 1; Senses darkvision 60 ft., tremorsense 120 ft.;
Perception +27
CR 16
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Stirge Swarm
Even an animal-level of intelligence is enough for a creature to know
there is safety in numbers in Rappan Athuk!
STIRGE SWARM
CR 6
XP 2,400
N Tiny magical beast (swarm)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 78 (12d10 plus 12)
Fort +8; Ref +14; Will +5
Speed 10 ft., fly 40 ft. (average)
Melee swarm (3d6 plus blood drain)
Space 10 ft.; Reach 0 ft.
Special Attacks blood drain (1d6 Constitution), distraction (DC 16)
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +12; CMB ; CMD
Feats Improved Initiative, Improved Lightning Reflexes,
Lightning Reflexes, Skill Focus (Perception), Skill Focus
(Stealth), Toughness
Skills Fly +17, Perception +11, Stealth +20
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Troll, River
Similar in many respects to their swamp-loving kin, river trolls prefer a
less slimy existence, and prefer to live in forested regions near rivers and
streams, or under bridges.
RIVER TROLLS
XP 1,600
CE Large humanoid (amphibious, giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Perception +8
CR 5
Water Weird
The water weird is an evil watery, snake-like creature summoned to the
Material Plane by an evil spellcaster. They are often employed as guards
to watch over the spellcaster or his belongings. When summoned, a water
weird appears in a large pool of water where it makes its lair. It cannot
leave this pool.
The water weird appears as a 10 ft. long (or longer) snake-like creature
composed entirely of water. Other than its snake-like body, its only
distinguishing features are its slitted eyes and its large mouth.
Water weirds hate all living non-water-based creatures and attack them
on sight.
WATER WEIRD
XP 1,200
CE Large outsider (elemental, water)
Init +6; Senses darkvision 60 ft.; Perception +12
CR 4
Str 17, Dex 14, Con 12, Int 11, Wis 14, Cha 11
Base Atk +4; CMB +8 (+12 to grapple); CMD 20
Feats Improved Initiative, Skill Focus (Perception)
Skills Bluff +7, Escape Artist +9, Intimidate +7, Perception +12,
Stealth +5, Swim +18
Language Aquan
Environment any aquatic
Organization solitary, or gang (24)
Treasure standard
Control Water Elemental (Ex) With a successful
Intelligence check (DC 10), a water weird may control
a single water elemental within 30 feet of it, as though
it had summoned it with a summon monster spell. If the
elemental is already under the control of another caster,
the DC of the Intelligence check is instead 10 plus the
Intelligence modifier of the creature controlling the
elemental. Control lasts for a number of hours equal to
the water weirds Hit Dice.
Drown (Ex) A water weird who successfully grabs an
opponent attempts to pin it under water. A creature
unable to escape the water weirds pin who fails its
Fortitude save (DC 15) begins to drown. The save DC is
Strength-based.
Reform Body (Ex) When reduced to zero or fewer hit points,
the water weird collapses. If it was on water at the time,
it reforms at full strength 1d4+1 rounds later. A purify food
and drink spell deals 1d4 points of damage per caster level
(max 10d4), and any damage sustained in this manner is not
regained when the water weird reforms.
Transparent (Ex) A water weird is effectively invisible in water
until it attacks.
Water Mastery (Ex) A water weird gains a +1 circumstance
bonus to attacks and damage for every 4 Hit Dice it
possesses if both it and its opponent touch water. If the
opponent or water weird is on land, it instead suffers a 4
penalty to attack and damage. (The statistics block above
does not include this bonus).
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Wight, Sword
These wicked and depraved creatures lived and died by the sword, and
now, their dark taint passes through their weapons to tear at your soul.
Much like the standard wight, these undead abominations are warped
and twisted caricatures of their former selves. The sword wight bears a
massive greatsword, and the cold touch of the grave courses through the
creature, through the weapon, into the hapless target.
SWORD WIGHT
XP 2,400
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +15
CR 6
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ELDER WITCHLIGHTS
XP 100
N Fine fey
Init +4; Senses low-light vision; Perception +4
CR 1/4
Witchlights
These fey, when young, resemble caterpillars or worms 1/2 in. long
with miniscule elven faces. Once they mature they resemble tiny elves no
larger than a fat housefly, with moth-like wings on their backs. They emit
a beautiful pastel glow, and when doing so at night they appear to be no
more than bobbing globes of soft light.
Witchlights are a race of diminutive fey that are bred by pixies and other
sylvan creatures to provide illumination and atmosphere to their events.
They are born on midsummer in their larval state. In the autumn they
spin cocoons for themselves in which they ride out the winter, hatching
in early spring in their adult form. As adults, their beating wings release
thousands of spores which, when it comes in contact with flower pollen
and moonlight, germinate into eggs.
Adult witchlights are vulnerable to cold temperatures, and in all but the
warmest climates they die in the fall when the weather turns chilly.
However, favored witchlights may be cared for through the harsh
winter months; those that survive become elder witchlights. They increase
to 1 HD fey, and gain +1 hit point per year of life until they have reached
the maximum possible for their hit dice. Elder witchlights have an
Intelligence score of 2, which increases to 3 when they reach maximum
hit points. The most intelligent witchlights have limited sentience, capable
of understanding the sylvan language to a degree and even speaking a few
words of it.
For every point of intelligence an elder witchlight possesses, it gains
one of the following spell-like abilities usable at will: stabilize, dancing
lights, daze, flare, ghost sound, light, prestidigitation, purify food and
drink (1/hour only), or virtue.
Larval and normal witchlights have no combat abilities, and are worth
no XP. Elder witchlights may be worth ad-hoc experience (no more than
CR 1/4) if they have spell-like abilities usable in combat.
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New Templates
Crazed (Template)
Wild-eyed and insane, a crazed creature is slightly more than a wild
animal.
WITCHLIGHTS
CR
XP 0
N Fine fey
hp 1 (common witchlights have no combat capabilities;
see the stats below for elder witchlights and the side bar for
further details).
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Bite Damage
Size
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
body, and has only half the base creatures natural armor
bonus (round down). It tends to shed any possessions it had
in life, and so is only 5% likely to be encountered wearing
any armor it once had.
Hit Dice: Drop HD gained from class levels (minimum of 1)
and change racial HD to d8s. Meat Puppets gain a number
of additional HD as noted on the following table.
CR XP
4
1,200
5
1,600
6
2,400
8
4,800
10 9,600
12 19,200
14 38,400
16 76,800
18 153,600
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Speed 30 ft.
Melee 2 slams +6 (1d6+3 plus grab)
Special Attacks constrict (1d6+3)
Str 17, Dex 14, Con , Int 3, Wis 14, Cha 14
Base Atk +3; CMB +3 (+7 to grapple); CMD 19
Feats Dodge, Improved Initiative, ToughnessB
Skills Perception +9
OTYUGH MEAT PUPPET
XP 4,800
NE Large undead
Init +5; Senses darkvision 60 ft.; Perception +17
CR 8
Soulless (Template)
In his eternal war against the gods, Orcus, the Prince of Demons,
discovered a way to sever the connection between living beings and their
divine creators. He learned that by stripping the soul of a humanoid while
leaving the body alive and intact, he could create a soulless creature
beholden only to him and outside the influence of the divine.
A soulless creature becomes a being without connection to the
divine or living creatures. Flensed of all distinctions of alignment, the
soulless embrace true amorality, characterized by acts of depravity and
destruction. The soulless creature takes no pleasure in this behavior, they
are disturbingly without expression or emotion, but engage in it as an
automaton.
Though a soulless shares some characteristics with the undead, they
remain alive and fully sentient creatures. They eat, breathe, and sleep.
The absence of an animating spark means a soulless lacks the natural
fears and desires of normal humanoids and some of their vulnerabilities,
but they also have no final energy to cling to when the body is severely
damaged.
The stripped soul ends up in an Abyssal prison where Orcus can subject
it to further experiments or employ it in some other hideous plan.
Creating a Soulless
Soulless is an acquired template that can be added to any living
corporeal humanoid, magical beast, or monstrous humanoid (referred to
hereafter as the base creature), provided it possesses a soul separate from
its physical body. A soulless retains all the base creatures statistics and
special abilities except as noted here.
CR: Same as base creature +1.
Alignment: Neutral
Senses: A soulless gains darkvision 60 ft.
Armor Class: A soulless has a +2 natural armor bonus or the
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CR 8
SOULLESS HILL GIANT
XP 4,800
N Large humanoid (giant)
Init 1; Senses darkvision 60 ft., low-light vision; Perception +5
AC 21, touch 8, flat-footed 21 (+4 armor, 1 Dex, +9 natural,
1 size)
hp 95 (10d8+50)
Fort +12, Ref +2, Will +2
Defensive Abilities rock catching; Immune critical hits, fear,
positive and negative energy, soul-affecting magic
Weaknesses soulless
Speed 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
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Appendix B:
New Classes
Disciple of Orcus
(Archetype)
The Disciple of Orcus has dedicated their life from their first pious
moments to serving the Demon Lord of the Undead. They instruct the
secret cabals in the teachings of Orcus and also work to raise the undead
army that will someday rise up to destroy the world. The disciples of
Rappan Athuk differ theologically from the disciples of Tsar, and will
attack the later more often than not.
Death Domain: The disciple of Orcus must choose the Death domain
(or the Undead subdomain from the Advanced Players Guide, if available
in the campaign). They gain no second domain or domain powers. In all
other respects, this works like and replaces the standard clerics domain
ability.
Variant Channeler: When the Disciple of Orcus channels energy it is
modified by the undeath variant from Ultimate Magic.
See in Darkness (Ex): The holiest of rites to Orcus are performed in
total darkness. At 1st level the Disciple of Orcus gains darkvision 60 ft.
The range increases to 90 ft. at 6th level. At 8th level the Disciple of
Orcus can also see in magical darkness. If the Disciple of Orcus already
possesses darkvision its range increases by +30 ft. at 1st and 6th levels.
Bonus Feat (Ex): At 1st level the Disciple of Orcus gains Command
Undead as a bonus feat.
Undead Lords Proxy (Su): Undead recognize the Disciple of Orcus
as a conduit to the Demon Lord. At 3rd level Disciples add +2 to the DC
to resist channeled energy when used to command undead.
Touch of Darkness (Su): At 9th level, once per day per level, the
Disciple may make a melee touch attack to deal 1d4+1 points of Strength
damage to a target (Fortitude save for half damage). If the target is reduced
to 0 Strength or less, they die, and rise as a shadow under the control of the
Disciple one round later. The Disciple may have one controlled shadow
per two Disciple levels. This is equivalent to a 5th level spell. The save
DC is Wisdom-based.
Undead Creation Mastery (Su): At 11th level when the Disciple of
Orcus creates undead (either through the spell or other means) they gain a
+4 bonus to their caster level when determining what type of undead they
can create. Undead the Disciple of Orcus creates are immediately under
their control as per control undead.
Archwizard
(Prestige Class)
Arcane casters that are smart (or lucky) enough to have long and
impressive careers often branch off into different fields of specializations.
Some study ancient secrets and haunt long-forgotten libraries, yearning to
glean any lost bit of lore. Some combine their arcane talents with martial
skills, and become spell-wielding knights or archers or even trickster
rogues. Some few of these wizards dabble in alchemy, or even combine
their skills with the divine to become masters of both types of magic.
And, there are those that follow a pure path of arcane crafting, studying
the magic for no purpose other than the magic itself, raw power, the ability
to transform, or to charm and beguile, or create objects from nothing more
than whim; these are the true arcane masters, these are the wizards and
sorcerers that command the mightiest of magical abilities. These are the
archwizards.
Role: The archwizard is often in a position to determine whatever
role they choose. As a master of spellcasting, an archwizard may fulfill
many roles for the party in attack, defense or utility. Archwizards are
often traveling the world, on some great quest for a rare or imagined spell
component. Archwizards usually have a high opinion of themselves, and
tend to look down on other classes, though this is not always the case.
Alignment: Archwizards tend to be polarizing characters, frequently
being powerful members of their alignment arch. While they may be
of any alignment, most tends to the extremes (lawful good, lawful evil,
chaotic good, chaotic evil).
Hit Die: d6.
Requirements
To qualify to become an archwizard, a character must fulfill all the
following criteria.
Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks, Use Magic
Device 15 ranks.
Feats: Greater Spell Focus in two schools of magic, Skill Focus
(Knowledge [arcana]), Skill Focus (Spellcraft), Spell Penetration.
Spells: Ability to cast 8th-level arcane spells, knowledge of 5th-level or
higher spells from all schools.
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Class Skills
The archwizards class skills (and the key ability for each skill) are
Craft (Int), Fly (Dex), Knowledge (all skills taken individually) (Int),
Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic
Device (Cha).
Skill Ranks at Each Level: 2 + Int modifier.
Class Features
All the following are Class Features of the archwizard prestige class.
Weapon and Armor Proficiency: Archwizards gain no proficiency
with any weapon or armor.
Spells per Day/Spells Known: When a new archwizard level is gained,
the character gains new spells per day (and spells known, if applicable) as
if he had also gained a level in whatever arcane spellcasting class in which
he could cast 8th level spells before he added the prestige class level. He
does not, however, gain any other benefit a character with that class would
have gained. If a character had more than one arcane spellcasting class
in which he could cast 7th-level spells before he became an archwizard,
he must decide to which class he adds each level of archwizard for the
purpose of determining spells per day.
Forgo Materials: A first level archwizard no longer needs mundane
material components to fuel his spells, and acts as if he has the Eschew
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BAB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Ref
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Will
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Special
Forgo Materials, Metamagic Enhancement
Spellcasting Master , Arcane Servant
Detect Expertise
Spell Echo
Spell-Like Ability, Epic Crafter
Overcome School, Restriction
Shaped Area
Selective Targets
Bypass Spell Resistance
Archwizardry
Materials feat. The archwizard may cast any spell with a material
component cost of up to 10 gp per archwizard level without needing the
actual component.
Metamagic Enhancement (Su): An archwizard is a master at
manipulating magical forces. At first level, he reduces the cost of any
metamagic feat known by one level less than standard i.e. a first level
archwizard casts a spell with the Empower feat at one spell slot higher
than the original spell. The metamagic enhancement can only be applied
to one enhancement per spell. This ability does not affect the Heighten
Spell feat. At 5th level and 10th level, the adjusted level is reduced one
additional spell level. The adjusted enhancement can never reduce the
base spell below its original level i.e. a flesh to stone spell can never be
lower than 6th level, no matter the level of the archwizard casting it. This
ability replaces metamagic mastery, if the base creature possesses that
ability.
Spellcasting Master: At 2nd level, the archwizard gains a +5 insight
bonus to Knowledge (arcana), Spellcraft, and Use Magic Device.
Arcane Servant (Su): All archwizards of 2nd and higher level are
treated as if they have a permanent unseen servant near them at all times.
The servant can go no further than 100 ft., but otherwise confer to the
rules of normal unseen servants. If destroyed, the servant reappears the
following round.
Detect Expertise: All of a 3rd level archwizards detect spells are
treated as if using the Detect Expertise feat. In addition, the archwizard
gains information one round earlier than normal, if the detect is rounddependent. At 6th level, the archwizard gains information 2 rounds earlier.
Spell Echo: A 4th level archwizard holds on to some of the arcane
energy in a cast spell. One spell per 2 archwizard levels/ day, is treated as
if under the Echoing Spell feat, with no increase in casting level.
Spell-Like Ability (Sp): An archwizard can use one of his arcane spell
slots to permanently prepare one of his arcane spells as a spell-like ability
that can be used twice per day. The spell slot is permanently removed for
the spellcasters use i.e. if a wizard has five 3rd level spells available,
and chooses to make fly a spell-like ability, he will only have four slots
available until a new level is gained. The archwizard does not use any
components when casting the spell. Note that this ability may only be used
with spells that qualify under the Forgo Materials ability, above.
The spell-like ability normally uses a spell slot of the spells level,
although the archwizard can choose to make a spell modified by a
metamagic feat into a spell-like ability at the appropriate spell level. This
ability may not be combined with the Metamagic Enhancement ability,
above.
Epic Crafter: An archwizard of 5th level may craft magic weapons
with the Epic descriptor, to bypass DR/Epic.
Overcome School Restriction: A 6th level archwizard is no longer
required to use 2 spell slots to memorize spells of their opposition schools,
if any.
Shaped Area (Su): The 7th level archwizard can alter areas of effect
for spells that use one of the following shapes: burst, cone, cylinder,
emanation, or spread. The alteration consists of creating spaces within
the spells area or effect that are not subject to the spell. The minimum
dimension for these spaces is a 5 ft. cube. Furthermore, any shapeable
spells have a minimum dimension of 5 ft. instead of 10 ft.
Selective Targets (Su): At 8th level, the archwizard may select
up to one target per point of Intelligence bonus to exclude from any
area-of-effect spell cast, or double the number of targets affected by a
spell. In the first application, the targets are engulfed in the effect, but
do not suffer any of the effects. This is a target-based exclusion; other
opponents sharing the excluded targets space are still affected by the
spell. In the second case, when a spell description specifies an effect
of one creature/level, the archwizard may instead affect up to two
creatures/level.
Bypass Spell Resistance (Ex): At 9th level, the archwizards command
of magic is such that he may unravel a creatures natural resistance to
magic. An archwizard may reduce a targets spell resistance by his
archwizard level, once per day per target. In addition, an archwizard
ignores energy resistance equal to his combined spellcasting levels.
Archwizardry (Ex): At 10th level, an archwizard is truly the master of
magic and its weavings. An archwizard of this level may cast 2 spells with
a casting time of 1 standard action in a single round. The archwizard
may do this 1 time per 6 spellcaster levels per day. This ability does not
stack with Quicken Spell or any other ability that increases spells per
round. The archwizard must still expend spell slots or prepared spells
normally, as if the spells were cast on two consecutive rounds.
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Class Features
Zealot of Orcus
(Prestige Class)
The Zealot of Orcus is an individual whose veneration of death magic
and necromancy has led him or her to pledge obedience and servitude
to Orcus, the Demon Lord of Undeath. Only the most powerful of
necromancers, death priests and undead sorcerers are allowed into this
circle, as Orcus prefers such beings give themselves willingly to him.
In exchange they receive power over the undead, the ability to assume
aspects of undead creatures, and raise armies of undead for the war Orcus
wages on all living things.
Most often clerics and necromancers become Zealots of Orcus,
but sorcerers and antipaladins can make good Zealots. After binding
themselves to Orcus, they are expected to lead other faithful in obscene
rights and work to swell the ranks of undead that one day Orcus plans to
employ in his final battle against the living and rival demon lord
Role: With their potent spellcasting ability and undead minions, the
Zealots of Orcus are best suited for the typical role of the evil cleric or
wizard who blasts foes from behind a wall of dedicated followers. If
melee combat is inevitable a Zealot can utilize their undead resistances
and ability to cast necromantic spells through their weapon to make
opponents think twice about confronting them directly.
Alignment: All Zealots of Orcus are evil.
Hit Die: d8.
Requirements
To qualify to become a Zealot of Orcus, a character must fulfill all the
following criteria.
Alignment: Any evil.
Skills: Knowledge (religion) 5 ranks.
Spells: Ability to cast at least 5 necromancy spells, and one spell
must be of 3rd or higher level. A wizard may not have necromancy as an
opposition school.
Feats: Spell Focus (necromancy).
Other: Must be a worshipper of Orcus.The ability to control undead in
some manner. This can be from any source, excluding magic items less
than artifact status.
Class Skills
The bound to Orcus class skills (and key ability for each skill) are Bluff
(Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes)
(Int), Knowledge (religion) (Int), Perception (Wis), Spellcraft (Int), and
Stealth (Dex).
Skill Ranks at Each Level: 2 + Int modifier.
All of the following are class features of the Zealot of Orcus prestige
class.
Weapon and Armor Proficiency: Zealots of Orcus gain no proficiency
with any weapon or armor.
Spells per Day: At 2nd, 3rd, 4th, 6th, 7th, 9th, and 10th level, the
character gains new spells per day as if they had also gained a level in any
one arcane or divine spellcasting class they belonged to before they added
the prestige class. They do not, however, gain other benefits a character
of that class would have gained. This essentially means that they add the
level of Zealot to the level of whatever other arcane spellcasting class or
divine spellcasting class the character has, then determines spells per day,
spells known, and caster level accordingly. If a character had more than
one arcane spellcasting class or more than one divine spellcasting class
before they became a Zealot, they must decide to which class they add
each level of Zealot of Orcus for the purpose of determining spells per
day.
Channel Negative Energy (Su): All Zealot of Orcus levels stack with
cleric levels when determining channel energy effects.
Bonus Feat: At 4th, 6th and 8th level the Zealot of Orcus may
select a bonus feat from the following list: Channel Smite, Command
Undead, Extra Channel, Greater Spell Focus (necromancy), Improved
Channel, Skeleton Summoner, and Undead Master. They must meet the
prerequisites for these feats.
Undead Leadership (Ex): The Zealot of Orcus receives the Leadership
feat. Their followers and cohort must be undead creatures.
Rite of Orcus: At 1st, 3rd, 5th 7th and 9th levels the Zealot of Orcus can
perform a rite to Orcus to gain special benefits from the demon lord. Each
rite takes 24 hours to complete and once performed cannot be changed.
The rite must be performed in total darkness and include the sacrifice of
one sentient being of a number of HD equal to 1/2 the character level or
Hit Dice, whichever is greater, of the Zealot of Orcus. Once completed the
Zealot may choose one of the following abilities:
Darkvision (Ex): The Zealot of Orcus gains darkvision of 60 ft. If they
already possess darkvision the range increases +30 ft. This rite may be
selected more than once. Each time after the first increase the range of
darkvision 30 ft.
Death Aura (Su): The Zealot of Orcus radiates a death aura of 10 ft.
Within this aura creatures take a 4 penalty to stabilization checks and all
bleed effects within the aura persist until ended with a source of magical
healing. This rite may be chosen once.
Necromantic Strike (Su): As a swift action, the Zealot of Orcus may
cast a necromancy spell with a duration of 1 standard action or less and
then make a melee attack, all as a standard action. On a successful hit, the
target of the melee attack also suffers the effect of the necromancy spell.
If the attack misses the spell is discharged without effect. This rite may
be chosen once.
Powerful Necromancy (Sp): Once per day the Zealot may apply
Empower Spell or Heighten Spell to one necromancy spell they cast
without increasing the spells casting time. Casting Empower Spell does
not increase the spells level. This rite may be chosen more than once to
increase the number of uses per day.
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BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Ref
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
Will
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
Special
Spells per Day
Rite of Orcus
Undead Leadership
+1 level of spellcasting class
Rite of Orcus
+1 level of spellcasting class
Bonus Feat
+1 level of spellcasting class
Rite of Orcus
Indomitable Casting
+1 level of spellcasting class
Rite of Orcus
+1 level of spellcasting class
Bonus Feat
Rite of Orcus
+1 level of spellcasting class
Slay Living
+1 level of spellcasting class
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Appendix C:
Magic Items
Weapons
Dacris
CONSTRUCTION
Requirements Craft Magic Arms and Armor, blindness/
deafness, chaos hammer, protection from law, true seeing;
Cost 206,175 gp
Demonclaw
Aura moderate evocation (chaotic), faint necromancy; CL
12th
Slot ; Price 412,350; Weight 8 lbs.
DESCRIPTION
Demonclaw is a +3 anarchic lawful outsider bane
thundering greatsword. Demonclaw is a CN intelligent
weapon with Int 11, Wis 12, Cha 16, Ego 21; can
communicate by speech and telepathy; knows the
languages abyssal and common. Demonclaw is a proud
chaotic weapon, and as such either selects or rejects
a bearer based on their alignment (it only accepts a
chaotic bearer). The sword appears as a greatsword
made of rune encrusted superior quality metal, with
a hilt made from the hand of a demon, withered and
dried from age. It has the primary powers of granting
the wielder a spell turning ability vs. lawful outsiders only;
grants the bearer use of the Improved Initiative feat;
allows the bearer to rage as a barbarian of equivalent
level (no rage powers gained), and has the extraordinary
power of true seeing (at will). Its special purpose is to
slay lawful outsiders, and each successful hit on a lawful
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CONSTRUCTION
Requirements Craft Wondrous Item, animate objects,
animate rope; Cost 3,500 gp
The Glutton
Aura moderate evocation, moderate transmutation; CL 12th
Slot ; Price 79,750; Weight 4 lbs.
DESCRIPTION
The Glutton is an intelligent +3 keen wounding longsword.
The Glutton is a CE weapon with Int 13, Wis 13, Cha 13,
Ego 11 and communicates by empathy (a driving hunger).
It transmits touch attacks such as vampiric level drain as if
it were an extension of its wielders body. Any blood spilled
upon the blade soaks into the sword like a sponge.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed,
enervation, keen edge; Cost 39,875 gp
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Rings
Koshags Sword
Aura moderatetransmutation, and divination; CL 9th
Slot none; Weight 6 lbs.; Price 40,435 gp
DESCRIPTION
This intelligent +3 bastard sword is thoroughly and
completely chaotic evil. It has Int 14, Wis 12, Cha 15, Ego
12, and speaks Abyssal and Common. Its special abilities
are hold person, 3/day, see invisibility in a 10 ft. range and
levitate, 3/day. The sword is extremely vain and vindictive,
stopping at nothing to mercilessly destroy the thief
who took it from its rightful owner. It forces an Ego check
immediately upon being acquired, and every chance
afterwards. If the check fails, the sword forces the wielder to
enter a berserk rage or commit suicide. It can only be truly
mastered by a character of superior willpowersomeone
who matches the swords evil and egoism and succeeds
at least five consecutive Will saves against the weapons
mental assault. Thereafter, Koshags sword allows the
character to use its powers as long as the PCs superiority
remains unquestionable, and he wields it as a harsh and
merciless conqueror.
CONSTRUCTION
Requirements Craft Wondrous Item, hold person, levitate,
see invisibility; Cost 20,335 gp
Ring of Protection
From Lycanthropy
Aura faint abjuration; CL 10th
Slot ring; Weight ; Price 26,500 gp
DESCRIPTION
The delicate silver ring holds 3 moonstones (1,500 gp value
as jewelry alone). In addition to its monetary value, the
ring grants the wearer immunity to all forms of lycanthropy.
Should the ring be placed on the finger of an afflicted
lycanthrope, the target is allowed an immediate DC 25 Will
save to throw off the effects of the curse. The ring cannot
remove lycanthropy from a natural lycanthrope.
CONSTRUCTION
Requirements Craft Wondrous Item, remove curse; Cost
13,500 gp
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DESCRIPTION
Designed to keep the body from being affected by
unfriendly spells that could alter their shape, this ring,
composed of hard geometric shapes, grants a +10 bonus
against transmutation spells and effects (such as a medusa
or cockatrices gaze).
CONSTRUCTION
Requirements Forge Ring, break enchantment; Cost 50,000 gp
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Staves
Wondrous
Items
Banana of Holding
Aura moderate conjuration; CL 9th
Slot ; Price 1,200 gp; Weight 1 lb.
DESCRIPTION
This dried and leathery banana peel is stitched up the sides,
with an opening at the top about the diameter of a coin.
Only something small enough to fit through the opening can
be placed into the banana of holding, because if the sidestitching is torn the items magic is lost. The banana holds
a maximum of 40 pounds of such small items, and always
weighs the same as a banana peel. It is also quite slippery,
as most banana peels are.
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest; Cost 300 gp
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DESCRIPTION
The fur-lined bracers of ape grant the wearer a climb speed
of 20 feet in forest or jungle areas. The wearer gains a +4
racial bonus on all Climb checks, and it can always choose
to take 10, while climbing, even if rushed or threatened.
CONSTRUCTION
Requirements Craft Wondrous Item, spider climb; Cost 5,300 gp
Bracers of Quickness
Aura moderate transmutation; CL 8th
Slot wrists; Price 25,000; Weight 1 lb.
DESCRIPTION
These items appear to be leather arm guards. They reinforce
the wearers reaction time and speed, granting him a +4
bonus to initiative and +10 ft. to his base speed. Both bracers
must be worn for the magic to be effective.
CONSTRUCTION
Requirements Craft Wondrous Item, cats grace, expeditious
retreat; Cost 12,500
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Brazier of Commanding
Fire Elementals
CONSTRUCTION
Requirements Craft Wondrous Item, bestow curse, bulls
strength, creator must be a worshipper of Orcus; Cost 5,750 gp
Chaos Diamond
Aura strong varied; CL 19th
Slot ; Price 361,000 gp; Weight 1 lb.
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DESCRIPTION
This lustrous gemstone is uncut and about the size of a
human fist. The gem grants its possessor the following
powers:
cloak of chaos
lesser confusion
magic circle against law
word of chaos
Each power is usable 1d4 times per day. This is rolled for
each power individually and the character does not know
the result.
A non-chaotic character who possesses a chaos diamond
gains one negative level. Although this level never results in
actual level loss, it remains as long as the diamond is in the
characters possession and cannot be overcome in any
way (including restoration spells).
CONSTRUCTION
Requirements Craft Wondrous Item, cloak of chaos, lesser
confusion, magic circle against law, word of chaos;
Cost 180,500 gp
Claw of Orcus
Aura moderate transmutation; CL 8th
Slot neck; Price 11,200 gp; Weight
DESCRIPTION
A claw of Orcus is a small gold pendant in the shape of a
clenched claw. If a devoted worshiper of Orcus wears the
pendant, he or she is granted a +4 enhancement bonus to
his or her Strength. Non-believers wearing a claw suffer 1d6
Desrachs Chest
Aura strong transmutation; CL 15th
Slot ; Price 25,000; Weight 10 lbs.
DESCRIPTION
This chest resembles an iron chest except reliefs of powerful
magic symbols and images depicting the lich-mage
Deserach cover the outside. The magic used to create the
item makes it almost impossible to open by means other
than with a cipher created when the chest is created. The
lid cannot be opened by either breaking it or the Disable
Device skill. The chest has a hardness of 100 and 10 hp.
CONSTRUCTION
Requirements Craft Wondrous Item, arcane lock, secret
chest, limited wish; Cost 12,500
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Globe of Devious
Entrapment
Gold Unholy
Symbol of Orcus
DESCRIPTION
This piece of jewelry is a platinum or gold chain festooned
with tiny charms, objects that bear a resemblance to
mundane items. When a charm is pulled from the bracelet,
it transforms into a permanent, non-magical object. As
long as at least one charm remains on the bracelet, it
regenerates one charm per day. Removing a random
charm is a swift action; removing a specific one is a move
action that does not provoke an attack of opportunity.
Either action requires a free hand to pluck loose the charm.
Bracelets come with six charms maximum, and always
regenerate the same charms they had when they were first
created. Possible charms include: a tiny mug (produces a
frosty mug of decent quality ale), a scroll (produces a blank
parchment scroll, a vial of ink, and a quill pen), a lantern
(produces a lit standard lantern filled with lamp oil), a ladder
(produces a 15 foot long wooden ladder), a coil of rope
(produces a 50 foot length of rope with a grappling hook
attached to one end), and a dagger (produces a steel
dagger). The GM is free to improvise items, but they should
have a market value of less than 25 gp, should not be
masterwork, and should not be magical.
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate, shrink item
Headband of
Spiritual Focus
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DESCRIPTION
Once per day, a cleric of Orcus may cast prayer as a spelllike ability with this item, with a caster level equal to his own.
This also grants a +1 luck bonus on attacks, saving throws,
and skill checks to a follower of Orcus who wears this unholy
symbol.
CONSTRUCTION
Requirements Craft Wondrous Item, prayer, guidance; Cost
6,000 gp
CONSTRUCTION
Requirements Craft Wondrous Item, eagles splendor, foxs
cunning, must possess the Uncanny Concentration feat;
Cost 18,500 gp
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Horn of Flies
Aura moderate conjuration; CL 12th
Slot ; Price 70,000 gp; Weight 1 lb.
DESCRIPTION
Made of wrought brass, this object is sacred to the
worshippers of The Lord of Flies. The pitted, corroded
and singed surface of the horn is covered by ornaments
depicting swarming flies.
When blown by a non-believer, the horn casts bane
(the wielder chooses a target within 60 ft., DC 17 Will save
negates) and summons a swarm of flies, 1/day. A follower
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of The Lord of Flies may draw forth swarms 7/day and cast
desecrate, 3/day. A good or neutral character in possession
of the horn risks spiritual taint, and must roll a DC 14 Will save
every week or move one step towards lawful evil alignment.
Even on a touch, the horn leaves an indelible blackness on
the member or lips touching itonly remove curse or the
equivalent can remove it.
If the horn is attacked (a futile effort trying to harm it
hardness 20 and 70 hp), it sounds on its own and summons
1d4 swarms (Pathfinder Roleplaying Game Bestiary, Wasp
Swarm,, with the following changes: remove Melee and
Special Attack poison).
CONSTRUCTION
Requirements Craft Wondrous Item, bane, insect plague,
unhallow, follower of the Lord of Flies; Cost 35,000 gp
that portal. Once she returns, the portal closes. The portal
closes on its own after 24 hours (trapping the user if shes
still in the other place), and the user can also close it with a
command word. Any creature who steps through the portal
appears in front of the mirror.
Once per week the mirror accurately answers one short
question regarding a creature whose image is shown on its
surface (giving answers similar to those from the legend lore
spell).
CONSTRUCTION
Requirements Craft Wondrous Item, detect thoughts,
clairaudience/clairvoyance, gate, legend lore; Cost 87,500 gp
Phylactery of Thyr
Jug of Alchemy
DESCRIPTION
This holy item allows divine spellcasters of Thyr to increase
their effective caster level (+1 to +5). It also allows clerics
and paladins to channel energy as a phylactery of positive
channeling (+1d6 to +5d6). Any other good-aligned
priest may use the phylactery as a holy symbol, but only a
worshipper of Thyr may gain the magical benefits.
CONSTRUCTION
Requirements Craft Wondrous Item, creator muct be a 10th
level cleric of Thuir; Cost 1,000 gp (+1), 3,000 gp (+2), 6,000 gp
(+3), 12,500 gp (+4), 25,000 gp (+5)
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Pipes of Pain
Aura faint enchantment and evocation; CL 6th
Slot none; 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 ft. 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 bestow curse
spell).
CONSTRUCTION
Requirements Craft Wondrous Item, creator must have the
bardic music class feature, sound burst; Cost 6,000 gp
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Artifacts
Prism of Seperation
Aura strong abjuration; CL 12th
Slot neck; Weight 2 lb.; Price 36,000 gp
DESCRIPTION
This glass object separates light like any other prism, but may
also be used to reduce the effectiveness of ray spells if worn
openly. All such spells are safely dispersed (90%) or turned
into color spray (10%). Prismatic spray, however, is amplified
twofold (double damage or add +6 to DC). Hurled through
a prismatic wall or sphere, the prism brings it down but loses
its powers permanently, turning into a 6,000 gp gem.
Minor Artifacts
Agememnons Sword, Butcher
Aura moderate abjuration; CL 20th
Slot none; Weight 4 lbs.
DESCRIPTION
Butcher is a sword of immense power, given to Agamemnon
by the goddess of magic herself. Only a non-good person
may wield Butcher. It confers a +4 enhancement bonus to
attack and damage rolls, as well as a +4 luck bonus to AC
and CMD. In addition, it acts as a permanent lesser globe
of invulnerability for the wielder only. Finally, it is the key to
escape from this level of the dungeon.
CONSTRUCTION
Requirements Craft Wondrous Item, greater dispel magic;
Cost 18,000 gp
Unholy Oilskin
Aura moderatetransmutation; CL 9th
Slot ; Weight 1 lb.; Price 20,000 gp
DESCRIPTION
This piece of cloth has been impregnated with unholy oils
and sanctified with dark blessings. It allows the handling of
holy (or cursed) items without a risk to an evil character.
CONSTRUCTION
Requirements Craft Wondrous Item, unhallow; Cost 10,000 gp
DESTRUCTION
If removed from this level, the Butcher loses all powers.
Cauldron of Blood
Aura strong (divination); CL 20th
Slot none; Weight 100 lbs. (800 lbs. when filled with liquid)
DESCRIPTION
The cauldron of blood appears to be a normal cauldron
forged of blackish-red iron. The true origins of this artifact
have been lost over time.
The cauldron of blood allows the user to view past or
future events (similar to a divination or legend lore spell) by
donating blood from his body to the boiling waters of the
cauldron. To use this device, the user must bring water in
the cauldron to a boil, and then bleed himself; allowing his
fresh blood to drip into the boiling water. (This deals normal
damage and temporary Constitution damage to the user
based on how far in the past or future he wishes to look.)
At this time, the user decides whether to view past or future
events. The events can concern a person, place, or thing;
they can be current or forgotten, or even information that
is not yet known (see the divination spell). The cauldron
functions for a maximum of 10 minutes before the visions
disappear.
Damage*
Viewable Time Future/Past
2
30 minutes/6 months
4
1 hour/1 year
6
12 hours/20 years
8
1 day/50 years
12
1 week/100 years
16
1 month/300 years
20
1 year/500 years
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Fee**
50 gp
100 gp
500 gp
2000 gp
5000 gp in
magic items
10,000 gp in
magic items
20,000 gp in
magic items
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DESTRUCTION
The sword can only be destroyed by an aristocrat melting it
in lava.
The Sword of
Princes and Princesses
Aura faint transmutation; CL 12th
Slot none; Weight 2 lbs.
DESCRIPTION
This +3 short sword is only usable by a Small being. It
otherwise functions as a 2 cursed short sword for anyone
else (though it retains its other abilities and its curse). This
sword has a blade of a bluish metal with nursery rhymes
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DESTRUCTION
The sword can only be destroyed by a wielder
simultaneously holding the non-cursed Sword of Kings and
Queens, and telling the Sword of Princes and Princesses they
wished the sword had never been created.
Major Artifacts
Demonbane
Thyrs Gavel
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Appendix D:
Gods & Demons of
Stoneheart Valley
Found here are the deities commonly worshipped in the Stoneheart
River Valley. This list is by no means exhaustive; for more information
on the gods of the Stoneheart River Valley, please see the forthcoming
campaign setting from Frog God Games.
The Good
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Muir, Goddess of
Virtue and Paladins
Mitra is the god of the sun, as well as law and justice. Mitra gained the
domains of Muir and Thyr in the ages of their decline, and has maintained
prominence with the common folk. His clergy is widespread, and temples
and shrine may be found in all lands. Mitra requires just and fair treatment
of all good beings from his followers, as well as piety and charity. He is
often depicted as a noble, strong man of middle years, wearing a pale
copper robe and wielding a longsword. Warriors and knights venerate
Mitra through great deeds and heroic quests in his name. Commoners
show kindness to strangers and help their fellows in times of need. His
symbol of a sunburst behind the scales of justice notes his former domain
incorporated with his new influences. The noble lion is his sacred creature.
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Freya, Goddess of
Love and Fertility
Alignment: Neutral Good
Domains: Animal, Good, Healing, War
Symbol: Falcon
Garb: Robes and cloaks of white, trimmed with white fur
Favored Weapon: Longsword, longbow
Form of Worship and Holidays: Harvest moon feast and
before large hunts
Typical Worshippers: Human females
Freya is a lesser goddess of love and fertility. She is also the leader of
a great band of women warriors known on some planes of existence as
Valkyries. Freya represents fertility in all its forms. On this plane, Freya
represents the cycle of death and rebirth. She is a goddess of the coming
harvest as well as a goddess of sexuality and procreation. Her beast is the
falcon, though she is fond of the winter wolf and the stag. She appears
most frequently to her worshipers as a beautiful human woman dressed in
robes and a cloak of winter wolf fur, though she occasionally appears as a
huntress in leather armor with a sword and bow, or as a warrior in shining
mail with glowing sword. She can take the form of a falconor any other
birdat will, as well as the form of a huge winter wolf.
Telophus, Lord of
Crops and the Seasons
Arden is a lesser avatar of the sun god Ra. He is depicted as a hawkheaded, muscular man wearing a short kilt of precious metals and jewels.
His eyes have the power to shoot searing beams of sunlight. He carries a
staff tipped on one end with a bronze sphere representing the sun
containing an ankh and on the other end with a bronze hawk head.
This staff is known as a sun staff and is carried by his worshipers. They
are treated as quarterstaves. He also wields a bronze short sword. His
worshipers who select the War domain are proficient with the short sword
in addition to their normal proficiencies. Arden was long ago destroyed by
evil deities, including
Tsathogga, the frog-demon. His remains were gathered and treasured
by his worshipers as relics.
However, it has been ages since Arden has been worshiped on this
plane by any save beggars and the slightly mad who still speak prophecies
of his rebirth.
Kel is the sister of Thyr and Muir, triplet siblings known as the Three
Gods. She was popular among humans until around 10,000 years ago
when she gave up her life to prevent Orcus from conquering the Material
Plane. She was normally depicted as an armored woman holding a kite
shield with a benevolent but sad expression on her face. It was said she
carried the sorrows of the world on her shoulders and later stated that she
must have seen the fate that would befall her. Her principles were the
protection and safety of civilized societies where individuals could grow
and achieve their destinies without fear of sudden calamity or destruction.
When she sacrificed herself, her siblings assumed her spheres of influence
and incorporated her goals into their own. It is rumored, however, that a
portion of her essence was released upon her death and became twisted
with hate and vengeance for the end that she met and coalesced into a
new deity that was the very antithesis of all she had stood for Hel,
Lady of Death and Pestilence. If Kels church were somehow revived, it
is certain that they would make eradication of that apostate faith as one of
its top priorities. Her sacred animal is the lowly hedgehog for his innate
protective abilities, and her faithful often repeat the ancient axiom, The
fox knows many tricks; the hedgehog one good one.
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Bowbe
Alignment: Chaotic Neutral
Domains: War, Chaos, Strength, Vengeance
Symbol: Crossed Sword and Hammer of Bowbe
Garb: Furs, skins and pelts over battle armor
Favored Weapons: Greatsword, warhammer
Form of Worship and Holidays: Great feasts and blood
sacrifice precede battles. After battle, the treasures, arms
and armor of defeated foes are offered to the god. Those
that he doesnt keep belong to the victors. His priests
specialize in wild cursing and imaginative insults.
Typical Worshippers: Barbarians, raiders, reavers and
plunderers.
Bowbe is the embodiment of barbarian wrath and frenzy. He appears as
a mighty barbarian
dressed in the pelt of Urson the Great Bear, whom he can summon to
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Vanitthu, God of
the Steadfast Guard
Evil, ruination and wanton destruction are his only goals. He is most
often depicted as a bloated ram-headed, bat-winged monstrosity with
cloven-hoofed goat legs. He wields the Wand of Orcus, a legendary
skull-tipped obsidian rod that is rumored to slay any living thing
it touches. Though mostly worshiped by the monstrous races, the
ranks of Orcus human worshipers are swelling, as Orcus grants
his followers power in large, liberal doses. It is not uncommon for
Orcus to give relatively low-level priests command of vast numbers
of undead to do his bidding. His symbol is either a demonic ramheaded skull (the most common), a representation of himself seated
on his throne, or a depiction of his skull-tipped wand. His priests
favor heavy, dark hooded robes and ornamental maces stylized to
represent his skull-tipped wand.
The Bad
Orcus, Demon
Demon-Lord of the Undead
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, Tsathoggas 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. 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.
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The NonHuman
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Dwerfater
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New Spell
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 you 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.
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Appendix E: Pregens
SINNOTH JORINN
Male human fighter 1
CG Medium humanoid (human)
Init +2; Perception +2
CR 1/2
CR 5
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CASSANDRA
Female human paladin 1
LG Medium humanoid (human)
Init +1; Perception +3
Aura good
appendix e: pregens
CR 1/2
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CASSANDRA
Female human paladin 6
LG Medium humanoid (human)
Init +1; Perception +5
Aura courage, good
CR 5
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appendix e: pregens
CR 1/2
and his generous views of what friends ought to share with him made him
unpopular with the staid people of his home village. As soon as he reasonably
could, he set out to explore the wider world, convinced it held much promise
for a clever and friendly fellow. Early on Ulmo discovered that not everyone
was going to be friendly, and that even a clever person could be taken in.
Slightly wiser, he has curbed some of his young recklessness but is still
always on the lookout for a good time. Ulmo met Sinnoth when the warrior
intervened in a very awkward incident with a merchant in Bards Gate, and
now considers the man to be his closest friend.
Personality: Ulmo goes with flow and is most interested in acquiring
wealth, although living long enough to spend it is important, too!
Whether people are at base good or evil is of little concern to him as long
as they dont interfere with his life. Ulmo wants to have fun, enjoy his
companions, and not take life too seriously. Hes after comfort rather than
luxury; a good drink at the local pub in the company of friends is better
than the finest wine elsewhere.
Motivation: Tales of wealth are what lure Ulmo into adventure, though
he has learned the wisdom of being prepared! In the case of Rappan
Athuk, Ulmo proudly envisions himself helping a good cause (ridding the
world of a bunch of demons), and would be hurt should anyone seriously
suggest that his motives are more mercenary, even though they are.
Speed 15 ft.
Melee dagger +0 (1d31/1920), shortsword +0 (1d41/19
20)
Ranged shortbow +4 (1d41/x3)
Special Attacks sneak attack +1d6
Str 8, Dex 17, Con 12, Int 12, Wis 9, Cha 12
Base Atk +0; CMB 2; CMD 11
Feats Alertness
Skills Acrobatics +6, Appraise +5, Climb +2, Disable Device
+7 (+8 to disable traps), Escape Artist +0, Fly +2, Knowledge
(local) +5, Perception +7 (+8 to find traps), Ride +0, Sense
Motive +5, Sleight of Hand +4, Stealth +8, Swim 4
Languages Common, Elven, Halfling
SQ trapfinding +1
Gear leather, short sword, dagger, shortbow, 20 arrows,
backpack, 3 caltrops, chalk, crowbar, flint and steel,
grappling hook, 50 ft. silk rope, 3 sunrods, masterwork
thieves tools
Fearless +2 morale bonus vs fear saves.
Trapfinding +1 to find or disable traps.
Appearance: Ulmo is a typical halfling, with tanned skin, brown hair
and eyes, a nose no more bulbous than necessary, a friendly smile, and
hairy feet. He rises to a height of about 3 feet 1 inch and weighs nearly 100
lbs. Ulmo tries to always wear something in his favorite color, which is
blue. Usually he wears a blue shirt under his leather armor, but sometimes
he holds his curly hair back with a rakish blue scarf. He fights using a
short sword or dagger, and his exceptional hand-eye coordination makes
him a superior shot with his short bow.
Background: Ulmos casual (even negligent) attitude toward work
ULMO
Male halfling rogue 6
N Small humanoid (halfling)
Init +4; Perception +12
569295
CR 5
592
4293072
569296
569296
4293073
4293073
appendix e: pregens
569296
CR 1/2
593
4293073
569297
569297
4293074
4293074
appendix e: pregens
CR 5
569297
CR 1/2
594
4293074
569298
569298
4293075
4293075
appendix e: pregens
term cycles and patterns in nature and seeks the preservation of nature by
helping both people and animals. He dislikes unnatural effects that disrupt
the patterns, especially those caused by the use of magic.
Motivation: The evil of Rappan Athuk has certainly affected the region
surrounding it. Ridding the forests of their unnatural inhabitants would
be important to Hith, and cleansing the foul dungeon to prevent further
infection could be a significant goal. He initially met the others while
acting as a mere scout, but upon learning their ultimate destination Hith
decided to stay with the group.
HITHFAERON
Male halfelf ranger 6
NG Medium humanoid (elf, human)
Init +3; Senses lowlight vision; Perception +15
CR 5
CR 2
CR 1/2
Speed 20 ft.
Melee greataxe +4 (1d12+4/x3)
Special Attacks hatred, rage 7 rounds/day
Str 17, Dex 11, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Armor Proficiency (heavy)
Skills Acrobatics 7, Climb +0, Escape Artist 7, Intimidate +3,
Perception +5, Ride 7, Stealth 7, Swim +0
Languages Common, Dwarven
SQ greed, slow and steady, stability, stonecunning +2
Combat Gear splint mail, greataxe
Defensive Training +4 dodge bonus to AC against monsters
of the giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy Gain a racial bonus to saves vs. Poison, Spells and
SpellLike effects.
Hatred +1 racial bonus to attacks against orcs and
goblinoids.
Rage (Ex) +4 Str, +4 Con, +2 to Will saves, 2 to AC when
enraged.
Slow and Steady Your base speed is never modified by
encumbrance.
Stability +4 to avoid being bull rushed or tripped while
standing.
Stonecunning +2 bonus to Perception vs. unusual stonework.
Free check within 10 ft.
Appearance: Retgak is heavily muscled, stout, and dense, weighing at
least 230 pounds at only 4 feet 6 inches tall. His brown beard is long and full,
though it has a tendency to become curly in humidity so he usually keeps it
braided. He tends to keep his hair cut short (not past his shoulders) to keep
595
4293075
569299
569299
appendix e: pregens
Retgak has become a good and faithful friend of Sinnoth Jorinn and would
agree to the adventure if the man requested it, even if he had no other interest.
RETGAK
Male dwarf barbarian 6
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +10
4293076
CR 5
it from becoming a hazard in battle. Retgar garbs himself in splint mail and
wields a great axe with vigor during combat. In his few moments of relaxation,
he usually wears leather jerkin and pants over a simple woven shirt.
Background: Retgak is on the tall side for a dwarf, strong, and with a bad
temper, and at one time had a tendency to bully those less powerful than him.
After nearly killing another young dwarf in a fight he swore that would never
happen again. Instead Retgak fled to the wilds of the Under Realms and used
his energy fending for himself, eventually becoming a skillful warrior. In the
process he learned to contain his rage and then unleash it to his own benefit.
After some years Retgak returned to his clan and was cautiously permitted to
return, but he felt wild and out of place compared to the more settled members
of his community. Finally he decided to adventure in the surface world, sure
that somewhere there were companions who would welcome him as he is.
Personality: His years in the Under Realms have made Retgak more
than a little paranoid in underground spaces. He feels safer where he can
see a little sky, though there is no real basis for this. Underground his senses
go on the alert, he sleeps lightly, and tenses at anything that might be a
threat. These habits kept Retgak alive but can make him a tense companion,
especially for extended underground travel. Unused to working in a group,
Retgak is gruff and sometimes uncooperative. He judges people on their
battle prowess and so often looks down on wizards and clerics, though he
will admit that they do have their uses on occasion. Since combat skill is
his measure of worth, Retgak is very impressed with Sinnoth Jorinn and
intrigued by the anger and rage he senses within the man.
Motivation: Retgak considers that traveling through the Dungeon of Graves
would be a worthy challenge for someone who survived on his own in the
Under Realms. Of course, the opportunity for wealth would also be welcome,
though he places less store on such things than most of his race. In addition,
569299
CR 1/2
596
4293076
569300
569300
appendix e: pregens
4293077
4293077
CR 5
569300
Speed 30 ft.
Melee unarmed strike +2 (1d31)
Ranged shortbow +5 (1d61/x3)
Spell-Like Abilities (CL 1st; ranged touch +5):
9/dayelemental ray (1d6 fire)
Spells Known (CL 6th; melee touch +2, ranged touch +5):
3rd (4/day)fireball (DC 19)
2nd (7/day)detect thoughts (DC 18), eagles splendor (DC
18), scorching ray
1st (8/day)burning hands (DC 17), charm person (DC 17),
disguise self, mage armor, magic missile
0 (At will)daze (DC 16), detect magic, light, mage hand,
open/close, prestidigitation (DC 16), read magic
Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 23
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Eschew MaterialsB, Improved
Initiative, Toughness
Skills Bluff +13, Craft (tattoo) +8, Knowledge (arcana) +6,
Perception +5, Sense Motive +3, Spellcraft +6, Use Magic
Device +13
Languages Common, Elven, Sylvan
SQ bloodline arcana (elemental: fire), elven magic
Combat Gear scroll of comprehend languages, scroll of
sleep, wand of invisibility (50 charges), wand of magic
597
4293077
569301
569301
4293078
4293078
appendix e: pregens
CR 1/2
569301
Although not as physically capable as her siblings, Kit inherited the same
spirit of adventure from years of stories about the life of a paladin.
Personality: Kit is charismatic, wise, and a bit shy. She prefers casting
spells and turning undead to actual fighting, although she has been known
to charge into combat on occasion to save her fellows, as she is very loyal
to her comrades. She has an affinity for locating secret doors (pure luck)
and she approaches dungeon crawls slowly and methodically, taking
few risks and trying to keep everyone alive. Having spent her childhood
playing at adventures with her siblings in the fields and woods, Kit is more
at home roaming the countryside than in some dark cave or dungeon.
When in dark places, she has a considerable paranoia about looking up
and behind the party as they move; this has saved her and her fellows on
many occasions. Her pouch brims with potions, and she even knows what
some of them are. She has no fear of the undead (having been very lucky
at turning the undead to this point), but fears medusas and basilisks, which
have petrified several people she knew.
Motivation: Raised on stories of holy warriors, Kit has heard legends
of the great battle against the forces of Orcus. Discovering the continued
existence of a temple to Orcus would be like a personal insult to her and
her family, and she would do everything in her power to see it wiped out.
KIT
Female human cleric 6
LG Medium humanoid (human)
CR 5
598
4293078
569302
569302
4293079
4293079
Init 1; Perception +7
Aura good
appendix e: pregens
569302
599
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293079
569303
569303
4293080
4293080
569303
600
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293080
569304
569304
4293081
4293081
569304
601
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293081
569305
569305
4293082
4293082
569305
602
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293082
569306
569306
4293083
4293083
569306
603
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293083
569307
569307
4293084
4293084
569307
604
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293084
569308
569308
4293085
4293085
569308
605
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293085
569309
569309
4293086
4293086
569309
606
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293086
569310
569310
4293087
4293087
569310
607
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293087
569311
569311
4293088
4293088
569311
608
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293088
569312
569312
4293089
4293089
569312
609
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293089
569313
569313
4293090
4293090
569313
610
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293090
569314
569314
4293091
4293091
569314
611
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293091
569315
569315
4293092
4293092
569315
612
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293092
569316
569316
4293093
4293093
569316
613
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293093
569317
569317
4293094
4293094
569317
614
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293094
569318
569318
4293095
4293095
569318
615
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293095
569319
569319
4293096
4293096
569319
616
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293096
569320
569320
4293097
4293097
569320
617
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293097
569321
569321
4293098
4293098
569321
618
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293098
569322
569322
4293099
4293099
569322
619
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293099
569323
569323
4293100
4293100
569323
620
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293100
569324
569324
4293101
4293101
569324
621
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293101
569325
569325
4293102
4293102
569325
622
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293102
569326
569326
4293103
4293103
569326
623
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293103
569327
569327
4293104
4293104
569327
624
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293104
569328
569328
4293105
4293105
569328
625
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293105
569329
569329
4293106
4293106
569329
626
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293106
569330
569330
4293107
4293107
569330
627
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293107
569331
569331
4293108
4293108
569331
628
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293108
569332
569332
4293109
4293109
569332
629
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293109
569333
569333
4293110
4293110
569333
630
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293110
569334
569334
4293111
4293111
569334
631
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293111
569335
569335
4293112
4293112
569335
632
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293112
569336
569336
4293113
4293113
569336
633
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293113
569337
569337
4293114
4293114
569337
634
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293114
569338
569338
4293115
4293115
569338
635
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293115
569339
569339
4293116
4293116
569339
636
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293116
569340
569340
4293117
4293117
569340
637
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293117
569341
569341
4293118
4293118
Skalla Domineron
The Priest Of Pain
ScottS
ExF3Nav
Riccardo Hammer Nauti
Jason Ventura
Chris
TW
davrion24
Joe Smith
Patricia McReynolds
Andy McReynolds
Roger J McReynolds
Elisabeth and Tristen Green
JW
Jakub Jaraczewski
Tyler Beck
Andrew Mc Reynolds
569341
jerry
Quinn Enochs
Edna Rouse
James Hoppe
J Redmon
Kenneth McGonigle
Jon Johnson
James Hines
Ian Tichell
Jesse Shockley
Thomas Blanks
John Stater
James Dick
Neil Foster
Willgar
Elpan Allandar
judy
Clint Fell
638
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293118
569342
569342
4293119
4293119
Stefan Diekmann
Albert J. Arena
Michael Lane
Jon Meerdink
Heidi De Vries
Stephen Eric Johnson
Random64
Omer Golan-Joel
Chanin Vichaita
Michael Brogan
Brett Stoner
Robert Bell
Harry Leckenby
Brendan
William Miller
Erik Johnson
Malchus
Michael Jacobs
Rizal Repin
tom
B.A. McLean
Nathan
Nick Frollini
Chris Bekofske
Kyle Payne
Drakli
Damon Wilson
Robert Bateman
Michael Bilodeau
David Nixon
Bill B
Karl Asp
Guy Fullerton
Varl
Matthew Pirkey
Michael Alley
NotDomo
Mark McHaney
B McC
Riley A. Vann
sparky1479
Christina Stiles
Russ Walton
Zarathos
Deathcon
DemonPun
Christopher Misner
John Swiers
Mike Browne
d20pfsrd.com
Scott Sinclair
Jeremy Fox
Brandon Stanbrough
Paris Crenshaw
x93edwards
Brian Forester
Chris Nielsen
Treppa
Andrew Kolodziej
Tom Hogan
Tavis Allison
569342
Greg, Ray
LEFEBVRE
John Chronakis
Curt Meyer
Keith E. Clendenen
639
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293119
569343
569343
4293120
4293120
Chris Perkins
Gnagn
Frank Dyck
Adam Flenar
elorebaen
Mike Fontana
cthulhuslibrarian
Mark Atkinson
Will Downey
Ralph OBrien
Colin Campbell
Vincent Diakuw
John Coates
Scott Thede
BOURRIAUD
Nathan Rollins
Heron
Leslie Hill
Charles
Galahad de Corbenic
jason jay
James Bell
Andrew Maizels
Charlie
Kenn Hipkiss
Andrew Kelsoe
Rich P
Brian Lavelle
Vincent Ecuyer
Matthew Broome
Thomas Lokum
Mike Pawlak
dave cutts
Doug Bailey
Juan Natera
Todd Showalter
Kevin Lai
Lance Schroeder
Khelbiros
Reid
David Margowsky
Niklas Wistedt
Shawn Wood
Juan Oviedo
John Seibel
Guy LeBlanc
Keith Sloan
Brendan Strejcek
Robby Anderson
Jani Waara
Joan MacDonald
2002simon01
Dean Perez
Tripp Killin
Mike Tremaine
Michael
Jason Paul McCartan
Geoffrey Hughes
Andrew Christian
Doug Haworth
James Jacobs
Lee Graham
Adam Boisvert
DeadlyReed
Austin Stanley
Jordan
Bokesliden
Matthew Winn
Luis Loza
Rick Bullard
Pat Bellavance
Alexander Corzo
Steven Lord
Andrew Byers
Callum Prior
J Jacobs
Rawnkin
Ray Schmidt
KarlTheGood
Robert Merino
Steve Huntsberry
drew craker
Matt Fischer
Andrew Betts
Chris Smaldone
D-rock
James Berg
Kevin Brennan
569343
640
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293120
569344
569344
4293121
4293121
Bob Arens
Jeff Harkness
Stefan Hummel
Scott Galliand
Mike Schulenberg
David
Marchus Stensrud
Peter Gajda
Bran
Blake Walker
Lance Wente
Jens Larsen
Stephen Robinson
Geoff Vogel
Kristoss
VestigialLung
Joshua MIller
Tara Imbery
Kris Vanhoyland
Mike Peterson
Benoist
Ben Stone
MIke Franke
George Robinson
Will Maranto
Ben Gilmour
Jeff Brown
Will Church
Jason Seal
Mikael Stridh
Black Kestrel
Mike
Kevin Patterson
Sloan Summerfelt
Michele Toscan
Ed Jendek
Scott Seeber
Kenneth Van Matre
Andrew Crenshaw
Fabio Baccalaro
Peter Schuster
D Morris
DocGrognard
Josh Stein
David Brockley
Daniel Drazenovich
Umbaglo
Ryan Bolduan
Wise1
Jens Pfaffmann
Meiers
Steve Fearns
Niilo Van Steinburg
James Journey
David Washington
Garry Jenkins
Dennis OBrien
Marc Meilleur
Marc Traveller Miller
David Doucey
Roger Burgess
Michael E. Mullins
Nick Allen
Kevin MacMillan
Legion
Christopher Woldridge
Dave Olson
Shane LeRose
Deane Beman
Oliver Peltier
Daniel Boisvert
Patrick Dandrea
Raiko
Rema Casprowiak
Warren Sistrom
Trevor Holowaty
kornholioefx
Ken Marin
Sam Hing
David Monahan
AsmodeusDM
Kelley Rogers
Alan Brodie
Jeremy Mcgillan
T Mullins
LazyLeopards
RobinBurns
Michael Alkema
569344
641
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293121
569345
569345
4293122
4293122
Travis Tosh
Jason F Broadley
Alexander Metzger
Shannon Bell
David Auvenshine
Rls
Bryon Almeida
Daniel Stillwaggon
Terrex
Kenneth Gardner
Thomas Paradowski
Alex Putnam
Benjamin Stowell
Jan Ilisch
EricAndres
Rodney Hankemeier
Loris Zanotto
Dana Aquadro
Paul S. Gazo
Ian Calderon
John
bigbadworm
eponine72
Paul Cavanaugh
Voodoo Child
Ben Armitage
Jason Freston
dcoda
Daniel Flood
Jose Luis Martin
Nathan Christenson
Jonathan Higgins
RogueDeus
Lode Schonkeren
Harry Mosley
Jame Elliott
Kevin Flynn
Henry Lopez
Shane Glodoski
Douglas Meserve
Tim Bush
Michael Reagin
Santiago Lopez
Mark R. Shipley
Alan Larkin
Kevin Lawrence
Scott Bruney
John Hitzfelder
Tim
Gregory Morse
Bill Lackey
Eric Taysom
Sean Foster
Tibor Kosa
Jason messenger
Russ Taylor
Todd Cavanaugh
Mark Magagna
william
Roger Mikel
Heinrich Krebs
Rob McCreary
eddy morrow
Robert Toso
Robert Corn
Floris van der Zwan
gbonehead
kikai
Eric Sorensen
Arthur Soares
Steven Boucher
Ben Mullen
Leonard OGrady
Kebab
shoggothic
Aaron Reimer
Brian Koonce
Trent Revis
James Dyer
Jason Applegate
wwscrispin
Kaleb Armstrong
Jon Hammersley
Seth Spencer
David Stephenson
Chris Riedel
Ross Thompson
Douglas Bowie
569345
642
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293122
569346
569346
4293123
4293123
pwmiller74
David Haller
JoeS
rodoubleb
John Bennett
Gavin Peake
Mike McKeown
Derek
robert zimmerman
Leif Bergman
Rick Middlebrooks
Hector Varela y Mercedes Ortiz
Christopher Feola
Patrick Curtin
Edward Ludemann
NavyHundley
Avurax
Kirk Foote
Jon Michaels
Darian
Brian Pugh
569346
Gilbert DeSoto
Dave Borne
paul
Nordlander
DJ Rozwick
Bruno Wilkens III
Thorsten Schneider
TooMuchCoffeeMan
Dennis Kelley
Steve Cranford
643
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293123
569347
569347
4293124
4293124
Steven Schopmeyer
Oswaldo Sandoval
Arthur Braune
Constantin Terton
Popedeadpool
Paul Munson
Eric Nielsen
Lars Holgaard
Ken Moscardini
James P Carson
Charles Myers
hzg621
Merric Blackman
Michel Godbout
Bryan Bartrop
Michael Bornsheuer
Duncan
Joshua Lee
Alexander Guzman
Wiktor Zuzanski
Chris Basque
Anthony Borzotta
Derek Blakely
Owen
Zeb Doyle
chris hauschild
John Blakemore
Roderick T Brooks
Chris Chapman
Joel Rodriguez
Dennis A. Pascale
Henry Dunn
Yuki Hyou
Matthias
Thilo
Matt Blackie
Gregory Geilman
David Karoski
Will Chase
Alex Jensen
Crutch
Michael Harrington
Michael G Townsend
Michael Stehling
n2aet
bob doherty
eric elliot
Jim Gragg
David R.
Jonathan Woodward
Noah Cannoy
Death Tribble
Joshuha Fox
George Vasilakos
mmacgregor
Peter Ramos
Christopher Cobb
David V Stokes
Samuel A. Larter
Ellen Allandar
imredave
Sc8rpi8n
Scott
David Jenks
Schadrach
Adam Trojanowski
Delzenne Nicolas
Janine ONeil
Allan Douglas
John Berry
569347
Gavin Ralston
James Dezomits
Chris Gath
ashbringer
Johnny
Seth Verdot
Joe Lessert
Jeremy Ligman
Joshua Villines
Chad Drummond
David campbell
Alexander Macensky
Wolfthulhu
Martin Blake
Shane OConnor
Daniel Petersen
Machpants
Russell Hoyle
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Graham hirst
Owlglass
David Cline
superlurker
Brett Charlton
Oliver von Spreckelsen
Rillietann
Emiliano Marchetti
Scott
Marcus Groenig
Mark Platt
AJCarrington
Matthew Wasiak
Ryan
Matthew Morris
tyler leben
Derek Jones
Nate Swalve
rule-of-three
thompgc
andy29075
Craig Marshall
Ben Dards
Chris de Putron
Benjamin
Terence Bowlby
James M. Yager
Alan Beven
Brobotron
Christopher M Van Horn
SirJAGman
pinvendor
Deke J. Tooley
Kevin
Mana Taylor
Spencer Davis
Grant Lindsay
Patrick Jarvis
cmastah
Hamprecht
Alain Bourgeois
Jez Clement
Aaron Zirkelbach
Steven Dolges
Torolf
Simon
Michael Hicklin
Wolfgang Coe
Jonathan Ziegler
Jon Hershberger
Eric Ludy
Thomas Milazzo
Guild
Henry K. Wong
benmathis
Ryan Klemm
Greg Milton
Vincent LaBianca
Sean Riley
Doyle Tavener
Richard
John Leonas
Scott D Gudeman
thebax2k
peter goeders
Mario Vandaele
Robert Fugiel
Daniel Lundsby
Steve Rubin
Darin Kerr
David Boe
Johnathan L Bingham
John Morris
Joseph Craig Fox
Mark Won Hong Lambe
scantrontb
Gary Ray
Lee Kolb
Yottaquest LLC
Rambo
David Lovely
dragonmajesty
leadjunkie
DeAnna Ferguson
James Van Horn
James Patterson
Stephen Wirth
Michael Salt
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Sykoholic
James Douglas IV
thaumaturgan
Mike Stellick
Gerald Ward
Karen Lockwood
Henrik Landervik
scathaigh
Thomas Harvey
Nathan P Nasif
Brandon
EOTB
Lyle LaRue
David Thorp
dafadu
Andreas Lenhart
Michael Russell
Paul McInally
Jackson Starky
Aaron F Stanton
Martin Britt
Alex Hoggett
Mike Cary
James Johnson
burntwire
Nealmilton(at)comcast.net
David Caldwell
sgetty
Ryan Simm
Noble Knight Games
Pandemonium
Lion Rampant
Ted Adachi
Richard Kurtin
Carsten Reuter
Ralph Kelleners
Vance Ludemann
Aaron Crist
Mark Greenberg
Shawn Penrod
Jason Verbitsky
Terry Demeter
569349
Robert Keller
Ted Wyman
SteveGeddes
scott kehl
Andrew Daley
Steven Lau
davrion
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DnDChick
Moorg the God of Beer
treebore
Dax Doomslayer
John R. Stanfield II
Jediore
TheBax
Balrog62
Gabor Lux
Wycen Adamantite
Gaishunk
Magoo
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James Redmon
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legal appendix
Rappan Athuk is written under version 1.0a of the Open Game License. As of
yet, none of the material first appearing in Rappan Athuk is considered Open
Game Content.
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, judicial 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
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason
Bulmahn.
Pathfinder RPG GameMastery Guide, 2010, Paizo Publishing, LLC; Author:
Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme
Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven
Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb,
Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F.
Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James
L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Basidirond from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Cave Fisher from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Lawrence Schick.
Dark Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Rik Shepard.
Dark Stalker from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Simon Muth.
Dracolisk from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Ear Seeker from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax.
Froghemoth from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Giant Slug from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Ice Golem from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene.
Iron Cobra from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Philip Masters.
Marid from the Tome of Horrors III, 2005, Necromancer Games, Inc.; Author
Scott Greene.
Mite from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Ian Livingstone and Mark Barnes.
Nabasu Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Rot Grub from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Shadow Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Neville White.
Wood Golem from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Authors Scott Greene and Patrick Lawinger.
Yellow Musk Creeper from the Tome of Horrors, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Albie Fiore.
Yeti from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo Publishing, LLC;
Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
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legal appendix
Authors Scott Greene and Clark Peterson, based on original material by Guy
Shearer.
Amphisbaena from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Angel, Monadic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Angel, Movanic Deva from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Animal Lord from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Ascomid from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Atomie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Aurumvorax from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Axe Beak from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Bat, Mobat from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Authors Scott Peterson and Clark Peterson, based on original material by
Gary Gygax.
Beetle, Slicer from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Blindheim from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson.
Brownie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Bunyip from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Dermot Jackson.
Carbuncle from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Authors Scott Greene, based on original material by Albie Fiore.
Caryatid Column from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
Crypt Thing from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson.
Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Ian McDowall.
Daemon, Derghodaemon from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax.
Daemon, Hydrodaemon from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax.
Daemon, Piscodaemon from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Dark Creeper from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Rik Shepard.
Dark Stalker from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Simon Muth.
Death Worm from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene and Erica Balsley.
Decapus from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Jean Wells.
Demodand, Shaggy from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demodand, Slimy from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demodand, Tarry from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demon, Nabasu from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Dire Corby from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
Disenchanter from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson.
Dragon, Faerie from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and
Gary Gygax.
Dragon Horse from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Dust Digger from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Flail Snail from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.;Author Scott Greene, based on original material by Simon Tilbrook.
Flumph from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Ian McDowell and Douglas
Naismith.
Foo Creature from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Forlarren from the Tome of Horrors, Revised, 2002, Necromancer Games,
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legal appendix
romancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax.
Zombie, Juju from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax
The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights
reserved.
Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
on original content from TSR.
Amphisbaena Creature (template) from The Tome of Horrors Complete.
Copyright 2011, Necromancer Games, Inc., published and distributed by Frog
God Games; Author Erica Balsley.
Angel, Empyreal from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Green.
Basilisk, Crimson from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Green.
Bat, Doombat from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Julian Lawerence.
Bonesucker from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica
Balsley.
Caryatid Column from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene based on original material by Jean Wells.
Caterprism from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Erica
Balsley.
Cave Leech from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene.
Crab, Monstrous from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Gary Gygax.
Crayfish, Monstrous from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene, based on original material by Gary Gygax.
Crypt Thing from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Roger Musson.
Deer from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green.
Demonic Knight from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Demon, Gharros from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene.
Demon Lord, Maphistal from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene.
Demon Lord, Orcus from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games;
Authors Scott Greene and Clark Peterson, based on original material by Gary
Gygax.
Devil, Lilin from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Eel, Gulper from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene.
Elemental, Time from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Green, based on original material by Gary Gygax.
Encephalon Gorger from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Green..
Eye of the Deep from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Gary Gygax.
Flumph from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green,
based on original material by Ian McDowell and Douglas Naismith.
Gargoyle, Green Guardian from The Tome of Horrors Complete. Copyright
2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Authors Scott Green and Clark Peterson, based on original material by Gary
Gygax.
Gas Spore (Hazard) from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Authors
Scott Green and Clark Peterson, based on original material by Gary Gygax.
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legal appendix
Giant, Cave from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott
Greene an Erica Balsley.
Golem, Blood from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene.
Golem, Stone Guardian from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene, based on original material by Lenard Lakofka.
Gorgimera from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Greene,
based on original material by Gary Gygax.
Groaning Spirit from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott
Green and Clark Peterson, based on original material by Gary Gygax.
Jelly, Mustard from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Green, based on original material by Gary Gygax.
Lava Child from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green,
based on original material by Scott Donohoe.
Lion, Mountain from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Green.
Lizard, Fire from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene based on original material by Gary Gygax.
Lynx from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green.
Magmoid from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Medusa, Greater from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Wizards of the Coast.
Memory Moss (Hazard) from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Authors
Scott Greene and Erica Balsley, based on original material by Gary Gygax.
Mite from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Authors Scott Greene
and Skeeter Green, based on original material by Ian Livingstone and Mark
Barnes.
Mongrelman from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Green, based on original material by Gary Gygax.
Mummy of the Deep The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Green.
Ngathau (template) from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games;
Authors Scott Green, Erica Balsley, and Casey Christofferson.
Ooze, Undead from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Green, based on original material by Sword & Sorcery Studios.
Phase Creature (Template) from The Tome of Horrors Complete. Copyright
2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Author Erica Balsley.
Phasma from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green.
Piercer (Hazard) from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott
Greene and Clark Peterson, based on original material by Gary Gygax.
Purple Moss (Hazard) from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Greene, based on original material by Jean Wells.
Rot Grub (Hazard) from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors
Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Sepia Snake from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica
Balsley.
Skeleton, Black from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott
Green and Bill Webb.
Slithering Tracker from The Tome of Horrors Complete. Copyright 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author
Scott Green, based on original material by Gary Gygax.
Tangtal from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Authors Scott Green.
Tenebrous Creature (template) from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God
Games; Authors Scott Green.
Tick, Giant from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Greene,
based on original material by Gary Gygax.
Trapper from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Greene,
based on original material by Gary Gygax.
Troll, Rock from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green.
Tsathar from The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Authors Clark
Peterson, Bill Webb, and Scott Greene.
Tunnel Worm from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott
Greene, based on original material by Gary Gygax.
Twilight Mushrooms (Hazard) from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God
Games; Authors Scott Green.
Wight, Barrow from The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors
Clark Peterson and Scott Green.
Zombie, Brine The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated
marks and logos are trademarks of Paizo Publishing, LLC, and are used under
license.
Rappan Athuk- Copyright 2012 Bill Webb, Frog God Games
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Obituaries
Player Name
Cause of Death
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Obituaries
Player Name
Cause of Death
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Obituaries
Player Name
Cause of Death
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Obituaries
Player Name
Cause of Death
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Obituaries
Player Name
Cause of Death
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Obituaries
Player Name
Cause of Death
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Obituaries
Player Name
Cause of Death
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Obituaries
Player Name
Cause of Death
4293139
4293139
569362
659
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293139
569363
569363
Obituaries
Player Name
Cause of Death
4293140
4293140
569363
660
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293140
569364
569364
Obituaries
Player Name
Cause of Death
4293141
4293141
569364
661
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293141
569365
569365
Obituaries
Player Name
Cause of Death
4293142
4293142
569365
662
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293142
569366
569366
Obituaries
Player Name
Cause of Death
4293143
4293143
569366
663
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293143
569367
569367
Obituaries
Player Name
Cause of Death
4293144
4293144
569367
664
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293144
569368
569368
Obituaries
Player Name
Cause of Death
4293145
4293145
569368
665
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293145
569369
569369
Obituaries
Player Name
Cause of Death
4293146
4293146
569369
666
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293146
569370
569370
Obituaries
Player Name
Cause of Death
4293147
4293147
569370
667
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293147
569371
569371
4293148
4293148
569371
668
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293148
569372
569372
4293149
4293149
569372
669
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293149
569373
569373
4293150
4293150
TM
NEW
Party of One
For Players
Zobeck Gazetteer
569373
PDF $2.99
PDF $2.99
PDF $2.99
NEW Expanded
Spell-Less Ranger
Midgard Bestiary:
Pathfinder RPG Edition
PDF $3.99
670
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
5/21/2012 10:17:39 AM
4293150
569374
569374
4293151
4293151
569374
671
paizo.com #3245927, John Barnhouse <pexx.pathfinder@gmail.com>, Aug 15, 2015
4293151
672